Some checks failed
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>
128 lines
4.3 KiB
JavaScript
128 lines
4.3 KiB
JavaScript
/**
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* Pawn.js - Pawn piece implementation
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* Handles forward movement, diagonal captures, en passant, and promotion
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*/
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import { Piece } from './Piece.js';
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export class Pawn extends Piece {
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constructor(color, position) {
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super(color, position);
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this.type = 'pawn';
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}
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/**
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* Get valid moves for pawn
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* @param {Board} board - Game board
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* @param {GameState} gameState - Optional game state for en passant
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* @returns {Position[]} Array of valid positions
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*/
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getValidMoves(board, gameState = null) {
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const moves = [];
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const direction = this.color === 'white' ? -1 : 1;
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const startRow = this.color === 'white' ? 6 : 1;
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const promotionRank = this.color === 'white' ? 0 : 7;
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// Forward one square
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const oneForward = this.position.row + direction;
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if (this.isInBounds(oneForward, this.position.col) &&
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this.isEmpty(board, oneForward, this.position.col)) {
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const move = { row: oneForward, col: this.position.col };
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if (oneForward === promotionRank) {
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move.promotion = true;
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}
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moves.push(move);
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// Forward two squares from starting position
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if (this.position.row === startRow) {
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const twoForward = this.position.row + (direction * 2);
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if (this.isEmpty(board, twoForward, this.position.col)) {
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moves.push({ row: twoForward, col: this.position.col });
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}
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}
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}
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// Diagonal captures
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const captureOffsets = [-1, 1];
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for (const offset of captureOffsets) {
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const captureRow = this.position.row + direction;
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const captureCol = this.position.col + offset;
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if (this.isInBounds(captureRow, captureCol)) {
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if (this.hasEnemyPiece(board, captureRow, captureCol)) {
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const move = { row: captureRow, col: captureCol };
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if (captureRow === promotionRank) {
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move.promotion = true;
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}
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moves.push(move);
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}
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}
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}
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// En passant
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if (gameState && gameState.lastMove) {
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const enPassantMoves = this.getEnPassantMoves(board, gameState);
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for (const enPassantMove of enPassantMoves) {
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moves.push({ ...enPassantMove, enPassant: true });
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}
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}
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return moves;
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}
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/**
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* Check if pawn can be promoted
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* @returns {boolean} True if at promotion rank
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*/
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canPromote() {
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const promotionRank = this.color === 'white' ? 0 : 7;
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return this.position.row === promotionRank;
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}
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/**
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* Get en passant target positions
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* @param {Board} board - Game board
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* @param {GameState} gameState - Game state with move history
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* @returns {Position[]} En passant target positions
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*/
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getEnPassantMoves(board, gameState) {
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const moves = [];
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const direction = this.color === 'white' ? -1 : 1;
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const enPassantRank = this.color === 'white' ? 3 : 4;
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// Must be on correct rank
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if (this.position.row !== enPassantRank) {
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return moves;
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}
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// Check adjacent squares for enemy pawns that just moved two squares
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const offsets = [-1, 1];
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for (const offset of offsets) {
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const adjacentCol = this.position.col + offset;
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if (!this.isInBounds(this.position.row, adjacentCol)) {
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continue;
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}
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const adjacentPiece = board.getPiece(this.position.row, adjacentCol);
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if (adjacentPiece &&
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adjacentPiece.type === 'pawn' &&
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adjacentPiece.color !== this.color) {
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// Check if this pawn just moved two squares
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const lastMove = gameState.lastMove || (gameState.getLastMove && gameState.getLastMove());
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if (lastMove &&
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lastMove.piece === adjacentPiece &&
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Math.abs(lastMove.to.row - lastMove.from.row) === 2) {
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const targetRow = this.position.row + direction;
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moves.push({ row: targetRow, col: adjacentCol });
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}
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}
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}
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return moves;
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}
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}
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