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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>
130 lines
5.6 KiB
TypeScript
130 lines
5.6 KiB
TypeScript
import { describe, it, expect } from "bun:test";
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import { chessPlugin } from "./plugin";
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import { gameRegistry } from "../registry";
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const PLAYER_WHITE = "player1";
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const PLAYER_BLACK = "player2";
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describe("chessPlugin", () => {
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describe("metadata", () => {
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it("should have correct slug and player counts", () => {
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expect(chessPlugin.slug).toBe("chess");
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expect(chessPlugin.minPlayers).toBe(2);
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expect(chessPlugin.maxPlayers).toBe(2);
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});
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});
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describe("createInitialState", () => {
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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.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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});
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describe("handleAction — move", () => {
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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: "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.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: "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 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: "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 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: "e2", to: "e4" }, "random_player");
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expect(result.ok).toBe(false);
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});
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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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describe("handleAction — forfeit", () => {
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it("should end the game with the other player as winner", () => {
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const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
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const result = chessPlugin.handleAction(state, { type: "forfeit" }, 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.status).toBe("forfeit");
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expect(result.state.winner).toBe(PLAYER_BLACK);
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}
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});
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});
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describe("getPlayerView", () => {
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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.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("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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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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expect(chessPlugin.isGameOver!(state)).toEqual({ winner: PLAYER_BLACK, reason: "forfeit" });
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});
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});
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describe("onPlayerDisconnect", () => {
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it("should forfeit the disconnected player", () => {
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const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
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const result = chessPlugin.onPlayerDisconnect!(state, PLAYER_WHITE);
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expect(result.status).toBe("forfeit");
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expect(result.winner).toBe(PLAYER_BLACK);
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});
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});
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describe("chess registration", () => {
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it("should register and retrieve from gameRegistry", () => {
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gameRegistry.register(chessPlugin);
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expect(gameRegistry.get("chess")).toBe(chessPlugin);
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expect(gameRegistry.list()).toContain(chessPlugin);
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});
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});
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});
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