docs: remove outdated JUnitSuiteLike issue from unresolved.md
Build & Test (NowChessSystems) TeamCity build finished

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# ADR-001: Technology Stack Selection
## Status
Accepted
## Context
The "NowChessSystems" project requires a modern, scalable,
and maintainable technology stack to support web-based interfaces.
The system is designed as a microservice architecture to allow for independent scaling and development of various components (e.g., engine, matchmaking, user management).
## Decision
We have decided to use the following technologies for the core system:
### Backend
- **Language:** [Scala 3](https://scala-lang.org/) for its powerful type system, functional programming capabilities, and seamless JVM integration.
- **Framework:** [Quarkus](https://quarkus.io/) with the `io.quarkiverse.scala:quarkus-scala3` extension to leverage GraalVM native compilation and fast startup times.
- **Persistence:** [Hibernate](https://hibernate.org/) and [Jakarta Persistence](https://jakarta.ee/specifications/persistence/) for standard-based ORM.
### Frontend
- **Build Tool:** [Vite](https://vitejs.dev/) for a fast development experience.
- **Framework:** TBD (Evaluation between React, Angular, and Vue).
- **Terminal UI:** [Lanterna](https://github.com/mabe02/lanterna) for a text-based user interface (TUI).
### DevOps & Infrastructure
- **Orchestration:** [Kubernetes](https://kubernetes.io/) for container orchestration.
- **GitOps & Delivery:** [ArgoCD](https://argoproj.github.io/cd/) for continuous delivery and [Kargo](https://kargo.io/) for multi-stage lifecycle management.
### AI-Assisted Development
- [Claude Code Pro](https://claude.ai/) and [Claude Agent Teams](https://claude.ai/team) for coding and reviews.
- [Google Stitch](https://stitch.google.com/) (Free) for UI design and prototyping.
## Consequences
### Positive
- **High Performance:** Quarkus and GraalVM enable low memory footprint and fast startup.
- **Developer Productivity:** Scala 3 and AI tools provide a high-level, expressive environment.
- **Robustness:** Kubernetes and ArgoCD ensure reliable deployment and scaling.
- **Accessibility:** Offering both a TUI and a web interface caters to different user preferences.
### Negative / Risks
- **Complexity:** Managing a microservices architecture with Kubernetes adds operational overhead.
- **Learning Curve:** Scala 3 and the specific Quarkus-Scala integration may require training for new developers.
- **Consistency:** Maintaining parity between the TUI and Web frontend functionality.
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# ADR-002: Shared-Models Library (`modules/api`)
## Status
Accepted
## Context
NowChessSystems is a microservice platform. As soon as two or more services need to
exchange data — whether through REST, messaging, or internal function calls — they must
agree on common data types. Without a shared home for those types, the same case class
(e.g. `Square`, `Move`, `GameState`) is duplicated in every module, diverges over time,
and causes silent serialisation mismatches at runtime.
The `core` module currently owns the chess engine logic. Future modules (matchmaking,
game history, user management, notation export, etc.) will all need to refer to the
same chess domain vocabulary. A cross-cutting place to hold that vocabulary is therefore
required before any second service is built.
## Decision
We introduce `modules/api` as a **shared-models library**: a plain Scala 3 library
(no Quarkus, no Jakarta, no persistence) that contains only:
- Pure Scala 3 data types: `case class`, `sealed trait`, and `enum` definitions
- Value objects that model the chess domain (pieces, colors, squares, moves, game state)
- Cross-service API envelope types (`ApiResponse[A]`, `ApiError`, `Pagination`)
- Minimal player/user identity stubs (IDs and display names only)
Every service module that needs these types declares:
```kotlin
implementation(project(":modules:api"))
```
in its own `build.gradle.kts`. The `modules/api` module itself carries no runtime
dependencies beyond the Scala 3 standard library.
### Package layout
```
de.nowchess.api
├── board Color, PieceType, Piece, File, Rank, Square
├── game CastlingRights, GameState, GameResult, GameStatus
├── move MoveType, Move, PromotionPiece
├── player PlayerId, PlayerInfo
└── response ApiResponse, ApiError, Pagination
```
## What belongs in `modules/api`
| Belongs | Does NOT belong |
|---|---|
| `case class`, `sealed trait`, `enum` for chess domain | Quarkus `@ApplicationScoped` beans |
| API envelope types (`ApiResponse`, `ApiError`) | Jakarta Persistence entities (`@Entity`) |
| Player identity stubs (ID + display name) | REST resource classes |
| FEN/board-state representation types | Business logic, engine algorithms |
| Pure type aliases and value objects | Database queries or repositories |
The rule of thumb: if a type carries a framework annotation or requires I/O to produce,
it does not belong in `modules/api`.
## How other modules depend on it
1. `modules/api` is a regular Gradle subproject already declared in `settings.gradle.kts`.
2. Consuming modules add `implementation(project(":modules:api"))` — nothing else.
3. Because `modules/api` has no Quarkus BOM, consuming modules must not re-export Quarkus
transitive dependencies through it.
4. If a future module needs JSON serialisation, it adds its own JSON library (e.g.
`circe`, `jsoniter-scala`) as a dependency and derives codecs for the shared types
there — codec derivation stays out of `modules/api`.
## Consequences
### Positive
- Single source of truth for all chess domain vocabulary.
- Adding a new microservice requires only one `implementation(project(":modules:api"))`
line — no copy-paste of types.
- The library is fast to compile (no framework processing) and cheap to test in isolation.
- Enforces a strict boundary: if a type needs a framework annotation it is forced into the
correct service module.
### Negative / Risks
- Any breaking change to a shared type (rename, field removal) is a cross-cutting change
that touches every consuming module simultaneously.
- Developers must resist the temptation to add convenience methods or logic to these
types; discipline is required to keep the library pure.
