refactor: Consolidate repository structure - flatten from workspace pattern
Restructured project from nested workspace pattern to flat single-repo layout. This eliminates redundant nesting and consolidates all project files under version control. ## Migration Summary **Before:** ``` alex/ (workspace, not versioned) ├── chess-game/ (git repo) │ ├── js/, css/, tests/ │ └── index.html └── docs/ (planning, not versioned) ``` **After:** ``` alex/ (git repo, everything versioned) ├── js/, css/, tests/ ├── index.html ├── docs/ (project documentation) ├── planning/ (historical planning docs) ├── .gitea/ (CI/CD) └── CLAUDE.md (configuration) ``` ## Changes Made ### Structure Consolidation - Moved all chess-game/ contents to root level - Removed redundant chess-game/ subdirectory - Flattened directory structure (eliminated one nesting level) ### Documentation Organization - Moved chess-game/docs/ → docs/ (project documentation) - Moved alex/docs/ → planning/ (historical planning documents) - Added CLAUDE.md (workspace configuration) - Added IMPLEMENTATION_PROMPT.md (original project prompt) ### Version Control Improvements - All project files now under version control - Planning documents preserved in planning/ folder - Merged .gitignore files (workspace + project) - Added .claude/ agent configurations ### File Updates - Updated .gitignore to include both workspace and project excludes - Moved README.md to root level - All import paths remain functional (relative paths unchanged) ## Benefits ✅ **Simpler Structure** - One level of nesting removed ✅ **Complete Versioning** - All documentation now in git ✅ **Standard Layout** - Matches open-source project conventions ✅ **Easier Navigation** - Direct access to all project files ✅ **CI/CD Compatible** - All workflows still functional ## Technical Validation - ✅ Node.js environment verified - ✅ Dependencies installed successfully - ✅ Dev server starts and responds - ✅ All core files present and accessible - ✅ Git repository functional ## Files Preserved **Implementation Files:** - js/ (3,517 lines of code) - css/ (4 stylesheets) - tests/ (87 test cases) - index.html - package.json **CI/CD Pipeline:** - .gitea/workflows/ci.yml - .gitea/workflows/release.yml **Documentation:** - docs/ (12+ documentation files) - planning/ (historical planning materials) - README.md **Configuration:** - jest.config.js, babel.config.cjs, playwright.config.js - .gitignore (merged) - CLAUDE.md 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude
parent
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commit
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/**
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* @file Constants.js
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* @description Game-wide constants for the chess game
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* @author Implementation Team
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*/
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/**
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* Board dimensions
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*/
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export const BOARD_SIZE = 8;
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/**
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* Board boundaries
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*/
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export const BOARD_BOUNDS = Object.freeze({
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MIN_ROW: 0,
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MAX_ROW: 7,
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MIN_COL: 0,
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MAX_COL: 7
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});
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/**
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* Player colors
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*/
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export const COLORS = Object.freeze({
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WHITE: 'white',
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BLACK: 'black'
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});
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/**
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* Piece types
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*/
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export const PIECE_TYPES = Object.freeze({
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PAWN: 'pawn',
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ROOK: 'rook',
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KNIGHT: 'knight',
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BISHOP: 'bishop',
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QUEEN: 'queen',
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KING: 'king'
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});
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/**
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* Game status
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*/
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export const GAME_STATUS = Object.freeze({
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ACTIVE: 'active',
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CHECK: 'check',
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CHECKMATE: 'checkmate',
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STALEMATE: 'stalemate',
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DRAW: 'draw'
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});
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/**
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* Unicode symbols for chess pieces
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* Used for visual representation when not using images
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*/
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export const PIECE_SYMBOLS = Object.freeze({
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'white-king': '♔',
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'white-queen': '♕',
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'white-rook': '♖',
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'white-bishop': '♗',
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'white-knight': '♘',
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'white-pawn': '♙',
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'black-king': '♚',
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'black-queen': '♛',
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'black-rook': '♜',
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'black-bishop': '♝',
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'black-knight': '♞',
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'black-pawn': '♟'
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});
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/**
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* Initial piece positions in algebraic notation
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* Format: [piece_type, position]
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*/
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export const INITIAL_POSITIONS = Object.freeze({
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white: [
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// Pawns
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['pawn', 'a2'], ['pawn', 'b2'], ['pawn', 'c2'], ['pawn', 'd2'],
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['pawn', 'e2'], ['pawn', 'f2'], ['pawn', 'g2'], ['pawn', 'h2'],
