chess/planning/implementation/examples/move-validation-flow.js
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

324 lines
8.3 KiB
JavaScript

/**
* @file move-validation-flow.js
* @description Complete example of move validation workflow
* Shows how all components work together
*/
/**
* MOVE VALIDATION FLOW
* ====================
*
* When a player attempts to move a piece, the system must validate
* the move through multiple levels:
*
* LEVEL 1: Piece Movement Rules
* - Can the piece move to that square according to its movement pattern?
* - Example: Can a knight move from e4 to f6?
*
* LEVEL 2: Path Obstruction
* - For sliding pieces, is the path clear?
* - Knights skip this check (they jump)
*
* LEVEL 3: Capture Validation
* - If capturing, is there an enemy piece at destination?
* - Can't capture own pieces
*
* LEVEL 4: King Safety
* - Does this move expose our king to check?
* - This is the most complex validation
*
* LEVEL 5: Special Rules
* - Castling requirements
* - En passant validity
* - Pawn promotion
*/
import MoveValidator from '../engine/MoveValidator.js';
import CheckDetector from '../engine/CheckDetector.js';
/**
* Example validation workflow
*/
class MoveValidationExample {
constructor(board, gameState) {
this.board = board;
this.gameState = gameState;
this.validator = new MoveValidator();
this.checkDetector = new CheckDetector();
}
/**
* Complete move validation example
*
* @param {Piece} piece - Piece to move
* @param {Object} from - Start position {row, col}
* @param {Object} to - End position {row, col}
* @returns {Object} Validation result with details
*/
validateMove(piece, from, to) {
const result = {
valid: false,
reason: '',
details: {}
};
// LEVEL 1: Basic piece movement
const validMoves = piece.getValidMoves(this.board);
const isPieceMove = validMoves.some(move =>
move.row === to.row && move.col === to.col
);
if (!isPieceMove) {
result.reason = 'Invalid move for this piece type';
result.details.validMoves = validMoves;
return result;
}
// LEVEL 2: Path obstruction (for sliding pieces)
if (this._isSlidingPiece(piece)) {
if (!this._isPathClear(from, to)) {
result.reason = 'Path is blocked';
return result;
}
}
// LEVEL 3: Capture validation
const targetPiece = this.board.getPieceAt(to);
if (targetPiece) {
if (targetPiece.color === piece.color) {
result.reason = 'Cannot capture own piece';
return result;
}
result.details.capture = targetPiece;
}
// LEVEL 4: King safety check
// This is the critical check - would this move expose king?
if (this._wouldExposeKing(piece, from, to)) {
result.reason = 'Move would expose king to check';
return result;
}
// LEVEL 5: Special moves validation
if (piece.type === 'king' && this._isCastlingMove(from, to)) {
if (!this._validateCastling(piece, from, to)) {
result.reason = 'Invalid castling';
return result;
}
result.details.castling = true;
}
if (piece.type === 'pawn' && this._isEnPassant(from, to)) {
if (!this._validateEnPassant(piece, from, to)) {
result.reason = 'Invalid en passant';
return result;
}
result.details.enPassant = true;
}
// All checks passed!
result.valid = true;
result.reason = 'Move is legal';
return result;
}
/**
* The critical check: Does this move expose our king?