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# ScalaTest + Scoverage Migration Implementation Plan
> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
**Goal:** Replace JaCoCo with Scoverage and add ScalaTest (with its JUnit 5 bridge) as the test library across all modules.
**Architecture:** Three build files are modified — the root for shared dependency versions, and each module for plugins, dependencies, and task wiring. No source files are created. The Scoverage Gradle plugin is applied per-module with its version hardcoded inline (Gradle resolves `plugins {}` before `rootProject.extra` is available).
**Tech Stack:** Scala 3, Gradle (Kotlin DSL), ScalaTest 3.2.19, scalatestplus-junit-5-11 3.2.19.1, Scoverage Gradle plugin 8.1.
---
## File Map
| File | Change |
|---|---|
| `build.gradle.kts` (root) | Add `SCALATEST` and `SCALATESTPLUS_JUNIT5` version entries |
| `modules/core/build.gradle.kts` | Replace `jacoco` with `org.scoverage`; swap JUnit deps for ScalaTest; merge two `tasks.test {}` blocks |
| `modules/api/build.gradle.kts` | Same as core; also add missing `useJUnitPlatform()` |
---
### Task 1: Add ScalaTest version entries to root build
**Files:**
- Modify: `build.gradle.kts` (root)
- [ ] **Step 1: Add version entries**
Open `build.gradle.kts` at the root. The `versions` map currently looks like:
```kotlin
val versions = mapOf(
"QUARKUS_SCALA3" to "1.0.0",
"SCALA3" to "3.5.1",
"SCALA_LIBRARY" to "2.13.18"
)
```
Add two entries so it becomes:
```kotlin
val versions = mapOf(
"QUARKUS_SCALA3" to "1.0.0",
"SCALA3" to "3.5.1",
"SCALA_LIBRARY" to "2.13.18",
"SCALATEST" to "3.2.19",
"SCALATESTPLUS_JUNIT5" to "3.2.19.1"
)
```
- [ ] **Step 2: Verify the root build file parses**
```bash
./gradlew help --quiet
```
Expected: exits 0 with no errors.
- [ ] **Step 3: Commit**
```bash
git add build.gradle.kts
git commit -m "build: add ScalaTest version entries to root versions map"
```
---
### Task 2: Migrate `modules/core` to ScalaTest + Scoverage
**Files:**
- Modify: `modules/core/build.gradle.kts`
- [ ] **Step 1: Replace the `jacoco` plugin with `org.scoverage`**
In the `plugins {}` block, replace:
```kotlin
jacoco
```
with:
```kotlin
id("org.scoverage") version "8.1"
```
The full plugins block should be:
```kotlin
plugins {
id("scala")
id("org.scoverage") version "8.1"
application
}
```
- [ ] **Step 2: Swap JUnit dependencies for ScalaTest**
In the `dependencies {}` block, remove:
```kotlin
testImplementation(platform("org.junit:junit-bom:5.10.0"))
testImplementation("org.junit.jupiter:junit-jupiter")
testRuntimeOnly("org.junit.platform:junit-platform-launcher")
```
Add in their place:
```kotlin
testImplementation("org.scalatest:scalatest_3:${versions["SCALATEST"]!!}")
testImplementation("org.scalatestplus:junit-5-11_3:${versions["SCALATESTPLUS_JUNIT5"]!!}")
```
- [ ] **Step 3: Merge the two `tasks.test {}` blocks and replace jacoco wiring**
The file currently has two separate `tasks.test {}` blocks and a `tasks.jacocoTestReport {}` block. Delete all three. Add the following single merged block **after** the `dependencies {}` block:
```kotlin
tasks.test {
useJUnitPlatform()
finalizedBy(tasks.reportScoverage)
}
tasks.reportScoverage {
dependsOn(tasks.test)
}
```
- [ ] **Step 4: Run the tests**
```bash
./gradlew :modules:core:test
```
Expected: BUILD SUCCESSFUL. (Zero tests is fine — there are no test files yet. The build must not fail with dependency resolution or plugin errors.)
- [ ] **Step 5: Run the coverage report**
```bash
./gradlew :modules:core:reportScoverage
```
Expected: BUILD SUCCESSFUL. A report is generated under `modules/core/build/reports/scoverage/`.
- [ ] **Step 6: Commit**
```bash
git add modules/core/build.gradle.kts
git commit -m "build(core): replace JaCoCo with Scoverage, add ScalaTest dependencies"
```
---
### Task 3: Migrate `modules/api` to ScalaTest + Scoverage
**Files:**
- Modify: `modules/api/build.gradle.kts`
- [ ] **Step 1: Replace the `jacoco` plugin with `org.scoverage`**
In the `plugins {}` block, replace:
```kotlin
jacoco
```
with:
```kotlin
id("org.scoverage") version "8.1"
```
The full plugins block should be:
```kotlin
plugins {
id("scala")
id("org.scoverage") version "8.1"
}
```
- [ ] **Step 2: Swap JUnit dependencies for ScalaTest**
In the `dependencies {}` block, remove:
```kotlin
testImplementation(platform("org.junit:junit-bom:5.10.0"))
testImplementation("org.junit.jupiter:junit-jupiter")
testRuntimeOnly("org.junit.platform:junit-platform-launcher")
```
Add in their place:
```kotlin
testImplementation("org.scalatest:scalatest_3:${versions["SCALATEST"]!!}")
testImplementation("org.scalatestplus:junit-5-11_3:${versions["SCALATESTPLUS_JUNIT5"]!!}")
```
- [ ] **Step 3: Merge the two `tasks.test {}` blocks and replace jacoco wiring**
The `modules/api` file also has two `tasks.test {}` blocks and a `jacocoTestReport` block. Delete all three. Add the following merged block **after** the `dependencies {}` block:
```kotlin
tasks.test {
useJUnitPlatform()
finalizedBy(tasks.reportScoverage)
}
tasks.reportScoverage {
dependsOn(tasks.test)
}
```
> Note: `modules/api` did not previously have `useJUnitPlatform()` — it is being **added** here, not preserved.
