feat(games): implement chess game plugin with full UI
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Add chess as the first game plugin using the existing multiplayer framework. Server-side game logic uses chess.js with server-authoritative clock management. Client uses react-chessboard v5 with cburnett piece set, drag-and-drop + click-to-move, configurable time controls (bullet/blitz/rapid/classical/none), draw offers, resignation, and timeout detection. Extends the game framework with room creation options to support per-game configuration. Includes 57 tests covering all code paths. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
584
shared/games/chess/chess.plugin.test.ts
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584
shared/games/chess/chess.plugin.test.ts
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import { describe, it, expect, beforeEach, spyOn } from "bun:test";
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import { chessPlugin } from "./chess.plugin";
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import type { ChessState, ChessAction, ChessPlayerView, ChessSpectatorView } from "./chess.types";
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import type { GameResult } from "../types";
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// ── Helpers ──
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function createState(overrides?: Partial<Parameters<typeof chessPlugin.createInitialState>[1]>): ChessState {
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// Use a fixed seed by mocking Math.random so white/black assignment is deterministic
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const spy = spyOn(Math, "random").mockReturnValue(0.1); // < 0.5 → players[0] = white
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const state = chessPlugin.createInitialState(["alice", "bob"], overrides);
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spy.mockRestore();
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return state;
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}
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function act(state: ChessState, action: ChessAction, playerId: string): ChessState {
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const result = chessPlugin.handleAction(state, action, playerId);
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if (!result.ok) throw new Error(`Action failed: ${result.error}`);
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return result.state;
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}
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function tryAct(state: ChessState, action: ChessAction, playerId: string): GameResult<ChessState> {
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return chessPlugin.handleAction(state, action, playerId);
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}
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/** Play a Scholar's Mate: 1. e4 e5 2. Qh5 Nc6 3. Bc4 Nf6 4. Qxf7# */
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function playScholarsMate(state: ChessState): ChessState {
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const white = state.players.white;
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const black = state.players.black;
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state = act(state, { type: "move", from: "e2", to: "e4" }, white);
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state = act(state, { type: "move", from: "e7", to: "e5" }, black);
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state = act(state, { type: "move", from: "d1", to: "h5" }, white);
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state = act(state, { type: "move", from: "b8", to: "c6" }, black);
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state = act(state, { type: "move", from: "f1", to: "c4" }, white);
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state = act(state, { type: "move", from: "g8", to: "f6" }, black);
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state = act(state, { type: "move", from: "h5", to: "f7" }, white); // Checkmate
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return state;
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}
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// ── Tests ──
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describe("chessPlugin", () => {
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describe("createInitialState", () => {
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it("should create a valid starting position", () => {
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const state = createState();
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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.result).toBeNull();
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expect(state.drawOffer).toBeNull();
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expect(state.moveHistory).toEqual([]);
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});
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it("should assign players to white and black", () => {
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const state = createState();
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expect(state.players.white).toBe("alice");
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expect(state.players.black).toBe("bob");
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});
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it("should randomize color assignment", () => {
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const spy = spyOn(Math, "random").mockReturnValue(0.9); // > 0.5 → swap
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const state = chessPlugin.createInitialState(["alice", "bob"]);
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spy.mockRestore();
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expect(state.players.white).toBe("bob");
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expect(state.players.black).toBe("alice");
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});
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it("should default to blitz 5+3 time control", () => {
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const state = createState();
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expect(state.clock).not.toBeNull();
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expect(state.clock!.white).toBe(5 * 60_000);
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expect(state.clock!.black).toBe(5 * 60_000);
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expect(state.clock!.increment).toBe(3_000);
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});
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it("should apply custom time control from options", () => {
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const state = createState({ timeControl: "bullet_1_0" });
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expect(state.clock!.white).toBe(60_000);
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expect(state.clock!.increment).toBe(0);
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});
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it("should create no clock when timeControl is 'none'", () => {
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const state = createState({ timeControl: "none" });
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expect(state.clock).toBeNull();
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});
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it("should fall back to blitz 5+3 for unknown time control", () => {
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const state = createState({ timeControl: "invalid_key" });
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expect(state.clock!.white).toBe(5 * 60_000);
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expect(state.clock!.increment).toBe(3_000);
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});
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});
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describe("handleAction — move", () => {
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let state: ChessState;
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beforeEach(() => {
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state = createState({ timeControl: "none" });
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});
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it("should accept a legal move", () => {
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const result = tryAct(state, { type: "move", from: "e2", to: "e4" }, "alice");
