feat(engine): DuplicateGame core — boards, history, undo, draw clocks

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
claude (duplicate_chess)
2026-05-19 00:46:38 -04:00
parent c1751751af
commit 88f1da9f70
3 changed files with 189 additions and 0 deletions
+73
View File
@@ -0,0 +1,73 @@
import { describe, it, expect } from 'vitest';
import { DuplicateGame } from './game';
const START = 'rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR';
function placement(fen: string) {
return fen.split(' ')[0];
}
describe('DuplicateGame', () => {
it('starts with four boards in the standard position, North to move', () => {
const g = new DuplicateGame();
expect(g.ply).toBe(0);
expect(g.currentPlayer).toBe('N');
for (const id of ['NW', 'NE', 'SW', 'SE'] as const) {
expect(placement(g.boards[id].fen())).toBe(START);
}
});
it("applies a synchronized move to the current player's two boards only", () => {
const g = new DuplicateGame();
g.applyMove({ from: 'e2', to: 'e4' }); // North
expect(g.ply).toBe(1);
expect(g.currentPlayer).toBe('S');
expect(placement(g.boards.NW.fen())).toContain('4P3'); // pawn advanced
expect(placement(g.boards.NE.fen())).toContain('4P3');
expect(placement(g.boards.SW.fen())).toBe(START); // untouched
expect(placement(g.boards.SE.fen())).toBe(START);
});
it('cycles the current player N -> S -> E -> W -> N', () => {
const g = new DuplicateGame();
g.applyMove({ from: 'e2', to: 'e4' }); // N
g.applyMove({ from: 'e2', to: 'e4' }); // S
g.applyMove({ from: 'e7', to: 'e5' }); // E
g.applyMove({ from: 'e7', to: 'e5' }); // W
expect(g.currentPlayer).toBe('N');
expect(g.ply).toBe(4);
});
it("throws on a move not legal on both of the player's boards", () => {
const g = new DuplicateGame();
expect(() => g.applyMove({ from: 'e2', to: 'e5' })).toThrow();
});
it('undo removes the last move and restores the position', () => {
const g = new DuplicateGame();
g.applyMove({ from: 'e2', to: 'e4' });
g.undo();
expect(g.ply).toBe(0);
expect(g.currentPlayer).toBe('N');
expect(placement(g.boards.NW.fen())).toBe(START);
});
it('rebuilds from a history array passed to the constructor', () => {
const g = new DuplicateGame([
{ player: 'N', from: 'e2', to: 'e4' },
{ player: 'S', from: 'e2', to: 'e4' },
]);
expect(g.ply).toBe(2);
expect(g.currentPlayer).toBe('E');
});
it('resets the progress clock on a pawn move or capture', () => {
const g = new DuplicateGame();
g.applyMove({ from: 'e2', to: 'e4' }); // pawn move -> clock stays 0
expect(g.pliesSinceProgress).toBe(0);
g.applyMove({ from: 'e2', to: 'e4' }); // pawn move
expect(g.pliesSinceProgress).toBe(0);
g.applyMove({ from: 'g8', to: 'f6' }); // knight move -> clock increments
expect(g.pliesSinceProgress).toBe(1);
});
});
+93
View File
@@ -0,0 +1,93 @@
import { Chess } from 'chess.js';
import type { BoardId, Player, SyncMove, HistoryEntry } from './types';
import { BOARD_IDS, PLAYERS, PLAYER_BOARDS } from './boards';
/** A chess.js move result has these fields we rely on. */
interface ChessMoveResult {
piece: string;
captured?: string;
}
export class DuplicateGame {
readonly boards: Record<BoardId, Chess>;
readonly history: HistoryEntry[] = [];
/** Plies since the last capture or pawn move on any board (for the 50-move rule). */
pliesSinceProgress = 0;
/** Repetition keys of the whole 4-board system, one per position incl. the start. */
readonly repetitionKeys: string[] = [];
constructor(history: HistoryEntry[] = []) {
this.boards = {
NW: new Chess(), NE: new Chess(), SW: new Chess(), SE: new Chess(),
};
this.repetitionKeys.push(this.systemKey());
for (const entry of history) this.applyMove(entry, entry.player);
}
get ply(): number {
return this.history.length;
}
get currentPlayer(): Player {
return PLAYERS[this.history.length % 4];
}
/** Whether `move` is a legal chess move on `board` in the current position. */
isLegalOnBoard(board: BoardId, move: SyncMove): boolean {
return this.boards[board].moves({ verbose: true }).some(
(m) =>
m.from === move.from &&
m.to === move.to &&
(m.promotion ?? undefined) === (move.promotion ?? undefined),
);
}
/** Apply one synchronized move to a player's two boards. Throws if illegal on either. */
applyMove(move: SyncMove, player: Player = this.currentPlayer): void {
const [a, b] = PLAYER_BOARDS[player];
if (!this.isLegalOnBoard(a, move) || !this.isLegalOnBoard(b, move)) {
throw new Error(
`Illegal synchronized move ${move.from}${move.to} for ${player}`,
);
}
const ra = this.boards[a].move(move) as unknown as ChessMoveResult;
const rb = this.boards[b].move(move) as unknown as ChessMoveResult;
this.history.push({ ...move, player });
const progress = isProgress(ra) || isProgress(rb);
this.pliesSinceProgress = progress ? 0 : this.pliesSinceProgress + 1;
this.repetitionKeys.push(this.systemKey());
}
/** Remove the last move by replaying the truncated history. */
undo(): void {
if (this.history.length === 0) return;
const replay = this.history.slice(0, -1);
for (const id of BOARD_IDS) this.boards[id].reset();
this.history.length = 0;
this.pliesSinceProgress = 0;
this.repetitionKeys.length = 0;
this.repetitionKeys.push(this.systemKey());
for (const e of replay) this.applyMove(e, e.player);
}
/** A repetition key for the whole system: each board's placement+castling+ep, plus the side to move. */
systemKey(): string {
return (
BOARD_IDS.map((id) => {
const parts = this.boards[id].fen().split(' ');
return `${parts[0]}${parts[2]}${parts[3]}`;
}).join('|') + ':' + this.currentPlayer
);
}
/** How many times the current system position has occurred. */
repetitionCount(): number {
const current = this.repetitionKeys[this.repetitionKeys.length - 1];
return this.repetitionKeys.filter((k) => k === current).length;
}
}
function isProgress(result: ChessMoveResult): boolean {
return result.piece === 'p' || result.captured != null;
}
+23
View File
@@ -0,0 +1,23 @@
import type { DuplicateGame } from './game';
import type { SyncMove } from './types';
/**
* Apply a list of [whiteMove, blackMove?] underlying ply-pairs symmetrically:
* North then South play the white move, East then West play the black move.
* While every move is symmetric all four boards stay identical, so each board
* behaves as an ordinary chess game — useful for reaching ordinary checkmate /
* stalemate / repetition positions. Omit blackMove for a final unanswered white move.
*/
export function playSymmetric(
game: DuplicateGame,
pairs: Array<[SyncMove, SyncMove?]>,
): void {
for (const [white, black] of pairs) {
game.applyMove(white); // N
game.applyMove(white); // S
if (black) {
game.applyMove(black); // E
game.applyMove(black); // W
}
}
}