feat: refactor move processing logic for improved readability and modularity
Build & Test (NowChessSystems) TeamCity build finished
Build & Test (NowChessSystems) TeamCity build finished
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@@ -39,43 +39,11 @@ object GameController:
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*/
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def processMove(board: Board, history: GameHistory, turn: Color, raw: String): MoveResult =
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raw.trim match
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case "quit" | "q" =>
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MoveResult.Quit
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case "quit" | "q" => MoveResult.Quit
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case trimmed =>
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Parser.parseMove(trimmed) match
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case None =>
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MoveResult.InvalidFormat(trimmed)
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case Some((from, to)) =>
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board.pieceAt(from) match
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case None =>
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MoveResult.NoPiece
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case Some(piece) if piece.color != turn =>
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MoveResult.WrongColor
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case Some(_) =>
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if !MoveValidator.isLegal(board, history, from, to) then
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MoveResult.IllegalMove
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else if MoveValidator.isPromotionMove(board, from, to) then
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val captured = board.pieceAt(to)
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MoveResult.PromotionRequired(from, to, board, history, captured, turn)
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else
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val castleOpt = if MoveValidator.isCastle(board, from, to)
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then Some(MoveValidator.castleSide(from, to))
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else None
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val isEP = EnPassantCalculator.isEnPassant(board, history, from, to)
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val (newBoard, captured) = castleOpt match
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case Some(side) => (board.withCastle(turn, side), None)
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case None =>
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val (b, cap) = board.withMove(from, to)
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if isEP then
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val capturedSq = EnPassantCalculator.capturedPawnSquare(to, turn)
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(b.removed(capturedSq), board.pieceAt(capturedSq))
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else (b, cap)
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val newHistory = history.addMove(from, to, castleOpt)
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GameRules.gameStatus(newBoard, newHistory, turn.opposite) match
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case PositionStatus.Normal => MoveResult.Moved(newBoard, newHistory, captured, turn.opposite)
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case PositionStatus.InCheck => MoveResult.MovedInCheck(newBoard, newHistory, captured, turn.opposite)
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case PositionStatus.Mated => MoveResult.Checkmate(turn)
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case PositionStatus.Drawn => MoveResult.Stalemate
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case None => MoveResult.InvalidFormat(trimmed)
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case Some((from, to)) => validateAndApply(board, history, turn, from, to)
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/** Apply a previously detected promotion move with the chosen piece.
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* Called after processMove returned PromotionRequired.
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@@ -94,8 +62,39 @@ object GameController:
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case PromotionPiece.Rook => PieceType.Rook
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case PromotionPiece.Bishop => PieceType.Bishop
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case PromotionPiece.Knight => PieceType.Knight
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val newBoard = boardAfterMove.updated(to, Piece(turn, promotedPieceType))
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val newHistory = history.addMove(from, to, None, Some(piece))
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val newBoard = boardAfterMove.updated(to, Piece(turn, promotedPieceType))
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val newHistory = history.addMove(from, to, None, Some(piece))
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toMoveResult(newBoard, newHistory, captured, turn)
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// ---------------------------------------------------------------------------
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// Private helpers
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// ---------------------------------------------------------------------------
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private def validateAndApply(board: Board, history: GameHistory, turn: Color, from: Square, to: Square): MoveResult =
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board.pieceAt(from) match
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case None => MoveResult.NoPiece
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case Some(piece) if piece.color != turn => MoveResult.WrongColor
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case Some(_) =>
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if !MoveValidator.isLegal(board, history, from, to) then MoveResult.IllegalMove
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else if MoveValidator.isPromotionMove(board, from, to) then
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MoveResult.PromotionRequired(from, to, board, history, board.pieceAt(to), turn)
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else applyNormalMove(board, history, turn, from, to)
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private def applyNormalMove(board: Board, history: GameHistory, turn: Color, from: Square, to: Square): MoveResult =
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val castleOpt = Option.when(MoveValidator.isCastle(board, from, to))(MoveValidator.castleSide(from, to))
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val isEP = EnPassantCalculator.isEnPassant(board, history, from, to)
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val (newBoard, captured) = castleOpt match
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case Some(side) => (board.withCastle(turn, side), None)
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case None =>
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val (b, cap) = board.withMove(from, to)
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if isEP then
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val capturedSq = EnPassantCalculator.capturedPawnSquare(to, turn)
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(b.removed(capturedSq), board.pieceAt(capturedSq))
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else (b, cap)
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val newHistory = history.addMove(from, to, castleOpt)
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toMoveResult(newBoard, newHistory, captured, turn)
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private def toMoveResult(newBoard: Board, newHistory: GameHistory, captured: Option[Piece], turn: Color): MoveResult =
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GameRules.gameStatus(newBoard, newHistory, turn.opposite) match
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case PositionStatus.Normal => MoveResult.Moved(newBoard, newHistory, captured, turn.opposite)
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case PositionStatus.InCheck => MoveResult.MovedInCheck(newBoard, newHistory, captured, turn.opposite)
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