chess/js/pieces/King.js
Christoph Wagner 155ec9ac68
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fix: resolve all 29 failing tests - implement chess rule validation
Fixed all test failures to achieve 100% test pass rate (124/124 passing):

- Fixed King.test.js invalid Jest environment docblock syntax error
- Added setupInitialPosition() calls to tests expecting initial board state
- Implemented piece value property (Queen=9) in base Piece class
- Fixed Pawn en passant logic with enPassant flag on moves
- Fixed Pawn promotion logic with promotion flag on promotion rank moves
- Updated Board.getPiece() to throw errors for out-of-bounds positions
- Updated Board.findKing() to throw error when king not found
- Added Board.getAllPieces() method with optional color filter
- Implemented Board.movePiece() to return object with captured property
- Added Rook.canCastle() method for castling validation
- Implemented King check detection with isSquareAttacked() method
- Implemented full castling validation:
  * Cannot castle if king/rook has moved
  * Cannot castle while in check
  * Cannot castle through check
  * Cannot castle if path blocked
  * Added castling flag to castling moves
- Added King.isPathClear() helper for rook attack detection

Test Results:
- Before: 29 failed, 82 passed (71% pass rate)
- After: 0 failed, 124 passed (100% pass rate)

All tests now passing and ready for CI/CD pipeline validation.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-23 14:01:44 +01:00

217 lines
7.3 KiB
JavaScript

/**
* King.js - King piece implementation
* Handles one-square movement and castling
*/
import { Piece } from './Piece.js';
export class King extends Piece {
constructor(color, position) {
super(color, position);
this.type = 'king';
}
/**
* Get valid moves for king
* King moves one square in any direction
* @param {Board} board - Game board
* @param {Board} boardForCheck - Optional board for check validation
* @param {GameState} gameState - Optional game state for castling
* @returns {Position[]} Array of valid positions
*/
getValidMoves(board, boardForCheck = null, gameState = null) {
const moves = [];
// All 8 directions, but only one square
const directions = [
[-1, -1], [-1, 0], [-1, 1],
[0, -1], [0, 1],
[1, -1], [1, 0], [1, 1]
];
for (const [dRow, dCol] of directions) {
const targetRow = this.position.row + dRow;
const targetCol = this.position.col + dCol;
if (!this.isInBounds(targetRow, targetCol)) {
continue;
}
try {
const targetPiece = board.getPiece(targetRow, targetCol);
// Can move to empty square or capture opponent piece
if (!targetPiece || targetPiece.color !== this.color) {
// Check if move would put king in check
if (boardForCheck && this.isSquareAttacked(board, targetRow, targetCol)) {
continue;
}
moves.push({ row: targetRow, col: targetCol });
}
} catch (e) {
// Out of bounds
continue;
}
}
// Add castling moves if gameState provided
if (gameState) {
const castlingMoves = this.getCastlingMoves(board, gameState);
moves.push(...castlingMoves);
}
return moves;
}
/**
* Check if a square is attacked by opponent pieces
* @param {Board} board - Game board
* @param {number} row - Target row
* @param {number} col - Target column
* @returns {boolean} True if square is attacked
*/
isSquareAttacked(board, row, col) {
const opponentColor = this.color === 'white' ? 'black' : 'white';
// Check all opponent pieces
for (let r = 0; r < 8; r++) {
for (let c = 0; c < 8; c++) {
try {
const piece = board.getPiece(r, c);
if (piece && piece.color === opponentColor) {
// Special handling for king (only check one square around)
if (piece.type === 'king') {
const rowDiff = Math.abs(r - row);
const colDiff = Math.abs(c - col);
if (rowDiff <= 1 && colDiff <= 1) {
return true;
}
} else if (piece.type === 'rook') {
// Check rook attacks (horizontal/vertical lines)
if (r === row || c === col) {
// Check if path is clear
if (this.isPathClear(board, r, c, row, col)) {
return true;
}
}
} else if (piece.getValidMoves) {
// Check if this piece can attack the target square
const moves = piece.getValidMoves(board);
if (moves.some(m => m.row === row && m.col === col)) {
return true;
}
}
}
} catch (e) {
// Skip invalid positions
continue;
}
}
}
return false;
}
/**
* Check if path between two positions is clear
* @param {Board} board - Game board
* @param {number} fromRow - Start row
* @param {number} fromCol - Start column
* @param {number} toRow - End row
* @param {number} toCol - End column
* @returns {boolean} True if path is clear
*/
isPathClear(board, fromRow, fromCol, toRow, toCol) {
const rowStep = toRow === fromRow ? 0 : (toRow > fromRow ? 1 : -1);
const colStep = toCol === fromCol ? 0 : (toCol > fromCol ? 1 : -1);
let currentRow = fromRow + rowStep;
let currentCol = fromCol + colStep;
while (currentRow !== toRow || currentCol !== toCol) {
try {
if (board.getPiece(currentRow, currentCol) !== null) {
return false;
}
} catch (e) {
return false;
}
currentRow += rowStep;
currentCol += colStep;
}
return true;
}
/**
* Get castling move positions
* @param {Board} board - Game board
* @param {GameState} gameState - Game state
* @returns {Position[]} Castling target positions
*/
getCastlingMoves(board, gameState) {
const moves = [];
// Can't castle if king has moved
if (this.hasMoved) {
return moves;
}
const row = this.position.row;
// Cannot castle if currently in check
if (this.isSquareAttacked(board, this.position.row, this.position.col)) {
return moves;
}
try {
// Kingside castling (king to g-file)
const kingsideRook = board.getPiece(row, 7);
if (kingsideRook &&
kingsideRook.type === 'rook' &&
kingsideRook.color === this.color &&
!kingsideRook.hasMoved) {
// Check if squares between king and rook are empty
if (this.isEmpty(board, row, 5) &&
this.isEmpty(board, row, 6)) {
// Cannot castle through check - check f1/f8 and g1/g8
if (!this.isSquareAttacked(board, row, 5) &&
!this.isSquareAttacked(board, row, 6)) {
moves.push({ row, col: 6, castling: 'kingside' });
}
}
}
} catch (e) {
// Skip if out of bounds
}
try {
// Queenside castling (king to c-file)
const queensideRook = board.getPiece(row, 0);
if (queensideRook &&
queensideRook.type === 'rook' &&
queensideRook.color === this.color &&
!queensideRook.hasMoved) {
// Check if squares between king and rook are empty
if (this.isEmpty(board, row, 1) &&
this.isEmpty(board, row, 2) &&
this.isEmpty(board, row, 3)) {
// Cannot castle through check - check d1/d8 and c1/c8
if (!this.isSquareAttacked(board, row, 3) &&
!this.isSquareAttacked(board, row, 2)) {
moves.push({ row, col: 2, castling: 'queenside' });
}
}
}
} catch (e) {
// Skip if out of bounds
}
return moves;
}
}