feat(chess): replace custom engine with chess.js and react-chessboard
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Swap the custom move validation and Unicode piece grid for chess.js (full rules engine with check/checkmate/castling/en passant/promotion) and react-chessboard (drag-and-drop SVG board). Board styled to match the purple dark theme and auto-orients to the player's color. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -15,68 +15,64 @@ describe("chessPlugin", () => {
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});
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describe("createInitialState", () => {
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it("should create a board with pieces in starting positions", () => {
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it("should create initial FEN position", () => {
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const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
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expect(state.board.length).toBe(8);
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expect(state.board[0].length).toBe(8);
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expect(state.currentTurn).toBe("white");
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expect(state.fen).toBe("rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1");
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expect(state.players.white).toBe(PLAYER_WHITE);
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expect(state.players.black).toBe(PLAYER_BLACK);
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expect(state.moveHistory).toEqual([]);
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expect(state.status).toBe("playing");
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});
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it("should place white pawns on row 6 and black pawns on row 1", () => {
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const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
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for (let col = 0; col < 8; col++) {
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expect(state.board[6][col]).toEqual({ type: "pawn", color: "white" });
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expect(state.board[1][col]).toEqual({ type: "pawn", color: "black" });
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}
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});
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it("should place rooks in corners", () => {
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const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
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expect(state.board[0][0]).toEqual({ type: "rook", color: "black" });
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expect(state.board[0][7]).toEqual({ type: "rook", color: "black" });
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expect(state.board[7][0]).toEqual({ type: "rook", color: "white" });
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expect(state.board[7][7]).toEqual({ type: "rook", color: "white" });
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});
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});
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describe("handleAction — move", () => {
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it("should allow white pawn to move forward on white's turn", () => {
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it("should allow a legal pawn move", () => {
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const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
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const result = chessPlugin.handleAction(state, { type: "move", from: [6, 4], to: [4, 4] }, PLAYER_WHITE);
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const result = chessPlugin.handleAction(state, { type: "move", from: "e2", to: "e4" }, PLAYER_WHITE);
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expect(result.ok).toBe(true);
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if (result.ok) {
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expect(result.state.board[4][4]).toEqual({ type: "pawn", color: "white" });
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expect(result.state.board[6][4]).toBeNull();
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expect(result.state.currentTurn).toBe("black");
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expect(result.state.fen).not.toBe(state.fen);
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expect(result.state.moveHistory).toEqual(["e4"]);
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}
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});
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it("should reject move when it is not the player's turn", () => {
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const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
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const result = chessPlugin.handleAction(state, { type: "move", from: [1, 4], to: [3, 4] }, PLAYER_BLACK);
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const result = chessPlugin.handleAction(state, { type: "move", from: "e7", to: "e5" }, PLAYER_BLACK);
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expect(result.ok).toBe(false);
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});
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it("should reject moving opponent's piece", () => {
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it("should reject an illegal move", () => {
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const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
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const result = chessPlugin.handleAction(state, { type: "move", from: [1, 4], to: [3, 4] }, PLAYER_WHITE);
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const result = chessPlugin.handleAction(state, { type: "move", from: "e2", to: "e5" }, PLAYER_WHITE);
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expect(result.ok).toBe(false);
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});
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it("should reject move from empty square", () => {
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it("should reject a non-player's move", () => {
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const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
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const result = chessPlugin.handleAction(state, { type: "move", from: [4, 4], to: [3, 4] }, PLAYER_WHITE);
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const result = chessPlugin.handleAction(state, { type: "move", from: "e2", to: "e4" }, "random_player");
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expect(result.ok).toBe(false);
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});
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it("should reject out-of-bounds coordinates", () => {
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const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
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const result = chessPlugin.handleAction(state, { type: "move", from: [8, 0], to: [7, 0] }, PLAYER_WHITE);
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expect(result.ok).toBe(false);
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it("should detect checkmate", () => {
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// Scholar's mate: 1.e4 e5 2.Bc4 Nc6 3.Qh5 Nf6 4.Qxf7#
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let state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
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const moves = [
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{ player: PLAYER_WHITE, from: "e2", to: "e4" },
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{ player: PLAYER_BLACK, from: "e7", to: "e5" },
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{ player: PLAYER_WHITE, from: "f1", to: "c4" },
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{ player: PLAYER_BLACK, from: "b8", to: "c6" },
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{ player: PLAYER_WHITE, from: "d1", to: "h5" },
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{ player: PLAYER_BLACK, from: "g8", to: "f6" },
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{ player: PLAYER_WHITE, from: "h5", to: "f7" },
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];
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for (const m of moves) {
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const result = chessPlugin.handleAction(state, { type: "move", from: m.from, to: m.to }, m.player);
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expect(result.ok).toBe(true);
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if (result.ok) state = result.state;
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}
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expect(state.status).toBe("checkmate");
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expect(state.winner).toBe(PLAYER_WHITE);
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});
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});
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@@ -93,17 +89,9 @@ describe("chessPlugin", () => {
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});
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describe("getPlayerView", () => {
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it("should return full state (chess has no hidden info)", () => {
