Press n or j to go to the next uncovered block, b, p or k for the previous block.
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BoardValidation determines viable move options for all pieces
given the current state of the board. If it's the White sides turn
to attack, only White piece move options are evaluated (and visa versa).
BoardValidation is intended to be the 2nd phase of move
validation that is capable of taking into account factors across pieces
on the board (and not just the pieces themselves). For example, King
castle eligibility is determined based on whether or not both the candidate
King and Rook pieces have not moved and whether or not the path of travel
for the King would result in the King being placed in check at any
point during the travel. Individual Piece validation wouldn't be sufficient
to determine whether or not this move is possible.
Additionally, isSquareAttacked exists on the BoardValidation object. While
this method could have easily existed within the PieceValidation object
I've kept it in BoardValidation so that PieceValidation remains truly
agnostic of the other pieces on the same board.
Due to how BoardValidation actually functions, the client only needs to
instantiate a BoardValidation for the Game and call the start method
in order to evaluate every Piece's valid move options. There is no need
to call PieceValidation (and doing so wouldn't give an accurate picture
of what is possible anyway).
*/
import { PieceType, SideType } from './piece.js';
import { NeighborType } from './board.js';
import { PieceValidation } from './pieceValidation.js';
export class BoardValidation {
constructor (game) {
this.board = game ? game.board : null;
this.game = game;
}
static create (game) {
return new BoardValidation(game);
}
evaluateCastle (validMoves) {
let
getValidSquares = (sq) => {
let i = 0;
for (i = 0; i < validMoves.length; i++) {
if (validMoves[i].src === sq) {
return validMoves[i].squares;
}
}
},
interimMove = null,
// eslint-disable-next-line no-magic-numbers
rank = this.game.getCurrentSide() === SideType.White ? 1 : 8,
squares = {
'a' : this.board.getSquare('a', rank),
'b' : this.board.getSquare('b', rank),
'c' : this.board.getSquare('c', rank),
'd' : this.board.getSquare('d', rank),
'e' : this.board.getSquare('e', rank),
'f' : this.board.getSquare('f', rank),
'g' : this.board.getSquare('g', rank),
'h' : this.board.getSquare('h', rank)
};
// is king eligible
if (squares.e.piece &&
squares.e.piece.type === PieceType.King &&
squares.e.piece.moveCount === 0 &&
!this.isSquareAttacked(squares.e)) {
// is left rook eligible
if (squares.a.piece &&
squares.a.piece.type === PieceType.Rook &&
squares.a.piece.moveCount === 0) {
// are the squares between king and rook clear
if (!squares.b.piece &&
!squares.c.piece &&
!squares.d.piece) {
// when king moves through squares between, is it in check
interimMove = this.board.move(squares.e, squares.d, true);
if (!this.isSquareAttacked(squares.d)) {
interimMove.undo();
interimMove = this.board.move(squares.e, squares.c, true);
Eif (!this.isSquareAttacked(squares.c)) {
getValidSquares(squares.e).push(squares.c);
}
}
interimMove.undo();
}
}
// is right rook eligible
if (squares.h.piece &&
squares.h.piece.type === PieceType.Rook &&
squares.h.piece.moveCount === 0) {
// are the squares between king and rook clear
if (!squares.g.piece && !squares.f.piece) {
// when king moves through squares between, is it in check
interimMove = this.board.move(squares.e, squares.f, true);
if (!this.isSquareAttacked(squares.f)) {
interimMove.undo();
interimMove = this.board.move(squares.e, squares.g, true);
Eif (!this.isSquareAttacked(squares.g)) {
getValidSquares(squares.e).push(squares.g);
}
}
interimMove.undo();
}
}
}
}
filterKingAttack (kingSquare, moves) {
let
filteredMoves = [],
i = 0,
isCheck = false,
n = 0,
r = null,
squares = [];
for (i = 0; i < moves.length; i++) {
squares = [];
for (n = 0; n < moves[i].squares.length; n++) {
// simulate move on the board
r = this.board.move(moves[i].src, moves[i].squares[n], true);
// check if king is attacked
if (moves[i].squares[n].piece.type !== PieceType.King) {
isCheck = this.isSquareAttacked(kingSquare);
} else {
isCheck = this.isSquareAttacked(moves[i].squares[n]);
}
// reverse the move
r.undo();
if (!isCheck) {
squares.push(moves[i].squares[n]);
}
}
if (squares && squares.length > 0) {
filteredMoves.push({
squares,
src : moves[i].src
});
}
}
return filteredMoves;
}
findAttackers (sq) {
Iif (!sq || !sq.piece) {
return {
attacked : false,
blocked : false
};
}
let
/* eslint no-invalid-this: 0 */
isAttacked = (b, n) => {
let
context = {},
currentSquare = b.getNeighborSquare(sq, n);
while (currentSquare) {
context = {
attacked : currentSquare.piece && currentSquare.piece.side !== sq.piece.side,
blocked : currentSquare.piece && currentSquare.piece.side === sq.piece.side,
piece : currentSquare.piece,
square : currentSquare
};
if (context.attacked) {
// verify that the square is actually attacked
PieceValidation
.create(context.piece.type, b)
.start(currentSquare, setAttacked(context));
currentSquare = null;
} else if (context.blocked) {
currentSquare = null;
} else {
currentSquare = b.getNeighborSquare(currentSquare, n);
}
}
return context;
},
isAttackedByKnight = (b, n) => {
let
context,
currentSquare = b.getNeighborSquare(sq, n);
context = {
attacked : false,
blocked : false,
piece : currentSquare ? currentSquare.piece : currentSquare,
square : currentSquare
};
if (currentSquare &&
currentSquare.piece &&
currentSquare.piece.type === PieceType.Knight) {
PieceValidation
.create(PieceType.Knight, b)
.start(currentSquare, setAttacked(context));
}
return context;
},
self = this,
setAttacked = (c) => {
return (err, squares) => {
Eif (!err) {
let i = 0;
for (i = 0; i < squares.length; i++) {
if (squares[i] === sq) {
c.attacked = true;
return;
}
}
}
c.attacked = false;
};
};
return [
isAttacked(self.board, NeighborType.Above),
isAttacked(self.board, NeighborType.AboveRight),
isAttacked(self.board, NeighborType.Right),
isAttacked(self.board, NeighborType.BelowRight),
isAttacked(self.board, NeighborType.Below),
isAttacked(self.board, NeighborType.BelowLeft),
isAttacked(self.board, NeighborType.Left),
isAttacked(self.board, NeighborType.AboveLeft),
// fix for issue #4
isAttackedByKnight(self.board, NeighborType.KnightAboveRight),
isAttackedByKnight(self.board, NeighborType.KnightRightAbove),
isAttackedByKnight(self.board, NeighborType.KnightBelowRight),
isAttackedByKnight(self.board, NeighborType.KnightRightBelow),
isAttackedByKnight(self.board, NeighborType.KnightBelowLeft),
isAttackedByKnight(self.board, NeighborType.KnightLeftBelow),
isAttackedByKnight(self.board, NeighborType.KnightAboveLeft),
isAttackedByKnight(self.board, NeighborType.KnightLeftAbove)
].filter((result) => result.attacked);
}
isSquareAttacked (sq) {
return this.findAttackers(sq).length !== 0;
}
start (callback) {
// ensure callback is set
callback = callback || ((err, validMoves) => new Promise((resolve, reject) => {
if (err) {
return reject(err);
}
return resolve(validMoves);
}));
let
i = 0,
kingSquare = null,
setValidMoves = (v, sq) => {
return (err, squares) => {
Iif (err) {
return callback(err);
}
if (squares && squares.length > 0) {
v.push({
squares,
src : sq
});
}
};
},
squares = [],
validMoves = [];
if (this.board) {
// get squares with pieces for which to evaluate move options
squares = this.board.getSquares(this.game.getCurrentSide());
for (i = 0; i < squares.length; i++) {
// set king to refer to later
if (squares[i].piece.type === PieceType.King) {
kingSquare = squares[i];
}
Eif (squares[i] && squares[i].piece) {
PieceValidation
.create(squares[i].piece.type, this.board)
.start(squares[i], setValidMoves(validMoves, squares[i]));
}
}
// perform king castle validation
this.evaluateCastle(validMoves);
// make sure moves only contain escape & non-check options
validMoves = this.filterKingAttack(kingSquare, validMoves);
// find any pieces attacking the king
this.findAttackers(kingSquare).forEach((attacker) => {
if (!validMoves.length) {
this.game.emit(
'checkmate', {
attackingSquare : attacker.square,
kingSquare
});
return;
}
this.game.emit(
'check', {
attackingSquare : attacker.square,
kingSquare
});
});
} else {
return callback(new Error('board is invalid'));
}
return callback(null, validMoves);
}
}
export default { BoardValidation }; |