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expect(result.ok).toBe(true);
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if (result.ok) {
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// After 1. e4, FEN should show pawn on e4 (4th rank) and it's black's turn
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expect(result.state.fen).toContain("4P3"); // Pawn on e4 in FEN notation
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expect(result.state.fen).toContain(" b "); // Black to move
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expect(result.state.moveHistory).toHaveLength(1);
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expect(result.state.moveHistory[0]!.san).toBe("e4");
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expect(result.state.moveHistory[0]!.color).toBe("w");
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}
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});
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it("should reject a move when it's not your turn", () => {
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const result = tryAct(state, { type: "move", from: "e7", to: "e5" }, "bob");
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// bob is black, white moves first — but bob is trying to move a black piece on white's turn
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// Actually, the check is playerColor !== turn, so bob (black) can't move when turn is white
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expect(result.ok).toBe(false);
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if (!result.ok) expect(result.error).toBe("It's not your turn");
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});
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it("should reject an illegal move", () => {
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const result = tryAct(state, { type: "move", from: "e2", to: "e5" }, "alice");
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expect(result.ok).toBe(false);
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if (!result.ok) expect(result.error).toBe("Illegal move");
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});
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it("should reject a move from a nonsense square", () => {
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const result = tryAct(state, { type: "move", from: "z9", to: "z8" }, "alice");
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expect(result.ok).toBe(false);
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if (!result.ok) expect(result.error).toBe("Illegal move");
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});
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it("should detect checkmate", () => {
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const final = playScholarsMate(state);
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expect(final.result).toBe("white");
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expect(final.resultReason).toBe("Checkmate");
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});
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it("should clear a pending draw offer on move", () => {
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state = act(state, { type: "offer_draw" }, "alice");
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expect(state.drawOffer).toBe("white");
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state = act(state, { type: "move", from: "e2", to: "e4" }, "alice");
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expect(state.drawOffer).toBeNull();
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});
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it("should track move history for both colors", () => {
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state = act(state, { type: "move", from: "e2", to: "e4" }, "alice");
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state = act(state, { type: "move", from: "e7", to: "e5" }, "bob");
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expect(state.moveHistory).toHaveLength(2);
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expect(state.moveHistory[0]!.color).toBe("w");
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expect(state.moveHistory[1]!.color).toBe("b");
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});
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it("should handle pawn promotion", () => {
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// Set up a position where white pawn is on the 7th rank
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const promoState: ChessState = {
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...state,
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fen: "8/P7/8/8/8/8/8/4K2k w - - 0 1", // White pawn on a7, kings
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};
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const result = tryAct(promoState, { type: "move", from: "a7", to: "a8", promotion: "q" }, "alice");
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expect(result.ok).toBe(true);
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if (result.ok) {
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expect(result.state.fen).toContain("Q"); // Promoted to queen
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}
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});
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it("should detect stalemate", () => {
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// Classic stalemate: black king in corner, no legal moves
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const stalemateState: ChessState = {
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...state,
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fen: "k7/2Q5/1K6/8/8/8/8/8 w - - 0 1",
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};
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// White plays Qc8 — but that's check not stalemate. Use Qb7 stalemate pattern.
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// Actually use: king a8, white queen a6, white king c8 → Qa7# is checkmate not stalemate
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// Classic stalemate: Ka1, Qb3 with Kc2
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const state2: ChessState = {
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...state,
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fen: "k7/8/1K6/8/8/8/8/2Q5 w - - 0 1", // Kc1 → Qc7 creates stalemate? No.
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};
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// Let's use a known stalemate position where it's black to move and has no legal moves
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const state3: ChessState = {
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...state,
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fen: "k7/2Q5/K7/8/8/8/8/8 b - - 0 1", // Black to move, king on a8, blocked
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};
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// In this position it's actually stalemate for black — black king has no legal moves
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// But wait, Qa7 is not played, the queen is on c7.
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// Ka8 can go to b8 (not attacked by Qc7? Qc7 attacks b8? c7 queen attacks b8 yes).
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// Ka8 also blocked by Ka6. So a8 king: a7 attacked by K and Q, b8 attacked by Q, b7 attacked by Q.
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// That IS stalemate — black king has no legal moves and is not in check.
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// But we need white to deliver the stalemate on their move, then the position detection happens.
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// Actually, chess.js checks stalemate from the new position. So we need a position where
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// after white's move, it's black's turn and black is stalemated.
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// Simpler: use position where white's move leads to stalemate
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const stalemateSetup: ChessState = {
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...state,
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fen: "k7/8/1K6/2Q5/8/8/8/8 w - - 0 1",
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};
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// White plays Qc7 → position is k7/2Q5/1K6/8/8/8/8/8 b - - 1 1
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// Black king on a8: a7 attacked by K+Q, b8 attacked by Q, b7 attacked by K → stalemate!
