Files
duplicate_chess/src/engine/game.ts
T
claude (duplicate_chess) 88f1da9f70 feat(engine): DuplicateGame core — boards, history, undo, draw clocks
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 00:46:38 -04:00

94 lines
3.2 KiB
TypeScript

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;
}