All files simpleGameClient.js

85.93% Statements 55/64
68.57% Branches 24/35
100% Functions 13/13
85.48% Lines 53/62

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import { EventEmitter } from 'events';
import { Game } from './game.js';
import { GameValidation } from './gameValidation.js';
import { Piece } from './piece.js';
 
// private methods
function isMoveValid (src, dest, validMoves) {
	let
		i = 0,
		isFound = (expr, sq) => {
			return ((typeof expr === 'string' && sq.file + sq.rank === expr) ||
				(expr && expr.rank && expr.file &&
					sq.file === expr.file && sq.rank === expr.rank));
		},
		squares = [];
 
	for (i = 0; i < validMoves.length; i++) {
		if (isFound(src, validMoves[i].src)) {
			squares = validMoves[i].squares;
		}
	}
 
	Eif (squares && squares.length > 0) {
		for (i = 0; i < squares.length; i++) {
			if (isFound(dest, squares[i])) {
				return true;
			}
		}
	}
 
	return false;
}
 
function updateGameClient (gameClient) {
	return gameClient.validation.start((err, result) => {
		Iif (err) {
			throw new Error(err);
		}
 
		gameClient.isCheck = result.isCheck;
		gameClient.isCheckmate = result.isCheckmate;
		gameClient.isRepetition = result.isRepetition;
		gameClient.isStalemate = result.isStalemate;
		gameClient.validMoves = result.validMoves;
	});
}
 
// ctor
export class SimpleGameClient extends EventEmitter {
	constructor (game) {
		super();
 
		this.isCheck = false;
		this.isCheckmate = false;
		this.isRepetition = false;
		this.isStalemate = false;
		this.game = game;
		this.validMoves = [];
		this.validation = GameValidation.create(this.game);
 
		// bubble the game and board events
		['check', 'checkmate'].forEach((ev) => {
			this.game.on(ev, (data) => this.emit(ev, data));
		});
 
		['capture', 'castle', 'enPassant', 'move', 'promote'].forEach((ev) => {
			this.game.board.on(ev, (data) => this.emit(ev, data));
		});
	}
 
	static create () {
		let
			game = Game.create(),
			gameClient = new SimpleGameClient(game);
 
		updateGameClient(gameClient);
 
		return gameClient;
	}
 
	getStatus (forceUpdate) {
		if (forceUpdate) {
			updateGameClient(this);
		}
 
		return {
			board : this.game.board,
			isCheck : this.isCheck,
			isCheckmate : this.isCheckmate,
			isRepetition : this.isRepetition,
			isStalemate : this.isStalemate,
			validMoves : this.validMoves
		};
	}
 
	move (src, dest, promo) {
		let
			move = null,
			side = this.game.getCurrentSide();
 
	if (src && dest && isMoveValid(src, dest, this.validMoves)) {
		move = this.game.board.move(src, dest);
 
		Eif (move) {
			// apply pawn promotion if applicable
			if (promo) {
				let piece;
 
				switch (promo) {
					case 'B':
						piece = Piece.createBishop(side);
						break;
					case 'N':
						piece = Piece.createKnight(side);
						break;
					case 'Q':
						piece = Piece.createQueen(side);
						break;
					case 'R':
						piece = Piece.createRook(side);
						break;
					default:
						piece = null;
						break;
				}
 
				Eif (piece) {
					this.game.board.promote(move.move.postSquare, piece);
					/*
					p.moveCount = move.move.postSquare.piece.moveCount;
					move.move.postSquare.piece = p;
					//*/
				}
			}
 
			updateGameClient(this);
			return move;
		}
	}
 
	throw new Error(`Move is invalid (${ src } to ${ dest })`);
	}
 
	getCaptureHistory () {
		return this.game.captureHistory;
	}
}
 
export default { SimpleGameClient };