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const result = tryAct(stalemateSetup, { type: "move", from: "c5", to: "c7" }, "alice");
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expect(result.ok).toBe(true);
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if (result.ok) {
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expect(result.state.result).toBe("draw");
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expect(result.state.resultReason).toBe("Stalemate");
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}
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});
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it("should detect insufficient material", () => {
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// King vs King — after a capture leaves only kings
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const kvk: ChessState = {
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...state,
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fen: "8/8/8/8/8/8/1p6/K1k5 b - - 0 1", // Black pawn can't create insufficiency easily
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};
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// Simpler: just set up K vs K directly after a capture
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// Actually, let's set up KN vs K where white captures last black piece
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const setup: ChessState = {
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...state,
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fen: "8/8/8/8/8/2n5/8/KN5k w - - 0 1",
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};
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// White Nb1 captures Nc3 → only K+N vs K (insufficient material? Actually K+N vs K IS insufficient)
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const result = tryAct(setup, { type: "move", from: "b1", to: "c3" }, "alice");
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expect(result.ok).toBe(true);
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if (result.ok) {
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expect(result.state.result).toBe("draw");
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expect(result.state.resultReason).toBe("Insufficient material");
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}
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});
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});
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describe("handleAction — move with clock", () => {
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it("should deduct time and add increment on move", () => {
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const state = createState({ timeControl: "blitz_5_3" });
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const now = Date.now();
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// Simulate 1 second passing
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const stateWithOldClock: ChessState = {
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...state,
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clock: { ...state.clock!, lastMoveAt: now - 1000 },
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};
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const result = tryAct(stateWithOldClock, { type: "move", from: "e2", to: "e4" }, "alice");
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expect(result.ok).toBe(true);
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if (result.ok) {
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// White had 300_000ms, spent ~1000ms, got 3000ms increment
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// Should be approximately 300_000 - 1000 + 3000 = 302_000
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expect(result.state.clock!.white).toBeGreaterThan(300_000);
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expect(result.state.clock!.white).toBeLessThanOrEqual(302_100); // small tolerance
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}
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});
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it("should trigger timeout if player's clock has expired when they try to move", () => {
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const state = createState({ timeControl: "bullet_1_0" });
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const stateWithExpiredClock: ChessState = {
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...state,
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clock: { ...state.clock!, white: 500, lastMoveAt: Date.now() - 1000 },
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};
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// White tries to move but their clock is at 500ms with 1000ms elapsed → expired
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const result = tryAct(stateWithExpiredClock, { type: "move", from: "e2", to: "e4" }, "alice");
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expect(result.ok).toBe(true);
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if (result.ok) {
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expect(result.state.result).toBe("black"); // Black wins on time
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expect(result.state.resultReason).toBe("Timeout");
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}
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});
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});
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describe("handleAction — resign", () => {
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it("should let white resign (black wins)", () => {
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const state = createState({ timeControl: "none" });
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const result = tryAct(state, { type: "resign" }, "alice");
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expect(result.ok).toBe(true);
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if (result.ok) {
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expect(result.state.result).toBe("black");
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expect(result.state.resultReason).toBe("Resignation");
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}
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});
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it("should let black resign (white wins)", () => {
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const state = createState({ timeControl: "none" });
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const result = tryAct(state, { type: "resign" }, "bob");
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expect(result.ok).toBe(true);
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if (result.ok) {
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expect(result.state.result).toBe("white");
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expect(result.state.resultReason).toBe("Resignation");
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}
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});
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});
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describe("handleAction — draw offers", () => {
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let state: ChessState;
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beforeEach(() => {
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state = createState({ timeControl: "none" });
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});
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it("should allow offering a draw", () => {
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const result = tryAct(state, { type: "offer_draw" }, "alice");
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expect(result.ok).toBe(true);
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if (result.ok) expect(result.state.drawOffer).toBe("white");
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});
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it("should reject duplicate draw offer from same player", () => {
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state = act(state, { type: "offer_draw" }, "alice");
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const result = tryAct(state, { type: "offer_draw" }, "alice");
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expect(result.ok).toBe(false);
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if (!result.ok) expect(result.error).toBe("You already offered a draw");
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});
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it("should allow opponent to accept a draw", () => {
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state = act(state, { type: "offer_draw" }, "alice");
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const result = tryAct(state, { type: "accept_draw" }, "bob");
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expect(result.ok).toBe(true);
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if (result.ok) {
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expect(result.state.result).toBe("draw");
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expect(result.state.resultReason).toBe("Agreement");
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expect(result.state.drawOffer).toBeNull();
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}
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});
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it("should reject accepting when no draw offer exists", () => {
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const result = tryAct(state, { type: "accept_draw" }, "bob");
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expect(result.ok).toBe(false);
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if (!result.ok) expect(result.error).toBe("No draw offer to accept");
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});
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it("should reject accepting your own draw offer", () => {
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state = act(state, { type: "offer_draw" }, "alice");
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const result = tryAct(state, { type: "accept_draw" }, "alice");
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expect(result.ok).toBe(false);
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if (!result.ok) expect(result.error).toBe("No draw offer to accept");
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});
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it("should allow opponent to decline a draw", () => {
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state = act(state, { type: "offer_draw" }, "alice");
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const result = tryAct(state, { type: "decline_draw" }, "bob");
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expect(result.ok).toBe(true);
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if (result.ok) expect(result.state.drawOffer).toBeNull();
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});
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it("should reject declining when no draw offer exists", () => {
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const result = tryAct(state, { type: "decline_draw" }, "bob");
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expect(result.ok).toBe(false);
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if (!result.ok) expect(result.error).toBe("No draw offer to decline");
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});
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it("should reject declining your own draw offer", () => {
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state = act(state, { type: "offer_draw" }, "alice");
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const result = tryAct(state, { type: "decline_draw" }, "alice");
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expect(result.ok).toBe(false);
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if (!result.ok) expect(result.error).toBe("No draw offer to decline");
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});
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});
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describe("handleAction — claim_timeout", () => {
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it("should reject when there is no clock", () => {
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const state = createState({ timeControl: "none" });
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const result = tryAct(state, { type: "claim_timeout" }, "alice");
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expect(result.ok).toBe(false);
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if (!result.ok) expect(result.error).toBe("No clock in this game");
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});
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it("should reject when opponent still has time", () => {
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const state = createState({ timeControl: "blitz_5_3" });
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const result = tryAct(state, { type: "claim_timeout" }, "bob");
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expect(result.ok).toBe(false);
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if (!result.ok) expect(result.error).toBe("Opponent still has time remaining");
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});
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it("should succeed when opponent's time has expired", () => {
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const state = createState({ timeControl: "bullet_1_0" });
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// White's clock is 60_000ms — set lastMoveAt far in the past
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const expiredState: ChessState = {
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...state,
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clock: { ...state.clock!, lastMoveAt: Date.now() - 120_000 },
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};
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// It's white's turn, so white's clock is ticking. Bob (black) claims timeout.
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const result = tryAct(expiredState, { type: "claim_timeout" }, "bob");
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expect(result.ok).toBe(true);
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if (result.ok) {
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expect(result.state.result).toBe("black");
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expect(result.state.resultReason).toBe("Timeout");
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}
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});
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});
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describe("handleAction — guards", () => {
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it("should reject any action after game is over", () => {
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let state = createState({ timeControl: "none" });
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state = act(state, { type: "resign" }, "alice");
|
||||
expect(state.result).toBe("black");
|
||||
|
||||
const moveResult = tryAct(state, { type: "move", from: "e2", to: "e4" }, "bob");
|
||||
expect(moveResult.ok).toBe(false);
|
||||
if (!moveResult.ok) expect(moveResult.error).toBe("Game is already over");
|
||||
|
||||
const resignResult = tryAct(state, { type: "resign" }, "bob");
|
||||
expect(resignResult.ok).toBe(false);
|
||||
|
||||
const drawResult = tryAct(state, { type: "offer_draw" }, "bob");
|
||||
expect(drawResult.ok).toBe(false);
|
||||
});
|
||||
|
||||
it("should reject actions from a non-player", () => {
|
||||
const state = createState({ timeControl: "none" });
|
||||
const result = tryAct(state, { type: "move", from: "e2", to: "e4" }, "charlie");
|
||||
expect(result.ok).toBe(false);
|
||||
if (!result.ok) expect(result.error).toBe("You are not a player in this game");
|
||||
});
|
||||
});
|
||||
|
||||
describe("getPlayerView", () => {
|
||||
it("should return the correct color for each player", () => {
|
||||
const state = createState({ timeControl: "none" });
|
||||
const aliceView = chessPlugin.getPlayerView(state, "alice") as ChessPlayerView;
|
||||
const bobView = chessPlugin.getPlayerView(state, "bob") as ChessPlayerView;
|
||||
expect(aliceView.myColor).toBe("white");
|
||||
expect(bobView.myColor).toBe("black");
|
||||
});
|
||||
|
||||
it("should include legal moves only for the active player", () => {
|
||||
const state = createState({ timeControl: "none" });
|
||||
const whiteView = chessPlugin.getPlayerView(state, "alice") as ChessPlayerView;
|
||||
const blackView = chessPlugin.getPlayerView(state, "bob") as ChessPlayerView;
|
||||
expect(whiteView.legalMoves.length).toBeGreaterThan(0); // White has 20 opening moves
|
||||
expect(blackView.legalMoves).toEqual([]); // Not black's turn
|
||||
});
|
||||
|
||||
it("should return 20 legal moves in starting position", () => {
|
||||
const state = createState({ timeControl: "none" });
|
||||
const view = chessPlugin.getPlayerView(state, "alice") as ChessPlayerView;
|
||||
expect(view.legalMoves.length).toBe(20); // 16 pawn moves + 4 knight moves
|
||||
});
|
||||
|
||||
it("should return no legal moves after game is over", () => {
|
||||
let state = createState({ timeControl: "none" });
|
||||
state = playScholarsMate(state);
|
||||
const view = chessPlugin.getPlayerView(state, "alice") as ChessPlayerView;
|
||||
expect(view.legalMoves).toEqual([]);
|
||||
});
|
||||
|
||||
it("should detect check in the view", () => {
|
||||
const state = createState({ timeControl: "none" });
|
||||
// After 1. e4 e5 2. Qh5 — queen attacks f7, not check yet.
|
||||
// Use a direct check position: white queen on e7 checking black king on e8
|
||||
const checkState: ChessState = {
|
||||
...state,
|
||||
fen: "rnbqkbnr/ppppQppp/8/8/4P3/8/PPPP1PPP/RNB1KBNR b KQkq - 0 1",
|
||||
};
|
||||
const view = chessPlugin.getPlayerView(checkState, "bob") as ChessPlayerView;
|
||||
expect(view.isCheck).toBe(true);
|
||||
});
|
||||
|
||||
it("should include clock with activeColor when game is in progress", () => {
|
||||
const state = createState({ timeControl: "blitz_5_3" });
|
||||
const view = chessPlugin.getPlayerView(state, "alice") as ChessPlayerView;
|
||||
expect(view.clock).not.toBeNull();
|
||||
expect(view.clock!.activeColor).toBe("white");
|
||||
});
|
||||
|
||||
it("should set clock activeColor to null when game is over", () => {
|
||||
let state = createState({ timeControl: "blitz_5_3" });
|
||||
state = act(state, { type: "resign" }, "alice");
|
||||
const view = chessPlugin.getPlayerView(state, "alice") as ChessPlayerView;
