Closed philsupertramp closed 3 years ago
So once again I hit a road block. It becomes more and more complex to define extraordinary moves like Pawn's en passant, or King's castling.
[x] From now on moves will be handled with the board state, so we keep this in sync and have it in the same way. Therefor the board needs to tell the game what's going on.
[x] I will extract move-logic into the subclass Movable
in file movable.py
to centralise this delicate piece, then inherit in Figure.
[ ] Introduction of Move
a callback-like to test for allowance
It sounds overambitious but I'm super positive that this abstraction will improve the readability and maintainability of the code base.
Looks good to me, tbh. Closing. Can be reopened if needed!
Current approach is by far not suitable and impossible to maintain. We need to change the strucute how we handle allowed moves to enable a few things. We want to be able to enable
[x] #11
Hence we need to find a simple structure how to represent that.
Ideas
Lets implement for now a simple debugging tool to display the "move" on selection
Hope it's not too
smallslow tho :shrug: