remove game signals
This commit is contained in:
@@ -1,8 +1,8 @@
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package chess.io;
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import chess.io.commands.MoveCommand;
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import chess.io.commands.PromoteCommand;
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import chess.model.Game;
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import chess.model.Game.GameStatus;
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public class CommandExecutor {
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@@ -33,48 +33,58 @@ public class CommandExecutor {
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if (command instanceof MoveCommand move) {
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boolean needsPromote = this.game.checkPromotion(move.getMove().getFinish());
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if (this.game.checkGameStatus())
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if (needsPromote)
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this.outputSystem.promotePawn(move.getMove().getFinish());
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if (checkGameStatus())
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return;
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if(!needsPromote)
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this.game.switchPlayerTurn();
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switchPlayerTurn();
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} else if (command instanceof PlayerCommand) {
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this.game.switchPlayerTurn();
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switchPlayerTurn();
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}
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}
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private void switchPlayerTurn() {
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this.game.switchPlayerTurn();
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this.outputSystem.playerTurn(this.game.getPlayerTurn());
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}
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/**
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*
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* @return True if the game is over
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*/
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private boolean checkGameStatus() {
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GameStatus gameStatus = this.game.checkGameStatus();
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switch (gameStatus) {
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case Check:
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this.outputSystem.kingIsInCheck();
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return false;
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case CheckMate:
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this.outputSystem.kingIsInMat();
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this.outputSystem.winnerIs(this.game.getPlayerTurn());
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return true;
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case OnGoing:
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return false;
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case Pat:
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this.outputSystem.patSituation();
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return true;
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}
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return false;
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}
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public void setOutputSystem(OutputSystem outputSystem) {
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unbindListeners();
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this.outputSystem = outputSystem;
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bindListeners();
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}
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public void setGame(Game game) {
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unbindListeners();
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this.game = game;
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bindListeners();
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}
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private void unbindListeners() {
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if (this.game == null || this.outputSystem == null)
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return;
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this.game.OnCheck.disconnect(outputSystem::kingIsInCheck);
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this.game.OnMat.disconnect(outputSystem::kingIsInMat);
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this.game.OnPat.disconnect(outputSystem::patSituation);
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this.game.OnPromote.disconnect(outputSystem::promotePawn);
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this.game.OnWin.disconnect(outputSystem::winnerIs);
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this.game.OnPlayerTurn.disconnect(outputSystem::playerTurn);
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}
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private void bindListeners() {
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if (this.game == null || this.outputSystem == null)
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return;
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this.game.OnCheck.connect(outputSystem::kingIsInCheck);
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this.game.OnMat.connect(outputSystem::kingIsInMat);
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this.game.OnPat.connect(outputSystem::patSituation);
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this.game.OnPromote.connect(outputSystem::promotePawn);
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this.game.OnWin.connect(outputSystem::winnerIs);
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this.game.OnPlayerTurn.connect(outputSystem::playerTurn);
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}
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}
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@@ -50,6 +50,7 @@ public class NewGameCommand extends Command {
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game.resetPlayerTurn();
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outputSystem.gameStarted();
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outputSystem.playerTurn(game.getPlayerTurn());
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return CommandResult.NotMoved;
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}
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@@ -2,7 +2,6 @@ package chess.model;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.Stack;
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import chess.model.visitor.KingIdentifier;
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import chess.model.visitor.PiecePathChecker;
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@@ -26,8 +25,8 @@ public class ChessBoard {
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}
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private final Cell[][] cells;
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private final Stack<Move> moves;
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private final Stack<Piece> ejectedPieces;
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private Move lastMove;
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private Piece lastEjectedPiece;
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public ChessBoard() {
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this.cells = new Cell[Coordinate.VALUE_MAX][Coordinate.VALUE_MAX];
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@@ -36,43 +35,41 @@ public class ChessBoard {
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this.cells[i][j] = new Cell();
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}
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}
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this.moves = new Stack<>();
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this.ejectedPieces = new Stack<>();
