feat: NCS-11 50-move rule (#9)
Build & Test (NowChessSystems) TeamCity build finished

Summary

  - Implements the FIDE 50-move draw rule: a player may claim a draw if no pawn move or capture has occurred in the last
   50 full moves (100 half-moves)
  - Draw is not automatic — the eligible player must claim it via a TUI menu shown at the start of their turn
  - halfMoveClock: Int is threaded through processMove and gameLoop; resets on pawn move, capture, or en passant;
  increments on all other moves

  Changes

  - GameController.scala: extended MoveResult.Moved and MoveResult.MovedInCheck with newHalfMoveClock: Int; added
  MoveResult.DrawClaimed; added halfMoveClock parameter to processMove and gameLoop; TUI menu shown when clock ≥ 100
  - Main.scala: initial gameLoop call passes halfMoveClock = 0
  - GameControllerTest.scala: updated all existing pattern matches; added 10 new tests covering clock reset, clock
  increment, draw claim, and TUI menu behaviour

  Test plan

  - processMove: 'draw' with halfMoveClock = 100 → DrawClaimed
  - processMove: 'draw' with halfMoveClock = 99 → InvalidFormat
  - Pawn move / capture / en passant → clock resets to 0
  - Quiet piece move → clock increments by 1
  - MovedInCheck carries updated clock
  - TUI menu appears when clock ≥ 100; option 1 claims draw, option 2 continues
  - No TUI menu when clock < 100
  - All 197 tests passing

