feat: implement legal castling (#1)
Build & Test (NowChessSystems) TeamCity build finished

## 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:
2026-03-24 17:55:00 +01:00
committed by Janis
parent d0289e16f4
commit 00d326c1ba
12 changed files with 2054 additions and 87 deletions
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@@ -0,0 +1,255 @@
# Castling Implementation Design
**Date:** 2026-03-24
**Status:** Approved (rev 2)
**Branch:** castling
---
## Context
The NowChessSystems chess engine currently operates on a raw `Board` (opaque `Map[Square, Piece]`) paired with a `Color` for turn tracking. Castling requires tracking whether the king and rooks have previously moved — state that does not exist in the current engine layer. The `CastlingRights` and `MoveType.Castle*` types are already defined in the `api` module but are not wired into the engine.
---
## Approach: `GameContext` Wrapper (Option B)
Introduce a thin `GameContext` wrapper in `modules/core` that bundles `Board` with castling rights for both sides. This is the single seam through which the engine learns about castling availability without pulling in the full FEN-structured `GameState` type.
---
## Section 1 — `GameContext` Type
**Location:** `modules/core/src/main/scala/de/nowchess/chess/logic/GameContext.scala`
```scala
case class GameContext(
board: Board,
whiteCastling: CastlingRights,
blackCastling: CastlingRights
):
def castlingFor(color: Color): CastlingRights =
if color == Color.White then whiteCastling else blackCastling
def withUpdatedRights(color: Color, rights: CastlingRights): GameContext =
if color == Color.White then copy(whiteCastling = rights)
else copy(blackCastling = rights)
```
`GameContext.initial` wraps `Board.initial` with `CastlingRights.Both` for both sides.
`gameLoop` and `processMove` replace `(board: Board, turn: Color)` with `(ctx: GameContext, turn: Color)`. All `MoveResult` variants that previously carried `newBoard: Board` now carry `newCtx: GameContext`. The `gameLoop` render call becomes `Renderer.render(ctx.board)`, and all `gameLoop` pattern match arms that destructure `MoveResult.Moved(newBoard, ...)` or `MoveResult.MovedInCheck(newBoard, ...)` must be updated to destructure `newCtx` and pass it to the recursive `gameLoop` call.
---
## Section 2 — `CastleSide` and Board Extension for Castle Moves
### `CastleSide` enum
`CastleSide` is a two-value engine-internal enum defined in `core` (not in `api`). It is co-located in `GameContext.scala` — there is no separate `CastleSide.scala` file.
```scala
enum CastleSide:
case Kingside, Queenside
```
### `withCastle` extension
`Board.withMove(from, to)` moves a single piece. Castling moves two pieces atomically. To avoid a circular dependency (`api` must not import from `core`), `withCastle` is **not** added to `Board` in the `api` module. Instead it is defined as an extension method in `core`, co-located with `GameContext`:
```scala
// inside GameContext.scala or a BoardCastleOps.scala in core
extension (b: Board)
def withCastle(color: Color, side: CastleSide): Board = ...
```
Post-castle square assignments:
- **Kingside White:** King e1→g1, Rook h1→f1
- **Queenside White:** King e1→c1, Rook a1→d1
- **Kingside Black:** King e8→g8, Rook h8→f8
- **Queenside Black:** King e8→c8, Rook a8→d8
---
## Section 3 — `MoveValidator` Castling Logic
### Signature change
`legalTargets` and `isLegal` are extended to accept `GameContext` when the caller has full game context. To avoid breaking `GameRules.isInCheck` (which uses `legalTargets` with only a `Board` for attacked-square detection), the implementation retains a **board-only private helper** for sliding/jump/normal king targets, and a **public overload** that additionally unions castling targets when a `GameContext` is provided:
```scala
// board-only (used internally by isInCheck)
def legalTargets(board: Board, from: Square): Set[Square]
// context-aware (used by legalMoves and processMove)
def legalTargets(ctx: GameContext, from: Square): Set[Square]
```
The `GameContext` overload delegates to the `Board` overload for all piece types except King, where it additionally unions `castlingTargets(ctx, color)`.
`isLegal` is likewise overloaded:
```scala
// board-only (retained for callers that have no castling context)
def isLegal(board: Board, from: Square, to: Square): Boolean
// context-aware (used by processMove)
def isLegal(ctx: GameContext, from: Square, to: Square): Boolean
```
The context-aware `isLegal(ctx, from, to)` calls `legalTargets(ctx, from).contains(to)` — using the context-aware overload — so castling targets are included in the legality check.
### `castlingTargets` method
```scala
def castlingTargets(ctx: GameContext, color: Color): Set[Square]
```
For each side (kingside, queenside), checks all six conditions in order (failing fast):
1. `CastlingRights` flag is `true` for that side (`ctx.castlingFor(color)`)
2. King is on its home square (e1 for White, e8 for Black)
3. Relevant rook is on its home square (h-file for kingside, a-file for queenside)
4. All squares between king and rook are empty
5. King is **not currently in check** — calls `GameRules.isInCheck(ctx.board, color)` using the board-only path (no castling recursion)
6. Each square the king **passes through and lands on** is not attacked — checks that no enemy `legalTargets(board, enemySq)` (board-only) covers those squares
Transit and landing squares:
- **Kingside:** f-file, g-file (White: f1, g1; Black: f8, g8)
- **Queenside:** d-file, c-file (White: d1, c1; Black: d8, c8). Note: b1/b8 must be empty (condition 4) but the king does not pass through them, so they are not checked for attacks.
---
## Section 4 — `GameRules` Changes
`GameRules.legalMoves` must accept `GameContext` (not just `Board`) so it can enumerate castling moves as part of the legal move set. This is required for correct stalemate and checkmate detection — a position where the only legal move is to castle must not be evaluated as stalemate.
```scala
def legalMoves(ctx: GameContext, color: Color): Set[(Square, Square)]
```
Internally it calls `MoveValidator.legalTargets(ctx, from)` (the context-aware overload) for all pieces of `color`, then filters to moves that do not leave the king in check.
`isInCheck` retains its `(board: Board, color: Color)` signature — it does not need castling context.
`gameStatus` is updated to accept `GameContext`:
```scala
def gameStatus(ctx: GameContext, color: Color): PositionStatus
```
---
## Section 5 — `GameController` Changes
### Move detection and execution
`processMove` identifies a castling move by the king occupying its home square and moving exactly two files laterally:
- White: e1→g1 (kingside) or e1→c1 (queenside)
- Black: e8→g8 (kingside) or e8→c8 (queenside)
Legality is confirmed via `MoveValidator.isLegal(ctx, from, to)` (the context-aware overload, which includes castling targets). When a castling move is legal and executed:
1. Call `ctx.board.withCastle(color, side)` to move both pieces atomically.
2. Revoke **both** castling rights for the moving color in the new `GameContext`.
### Rights revocation rules (applied on every move)
After every move `(from, to)` is applied, revoke rights based on both the **source square** and the **destination square**. Both tables are checked independently and all triggered revocations are applied.
**Source square → revocation** (piece leaves its home square):
| Source square | Rights revoked |
|---------------|---------------|
| `e1` | Both White castling rights |
| `e8` | Both Black castling rights |
| `a1` | White queenside |
| `h1` | White kingside |
| `a8` | Black queenside |
| `h8` | Black kingside |
**Destination square → revocation** (a piece — including an enemy piece — arrives on a rook home square, meaning a capture removed the rook):
| Destination square | Rights revoked |
|--------------------|---------------|
| `a1` | White queenside |
| `h1` | White kingside |
| `a8` | Black queenside |
| `h8` | Black kingside |
This covers the following cases:
- **King normal move** — source square e1/e8 fires; both rights revoked.
- **King castle move** — the castle-specific step 2 revokes both rights for the moving color. Additionally, the source-square table fires (king departs e1/e8), revoking the same rights a second time. This double-revocation is idempotent and harmless. The king's destination (g1/c1/g8/c8) does not appear in the destination table, so no extra revocation fires there.
- **Own rook move** — source square a1/h1/a8/h8 fires.
- **Enemy capture on a rook home square** — destination square a1/h1/a8/h8 fires, revoking the side that lost the rook.
`processMove` also calls `GameRules.gameStatus(newCtx, turn.opposite)` — note this call passes the full `GameContext`, not just a `Board`, because `gameStatus` now accepts `GameContext`.
The revocation is applied to the `GameContext` that results from the move, before it is returned in `MoveResult`.
### Signatures
```scala
def processMove(ctx: GameContext, turn: Color, raw: String): MoveResult
def gameLoop(ctx: GameContext, turn: Color): Unit
```
`MoveResult.Moved` and `MoveResult.MovedInCheck` carry `newCtx: GameContext` instead of `newBoard: Board`. All `gameLoop` pattern match arms are updated to use `newCtx`. The render call uses `newCtx.board`.
On checkmate/stalemate reset, `GameContext.initial` is used.
---
## Section 6 — Move Notation
The player types standard coordinate notation:
- `e1g1` → White kingside castle
- `e1c1` → White queenside castle
- `e8g8` → Black kingside castle
- `e8c8` → Black queenside castle
No parser changes required. The controller identifies castling by the king moving 2 files from the home square.
---
## Section 7 — Testing
### `MoveValidatorTest`
- Castling target (g1) is returned when all kingside conditions are met (White)
- Castling target (c1) is returned when all queenside conditions are met (White)
- Castling targets returned for Black kingside (g8) and queenside (c8)
- Castling blocked when transit square is occupied (piece between king and rook)
- Castling blocked when king is in check (condition 5)
- Castling blocked when **transit square** is attacked (e.g., f1 attacked for White kingside)
- Castling blocked when **landing square** is attacked (e.g., g1 attacked for White kingside)
- Castling blocked when `kingSide = false` in `CastlingRights`
- Castling blocked when `queenSide = false` in `CastlingRights`
- Castling blocked when relevant rook is not on its home square
### `GameControllerTest`
- `processMove` with `e1g1` returns `Moved` with king on g1, rook on f1, and both White castling rights revoked in `newCtx`
- `processMove` with `e1c1` returns `Moved` with king on c1, rook on d1, and both White castling rights revoked in `newCtx`
- `processMove` castle attempt after king has moved returns `IllegalMove`
- `processMove` castle attempt after rook has moved returns `IllegalMove`
- Normal rook move from h1 revokes White kingside right in the returned `newCtx`
- Normal king move from e1 revokes both White rights in the returned `newCtx`
- Enemy capture on h1 (e.g., Black rook captures White rook on h1) revokes White kingside right in the returned `newCtx`
### `GameRulesTest`
- `legalMoves` includes castling destinations when available
- `legalMoves` excludes castling when king is in check
- `gameStatus` returns `Normal` (not `Drawn`) when the only legal move available is to castle — verifying that the `GameContext` signature change correctly prevents a false stalemate
---
## Files to Create / Modify
| Action | File |
|--------|------|
| **Create** | `modules/core/src/main/scala/de/nowchess/chess/logic/GameContext.scala` — includes `CastleSide` enum and `withCastle` Board extension |
| **Modify** | `modules/core/src/main/scala/de/nowchess/chess/logic/MoveValidator.scala` — add `castlingTargets`, board-only + context-aware `legalTargets`/`isLegal` overloads |
| **Modify** | `modules/core/src/main/scala/de/nowchess/chess/logic/GameRules.scala` — update `legalMoves` and `gameStatus` to accept `GameContext` |
| **Modify** | `modules/core/src/main/scala/de/nowchess/chess/controller/GameController.scala` — use `GameContext`; castling detection, execution, rights revocation |
| **Modify** | `modules/core/src/main/scala/de/nowchess/chess/Main.scala` — use `GameContext.initial` |
| **Modify** | `modules/core/src/test/scala/de/nowchess/chess/logic/MoveValidatorTest.scala` — new castling tests |
| **Modify** | `modules/core/src/test/scala/de/nowchess/chess/controller/GameControllerTest.scala` — update signatures + new castling tests |
| **Modify** | `modules/core/src/test/scala/de/nowchess/chess/logic/GameRulesTest.scala` — update signatures + new castling tests |
+23
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@@ -0,0 +1,23 @@
# Unresolved Issues
## [2026-03-24] JUnitSuiteLike mixin not available for ScalaTest 3.2.19 with Scala 3
**Requirement / Bug:**
CLAUDE.md prescribes that all unit tests should extend `AnyFunSuite with Matchers with JUnitSuiteLike`. However, the `JUnitSuiteLike` trait cannot be resolved in the current build configuration.
**Root Cause (if known):**
- ScalaTest 3.2.19 for Scala 3 does not provide `JUnitSuiteLike` in any public package.
- The `co.helmethair:scalatest-junit-runner:0.1.11` dependency does not expose this trait.
- There is no `org.scalatest:scalatest-junit_3` artifact available for version 3.2.19.
- The trait may have been removed or changed in the ScalaTest 3.x → Scala 3 migration.
**Attempted Fixes:**
1. Tried importing from `org.scalatest.junit.JUnitSuiteLike` — not found
2. Tried importing from `org.scalatestplus.junit.JUnitSuiteLike` — not found
3. Tried importing from `co.helmethair.scalatest.junit.JUnitSuiteLike` — not found
4. Attempted to add `org.scalatest:scalatest-junit_3:3.2.19` dependency — artifact does not exist in Maven Central
**Suggested Next Step:**
1. Either find the correct ScalaTest artifact/import for Scala 3 JUnit integration, or
2. Update CLAUDE.md to reflect the actual constraint that unit tests should extend `AnyFunSuite with Matchers` (without `JUnitSuiteLike`), or
3. Investigate whether a different test runner or configuration is needed to achieve JUnit integration with ScalaTest 3 in Scala 3
@@ -1,10 +1,11 @@
package de.nowchess.chess package de.nowchess.chess
import de.nowchess.api.board.{Board, Color} import de.nowchess.api.board.Color
import de.nowchess.chess.controller.GameController import de.nowchess.chess.controller.GameController
import de.nowchess.chess.logic.GameContext
object Main { object Main {
def main(args: Array[String]): Unit = def main(args: Array[String]): Unit =
println("NowChess TUI — type moves in coordinate notation (e.g. e2e4). Type 'quit' to exit.") println("NowChess TUI — type moves in coordinate notation (e.g. e2e4). Type 'quit' to exit.")
GameController.gameLoop(Board.initial, Color.White) GameController.gameLoop(GameContext.initial, Color.White)
} }
@@ -1,8 +1,9 @@
package de.nowchess.chess.controller package de.nowchess.chess.controller
import scala.io.StdIn import scala.io.StdIn
import de.nowchess.api.board.{Board, Color, Piece} import de.nowchess.api.board.{Board, Color, File, Piece, Rank, Square}
import de.nowchess.chess.logic.{MoveValidator, GameRules, PositionStatus} import de.nowchess.api.game.CastlingRights
import de.nowchess.chess.logic.{GameContext, MoveValidator, GameRules, PositionStatus, CastleSide, withCastle}
import de.nowchess.chess.view.Renderer import de.nowchess.chess.view.Renderer
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
@@ -11,15 +12,15 @@ import de.nowchess.chess.view.Renderer
sealed trait MoveResult sealed trait MoveResult
object MoveResult: object MoveResult:
case object Quit extends MoveResult case object Quit extends MoveResult
case class InvalidFormat(raw: String) extends MoveResult case class InvalidFormat(raw: String) extends MoveResult
case object NoPiece extends MoveResult case object NoPiece extends MoveResult
case object WrongColor extends MoveResult case object WrongColor extends MoveResult
case object IllegalMove extends MoveResult case object IllegalMove extends MoveResult
case class Moved(newBoard: Board, captured: Option[Piece], newTurn: Color) extends MoveResult case class Moved(newCtx: GameContext, captured: Option[Piece], newTurn: Color) extends MoveResult
case class MovedInCheck(newBoard: Board, captured: Option[Piece], newTurn: Color) extends MoveResult case class MovedInCheck(newCtx: GameContext, captured: Option[Piece], newTurn: Color) extends MoveResult
case class Checkmate(winner: Color) extends MoveResult case class Checkmate(winner: Color) extends MoveResult
case object Stalemate extends MoveResult case object Stalemate extends MoveResult
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// Controller // Controller
@@ -27,10 +28,10 @@ object MoveResult:
object GameController: object GameController:
/** Pure function: interprets one raw input line against the current board state. /** Pure function: interprets one raw input line against the current game context.
* Has no I/O side effects all output must be handled by the caller. * Has no I/O side effects all output must be handled by the caller.
