feat(engine): board/player constant maps and shared types
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import { describe, it, expect } from 'vitest';
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import { BOARD_IDS, PLAYERS, PLAYER_BOARDS, PLAYER_COLOR, BOARD_PLAYERS, BOARD_ROTATION } from './boards';
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describe('boards constants', () => {
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it('lists four boards and four players in turn order', () => {
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expect(BOARD_IDS).toEqual(['NW', 'NE', 'SW', 'SE']);
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expect(PLAYERS).toEqual(['N', 'S', 'E', 'W']);
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});
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it('each player controls exactly two boards', () => {
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for (const p of PLAYERS) expect(PLAYER_BOARDS[p]).toHaveLength(2);
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expect(PLAYER_BOARDS.N).toEqual(['NW', 'NE']);
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expect(PLAYER_BOARDS.W).toEqual(['NW', 'SW']);
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});
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it('board players are consistent with player boards', () => {
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for (const b of BOARD_IDS) {
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const { w, b: black } = BOARD_PLAYERS[b];
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expect(PLAYER_BOARDS[w]).toContain(b);
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expect(PLAYER_BOARDS[black]).toContain(b);
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expect(PLAYER_COLOR[w]).toBe('w');
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expect(PLAYER_COLOR[black]).toBe('b');
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}
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});
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it('has a rotation for every board', () => {
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expect(BOARD_ROTATION).toEqual({ NW: 225, NE: 135, SW: 315, SE: 45 });
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});
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});
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import type { BoardId, Player, Color } from './types';
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export const BOARD_IDS: BoardId[] = ['NW', 'NE', 'SW', 'SE'];
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/** Turn order. */
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export const PLAYERS: Player[] = ['N', 'S', 'E', 'W'];
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/** The two boards each player controls (order is stable: [boardA, boardB]). */
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export const PLAYER_BOARDS: Record<Player, [BoardId, BoardId]> = {
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N: ['NW', 'NE'],
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S: ['SW', 'SE'],
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E: ['NE', 'SE'],
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W: ['NW', 'SW'],
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};
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/** The colour each player plays on both their boards. */
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export const PLAYER_COLOR: Record<Player, Color> = {
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N: 'w', S: 'w', E: 'b', W: 'b',
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};
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/** The white and black player of each board. */
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export const BOARD_PLAYERS: Record<BoardId, { w: Player; b: Player }> = {
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NW: { w: 'N', b: 'W' },
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NE: { w: 'N', b: 'E' },
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SW: { w: 'S', b: 'W' },
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SE: { w: 'S', b: 'E' },
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};
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/** Compass rotation in degrees for rendering each board (see spec §5.1). */
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export const BOARD_ROTATION: Record<BoardId, number> = {
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NW: 225, NE: 135, SW: 315, SE: 45,
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};
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@@ -0,0 +1,35 @@
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export type BoardId = 'NW' | 'NE' | 'SW' | 'SE';
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export type Player = 'N' | 'S' | 'E' | 'W';
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export type Color = 'w' | 'b';
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export type Square = string;
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export type PromotionPiece = 'q' | 'r' | 'b' | 'n';
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export interface SyncMove {
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from: Square;
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to: Square;
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promotion?: PromotionPiece;
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}
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export interface HistoryEntry extends SyncMove {
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player: Player;
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}
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export interface GhostMarker {
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board: BoardId;
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square: Square;
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}
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export type PlayerResult = 'win' | 'draw' | 'loss';
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export type GameResult = Record<Player, PlayerResult>;
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export type GameState = 'playing' | 'checkmate' | 'stalemate' | 'draw';
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export type DrawReason = 'stalemate' | 'threefold' | 'fifty-move' | 'manual';
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export interface GameStatus {
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state: GameState;
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/** Present when state !== 'playing'. */
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result?: GameResult;
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/** Present for a draw/stalemate. */
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reason?: DrawReason;
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/** Boards on which the player to move is currently in check. */
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checks: BoardId[];
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}
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