- [ ] **Step 4: Run the tests**
```bash
./gradlew :modules:api:test
```
Expected: BUILD SUCCESSFUL.
- [ ] **Step 5: Run the coverage report**
```bash
./gradlew :modules:api:reportScoverage
```
Expected: BUILD SUCCESSFUL. A report is generated under `modules/api/build/reports/scoverage/`.
- [ ] **Step 6: Commit**
```bash
git add modules/api/build.gradle.kts
git commit -m "build(api): replace JaCoCo with Scoverage, add ScalaTest dependencies"
```
---
### Task 4: Full build verification
- [ ] **Step 1: Run the full build**
```bash
./gradlew build
```
Expected: BUILD SUCCESSFUL with no errors across all modules.
- [ ] **Step 2: Confirm no JaCoCo references remain**
```bash
grep -r "jacoco\|jacocoTestReport" --include="*.kts" .
```
Expected: no output (zero matches).
@@ -1,579 +0,0 @@
# Chess Check / Checkmate / Stalemate Implementation Plan
> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
**Goal:** Add check detection, checkmate (win by opponent having no legal reply while in check), and stalemate (draw by opponent having no legal reply while not in check) to the chess game loop.
**Architecture:** A new `GameRules` object owns all check-aware logic; the existing `MoveValidator` keeps its geometric-only contract unchanged. `GameController.processMove` calls `GameRules.gameStatus` after each move and returns new `MoveResult` variants (`MovedInCheck`, `Checkmate`, `Stalemate`). Terminal states reset the board.
**Tech Stack:** Scala 3.5, ScalaTest (`AnyFunSuite with Matchers`), Gradle (`:modules:core:test`)
---
## File Map
| File | Action | Responsibility |
|---|---|---|
| `modules/core/src/main/scala/de/nowchess/chess/logic/GameRules.scala` | **Create** | `isInCheck`, `legalMoves`, `gameStatus`, `PositionStatus` enum |
| `modules/core/src/test/scala/de/nowchess/chess/logic/GameRulesTest.scala` | **Create** | Unit tests for all three `GameRules` methods |
| `modules/core/src/main/scala/de/nowchess/chess/controller/GameController.scala` | **Modify** | Add `MovedInCheck`/`Checkmate`/`Stalemate` to `MoveResult`; wire `processMove` and `gameLoop` |
| `modules/core/src/test/scala/de/nowchess/chess/controller/GameControllerTest.scala` | **Modify** | Add `processMove` and `gameLoop` tests for the three new results |
---
## Task 1: Create `GameRules` stub
**Files:**
- Create: `modules/core/src/main/scala/de/nowchess/chess/logic/GameRules.scala`
- [ ] **Step 1: Create the stub file**
```scala
package de.nowchess.chess.logic
import de.nowchess.api.board.*
enum PositionStatus:
case Normal, InCheck, Mated, Drawn
object GameRules:
/** True if `color`'s king is under attack on this board. */
def isInCheck(board: Board, color: Color): Boolean = false
/** All (from, to) moves for `color` that do not leave their own king in check. */
def legalMoves(board: Board, color: Color): Set[(Square, Square)] = Set.empty
/** Position status for the side whose turn it is (`color`). */
def gameStatus(board: Board, color: Color): PositionStatus = PositionStatus.Normal
```
- [ ] **Step 2: Verify the project compiles**
```bash
./gradlew :modules:core:compileScala
```
Expected: `BUILD SUCCESSFUL`
- [ ] **Step 3: Commit**
```bash
git add modules/core/src/main/scala/de/nowchess/chess/logic/GameRules.scala
git commit -m "feat: add GameRules stub with PositionStatus enum"
```
---
## Task 2: Write `GameRulesTest` (all tests must fail)
**Files:**
- Create: `modules/core/src/test/scala/de/nowchess/chess/logic/GameRulesTest.scala`
- [ ] **Step 1: Create the test file**
```scala
package de.nowchess.chess.logic
import de.nowchess.api.board.*
import org.scalatest.funsuite.AnyFunSuite
import org.scalatest.matchers.should.Matchers
class GameRulesTest 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)
// ──── isInCheck ──────────────────────────────────────────────────────
test("isInCheck: king attacked by enemy rook on same rank"):
// White King E1, Black Rook A1 — rook slides along rank 1 to E1
val b = board(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.A, Rank.R1) -> Piece.BlackRook
)
GameRules.isInCheck(b, Color.White) shouldBe true
test("isInCheck: king not attacked"):
// Black Rook A3 does not cover E1
val b = board(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.A, Rank.R3) -> Piece.BlackRook
)
GameRules.isInCheck(b, Color.White) shouldBe false
test("isInCheck: no king on board returns false"):
val b = board(sq(File.A, Rank.R1) -> Piece.BlackRook)
GameRules.isInCheck(b, Color.White) shouldBe false
// ──── legalMoves ─────────────────────────────────────────────────────
test("legalMoves: move that exposes own king to rook is excluded"):
// 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
val b = board(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.E, Rank.R4) -> Piece.WhiteRook,
sq(File.E, Rank.R8) -> Piece.BlackRook
)
val moves = GameRules.legalMoves(b, Color.White)
moves should not contain (sq(File.E, Rank.R4) -> sq(File.D, Rank.R4))
test("legalMoves: move that blocks check is included"):
// White King E1 in check from Black Rook E8; White Rook A5 can interpose on E5
val b = board(
sq(File.E, Rank.R1) -> Piece.WhiteKing,
sq(File.A, Rank.R5) -> Piece.WhiteRook,
sq(File.E, Rank.R8) -> Piece.BlackRook
)
val moves = GameRules.legalMoves(b, Color.White)
moves should contain(sq(File.A, Rank.R5) -> sq(File.E, Rank.R5))
// ──── gameStatus ──────────────────────────────────────────────────────
test("gameStatus: checkmate returns Mated"):
// White Qh8, Ka6; Black Ka8
// Qh8 attacks Ka8 along rank 8; all escape squares covered (spec-verified position)
val b = board(
sq(File.H, Rank.R8) -> Piece.WhiteQueen,
sq(File.A, Rank.R6) -> Piece.WhiteKing,
sq(File.A, Rank.R8) -> Piece.BlackKing