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this.lastMove = null;
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this.lastEjectedPiece = null;
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}
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public void applyMove(Move move) {
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assert (move.isValid());
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assert move.isValid() : "Invalid move !";
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Piece deadPiece = pieceAt(move.getFinish());
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if (deadPiece != null) {
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deadPiece.eject(this.moves.size());
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this.ejectedPieces.add(deadPiece);
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this.lastEjectedPiece = deadPiece;
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} else {
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this.lastEjectedPiece = null;
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}
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Piece movingPiece = pieceAt(move.getStart());
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pieceComes(movingPiece, move.getFinish());
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pieceLeaves(move.getStart());
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movingPiece.move();
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this.moves.add(move);
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this.lastMove = move;
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}
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public void undoLastMove() {
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assert !this.moves.empty() : "Can't undo at the beginning!";
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assert this.lastMove != null: "Can't undo at the beginning!";
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Move move = this.moves.pop();
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Move move = this.lastMove;
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Piece movingPiece = pieceAt(move.getFinish());
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pieceComes(movingPiece, move.getStart());
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pieceLeaves(move.getFinish());
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movingPiece.unMove();
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if (this.ejectedPieces.empty())
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if (this.lastEjectedPiece == null)
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return;
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Piece piece = this.ejectedPieces.lastElement();
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if (piece.getEjectedMoveNumber() != this.moves.size())
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return;
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Piece piece = this.lastEjectedPiece;
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pieceComes(piece, move.getFinish());
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piece.eject(-1);
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}
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public boolean isCellEmpty(Coordinate coordinate) {
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@@ -1,20 +1,14 @@
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package chess.model;
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import chess.model.pieces.Pawn;
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import common.Signal0;
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import common.Signal1;
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public class Game {
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private final ChessBoard board;
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private Color playerTurn;
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public final Signal1<Coordinate> OnPromote = new Signal1<>();
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public final Signal1<Color> OnWin = new Signal1<>();
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public final Signal1<Color> OnPlayerTurn = new Signal1<>();
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public final Signal0 OnCheck = new Signal0();
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public final Signal0 OnMat = new Signal0();
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public final Signal0 OnPat = new Signal0();
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public enum GameStatus {
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Check, CheckMate, OnGoing, Pat;
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}
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public Game(ChessBoard board) {
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this.board = board;
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@@ -30,12 +24,10 @@ public class Game {
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public void resetPlayerTurn() {
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this.playerTurn = Color.White;
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this.OnPlayerTurn.emit(playerTurn);
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}
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public void switchPlayerTurn() {
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playerTurn = Color.getEnemy(playerTurn);
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this.OnPlayerTurn.emit(playerTurn);
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}
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public boolean checkPromotion(Coordinate pieceCoords) {
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@@ -52,31 +44,22 @@ public class Game {
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if (destY != enemyLine)
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return false;
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this.OnPromote.emit(pieceCoords);
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return true;
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}
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/**
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*
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* @return true if game should end
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*/
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public boolean checkGameStatus() {
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public GameStatus checkGameStatus() {
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final Color enemy = Color.getEnemy(getPlayerTurn());
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if (this.board.isKingInCheck(enemy)) {
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if (this.board.hasAllowedMoves(enemy)) {
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this.OnCheck.emit();
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} else {
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this.OnMat.emit();
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this.OnWin.emit(getPlayerTurn());
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return true;
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}
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} else if (!board.hasAllowedMoves(enemy)) {
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this.OnPat.emit();
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return true;
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}
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if (this.board.isKingInCheck(enemy))
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if (this.board.hasAllowedMoves(enemy))
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return GameStatus.Check;
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else
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return GameStatus.CheckMate;
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return false;
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if (!board.hasAllowedMoves(enemy))
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return GameStatus.Pat;
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return GameStatus.OnGoing;
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}
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public boolean pawnShouldBePromoted() {
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