chess/planning/architecture/implementation-architecture.md
Christoph Wagner 5ad0700b41 refactor: Consolidate repository structure - flatten from workspace pattern
Restructured project from nested workspace pattern to flat single-repo layout.
This eliminates redundant nesting and consolidates all project files under version control.

## Migration Summary

**Before:**
```
alex/ (workspace, not versioned)
├── chess-game/ (git repo)
│   ├── js/, css/, tests/
│   └── index.html
└── docs/ (planning, not versioned)
```

**After:**
```
alex/ (git repo, everything versioned)
├── js/, css/, tests/
├── index.html
├── docs/ (project documentation)
├── planning/ (historical planning docs)
├── .gitea/ (CI/CD)
└── CLAUDE.md (configuration)
```

## Changes Made

### Structure Consolidation
- Moved all chess-game/ contents to root level
- Removed redundant chess-game/ subdirectory
- Flattened directory structure (eliminated one nesting level)

### Documentation Organization
- Moved chess-game/docs/ → docs/ (project documentation)
- Moved alex/docs/ → planning/ (historical planning documents)
- Added CLAUDE.md (workspace configuration)
- Added IMPLEMENTATION_PROMPT.md (original project prompt)

### Version Control Improvements
- All project files now under version control
- Planning documents preserved in planning/ folder
- Merged .gitignore files (workspace + project)
- Added .claude/ agent configurations

### File Updates
- Updated .gitignore to include both workspace and project excludes
- Moved README.md to root level
- All import paths remain functional (relative paths unchanged)

## Benefits

 **Simpler Structure** - One level of nesting removed
 **Complete Versioning** - All documentation now in git
 **Standard Layout** - Matches open-source project conventions
 **Easier Navigation** - Direct access to all project files
 **CI/CD Compatible** - All workflows still functional

## Technical Validation

-  Node.js environment verified
-  Dependencies installed successfully
-  Dev server starts and responds
-  All core files present and accessible
-  Git repository functional

## Files Preserved

**Implementation Files:**
- js/ (3,517 lines of code)
- css/ (4 stylesheets)
- tests/ (87 test cases)
- index.html
- package.json