Co-authored-by: LQ63 <lkhermann@web.de>
Reviewed-on: #9
Co-authored-by: Leon Hermann <lq@blackhole.local>
Co-committed-by: Leon Hermann <lq@blackhole.local>
This commit was merged in pull request #9.
This commit is contained in:
2026-04-01 10:36:24 +02:00
committed by Janis
parent 8bbeead702
commit 412ed986a9
10 changed files with 252 additions and 70 deletions
@@ -63,7 +63,8 @@ object GameController:
case PromotionPiece.Bishop => PieceType.Bishop
case PromotionPiece.Knight => PieceType.Knight
val newBoard = boardAfterMove.updated(to, Piece(turn, promotedPieceType))
val newHistory = history.addMove(from, to, None, Some(piece))
// Promotion is always a pawn move → clock resets
val newHistory = history.addMove(from, to, None, Some(piece), wasPawnMove = true)
toMoveResult(newBoard, newHistory, captured, turn)
// ---------------------------------------------------------------------------
@@ -91,7 +92,9 @@ object GameController:
val capturedSq = EnPassantCalculator.capturedPawnSquare(to, turn)
(b.removed(capturedSq), board.pieceAt(capturedSq))
else (b, cap)
val newHistory = history.addMove(from, to, castleOpt)
val wasPawnMove = board.pieceAt(from).exists(_.pieceType == PieceType.Pawn)
val wasCapture = captured.isDefined
val newHistory = history.addMove(from, to, castleOpt, wasPawnMove = wasPawnMove, wasCapture = wasCapture)
toMoveResult(newBoard, newHistory, captured, turn)
private def toMoveResult(newBoard: Board, newHistory: GameHistory, captured: Option[Piece], turn: Color): MoveResult =
@@ -67,6 +67,19 @@ class GameEngine(
case "redo" =>
performRedo()
case "draw" =>
if currentHistory.halfMoveClock >= 100 then
currentBoard = Board.initial
currentHistory = GameHistory.empty
currentTurn = Color.White
invoker.clear()
notifyObservers(DrawClaimedEvent(currentBoard, currentHistory, currentTurn))
else
notifyObservers(InvalidMoveEvent(
currentBoard, currentHistory, currentTurn,
"Draw cannot be claimed: the 50-move rule has not been triggered."
))
case "" =>
val event = InvalidMoveEvent(
currentBoard,
@@ -77,70 +90,65 @@ class GameEngine(
notifyObservers(event)
case moveInput =>
// Try to parse as a move
Parser.parseMove(moveInput) match
case None =>
val event = InvalidMoveEvent(
currentBoard,
currentHistory,
currentTurn,
notifyObservers(InvalidMoveEvent(
currentBoard, currentHistory, currentTurn,
s"Invalid move format '$moveInput'. Use coordinate notation, e.g. e2e4."
)
notifyObservers(event)
))
case Some((from, to)) =>
// Create a move command with current state snapshot
val cmd = MoveCommand(
from = from,
to = to,
previousBoard = Some(currentBoard),
previousHistory = Some(currentHistory),
previousTurn = Some(currentTurn)
)
// Execute the move through GameController
GameController.processMove(currentBoard, currentHistory, currentTurn, moveInput) match
case MoveResult.InvalidFormat(_) | MoveResult.NoPiece | MoveResult.WrongColor | MoveResult.IllegalMove | MoveResult.Quit =>
handleFailedMove(moveInput)
case MoveResult.Moved(newBoard, newHistory, captured, newTurn) =>
// Move succeeded - store result and execute through invoker
val updatedCmd = cmd.copy(moveResult = Some(de.nowchess.chess.command.MoveResult.Successful(newBoard, newHistory, newTurn, captured)))
invoker.execute(updatedCmd)
updateGameState(newBoard, newHistory, newTurn)
emitMoveEvent(from.toString, to.toString, captured, newTurn)
case MoveResult.MovedInCheck(newBoard, newHistory, captured, newTurn) =>
// Move succeeded with check
val updatedCmd = cmd.copy(moveResult = Some(de.nowchess.chess.command.MoveResult.Successful(newBoard, newHistory, newTurn, captured)))
invoker.execute(updatedCmd)
updateGameState(newBoard, newHistory, newTurn)
emitMoveEvent(from.toString, to.toString, captured, newTurn)
notifyObservers(CheckDetectedEvent(currentBoard, currentHistory, currentTurn))
case MoveResult.Checkmate(winner) =>
// Move resulted in checkmate
val updatedCmd = cmd.copy(moveResult = Some(de.nowchess.chess.command.MoveResult.Successful(Board.initial, GameHistory.empty, Color.White, None)))
invoker.execute(updatedCmd)
currentBoard = Board.initial
currentHistory = GameHistory.empty
currentTurn = Color.White
notifyObservers(CheckmateEvent(currentBoard, currentHistory, currentTurn, winner))
case MoveResult.Stalemate =>
// Move resulted in stalemate
val updatedCmd = cmd.copy(moveResult = Some(de.nowchess.chess.command.MoveResult.Successful(Board.initial, GameHistory.empty, Color.White, None)))
invoker.execute(updatedCmd)
currentBoard = Board.initial
currentHistory = GameHistory.empty
currentTurn = Color.White
notifyObservers(StalemateEvent(currentBoard, currentHistory, currentTurn))
case MoveResult.PromotionRequired(promFrom, promTo, boardBefore, histBefore, _, promotingTurn) =>
pendingPromotion = Some(PendingPromotion(promFrom, promTo, boardBefore, histBefore, promotingTurn))
notifyObservers(PromotionRequiredEvent(currentBoard, currentHistory, currentTurn, promFrom, promTo))
handleParsedMove(from, to, moveInput)
}
private def handleParsedMove(from: Square, to: Square, moveInput: String): Unit =
val cmd = MoveCommand(
from = from,
to = to,
previousBoard = Some(currentBoard),
