Fix ambiguous moves in PGN; Add PGN test case #47
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Ambiguous moves were being generated in game PGNs as per #44. The reason was that the generator was looking at the predecessor position when determining what information was needed for the current move. This PR fixes the issue.
EDIT: The predecessor position was necessary for processing subvariations in the PGN encode. This was brough back in a more robust way, so that ambiguous moves were fixed while keeping the predecessor position for the subvariations. Also added a test case that captures the example from #44