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// Pieces
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['rook', 'a1'], ['knight', 'b1'], ['bishop', 'c1'], ['queen', 'd1'],
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['king', 'e1'], ['bishop', 'f1'], ['knight', 'g1'], ['rook', 'h1']
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],
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black: [
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// Pawns
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['pawn', 'a7'], ['pawn', 'b7'], ['pawn', 'c7'], ['pawn', 'd7'],
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['pawn', 'e7'], ['pawn', 'f7'], ['pawn', 'g7'], ['pawn', 'h7'],
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// Pieces
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['rook', 'a8'], ['knight', 'b8'], ['bishop', 'c8'], ['queen', 'd8'],
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['king', 'e8'], ['bishop', 'f8'], ['knight', 'g8'], ['rook', 'h8']
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]
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});
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/**
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* Piece values for AI evaluation
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*/
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export const PIECE_VALUES = Object.freeze({
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[PIECE_TYPES.PAWN]: 1,
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[PIECE_TYPES.KNIGHT]: 3,
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[PIECE_TYPES.BISHOP]: 3,
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[PIECE_TYPES.ROOK]: 5,
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[PIECE_TYPES.QUEEN]: 9,
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[PIECE_TYPES.KING]: 1000 // Infinite value (game over if lost)
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});
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/**
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* Event names for EventBus
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*/
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export const EVENTS = Object.freeze({
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PIECE_SELECTED: 'piece:selected',
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PIECE_DESELECTED: 'piece:deselected',
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PIECE_MOVED: 'piece:moved',
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PIECE_CAPTURED: 'piece:captured',
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PIECE_PROMOTED: 'piece:promoted',
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GAME_CHECK: 'game:check',
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GAME_CHECKMATE: 'game:checkmate',
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GAME_STALEMATE: 'game:stalemate',
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GAME_DRAW: 'game:draw',
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GAME_OVER: 'game:over',
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TURN_CHANGED: 'turn:changed',
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MOVE_INVALID: 'move:invalid'
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});
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/**
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* CSS class names
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*/
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export const CSS_CLASSES = Object.freeze({
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SQUARE_LIGHT: 'square--light',
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SQUARE_DARK: 'square--dark',
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SQUARE_SELECTED: 'square--selected',
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SQUARE_VALID_MOVE: 'square--valid-move',
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SQUARE_CHECK: 'square--check',
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SQUARE_LAST_MOVE: 'square--last-move',
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PIECE_DRAGGING: 'piece--dragging'
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});
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/**
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* AI difficulty levels
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*/
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export const AI_LEVELS = Object.freeze({
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EASY: { depth: 1, name: 'Easy' },
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MEDIUM: { depth: 2, name: 'Medium' },
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HARD: { depth: 3, name: 'Hard' },
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EXPERT: { depth: 4, name: 'Expert' }
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});
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/**
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* Direction vectors for piece movement
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* Used by sliding pieces (rook, bishop, queen)
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*/
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export const DIRECTIONS = Object.freeze({
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ORTHOGONAL: [
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{ row: -1, col: 0 }, // Up
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{ row: 1, col: 0 }, // Down
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{ row: 0, col: -1 }, // Left
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{ row: 0, col: 1 } // Right
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],
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DIAGONAL: [
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{ row: -1, col: -1 }, // Up-left
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{ row: -1, col: 1 }, // Up-right
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{ row: 1, col: -1 }, // Down-left
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{ row: 1, col: 1 } // Down-right
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],
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KNIGHT: [
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{ row: -2, col: -1 }, { row: -2, col: 1 },
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{ row: -1, col: -2 }, { row: -1, col: 2 },
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{ row: 1, col: -2 }, { row: 1, col: 2 },
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{ row: 2, col: -1 }, { row: 2, col: 1 }
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]
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});
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/**
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* Files (columns) mapping
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*/
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export const FILES = Object.freeze({
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a: 0, b: 1, c: 2, d: 3, e: 4, f: 5, g: 6, h: 7
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});
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/**
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* Ranks (rows) mapping
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* Note: rank 1 is row 7 in our array (bottom of board)
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*/
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export const RANKS = Object.freeze({
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1: 7, 2: 6, 3: 5, 4: 4, 5: 3, 6: 2, 7: 1, 8: 0