|
||||
expect(view.clock!.activeColor).toBeNull();
|
||||
});
|
||||
|
||||
it("should default to white for an unknown player", () => {
|
||||
const state = createState({ timeControl: "none" });
|
||||
const view = chessPlugin.getPlayerView(state, "unknown") as ChessPlayerView;
|
||||
expect(view.myColor).toBe("white");
|
||||
});
|
||||
});
|
||||
|
||||
describe("getSpectatorView", () => {
|
||||
it("should include both player identifiers", () => {
|
||||
const state = createState({ timeControl: "none" });
|
||||
const view = chessPlugin.getSpectatorView(state) as ChessSpectatorView;
|
||||
expect(view.players.white).toBe("alice");
|
||||
expect(view.players.black).toBe("bob");
|
||||
});
|
||||
|
||||
it("should include current turn", () => {
|
||||
const state = createState({ timeControl: "none" });
|
||||
const view = chessPlugin.getSpectatorView(state) as ChessSpectatorView;
|
||||
expect(view.turn).toBe("white");
|
||||
});
|
||||
|
||||
it("should include clock data when present", () => {
|
||||
const state = createState({ timeControl: "rapid_10_0" });
|
||||
const view = chessPlugin.getSpectatorView(state) as ChessSpectatorView;
|
||||
expect(view.clock).not.toBeNull();
|
||||
expect(view.clock!.increment).toBe(0);
|
||||
});
|
||||
|
||||
it("should have null clock when time control is none", () => {
|
||||
const state = createState({ timeControl: "none" });
|
||||
const view = chessPlugin.getSpectatorView(state) as ChessSpectatorView;
|
||||
expect(view.clock).toBeNull();
|
||||
});
|
||||
});
|
||||
|
||||
describe("isGameOver", () => {
|
||||
it("should return null when game is in progress", () => {
|
||||
const state = createState({ timeControl: "none" });
|
||||
expect(chessPlugin.isGameOver!(state)).toBeNull();
|
||||
});
|
||||
|
||||
it("should return winner for white victory", () => {
|
||||
let state = createState({ timeControl: "none" });
|
||||
state = act(state, { type: "resign" }, "bob"); // Bob (black) resigns
|
||||
const result = chessPlugin.isGameOver!(state);
|
||||
expect(result).not.toBeNull();
|
||||
expect(result!.winner).toBe("alice"); // White player ID
|
||||
expect(result!.reason).toBe("Resignation");
|
||||
});
|
||||
|
||||
it("should return winner for black victory", () => {
|
||||
let state = createState({ timeControl: "none" });
|
||||
state = act(state, { type: "resign" }, "alice"); // Alice (white) resigns
|
||||
const result = chessPlugin.isGameOver!(state);
|
||||
expect(result).not.toBeNull();
|
||||
expect(result!.winner).toBe("bob"); // Black player ID
|
||||
});
|
||||
|
||||
it("should return null winner for draw", () => {
|
||||
let state = createState({ timeControl: "none" });
|
||||
state = act(state, { type: "offer_draw" }, "alice");
|
||||
state = act(state, { type: "accept_draw" }, "bob");
|
||||
const result = chessPlugin.isGameOver!(state);
|
||||
expect(result).not.toBeNull();
|
||||
expect(result!.winner).toBeNull();
|
||||
expect(result!.reason).toBe("Agreement");
|
||||
});
|
||||
|
||||
it("should return checkmate result with correct winner", () => {
|
||||
let state = createState({ timeControl: "none" });
|
||||
state = playScholarsMate(state);
|
||||
const result = chessPlugin.isGameOver!(state);
|
||||
expect(result).not.toBeNull();
|
||||
expect(result!.winner).toBe("alice"); // White wins by checkmate
|
||||
expect(result!.reason).toBe("Checkmate");
|
||||
});
|
||||
});
|
||||
|
||||
describe("onPlayerDisconnect", () => {
|
||||
it("should award victory to opponent when player disconnects", () => {
|
||||
const state = createState({ timeControl: "none" });
|
||||
const result = chessPlugin.onPlayerDisconnect!(state, "alice");
|
||||
expect(result.result).toBe("black");
|
||||
expect(result.resultReason).toBe("Opponent disconnected");
|
||||
});
|
||||
|
||||
it("should award victory to white when black disconnects", () => {
|
||||
const state = createState({ timeControl: "none" });
|
||||
const result = chessPlugin.onPlayerDisconnect!(state, "bob");
|
||||
expect(result.result).toBe("white");
|
||||
expect(result.resultReason).toBe("Opponent disconnected");
|
||||
});
|
||||
|
||||
it("should not change state if game is already over", () => {
|
||||
let state = createState({ timeControl: "none" });
|
||||
state = act(state, { type: "resign" }, "alice");
|
||||
const result = chessPlugin.onPlayerDisconnect!(state, "bob");
|
||||
expect(result.result).toBe("black"); // Original result preserved
|
||||
expect(result.resultReason).toBe("Resignation"); // Not overwritten
|
||||
});
|
||||
|
||||
it("should not change state for unknown player", () => {
|
||||
const state = createState({ timeControl: "none" });
