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#include "bot.hpp"
#include "board.hpp"
#include "moves.hpp"
#include <algorithm>
#include <cassert>
#include <cmath>
#include <iostream>

int PAWN_VALUE = 100;
int KNIGHT_VALUE = 200;
int BISHOP_VALUE = 300;
int ROOK_VALUE = 400;
int QUEEN_VALUE = 900;
int MATE = 10000;

const int SEARCH_DEPTH = 3;

int positions_consider = 0;

Move EngineGetBestMove(Game *b) {
  auto moves = GetLegalMoves(b);
  if (moves.size() == 0) {
    assert(false && "Unhanled error zero legal moves for bot");
  }
  Move bestMove = moves[0];
  float BestEval = (b->turn ? -INFINITY : INFINITY);
  for (Move move : moves) {
    Game TestBoard = *b;
    PlayMove(move, &TestBoard);
    float alpha = -INFINITY;
    float beta = INFINITY;

    float eval = minimax(SEARCH_DEPTH - 1, &TestBoard, alpha, beta);
    if (b->turn) {
      if (eval > BestEval) {
        BestEval = eval;
        bestMove = move;
      }
    } else {
      if (eval < BestEval) {
        BestEval = eval;
        bestMove = move;
      }
    }
  }
  std::cout << "\nConsider: " << positions_consider << "\n";
  return bestMove;
}
float minimax(int depth, Game *b, float alpha, float beta) {
  if (depth == 0) {
    return EvaluateBoardForWhite(b);
  }
  auto moves = GetLegalMoves(b);
  if (moves.size() == 0) {
    return EvaluateBoardForWhite(b);
  }
  if (b->turn) {
    float bestEval = -INFINITY;

    for (Move move : moves) {
      Game next = *b;
      PlayMove(move, &next);

      float eval = minimax(depth - 1, &next, alpha, beta);
      bestEval = std::max(bestEval, eval);

      alpha = std::max(alpha, bestEval);

      if (alpha >= beta) {
        break;
      }
    }

    return bestEval;
  } else {
    float BestEval = INFINITY;

    for (Move move : moves) {
      Game next = *b;
      PlayMove(move, &next);

      float eval = minimax(depth - 1, &next, alpha, beta);

      BestEval = std::min(BestEval, eval);

      beta = std::min(beta, BestEval);
      if (alpha >= beta) {
        break; // *snips*
      }
    }
    return BestEval;
  }
}

float EvaluateBoardForWhite(Game *b) {
  positions_consider++;
  float score = 0;

  bool isStaleMate = false;

  GetLegalMoves(b);
  if (b->state == WHITE_WON) {
    return MATE;
  }
  if (b->state == BLACK_WON) {
    return -MATE;
  }
  if (b->state == STALEMATE || b->state == DRAW) {
    isStaleMate = true;
  }

  for (Piece piece : b->pieces) {
    if (piece.type == NONE)
      continue;

    int value = 0;

    switch (piece.type) {
    case PAWN:
      value = PAWN_VALUE;
      break;
    case KNIGHT:
      value = KNIGHT_VALUE;
      break;
    case BISHOP:
      value = BISHOP_VALUE;
      break;
    case ROOK:
      value = ROOK_VALUE;
      break;
    case QUEEN:
      value = QUEEN_VALUE;
      break;
    default:
      break;
    }

    if (piece.color)
      score += value;
    else
      score -= value;
  }
  if (isStaleMate) {
    return 0;
  }
  return score;
}