refactor(50-move-rule): extract handleParsedMove to reduce cognitive complexity in processUserInput
Build & Test (NowChessSystems) TeamCity build finished
Build & Test (NowChessSystems) TeamCity build finished
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -90,74 +90,65 @@ class GameEngine(
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notifyObservers(event)
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case moveInput =>
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// Try to parse as a move
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Parser.parseMove(moveInput) match
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case None =>
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val event = InvalidMoveEvent(
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currentBoard,
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currentHistory,
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currentTurn,
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notifyObservers(InvalidMoveEvent(
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currentBoard, currentHistory, currentTurn,
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s"Invalid move format '$moveInput'. Use coordinate notation, e.g. e2e4."
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)
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notifyObservers(event)
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))
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case Some((from, to)) =>
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// Create a move command with current state snapshot
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val cmd = MoveCommand(
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from = from,
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to = to,
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previousBoard = Some(currentBoard),
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previousHistory = Some(currentHistory),
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previousTurn = Some(currentTurn)
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)
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// Execute the move through GameController
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GameController.processMove(currentBoard, currentHistory, currentTurn, moveInput) match
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case MoveResult.InvalidFormat(_) | MoveResult.NoPiece | MoveResult.WrongColor | MoveResult.IllegalMove | MoveResult.Quit =>
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handleFailedMove(moveInput)
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case MoveResult.Moved(newBoard, newHistory, captured, newTurn) =>
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// Move succeeded - store result and execute through invoker
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val updatedCmd = cmd.copy(moveResult = Some(de.nowchess.chess.command.MoveResult.Successful(newBoard, newHistory, newTurn, captured)))
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invoker.execute(updatedCmd)
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updateGameState(newBoard, newHistory, newTurn)
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emitMoveEvent(from.toString, to.toString, captured, newTurn)
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if currentHistory.halfMoveClock >= 100 then
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notifyObservers(FiftyMoveRuleAvailableEvent(currentBoard, currentHistory, currentTurn))
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case MoveResult.MovedInCheck(newBoard, newHistory, captured, newTurn) =>
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// Move succeeded with check
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val updatedCmd = cmd.copy(moveResult = Some(de.nowchess.chess.command.MoveResult.Successful(newBoard, newHistory, newTurn, captured)))
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invoker.execute(updatedCmd)
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updateGameState(newBoard, newHistory, newTurn)
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emitMoveEvent(from.toString, to.toString, captured, newTurn)
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notifyObservers(CheckDetectedEvent(currentBoard, currentHistory, currentTurn))
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if currentHistory.halfMoveClock >= 100 then
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notifyObservers(FiftyMoveRuleAvailableEvent(currentBoard, currentHistory, currentTurn))
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case MoveResult.Checkmate(winner) =>
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// Move resulted in checkmate
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val updatedCmd = cmd.copy(moveResult = Some(de.nowchess.chess.command.MoveResult.Successful(Board.initial, GameHistory.empty, Color.White, None)))
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invoker.execute(updatedCmd)
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currentBoard = Board.initial
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currentHistory = GameHistory.empty
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currentTurn = Color.White
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notifyObservers(CheckmateEvent(currentBoard, currentHistory, currentTurn, winner))
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case MoveResult.Stalemate =>
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// Move resulted in stalemate
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val updatedCmd = cmd.copy(moveResult = Some(de.nowchess.chess.command.MoveResult.Successful(Board.initial, GameHistory.empty, Color.White, None)))
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invoker.execute(updatedCmd)
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currentBoard = Board.initial
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currentHistory = GameHistory.empty
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currentTurn = Color.White
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notifyObservers(StalemateEvent(currentBoard, currentHistory, currentTurn))
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case MoveResult.PromotionRequired(promFrom, promTo, boardBefore, histBefore, _, promotingTurn) =>
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pendingPromotion = Some(PendingPromotion(promFrom, promTo, boardBefore, histBefore, promotingTurn))
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notifyObservers(PromotionRequiredEvent(currentBoard, currentHistory, currentTurn, promFrom, promTo))
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handleParsedMove(from, to, moveInput)
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}
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private def handleParsedMove(from: Square, to: Square, moveInput: String): Unit =
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val cmd = MoveCommand(
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from = from,
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to = to,
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previousBoard = Some(currentBoard),
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previousHistory = Some(currentHistory),
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previousTurn = Some(currentTurn)
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)
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GameController.processMove(currentBoard, currentHistory, currentTurn, moveInput) match
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case MoveResult.InvalidFormat(_) | MoveResult.NoPiece | MoveResult.WrongColor | MoveResult.IllegalMove | MoveResult.Quit =>
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handleFailedMove(moveInput)
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case MoveResult.Moved(newBoard, newHistory, captured, newTurn) =>
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val updatedCmd = cmd.copy(moveResult = Some(de.nowchess.chess.command.MoveResult.Successful(newBoard, newHistory, newTurn, captured)))
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invoker.execute(updatedCmd)
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updateGameState(newBoard, newHistory, newTurn)
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emitMoveEvent(from.toString, to.toString, captured, newTurn)
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if currentHistory.halfMoveClock >= 100 then
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notifyObservers(FiftyMoveRuleAvailableEvent(currentBoard, currentHistory, currentTurn))
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case MoveResult.MovedInCheck(newBoard, newHistory, captured, newTurn) =>
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val updatedCmd = cmd.copy(moveResult = Some(de.nowchess.chess.command.MoveResult.Successful(newBoard, newHistory, newTurn, captured)))
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invoker.execute(updatedCmd)
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updateGameState(newBoard, newHistory, newTurn)
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emitMoveEvent(from.toString, to.toString, captured, newTurn)
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notifyObservers(CheckDetectedEvent(currentBoard, currentHistory, currentTurn))
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if currentHistory.halfMoveClock >= 100 then
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notifyObservers(FiftyMoveRuleAvailableEvent(currentBoard, currentHistory, currentTurn))
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case MoveResult.Checkmate(winner) =>
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val updatedCmd = cmd.copy(moveResult = Some(de.nowchess.chess.command.MoveResult.Successful(Board.initial, GameHistory.empty, Color.White, None)))
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invoker.execute(updatedCmd)
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currentBoard = Board.initial
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currentHistory = GameHistory.empty
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currentTurn = Color.White
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notifyObservers(CheckmateEvent(currentBoard, currentHistory, currentTurn, winner))
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case MoveResult.Stalemate =>
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val updatedCmd = cmd.copy(moveResult = Some(de.nowchess.chess.command.MoveResult.Successful(Board.initial, GameHistory.empty, Color.White, None)))
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invoker.execute(updatedCmd)
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currentBoard = Board.initial
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currentHistory = GameHistory.empty
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currentTurn = Color.White
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notifyObservers(StalemateEvent(currentBoard, currentHistory, currentTurn))
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case MoveResult.PromotionRequired(promFrom, promTo, boardBefore, histBefore, _, promotingTurn) =>
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pendingPromotion = Some(PendingPromotion(promFrom, promTo, boardBefore, histBefore, promotingTurn))
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notifyObservers(PromotionRequiredEvent(currentBoard, currentHistory, currentTurn, promFrom, promTo))
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/** Undo the last move. */
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def undo(): Unit = synchronized {
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performUndo()
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