|
||||
const result = chessPlugin.onPlayerDisconnect!(state, "unknown");
|
||||
expect(result.result).toBeNull(); // No change
|
||||
});
|
||||
});
|
||||
|
||||
describe("plugin metadata", () => {
|
||||
it("should have correct slug and name", () => {
|
||||
expect(chessPlugin.slug).toBe("chess");
|
||||
expect(chessPlugin.name).toBe("Chess");
|
||||
});
|
||||
|
||||
it("should require exactly 2 players", () => {
|
||||
expect(chessPlugin.minPlayers).toBe(2);
|
||||
expect(chessPlugin.maxPlayers).toBe(2);
|
||||
});
|
||||
});
|
||||
});
|
||||
303
shared/games/chess/chess.plugin.ts
Normal file
303
shared/games/chess/chess.plugin.ts
Normal file
@@ -0,0 +1,303 @@
|
||||
import { Chess } from "chess.js";
|
||||
import type { GamePlugin, GameResult, GameOverResult } from "../types";
|
||||
import type {
|
||||
ChessState, ChessAction, ChessPlayerView,
|
||||
ChessSpectatorView, ChessClock,
|
||||
} from "./chess.types";
|
||||
import { TIME_CONTROLS } from "./chess.types";
|
||||
|
||||
function colorOfPlayer(state: ChessState, playerId: string): "white" | "black" | null {
|
||||
if (state.players.white === playerId) return "white";
|
||||
if (state.players.black === playerId) return "black";
|
||||
return null;
|
||||
}
|
||||
|
||||
function currentTurn(fen: string): "white" | "black" {
|
||||
// FEN active color field is the second space-separated token
|
||||
return fen.split(" ")[1] === "w" ? "white" : "black";
|
||||
}
|
||||
|
||||
function applyClockTick(clock: ChessClock, turn: "white" | "black"): ChessClock {
|
||||
const now = Date.now();
|
||||
const elapsed = now - clock.lastMoveAt;
|
||||
const remaining = Math.max(0, clock[turn] - elapsed);
|
||||
return { ...clock, [turn]: remaining, lastMoveAt: now };
|
||||
}
|
||||
|
||||
function addIncrement(clock: ChessClock, color: "white" | "black"): ChessClock {
|
||||
return { ...clock, [color]: clock[color] + clock.increment };
|
||||
}
|
||||
|
||||
export const chessPlugin: GamePlugin<ChessState, ChessAction> = {
|
||||
slug: "chess",
|
||||
name: "Chess",
|
||||
minPlayers: 2,
|
||||
maxPlayers: 2,
|
||||
|
||||
createInitialState(players: string[], options?: Record<string, unknown>): ChessState {
|
||||
const game = new Chess();
|
||||
const timeControlKey = (options?.timeControl as string) ?? "blitz_5_3";
|
||||
const tc = TIME_CONTROLS[timeControlKey] ?? TIME_CONTROLS.blitz_5_3;
|
||||
|
||||
// Randomly assign colors
|
||||
const shuffled = Math.random() < 0.5 ? [players[0], players[1]] : [players[1], players[0]];
|
||||
|
||||
const clock: ChessClock | null = tc.time > 0
|
||||
? { white: tc.time, black: tc.time, increment: tc.increment, lastMoveAt: Date.now() }
|
||||
: null;
|
||||
|
||||
return {
|
||||
fen: game.fen(),
|
||||
pgn: game.pgn(),
|
||||
players: { white: shuffled[0], black: shuffled[1] },
|
||||
clock,
|
||||
drawOffer: null,
|
||||
result: null,
|
||||
resultReason: null,
|
||||
moveHistory: [],
|
||||
};
|
||||
},
|
||||
|
||||
handleAction(state: ChessState, action: ChessAction, playerId: string): GameResult<ChessState> {
|
||||
if (state.result) return { ok: false, error: "Game is already over" };
|
||||
|
||||
const playerColor = colorOfPlayer(state, playerId);
|
||||
if (!playerColor) return { ok: false, error: "You are not a player in this game" };
|
||||
|
||||
switch (action.type) {
|
||||
case "move": {
|
||||
const turn = currentTurn(state.fen);
|
||||
if (playerColor !== turn) return { ok: false, error: "It's not your turn" };
|
||||
|
||||
// Check clock timeout before allowing move
|
||||
if (state.clock) {
|
||||
const ticked = applyClockTick(state.clock, turn);
|
||||
if (ticked[turn] <= 0) {
|
||||
return {
|
||||
ok: true,
|
||||
state: {
|
||||
...state,
|
||||
clock: ticked,
|
||||
result: turn === "white" ? "black" : "white",
|
||||
resultReason: "Timeout",
|
||||
},
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
const game = new Chess(state.fen);
|
||||
try {
|
||||
const move = game.move({ from: action.from, to: action.to, promotion: action.promotion });
|
||||
if (!move) return { ok: false, error: "Illegal move" };
|
||||
} catch {
|
||||
return { ok: false, error: "Illegal move" };
|
||||
}
|
||||
|
||||
let newClock = state.clock;
|
||||
if (newClock) {
|
||||
newClock = applyClockTick(newClock, turn);
|
||||
newClock = addIncrement(newClock, turn);
|
||||
}
|
||||
|
||||
const moveEntry = {
|
||||
from: action.from,
|
||||
to: action.to,
|
||||
san: game.history().slice(-1)[0],
|
||||
color: turn === "white" ? "w" as const : "b" as const,
|
||||
};
|
||||
|
||||
let result: ChessState["result"] = null;
|
||||
let resultReason: string | null = null;