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const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
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const view = chessPlugin.getPlayerView(state, PLAYER_WHITE);
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expect(view).toEqual(state);
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});
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});
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describe("getSpectatorView", () => {
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it("should return full state", () => {
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const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
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const view = chessPlugin.getSpectatorView(state);
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const view = chessPlugin.getPlayerView(state, PLAYER_WHITE);
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expect(view).toEqual(state);
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});
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});
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@@ -111,16 +99,14 @@ describe("chessPlugin", () => {
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describe("isGameOver", () => {
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it("should return null for ongoing game", () => {
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const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
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const result = chessPlugin.isGameOver!(state);
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expect(result).toBeNull();
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expect(chessPlugin.isGameOver!(state)).toBeNull();
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});
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it("should return winner for forfeit", () => {
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const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
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state.status = "forfeit";
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state.winner = PLAYER_BLACK;
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const result = chessPlugin.isGameOver!(state);
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expect(result).toEqual({ winner: PLAYER_BLACK, reason: "forfeit" });
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expect(chessPlugin.isGameOver!(state)).toEqual({ winner: PLAYER_BLACK, reason: "forfeit" });
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});
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});
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@@ -1,87 +1,18 @@
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import { Chess } from "chess.js";
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import type { GamePlugin, GameResult, GameOverResult } from "../types";
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import type { ChessState, ChessAction, Piece, PieceColor, PieceType } from "./types";
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import type { ChessState, ChessAction } from "./types";
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const BACK_ROW: PieceType[] = ["rook", "knight", "bishop", "queen", "king", "bishop", "knight", "rook"];
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function createStartingBoard(): (Piece | null)[][] {
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const board: (Piece | null)[][] = Array.from({ length: 8 }, () => Array(8).fill(null));
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for (let col = 0; col < 8; col++) {
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board[0][col] = { type: BACK_ROW[col], color: "black" };
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board[1][col] = { type: "pawn", color: "black" };
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board[6][col] = { type: "pawn", color: "white" };
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board[7][col] = { type: BACK_ROW[col], color: "white" };
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}
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return board;
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}
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function inBounds(row: number, col: number): boolean {
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return row >= 0 && row < 8 && col >= 0 && col < 8;
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}
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function getPlayerColor(state: ChessState, playerId: string): PieceColor | null {
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function getPlayerColor(state: ChessState, playerId: string): "white" | "black" | null {
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if (state.players.white === playerId) return "white";
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if (state.players.black === playerId) return "black";
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return null;
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}
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function isValidMove(board: (Piece | null)[][], from: [number, number], to: [number, number], piece: Piece): boolean {
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const [fromRow, fromCol] = from;
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const [toRow, toCol] = to;
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const target = board[toRow][toCol];
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if (target && target.color === piece.color) return false;
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const rowDiff = toRow - fromRow;
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const colDiff = toCol - fromCol;
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const absRow = Math.abs(rowDiff);
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const absCol = Math.abs(colDiff);
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switch (piece.type) {
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case "pawn": {
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const direction = piece.color === "white" ? -1 : 1;
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const startRow = piece.color === "white" ? 6 : 1;
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if (colDiff === 0 && rowDiff === direction && !target) return true;
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if (colDiff === 0 && rowDiff === 2 * direction && fromRow === startRow && !target && !board[fromRow + direction][fromCol]) return true;
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if (absCol === 1 && rowDiff === direction && target) return true;
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return false;
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}
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case "rook":
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if (fromRow !== toRow && fromCol !== toCol) return false;
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return isPathClear(board, from, to);
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case "knight":
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return (absRow === 2 && absCol === 1) || (absRow === 1 && absCol === 2);
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case "bishop":
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if (absRow !== absCol) return false;
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return isPathClear(board, from, to);
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case "queen":
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if (fromRow !== toRow && fromCol !== toCol && absRow !== absCol) return false;
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return isPathClear(board, from, to);
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case "king":
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return absRow <= 1 && absCol <= 1;
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default:
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return false;
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}
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}
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function isPathClear(board: (Piece | null)[][], from: [number, number], to: [number, number]): boolean {
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const [fromRow, fromCol] = from;
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const [toRow, toCol] = to;
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const rowStep = Math.sign(toRow - fromRow);
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const colStep = Math.sign(toCol - fromCol);
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let row = fromRow + rowStep;
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let col = fromCol + colStep;
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while (row !== toRow || col !== toCol) {
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if (board[row][col]) return false;
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row += rowStep;
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col += colStep;
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}
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return true;
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}
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function toAlgebraic(from: [number, number], to: [number, number], piece: Piece, captured: boolean): string {
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const files = "abcdefgh";