)
GameRules.gameStatus(b, Color.Black) shouldBe PositionStatus.Mated
test("gameStatus: stalemate returns Drawn"):
// White Qb6, Kc6; Black Ka8
// Black king has no legal moves and is not in check (spec-verified position)
val b = board(
sq(File.B, Rank.R6) -> Piece.WhiteQueen,
sq(File.C, Rank.R6) -> Piece.WhiteKing,
sq(File.A, Rank.R8) -> Piece.BlackKing
)
GameRules.gameStatus(b, Color.Black) shouldBe PositionStatus.Drawn
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
val b = board(
sq(File.A, Rank.R8) -> Piece.WhiteRook,
sq(File.E, Rank.R8) -> Piece.BlackKing
)
GameRules.gameStatus(b, Color.Black) shouldBe PositionStatus.InCheck
test("gameStatus: normal starting position returns Normal"):
GameRules.gameStatus(Board.initial, Color.White) shouldBe PositionStatus.Normal
```
- [ ] **Step 2: Run the tests and confirm they all fail**
```bash
./gradlew :modules:core:test --tests "de.nowchess.chess.logic.GameRulesTest"
```
Expected: all 8 tests FAIL (stubs always return `false` / `Set.empty` / `Normal`)
- [ ] **Step 3: Commit**
```bash
git add modules/core/src/test/scala/de/nowchess/chess/logic/GameRulesTest.scala
git commit -m "test: add failing GameRulesTest for check/checkmate/stalemate"
```
---
## Task 3: Implement `GameRules`
**Files:**
- Modify: `modules/core/src/main/scala/de/nowchess/chess/logic/GameRules.scala`
- [ ] **Step 1: Replace the stub bodies with real implementations**
```scala
package de.nowchess.chess.logic
import de.nowchess.api.board.*
enum PositionStatus:
case Normal, InCheck, Mated, Drawn
object GameRules:
def isInCheck(board: Board, color: Color): Boolean =
board.pieces
.collectFirst { case (sq, Piece(`color`, PieceType.King)) => sq }
.exists { kingSq =>
board.pieces.exists { case (sq, piece) =>
piece.color != color &&
MoveValidator.legalTargets(board, sq).contains(kingSq)
}
}
def legalMoves(board: Board, color: Color): Set[(Square, Square)] =
board.pieces
.collect { case (from, piece) if piece.color == color => from }
.flatMap { from =>
MoveValidator.legalTargets(board, from)
.filter { to =>
val (newBoard, _) = board.withMove(from, to)
!isInCheck(newBoard, color)
}
.map(to => from -> to)
}
.toSet
def gameStatus(board: Board, color: Color): PositionStatus =
val moves = legalMoves(board, color)
val inCheck = isInCheck(board, color)
if moves.isEmpty && inCheck then PositionStatus.Mated
else if moves.isEmpty then PositionStatus.Drawn
else if inCheck then PositionStatus.InCheck
else PositionStatus.Normal
```
- [ ] **Step 2: Run the GameRules tests and confirm they all pass**
```bash
./gradlew :modules:core:test --tests "de.nowchess.chess.logic.GameRulesTest"
```
Expected: all 8 tests PASS
- [ ] **Step 3: Run the full test suite to make sure nothing regressed**
```bash
./gradlew :modules:core:test
```
Expected: `BUILD SUCCESSFUL`, all existing tests still pass
- [ ] **Step 4: Commit**
```bash
git add modules/core/src/main/scala/de/nowchess/chess/logic/GameRules.scala
git commit -m "feat: implement GameRules with isInCheck, legalMoves, gameStatus"
```
---
## Task 4: Add new `MoveResult` variants and stub `processMove`
**Files:**
- Modify: `modules/core/src/main/scala/de/nowchess/chess/controller/GameController.scala`
- [ ] **Step 1: Add three new variants to `MoveResult` and import `GameRules`**
In `GameController.scala`, update the `MoveResult` object and `processMove`. The new variants go after `Moved`. The import of `GameRules`/`PositionStatus` is added at the top. The stub `processMove` calls `GameRules.gameStatus` but always maps to `Moved` — this makes it compile while the new tests will fail:
```scala
package de.nowchess.chess.controller
import scala.io.StdIn
import de.nowchess.api.board.{Board, Color, Piece}
import de.nowchess.chess.logic.{MoveValidator, GameRules, PositionStatus}
import de.nowchess.chess.view.Renderer
// ---------------------------------------------------------------------------
// Result ADT returned by the pure processMove function
// ---------------------------------------------------------------------------
sealed trait MoveResult
object MoveResult:
case object Quit extends MoveResult
case class InvalidFormat(raw: String) extends MoveResult
case object NoPiece extends MoveResult
case object WrongColor extends MoveResult
case object IllegalMove extends MoveResult
case class Moved(newBoard: Board, captured: Option[Piece], newTurn: Color) extends MoveResult
case class MovedInCheck(newBoard: Board, captured: Option[Piece], newTurn: Color) extends MoveResult
case class Checkmate(winner: Color) extends MoveResult
case object Stalemate extends MoveResult
// ---------------------------------------------------------------------------
// Controller
// ---------------------------------------------------------------------------
object GameController:
def processMove(board: Board, turn: Color, raw: String): MoveResult =
raw.trim match
case "quit" | "q" =>
MoveResult.Quit
case trimmed =>
Parser.parseMove(trimmed) match
case None =>
MoveResult.InvalidFormat(trimmed)
case Some((from, to)) =>
board.pieceAt(from) match
case None =>
MoveResult.NoPiece
case Some(piece) if piece.color != turn =>
MoveResult.WrongColor
case Some(_) =>
if !MoveValidator.isLegal(board, from, to) then
MoveResult.IllegalMove
else
val (newBoard, captured) = board.withMove(from, to)
MoveResult.Moved(newBoard, captured, turn.opposite) // stub — Task 6 will fix
def gameLoop(board: Board, turn: Color): Unit =
println()
print(Renderer.render(board))
println(s"${turn.label}'s turn. Enter move: ")
val input = Option(StdIn.readLine()).getOrElse("quit").trim
processMove(board, turn, input) match
case MoveResult.Quit =>
println("Game over. Goodbye!")
