chess/js/pieces/Piece.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

166 lines
4.6 KiB
JavaScript

/**
* Piece.js - Base class for all chess pieces
* Defines common interface and behavior
*/
export class Piece {
/**
* @param {string} color - 'white' or 'black'
* @param {Position} position - {row, col}
*/
constructor(color, position) {
this.color = color;
this.position = position;
this.type = null; // Set by subclasses
this.hasMoved = false;
this.value = 0; // Set by subclasses
}
/**
* Get all valid moves (without check validation)
* Must be implemented by subclasses
* @param {Board} board - Game board
* @returns {Position[]} Array of valid positions
*/
getValidMoves(board) {
throw new Error(`getValidMoves must be implemented by ${this.constructor.name}`);
}
/**
* Check if move to position is valid
* @param {Board} board - Game board
* @param {number} toRow - Target row
* @param {number} toCol - Target column
* @returns {boolean} True if valid
*/
isValidMove(board, toRow, toCol) {
const validMoves = this.getValidMoves(board);
return validMoves.some(move => move.row === toRow && move.col === toCol);
}
/**
* Check if position is within board bounds
* @param {number} row - Row index
* @param {number} col - Column index
* @returns {boolean} True if in bounds
*/
isInBounds(row, col) {
return row >= 0 && row < 8 && col >= 0 && col < 8;
}
/**
* Create deep copy of piece
* @returns {Piece} Cloned piece
*/
clone() {
const PieceClass = this.constructor;
const cloned = new PieceClass(this.color, { ...this.position });
cloned.hasMoved = this.hasMoved;
return cloned;
}
/**
* Get Unicode symbol for piece
* @returns {string} Unicode character
*/
getSymbol() {
const symbols = {
white: {
king: '♔',
queen: '♕',
rook: '♖',
bishop: '♗',
knight: '♘',
pawn: '♙'
},
black: {
king: '♚',
queen: '♛',
rook: '♜',
bishop: '♝',
knight: '♞',
pawn: '♟'
}
};
return symbols[this.color]?.[this.type] || '';
}
/**
* Get FEN character for piece
* @returns {string} FEN character
*/
toFENChar() {
const chars = {
king: 'k',
queen: 'q',
rook: 'r',
bishop: 'b',
knight: 'n',
pawn: 'p'
};
const char = chars[this.type] || '';
return this.color === 'white' ? char.toUpperCase() : char;
}
/**
* Check if position has enemy piece
* @param {Board} board - Game board
* @param {number} row - Row index
* @param {number} col - Column index
* @returns {boolean} True if enemy piece present
*/
hasEnemyPiece(board, row, col) {
const piece = board.getPiece(row, col);
return piece !== null && piece.color !== this.color;
}
/**
* Check if position is empty
* @param {Board} board - Game board
* @param {number} row - Row index
* @param {number} col - Column index
* @returns {boolean} True if empty
*/
isEmpty(board, row, col) {
return board.getPiece(row, col) === null;
}
/**
* Add sliding moves in given directions
* @param {Board} board - Game board
* @param {Array<[number, number]>} directions - Direction vectors
* @returns {Position[]} Valid positions
*/
getSlidingMoves(board, directions) {
const moves = [];
for (const [dRow, dCol] of directions) {
let currentRow = this.position.row + dRow;
let currentCol = this.position.col + dCol;
while (this.isInBounds(currentRow, currentCol)) {
const targetPiece = board.getPiece(currentRow, currentCol);
if (!targetPiece) {
// Empty square
moves.push({ row: currentRow, col: currentCol });
} else {
// Piece in the way
if (targetPiece.color !== this.color) {
// Can capture opponent piece
moves.push({ row: currentRow, col: currentCol });
}
break; // Can't move further
}
currentRow += dRow;
currentCol += dCol;
}
}
return moves;
}
}