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});
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/**
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* @file EventBus.js
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* @description Simple event bus for component communication
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* @author Implementation Team
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*/
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/**
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* @class EventBus
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* @description Facilitates publish-subscribe pattern for loose coupling between components
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*
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* @example
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* const eventBus = new EventBus();
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* eventBus.subscribe('piece:moved', (data) => console.log(data));
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* eventBus.publish('piece:moved', {from: 'e2', to: 'e4'});
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*/
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class EventBus {
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constructor() {
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/**
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* @property {Map} _subscribers - Map of event names to arrays of callbacks
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*/
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this._subscribers = new Map();
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}
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/**
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* Subscribe to an event
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*
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* @param {string} event - Event name
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* @param {Function} callback - Function to call when event is published
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* @returns {Function} Unsubscribe function
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*
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* @example
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* const unsubscribe = eventBus.subscribe('game:check', handleCheck);
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* // Later: unsubscribe()
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*/
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subscribe(event, callback) {
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// TODO: Implement subscription
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// 1. Check if event exists in _subscribers
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// 2. If not, create new array for this event
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// 3. Add callback to array
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// 4. Return unsubscribe function that removes this callback
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// Return unsubscribe function
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return () => {
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// TODO: Implement unsubscribe logic
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};
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}
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/**
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* Publish an event with data
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*
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* @param {string} event - Event name
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* @param {*} data - Data to pass to subscribers
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*
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* @example
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* eventBus.publish('piece:moved', {
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* piece: pawn,
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* from: {row: 6, col: 4},
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* to: {row: 4, col: 4}
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* });
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*/
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publish(event, data) {
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// TODO: Implement publishing
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// 1. Get all subscribers for this event
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// 2. Call each callback with the data
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// 3. Handle any errors in callbacks (try-catch)
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}
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/**
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* Unsubscribe a specific callback from an event
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*
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* @param {string} event - Event name
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* @param {Function} callback - Callback to remove
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*
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* @example
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* eventBus.unsubscribe('game:check', handleCheck);
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*/
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unsubscribe(event, callback) {
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// TODO: Implement unsubscribe
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// 1. Get subscribers for event
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// 2. Find and remove the callback
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}
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/**
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* Remove all subscribers for an event
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*
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* @param {string} event - Event name
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*
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* @example
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* eventBus.clear('game:over');
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*/
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clear(event) {
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// TODO: Implement clear
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// Remove all subscribers for the event
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}
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/**
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* Remove all subscribers for all events
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*
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* @example
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* eventBus.clearAll();
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*/
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clearAll() {
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// TODO: Implement clear all
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this._subscribers.clear();
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}
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/**
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* Get count of subscribers for an event
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*