**CI/CD Pipeline:**
- .gitea/workflows/ci.yml
- .gitea/workflows/release.yml

**Documentation:**
- docs/ (12+ documentation files)
- planning/ (historical planning materials)
- README.md

**Configuration:**
- jest.config.js, babel.config.cjs, playwright.config.js
- .gitignore (merged)
- CLAUDE.md

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-23 10:05:26 +01:00

330 lines
9.9 KiB
Markdown

# Implementation Architecture - Chess Game
## Overview
This document captures the final architectural decisions and implementation structure for the HTML chess game, integrating all architectural documentation into a coherent implementation plan.
## Architecture Pattern: MVC + Event System
### Model-View-Controller Pattern
The application follows a strict MVC pattern with additional event-driven communication:
- **Model**: Pure data structures and business logic (Board, GameState, Pieces)
- **View**: Presentation and rendering logic (BoardView, UIManager)
- **Controller**: Orchestration and user interaction (GameController, MoveController)
- **Event Bus**: Decoupled component communication
## System Layers
### 1. Data Layer (Models)
**Location**: `/chess-game/js/models/`
**Components**:
- `Board.js`: 8x8 grid representation using array[64] for performance
- `Piece.js`: Abstract base class for all chess pieces
- `pieces/`: Individual piece implementations with movement logic
- `Pawn.js`: Forward movement, en passant, promotion
- `Rook.js`: Straight-line movement, castling support
- `Knight.js`: L-shaped jumps
- `Bishop.js`: Diagonal movement
- `Queen.js`: Combined rook + bishop movement
- `King.js`: One-square movement, castling
- `GameState.js`: Immutable state management with FEN support
**Data Flow**: Models are pure and stateless, all state changes create new objects.
### 2. Business Logic Layer (Engine)
**Location**: `/chess-game/js/engine/`
**Components**:
- `MoveValidator.js`: Legal move validation, check detection
- `RuleEngine.js`: Special moves (castling, en passant, promotion)
- `CheckDetector.js`: Check, checkmate, stalemate detection
- `MoveGenerator.js`: Generate all legal moves for position analysis
- `AIEngine.js`: Minimax with alpha-beta pruning for computer opponent
**Performance Optimizations**:
- Move validation caching
- Bitboard operations for attack detection
- Lazy evaluation of legal moves
- Alpha-beta pruning for AI search
### 3. Presentation Layer (Views)
**Location**: `/chess-game/js/views/`
**Components**:
- `BoardView.js`: Renders board with coordinates, highlights legal moves
- `PieceView.js`: Piece rendering with drag-and-drop support
- `UIManager.js`: Game controls, move history, status display
**Rendering Strategy**:
- Virtual DOM diffing for efficient updates
- CSS-based animations for smooth movement
- Event delegation for square interactions
### 4. Control Layer (Controllers)
**Location**: `/chess-game/js/controllers/`
**Components**:
- `GameController.js`: Game lifecycle, turn management, game modes
- `MoveController.js`: Move execution orchestration
- `AIController.js`: Computer opponent decision-making
**Responsibilities**:
- Validate user input
- Coordinate between models and views
- Manage game state transitions
- Handle AI move calculation
### 5. Utility Layer
**Location**: `/chess-game/js/utils/`
**Components**:
- `Constants.js`: Game constants (piece types, colors, board size)
- `Helpers.js`: Utility functions (coordinate conversion, FEN parsing)
- `EventBus.js`: Pub/sub event system for component communication
## File Structure Implementation
```
chess-game/
├── index.html # Entry point, board layout
├── css/
│ ├── main.css # Global layout, responsive grid
│ ├── board.css # Board styling, square colors
│ ├── pieces.css # Piece rendering, animations
│ └── game-controls.css # UI controls, buttons, dialogs
├── js/
│ ├── main.js # Application initialization
│ ├── models/ # Data structures (immutable)
│ │ ├── Board.js
│ │ ├── Piece.js
│ │ ├── GameState.js
│ │ └── pieces/ # Individual piece logic
│ ├── controllers/ # Business logic orchestration
│ │ ├── GameController.js
│ │ ├── MoveController.js
│ │ └── AIController.js
│ ├── views/ # UI rendering
│ │ ├── BoardView.js
│ │ ├── PieceView.js
│ │ └── UIManager.js
│ ├── engine/ # Chess rules and AI
│ │ ├── MoveValidator.js
│ │ ├── RuleEngine.js
│ │ ├── CheckDetector.js
│ │ ├── MoveGenerator.js
│ │ └── AIEngine.js
│ └── utils/ # Shared utilities
│ ├── Constants.js
│ ├── Helpers.js
│ └── EventBus.js
├── assets/
│ ├── pieces/ # SVG piece images (Unicode fallback)
│ └── sounds/ # Sound effects (optional)
└── tests/
├── unit/ # Model and engine tests
├── integration/ # Game flow tests
└── e2e/ # Full game scenarios
```
## Component Communication
### Event-Driven Architecture
Components communicate through the EventBus to maintain loose coupling:
```