previousHistory = Some(currentHistory),
previousTurn = Some(currentTurn)
)
GameController.processMove(currentBoard, currentHistory, currentTurn, moveInput) match
case MoveResult.InvalidFormat(_) | MoveResult.NoPiece | MoveResult.WrongColor | MoveResult.IllegalMove | MoveResult.Quit =>
handleFailedMove(moveInput)
case MoveResult.Moved(newBoard, newHistory, captured, newTurn) =>
val updatedCmd = cmd.copy(moveResult = Some(de.nowchess.chess.command.MoveResult.Successful(newBoard, newHistory, newTurn, captured)))
invoker.execute(updatedCmd)
updateGameState(newBoard, newHistory, newTurn)
emitMoveEvent(from.toString, to.toString, captured, newTurn)
if currentHistory.halfMoveClock >= 100 then
notifyObservers(FiftyMoveRuleAvailableEvent(currentBoard, currentHistory, currentTurn))
case MoveResult.MovedInCheck(newBoard, newHistory, captured, newTurn) =>
val updatedCmd = cmd.copy(moveResult = Some(de.nowchess.chess.command.MoveResult.Successful(newBoard, newHistory, newTurn, captured)))
invoker.execute(updatedCmd)
updateGameState(newBoard, newHistory, newTurn)
emitMoveEvent(from.toString, to.toString, captured, newTurn)
notifyObservers(CheckDetectedEvent(currentBoard, currentHistory, currentTurn))
if currentHistory.halfMoveClock >= 100 then
notifyObservers(FiftyMoveRuleAvailableEvent(currentBoard, currentHistory, currentTurn))
case MoveResult.Checkmate(winner) =>
val updatedCmd = cmd.copy(moveResult = Some(de.nowchess.chess.command.MoveResult.Successful(Board.initial, GameHistory.empty, Color.White, None)))
invoker.execute(updatedCmd)
currentBoard = Board.initial
currentHistory = GameHistory.empty
currentTurn = Color.White
notifyObservers(CheckmateEvent(currentBoard, currentHistory, currentTurn, winner))
case MoveResult.Stalemate =>
val updatedCmd = cmd.copy(moveResult = Some(de.nowchess.chess.command.MoveResult.Successful(Board.initial, GameHistory.empty, Color.White, None)))
invoker.execute(updatedCmd)
currentBoard = Board.initial
currentHistory = GameHistory.empty
currentTurn = Color.White
notifyObservers(StalemateEvent(currentBoard, currentHistory, currentTurn))
case MoveResult.PromotionRequired(promFrom, promTo, boardBefore, histBefore, _, promotingTurn) =>
pendingPromotion = Some(PendingPromotion(promFrom, promTo, boardBefore, histBefore, promotingTurn))
notifyObservers(PromotionRequiredEvent(currentBoard, currentHistory, currentTurn, promFrom, promTo))
/** Undo the last move. */
def undo(): Unit = synchronized {
performUndo()
@@ -11,21 +11,36 @@ case class HistoryMove(
promotionPiece: Option[PromotionPiece] = None
)
/** Complete game history: ordered list of moves. */
case class GameHistory(moves: List[HistoryMove] = List.empty):
/** Complete game history: ordered list of moves plus the half-move clock for the 50-move rule.
*
* @param moves moves played so far, oldest first
* @param halfMoveClock plies since the last pawn move or capture (FIDE 50-move rule counter)
*/
case class GameHistory(moves: List[HistoryMove] = List.empty, halfMoveClock: Int = 0):
/** Add a raw HistoryMove record. Clock increments by 1.
* Use the coordinate overload when you know whether the move is a pawn move or capture.
*/
def addMove(move: HistoryMove): GameHistory =
GameHistory(moves :+ move)
def addMove(from: Square, to: Square): GameHistory =
addMove(HistoryMove(from, to, None))
GameHistory(moves :+ move, halfMoveClock + 1)
/** Add a move by coordinates.
*
* @param wasPawnMove true when the moving piece is a pawn — resets the clock to 0
* @param wasCapture true when a piece was captured (including en passant) — resets the clock to 0
*
* If neither flag is set the clock increments by 1.
*/
def addMove(
from: Square,
to: Square,
castleSide: Option[CastleSide] = None,
promotionPiece: Option[PromotionPiece] = None
promotionPiece: Option[PromotionPiece] = None,
wasPawnMove: Boolean = false,
wasCapture: Boolean = false
): GameHistory =
addMove(HistoryMove(from, to, castleSide, promotionPiece))
val newClock = if wasPawnMove || wasCapture then 0 else halfMoveClock + 1
GameHistory(moves :+ HistoryMove(from, to, castleSide, promotionPiece), newClock)
object GameHistory:
val empty: GameHistory = GameHistory()
@@ -22,7 +22,8 @@ object PgnExporter:
if blackMoveStr.isEmpty then s"$moveNum. $whiteMoveStr"
else s"$moveNum. $whiteMoveStr $blackMoveStr"
moveLines.mkString(" ") + " *"
val termination = headers.getOrElse("Result", "*")
moveLines.mkString(" ") + s" $termination"
if headerLines.isEmpty then moveText
else if moveText.isEmpty then headerLines
@@ -67,6 +67,20 @@ case class BoardResetEvent(
turn: Color
) extends GameEvent
/** Fired after any move where the half-move clock reaches 100 — the 50-move rule is now claimable. */
case class FiftyMoveRuleAvailableEvent(
board: Board,
history: GameHistory,
turn: Color
) extends GameEvent
/** Fired when a player successfully claims a draw under the 50-move rule. */
case class DrawClaimedEvent(
board: Board,
history: GameHistory,
turn: Color
) extends GameEvent
/** Observer trait: implement to receive game state updates. */
trait Observer:
def onGameEvent(event: GameEvent): Unit