case MoveResult.InvalidFormat(raw) =>
println(s"Invalid move format '$raw'. Use coordinate notation, e.g. e2e4.")
gameLoop(board, turn)
case MoveResult.NoPiece =>
println(s"No piece on ${Parser.parseMove(input).map(_._1).fold("?")(_.toString)}.")
gameLoop(board, turn)
case MoveResult.WrongColor =>
println(s"That is not your piece.")
gameLoop(board, turn)
case MoveResult.IllegalMove =>
println(s"Illegal move.")
gameLoop(board, turn)
case MoveResult.Moved(newBoard, captured, newTurn) =>
val prevTurn = newTurn.opposite
captured.foreach: cap =>
val toSq = Parser.parseMove(input).map(_._2).fold("?")(_.toString)
println(s"${prevTurn.label} captures ${cap.color.label} ${cap.pieceType.label} on $toSq")
gameLoop(newBoard, newTurn)
case MoveResult.MovedInCheck(newBoard, captured, newTurn) => // stub — Task 6
gameLoop(newBoard, newTurn)
case MoveResult.Checkmate(winner) => // stub — Task 6
gameLoop(Board.initial, Color.White)
case MoveResult.Stalemate => // stub — Task 6
gameLoop(Board.initial, Color.White)
```
- [ ] **Step 2: Confirm everything still compiles and existing tests pass**
```bash
./gradlew :modules:core:test
```
Expected: `BUILD SUCCESSFUL` — existing tests still pass, no compilation errors
- [ ] **Step 3: Commit**
```bash
git add modules/core/src/main/scala/de/nowchess/chess/controller/GameController.scala
git commit -m "feat: add MovedInCheck/Checkmate/Stalemate MoveResult variants (stub dispatch)"
```
---
## Task 5: Write new `GameControllerTest` cases (all must fail)
**Files:**
- Modify: `modules/core/src/test/scala/de/nowchess/chess/controller/GameControllerTest.scala`
- [ ] **Step 1: Append the following tests to the existing file**
Add after the last existing test (the `gameLoop: capture` test). Add the `captureOutput` helper alongside `withInput`:
```scala
// ──── helpers ────────────────────────────────────────────────────────
private def captureOutput(block: => Unit): String =
val out = java.io.ByteArrayOutputStream()
scala.Console.withOut(out)(block)
out.toString("UTF-8")
// ──── processMove: check / checkmate / stalemate ─────────────────────
test("processMove: legal move that delivers check returns MovedInCheck"):
// White Ra1, Ka3; Black Kh8 — White plays Ra1-Ra8, putting Kh8 in check
// (Ra8 attacks along rank 8: b8..h8; king escapes to g7/g8/h7 — InCheck, not Mated)
val b = Board(Map(
sq(File.A, Rank.R1) -> Piece.WhiteRook,
sq(File.A, Rank.R3) -> Piece.WhiteKing,
sq(File.H, Rank.R8) -> Piece.BlackKing
))
GameController.processMove(b, Color.White, "a1a8") match
case MoveResult.MovedInCheck(_, _, newTurn) => newTurn shouldBe Color.Black
case other => fail(s"Expected MovedInCheck, got $other")
test("processMove: legal move that results in checkmate returns Checkmate"):
// White Qa1, Ka6; Black Ka8 — White plays Qa1-Qh8 (diagonal a1-h8)
// After Qh8: White Qh8 + Ka6 vs Black Ka8 = checkmate (spec-verified)
// Note: Qa1 does NOT currently attack Ka8 (path along file A is blocked by Ka6)
val b = Board(Map(
sq(File.A, Rank.R1) -> Piece.WhiteQueen,
sq(File.A, Rank.R6) -> Piece.WhiteKing,
sq(File.A, Rank.R8) -> Piece.BlackKing
))
GameController.processMove(b, Color.White, "a1h8") match
case MoveResult.Checkmate(winner) => winner shouldBe Color.White
case other => fail(s"Expected Checkmate(White), got $other")
test("processMove: legal move that results in stalemate returns Stalemate"):
// White Qb1, Kc6; Black Ka8 — White plays Qb1-Qb6
// After Qb6: White Qb6 + Kc6 vs Black Ka8 = stalemate (spec-verified)
val b = Board(Map(
sq(File.B, Rank.R1) -> Piece.WhiteQueen,
sq(File.C, Rank.R6) -> Piece.WhiteKing,
sq(File.A, Rank.R8) -> Piece.BlackKing
))
GameController.processMove(b, Color.White, "b1b6") match
case MoveResult.Stalemate => succeed
case other => fail(s"Expected Stalemate, got $other")
// ──── gameLoop: check / checkmate / stalemate ─────────────────────────
test("gameLoop: checkmate prints winner message and resets to new game"):
// Same position as checkmate processMove test above; after Qa1-Qh8 game resets
// Second move "quit" exits the new game cleanly
val b = Board(Map(
sq(File.A, Rank.R1) -> Piece.WhiteQueen,
sq(File.A, Rank.R6) -> Piece.WhiteKing,
sq(File.A, Rank.R8) -> Piece.BlackKing
))
val output = captureOutput:
withInput("a1h8\nquit\n"):
GameController.gameLoop(b, Color.White)
output should include("Checkmate! White wins.")
