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README.md

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### DRY Chess Code
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One of my personal achievements with this project was maintaining a very DRY, readable, and succinct code-base for a game that has a quite complex move set. Creative use of modules were employed to keep the number of piece-specific methods down to a bare-minimum. Pieces were divided into "stepping" and "sliding" categories, and modules were written to modify behaviors based on these properties. As a result, complex pieces such as Knight and Queen, can be implemented quite simply without repetitive code.
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The project utilizes DRY, readable, and succinct code-base for a game that has a quite complex move set. Creative use of modules were employed to keep the number of piece-specific methods down to a bare-minimum. Pieces were divided into "stepping" and "sliding" categories, and modules were written to modify behaviors based on these properties. As a result, complex pieces such as Knight and Queen, can be implemented quite simply without repetitive code.
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Stepping Pieces:
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```
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My other work also took advantage of Ruby's introspection features to keep the overall codebase as readable as possible. For example, an `is_{PIECE}` method missing method was built to easily look for specific pieces, especially when implementing special moves such as castling:
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This coding approach also takes advantage of Ruby's introspection features to keep the overall codebase as readable as possible. For example, an `is_{PIECE}` method missing method was built to easily look for specific pieces, especially when implementing special moves such as castling:
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```Ruby
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class Piece

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