feat: add memory structure documentation and update index (#5)
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Build & Test (NowChessSystems) TeamCity build finished
Reviewed-on: #5
This commit was merged in pull request #5.
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---
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name: module-core-structure
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description: File and type overview for the modules/core module (TUI chess engine)
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type: project
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---
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# Module: `modules/core`
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**Purpose:** Standalone TUI chess application. All game logic, move validation, rendering. Depends on `modules/api`.
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**Gradle:** `id("scala")` + `application` plugin. Main class: `de.nowchess.chess.Main`. Uses scoverage plugin.
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**Package root:** `de.nowchess.chess`
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## Source files (`src/main/scala/de/nowchess/chess/`)
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### Root
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| File | Contents |
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|------|----------|
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| `Main.scala` | Entry point — prints welcome, starts `GameController.gameLoop(GameContext.initial, Color.White)` |
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### `controller/`
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| File | Contents |
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|------|----------|
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| `GameController.scala` | `sealed trait MoveResult` ADT: `Quit`, `InvalidFormat`, `NoPiece`, `WrongColor`, `IllegalMove`, `Moved`, `MovedInCheck`, `Checkmate`, `Stalemate`; `object GameController` — `processMove(ctx, turn, raw): MoveResult` (pure), `gameLoop(ctx, turn)` (I/O loop), `applyRightsRevocation(...)` (castling rights bookkeeping) |
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| `Parser.scala` | `object Parser` — `parseMove(input): Option[(Square, Square)]` parses coordinate notation e.g. `"e2e4"` |
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### `logic/`
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| File | Contents |
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|------|----------|
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| `GameContext.scala` | `enum CastleSide { Kingside, Queenside }`; `case class GameContext(board, whiteCastling, blackCastling)` — `.castlingFor(color)`, `.withUpdatedRights(color, rights)`; `GameContext.initial`; `extension (Board).withCastle(color, side)` moves king+rook atomically |
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| `GameRules.scala` | `enum PositionStatus { Normal, InCheck, Mated, Drawn }`; `object GameRules` — `isInCheck(board, color)`, `legalMoves(ctx, color): Set[(Square,Square)]`, `gameStatus(ctx, color): PositionStatus` |
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| `MoveValidator.scala` | `object MoveValidator` — `isLegal(board, from, to)`, `legalTargets(board, from): Set[Square]` (board-only, no castling), `legalTargets(ctx, from)` (context-aware, includes castling), `isCastle`, `castleSide`, `castlingTargets(ctx, color)` — full castling legality (empty squares, no check through transit) |
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### `view/`
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| File | Contents |
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|------|----------|
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| `Renderer.scala` | `object Renderer` — `render(board): String` outputs ANSI-colored board with file/rank labels |
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| `PieceUnicode.scala` | `extension (Piece).unicode: String` maps each piece to its Unicode chess symbol |
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## Test files (`src/test/scala/de/nowchess/chess/`)
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Mirror of main structure — one `*Test.scala` per source file using `AnyFunSuite with Matchers`.
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## Key design notes
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- `MoveValidator` has two overloaded `legalTargets`: one takes `Board` (geometry only), one takes `GameContext` (adds castling)
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- `GameRules.legalMoves` filters by check — it calls `MoveValidator.legalTargets(ctx, from)` then simulates each move
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- Castling rights revocation is in `GameController.applyRightsRevocation`, triggered after every move
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- No `@QuarkusTest` — this module is a plain Scala application, not a Quarkus service
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