*/ */
def processMove(board: Board, turn: Color, raw: String): MoveResult = def processMove(ctx: GameContext, turn: Color, raw: String): MoveResult =
raw.trim match raw.trim match
case "quit" | "q" => case "quit" | "q" =>
MoveResult.Quit MoveResult.Quit
@@ -39,61 +40,97 @@ object GameController:
case None => case None =>
MoveResult.InvalidFormat(trimmed) MoveResult.InvalidFormat(trimmed)
case Some((from, to)) => case Some((from, to)) =>
board.pieceAt(from) match ctx.board.pieceAt(from) match
case None => case None =>
MoveResult.NoPiece MoveResult.NoPiece
case Some(piece) if piece.color != turn => case Some(piece) if piece.color != turn =>
MoveResult.WrongColor MoveResult.WrongColor
case Some(_) => case Some(_) =>
if !MoveValidator.isLegal(board, from, to) then if !MoveValidator.isLegal(ctx, from, to) then
MoveResult.IllegalMove MoveResult.IllegalMove
else else
val (newBoard, captured) = board.withMove(from, to) val castleOpt = if MoveValidator.isCastle(ctx.board, from, to)
GameRules.gameStatus(newBoard, turn.opposite) match then Some(MoveValidator.castleSide(from, to))
case PositionStatus.Normal => MoveResult.Moved(newBoard, captured, turn.opposite) else None
case PositionStatus.InCheck => MoveResult.MovedInCheck(newBoard, captured, turn.opposite) val (newBoard, captured) = castleOpt match
case Some(side) => (ctx.board.withCastle(turn, side), None)
case None => ctx.board.withMove(from, to)
val newCtx = applyRightsRevocation(
ctx.copy(board = newBoard), turn, from, to, castleOpt
)
GameRules.gameStatus(newCtx, turn.opposite) match
case PositionStatus.Normal => MoveResult.Moved(newCtx, captured, turn.opposite)
case PositionStatus.InCheck => MoveResult.MovedInCheck(newCtx, captured, turn.opposite)
case PositionStatus.Mated => MoveResult.Checkmate(turn) case PositionStatus.Mated => MoveResult.Checkmate(turn)
case PositionStatus.Drawn => MoveResult.Stalemate case PositionStatus.Drawn => MoveResult.Stalemate
private def applyRightsRevocation(
ctx: GameContext,
turn: Color,
from: Square,
to: Square,
castle: Option[CastleSide]
): GameContext =
// Step 1: Revoke all rights for a castling move (idempotent with step 2)
val ctx0 = castle.fold(ctx)(_ => ctx.withUpdatedRights(turn, CastlingRights.None))
// Step 2: Source-square revocation
val ctx1 = from match
case Square(File.E, Rank.R1) => ctx0.withUpdatedRights(Color.White, CastlingRights.None)
case Square(File.E, Rank.R8) => ctx0.withUpdatedRights(Color.Black, CastlingRights.None)
case Square(File.A, Rank.R1) => ctx0.withUpdatedRights(Color.White, ctx0.whiteCastling.copy(queenSide = false))
case Square(File.H, Rank.R1) => ctx0.withUpdatedRights(Color.White, ctx0.whiteCastling.copy(kingSide = false))
case Square(File.A, Rank.R8) => ctx0.withUpdatedRights(Color.Black, ctx0.blackCastling.copy(queenSide = false))
case Square(File.H, Rank.R8) => ctx0.withUpdatedRights(Color.Black, ctx0.blackCastling.copy(kingSide = false))
case _ => ctx0
// Step 3: Destination-square revocation (enemy captures a rook on its home square)
to match
case Square(File.A, Rank.R1) => ctx1.withUpdatedRights(Color.White, ctx1.whiteCastling.copy(queenSide = false))
case Square(File.H, Rank.R1) => ctx1.withUpdatedRights(Color.White, ctx1.whiteCastling.copy(kingSide = false))
case Square(File.A, Rank.R8) => ctx1.withUpdatedRights(Color.Black, ctx1.blackCastling.copy(queenSide = false))
case Square(File.H, Rank.R8) => ctx1.withUpdatedRights(Color.Black, ctx1.blackCastling.copy(kingSide = false))
case _ => ctx1
/** Thin I/O shell: renders the board, reads a line, delegates to processMove, /** Thin I/O shell: renders the board, reads a line, delegates to processMove,
* prints the outcome, and recurses until the game ends. * prints the outcome, and recurses until the game ends.
*/ */
def gameLoop(board: Board, turn: Color): Unit = def gameLoop(ctx: GameContext, turn: Color): Unit =
println() println()
print(Renderer.render(board)) print(Renderer.render(ctx.board))
println(s"${turn.label}'s turn. Enter move: ") println(s"${turn.label}'s turn. Enter move: ")
val input = Option(StdIn.readLine()).getOrElse("quit").trim val input = Option(StdIn.readLine()).getOrElse("quit").trim
processMove(board, turn, input) match processMove(ctx, turn, input) match
case MoveResult.Quit => case MoveResult.Quit =>
println("Game over. Goodbye!") println("Game over. Goodbye!")
case MoveResult.InvalidFormat(raw) => case MoveResult.InvalidFormat(raw) =>
println(s"Invalid move format '$raw'. Use coordinate notation, e.g. e2e4.") println(s"Invalid move format '$raw'. Use coordinate notation, e.g. e2e4.")
gameLoop(board, turn) gameLoop(ctx, turn)
case MoveResult.NoPiece => case MoveResult.NoPiece =>
println(s"No piece on ${Parser.parseMove(input).map(_._1).fold("?")(_.toString)}.") println(s"No piece on ${Parser.parseMove(input).map(_._1).fold("?")(_.toString)}.")
gameLoop(board, turn) gameLoop(ctx, turn)
case MoveResult.WrongColor => case MoveResult.WrongColor =>
println(s"That is not your piece.") println(s"That is not your piece.")
gameLoop(board, turn) gameLoop(ctx, turn)
case MoveResult.IllegalMove => case MoveResult.IllegalMove =>
println(s"Illegal move.") println(s"Illegal move.")
gameLoop(board, turn) gameLoop(ctx, turn)
case MoveResult.Moved(newBoard, captured, newTurn) => case MoveResult.Moved(newCtx, captured, newTurn) =>
val prevTurn = newTurn.opposite val prevTurn = newTurn.opposite
captured.foreach: cap => captured.foreach: cap =>
val toSq = Parser.parseMove(input).map(_._2).fold("?")(_.toString) val toSq = Parser.parseMove(input).map(_._2).fold("?")(_.toString)
println(s"${prevTurn.label} captures ${cap.color.label} ${cap.pieceType.label} on $toSq") println(s"${prevTurn.label} captures ${cap.color.label} ${cap.pieceType.label} on $toSq")
gameLoop(newBoard, newTurn) gameLoop(newCtx, newTurn)
case MoveResult.MovedInCheck(newBoard, captured, newTurn) => case MoveResult.MovedInCheck(newCtx, captured, newTurn) =>
val prevTurn = newTurn.opposite val prevTurn = newTurn.opposite
captured.foreach: cap => captured.foreach: cap =>
val toSq = Parser.parseMove(input).map(_._2).fold("?")(_.toString) val toSq = Parser.parseMove(input).map(_._2).fold("?")(_.toString)
println(s"${prevTurn.label} captures ${cap.color.label} ${cap.pieceType.label} on $toSq") println(s"${prevTurn.label} captures ${cap.color.label} ${cap.pieceType.label} on $toSq")
println(s"${newTurn.label} is in check!") println(s"${newTurn.label} is in check!")
gameLoop(newBoard, newTurn) gameLoop(newCtx, newTurn)
case MoveResult.Checkmate(winner) => case MoveResult.Checkmate(winner) =>
println(s"Checkmate! ${winner.label} wins.") println(s"Checkmate! ${winner.label} wins.")
gameLoop(Board.initial, Color.White) gameLoop(GameContext.initial, Color.White)
case MoveResult.Stalemate => case MoveResult.Stalemate =>
println("Stalemate! The game is a draw.") println("Stalemate! The game is a draw.")
gameLoop(Board.initial, Color.White) gameLoop(GameContext.initial, Color.White)
@@ -0,0 +1,47 @@
package de.nowchess.chess.logic
import de.nowchess.api.board.{Board, Color, File, Piece, PieceType, Rank, Square}
import de.nowchess.api.game.CastlingRights
enum CastleSide:
case Kingside, Queenside
case class GameContext(
board: Board,
whiteCastling: CastlingRights,
blackCastling: CastlingRights
):
def castlingFor(color: Color): CastlingRights =
if color == Color.White then whiteCastling else blackCastling
def withUpdatedRights(color: Color, rights: CastlingRights): GameContext =
if color == Color.White then copy(whiteCastling = rights)
else copy(blackCastling = rights)
object GameContext:
/** Convenience constructor for test boards: no castling rights on either side. */
def apply(board: Board): GameContext =
GameContext(board, CastlingRights.None, CastlingRights.None)
val initial: GameContext =
GameContext(Board.initial, CastlingRights.Both, CastlingRights.Both)
extension (b: Board)
def withCastle(color: Color, side: CastleSide): Board =
val (kingFrom, kingTo, rookFrom, rookTo) = (color, side) match
case (Color.White, CastleSide.Kingside) =>
(Square(File.E, Rank.R1), Square(File.G, Rank.R1),
Square(File.H, Rank.R1), Square(File.F, Rank.R1))
case (Color.White, CastleSide.Queenside) =>
(Square(File.E, Rank.R1), Square(File.C, Rank.R1),
Square(File.A, Rank.R1), Square(File.D, Rank.R1))
case (Color.Black, CastleSide.Kingside) =>
(Square(File.E, Rank.R8), Square(File.G, Rank.R8),
