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