|
||||
|
||||
if (game.isCheckmate()) {
|
||||
result = turn;
|
||||
resultReason = "Checkmate";
|
||||
} else if (game.isStalemate()) {
|
||||
result = "draw";
|
||||
resultReason = "Stalemate";
|
||||
} else if (game.isThreefoldRepetition()) {
|
||||
result = "draw";
|
||||
resultReason = "Threefold repetition";
|
||||
} else if (game.isInsufficientMaterial()) {
|
||||
result = "draw";
|
||||
resultReason = "Insufficient material";
|
||||
} else if (game.isDraw()) {
|
||||
result = "draw";
|
||||
resultReason = "Draw (50-move rule)";
|
||||
}
|
||||
|
||||
return {
|
||||
ok: true,
|
||||
state: {
|
||||
...state,
|
||||
fen: game.fen(),
|
||||
pgn: game.pgn(),
|
||||
clock: newClock,
|
||||
drawOffer: null, // any pending draw offer is cleared on move
|
||||
result,
|
||||
resultReason,
|
||||
moveHistory: [...state.moveHistory, moveEntry],
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
case "resign": {
|
||||
return {
|
||||
ok: true,
|
||||
state: {
|
||||
...state,
|
||||
result: playerColor === "white" ? "black" : "white",
|
||||
resultReason: "Resignation",
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
case "offer_draw": {
|
||||
if (state.drawOffer === playerColor) return { ok: false, error: "You already offered a draw" };
|
||||
return {
|
||||
ok: true,
|
||||
state: { ...state, drawOffer: playerColor },
|
||||
};
|
||||
}
|
||||
|
||||
case "accept_draw": {
|
||||
const opponentColor = playerColor === "white" ? "black" : "white";
|
||||
if (state.drawOffer !== opponentColor) return { ok: false, error: "No draw offer to accept" };
|
||||
return {
|
||||
ok: true,
|
||||
state: {
|
||||
...state,
|
||||
result: "draw",
|
||||
resultReason: "Agreement",
|
||||
drawOffer: null,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
case "decline_draw": {
|
||||
const opponentColor = playerColor === "white" ? "black" : "white";
|
||||
if (state.drawOffer !== opponentColor) return { ok: false, error: "No draw offer to decline" };
|
||||
return {
|
||||
ok: true,
|
||||
state: { ...state, drawOffer: null },
|
||||
};
|
||||
}
|
||||
|
||||
case "claim_timeout": {
|
||||
if (!state.clock) return { ok: false, error: "No clock in this game" };
|
||||
const opponentColor = playerColor === "white" ? "black" : "white";
|
||||
const ticked = applyClockTick(state.clock, opponentColor);
|
||||
if (ticked[opponentColor] > 0) return { ok: false, error: "Opponent still has time remaining" };
|
||||
return {
|
||||
ok: true,
|
||||
state: {
|
||||
...state,
|
||||
clock: ticked,
|
||||
result: playerColor,
|
||||
resultReason: "Timeout",
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
default:
|
||||
return { ok: false, error: "Unknown action type" };
|
||||
}
|
||||
},
|
||||
|
||||
getPlayerView(state: ChessState, playerId: string): ChessPlayerView {
|
||||
const myColor = colorOfPlayer(state, playerId) ?? "white";
|
||||
const turn = currentTurn(state.fen);
|
||||
|
||||
let clockView: ChessPlayerView["clock"] = null;
|
||||
if (state.clock) {
|
||||
// Compute live remaining time for display
|
||||
const elapsed = state.result ? 0 : Date.now() - state.clock.lastMoveAt;
|
||||
const activeRemaining = Math.max(0, state.clock[turn] - elapsed);
|
||||
const inactiveColor = turn === "white" ? "black" : "white";
|
||||
clockView = {
|
||||
white: turn === "white" ? activeRemaining : state.clock.white,
|
||||
black: turn === "black" ? activeRemaining : state.clock.black,
|
||||
increment: state.clock.increment,
|
||||
activeColor: state.result ? null : turn,
|
||||
};
|
||||
}
|
||||
|
||||
// Compute legal moves for the current player
|
||||
const game = new Chess(state.fen);
|
||||
const legalMoves = myColor === turn && !state.result
|
||||
? game.moves({ verbose: true }).map(m => ({
|
||||
from: m.from,
|
||||
to: m.to,
|
||||
...(m.promotion ? { promotion: m.promotion } : {}),
|
||||
}))
|
||||
: [];
|
||||
|
||||
return {
|
||||
fen: state.fen,
|
||||
pgn: state.pgn,
|
||||
myColor,
|
||||
turn,
|
||||
clock: clockView,
|
||||
drawOffer: state.drawOffer,
|
||||
result: state.result,
|
||||
resultReason: state.resultReason,
|
||||
moveHistory: state.moveHistory,
|
||||
isCheck: game.isCheck(),
|
||||
legalMoves,
|
||||
};
|
||||
},
|
||||
|
||||
getSpectatorView(state: ChessState): ChessSpectatorView {
|
||||
const turn = currentTurn(state.fen);
|
||||
const game = new Chess(state.fen);
|
||||
|
||||
let clockView: ChessSpectatorView["clock"] = null;
|
||||
if (state.clock) {
|
||||
const elapsed = state.result ? 0 : Date.now() - state.clock.lastMoveAt;
|
||||
const activeRemaining = Math.max(0, state.clock[turn] - elapsed);
|
||||
clockView = {
