feat: Implement threefold repetition detection and update game rules
Build & Test (NowChessSystems) TeamCity build failed

This commit is contained in:
2026-04-16 21:00:32 +02:00
parent 5aa1691b32
commit f8d2858d98
21 changed files with 137 additions and 21633 deletions
+26
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@@ -260,3 +260,29 @@
* correct test board positions and captureOutput/withInput interaction ([f0481e2](https://git.janis-eccarius.de/NowChess/NowChessSystems/commit/f0481e2561b779df00925b46ee281dc36a795150))
* update main class path in build configuration and adjust VCS directory mapping ([7b1f8b1](https://git.janis-eccarius.de/NowChess/NowChessSystems/commit/7b1f8b117623d327232a1a92a8a44d18582e0189))
* update move validation to check for king safety ([#13](https://git.janis-eccarius.de/NowChess/NowChessSystems/issues/13)) ([e5e20c5](https://git.janis-eccarius.de/NowChess/NowChessSystems/commit/e5e20c566e368b12ca1dc59680c34e9112bf6762))
## (2026-04-16)
### Features
* add GameRules stub with PositionStatus enum ([76d4168](https://git.janis-eccarius.de/NowChess/NowChessSystems/commit/76d4168038de23e5d6083d4e8f0504fbf31d15a3))
* add MovedInCheck/Checkmate/Stalemate MoveResult variants (stub dispatch) ([8b7ec57](https://git.janis-eccarius.de/NowChess/NowChessSystems/commit/8b7ec57e5ea6ee1615a1883848a426dc07d26364))
* implement GameRules with isInCheck, legalMoves, gameStatus ([94a02ff](https://git.janis-eccarius.de/NowChess/NowChessSystems/commit/94a02ff6849436d9496c70a0f16c21666dae8e4e))
* implement legal castling ([#1](https://git.janis-eccarius.de/NowChess/NowChessSystems/issues/1)) ([00d326c](https://git.janis-eccarius.de/NowChess/NowChessSystems/commit/00d326c1ba67711fbe180f04e1100c3f01dd0254))
* NCS-10 Implement Pawn Promotion ([#12](https://git.janis-eccarius.de/NowChess/NowChessSystems/issues/12)) ([13bfc16](https://git.janis-eccarius.de/NowChess/NowChessSystems/commit/13bfc16cfe25db78ec607db523ca6d993c13430c))
* NCS-11 50-move rule ([#9](https://git.janis-eccarius.de/NowChess/NowChessSystems/issues/9)) ([412ed98](https://git.janis-eccarius.de/NowChess/NowChessSystems/commit/412ed986a95703a3b282276540153480ceed229d))
* NCS-13 Implement Threefold Repetition ([#31](https://git.janis-eccarius.de/NowChess/NowChessSystems/issues/31)) ([767d305](https://git.janis-eccarius.de/NowChess/NowChessSystems/commit/767d3051a76c266050b6335774d66e2db2273c16))
* NCS-14 implemented insufficient moves rule ([#30](https://git.janis-eccarius.de/NowChess/NowChessSystems/issues/30)) ([b0399a4](https://git.janis-eccarius.de/NowChess/NowChessSystems/commit/b0399a4e489950083066c9538df9a84dcc7a4613))
* NCS-16 Core Separation via Patterns ([#10](https://git.janis-eccarius.de/NowChess/NowChessSystems/issues/10)) ([1361dfc](https://git.janis-eccarius.de/NowChess/NowChessSystems/commit/1361dfc89553b146864fb8ff3526cf12cf3f293a))
* NCS-17 Implement basic ScalaFX UI ([#14](https://git.janis-eccarius.de/NowChess/NowChessSystems/issues/14)) ([3ff8031](https://git.janis-eccarius.de/NowChess/NowChessSystems/commit/3ff80318b4f16c59733a46498581a5c27f048287))
* NCS-21 Write Scripts to automate certain tasks ([#15](https://git.janis-eccarius.de/NowChess/NowChessSystems/issues/15)) ([8051871](https://git.janis-eccarius.de/NowChess/NowChessSystems/commit/80518719d536a087d339fe02530825dc07f8b388))
* NCS-25 Add linters to keep quality up ([#27](https://git.janis-eccarius.de/NowChess/NowChessSystems/issues/27)) ([fd4e67d](https://git.janis-eccarius.de/NowChess/NowChessSystems/commit/fd4e67d4f782a7e955822d90cb909d0a81676fb2))
* NCS-6 Implementing FEN & PGN ([#7](https://git.janis-eccarius.de/NowChess/NowChessSystems/issues/7)) ([f28e69d](https://git.janis-eccarius.de/NowChess/NowChessSystems/commit/f28e69dc181416aa2f221fdc4b45c2cda5efbf07))
