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/** |
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* A Chess board module |
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* @module |
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*/ |
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"use strict"; |
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/** |
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* Board class contains methods for setting up a chess board |
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*/ |
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class Board { |
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/** |
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* Prepare board properties and init empty board |
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*/ |
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constructor() { |
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this.board = { |
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"A": [], |
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"B": [], |
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"C": [], |
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"D": [], |
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"E": [], |
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"F": [], |
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"G": [], |
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"H": [], |
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}; |
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this.rows = [null, "A", "B", "C", "D", "E", "F", "G", "H"]; |
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this.setUpEmptyTable(); |
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} |
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/** |
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* Set up empty board |
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*/ |
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setUpEmptyTable() { |
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for (var key in this.board) { |
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this.board[key] = |
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[{"row": key}, {"square": key + 1}, {"square": key + 2}, {"square": key + 3}, {"square": key + 4}, {"square": key + 5}, {"square": key + 6}, {"square": key + 7}, {"square": key + 8}]; |
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} |
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} |
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/** |
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* get the full board |
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* |
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* @returns {object} - current board state |
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*/ |
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getBoard() { |
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return this.board; |
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} |
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/** |
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* Check if the is anything blocking the path between 2 squares |
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* |
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* @returns {mixed} - true if free or square Coo if false |
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*/ |
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checkRow(x, y, nx, ny) { |
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const direction = x == nx ? "horisontal" : "vertical"; |
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let row, list, xNumber, nxNumber, i; |
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if (direction === "horisontal") { |
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row = this.board[x]; |
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// Slice array to get squares to check |
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list = y < ny ? row.slice(y + 1, ny) : row.slice(ny + 1, y); |
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} else { |
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row = []; |
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for (i = 1; i < this.rows.length; i++) { |
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row.push(this.board[this.rows[i]][y]); |
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} |
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// get numeric value of x nx |
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xNumber = this.rows.indexOf(x); |
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nxNumber = this.rows.indexOf(nx); |
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// Slice array to get squares to check |
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list = xNumber < nxNumber ? row.slice(xNumber, nxNumber - 1) : row.slice(nxNumber, xNumber - 1); |
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} |
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console.log(list); |
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// loop squares and check type |
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for (i = 0; i < list.length; i++) { |
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if (list[i].piece.symbol !== "E") { |
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return false; |
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} |
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} |
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return true; |
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} |
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/** |
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* Check if the is anything blocking the path between 2 squares |
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* |
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* @returns {bool} - true if free else false |
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*/ |
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checkDiagonal(x, y, nx, ny) { |
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let xNumber, nxNumber, steps; |
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steps = Math.abs(y - ny); |
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xNumber = this.rows.indexOf(x) |
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nxNumber = this.rows.indexOf(nx) |
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if (xNumber < nxNumber && y < ny || xNumber > nxNumber && y > ny) { |
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y = y > ny ? ny : y; |
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xNumber = xNumber > nxNumber ? nxNumber : xNumber; |
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for (let i = 1; i < steps; i++) { |
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if (this.board[this.rows[xNumber + i]][y + i].piece.symbol !== "E") { |
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return false |
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} |
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} |
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} else { |
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y = y < ny ? ny : y; |
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xNumber = xNumber > nxNumber ? nxNumber : xNumber; |
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for (let i = 1; i < steps; i++) { |
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if (this.board[this.rows[xNumber + i]][y - i].piece.symbol !== "E") { |
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return false |
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} |
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} |
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} |
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return true |
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} |
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/** |
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* get a value for a specific square |
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* |
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* @returns {string} |
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*/ |
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getSquare(row, col) { |
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return this.board[row][col]; |
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} |
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/** |
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* change the value of a square |
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* |
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* @returns {null} |
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*/ |
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updateSquare(row, col, value) { |
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console.log(value); |
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this.board[row][col].piece = value; |
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} |
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/** |
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* Move a piece to another square |
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* @param {int} - x, y, nx, ny |
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* old xy coordinates and new xy coordinates |
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* |
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*/ |
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move(x, y, nx, ny) { |
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let square = this.getSquare(x, y); |
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this.updateSquare(nx, ny, square.piece); |
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this.updateSquare(x, y, {color: "", symbol: "E"}); |
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} |
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/** |
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* Check that destination is no of the same color as mover |
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* @return {bool} |
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*/ |
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checkDestination(turn, x, y) { |
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const square = this.getSquare(x, y); |
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if (turn === square.piece.color) { |
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return false; |
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} |
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return true; |
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} |
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/** |
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* Return board as array |
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* @return {array} |
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*/ |
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getBoardArray() { |
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let boardArray = []; |
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for (var key in this.board) { |
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for (let i = 1; i < this.board[key].length; i++) { |
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boardArray.push(this.board[key][i]); |
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} |
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} |
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return boardArray; |
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} |
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} |
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module.exports = Board; |
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When iterating over the keys of an object, this includes not only the keys of the object, but also keys contained in the prototype of that object. It is generally a best practice to check for these keys specifically: