## Summary - Introduces `GameContext` wrapper (board + castling rights) threading through the entire engine pipeline - Extends `MoveValidator` with `castlingTargets`, context-aware `legalTargets`/`isLegal` overloads, and helpers (`isCastle`, `castleSide`) - Updates `GameRules.legalMoves` and `gameStatus` to use `GameContext`, preventing false stalemate when castling is the only legal move - Adds castle detection and atomic execution (`withCastle`) to `GameController.processMove`, plus full rights revocation via source- and destination-square tables ## Test Plan - [ ] 142 tests passing, 100% statement and branch coverage on `modules/core` - [ ] White/Black kingside (e1g1/e8g8) and queenside (e1c1/e8c8) castling moves execute correctly - [ ] All six legality conditions enforced (rights flags, home squares, empty transit, king not in check, transit/landing squares not attacked) - [ ] Rights revoked on king moves, own rook moves, castle moves, and enemy rook captures - [ ] False stalemate correctly prevented when castling is the only escape Co-authored-by: LQ63 <lkhermann@web.de> Co-authored-by: Janis <janis.e.20@gmx.de> Reviewed-on: #1 Reviewed-by: Janis <janis-e@gmx.de> Co-authored-by: Leon Hermann <lq@blackhole.local> Co-committed-by: Leon Hermann <lq@blackhole.local>
This commit was merged in pull request #1.
This commit is contained in:
@@ -1,10 +1,11 @@
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package de.nowchess.chess
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import de.nowchess.api.board.{Board, Color}
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import de.nowchess.api.board.Color
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import de.nowchess.chess.controller.GameController
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import de.nowchess.chess.logic.GameContext
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object Main {
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def main(args: Array[String]): Unit =
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println("NowChess TUI — type moves in coordinate notation (e.g. e2e4). Type 'quit' to exit.")
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GameController.gameLoop(Board.initial, Color.White)
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GameController.gameLoop(GameContext.initial, Color.White)
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}
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@@ -1,8 +1,9 @@
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package de.nowchess.chess.controller
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import scala.io.StdIn
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import de.nowchess.api.board.{Board, Color, Piece}
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import de.nowchess.chess.logic.{MoveValidator, GameRules, PositionStatus}
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import de.nowchess.api.board.{Board, Color, File, Piece, Rank, Square}
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import de.nowchess.api.game.CastlingRights
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import de.nowchess.chess.logic.{GameContext, MoveValidator, GameRules, PositionStatus, CastleSide, withCastle}
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import de.nowchess.chess.view.Renderer
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// ---------------------------------------------------------------------------
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@@ -11,15 +12,15 @@ import de.nowchess.chess.view.Renderer
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sealed trait MoveResult
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object MoveResult:
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case object Quit extends MoveResult
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case class InvalidFormat(raw: String) extends MoveResult
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case object NoPiece extends MoveResult
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case object WrongColor extends MoveResult
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case object IllegalMove extends MoveResult
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case class Moved(newBoard: Board, captured: Option[Piece], newTurn: Color) extends MoveResult
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case class MovedInCheck(newBoard: Board, captured: Option[Piece], newTurn: Color) extends MoveResult
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case class Checkmate(winner: Color) extends MoveResult
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case object Stalemate extends MoveResult
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case object Quit extends MoveResult
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case class InvalidFormat(raw: String) extends MoveResult
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case object NoPiece extends MoveResult
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case object WrongColor extends MoveResult
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case object IllegalMove extends MoveResult
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case class Moved(newCtx: GameContext, captured: Option[Piece], newTurn: Color) extends MoveResult
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case class MovedInCheck(newCtx: GameContext, captured: Option[Piece], newTurn: Color) extends MoveResult
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case class Checkmate(winner: Color) extends MoveResult
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case object Stalemate extends MoveResult
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// ---------------------------------------------------------------------------
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// Controller
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@@ -27,10 +28,10 @@ object MoveResult:
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object GameController:
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/** Pure function: interprets one raw input line against the current board state.
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/** Pure function: interprets one raw input line against the current game context.
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* Has no I/O side effects — all output must be handled by the caller.