* NCS-9 En passant implementation ([#8](https://git.janis-eccarius.de/NowChess/NowChessSystems/issues/8)) ([919beb3](https://git.janis-eccarius.de/NowChess/NowChessSystems/commit/919beb3b4bfa8caf2f90976a415fe9b19b7e9747))
* wire check/checkmate/stalemate into processMove and gameLoop ([5264a22](https://git.janis-eccarius.de/NowChess/NowChessSystems/commit/5264a225418b885c5e6ea6411b96f85e38837f6c))
### Bug Fixes
* add missing kings to gameLoop capture test board ([aedd787](https://git.janis-eccarius.de/NowChess/NowChessSystems/commit/aedd787b77203c2af934751dba7b784eaf165032))
* correct test board positions and captureOutput/withInput interaction ([f0481e2](https://git.janis-eccarius.de/NowChess/NowChessSystems/commit/f0481e2561b779df00925b46ee281dc36a795150))
* update main class path in build configuration and adjust VCS directory mapping ([7b1f8b1](https://git.janis-eccarius.de/NowChess/NowChessSystems/commit/7b1f8b117623d327232a1a92a8a44d18582e0189))
* update move validation to check for king safety ([#13](https://git.janis-eccarius.de/NowChess/NowChessSystems/issues/13)) ([e5e20c5](https://git.janis-eccarius.de/NowChess/NowChessSystems/commit/e5e20c566e368b12ca1dc59680c34e9112bf6762))
@@ -19,20 +19,17 @@ class GameEngine(
val ruleSet: RuleSet = DefaultRules,
val participants: Map[Color, Participant] = Map(Color.White -> Human, Color.Black -> Human),
) extends Observable:
// Ensure that initialBoard is set correctly for threefold repetition detection
private val contextWithInitialBoard = if initialContext.moves.isEmpty && initialContext.board != initialContext.initialBoard then
initialContext.copy(initialBoard = initialContext.board)
else
initialContext
@SuppressWarnings(Array("DisableSyntax.var"))
private var currentContext: GameContext = initialContext
private var currentContext: GameContext = contextWithInitialBoard
private val invoker = new CommandInvoker()
/** Pending promotion: the Move that triggered it (from/to only, moveType filled in later). */
private case class PendingPromotion(from: Square, to: Square, contextBefore: GameContext)
@SuppressWarnings(Array("DisableSyntax.var"))
private var pendingPromotion: Option[PendingPromotion] = None
private implicit val ec: ExecutionContext = ExecutionContext.global
/** True if a pawn promotion move is pending and needs a piece choice. */
def isPendingPromotion: Boolean = synchronized(pendingPromotion.isDefined)
// Synchronized accessors for current state
def board: Board = synchronized(currentContext.board)
def turn: Color = synchronized(currentContext.turn)
@@ -67,11 +64,15 @@ class GameEngine(
currentContext = currentContext.withResult(Some(GameResult.Draw(DrawReason.FiftyMoveRule)))
invoker.clear()
notifyObservers(DrawEvent(currentContext, DrawReason.FiftyMoveRule))
else if ruleSet.isThreefoldRepetition(currentContext) then
currentContext = currentContext.withResult(Some(GameResult.Draw(DrawReason.ThreefoldRepetition)))
invoker.clear()
notifyObservers(DrawEvent(currentContext, DrawReason.ThreefoldRepetition))
else
notifyObservers(
InvalidMoveEvent(
currentContext,
"Draw cannot be claimed: the 50-move rule has not been triggered.",
"Draw cannot be claimed: neither the 50-move rule nor threefold repetition has been triggered.",
),
)
@@ -87,11 +88,11 @@ class GameEngine(
s"Invalid move format '$moveInput'. Use coordinate notation, e.g. e2e4.",
),
)
case Some((from, to)) =>
handleParsedMove(from, to)
case Some((from, to, promotionPiece: Option[PromotionPiece])) =>
handleParsedMove(from, to, promotionPiece)
}
private def handleParsedMove(from: Square, to: Square): Unit =
private def handleParsedMove(from: Square, to: Square, promotionPiece: Option[PromotionPiece]): Unit =
currentContext.board.pieceAt(from) match
case None =>
notifyObservers(InvalidMoveEvent(currentContext, "No piece on that square."))