Square(File.H, Rank.R8), Square(File.F, Rank.R8))
case (Color.Black, CastleSide.Queenside) =>
(Square(File.E, Rank.R8), Square(File.C, Rank.R8),
Square(File.A, Rank.R8), Square(File.D, Rank.R8))
val king = Piece(color, PieceType.King)
val rook = Piece(color, PieceType.Rook)
Board(b.pieces.removed(kingFrom).removed(rookFrom)
.updated(kingTo, king).updated(rookTo, rook))
@@ -1,6 +1,7 @@
package de.nowchess.chess.logic package de.nowchess.chess.logic
import de.nowchess.api.board.* import de.nowchess.api.board.*
import de.nowchess.chess.logic.GameContext
enum PositionStatus: enum PositionStatus:
case Normal, InCheck, Mated, Drawn case Normal, InCheck, Mated, Drawn
@@ -19,13 +20,17 @@ object GameRules:
} }
/** All (from, to) moves for `color` that do not leave their own king in check. */ /** All (from, to) moves for `color` that do not leave their own king in check. */
def legalMoves(board: Board, color: Color): Set[(Square, Square)] = def legalMoves(ctx: GameContext, color: Color): Set[(Square, Square)] =
board.pieces ctx.board.pieces
.collect { case (from, piece) if piece.color == color => from } .collect { case (from, piece) if piece.color == color => from }
.flatMap { from => .flatMap { from =>
MoveValidator.legalTargets(board, from) MoveValidator.legalTargets(ctx, from) // context-aware: includes castling
.filter { to => .filter { to =>
val (newBoard, _) = board.withMove(from, to) val newBoard =
if MoveValidator.isCastle(ctx.board, from, to) then
ctx.board.withCastle(color, MoveValidator.castleSide(from, to))
else
ctx.board.withMove(from, to)._1
!isInCheck(newBoard, color) !isInCheck(newBoard, color)
} }
.map(to => from -> to) .map(to => from -> to)
@@ -33,9 +38,9 @@ object GameRules:
.toSet .toSet
/** Position status for the side whose turn it is (`color`). */ /** Position status for the side whose turn it is (`color`). */
def gameStatus(board: Board, color: Color): PositionStatus = def gameStatus(ctx: GameContext, color: Color): PositionStatus =
val moves = legalMoves(board, color) val moves = legalMoves(ctx, color)
val inCheck = isInCheck(board, color) val inCheck = isInCheck(ctx.board, color)
if moves.isEmpty && inCheck then PositionStatus.Mated if moves.isEmpty && inCheck then PositionStatus.Mated
else if moves.isEmpty then PositionStatus.Drawn else if moves.isEmpty then PositionStatus.Drawn
else if inCheck then PositionStatus.InCheck else if inCheck then PositionStatus.InCheck
@@ -1,6 +1,7 @@
package de.nowchess.chess.logic package de.nowchess.chess.logic
import de.nowchess.api.board.* import de.nowchess.api.board.*
import de.nowchess.chess.logic.{GameContext, CastleSide}
object MoveValidator: object MoveValidator:
@@ -110,3 +111,57 @@ object MoveValidator:
(diagonalDeltas ++ orthogonalDeltas).flatMap: (df, dr) => (diagonalDeltas ++ orthogonalDeltas).flatMap: (df, dr) =>
squareAt(fi + df, ri + dr).filterNot(sq => isOwnPiece(board, sq, color)) squareAt(fi + df, ri + dr).filterNot(sq => isOwnPiece(board, sq, color))
.toSet .toSet
// ── Castling helpers ────────────────────────────────────────────────────────
private def isAttackedBy(board: Board, sq: Square, attackerColor: Color): Boolean =
board.pieces.exists { case (from, piece) =>
piece.color == attackerColor && legalTargets(board, from).contains(sq)
}
def isCastle(board: Board, from: Square, to: Square): Boolean =
board.pieceAt(from).exists(_.pieceType == PieceType.King) &&
math.abs(to.file.ordinal - from.file.ordinal) == 2
def castleSide(from: Square, to: Square): CastleSide =
if to.file.ordinal > from.file.ordinal then CastleSide.Kingside else CastleSide.Queenside
def castlingTargets(ctx: GameContext, color: Color): Set[Square] =
val rights = ctx.castlingFor(color)
val rank = if color == Color.White then Rank.R1 else Rank.R8
val kingSq = Square(File.E, rank)
val enemy = color.opposite
if ctx.board.pieceAt(kingSq) != Some(Piece(color, PieceType.King)) then return Set.empty
if GameRules.isInCheck(ctx.board, color) then return Set.empty
var result = Set.empty[Square]
if rights.kingSide then
val rookSq = Square(File.H, rank)
val transit = List(Square(File.F, rank), Square(File.G, rank))
if ctx.board.pieceAt(rookSq).contains(Piece(color, PieceType.Rook)) &&
transit.forall(s => ctx.board.pieceAt(s).isEmpty) &&
!transit.exists(s => isAttackedBy(ctx.board, s, enemy)) then
result += Square(File.G, rank)
if rights.queenSide then
val rookSq = Square(File.A, rank)
val emptySquares = List(Square(File.B, rank), Square(File.C, rank), Square(File.D, rank))
val transitSqs = List(Square(File.D, rank), Square(File.C, rank))
if ctx.board.pieceAt(rookSq).contains(Piece(color, PieceType.Rook)) &&
emptySquares.forall(s => ctx.board.pieceAt(s).isEmpty) &&
!transitSqs.exists(s => isAttackedBy(ctx.board, s, enemy)) then
result += Square(File.C, rank)
result
def legalTargets(ctx: GameContext, from: Square): Set[Square] =
ctx.board.pieceAt(from) match
case Some(piece) if piece.pieceType == PieceType.King =>
legalTargets(ctx.board, from) ++ castlingTargets(ctx, piece.color)
case _ =>
legalTargets(ctx.board, from)
def isLegal(ctx: GameContext, from: Square, to: Square): Boolean =
legalTargets(ctx, from).contains(to)
@@ -1,6 +1,8 @@
package de.nowchess.chess.controller package de.nowchess.chess.controller
import de.nowchess.api.board.* import de.nowchess.api.board.*
import de.nowchess.api.game.CastlingRights
import de.nowchess.chess.logic.{GameContext, CastleSide}
import org.scalatest.funsuite.AnyFunSuite import org.scalatest.funsuite.AnyFunSuite
import org.scalatest.matchers.should.Matchers import org.scalatest.matchers.should.Matchers
@@ -9,7 +11,7 @@ import java.io.ByteArrayInputStream
class GameControllerTest extends AnyFunSuite with Matchers: class GameControllerTest extends AnyFunSuite with Matchers:
private def sq(f: File, r: Rank): Square = Square(f, r) private def sq(f: File, r: Rank): Square = Square(f, r)
private val initial = Board.initial private val initial = GameContext.initial
// ──── processMove ──────────────────────────────────────────────────── // ──── processMove ────────────────────────────────────────────────────
@@ -39,24 +41,24 @@ class GameControllerTest extends AnyFunSuite with Matchers:
test("processMove: legal pawn move returns Moved with updated board and flipped turn"): test("processMove: legal pawn move returns Moved with updated board and flipped turn"):
GameController.processMove(initial, Color.White, "e2e4") match GameController.processMove(initial, Color.White, "e2e4") match
case MoveResult.Moved(newBoard, captured, newTurn) => case MoveResult.Moved(newCtx, captured, newTurn) =>
newBoard.pieceAt(sq(File.E, Rank.R4)) shouldBe Some(Piece.WhitePawn) newCtx.board.pieceAt(sq(File.E, Rank.R4)) shouldBe Some(Piece.WhitePawn)
newBoard.pieceAt(sq(File.E, Rank.R2)) shouldBe None newCtx.board.pieceAt(sq(File.E, Rank.R2)) shouldBe None
captured shouldBe None captured shouldBe None
newTurn shouldBe Color.Black newTurn shouldBe Color.Black
case other => fail(s"Expected Moved, got $other") case other => fail(s"Expected Moved, got $other")
test("processMove: legal capture returns Moved with the captured piece"): test("processMove: legal capture returns Moved with the captured piece"):
val captureBoard = Board(Map( val captureCtx = GameContext(Board(Map(
sq(File.E, Rank.R5) -> Piece.WhitePawn, sq(File.E, Rank.R5) -> Piece.WhitePawn,
sq(File.D, Rank.R6) -> Piece.BlackPawn, sq(File.D, Rank.R6) -> Piece.BlackPawn,
sq(File.H, Rank.R1) -> Piece.BlackKing, sq(File.H, Rank.R1) -> Piece.BlackKing,
sq(File.H, Rank.R8) -> Piece.WhiteKing sq(File.H, Rank.R8) -> Piece.WhiteKing
)) )))
GameController.processMove(captureBoard, Color.White, "e5d6") match GameController.processMove(captureCtx, Color.White, "e5d6") match
case MoveResult.Moved(newBoard, captured, newTurn) => case MoveResult.Moved(newCtx, captured, newTurn) =>
captured shouldBe Some(Piece.BlackPawn) captured shouldBe Some(Piece.BlackPawn)
newBoard.pieceAt(sq(File.D, Rank.R6)) shouldBe Some(Piece.WhitePawn) newCtx.board.pieceAt(sq(File.D, Rank.R6)) shouldBe Some(Piece.WhitePawn)
newTurn shouldBe Color.Black newTurn shouldBe Color.Black
case other => fail(s"Expected Moved, got $other") case other => fail(s"Expected Moved, got $other")
@@ -68,33 +70,33 @@ class GameControllerTest extends AnyFunSuite with Matchers:
test("gameLoop: 'quit' exits cleanly without exception"): test("gameLoop: 'quit' exits cleanly without exception"):