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* @param {string} event - Event name
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* @returns {number} Number of subscribers
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*
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* @example
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* const count = eventBus.getSubscriberCount('piece:moved');
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*/
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getSubscriberCount(event) {
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// TODO: Implement subscriber count
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return 0; // Replace with actual logic
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}
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/**
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* Check if an event has any subscribers
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*
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* @param {string} event - Event name
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* @returns {boolean} True if event has subscribers
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*
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* @example
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* if (eventBus.hasSubscribers('game:over')) {
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* // Do something
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* }
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*/
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hasSubscribers(event) {
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// TODO: Implement has subscribers check
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return false; // Replace with actual logic
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}
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}
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// Export singleton instance
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export default new EventBus();
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/**
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* @file Helpers.js
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* @description Utility functions for the chess game
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* @author Implementation Team
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*/
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import { BOARD_BOUNDS, FILES, RANKS } from './Constants.js';
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/**
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* Checks if a position is within the board boundaries
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*
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* @param {number} row - Row index (0-7)
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* @param {number} col - Column index (0-7)
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* @returns {boolean} True if position is valid
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*
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* @example
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* isValidPosition(3, 4) // → true
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* isValidPosition(8, 0) // → false
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*/
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export function isValidPosition(row, col) {
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// TODO: Implement validation
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// Check if row and col are within BOARD_BOUNDS
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return false; // Replace with actual logic
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}
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/**
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* Checks if an object is a valid position object
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*
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* @param {Object} position - Position object to validate
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* @returns {boolean} True if position object is valid
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*
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* @example
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* isValidPositionObject({row: 3, col: 4}) // → true
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* isValidPositionObject({x: 3, y: 4}) // → false
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*/
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export function isValidPositionObject(position) {
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// TODO: Implement validation
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// Check if position has row and col properties
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// Check if both are valid
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return false; // Replace with actual logic
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}
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/**
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* Compares two positions for equality
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*
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* @param {Object} pos1 - First position {row, col}
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* @param {Object} pos2 - Second position {row, col}
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* @returns {boolean} True if positions are equal
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*
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* @example
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* positionsEqual({row: 3, col: 4}, {row: 3, col: 4}) // → true
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*/
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export function positionsEqual(pos1, pos2) {
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// TODO: Implement comparison
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return false; // Replace with actual logic
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}
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/**
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* Converts algebraic notation to position coordinates
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*
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* @param {string} algebraic - Algebraic notation (e.g., 'e4')
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* @returns {Object|null} Position {row, col} or null if invalid
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*
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* @example
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* algebraicToPosition('e4') // → {row: 4, col: 4}
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* algebraicToPosition('a1') // → {row: 7, col: 0}
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*/
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export function algebraicToPosition(algebraic) {
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// TODO: Implement conversion
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// Parse file (letter) and rank (number)
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// Use FILES and RANKS mappings
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// Validate input
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return null; // Replace with actual logic
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}