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*/
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def processMove(board: Board, turn: Color, raw: String): MoveResult =
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def processMove(ctx: GameContext, turn: Color, raw: String): MoveResult =
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raw.trim match
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case "quit" | "q" =>
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MoveResult.Quit
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@@ -39,61 +40,97 @@ object GameController:
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case None =>
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MoveResult.InvalidFormat(trimmed)
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case Some((from, to)) =>
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board.pieceAt(from) match
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ctx.board.pieceAt(from) match
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case None =>
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MoveResult.NoPiece
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case Some(piece) if piece.color != turn =>
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MoveResult.WrongColor
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case Some(_) =>
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if !MoveValidator.isLegal(board, from, to) then
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if !MoveValidator.isLegal(ctx, from, to) then
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MoveResult.IllegalMove
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else
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val (newBoard, captured) = board.withMove(from, to)
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GameRules.gameStatus(newBoard, turn.opposite) match
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case PositionStatus.Normal => MoveResult.Moved(newBoard, captured, turn.opposite)
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case PositionStatus.InCheck => MoveResult.MovedInCheck(newBoard, captured, turn.opposite)
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val castleOpt = if MoveValidator.isCastle(ctx.board, from, to)
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then Some(MoveValidator.castleSide(from, to))
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else None
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val (newBoard, captured) = castleOpt match
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case Some(side) => (ctx.board.withCastle(turn, side), None)
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case None => ctx.board.withMove(from, to)
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val newCtx = applyRightsRevocation(
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ctx.copy(board = newBoard), turn, from, to, castleOpt
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)
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GameRules.gameStatus(newCtx, turn.opposite) match
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case PositionStatus.Normal => MoveResult.Moved(newCtx, captured, turn.opposite)
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case PositionStatus.InCheck => MoveResult.MovedInCheck(newCtx, captured, turn.opposite)
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case PositionStatus.Mated => MoveResult.Checkmate(turn)
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case PositionStatus.Drawn => MoveResult.Stalemate
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private def applyRightsRevocation(
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ctx: GameContext,
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turn: Color,
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from: Square,
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to: Square,
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castle: Option[CastleSide]
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): GameContext =
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// Step 1: Revoke all rights for a castling move (idempotent with step 2)
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val ctx0 = castle.fold(ctx)(_ => ctx.withUpdatedRights(turn, CastlingRights.None))
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// Step 2: Source-square revocation
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val ctx1 = from match
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case Square(File.E, Rank.R1) => ctx0.withUpdatedRights(Color.White, CastlingRights.None)
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case Square(File.E, Rank.R8) => ctx0.withUpdatedRights(Color.Black, CastlingRights.None)
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case Square(File.A, Rank.R1) => ctx0.withUpdatedRights(Color.White, ctx0.whiteCastling.copy(queenSide = false))
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case Square(File.H, Rank.R1) => ctx0.withUpdatedRights(Color.White, ctx0.whiteCastling.copy(kingSide = false))
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case Square(File.A, Rank.R8) => ctx0.withUpdatedRights(Color.Black, ctx0.blackCastling.copy(queenSide = false))
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case Square(File.H, Rank.R8) => ctx0.withUpdatedRights(Color.Black, ctx0.blackCastling.copy(kingSide = false))
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case _ => ctx0
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// Step 3: Destination-square revocation (enemy captures a rook on its home square)
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to match
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case Square(File.A, Rank.R1) => ctx1.withUpdatedRights(Color.White, ctx1.whiteCastling.copy(queenSide = false))
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case Square(File.H, Rank.R1) => ctx1.withUpdatedRights(Color.White, ctx1.whiteCastling.copy(kingSide = false))
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case Square(File.A, Rank.R8) => ctx1.withUpdatedRights(Color.Black, ctx1.blackCastling.copy(queenSide = false))
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case Square(File.H, Rank.R8) => ctx1.withUpdatedRights(Color.Black, ctx1.blackCastling.copy(kingSide = false))
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case _ => ctx1
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/** Thin I/O shell: renders the board, reads a line, delegates to processMove,
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* prints the outcome, and recurses until the game ends.
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*/
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def gameLoop(board: Board, turn: Color): Unit =
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def gameLoop(ctx: GameContext, turn: Color): Unit =
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println()
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print(Renderer.render(board))
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print(Renderer.render(ctx.board))
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println(s"${turn.label}'s turn. Enter move: ")
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val input = Option(StdIn.readLine()).getOrElse("quit").trim
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processMove(board, turn, input) match
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processMove(ctx, turn, input) match
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case MoveResult.Quit =>
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println("Game over. Goodbye!")
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case MoveResult.InvalidFormat(raw) =>
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println(s"Invalid move format '$raw'. Use coordinate notation, e.g. e2e4.")
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gameLoop(board, turn)
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gameLoop(ctx, turn)
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case MoveResult.NoPiece =>
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println(s"No piece on ${Parser.parseMove(input).map(_._1).fold("?")(_.toString)}.")
