/** * @file Piece.js * @description Base class for all chess pieces * @author Implementation Team */ import { PIECE_TYPES } from '../utils/Constants.js'; /** * @class Piece * @description Abstract base class for chess pieces * All specific piece classes (Pawn, Rook, etc.) inherit from this * * @example * // Don't instantiate directly, use subclasses * const pawn = new Pawn('white', {row: 6, col: 4}); */ class Piece { /** * @param {string} color - Piece color ('white' or 'black') * @param {Object} position - Initial position {row, col} * @param {string} type - Piece type (from PIECE_TYPES) */ constructor(color, position, type) { /** * @property {string} color - Piece color */ this.color = color; /** * @property {Object} position - Current position {row, col} */ this.position = position; /** * @property {string} type - Piece type */ this.type = type; /** * @property {boolean} hasMoved - Whether piece has moved (for castling, pawn two-square) */ this.hasMoved = false; /** * @property {string} id - Unique identifier for the piece */ this.id = `${color}-${type}-${Date.now()}`; } /** * Moves the piece to a new position * * @param {Object} newPosition - Target position {row, col} * * @example * piece.move({row: 4, col: 4}); */ move(newPosition) { // TODO: Implement move // 1. Update position // 2. Set hasMoved to true } /** * Gets all valid moves for this piece * Must be implemented by subclasses * * @abstract * @param {Board} board - Current board state * @returns {Array} Array of valid positions {row, col} * * @example * const validMoves = piece.getValidMoves(board); */ getValidMoves(board) { // TODO: Override in subclasses throw new Error('getValidMoves must be implemented by subclass'); } /** * Checks if this piece can move to a specific position * * @param {Object} position - Target position {row, col} * @param {Board} board - Current board state * @returns {boolean} True if move is valid * * @example * if (piece.canMoveTo({row: 4, col: 4}, board)) { * // Move is valid * } */ canMoveTo(position, board) { // TODO: Implement can move to // Get valid moves and check if position is in the list return false; } /** * Creates a copy of this piece * * @returns {Piece} Cloned piece * * @example * const pieceCopy = piece.clone(); */ clone() { // TODO: Implement clone // Create new instance of same class with same properties // Note: This is tricky because we need to know the actual subclass return null; } /** * Gets the piece's symbol for display * * @returns {string} Unicode symbol for the piece * * @example * console.log(piece.getSymbol()); // → '♙' */ getSymbol() { // TODO: Implement get symbol // Use PIECE_SYMBOLS from Constants return ''; } /** * Gets the piece's value for AI evaluation * * @returns {number} Piece value * * @example * const value = piece.getValue(); // → 3 for knight */ getValue() { // TODO: Implement get value // Use PIECE_VALUES from Constants return 0; } /** * Checks if this piece is white * * @returns {boolean} True if piece is white */ get isWhite() { // TODO: Implement is white return false; } /** * Checks if this piece is black * * @returns {boolean} True if piece is black */ get isBlack() { // TODO: Implement is black return false; } /** * Gets a string representation of the piece * * @returns {string} String representation * * @example * console.log(piece.toString()); // → "White Pawn at e2" */ toString() { // TODO: Implement toString // Format: "[Color] [Type] at [algebraic notation]" return ''; } /** * Helper method to check if a position is occupied by an enemy * * @protected * @param {Object} position - Position to check {row, col} * @param {Board} board - Current board state * @returns {boolean} True if position has enemy piece */ _isEnemyAt(position, board) { // TODO: Implement enemy check // Get piece at position and compare colors return false; } /** * Helper method to check if a position is occupied by friendly piece * * @protected * @param {Object} position - Position to check {row, col} * @param {Board} board - Current board state * @returns {boolean} True if position has friendly piece */ _isFriendlyAt(position, board) { // TODO: Implement friendly check return false; } /** * Helper method to check if a position is empty * * @protected * @param {Object} position - Position to check {row, col} * @param {Board} board - Current board state * @returns {boolean} True if position is empty */ _isEmptyAt(position, board) { // TODO: Implement empty check return false; } } export default Piece;