withInput("quit\n"): withInput("quit\n"):
GameController.gameLoop(Board.initial, Color.White) GameController.gameLoop(GameContext.initial, Color.White)
test("gameLoop: EOF (null readLine) exits via quit fallback"): test("gameLoop: EOF (null readLine) exits via quit fallback"):
withInput(""): withInput(""):
GameController.gameLoop(Board.initial, Color.White) GameController.gameLoop(GameContext.initial, Color.White)
test("gameLoop: invalid format prints message and recurses until quit"): test("gameLoop: invalid format prints message and recurses until quit"):
withInput("badmove\nquit\n"): withInput("badmove\nquit\n"):
GameController.gameLoop(Board.initial, Color.White) GameController.gameLoop(GameContext.initial, Color.White)
test("gameLoop: NoPiece prints message and recurses until quit"): test("gameLoop: NoPiece prints message and recurses until quit"):
// E3 is empty in the initial position // E3 is empty in the initial position
withInput("e3e4\nquit\n"): withInput("e3e4\nquit\n"):
GameController.gameLoop(Board.initial, Color.White) GameController.gameLoop(GameContext.initial, Color.White)
test("gameLoop: WrongColor prints message and recurses until quit"): test("gameLoop: WrongColor prints message and recurses until quit"):
// E7 has a Black pawn; it is White's turn // E7 has a Black pawn; it is White's turn
withInput("e7e6\nquit\n"): withInput("e7e6\nquit\n"):
GameController.gameLoop(Board.initial, Color.White) GameController.gameLoop(GameContext.initial, Color.White)
test("gameLoop: IllegalMove prints message and recurses until quit"): test("gameLoop: IllegalMove prints message and recurses until quit"):
withInput("e2e5\nquit\n"): withInput("e2e5\nquit\n"):
GameController.gameLoop(Board.initial, Color.White) GameController.gameLoop(GameContext.initial, Color.White)
test("gameLoop: legal non-capture move recurses with new board then quits"): test("gameLoop: legal non-capture move recurses with new board then quits"):
withInput("e2e4\nquit\n"): withInput("e2e4\nquit\n"):
GameController.gameLoop(Board.initial, Color.White) GameController.gameLoop(GameContext.initial, Color.White)
test("gameLoop: capture move prints capture message then recurses and quits"): test("gameLoop: capture move prints capture message then recurses and quits"):
val captureBoard = Board(Map( val captureBoard = Board(Map(
@@ -104,7 +106,7 @@ class GameControllerTest extends AnyFunSuite with Matchers:
sq(File.H, Rank.R8) -> Piece.WhiteKing sq(File.H, Rank.R8) -> Piece.WhiteKing
)) ))
withInput("e5d6\nquit\n"): withInput("e5d6\nquit\n"):
GameController.gameLoop(captureBoard, Color.White) GameController.gameLoop(GameContext(captureBoard), Color.White)
// ──── helpers ──────────────────────────────────────────────────────── // ──── helpers ────────────────────────────────────────────────────────
@@ -118,12 +120,12 @@ class GameControllerTest extends AnyFunSuite with Matchers:
test("processMove: legal move that delivers check returns MovedInCheck"): test("processMove: legal move that delivers check returns MovedInCheck"):
// White Ra1, Ka3; Black Kh8 — White plays Ra1-Ra8, Ra8 attacks rank 8 putting Kh8 in check // White Ra1, Ka3; Black Kh8 — White plays Ra1-Ra8, Ra8 attacks rank 8 putting Kh8 in check
// Kh8 can escape to g7/g8/h7 so this is InCheck, not Mated // Kh8 can escape to g7/g8/h7 so this is InCheck, not Mated
val b = Board(Map( val ctx = GameContext(Board(Map(
sq(File.A, Rank.R1) -> Piece.WhiteRook, sq(File.A, Rank.R1) -> Piece.WhiteRook,
sq(File.C, Rank.R3) -> Piece.WhiteKing, sq(File.C, Rank.R3) -> Piece.WhiteKing,
sq(File.H, Rank.R8) -> Piece.BlackKing sq(File.H, Rank.R8) -> Piece.BlackKing
)) )))
GameController.processMove(b, Color.White, "a1a8") match GameController.processMove(ctx, Color.White, "a1a8") match
case MoveResult.MovedInCheck(_, _, newTurn) => newTurn shouldBe Color.Black case MoveResult.MovedInCheck(_, _, newTurn) => newTurn shouldBe Color.Black
case other => fail(s"Expected MovedInCheck, got $other") case other => fail(s"Expected MovedInCheck, got $other")
@@ -131,24 +133,24 @@ class GameControllerTest extends AnyFunSuite with Matchers:
// White Qa1, Ka6; Black Ka8 — White plays Qa1-Qh8 (diagonal a1→h8) // White Qa1, Ka6; Black Ka8 — White plays Qa1-Qh8 (diagonal a1→h8)
// After Qh8: White Qh8 + Ka6 vs Black Ka8 = checkmate (spec-verified position) // After Qh8: White Qh8 + Ka6 vs Black Ka8 = checkmate (spec-verified position)
// Qa1 does NOT currently attack Ka8 — path along file A is blocked by Ka6 // Qa1 does NOT currently attack Ka8 — path along file A is blocked by Ka6
val b = Board(Map( val ctx = GameContext(Board(Map(
sq(File.A, Rank.R1) -> Piece.WhiteQueen, sq(File.A, Rank.R1) -> Piece.WhiteQueen,
sq(File.A, Rank.R6) -> Piece.WhiteKing, sq(File.A, Rank.R6) -> Piece.WhiteKing,
sq(File.A, Rank.R8) -> Piece.BlackKing sq(File.A, Rank.R8) -> Piece.BlackKing
)) )))
GameController.processMove(b, Color.White, "a1h8") match GameController.processMove(ctx, Color.White, "a1h8") match
case MoveResult.Checkmate(winner) => winner shouldBe Color.White case MoveResult.Checkmate(winner) => winner shouldBe Color.White
case other => fail(s"Expected Checkmate(White), got $other") case other => fail(s"Expected Checkmate(White), got $other")
test("processMove: legal move that results in stalemate returns Stalemate"): test("processMove: legal move that results in stalemate returns Stalemate"):
// White Qb1, Kc6; Black Ka8 — White plays Qb1-Qb6 // White Qb1, Kc6; Black Ka8 — White plays Qb1-Qb6
// After Qb6: White Qb6 + Kc6 vs Black Ka8 = stalemate (spec-verified position) // After Qb6: White Qb6 + Kc6 vs Black Ka8 = stalemate (spec-verified position)
val b = Board(Map( val ctx = GameContext(Board(Map(
sq(File.B, Rank.R1) -> Piece.WhiteQueen, sq(File.B, Rank.R1) -> Piece.WhiteQueen,
sq(File.C, Rank.R6) -> Piece.WhiteKing, sq(File.C, Rank.R6) -> Piece.WhiteKing,
sq(File.A, Rank.R8) -> Piece.BlackKing sq(File.A, Rank.R8) -> Piece.BlackKing
)) )))
GameController.processMove(b, Color.White, "b1b6") match GameController.processMove(ctx, Color.White, "b1b6") match
case MoveResult.Stalemate => succeed case MoveResult.Stalemate => succeed
case other => fail(s"Expected Stalemate, got $other") case other => fail(s"Expected Stalemate, got $other")
@@ -163,7 +165,7 @@ class GameControllerTest extends AnyFunSuite with Matchers:
)) ))
val output = captureOutput: val output = captureOutput:
withInput("a1h8\nquit\n"): withInput("a1h8\nquit\n"):
GameController.gameLoop(b, Color.White) GameController.gameLoop(GameContext(b), Color.White)
output should include("Checkmate! White wins.") output should include("Checkmate! White wins.")
test("gameLoop: stalemate prints draw message and resets to new game"): test("gameLoop: stalemate prints draw message and resets to new game"):
@@ -174,7 +176,7 @@ class GameControllerTest extends AnyFunSuite with Matchers:
)) ))
val output = captureOutput: val output = captureOutput:
withInput("b1b6\nquit\n"): withInput("b1b6\nquit\n"):
GameController.gameLoop(b, Color.White) GameController.gameLoop(GameContext(b), Color.White)
output should include("Stalemate! The game is a draw.") output should include("Stalemate! The game is a draw.")
test("gameLoop: MovedInCheck without capture prints check message"): test("gameLoop: MovedInCheck without capture prints check message"):
@@ -185,7 +187,7 @@ class GameControllerTest extends AnyFunSuite with Matchers:
)) ))
val output = captureOutput: val output = captureOutput:
withInput("a1a8\nquit\n"): withInput("a1a8\nquit\n"):
GameController.gameLoop(b, Color.White) GameController.gameLoop(GameContext(b), Color.White)
output should include("Black is in check!") output should include("Black is in check!")
test("gameLoop: MovedInCheck with capture prints both capture and check message"): test("gameLoop: MovedInCheck with capture prints both capture and check message"):
@@ -198,6 +200,208 @@ class GameControllerTest extends AnyFunSuite with Matchers:
)) ))
val output = captureOutput: val output = captureOutput:
withInput("a1a8\nquit\n"): withInput("a1a8\nquit\n"):
GameController.gameLoop(b, Color.White) GameController.gameLoop(GameContext(b), Color.White)
output should include("captures") output should include("captures")
output should include("Black is in check!") output should include("Black is in check!")