test("gameLoop: stalemate prints draw message and resets to new game"):
val b = Board(Map(
sq(File.B, Rank.R1) -> Piece.WhiteQueen,
sq(File.C, Rank.R6) -> Piece.WhiteKing,
sq(File.A, Rank.R8) -> Piece.BlackKing
))
val output = captureOutput:
withInput("b1b6\nquit\n"):
GameController.gameLoop(b, Color.White)
output should include("Stalemate! The game is a draw.")
test("gameLoop: MovedInCheck without capture prints check message"):
val b = Board(Map(
sq(File.A, Rank.R1) -> Piece.WhiteRook,
sq(File.A, Rank.R3) -> Piece.WhiteKing,
sq(File.H, Rank.R8) -> Piece.BlackKing
))
val output = captureOutput:
withInput("a1a8\nquit\n"):
GameController.gameLoop(b, Color.White)
output should include("Black is in check!")
test("gameLoop: MovedInCheck with capture prints both capture and check message"):
// White Rook A1 captures Black Pawn on A8, putting Black King (H8) in check
// Ra8 attacks rank 8 → Black Kh8 is in check; king can escape to g7/g8/h7
val b = Board(Map(
sq(File.A, Rank.R1) -> Piece.WhiteRook,
sq(File.A, Rank.R3) -> Piece.WhiteKing,
sq(File.A, Rank.R8) -> Piece.BlackPawn,
sq(File.H, Rank.R8) -> Piece.BlackKing
))
val output = captureOutput:
withInput("a1a8\nquit\n"):
GameController.gameLoop(b, Color.White)
output should include("captures")
output should include("Black is in check!")
```
- [ ] **Step 2: Run only the new tests and confirm they fail**
```bash
./gradlew :modules:core:test --tests "de.nowchess.chess.controller.GameControllerTest"
```
Expected: the 7 new tests FAIL; the existing 17 tests PASS
- [ ] **Step 3: Commit**
```bash
git add modules/core/src/test/scala/de/nowchess/chess/controller/GameControllerTest.scala
git commit -m "test: add failing GameControllerTest cases for check/checkmate/stalemate"
```
---
## Task 6: Implement `processMove` dispatch and `gameLoop` branches
**Files:**
- Modify: `modules/core/src/main/scala/de/nowchess/chess/controller/GameController.scala`
- [ ] **Step 1: Replace the stub `processMove` else-branch and the three stub `gameLoop` cases**
Replace only the `else` branch inside `processMove` (keep everything else identical):
```scala
else
val (newBoard, captured) = board.withMove(from, to)
GameRules.gameStatus(newBoard, turn.opposite) match
case PositionStatus.Normal => MoveResult.Moved(newBoard, captured, turn.opposite)
case PositionStatus.InCheck => MoveResult.MovedInCheck(newBoard, captured, turn.opposite)
case PositionStatus.Mated => MoveResult.Checkmate(turn)
case PositionStatus.Drawn => MoveResult.Stalemate
```
Replace the three stub `gameLoop` cases:
```scala
case MoveResult.MovedInCheck(newBoard, captured, newTurn) =>
val prevTurn = newTurn.opposite
captured.foreach: cap =>
val toSq = Parser.parseMove(input).map(_._2).fold("?")(_.toString)
println(s"${prevTurn.label} captures ${cap.color.label} ${cap.pieceType.label} on $toSq")
println(s"${newTurn.label} is in check!")
gameLoop(newBoard, newTurn)
case MoveResult.Checkmate(winner) =>
println(s"Checkmate! ${winner.label} wins.")
gameLoop(Board.initial, Color.White)
case MoveResult.Stalemate =>
println("Stalemate! The game is a draw.")
gameLoop(Board.initial, Color.White)
```
- [ ] **Step 2: Run all controller tests**
```bash
./gradlew :modules:core:test --tests "de.nowchess.chess.controller.GameControllerTest"
```
Expected: all 24 tests PASS
- [ ] **Step 3: Run the full test suite**
```bash
./gradlew :modules:core:test
```
Expected: `BUILD SUCCESSFUL`, all tests pass
- [ ] **Step 4: Commit**
```bash
git add modules/core/src/main/scala/de/nowchess/chess/controller/GameController.scala
git commit -m "feat: wire check/checkmate/stalemate into processMove and gameLoop"
```
---
## Task 7: Coverage check and final verification
- [ ] **Step 1: Run the full build with coverage**
```bash
./gradlew :modules:core:test
```
Expected: `BUILD SUCCESSFUL`
- [ ] **Step 2: Check coverage gaps**
```bash
python jacoco-reporter/scoverage_coverage_gaps.py modules/core/build/reports/scoverageTest/scoverage.xml
```
Review output. If any newly added method falls below the thresholds from `CLAUDE.md` (branch ≥ 90%, line ≥ 95%, method ≥ 90%), add targeted tests to close the gaps before considering the task done.