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const prefix = piece.type === "pawn" ? "" : piece.type[0].toUpperCase();
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const cap = captured ? "x" : "";
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const fromStr = piece.type === "pawn" && captured ? files[from[1]] : "";
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return `${prefix}${fromStr}${cap}${files[to[1]]}${8 - to[0]}`;
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function deriveStatus(game: Chess): ChessState["status"] {
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if (game.isCheckmate()) return "checkmate";
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if (game.isStalemate()) return "stalemate";
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if (game.isDraw()) return "draw";
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return "playing";
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}
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export const chessPlugin: GamePlugin<ChessState, ChessAction> = {
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@@ -91,9 +22,9 @@ export const chessPlugin: GamePlugin<ChessState, ChessAction> = {
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maxPlayers: 2,
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createInitialState(players: string[]): ChessState {
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const game = new Chess();
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return {
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board: createStartingBoard(),
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currentTurn: "white",
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fen: game.fen(),
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players: { white: players[0], black: players[1] },
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moveHistory: [],
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status: "playing",
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@@ -105,41 +36,56 @@ export const chessPlugin: GamePlugin<ChessState, ChessAction> = {
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if (state.status !== "playing") {
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return { ok: false, error: "Game is already over" };
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}
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if (action.type === "forfeit") {
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const color = getPlayerColor(state, playerId);
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if (!color) return { ok: false, error: "You are not a player in this game" };
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const winner = color === "white" ? state.players.black : state.players.white;
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return { ok: true, state: { ...state, status: "forfeit", winner } };
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}
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if (action.type === "move") {
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const { from, to } = action;
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if (!inBounds(from[0], from[1]) || !inBounds(to[0], to[1])) {
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return { ok: false, error: "Coordinates out of bounds" };
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}
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const piece = state.board[from[0]][from[1]];
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if (!piece) return { ok: false, error: "No piece at source square" };
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const playerColor = getPlayerColor(state, playerId);
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if (!playerColor) return { ok: false, error: "You are not a player in this game" };
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if (playerColor !== state.currentTurn) return { ok: false, error: "It is not your turn" };
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if (piece.color !== playerColor) return { ok: false, error: "That is not your piece" };
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if (!isValidMove(state.board, from, to, piece)) return { ok: false, error: "Invalid move" };
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const newBoard = state.board.map(row => [...row]);
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const captured = newBoard[to[0]][to[1]];
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newBoard[to[0]][to[1]] = piece;
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newBoard[from[0]][from[1]] = null;
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const notation = toAlgebraic(from, to, piece, captured !== null);
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const nextTurn: PieceColor = state.currentTurn === "white" ? "black" : "white";
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const game = new Chess(state.fen);
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const turn = game.turn() === "w" ? "white" : "black";
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if (playerColor !== turn) return { ok: false, error: "It is not your turn" };
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let move;
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try {
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move = game.move({
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from: action.from,
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to: action.to,
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promotion: action.promotion ?? "q",
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});
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} catch {
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return { ok: false, error: "Invalid move" };
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}
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if (!move) return { ok: false, error: "Invalid move" };
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const status = deriveStatus(game);
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const winner = status === "checkmate"
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? (turn === "white" ? state.players.white : state.players.black)
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: null;
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return {
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ok: true,
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state: { ...state, board: newBoard, currentTurn: nextTurn, moveHistory: [...state.moveHistory, notation] },
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state: {
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...state,
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fen: game.fen(),
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moveHistory: [...state.moveHistory, move.san],
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status,
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winner,
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},
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};
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}
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return { ok: false, error: "Unknown action type" };
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},
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getPlayerView(state: ChessState, _playerId: string): ChessState { return state; },
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getPlayerView(state: ChessState): ChessState { return state; },
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getSpectatorView(state: ChessState): ChessState { return state; },
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isGameOver(state: ChessState): GameOverResult | null {
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@@ -1,20 +1,11 @@
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export type PieceColor = "white" | "black";
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export type PieceType = "pawn" | "rook" | "knight" | "bishop" | "queen" | "king";
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export interface Piece {
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type: PieceType;
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color: PieceColor;
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}
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export interface ChessState {
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board: (Piece | null)[][];
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currentTurn: PieceColor;
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fen: string;
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players: { white: string; black: string };
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moveHistory: string[];
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status: "playing" | "checkmate" | "stalemate" | "forfeit";
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status: "playing" | "checkmate" | "stalemate" | "draw" | "forfeit";
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winner: string | null;
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}
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export type ChessAction =
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| { type: "move"; from: [number, number]; to: [number, number] }
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| { type: "move"; from: string; to: string; promotion?: string }
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| { type: "forfeit" };
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Block a user