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>
247 lines
6.9 KiB
JavaScript
247 lines
6.9 KiB
JavaScript
/**
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* Board.js - Chess board state management
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* Manages 8x8 grid and piece positions
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*/
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import { Pawn } from '../pieces/Pawn.js';
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import { Rook } from '../pieces/Rook.js';
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import { Knight } from '../pieces/Knight.js';
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import { Bishop } from '../pieces/Bishop.js';
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import { Queen } from '../pieces/Queen.js';
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import { King } from '../pieces/King.js';
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export class Board {
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constructor() {
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this.grid = this.initializeGrid();
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}
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/**
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* Initialize empty 8x8 grid
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* @returns {Array<Array<Piece|null>>} 8x8 grid
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*/
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initializeGrid() {
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return Array(8).fill(null).map(() => Array(8).fill(null));
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}
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/**
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* Setup standard chess starting position
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*/
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setupInitialPosition() {
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// Black pieces (row 0-1)
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this.grid[0][0] = new Rook('black', { row: 0, col: 0 });
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this.grid[0][1] = new Knight('black', { row: 0, col: 1 });
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this.grid[0][2] = new Bishop('black', { row: 0, col: 2 });
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this.grid[0][3] = new Queen('black', { row: 0, col: 3 });
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this.grid[0][4] = new King('black', { row: 0, col: 4 });
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this.grid[0][5] = new Bishop('black', { row: 0, col: 5 });
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this.grid[0][6] = new Knight('black', { row: 0, col: 6 });
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this.grid[0][7] = new Rook('black', { row: 0, col: 7 });
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// Black pawns
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for (let col = 0; col < 8; col++) {
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this.grid[1][col] = new Pawn('black', { row: 1, col });
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}
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// White pawns
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for (let col = 0; col < 8; col++) {
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this.grid[6][col] = new Pawn('white', { row: 6, col });
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}
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// White pieces (row 7)
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this.grid[7][0] = new Rook('white', { row: 7, col: 0 });
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this.grid[7][1] = new Knight('white', { row: 7, col: 1 });
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this.grid[7][2] = new Bishop('white', { row: 7, col: 2 });
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this.grid[7][3] = new Queen('white', { row: 7, col: 3 });
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this.grid[7][4] = new King('white', { row: 7, col: 4 });
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this.grid[7][5] = new Bishop('white', { row: 7, col: 5 });
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this.grid[7][6] = new Knight('white', { row: 7, col: 6 });
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this.grid[7][7] = new Rook('white', { row: 7, col: 7 });
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}
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/**
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* Get piece at position
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* @param {number} row - Row index (0-7)
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* @param {number} col - Column index (0-7)
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* @returns {Piece|null} Piece or null if empty
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* @throws {Error} If position is out of bounds
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*/
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getPiece(row, col) {
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if (!this.isInBounds(row, col)) {
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throw new Error(`Position (${row}, ${col}) is out of bounds`);
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}
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return this.grid[row][col];
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}
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/**
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* Set piece at position
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* @param {number} row - Row index
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* @param {number} col - Column index
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* @param {Piece|null} piece - Piece to place
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*/
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setPiece(row, col, piece) {
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if (!this.isInBounds(row, col)) return;
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this.grid[row][col] = piece;
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if (piece) {
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piece.position = { row, col };
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}
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}
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/**
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* Move piece from one position to another
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* @param {number} fromRow - Source row
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* @param {number} fromCol - Source column
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* @param {number} toRow - Destination row
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* @param {number} toCol - Destination column
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* @returns {Object} Result with captured piece
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*/
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movePiece(fromRow, fromCol, toRow, toCol) {
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const piece = this.getPiece(fromRow, fromCol);
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if (!piece) return { captured: null };
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const captured = this.getPiece(toRow, toCol);
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// Move the piece
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this.setPiece(toRow, toCol, piece);
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this.setPiece(fromRow, fromCol, null);
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// Mark piece as moved
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piece.hasMoved = true;
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return { captured };
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}
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/**
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* Check if position is within board bounds
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* @param {number} row - Row index
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* @param {number} col - Column index
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* @returns {boolean} True if in bounds
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*/
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isInBounds(row, col) {
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return row >= 0 && row < 8 && col >= 0 && col < 8;
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}
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/**
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* Create deep copy of board
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* @returns {Board} Cloned board
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*/
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clone() {
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const cloned = new Board();
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for (let row = 0; row < 8; row++) {
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for (let col = 0; col < 8; col++) {
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const piece = this.grid[row][col];
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if (piece) {
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cloned.grid[row][col] = piece.clone();
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}
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}
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}
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return cloned;
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}
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/**
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* Clear all pieces from board
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*/
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clear() {
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this.grid = this.initializeGrid();
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}
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/**
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* Export board to FEN notation (board part only)
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* @returns {string} FEN string
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*/
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toFEN() {
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let fen = '';
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for (let row = 0; row < 8; row++) {
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let emptyCount = 0;
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for (let col = 0; col < 8; col++) {
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const piece = this.grid[row][col];
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if (piece) {
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if (emptyCount > 0) {
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fen += emptyCount;
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emptyCount = 0;
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}
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fen += piece.toFENChar();
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} else {
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emptyCount++;
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}
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}
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if (emptyCount > 0) {
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fen += emptyCount;
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}
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if (row < 7) {
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fen += '/';
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}
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}
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return fen;
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}
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/**
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* Find king position for given color
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* @param {string} color - 'white' or 'black'
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* @returns {Position} King position
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* @throws {Error} If king not found
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*/
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findKing(color) {
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for (let row = 0; row < 8; row++) {
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for (let col = 0; col < 8; col++) {
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const piece = this.grid[row][col];
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if (piece && piece.type === 'king' && piece.color === color) {
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return { row, col };
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}
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}
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}
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throw new Error(`${color} king not found on board`);
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}
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/**
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* Get all pieces of a specific color
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* @param {string} color - 'white' or 'black'
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* @returns {Array<Piece>} Array of pieces
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*/
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getPiecesByColor(color) {
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const pieces = [];
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for (let row = 0; row < 8; row++) {
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for (let col = 0; col < 8; col++) {
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const piece = this.grid[row][col];
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if (piece && piece.color === color) {
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pieces.push(piece);
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}
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}
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}
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return pieces;
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}
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/**
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* Get all pieces on the board
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* @param {string} color - Optional color filter
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* @returns {Array<Piece>} Array of pieces
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*/
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getAllPieces(color = null) {
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if (color) {
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return this.getPiecesByColor(color);
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}
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const pieces = [];
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for (let row = 0; row < 8; row++) {
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for (let col = 0; col < 8; col++) {
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const piece = this.grid[row][col];
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if (piece) {
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pieces.push(piece);
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}
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}
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}
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return pieces;
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}
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}
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