feat: add promotion handling to GameEngine with pending state and completePromotion()
Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com>
This commit is contained in:
@@ -1,6 +1,7 @@
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package de.nowchess.chess.engine
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import de.nowchess.api.board.{Board, Color, Piece, Square}
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import de.nowchess.api.move.PromotionPiece
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import de.nowchess.chess.logic.{GameHistory, GameRules, PositionStatus}
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import de.nowchess.chess.controller.{GameController, Parser, MoveResult}
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import de.nowchess.chess.observer.*
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@@ -11,12 +12,29 @@ import de.nowchess.chess.command.{CommandInvoker, MoveCommand}
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* All user interactions must go through this engine via Commands, and all state changes
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* are communicated to observers via GameEvent notifications.
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*/
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class GameEngine extends Observable:
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private var currentBoard: Board = Board.initial
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private var currentHistory: GameHistory = GameHistory.empty
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private var currentTurn: Color = Color.White
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class GameEngine(
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initialBoard: Board = Board.initial,
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initialHistory: GameHistory = GameHistory.empty,
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initialTurn: Color = Color.White
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) extends Observable:
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private var currentBoard: Board = initialBoard
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private var currentHistory: GameHistory = initialHistory
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private var currentTurn: Color = initialTurn
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private val invoker = new CommandInvoker()
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/** Inner class for tracking pending promotion state */
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private case class PendingPromotion(
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from: Square, to: Square,
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boardBefore: Board, historyBefore: GameHistory,
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turn: Color
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)
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/** Current pending promotion, if any */
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private var pendingPromotion: Option[PendingPromotion] = None
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/** True if a pawn promotion move is pending and needs a piece choice. */
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def isPendingPromotion: Boolean = synchronized { pendingPromotion.isDefined }
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// Synchronized accessors for current state
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def board: Board = synchronized { currentBoard }
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def history: GameHistory = synchronized { currentHistory }
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@@ -115,6 +133,10 @@ class GameEngine extends Observable:
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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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}
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/** Undo the last move. */
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@@ -127,6 +149,59 @@ class GameEngine extends Observable:
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performRedo()
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}
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/** Apply a player's promotion piece choice.
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* Must only be called when isPendingPromotion is true.
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*/
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def completePromotion(piece: PromotionPiece): Unit = synchronized {
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pendingPromotion match
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case None =>
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notifyObservers(InvalidMoveEvent(currentBoard, currentHistory, currentTurn, "No promotion pending."))
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case Some(pending) =>
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pendingPromotion = None
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val cmd = MoveCommand(
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from = pending.from,
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to = pending.to,
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previousBoard = Some(pending.boardBefore),
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previousHistory = Some(pending.historyBefore),
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previousTurn = Some(pending.turn)
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)
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GameController.completePromotion(
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pending.boardBefore, pending.historyBefore,
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pending.from, pending.to, piece, pending.turn
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) match
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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(pending.from.toString, pending.to.toString, captured, newTurn)
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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(pending.from.toString, pending.to.toString, captured, newTurn)
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notifyObservers(CheckDetectedEvent(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 _ =>
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notifyObservers(InvalidMoveEvent(currentBoard, currentHistory, currentTurn, "Error completing promotion."))
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}
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/** Reset the board to initial position. */
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def reset(): Unit = synchronized {
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currentBoard = Board.initial
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@@ -0,0 +1,91 @@
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package de.nowchess.chess.engine
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import de.nowchess.api.board.{Board, Color, File, Piece, PieceType, Rank, Square}
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import de.nowchess.api.move.PromotionPiece
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import de.nowchess.chess.logic.GameHistory
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import de.nowchess.chess.notation.FenParser
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import de.nowchess.chess.observer.*
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import org.scalatest.funsuite.AnyFunSuite
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import org.scalatest.matchers.should.Matchers
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class GameEnginePromotionTest extends AnyFunSuite with Matchers:
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private def sq(f: File, r: Rank): Square = Square(f, r)
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private def captureEvents(engine: GameEngine): collection.mutable.ListBuffer[GameEvent] =
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val events = collection.mutable.ListBuffer[GameEvent]()
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engine.subscribe(new Observer { def onGameEvent(e: GameEvent): Unit = events += e })
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events
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test("processUserInput fires PromotionRequiredEvent when pawn reaches back rank") {
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val promotionBoard = FenParser.parseBoard("8/4P3/4k3/8/8/8/8/8").get
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val engine = new GameEngine(initialBoard = promotionBoard)
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val events = captureEvents(engine)
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engine.processUserInput("e7e8")
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events.exists(_.isInstanceOf[PromotionRequiredEvent]) should be (true)
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events.collect { case e: PromotionRequiredEvent => e }.head.from should be (sq(File.E, Rank.R7))
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}
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test("isPendingPromotion is true after PromotionRequired input") {
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val promotionBoard = FenParser.parseBoard("8/4P3/4k3/8/8/8/8/8").get
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val engine = new GameEngine(initialBoard = promotionBoard)
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captureEvents(engine)
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engine.processUserInput("e7e8")
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engine.isPendingPromotion should be (true)
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}
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test("isPendingPromotion is false before any promotion input") {
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val engine = new GameEngine()
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engine.isPendingPromotion should be (false)
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}
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test("completePromotion fires MoveExecutedEvent with promoted piece") {
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val promotionBoard = FenParser.parseBoard("8/4P3/4k3/8/8/8/8/8").get
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val engine = new GameEngine(initialBoard = promotionBoard)
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val events = captureEvents(engine)
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engine.processUserInput("e7e8")
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engine.completePromotion(PromotionPiece.Queen)
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engine.isPendingPromotion should be (false)
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engine.board.pieceAt(sq(File.E, Rank.R8)) should be (Some(Piece(Color.White, PieceType.Queen)))
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engine.board.pieceAt(sq(File.E, Rank.R7)) should be (None)
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engine.history.moves.head.promotionPiece should be (Some(PromotionPiece.Queen))
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events.exists(_.isInstanceOf[MoveExecutedEvent]) should be (true)
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}
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test("completePromotion with rook underpromotion") {
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val promotionBoard = FenParser.parseBoard("8/4P3/4k3/8/8/8/8/8").get
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val engine = new GameEngine(initialBoard = promotionBoard)
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captureEvents(engine)
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engine.processUserInput("e7e8")
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engine.completePromotion(PromotionPiece.Rook)
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engine.board.pieceAt(sq(File.E, Rank.R8)) should be (Some(Piece(Color.White, PieceType.Rook)))
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}
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test("completePromotion with no pending promotion fires InvalidMoveEvent") {
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val engine = new GameEngine()
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val events = captureEvents(engine)
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engine.completePromotion(PromotionPiece.Queen)
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events.exists(_.isInstanceOf[InvalidMoveEvent]) should be (true)
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engine.isPendingPromotion should be (false)
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}
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test("completePromotion fires CheckDetectedEvent when promotion gives check") {
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val promotionBoard = FenParser.parseBoard("3k4/4P3/8/8/8/8/8/8").get
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val engine = new GameEngine(initialBoard = promotionBoard)
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val events = captureEvents(engine)
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engine.processUserInput("e7e8")
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engine.completePromotion(PromotionPiece.Queen)
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events.exists(_.isInstanceOf[CheckDetectedEvent]) should be (true)
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}
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