// ──── castling execution ─────────────────────────────────────────────
test("processMove: e1g1 returns Moved with king on g1 and rook on f1"):
val ctx = GameContext(
board = Board(Map(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.H, Rank.R1) -> Piece.WhiteRook,
sq(File.H, Rank.R8) -> Piece.BlackKing
)),
whiteCastling = CastlingRights.Both,
blackCastling = CastlingRights.None
)
GameController.processMove(ctx, Color.White, "e1g1") match
case MoveResult.Moved(newCtx, captured, newTurn) =>
newCtx.board.pieceAt(sq(File.G, Rank.R1)) shouldBe Some(Piece.WhiteKing)
newCtx.board.pieceAt(sq(File.F, Rank.R1)) shouldBe Some(Piece.WhiteRook)
newCtx.board.pieceAt(sq(File.E, Rank.R1)) shouldBe None
newCtx.board.pieceAt(sq(File.H, Rank.R1)) shouldBe None
captured shouldBe None
newTurn shouldBe Color.Black
case other => fail(s"Expected Moved, got $other")
test("processMove: e1c1 returns Moved with king on c1 and rook on d1"):
val ctx = GameContext(
board = Board(Map(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.A, Rank.R1) -> Piece.WhiteRook,
sq(File.H, Rank.R8) -> Piece.BlackKing
)),
whiteCastling = CastlingRights.Both,
blackCastling = CastlingRights.None
)
GameController.processMove(ctx, Color.White, "e1c1") match
case MoveResult.Moved(newCtx, _, _) =>
newCtx.board.pieceAt(sq(File.C, Rank.R1)) shouldBe Some(Piece.WhiteKing)
newCtx.board.pieceAt(sq(File.D, Rank.R1)) shouldBe Some(Piece.WhiteRook)
case other => fail(s"Expected Moved, got $other")
// ──── rights revocation ──────────────────────────────────────────────
test("processMove: e1g1 revokes both white castling rights"):
val ctx = GameContext(
board = Board(Map(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.H, Rank.R1) -> Piece.WhiteRook,
sq(File.H, Rank.R8) -> Piece.BlackKing
)),
whiteCastling = CastlingRights.Both,
blackCastling = CastlingRights.None
)
GameController.processMove(ctx, Color.White, "e1g1") match
case MoveResult.Moved(newCtx, _, _) =>
newCtx.whiteCastling shouldBe CastlingRights.None
case other => fail(s"Expected Moved, got $other")
test("processMove: moving rook from h1 revokes white kingside right"):
val ctx = GameContext(
board = Board(Map(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.H, Rank.R1) -> Piece.WhiteRook,
sq(File.H, Rank.R8) -> Piece.BlackKing
)),
whiteCastling = CastlingRights.Both,
blackCastling = CastlingRights.None
)
GameController.processMove(ctx, Color.White, "h1h4") match
case MoveResult.Moved(newCtx, _, _) =>
newCtx.whiteCastling.kingSide shouldBe false
newCtx.whiteCastling.queenSide shouldBe true
case MoveResult.MovedInCheck(newCtx, _, _) =>
newCtx.whiteCastling.kingSide shouldBe false
newCtx.whiteCastling.queenSide shouldBe true
case other => fail(s"Expected Moved or MovedInCheck, got $other")
test("processMove: moving king from e1 revokes both white rights"):
val ctx = GameContext(
board = Board(Map(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.H, Rank.R8) -> Piece.BlackKing
)),
whiteCastling = CastlingRights.Both,
blackCastling = CastlingRights.None
)
GameController.processMove(ctx, Color.White, "e1e2") match
case MoveResult.Moved(newCtx, _, _) =>
newCtx.whiteCastling shouldBe CastlingRights.None
case other => fail(s"Expected Moved, got $other")
test("processMove: enemy capture on h1 revokes white kingside right"):
val ctx = GameContext(
board = Board(Map(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.H, Rank.R1) -> Piece.WhiteRook,
sq(File.H, Rank.R2) -> Piece.BlackRook,
sq(File.A, Rank.R8) -> Piece.BlackKing
)),
whiteCastling = CastlingRights.Both,
blackCastling = CastlingRights.None
)
GameController.processMove(ctx, Color.Black, "h2h1") match
case MoveResult.Moved(newCtx, _, _) =>
newCtx.whiteCastling.kingSide shouldBe false
case MoveResult.MovedInCheck(newCtx, _, _) =>
newCtx.whiteCastling.kingSide shouldBe false
case other => fail(s"Expected Moved or MovedInCheck, got $other")
test("processMove: castle attempt when rights revoked returns IllegalMove"):
val ctx = GameContext(
board = Board(Map(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.H, Rank.R1) -> Piece.WhiteRook,
sq(File.H, Rank.R8) -> Piece.BlackKing
)),
whiteCastling = CastlingRights.None,
blackCastling = CastlingRights.None
)
GameController.processMove(ctx, Color.White, "e1g1") shouldBe MoveResult.IllegalMove
test("processMove: castle attempt when rook not on home square returns IllegalMove"):
val ctx = GameContext(
board = Board(Map(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.G, Rank.R1) -> Piece.WhiteRook,
sq(File.H, Rank.R8) -> Piece.BlackKing
)),
whiteCastling = CastlingRights.Both,
blackCastling = CastlingRights.None
)
GameController.processMove(ctx, Color.White, "e1g1") shouldBe MoveResult.IllegalMove
test("processMove: moving king from e8 revokes both black rights"):
val ctx = GameContext(
board = Board(Map(
sq(File.E, Rank.R8) -> Piece.BlackKing,
sq(File.H, Rank.R1) -> Piece.WhiteKing
)),
whiteCastling = CastlingRights.None,
blackCastling = CastlingRights.Both
)
GameController.processMove(ctx, Color.Black, "e8e7") match
case MoveResult.Moved(newCtx, _, _) =>
newCtx.blackCastling shouldBe CastlingRights.None
case MoveResult.MovedInCheck(newCtx, _, _) =>
newCtx.blackCastling shouldBe CastlingRights.None
case other => fail(s"Expected Moved or MovedInCheck, got $other")
test("processMove: moving rook from a8 revokes black queenside right"):
val ctx = GameContext(
board = Board(Map(
sq(File.E, Rank.R8) -> Piece.BlackKing,
sq(File.A, Rank.R8) -> Piece.BlackRook,
sq(File.H, Rank.R1) -> Piece.WhiteKing
)),
whiteCastling = CastlingRights.None,
blackCastling = CastlingRights.Both
)
GameController.processMove(ctx, Color.Black, "a8a7") match
case MoveResult.Moved(newCtx, _, _) =>
newCtx.blackCastling.queenSide shouldBe false
newCtx.blackCastling.kingSide shouldBe true
case MoveResult.MovedInCheck(newCtx, _, _) =>
newCtx.blackCastling.queenSide shouldBe false
newCtx.blackCastling.kingSide shouldBe true
case other => fail(s"Expected Moved or MovedInCheck, got $other")
test("processMove: moving rook from h8 revokes black kingside right"):
val ctx = GameContext(
board = Board(Map(
sq(File.E, Rank.R8) -> Piece.BlackKing,
sq(File.H, Rank.R8) -> Piece.BlackRook,
sq(File.H, Rank.R1) -> Piece.WhiteKing
)),
whiteCastling = CastlingRights.None,
blackCastling = CastlingRights.Both
)
GameController.processMove(ctx, Color.Black, "h8h7") match
case MoveResult.Moved(newCtx, _, _) =>
newCtx.blackCastling.kingSide shouldBe false
newCtx.blackCastling.queenSide shouldBe true
case MoveResult.MovedInCheck(newCtx, _, _) =>
newCtx.blackCastling.kingSide shouldBe false
newCtx.blackCastling.queenSide shouldBe true
case other => fail(s"Expected Moved or MovedInCheck, got $other")
test("processMove: enemy capture on a1 revokes white queenside right"):
val ctx = GameContext(
board = Board(Map(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.A, Rank.R1) -> Piece.WhiteRook,
sq(File.A, Rank.R2) -> Piece.BlackRook,
sq(File.H, Rank.R8) -> Piece.BlackKing
)),
whiteCastling = CastlingRights.Both,
blackCastling = CastlingRights.None
)
GameController.processMove(ctx, Color.Black, "a2a1") match
case MoveResult.Moved(newCtx, _, _) =>
newCtx.whiteCastling.queenSide shouldBe false
case MoveResult.MovedInCheck(newCtx, _, _) =>
newCtx.whiteCastling.queenSide shouldBe false
case other => fail(s"Expected Moved or MovedInCheck, got $other")
@@ -0,0 +1,81 @@
package de.nowchess.chess.logic
import de.nowchess.api.board.*
import de.nowchess.api.game.CastlingRights
import org.scalatest.funsuite.AnyFunSuite
import org.scalatest.matchers.should.Matchers
class GameContextTest extends AnyFunSuite with Matchers:
private def sq(f: File, r: Rank): Square = Square(f, r)
private def board(entries: (Square, Piece)*): Board = Board(entries.toMap)
test("GameContext.initial has Board.initial and CastlingRights.Both for both sides"):
GameContext.initial.board shouldBe Board.initial
GameContext.initial.whiteCastling shouldBe CastlingRights.Both
GameContext.initial.blackCastling shouldBe CastlingRights.Both
test("castlingFor returns white rights for Color.White"):
GameContext.initial.castlingFor(Color.White) shouldBe CastlingRights.Both
test("castlingFor returns black rights for Color.Black"):
GameContext.initial.castlingFor(Color.Black) shouldBe CastlingRights.Both
test("withUpdatedRights updates white castling without touching black"):
val ctx = GameContext.initial.withUpdatedRights(Color.White, CastlingRights.None)
ctx.whiteCastling shouldBe CastlingRights.None
ctx.blackCastling shouldBe CastlingRights.Both
test("withUpdatedRights updates black castling without touching white"):