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gameLoop(board, turn)
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gameLoop(ctx, turn)
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case MoveResult.WrongColor =>
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println(s"That is not your piece.")
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gameLoop(board, turn)
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gameLoop(ctx, turn)
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case MoveResult.IllegalMove =>
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println(s"Illegal move.")
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gameLoop(board, turn)
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case MoveResult.Moved(newBoard, captured, newTurn) =>
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gameLoop(ctx, turn)
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case MoveResult.Moved(newCtx, captured, newTurn) =>
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val prevTurn = newTurn.opposite
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captured.foreach: cap =>
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val toSq = Parser.parseMove(input).map(_._2).fold("?")(_.toString)
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println(s"${prevTurn.label} captures ${cap.color.label} ${cap.pieceType.label} on $toSq")
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gameLoop(newBoard, newTurn)
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case MoveResult.MovedInCheck(newBoard, captured, newTurn) =>
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gameLoop(newCtx, newTurn)
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case MoveResult.MovedInCheck(newCtx, captured, newTurn) =>
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val prevTurn = newTurn.opposite
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captured.foreach: cap =>
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val toSq = Parser.parseMove(input).map(_._2).fold("?")(_.toString)
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println(s"${prevTurn.label} captures ${cap.color.label} ${cap.pieceType.label} on $toSq")
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println(s"${newTurn.label} is in check!")
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gameLoop(newBoard, newTurn)
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gameLoop(newCtx, newTurn)
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case MoveResult.Checkmate(winner) =>
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println(s"Checkmate! ${winner.label} wins.")
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gameLoop(Board.initial, Color.White)
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gameLoop(GameContext.initial, Color.White)
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case MoveResult.Stalemate =>
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println("Stalemate! The game is a draw.")
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gameLoop(Board.initial, Color.White)
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gameLoop(GameContext.initial, Color.White)
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@@ -0,0 +1,47 @@
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package de.nowchess.chess.logic
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import de.nowchess.api.board.{Board, Color, File, Piece, PieceType, Rank, Square}
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import de.nowchess.api.game.CastlingRights
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enum CastleSide:
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case Kingside, Queenside
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case class GameContext(
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board: Board,
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whiteCastling: CastlingRights,
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blackCastling: CastlingRights
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):
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def castlingFor(color: Color): CastlingRights =
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if color == Color.White then whiteCastling else blackCastling
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def withUpdatedRights(color: Color, rights: CastlingRights): GameContext =
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if color == Color.White then copy(whiteCastling = rights)
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else copy(blackCastling = rights)
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object GameContext:
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/** Convenience constructor for test boards: no castling rights on either side. */
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def apply(board: Board): GameContext =
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GameContext(board, CastlingRights.None, CastlingRights.None)
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val initial: GameContext =
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GameContext(Board.initial, CastlingRights.Both, CastlingRights.Both)
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extension (b: Board)
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def withCastle(color: Color, side: CastleSide): Board =
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val (kingFrom, kingTo, rookFrom, rookTo) = (color, side) match
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case (Color.White, CastleSide.Kingside) =>
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(Square(File.E, Rank.R1), Square(File.G, Rank.R1),
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Square(File.H, Rank.R1), Square(File.F, Rank.R1))
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case (Color.White, CastleSide.Queenside) =>
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(Square(File.E, Rank.R1), Square(File.C, Rank.R1),
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Square(File.A, Rank.R1), Square(File.D, Rank.R1))
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case (Color.Black, CastleSide.Kingside) =>
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(Square(File.E, Rank.R8), Square(File.G, Rank.R8),
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Square(File.H, Rank.R8), Square(File.F, Rank.R8))
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case (Color.Black, CastleSide.Queenside) =>
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(Square(File.E, Rank.R8), Square(File.C, Rank.R8),
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Square(File.A, Rank.R8), Square(File.D, Rank.R8))
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val king = Piece(color, PieceType.King)
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val rook = Piece(color, PieceType.Rook)
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Board(b.pieces.removed(kingFrom).removed(rookFrom)
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.updated(kingTo, king).updated(rookTo, rook))
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@@ -1,6 +1,7 @@
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package de.nowchess.chess.logic
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import de.nowchess.api.board.*
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import de.nowchess.chess.logic.GameContext
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enum PositionStatus:
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case Normal, InCheck, Mated, Drawn
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@@ -19,13 +20,17 @@ object GameRules:
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}
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/** All (from, to) moves for `color` that do not leave their own king in check. */