*
* Algorithm:
* 1. Clone the board
* 2. Execute the move on the clone
* 3. Check if our king is in check on the cloned board
* 4. If yes, move is illegal
*
* @private
*/
_wouldExposeKing(piece, from, to) {
// Clone board to test move
const testBoard = this.board.clone();
// Execute move on test board
testBoard.movePiece(from, to);
// Check if our king is in check after this move
const ourColor = piece.color;
const isInCheck = this.checkDetector.isKingInCheck(ourColor, testBoard);
return isInCheck;
}
/**
* Check if path is clear for sliding pieces
*
* @private
*/
_isPathClear(from, to) {
// Get all squares between from and to
const path = this._getPathBetween(from, to);
// Check if any square is occupied
return path.every(pos => !this.board.getPieceAt(pos));
}
/**
* Validate castling move
*
* Requirements:
* 1. King hasn't moved
* 2. Rook hasn't moved
* 3. Squares between are empty
* 4. King is not in check
* 5. King doesn't pass through check
* 6. King doesn't end in check
*
* @private
*/
_validateCastling(king, from, to) {
// Check 1: King hasn't moved
if (king.hasMoved) {
return false;
}
// Check 2: Not currently in check
if (this.checkDetector.isKingInCheck(king.color, this.board)) {
return false;
}
// Determine kingside or queenside
const isKingside = to.col > from.col;
const rookCol = isKingside ? 7 : 0;
const rook = this.board.getPieceAt({ row: from.row, col: rookCol });
// Check 3: Rook exists and hasn't moved
if (!rook || rook.type !== 'rook' || rook.hasMoved) {
return false;
}
// Check 4: Squares between are empty
const path = this._getPathBetween(from, to);
if (!path.every(pos => !this.board.getPieceAt(pos))) {
return false;
}
// Check 5: King doesn't pass through check
for (const pos of path) {
const testBoard = this.board.clone();
testBoard.movePiece(from, pos);
if (this.checkDetector.isKingInCheck(king.color, testBoard)) {
return false;
}
}
return true;
}
/**
* Validate en passant capture
*
* Requirements:
* 1. Target square is the en passant square from game state
* 2. Enemy pawn is in correct position
* 3. Enemy pawn just moved two squares
*
* @private
*/
_validateEnPassant(pawn, from, to) {
const enPassantTarget = this.gameState.enPassantTarget;
if (!enPassantTarget) {
return false;
}
// Check if target matches en passant square
if (to.row !== enPassantTarget.row || to.col !== enPassantTarget.col) {
return false;
}
// Verify enemy pawn is in position
const enemyPawnRow = pawn.color === 'white' ? to.row + 1 : to.row - 1;
const enemyPawn = this.board.getPieceAt({ row: enemyPawnRow, col: to.col });
if (!enemyPawn || enemyPawn.type !== 'pawn' || enemyPawn.color === pawn.color) {
return false;
}
return true;
}
// Helper methods
_isSlidingPiece(piece) {
return ['rook', 'bishop', 'queen'].includes(piece.type);
}
_isCastlingMove(from, to) {
return Math.abs(to.col - from.col) === 2;
}
_isEnPassant(from, to) {
// En passant is diagonal move to empty square
return Math.abs(to.col - from.col) === 1 && !this.board.getPieceAt(to);
}
_getPathBetween(from, to) {
// Returns array of positions between from and to (exclusive)
// Implementation omitted for brevity
return [];
}
}
/**
* USAGE EXAMPLE
* =============
*/
// Setup
const board = new Board();
const gameState = new GameState();
const validator = new MoveValidationExample(board, gameState);
// Attempt to move a piece
const pawn = board.getPieceAt({ row: 6, col: 4 });
const from = { row: 6, col: 4 };
const to = { row: 4, col: 4 };
// Validate
const result = validator.validateMove(pawn, from, to);
if (result.valid) {
console.log('Move is legal:', result.reason);
if (result.details.capture) {
console.log('Captures:', result.details.capture);
}
// Execute the move
} else {
console.log('Move is illegal:', result.reason);
// Show error to user
}
/**
* COMMON PITFALLS
* ===============
*
* 1. INFINITE RECURSION
* - Don't call isKingInCheck inside getValidMoves
* - Use two-pass validation: basic moves → filter exposing king
*
* 2. FORGETTING TO CLONE
* - Always clone board before testing moves
* - Modifying original board breaks game state
*
* 3. MOVE ORDER DEPENDENCY
* - Some checks must come before others
* - King safety check must be last (most expensive)
*
* 4. EN PASSANT STATE
* - Must be cleared after any move that isn't en passant capture
* - Only valid immediately after opponent's two-square pawn move
*
* 5. CASTLING EDGE CASES
* - Check ALL conditions
* - Most common bug: forgetting to check if king passes through check
*/
export default MoveValidationExample;