|
||||
white: turn === "white" ? activeRemaining : state.clock.white,
|
||||
black: turn === "black" ? activeRemaining : state.clock.black,
|
||||
increment: state.clock.increment,
|
||||
activeColor: state.result ? null : turn,
|
||||
};
|
||||
}
|
||||
|
||||
return {
|
||||
fen: state.fen,
|
||||
pgn: state.pgn,
|
||||
players: state.players,
|
||||
turn,
|
||||
clock: clockView,
|
||||
drawOffer: state.drawOffer,
|
||||
result: state.result,
|
||||
resultReason: state.resultReason,
|
||||
moveHistory: state.moveHistory,
|
||||
isCheck: game.isCheck(),
|
||||
};
|
||||
},
|
||||
|
||||
isGameOver(state: ChessState): GameOverResult | null {
|
||||
if (!state.result) return null;
|
||||
|
||||
let winner: string | null = null;
|
||||
if (state.result === "white") winner = state.players.white;
|
||||
else if (state.result === "black") winner = state.players.black;
|
||||
|
||||
return {
|
||||
winner,
|
||||
reason: state.resultReason ?? "Game over",
|
||||
};
|
||||
},
|
||||
|
||||
onPlayerDisconnect(state: ChessState, playerId: string): ChessState {
|
||||
if (state.result) return state;
|
||||
const color = colorOfPlayer(state, playerId);
|
||||
if (!color) return state;
|
||||
return {
|
||||
...state,
|
||||
result: color === "white" ? "black" : "white",
|
||||
resultReason: "Opponent disconnected",
|
||||
};
|
||||
},
|
||||
};
|
||||
69
shared/games/chess/chess.types.ts
Normal file
69
shared/games/chess/chess.types.ts
Normal file
@@ -0,0 +1,69 @@
|
||||
export interface ChessClock {
|
||||
white: number; // ms remaining
|
||||
black: number; // ms remaining
|
||||
increment: number; // ms added per move
|
||||
lastMoveAt: number; // timestamp of last move (for computing elapsed time)
|
||||
}
|
||||
|
||||
export interface ChessState {
|
||||
fen: string;
|
||||
pgn: string;
|
||||
players: { white: string; black: string };
|
||||
clock: ChessClock | null;
|
||||
drawOffer: "white" | "black" | null;
|
||||
result: "white" | "black" | "draw" | null;
|
||||
resultReason: string | null;
|
||||
moveHistory: { from: string; to: string; san: string; color: "w" | "b" }[];
|
||||
}
|
||||
|
||||
export type ChessAction =
|
||||
| { type: "move"; from: string; to: string; promotion?: string }
|
||||
| { type: "resign" }
|
||||
| { type: "offer_draw" }
|
||||
| { type: "accept_draw" }
|
||||
| { type: "decline_draw" }
|
||||
| { type: "claim_timeout" };
|
||||
|
||||
export interface ChessPlayerView {
|
||||
fen: string;
|
||||
pgn: string;
|
||||
myColor: "white" | "black";
|
||||
turn: "white" | "black";
|
||||
clock: { white: number; black: number; increment: number; activeColor: "white" | "black" | null } | null;
|
||||
drawOffer: "white" | "black" | null;
|
||||
result: "white" | "black" | "draw" | null;
|
||||
resultReason: string | null;
|
||||
moveHistory: { from: string; to: string; san: string; color: "w" | "b" }[];
|
||||
isCheck: boolean;
|
||||
legalMoves: { from: string; to: string; promotion?: string }[];
|
||||
}
|
||||
|
||||
export interface ChessSpectatorView {
|
||||
fen: string;
|
||||
pgn: string;
|
||||
players: { white: string; black: string };
|
||||
turn: "white" | "black";
|
||||
clock: { white: number; black: number; increment: number; activeColor: "white" | "black" | null } | null;
|
||||
drawOffer: "white" | "black" | null;
|
||||
result: "white" | "black" | "draw" | null;
|
||||
resultReason: string | null;
|
||||
moveHistory: { from: string; to: string; san: string; color: "w" | "b" }[];
|
||||
isCheck: boolean;
|
||||
}
|
||||
|
||||
export interface ChessRoomOptions {
|
||||
timeControl: "bullet_1_0" | "bullet_2_1" | "blitz_3_0" | "blitz_3_2" | "blitz_5_0" | "blitz_5_3" | "rapid_10_0" | "rapid_15_10" | "classical_30_0" | "none";
|
||||
}
|
||||
|
||||
export const TIME_CONTROLS: Record<string, { name: string; time: number; increment: number }> = {
|
||||
bullet_1_0: { name: "Bullet 1+0", time: 1 * 60_000, increment: 0 },
|
||||
bullet_2_1: { name: "Bullet 2+1", time: 2 * 60_000, increment: 1_000 },
|
||||
blitz_3_0: { name: "Blitz 3+0", time: 3 * 60_000, increment: 0 },
|
||||
blitz_3_2: { name: "Blitz 3+2", time: 3 * 60_000, increment: 2_000 },
|
||||
blitz_5_0: { name: "Blitz 5+0", time: 5 * 60_000, increment: 0 },
|
||||
blitz_5_3: { name: "Blitz 5+3", time: 5 * 60_000, increment: 3_000 },
|
||||
rapid_10_0: { name: "Rapid 10+0", time: 10 * 60_000, increment: 0 },
|
||||
rapid_15_10: { name: "Rapid 15+10", time: 15 * 60_000, increment: 10_000 },
|
||||
classical_30_0:{ name: "Classical 30+0", time: 30 * 60_000, increment: 0 },
|
||||
none: { name: "No Clock", time: 0, increment: 0 },
|
||||
};
|
||||
Reference in New Issue
Block a user