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def legalMoves(board: Board, color: Color): Set[(Square, Square)] =
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board.pieces
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def legalMoves(ctx: GameContext, color: Color): Set[(Square, Square)] =
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ctx.board.pieces
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.collect { case (from, piece) if piece.color == color => from }
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.flatMap { from =>
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MoveValidator.legalTargets(board, from)
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MoveValidator.legalTargets(ctx, from) // context-aware: includes castling
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.filter { to =>
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val (newBoard, _) = board.withMove(from, to)
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val newBoard =
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if MoveValidator.isCastle(ctx.board, from, to) then
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ctx.board.withCastle(color, MoveValidator.castleSide(from, to))
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else
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ctx.board.withMove(from, to)._1
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!isInCheck(newBoard, color)
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}
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.map(to => from -> to)
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@@ -33,9 +38,9 @@ object GameRules:
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.toSet
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/** Position status for the side whose turn it is (`color`). */
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def gameStatus(board: Board, color: Color): PositionStatus =
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val moves = legalMoves(board, color)
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val inCheck = isInCheck(board, color)
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def gameStatus(ctx: GameContext, color: Color): PositionStatus =
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val moves = legalMoves(ctx, color)
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val inCheck = isInCheck(ctx.board, color)
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if moves.isEmpty && inCheck then PositionStatus.Mated
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else if moves.isEmpty then PositionStatus.Drawn
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else if inCheck then PositionStatus.InCheck
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@@ -1,6 +1,7 @@
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package de.nowchess.chess.logic
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import de.nowchess.api.board.*
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import de.nowchess.chess.logic.{GameContext, CastleSide}
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object MoveValidator:
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@@ -110,3 +111,57 @@ object MoveValidator:
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(diagonalDeltas ++ orthogonalDeltas).flatMap: (df, dr) =>
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squareAt(fi + df, ri + dr).filterNot(sq => isOwnPiece(board, sq, color))
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.toSet
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// ── Castling helpers ────────────────────────────────────────────────────────
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private def isAttackedBy(board: Board, sq: Square, attackerColor: Color): Boolean =
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board.pieces.exists { case (from, piece) =>
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piece.color == attackerColor && legalTargets(board, from).contains(sq)
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}
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def isCastle(board: Board, from: Square, to: Square): Boolean =
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board.pieceAt(from).exists(_.pieceType == PieceType.King) &&
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math.abs(to.file.ordinal - from.file.ordinal) == 2
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def castleSide(from: Square, to: Square): CastleSide =
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if to.file.ordinal > from.file.ordinal then CastleSide.Kingside else CastleSide.Queenside
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def castlingTargets(ctx: GameContext, color: Color): Set[Square] =
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val rights = ctx.castlingFor(color)
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val rank = if color == Color.White then Rank.R1 else Rank.R8
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val kingSq = Square(File.E, rank)
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val enemy = color.opposite
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if ctx.board.pieceAt(kingSq) != Some(Piece(color, PieceType.King)) then return Set.empty
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if GameRules.isInCheck(ctx.board, color) then return Set.empty
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var result = Set.empty[Square]
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if rights.kingSide then
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val rookSq = Square(File.H, rank)
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val transit = List(Square(File.F, rank), Square(File.G, rank))
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if ctx.board.pieceAt(rookSq).contains(Piece(color, PieceType.Rook)) &&
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transit.forall(s => ctx.board.pieceAt(s).isEmpty) &&
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!transit.exists(s => isAttackedBy(ctx.board, s, enemy)) then
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result += Square(File.G, rank)
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if rights.queenSide then
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val rookSq = Square(File.A, rank)
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val emptySquares = List(Square(File.B, rank), Square(File.C, rank), Square(File.D, rank))
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val transitSqs = List(Square(File.D, rank), Square(File.C, rank))
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if ctx.board.pieceAt(rookSq).contains(Piece(color, PieceType.Rook)) &&
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emptySquares.forall(s => ctx.board.pieceAt(s).isEmpty) &&
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!transitSqs.exists(s => isAttackedBy(ctx.board, s, enemy)) then
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result += Square(File.C, rank)
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result
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def legalTargets(ctx: GameContext, from: Square): Set[Square] =
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ctx.board.pieceAt(from) match
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case Some(piece) if piece.pieceType == PieceType.King =>
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legalTargets(ctx.board, from) ++ castlingTargets(ctx, piece.color)
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case _ =>
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legalTargets(ctx.board, from)
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def isLegal(ctx: GameContext, from: Square, to: Square): Boolean =
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legalTargets(ctx, from).contains(to)
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Reference in New Issue
Block a user