docs: add 50-move rule design spec for NCS-11
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# 50-Move Rule — Design Spec
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**Branch:** feat/NCS-11
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**Date:** 2026-03-31
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---
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## Overview
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Implement the FIDE 50-move rule: when 100 consecutive half-moves (plies) have been played without a pawn move or capture, the player whose turn it is may claim a draw by typing `draw`. The engine notifies observers when the threshold is reached so the UI can prompt the player.
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---
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## Motivation
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The 50-move rule prevents games from continuing indefinitely in positions where neither side can force checkmate. Under FIDE rules it is a player-claimed draw, not automatic.
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---
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## Section 1: Data Model — `GameHistory`
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`GameHistory` gains one new field:
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```scala
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case class GameHistory(moves: List[HistoryMove] = List.empty, halfMoveClock: Int = 0)
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```
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The default value `0` means all existing construction sites compile unchanged.
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### Clock update rule
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The clock resets to 0 on any pawn move or capture; otherwise it increments by 1.
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The main `addMove` overload gains two optional boolean flags:
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```scala
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def addMove(
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from: Square,
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to: Square,
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castleSide: Option[CastleSide] = None,
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promotionPiece: Option[PromotionPiece] = None,
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wasPawnMove: Boolean = false,
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wasCapture: Boolean = false
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): GameHistory =
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val newClock = if wasPawnMove || wasCapture then 0 else halfMoveClock + 1
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GameHistory(moves :+ HistoryMove(from, to, castleSide, promotionPiece), newClock)
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```
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The base `addMove(HistoryMove)` overload is made **private**; all public call sites route through the flagged overload above.
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The no-argument overload `addMove(from, to)` used in tests and en passant history recording defaults both flags to `false` (clock increments) and remains for backward compatibility.
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---
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## Section 2: Clock Update in `GameController`
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### `applyNormalMove`
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Two flags are derived from already-available data before calling `history.addMove`:
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```scala
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val wasPawnMove = board.pieceAt(from).exists(_.pieceType == PieceType.Pawn)
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val wasCapture = captured.isDefined // computed earlier in the same method
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val newHistory = history.addMove(from, to, castleOpt,
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wasPawnMove = wasPawnMove, wasCapture = wasCapture)
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```
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En passant moves are pawn captures, so both flags are `true` — the clock resets.
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### `completePromotion`
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Pawn promotion is always a pawn move, so `wasPawnMove = true`:
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```scala
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val newHistory = history.addMove(from, to, None, Some(piece), wasPawnMove = true)
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```
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---
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## Section 3: Claim Mechanism and New Events
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### New events (`Observer.scala`)
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```scala
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/** Fired after any move where the 50-move rule threshold is reached (halfMoveClock >= 100). */
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case class FiftyMoveRuleAvailableEvent(
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board: Board,
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history: GameHistory,
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turn: Color
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) extends GameEvent
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/** Fired when a player successfully claims a draw under the 50-move rule. */
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case class DrawClaimedEvent(
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board: Board,
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history: GameHistory,
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turn: Color
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) extends GameEvent
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```
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### Claim handling in `GameEngine.processUserInput`
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A new `"draw"` case is added before the move-parsing fallthrough:
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```scala
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case "draw" =>
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if currentHistory.halfMoveClock >= 100 then
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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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invoker.clear()
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notifyObservers(DrawClaimedEvent(currentBoard, currentHistory, currentTurn))
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else
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notifyObservers(InvalidMoveEvent(
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currentBoard, currentHistory, currentTurn,
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"Draw cannot be claimed: the 50-move rule has not been triggered."
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))
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```
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The game state resets to initial (same pattern as `Checkmate` and `Stalemate`). The command invoker is cleared so undo/redo history does not survive the draw claim.
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### Availability notification in `GameEngine`
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After any move that results in `Moved` or `MovedInCheck`, the engine checks whether the threshold has been crossed:
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```scala
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if newHistory.halfMoveClock >= 100 then
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notifyObservers(FiftyMoveRuleAvailableEvent(currentBoard, currentHistory, currentTurn))
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```
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This fires immediately after the `MoveExecutedEvent` (or `CheckDetectedEvent`) for that move.
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---
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## Section 4: Files Changed
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| File | Change |
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|------|--------|
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| `modules/core/src/main/scala/de/nowchess/chess/logic/GameHistory.scala` | Add `halfMoveClock` field; extend `addMove` with `wasPawnMove`/`wasCapture` flags; make base overload private |
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| `modules/core/src/main/scala/de/nowchess/chess/controller/GameController.scala` | Compute and pass flags in `applyNormalMove` and `completePromotion` |
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| `modules/core/src/main/scala/de/nowchess/chess/observer/Observer.scala` | Add `FiftyMoveRuleAvailableEvent` and `DrawClaimedEvent` |
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| `modules/core/src/main/scala/de/nowchess/chess/engine/GameEngine.scala` | Handle `"draw"` input; fire `FiftyMoveRuleAvailableEvent` after eligible moves |
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| `modules/core/src/test/scala/de/nowchess/chess/logic/GameHistoryTest.scala` | New test suite for clock update rules |
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| `modules/core/src/test/scala/de/nowchess/chess/controller/GameControllerTest.scala` | Tests for clock values in `applyNormalMove` and `completePromotion` |
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| `modules/core/src/test/scala/de/nowchess/chess/engine/GameEngineTest.scala` | Tests for `"draw"` command and `FiftyMoveRuleAvailableEvent` |
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`EnPassantCalculator`, `CastlingRightsCalculator`, `MoveValidator`, `GameRules`, and their tests are **not** touched.
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---
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## Section 5: Testing
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### `GameHistoryTest`
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- Clock starts at 0
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- Clock increments on a normal (non-pawn, non-capture) move
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- Clock resets to 0 on a pawn move (`wasPawnMove = true`)
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- Clock resets to 0 on a capture (`wasCapture = true`)
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- Clock resets to 0 when both flags are true (en passant)
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- Clock carries correctly across multiple sequential moves
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### `GameControllerTest`
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- `applyNormalMove` with a non-pawn, non-capture produces `history.halfMoveClock = 1`
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- `applyNormalMove` with a pawn move produces `history.halfMoveClock = 0`
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- `applyNormalMove` with a capture produces `history.halfMoveClock = 0`
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- `completePromotion` always produces `history.halfMoveClock = 0`
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### `GameEngineTest`
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- `processUserInput("draw")` fires `DrawClaimedEvent` and resets state when `halfMoveClock >= 100`
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- `processUserInput("draw")` fires `InvalidMoveEvent` when `halfMoveClock < 100`
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- A successful non-pawn, non-capture move that brings the clock to exactly 100 fires `FiftyMoveRuleAvailableEvent`
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- A successful move that does not reach 100 does not fire `FiftyMoveRuleAvailableEvent`
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