/** * SpecialMoves.js - Handles special chess moves * Castling, En Passant, and Pawn Promotion */ import { Queen } from '../pieces/Queen.js'; import { Rook } from '../pieces/Rook.js'; import { Bishop } from '../pieces/Bishop.js'; import { Knight } from '../pieces/Knight.js'; export class SpecialMoves { /** * Execute castling move * @param {Board} board - Game board * @param {King} king - King piece * @param {number} targetCol - Target column (2 or 6) * @returns {Object} Move details */ static executeCastle(board, king, targetCol) { const row = king.position.row; const kingCol = king.position.col; const isKingside = targetCol === 6; // Determine rook position const rookCol = isKingside ? 7 : 0; const rookTargetCol = isKingside ? 5 : 3; const rook = board.getPiece(row, rookCol); // Move king board.movePiece(row, kingCol, row, targetCol); // Move rook board.movePiece(row, rookCol, row, rookTargetCol); return { type: isKingside ? 'castle-kingside' : 'castle-queenside', king: { from: { row, col: kingCol }, to: { row, col: targetCol } }, rook: { from: { row, col: rookCol }, to: { row, col: rookTargetCol } } }; } /** * Check if castling is possible * @param {Board} board - Game board * @param {King} king - King piece * @param {number} targetCol - Target column (2 or 6) * @returns {boolean} True if can castle */ static canCastle(board, king, targetCol) { // King must not have moved if (king.hasMoved) { return false; } const row = king.position.row; const isKingside = targetCol === 6; const rookCol = isKingside ? 7 : 0; // Get rook const rook = board.getPiece(row, rookCol); if (!rook || rook.type !== 'rook' || rook.hasMoved) { return false; } // Check if squares between are empty const minCol = Math.min(king.position.col, targetCol); const maxCol = Math.max(king.position.col, targetCol); for (let col = minCol + 1; col < maxCol; col++) { if (board.getPiece(row, col)) { return false; } } // Also check rook path for queenside if (!isKingside) { for (let col = 1; col < king.position.col; col++) { if (board.getPiece(row, col)) { return false; } } } return true; } /** * Execute en passant capture * @param {Board} board - Game board * @param {Pawn} pawn - Attacking pawn * @param {number} targetRow - Target row * @param {number} targetCol - Target column * @returns {Piece} Captured pawn */ static executeEnPassant(board, pawn, targetRow, targetCol) { const captureRow = pawn.position.row; const fromRow = pawn.position.row; const fromCol = pawn.position.col; // Capture the pawn on the same row const capturedPawn = board.getPiece(captureRow, targetCol); board.setPiece(captureRow, targetCol, null); // Move attacking pawn board.movePiece(fromRow, fromCol, targetRow, targetCol); return capturedPawn; } /** * Check if en passant is possible * @param {Board} board - Game board * @param {Pawn} pawn - Attacking pawn * @param {number} targetCol - Target column * @param {GameState} gameState - Game state * @returns {boolean} True if en passant is legal */ static canEnPassant(board, pawn, targetCol, gameState) { const enPassantRank = pawn.color === 'white' ? 3 : 4; // Pawn must be on correct rank if (pawn.position.row !== enPassantRank) { return false; } // Adjacent square must have opponent pawn const adjacentPawn = board.getPiece(pawn.position.row, targetCol); if (!adjacentPawn || adjacentPawn.type !== 'pawn' || adjacentPawn.color === pawn.color) { return false; } // That pawn must have just moved two squares const lastMove = gameState.getLastMove(); if (!lastMove || lastMove.piece !== adjacentPawn) { return false; } const moveDistance = Math.abs(lastMove.to.row - lastMove.from.row); return moveDistance === 2; } /** * Promote pawn to another piece * @param {Board} board - Game board * @param {Pawn} pawn - Pawn to promote * @param {string} pieceType - 'queen', 'rook', 'bishop', or 'knight' * @returns {Piece} New promoted piece */ static promote(board, pawn, pieceType = 'queen') { const { row, col } = pawn.position; const color = pawn.color; let newPiece; switch (pieceType) { case 'queen': newPiece = new Queen(color, { row, col }); break; case 'rook': newPiece = new Rook(color, { row, col }); break; case 'bishop': newPiece = new Bishop(color, { row, col }); break; case 'knight': newPiece = new Knight(color, { row, col }); break; default: newPiece = new Queen(color, { row, col }); } board.setPiece(row, col, newPiece); newPiece.hasMoved = true; return newPiece; } /** * Check if pawn can be promoted * @param {Pawn} pawn - Pawn to check * @returns {boolean} True if at promotion rank */ static canPromote(pawn) { if (pawn.type !== 'pawn') { return false; } const promotionRank = pawn.color === 'white' ? 0 : 7; return pawn.position.row === promotionRank; } /** * Detect if a move is a special move * @param {Board} board - Game board * @param {Piece} piece - Piece being moved * @param {number} fromRow - Source row * @param {number} fromCol - Source column * @param {number} toRow - Target row * @param {number} toCol - Target column * @param {GameState} gameState - Game state * @returns {string|null} Special move type or null */ static detectSpecialMove(board, piece, fromRow, fromCol, toRow, toCol, gameState) { // Castling if (piece.type === 'king' && Math.abs(toCol - fromCol) === 2) { return toCol === 6 ? 'castle-kingside' : 'castle-queenside'; } // En passant if (piece.type === 'pawn' && Math.abs(toCol - fromCol) === 1 && !board.getPiece(toRow, toCol)) { return 'en-passant'; } // Promotion if (piece.type === 'pawn' && this.canPromote(piece)) { return 'promotion'; } return null; } }