- [ ] **Step 3: Commit coverage fixes (if any)**
```bash
git add -p
git commit -m "test: improve coverage for GameRules and GameController"
```
File diff suppressed because it is too large Load Diff
@@ -1,85 +0,0 @@
# Design: Add ScalaTest + Replace JaCoCo with Scoverage
**Date:** 2026-03-22
**Status:** Approved
## Summary
Replace the current JUnit-only test setup and JaCoCo coverage with ScalaTest (via its JUnit 5 bridge) and Scoverage across both `modules/core` and `modules/api`.
## Motivation
- The CLAUDE.md working agreement prescribes `AnyFunSuite with Matchers with JUnitSuiteLike` as the unit test style, which requires ScalaTest.
- Scoverage is the standard Scala code coverage tool and understands Scala semantics; JaCoCo's JVM bytecode instrumentation is less accurate for Scala code.
## Scope
Two modules are affected: `modules/core` and `modules/api`. The root `build.gradle.kts` is updated for shared dependency versions only.
## Changes
### Root `build.gradle.kts`
Add to the `versions` map (dependency versions only — plugin version is hardcoded per module, see note below):
- `SCALATEST``3.2.19`
- `SCALATESTPLUS_JUNIT5``3.2.19.1`
> **Note on plugin versioning:** Gradle resolves the `plugins {}` block before `rootProject.extra` is available, so the Scoverage plugin version (`8.1`) must be declared inline in each module's `plugins {}` block. It cannot be read from the root versions map.
### `modules/core/build.gradle.kts` and `modules/api/build.gradle.kts`
Both modules require the same set of changes. Both currently have **two separate `tasks.test {}` blocks** that must be merged into one.
**Plugins block:**
- Remove `jacoco`
- Add `id("org.scoverage") version "8.1"`
**Dependencies block:**
- Remove `testImplementation(platform("org.junit:junit-bom:5.10.0"))`
- Remove `testImplementation("org.junit.jupiter:junit-jupiter")`
- Remove `testRuntimeOnly("org.junit.platform:junit-platform-launcher")`
- Add `testImplementation("org.scalatest:scalatest_3:${versions["SCALATEST"]!!}")`
- Add `testImplementation("org.scalatestplus:junit-5-11_3:${versions["SCALATESTPLUS_JUNIT5"]!!}")`
**Task wiring — merge both `tasks.test {}` blocks into one and replace jacoco wiring:**
Both `modules/core` and `modules/api` currently have two `tasks.test {}` blocks. Delete both and replace with the following single merged block placed **after** the `dependencies {}` block (conventional position):
```kotlin
tasks.test {
useJUnitPlatform() // required — scalatestplus JUnit 5 bridge relies on this
finalizedBy(tasks.reportScoverage)
}
tasks.reportScoverage {
dependsOn(tasks.test)
}
```
> Note: `modules/api` does not currently have `useJUnitPlatform()` — it must be **added** (not just kept) in the merged block.
Remove the `jacocoTestReport` task block entirely from both modules.
**Task name confirmation:** The Scoverage Gradle plugin 8.1 registers `reportScoverage` as the HTML report task.
## Versions
| Artifact | Version | Notes |
|---|---|---|
| `org.scalatest:scalatest_3` | 3.2.19 | Core ScalaTest for Scala 3 |
| `org.scalatestplus:junit-5-11_3` | 3.2.19.1 | JUnit 5.11 runner bridge; `.1` = build 1 |
| Scoverage Gradle plugin | 8.1 | Hardcoded inline in `plugins {}` block |
## Testing the Change
After applying:
1. `./gradlew :modules:core:test` and `./gradlew :modules:api:test` must pass (green, even with zero test files).
2. `./gradlew :modules:core:reportScoverage` must produce a coverage report.
3. `./gradlew build` must be fully green.
## Files Modified
- `build.gradle.kts` (root) — add two version entries
- `modules/core/build.gradle.kts` — plugin, deps, merge two `tasks.test` blocks, replace jacoco wiring
- `modules/api/build.gradle.kts` — plugin, deps, merge two `tasks.test` blocks, add `useJUnitPlatform()`, replace jacoco wiring
No new source files are created.
@@ -1,169 +0,0 @@
# Chess Check / Checkmate / Stalemate — Design Spec
**Date:** 2026-03-23
**Status:** Approved
---
## Scope
Implement check detection, checkmate (win condition), and stalemate (draw) on top of the existing normal-move rules. En passant, castling, and pawn promotion are **out of scope** for this iteration.
---
## Architecture
### New: `GameRules` object
**File:** `modules/core/src/main/scala/de/nowchess/chess/logic/GameRules.scala`
Owns all check-aware game logic. `MoveValidator` retains its documented geometric-only contract ("ignoring check/pin").
```
GameRules
isInCheck(board, color): Boolean
legalMoves(board, color): Set[(Square, Square)]
gameStatus(board, color): PositionStatus
```
#### `isInCheck(board, color)`
Finds the king square for `color` by scanning `board.pieces` for a `Piece(color, PieceType.King)`. If no king is found (constructed/test boards), returns `false`.
Then checks whether any enemy piece's `MoveValidator.legalTargets` contains that square. This works correctly for all piece types, including the king: `kingTargets` returns the squares the king can move to, which are identical to the squares the king attacks, so using `legalTargets` for attack detection is correct by design.
Returns `true` if the king square is covered by at least one enemy piece.