User Action → View → Event Bus → Controller → Model → Event Bus → View
```
**Key Events**:
- `square-clicked`: User selects square
- `piece-moved`: Move executed successfully
- `piece-captured`: Piece captured
- `game-state-changed`: Turn switched, check detected
- `game-over`: Checkmate, stalemate, or draw
### Data Flow for Move Execution
```
1. User clicks square → BoardView emits 'square-clicked'
2. GameController validates selection
3. MoveController checks legality via MoveValidator
4. GameState updates (immutable)
5. BoardView re-renders with new state
6. UIManager updates move history and status
```
## State Management
### Immutable State Pattern
All state changes create new objects rather than mutating existing ones:
```javascript
// ❌ Mutable (bad)
gameState.currentPlayer = 'black';
// ✅ Immutable (good)
const newState = gameState.withPlayer('black');
```
### State Structure
```javascript
{
board: BoardState, // 64-element array
currentPlayer: 'white'|'black',
moveNumber: number,
halfMoveClock: number, // 50-move rule
enPassantSquare: Square|null,
castlingRights: {
whiteKingSide: boolean,
whiteQueenSide: boolean,
blackKingSide: boolean,
blackQueenSide: boolean
},
status: GameStatus, // active, check, checkmate, etc.
lastMove: Move|null
}
```
## Performance Considerations
### Optimization Strategies
1. **Move Validation Caching**: Cache computed legal moves
2. **Bitboard Representation**: Use BigInt for attack detection
3. **Lazy Evaluation**: Only compute legal moves when needed
4. **Document Fragment**: Batch DOM updates
5. **Event Delegation**: Single listener per board
6. **Web Workers**: Offload AI computation (future enhancement)
### Performance Targets
- Board render: < 16ms (60 FPS)
- Move validation: < 5ms
- AI move (depth 4): < 2000ms
- UI response: < 100ms
## Testing Strategy
### Unit Tests
- Piece movement validation
- Check detection algorithms
- FEN parsing and generation
- Move notation conversion
### Integration Tests
- Full game scenarios
- Special move execution (castling, en passant, promotion)
- Game state transitions
- Undo/redo functionality
### End-to-End Tests
- User interaction flows
- AI vs Human gameplay
- Game save/load
- Performance benchmarks
## Deployment Architecture
### Single-Page Application
- No build process required
- ES6 modules with native browser support
- Progressive enhancement for older browsers
- Service Worker for offline play (future)
### Browser Compatibility
- Chrome 90+
- Firefox 88+
- Safari 14+
- Edge 90+
### File Size Budget
- HTML: ~5KB
- CSS: ~15KB
- JavaScript: ~50KB (unminified)
- Total: ~70KB (excluding assets)
## Scalability and Extensibility
### Extension Points
1. **AI Difficulty**: Pluggable evaluation functions
2. **Themes**: CSS custom properties for easy theming
3. **Variants**: Rule engine supports chess variants
4. **Network Play**: WebSocket integration point
5. **Time Controls**: Timer system architecture
### Future Enhancements (Phase 2)
- TypeScript migration for type safety
- WebAssembly for AI performance
- Multiplayer via WebRTC/WebSocket
- Opening book and endgame tablebases
- Analysis mode with move suggestions
- PGN import/export
- Game database integration
## Security Considerations
### Client-Side Security
- Input validation on all user actions
- XSS prevention in move notation display
- LocalStorage encryption for saved games
- No eval() or dangerous string operations
### Future Network Security
- WebSocket authentication
- Move verification on server
- Rate limiting for API calls
- Anti-cheat measures
## Accessibility
### WCAG 2.1 Level AA Compliance
- Keyboard navigation for all actions
- ARIA labels for screen readers
- Focus management for modals
- High contrast mode support
- Scalable UI for vision impairment
## Implementation Phases
### Phase 1: Foundation (Week 1)
- Constants and helpers
- EventBus implementation
- Board and piece models
### Phase 2: Core Logic (Week 2)
- Move validation
- Check detection
- Game state management
### Phase 3: UI (Week 3)
- Board rendering
- Drag-and-drop
- UI controls and feedback
### Phase 4: AI (Week 4)
- Move generation
- Minimax algorithm
- Position evaluation
### Phase 5: Polish (Week 5)
- Animations and sound
- Move history and notation
- Save/load functionality
- Testing and bug fixes
## Conclusion
This architecture provides:
- **Modularity**: Clear separation of concerns
- **Testability**: Pure functions and dependency injection
- **Maintainability**: Single-responsibility components
- **Performance**: Optimized for 60 FPS rendering
- **Extensibility**: Plugin points for new features
The implementation follows industry best practices while remaining simple enough for a single-page HTML application.
---
**Generated by**: Architect Agent
**Date**: 2025-11-22
**Status**: Ready for Implementation