docs: add 50-move rule design spec for NCS-11

This commit is contained in:
LQ63
2026-03-31 22:42:20 +02:00
committed by Janis
parent 8bbeead702
commit ec1adef682
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# 50-Move Rule — Design Spec
**Branch:** feat/NCS-11
**Date:** 2026-03-31
---
## Overview
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.
---
## Motivation
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.
---
## Section 1: Data Model — `GameHistory`
`GameHistory` gains one new field:
```scala
case class GameHistory(moves: List[HistoryMove] = List.empty, halfMoveClock: Int = 0)
```
The default value `0` means all existing construction sites compile unchanged.
### Clock update rule
The clock resets to 0 on any pawn move or capture; otherwise it increments by 1.
The main `addMove` overload gains two optional boolean flags:
```scala
def addMove(
from: Square,
to: Square,
castleSide: Option[CastleSide] = None,
promotionPiece: Option[PromotionPiece] = None,
wasPawnMove: Boolean = false,
wasCapture: Boolean = false
): GameHistory =
val newClock = if wasPawnMove || wasCapture then 0 else halfMoveClock + 1
GameHistory(moves :+ HistoryMove(from, to, castleSide, promotionPiece), newClock)
```
The base `addMove(HistoryMove)` overload is made **private**; all public call sites route through the flagged overload above.
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.
---
## Section 2: Clock Update in `GameController`
### `applyNormalMove`
Two flags are derived from already-available data before calling `history.addMove`:
```scala
val wasPawnMove = board.pieceAt(from).exists(_.pieceType == PieceType.Pawn)
val wasCapture = captured.isDefined // computed earlier in the same method
val newHistory = history.addMove(from, to, castleOpt,
wasPawnMove = wasPawnMove, wasCapture = wasCapture)
```
En passant moves are pawn captures, so both flags are `true` — the clock resets.
### `completePromotion`
Pawn promotion is always a pawn move, so `wasPawnMove = true`:
```scala
val newHistory = history.addMove(from, to, None, Some(piece), wasPawnMove = true)
```
---
## Section 3: Claim Mechanism and New Events
### New events (`Observer.scala`)
```scala
/** Fired after any move where the 50-move rule threshold is reached (halfMoveClock >= 100). */
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
```
### Claim handling in `GameEngine.processUserInput`
A new `"draw"` case is added before the move-parsing fallthrough:
```scala
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."
))
```
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.
### Availability notification in `GameEngine`
After any move that results in `Moved` or `MovedInCheck`, the engine checks whether the threshold has been crossed:
```scala
if newHistory.halfMoveClock >= 100 then
notifyObservers(FiftyMoveRuleAvailableEvent(currentBoard, currentHistory, currentTurn))
```
This fires immediately after the `MoveExecutedEvent` (or `CheckDetectedEvent`) for that move.
---
## Section 4: Files Changed
| File | Change |
|------|--------|
| `modules/core/src/main/scala/de/nowchess/chess/logic/GameHistory.scala` | Add `halfMoveClock` field; extend `addMove` with `wasPawnMove`/`wasCapture` flags; make base overload private |
| `modules/core/src/main/scala/de/nowchess/chess/controller/GameController.scala` | Compute and pass flags in `applyNormalMove` and `completePromotion` |
| `modules/core/src/main/scala/de/nowchess/chess/observer/Observer.scala` | Add `FiftyMoveRuleAvailableEvent` and `DrawClaimedEvent` |
| `modules/core/src/main/scala/de/nowchess/chess/engine/GameEngine.scala` | Handle `"draw"` input; fire `FiftyMoveRuleAvailableEvent` after eligible moves |
| `modules/core/src/test/scala/de/nowchess/chess/logic/GameHistoryTest.scala` | New test suite for clock update rules |
| `modules/core/src/test/scala/de/nowchess/chess/controller/GameControllerTest.scala` | Tests for clock values in `applyNormalMove` and `completePromotion` |
| `modules/core/src/test/scala/de/nowchess/chess/engine/GameEngineTest.scala` | Tests for `"draw"` command and `FiftyMoveRuleAvailableEvent` |
`EnPassantCalculator`, `CastlingRightsCalculator`, `MoveValidator`, `GameRules`, and their tests are **not** touched.
---
## Section 5: Testing
### `GameHistoryTest`
- Clock starts at 0
- Clock increments on a normal (non-pawn, non-capture) move
- Clock resets to 0 on a pawn move (`wasPawnMove = true`)
- Clock resets to 0 on a capture (`wasCapture = true`)
- Clock resets to 0 when both flags are true (en passant)
- Clock carries correctly across multiple sequential moves
### `GameControllerTest`
- `applyNormalMove` with a non-pawn, non-capture produces `history.halfMoveClock = 1`
- `applyNormalMove` with a pawn move produces `history.halfMoveClock = 0`
- `applyNormalMove` with a capture produces `history.halfMoveClock = 0`
- `completePromotion` always produces `history.halfMoveClock = 0`
### `GameEngineTest`
- `processUserInput("draw")` fires `DrawClaimedEvent` and resets state when `halfMoveClock >= 100`
- `processUserInput("draw")` fires `InvalidMoveEvent` when `halfMoveClock < 100`
- A successful non-pawn, non-capture move that brings the clock to exactly 100 fires `FiftyMoveRuleAvailableEvent`
- A successful move that does not reach 100 does not fire `FiftyMoveRuleAvailableEvent`