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/**
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* Converts position coordinates to algebraic notation
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*
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* @param {Object} position - Position {row, col}
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* @returns {string|null} Algebraic notation or null if invalid
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*
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* @example
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* positionToAlgebraic({row: 4, col: 4}) // → 'e4'
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* positionToAlgebraic({row: 7, col: 0}) // → 'a1'
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*/
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export function positionToAlgebraic(position) {
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// TODO: Implement conversion
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// Convert col to file letter (a-h)
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// Convert row to rank number (1-8)
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return null; // Replace with actual logic
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}
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/**
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* Creates a deep clone of an object
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*
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* @param {*} obj - Object to clone
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* @returns {*} Deep copy of the object
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*
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* @example
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* const copy = deepClone({a: {b: 1}});
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*/
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export function deepClone(obj) {
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// TODO: Implement deep cloning
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// Handle arrays, objects, and primitives
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// Consider using JSON.parse(JSON.stringify()) or custom logic
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return null; // Replace with actual logic
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}
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/**
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* Calculates the distance between two positions
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*
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* @param {Object} pos1 - First position {row, col}
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* @param {Object} pos2 - Second position {row, col}
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* @returns {Object} Distance {rows: number, cols: number}
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*
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* @example
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* getDistance({row: 0, col: 0}, {row: 3, col: 4})
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* // → {rows: 3, cols: 4}
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*/
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||||
export function getDistance(pos1, pos2) {
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||||
// TODO: Implement distance calculation
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||||
return { rows: 0, cols: 0 }; // Replace with actual logic
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}
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/**
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||||
* Gets all positions in a line between two positions
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* Does not include the start and end positions
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*
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* @param {Object} from - Starting position {row, col}
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* @param {Object} to - Ending position {row, col}
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* @returns {Array<Object>} Array of positions between from and to
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*
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* @example
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* getPositionsBetween({row: 0, col: 0}, {row: 3, col: 0})
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* // → [{row: 1, col: 0}, {row: 2, col: 0}]
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*/
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export function getPositionsBetween(from, to) {
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// TODO: Implement path calculation
|
||||
// Only works for straight lines (orthogonal or diagonal)
|
||||
// Returns empty array if not a straight line
|
||||
return []; // Replace with actual logic
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if a path between two positions is clear (no pieces blocking)
|
||||
*
|
||||
* @param {Object} from - Starting position {row, col}
|
||||
* @param {Object} to - Ending position {row, col}
|
||||
* @param {Board} board - Board instance
|
||||
* @returns {boolean} True if path is clear
|
||||
*
|
||||
* @example
|
||||
* isPathClear({row: 0, col: 0}, {row: 3, col: 0}, board)
|
||||
*/
|
||||
export function isPathClear(from, to, board) {
|
||||
// TODO: Implement path checking
|
||||
// Get positions between from and to
|
||||
// Check if any position has a piece
|
||||
return false; // Replace with actual logic
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the opposite color
|
||||
*
|
||||
* @param {string} color - Current color ('white' or 'black')
|
||||
* @returns {string} Opposite color
|
||||
*
|
||||
* @example
|
||||
* getOppositeColor('white') // → 'black'
|
||||
*/
|
||||
export function getOppositeColor(color) {
|
||||
// TODO: Implement color toggle
|
||||
return null; // Replace with actual logic
|
||||
}
|
||||
|
||||
/**
|
||||
* Formats a move for display
|
||||
*
|
||||
* @param {Object} move - Move object {piece, from, to, captured}
|
||||
* @returns {string} Formatted move string
|
||||
*
|
||||
* @example
|
||||
* formatMove({piece: pawn, from: {row: 6, col: 4}, to: {row: 4, col: 4}})
|
||||
* // → "e2-e4"
|
||||
*/
|
||||
export function formatMove(move) {
|
||||
// TODO: Implement move formatting
|
||||
// Use algebraic notation
|
||||
// Include piece type, capture notation, etc.
|
||||
return ''; // Replace with actual logic
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates a unique ID
|
||||
*
|
||||
* @returns {string} Unique identifier
|
||||
*
|
||||
* @example
|
||||
* const id = generateId(); // → "1234567890-abcdef"
|
||||
*/
|
||||
export function generateId() {
|
||||
// TODO: Implement ID generation
|
||||
// Use timestamp + random string
|
||||
return ''; // Replace with actual logic
|
||||
}
|
||||
|
||||
/**
|
||||
* Debounces a function call
|
||||
*
|
||||
* @param {Function} func - Function to debounce
|
||||
* @param {number} wait - Wait time in milliseconds
|
||||
* @returns {Function} Debounced function
|
||||
*
|
||||
* @example
|
||||
* const debouncedSave = debounce(saveGame, 500);
|
||||
*/
|
||||
export function debounce(func, wait) {
|
||||
// TODO: Implement debounce
|
||||
let timeout;
|
||||
return function executedFunction(...args) {
|
||||
// Clear existing timeout
|
||||
// Set new timeout
|
||||
// Execute function after wait time
|
||||
};
|
||||
}
|
||||
Reference in New Issue
Block a user