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