chess/js/pieces/Pawn.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

128 lines
4.3 KiB
JavaScript

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