val ctx = GameContext.initial.withUpdatedRights(Color.Black, CastlingRights.None)
ctx.blackCastling shouldBe CastlingRights.None
ctx.whiteCastling shouldBe CastlingRights.Both
test("withCastle: white kingside — king e1→g1, rook h1→f1"):
val b = board(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.H, Rank.R1) -> Piece.WhiteRook
)
val after = b.withCastle(Color.White, CastleSide.Kingside)
after.pieceAt(sq(File.G, Rank.R1)) shouldBe Some(Piece.WhiteKing)
after.pieceAt(sq(File.F, Rank.R1)) shouldBe Some(Piece.WhiteRook)
after.pieceAt(sq(File.E, Rank.R1)) shouldBe None
after.pieceAt(sq(File.H, Rank.R1)) shouldBe None
test("withCastle: white queenside — king e1→c1, rook a1→d1"):
val b = board(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.A, Rank.R1) -> Piece.WhiteRook
)
val after = b.withCastle(Color.White, CastleSide.Queenside)
after.pieceAt(sq(File.C, Rank.R1)) shouldBe Some(Piece.WhiteKing)
after.pieceAt(sq(File.D, Rank.R1)) shouldBe Some(Piece.WhiteRook)
after.pieceAt(sq(File.E, Rank.R1)) shouldBe None
after.pieceAt(sq(File.A, Rank.R1)) shouldBe None
test("withCastle: black kingside — king e8→g8, rook h8→f8"):
val b = board(
sq(File.E, Rank.R8) -> Piece.BlackKing,
sq(File.H, Rank.R8) -> Piece.BlackRook
)
val after = b.withCastle(Color.Black, CastleSide.Kingside)
after.pieceAt(sq(File.G, Rank.R8)) shouldBe Some(Piece.BlackKing)
after.pieceAt(sq(File.F, Rank.R8)) shouldBe Some(Piece.BlackRook)
after.pieceAt(sq(File.E, Rank.R8)) shouldBe None
after.pieceAt(sq(File.H, Rank.R8)) shouldBe None
test("withCastle: black queenside — king e8→c8, rook a8→d8"):
val b = board(
sq(File.E, Rank.R8) -> Piece.BlackKing,
sq(File.A, Rank.R8) -> Piece.BlackRook
)
val after = b.withCastle(Color.Black, CastleSide.Queenside)
after.pieceAt(sq(File.C, Rank.R8)) shouldBe Some(Piece.BlackKing)
after.pieceAt(sq(File.D, Rank.R8)) shouldBe Some(Piece.BlackRook)
after.pieceAt(sq(File.E, Rank.R8)) shouldBe None
after.pieceAt(sq(File.A, Rank.R8)) shouldBe None
test("GameContext single-arg apply defaults to CastlingRights.None for both sides"):
val ctx = GameContext(Board.initial)
ctx.whiteCastling shouldBe CastlingRights.None
ctx.blackCastling shouldBe CastlingRights.None
@@ -1,6 +1,8 @@
package de.nowchess.chess.logic package de.nowchess.chess.logic
import de.nowchess.api.board.* import de.nowchess.api.board.*
import de.nowchess.api.game.CastlingRights
import de.nowchess.chess.logic.GameContext
import org.scalatest.funsuite.AnyFunSuite import org.scalatest.funsuite.AnyFunSuite
import org.scalatest.matchers.should.Matchers import org.scalatest.matchers.should.Matchers
@@ -9,6 +11,9 @@ class GameRulesTest extends AnyFunSuite with Matchers:
private def sq(f: File, r: Rank): Square = Square(f, r) private def sq(f: File, r: Rank): Square = Square(f, r)
private def board(entries: (Square, Piece)*): Board = Board(entries.toMap) private def board(entries: (Square, Piece)*): Board = Board(entries.toMap)
/** Wrap a board in a GameContext with no castling rights — for non-castling tests. */
private def ctx(entries: (Square, Piece)*): GameContext = GameContext(Board(entries.toMap))
// ──── isInCheck ────────────────────────────────────────────────────── // ──── isInCheck ──────────────────────────────────────────────────────
test("isInCheck: king attacked by enemy rook on same rank"): test("isInCheck: king attacked by enemy rook on same rank"):
@@ -36,22 +41,20 @@ class GameRulesTest extends AnyFunSuite with Matchers:
test("legalMoves: move that exposes own king to rook is excluded"): test("legalMoves: move that exposes own king to rook is excluded"):
// White King E1, White Rook E4 (pinned on E-file), Black Rook E8 // White King E1, White Rook E4 (pinned on E-file), Black Rook E8
// Moving the White Rook off the E-file would expose the king // Moving the White Rook off the E-file would expose the king
val b = board( val moves = GameRules.legalMoves(ctx(
sq(File.E, Rank.R1) -> Piece.WhiteKing, sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.E, Rank.R4) -> Piece.WhiteRook, sq(File.E, Rank.R4) -> Piece.WhiteRook,
sq(File.E, Rank.R8) -> Piece.BlackRook sq(File.E, Rank.R8) -> Piece.BlackRook
) ), Color.White)
val moves = GameRules.legalMoves(b, Color.White)
moves should not contain (sq(File.E, Rank.R4) -> sq(File.D, Rank.R4)) moves should not contain (sq(File.E, Rank.R4) -> sq(File.D, Rank.R4))
test("legalMoves: move that blocks check is included"): test("legalMoves: move that blocks check is included"):
// White King E1 in check from Black Rook E8; White Rook A5 can interpose on E5 // White King E1 in check from Black Rook E8; White Rook A5 can interpose on E5
val b = board( val moves = GameRules.legalMoves(ctx(
sq(File.E, Rank.R1) -> Piece.WhiteKing, sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.A, Rank.R5) -> Piece.WhiteRook, sq(File.A, Rank.R5) -> Piece.WhiteRook,
sq(File.E, Rank.R8) -> Piece.BlackRook sq(File.E, Rank.R8) -> Piece.BlackRook
) ), Color.White)
val moves = GameRules.legalMoves(b, Color.White)
moves should contain(sq(File.A, Rank.R5) -> sq(File.E, Rank.R5)) moves should contain(sq(File.A, Rank.R5) -> sq(File.E, Rank.R5))
// ──── gameStatus ────────────────────────────────────────────────────── // ──── gameStatus ──────────────────────────────────────────────────────
@@ -59,30 +62,70 @@ class GameRulesTest extends AnyFunSuite with Matchers:
test("gameStatus: checkmate returns Mated"): test("gameStatus: checkmate returns Mated"):
// White Qh8, Ka6; Black Ka8 // White Qh8, Ka6; Black Ka8
// Qh8 attacks Ka8 along rank 8; all escape squares covered (spec-verified position) // Qh8 attacks Ka8 along rank 8; all escape squares covered (spec-verified position)
val b = board( GameRules.gameStatus(ctx(
sq(File.H, Rank.R8) -> Piece.WhiteQueen, sq(File.H, Rank.R8) -> Piece.WhiteQueen,
sq(File.A, Rank.R6) -> Piece.WhiteKing, sq(File.A, Rank.R6) -> Piece.WhiteKing,
sq(File.A, Rank.R8) -> Piece.BlackKing sq(File.A, Rank.R8) -> Piece.BlackKing
) ), Color.Black) shouldBe PositionStatus.Mated
GameRules.gameStatus(b, Color.Black) shouldBe PositionStatus.Mated
test("gameStatus: stalemate returns Drawn"): test("gameStatus: stalemate returns Drawn"):
// White Qb6, Kc6; Black Ka8 // White Qb6, Kc6; Black Ka8
// Black king has no legal moves and is not in check (spec-verified position) // Black king has no legal moves and is not in check (spec-verified position)
val b = board( GameRules.gameStatus(ctx(
sq(File.B, Rank.R6) -> Piece.WhiteQueen, sq(File.B, Rank.R6) -> Piece.WhiteQueen,
sq(File.C, Rank.R6) -> Piece.WhiteKing, sq(File.C, Rank.R6) -> Piece.WhiteKing,
sq(File.A, Rank.R8) -> Piece.BlackKing sq(File.A, Rank.R8) -> Piece.BlackKing
) ), Color.Black) shouldBe PositionStatus.Drawn
GameRules.gameStatus(b, Color.Black) shouldBe PositionStatus.Drawn
test("gameStatus: king in check with legal escape returns InCheck"): test("gameStatus: king in check with legal escape returns InCheck"):
// White Ra8 attacks Black Ke8 along rank 8; king can escape to d7, e7, f7 // White Ra8 attacks Black Ke8 along rank 8; king can escape to d7, e7, f7
val b = board( GameRules.gameStatus(ctx(
sq(File.A, Rank.R8) -> Piece.WhiteRook, sq(File.A, Rank.R8) -> Piece.WhiteRook,
sq(File.E, Rank.R8) -> Piece.BlackKing sq(File.E, Rank.R8) -> Piece.BlackKing
) ), Color.Black) shouldBe PositionStatus.InCheck
GameRules.gameStatus(b, Color.Black) shouldBe PositionStatus.InCheck
test("gameStatus: normal starting position returns Normal"): test("gameStatus: normal starting position returns Normal"):
GameRules.gameStatus(Board.initial, Color.White) shouldBe PositionStatus.Normal GameRules.gameStatus(GameContext(Board.initial), Color.White) shouldBe PositionStatus.Normal
test("legalMoves: includes castling destination when available"):
val c = GameContext(
board = board(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.H, Rank.R1) -> Piece.WhiteRook,
sq(File.H, Rank.R8) -> Piece.BlackKing
),
whiteCastling = CastlingRights.Both,
blackCastling = CastlingRights.None
)
GameRules.legalMoves(c, Color.White) should contain(sq(File.E, Rank.R1) -> sq(File.G, Rank.R1))
test("legalMoves: excludes castling when king is in check"):
val c = GameContext(
board = board(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.H, Rank.R1) -> Piece.WhiteRook,
sq(File.E, Rank.R8) -> Piece.BlackRook,
sq(File.A, Rank.R8) -> Piece.BlackKing
),
whiteCastling = CastlingRights.Both,
blackCastling = CastlingRights.None
)
GameRules.legalMoves(c, Color.White) should not contain (sq(File.E, Rank.R1) -> sq(File.G, Rank.R1))
test("gameStatus: returns Normal (not Drawn) when castling is the only legal move"):
// White King e1, Rook h1 (kingside castling available).