#### `legalMoves(board, color)`
1. Filter `board.pieces` to entries where `piece.color == color`.
2. For each such `(from, piece)`, call `MoveValidator.legalTargets(board, from)` to get geometric candidates.
3. For each candidate `to`, apply `board.withMove(from, to)` to get `newBoard`.
4. Keep only moves where `isInCheck(newBoard, color)` is `false` (i.e., the move does not leave own king in check).
5. Return the full set of `(from, to)` pairs that survive this filter.
#### `gameStatus(board, color)`
Returns a `PositionStatus` enum value based on `legalMoves(board, color)` and `isInCheck(board, color)`:
- `Mated``legalMoves` is empty **and** king is in check → the side to move has been checkmated
- `Drawn``legalMoves` is empty **and** king is **not** in check → stalemate (draw)
- `InCheck``legalMoves` is non-empty **and** king is in check → game continues under check
- `Normal` — otherwise
#### Local `PositionStatus` enum
Defined in `GameRules.scala`. Names are intentionally distinct from `MoveResult` variants to avoid unqualified-name collisions in `GameController.scala`:
```scala
enum PositionStatus:
case Normal, InCheck, Mated, Drawn
```
---
### Modified: `MoveResult` (in `GameController.scala`)
Three new variants; existing variants are unchanged:
| Variant | When used |
|---|---|
| `MovedInCheck(newBoard, captured, newTurn)` | Move was legal; opponent is now in check but has legal replies |
| `Checkmate(winner: Color)` | Move was legal; opponent is `Mated``winner` is the side that just moved |
| `Stalemate` | Move was legal; opponent is `Drawn` (no legal reply, not in check) |
`Moved` continues to be used when `gameStatus` returns `Normal`.
---
### Modified: `GameController.processMove`
After computing `(newBoard, captured)` from `board.withMove`:
1. Call `GameRules.gameStatus(newBoard, newTurn)`.
2. Map to the appropriate `MoveResult`:
```
PositionStatus.Normal → Moved(newBoard, captured, newTurn)
PositionStatus.InCheck → MovedInCheck(newBoard, captured, newTurn)
PositionStatus.Mated → Checkmate(turn) // turn = the side that just moved
PositionStatus.Drawn → Stalemate
```
---
### Modified: `GameController.gameLoop`
**New terminal branches** (both print a message then restart):
- `Checkmate(winner)` → print `"Checkmate! {winner.label} wins."`, then recurse with `(Board.initial, Color.White)`
- `Stalemate` → print `"Stalemate! The game is a draw."`, then recurse with `(Board.initial, Color.White)`
**New non-terminal branch:**
- `MovedInCheck(newBoard, captured, newTurn)` → print the same optional capture message as `Moved` (when `captured.isDefined`), then print `"{newTurn.label} is in check!"`, then recurse with `(newBoard, newTurn)`
**Restart vs. exit:** Checkmate and stalemate restart the game automatically (no prompt). This is intentionally asymmetric with `Quit`, which exits. `Quit` is an explicit user request to stop; Checkmate/Stalemate are natural game endings that should roll into a new game.
---
## Test Strategy
All tests are unit tests extending `AnyFunSuite with Matchers with JUnitSuiteLike`.
### `GameRulesTest` — new file
| Scenario | Method | Expected |
|---|---|---|
| King attacked by enemy rook on same rank | `isInCheck` | `true` |
| King not attacked (only own pieces nearby) | `isInCheck` | `false` |
| No king on board (constructed board) | `isInCheck` | `false` |
| Move that exposes own king to rook is excluded | `legalMoves` | does not contain that move |
| Move that blocks check is included | `legalMoves` | contains the blocking move |
| Checkmate: White Qh8, Ka6; Black Ka8 — Black king is in check (Qh8 along rank 8), cannot escape to a7 (Ka6), b7 (Ka6), or b8 (Qh8) | `gameStatus` | `Mated` |
| Stalemate: White Qb6, Kc6; Black Ka8 — Black king has no legal moves (a7/b7/b8 all controlled by Qb6), not in check | `gameStatus` | `Drawn` |
| King in check with at least one escape square | `gameStatus` | `InCheck` |
| Normal midgame position, not in check, has moves | `gameStatus` | `Normal` |
### `GameControllerTest` additions — new `processMove` cases
| Scenario | Expected `MoveResult` |
|---|---|
| Move leaves opponent in check (has escape) | `MovedInCheck` |
| Move results in checkmate | `Checkmate(winner)` where winner is the side that moved |
| Move results in stalemate | `Stalemate` |
### `GameControllerTest` additions — new `gameLoop` cases
| Scenario | Expected output / behavior |
|---|---|
| `gameLoop` receives `Checkmate(White)` | Prints "Checkmate! White wins." and continues (new game) |
| `gameLoop` receives `Stalemate` | Prints "Stalemate! The game is a draw." and continues (new game) |
| `gameLoop` receives `MovedInCheck` with a capture | Prints capture message AND check message |
| `gameLoop` receives `MovedInCheck` without a capture | Prints check message only |
---
## Development Workflow (TDD)
1. Create `GameRules.scala` with empty/stub method bodies that compile but return placeholder values (`false`, `Set.empty`, `PositionStatus.Normal`).
2. Write all `GameRulesTest` tests — they should **fail**.
3. Implement `GameRules` logic until `GameRulesTest` is green.
4. Add new `MoveResult` variants to `GameController.scala`; update `processMove` to call `GameRules.gameStatus` (stub the match arms initially).
5. Write new `GameControllerTest` cases — they should **fail**.
6. Implement `processMove` match arms and `gameLoop` new branches until all tests pass.
7. Run `./gradlew :modules:core:test` — full green build required.
---
## Files Changed
| File | Change |
|---|---|
| `modules/core/src/main/scala/de/nowchess/chess/logic/GameRules.scala` | New |
| `modules/core/src/test/scala/de/nowchess/chess/logic/GameRulesTest.scala` | New |
| `modules/core/src/main/scala/de/nowchess/chess/controller/GameController.scala` | Add `MoveResult` variants; update `processMove` and `gameLoop` |
| `modules/core/src/test/scala/de/nowchess/chess/controller/GameControllerTest.scala` | Add new test cases |
No changes to `modules/api` or `MoveValidator`.
@@ -1,255 +0,0 @@
# 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 |
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# 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