@@ -104,11 +105,13 @@ class GameEngine(
candidates match
case Nil =>
notifyObservers(InvalidMoveEvent(currentContext, "Illegal move."))
case moves if isPromotionMove(piece, to) =>
// Multiple moves (one per promotion piece) — ask user to choose
val contextBefore = currentContext
pendingPromotion = Some(PendingPromotion(from, to, contextBefore))
notifyObservers(PromotionRequiredEvent(currentContext, from, to))
case _ if isPromotionMove(piece, to) =>
if promotionPiece.isEmpty then
notifyObservers(InvalidMoveEvent(currentContext, "Promotion piece required: append q, r, b, or n to the move."))
else
candidates.find(_.moveType == MoveType.Promotion(promotionPiece.get)) match
case None => notifyObservers(InvalidMoveEvent(currentContext, "Error completing promotion: no matching legal move."))
case Some(move) => executeMove(move)
case move :: _ =>
executeMove(move)
@@ -118,21 +121,6 @@ class GameEngine(
to.rank.ordinal == promoRank
}
/** Apply a player's promotion piece choice. Must only be called when isPendingPromotion is true.
*/
def completePromotion(piece: PromotionPiece): Unit = synchronized {
pendingPromotion match
case None =>
notifyObservers(InvalidMoveEvent(currentContext, "No promotion pending."))
case Some(pending) =>
pendingPromotion = None
val move = Move(pending.from, pending.to, MoveType.Promotion(piece))
// Verify it's actually legal
val legal = ruleSet.legalMoves(currentContext)(pending.from)
if legal.contains(move) then executeMove(move)
else notifyObservers(InvalidMoveEvent(currentContext, "Error completing promotion."))
}
/** Undo the last move. */
def undo(): Unit = synchronized(performUndo())
@@ -154,11 +142,10 @@ class GameEngine(
private def replayGame(ctx: GameContext): Either[String, Unit] =
val savedContext = currentContext
currentContext = GameContext.initial
pendingPromotion = None
invoker.clear()
if ctx.moves.isEmpty then
currentContext = ctx
currentContext = ctx.copy(initialBoard = ctx.board)
Right(())
else replayMoves(ctx.moves, savedContext)
@@ -170,14 +157,13 @@ class GameEngine(
result
private def applyReplayMove(move: Move): Either[String, Unit] =
handleParsedMove(move.from, move.to)
move.moveType match
case MoveType.Promotion(pp) if pendingPromotion.isDefined =>
completePromotion(pp)
Right(())
case MoveType.Promotion(_) =>
Left(s"Promotion required for move ${move.from}${move.to}")
case _ => Right(())
val legal = ruleSet.legalMoves(currentContext)(move.from)
val candidate = move.moveType match
case MoveType.Promotion(pp) => legal.find(m => m.to == move.to && m.moveType == MoveType.Promotion(pp))
case _ => legal.find(_.to == move.to)
candidate match
case None => Left("Illegal move.")
case Some(lm) => executeMove(lm); Right(())
/** Export the current game context using the provided exporter. */
def exportGame(exporter: GameContextExport): String = synchronized {
@@ -186,7 +172,11 @@ class GameEngine(
/** Load an arbitrary board position, clearing all history and undo/redo state. */
def loadPosition(newContext: GameContext): Unit = synchronized {
currentContext = newContext
val contextWithInitialBoard = if newContext.moves.isEmpty then
newContext.copy(initialBoard = newContext.board)
else
newContext
currentContext = contextWithInitialBoard
invoker.clear()
notifyObservers(BoardResetEvent(currentContext))
}
@@ -243,10 +233,7 @@ class GameEngine(
else if ruleSet.isCheck(currentContext) then notifyObservers(CheckDetectedEvent(currentContext))
if currentContext.halfMoveClock >= 100 then notifyObservers(FiftyMoveRuleAvailableEvent(currentContext))
// Request bot move if it's the opponent bot's turn
if ruleSet.isCheckmate(currentContext) || ruleSet.isStalemate(currentContext) then
() // Game is over, don't request bot move
if ruleSet.isThreefoldRepetition(currentContext) then notifyObservers(ThreefoldRepetitionAvailableEvent(currentContext))
else requestBotMoveIfNeeded()
private def translateMoveToNotation(move: Move, boardBefore: Board): String =
@@ -336,7 +323,7 @@ class GameEngine(
if ruleSet.isCheckmate(currentContext) then
val winner = currentContext.turn.opposite
notifyObservers(CheckmateEvent(currentContext, winner))
else if ruleSet.isStalemate(currentContext) then notifyObservers(StalemateEvent(currentContext))
else if ruleSet.isStalemate(currentContext) then notifyObservers(DrawEvent(currentContext, DrawReason.Stalemate))
}
private def performUndo(): Unit =
+1 -1
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@@ -1,3 +1,3 @@
MAJOR=0
MINOR=13
MINOR=14
PATCH=0