// Black Rooks d2 and f2 box the king: d1 attacked by d2, e2 attacked by both,
// f1 attacked by f2. King cannot move to any adjacent square without entering
// an attacked square or an enemy piece. Only legal move: castle to g1.
val c = GameContext(
board = board(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.H, Rank.R1) -> Piece.WhiteRook,
sq(File.D, Rank.R2) -> Piece.BlackRook,
sq(File.F, Rank.R2) -> Piece.BlackRook,
sq(File.A, Rank.R8) -> Piece.BlackKing
),
whiteCastling = CastlingRights(kingSide = true, queenSide = false),
blackCastling = CastlingRights.None
)
GameRules.gameStatus(c, Color.White) shouldBe PositionStatus.Normal
@@ -1,6 +1,8 @@
package de.nowchess.chess.logic package de.nowchess.chess.logic
import de.nowchess.api.board.{Board, Color, File, Piece, Rank, Square} import de.nowchess.api.board.{Board, Color, File, Piece, Rank, Square}
import de.nowchess.api.game.CastlingRights
import de.nowchess.chess.logic.{GameContext, CastleSide}
import org.scalatest.funsuite.AnyFunSuite import org.scalatest.funsuite.AnyFunSuite
import org.scalatest.matchers.should.Matchers import org.scalatest.matchers.should.Matchers
@@ -209,3 +211,168 @@ class MoveValidatorTest extends AnyFunSuite with Matchers:
sq(File.E, Rank.R4) -> Piece.BlackRook sq(File.E, Rank.R4) -> Piece.BlackRook
) )
MoveValidator.legalTargets(b, sq(File.D, Rank.R4)) should contain(sq(File.E, Rank.R4)) MoveValidator.legalTargets(b, sq(File.D, Rank.R4)) should contain(sq(File.E, Rank.R4))
// ──── castlingTargets ────────────────────────────────────────────────
private def ctxWithRights(
entries: (Square, Piece)*
)(white: CastlingRights = CastlingRights.Both,
black: CastlingRights = CastlingRights.Both
): GameContext =
GameContext(Board(entries.toMap), white, black)
test("castlingTargets: white kingside available when all conditions met"):
val ctx = ctxWithRights(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.H, Rank.R1) -> Piece.WhiteRook,
sq(File.H, Rank.R8) -> Piece.BlackKing
)()
MoveValidator.castlingTargets(ctx, Color.White) should contain(sq(File.G, Rank.R1))
test("castlingTargets: white queenside available when all conditions met"):
val ctx = ctxWithRights(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.A, Rank.R1) -> Piece.WhiteRook,
sq(File.H, Rank.R8) -> Piece.BlackKing
)()
MoveValidator.castlingTargets(ctx, Color.White) should contain(sq(File.C, Rank.R1))
test("castlingTargets: black kingside available when all conditions met"):
val ctx = ctxWithRights(
sq(File.E, Rank.R8) -> Piece.BlackKing,
sq(File.H, Rank.R8) -> Piece.BlackRook,
sq(File.H, Rank.R1) -> Piece.WhiteKing
)()
MoveValidator.castlingTargets(ctx, Color.Black) should contain(sq(File.G, Rank.R8))
test("castlingTargets: black queenside available when all conditions met"):
val ctx = ctxWithRights(
sq(File.E, Rank.R8) -> Piece.BlackKing,
sq(File.A, Rank.R8) -> Piece.BlackRook,
sq(File.H, Rank.R1) -> Piece.WhiteKing
)()
MoveValidator.castlingTargets(ctx, Color.Black) should contain(sq(File.C, Rank.R8))
test("castlingTargets: blocked when transit square is occupied"):
val ctx = ctxWithRights(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.F, Rank.R1) -> Piece.WhiteBishop,
sq(File.H, Rank.R1) -> Piece.WhiteRook,
sq(File.H, Rank.R8) -> Piece.BlackKing
)()
MoveValidator.castlingTargets(ctx, Color.White) should not contain sq(File.G, Rank.R1)
test("castlingTargets: blocked when king is in check"):
val ctx = ctxWithRights(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.H, Rank.R1) -> Piece.WhiteRook,
sq(File.E, Rank.R8) -> Piece.BlackRook,
sq(File.H, Rank.R8) -> Piece.BlackKing
)()
MoveValidator.castlingTargets(ctx, Color.White) shouldBe empty
test("castlingTargets: blocked when transit square f1 is attacked"):
val ctx = ctxWithRights(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.H, Rank.R1) -> Piece.WhiteRook,
sq(File.F, Rank.R8) -> Piece.BlackRook,
sq(File.H, Rank.R8) -> Piece.BlackKing
)()
MoveValidator.castlingTargets(ctx, Color.White) should not contain sq(File.G, Rank.R1)
test("castlingTargets: blocked when landing square g1 is attacked"):
val ctx = ctxWithRights(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.H, Rank.R1) -> Piece.WhiteRook,
sq(File.G, Rank.R8) -> Piece.BlackRook,
sq(File.A, Rank.R8) -> Piece.BlackKing
)()
MoveValidator.castlingTargets(ctx, Color.White) should not contain sq(File.G, Rank.R1)
test("castlingTargets: blocked when kingSide right is false"):
val ctx = ctxWithRights(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.H, Rank.R1) -> Piece.WhiteRook,
sq(File.H, Rank.R8) -> Piece.BlackKing
)(white = CastlingRights(kingSide = false, queenSide = true))
MoveValidator.castlingTargets(ctx, Color.White) should not contain sq(File.G, Rank.R1)
test("castlingTargets: blocked when queenSide right is false"):
val ctx = ctxWithRights(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.A, Rank.R1) -> Piece.WhiteRook,
sq(File.H, Rank.R8) -> Piece.BlackKing
)(white = CastlingRights(kingSide = true, queenSide = false))
MoveValidator.castlingTargets(ctx, Color.White) should not contain sq(File.C, Rank.R1)
test("castlingTargets: blocked when relevant rook is not on home square"):
val ctx = ctxWithRights(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.G, Rank.R1) -> Piece.WhiteRook,
sq(File.H, Rank.R8) -> Piece.BlackKing
)()
MoveValidator.castlingTargets(ctx, Color.White) should not contain sq(File.G, Rank.R1)
// ──── context-aware legalTargets includes castling ────────────────────
test("legalTargets(ctx, from): king on e1 includes g1 when castling available"):
val ctx = ctxWithRights(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.H, Rank.R1) -> Piece.WhiteRook,
sq(File.H, Rank.R8) -> Piece.BlackKing
)()
MoveValidator.legalTargets(ctx, sq(File.E, Rank.R1)) should contain(sq(File.G, Rank.R1))
test("legalTargets(ctx, from): non-king pieces unchanged by context"):
val ctx = ctxWithRights(
sq(File.D, Rank.R4) -> Piece.WhiteBishop,
sq(File.H, Rank.R8) -> Piece.BlackKing,
sq(File.H, Rank.R1) -> Piece.WhiteKing
)()
MoveValidator.legalTargets(ctx, sq(File.D, Rank.R4)) shouldBe
MoveValidator.legalTargets(ctx.board, sq(File.D, Rank.R4))
// ──── isCastle / castleSide / isLegal(ctx) ───────────────────────────
test("isCastle: returns true when king moves two files"):
val board = Board(Map(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.H, Rank.R1) -> Piece.WhiteRook
))
MoveValidator.isCastle(board, sq(File.E, Rank.R1), sq(File.G, Rank.R1)) shouldBe true
test("isCastle: returns false when king moves one file"):
val board = Board(Map(
sq(File.E, Rank.R1) -> Piece.WhiteKing
))
MoveValidator.isCastle(board, sq(File.E, Rank.R1), sq(File.F, Rank.R1)) shouldBe false
test("castleSide: returns Kingside when moving to higher file"):
MoveValidator.castleSide(sq(File.E, Rank.R1), sq(File.G, Rank.R1)) shouldBe CastleSide.Kingside
test("castleSide: returns Queenside when moving to lower file"):
MoveValidator.castleSide(sq(File.E, Rank.R1), sq(File.C, Rank.R1)) shouldBe CastleSide.Queenside
test("isLegal(ctx): returns true for legal castling move"):
val ctx = ctxWithRights(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.H, Rank.R1) -> Piece.WhiteRook,
sq(File.H, Rank.R8) -> Piece.BlackKing
)()
MoveValidator.isLegal(ctx, sq(File.E, Rank.R1), sq(File.G, Rank.R1)) shouldBe true
test("isLegal(ctx): returns false for illegal castling move when rights revoked"):
val ctx = ctxWithRights(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.H, Rank.R1) -> Piece.WhiteRook,
sq(File.H, Rank.R8) -> Piece.BlackKing
)(white = CastlingRights.None)
MoveValidator.isLegal(ctx, sq(File.E, Rank.R1), sq(File.G, Rank.R1)) shouldBe false
test("castlingTargets: returns empty when king not on home square"):
val ctx = ctxWithRights(
sq(File.D, Rank.R1) -> Piece.WhiteKing,
sq(File.H, Rank.R1) -> Piece.WhiteRook,
sq(File.H, Rank.R8) -> Piece.BlackKing
)()
MoveValidator.castlingTargets(ctx, Color.White) shouldBe empty