1 | /** |
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2 | * A Chess board module |
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3 | * @module |
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4 | */ |
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5 | "use strict"; |
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6 | |||
7 | /** |
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8 | * Board class contains methods for setting up a chess board |
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9 | */ |
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10 | class Board { |
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11 | /** |
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12 | * Prepare board properties and init empty board |
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13 | */ |
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14 | constructor() { |
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15 | 6 | this.board = { |
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16 | "A": [], |
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17 | "B": [], |
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18 | "C": [], |
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19 | "D": [], |
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20 | "E": [], |
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21 | "F": [], |
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22 | "G": [], |
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23 | "H": [], |
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24 | }; |
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25 | |||
26 | 6 | this.rows = [null, "A", "B", "C", "D", "E", "F", "G", "H"]; |
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27 | |||
28 | 6 | this.setUpEmptyTable(); |
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29 | } |
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30 | |||
31 | |||
32 | /** |
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33 | * Set up empty board |
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34 | */ |
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35 | setUpEmptyTable() { |
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36 | 6 | for (var key in this.board) { |
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37 | 48 | this.board[key] = |
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38 | [{"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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39 | } |
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40 | } |
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41 | |||
42 | |||
43 | /** |
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44 | * get the full board |
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45 | * |
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46 | * @returns {object} - current board state |
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47 | */ |
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48 | getBoard() { |
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49 | 1 | return this.board; |
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50 | } |
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51 | |||
52 | /** |
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53 | * Check if the is anything blocking the path between 2 squares |
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54 | * |
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55 | * @returns {mixed} - true if free or square Coo if false |
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56 | */ |
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57 | checkRow(x, y, nx, ny) { |
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58 | 2 | const direction = x == nx ? "horisontal" : "vertical"; |
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59 | let row, list, xNumber, nxNumber, i; |
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60 | |||
61 | 2 | if (direction === "horisontal") { |
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62 | 1 | row = this.board[x]; |
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63 | // Slice array to get squares to check |
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64 | 2 | list = y < ny ? row.slice(y + 1, ny) : row.slice(ny + 1, y); |
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65 | } else { |
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66 | 1 | row = []; |
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67 | 1 | for (i = 1; i < this.rows.length; i++) { |
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68 | 8 | row.push(this.board[this.rows[i]][y]); |
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69 | } |
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70 | // get numeric value of x nx |
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71 | 1 | xNumber = this.rows.indexOf(x); |
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72 | 1 | nxNumber = this.rows.indexOf(nx); |
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73 | |||
74 | // Slice array to get squares to check |
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75 | 2 | list = xNumber < nxNumber ? row.slice(xNumber, nxNumber - 1) : row.slice(nxNumber, xNumber - 1); |
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76 | } |
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77 | |||
78 | 2 | console.log(list); |
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79 | // loop squares and check type |
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80 | 2 | for (i = 0; i < list.length; i++) { |
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81 | 4 | if (list[i].piece.symbol !== "E") { |
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82 | 1 | return false; |
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83 | } |
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84 | } |
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85 | |||
86 | 1 | return true; |
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87 | } |
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88 | |||
89 | /** |
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90 | * Check if the is anything blocking the path between 2 squares |
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91 | * |
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92 | * @returns {bool} - true if free else false |
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93 | */ |
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94 | checkDiagonal(x, y, nx, ny) { |
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95 | let xNumber, nxNumber, steps; |
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96 | 2 | steps = Math.abs(y - ny); |
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97 | 2 | xNumber = this.rows.indexOf(x) |
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98 | 2 | nxNumber = this.rows.indexOf(nx) |
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99 | |||
100 | 6 | if (xNumber < nxNumber && y < ny || xNumber > nxNumber && y > ny) { |
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101 | 2 | y = y > ny ? ny : y; |
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102 | 2 | xNumber = xNumber > nxNumber ? nxNumber : xNumber; |
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103 | 2 | for (let i = 1; i < steps; i++) { |
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104 | 2 | if (this.board[this.rows[xNumber + i]][y + i].piece.symbol !== "E") { |
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105 | 1 | return false |
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106 | } |
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107 | } |
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108 | } else { |
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109 | 2 | y = y < ny ? ny : y; |
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110 | 2 | xNumber = xNumber > nxNumber ? nxNumber : xNumber; |
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111 | for (let i = 1; i < steps; i++) { |
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112 | 2 | if (this.board[this.rows[xNumber + i]][y - i].piece.symbol !== "E") { |
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113 | return false |
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114 | } |
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115 | } |
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116 | } |
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117 | 1 | return true |
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118 | } |
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119 | |||
120 | /** |
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121 | * get a value for a specific square |
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122 | * |
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123 | * @returns {string} |
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124 | */ |
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125 | getSquare(row, col) { |
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126 | 7 | return this.board[row][col]; |
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127 | } |
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128 | |||
129 | |||
130 | /** |
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131 | * change the value of a square |
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132 | * |
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133 | * @returns {null} |
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134 | */ |
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135 | updateSquare(row, col, value) { |
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136 | 4 | console.log(value); |
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137 | |||
138 | 4 | this.board[row][col].piece = value; |
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139 | } |
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140 | |||
141 | |||
142 | /** |
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143 | * Move a piece to another square |
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144 | * @param {int} - x, y, nx, ny |
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145 | * old xy coordinates and new xy coordinates |
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146 | * |
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147 | */ |
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148 | move(x, y, nx, ny) { |
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149 | 1 | let square = this.getSquare(x, y); |
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150 | |||
151 | 1 | this.updateSquare(nx, ny, square.piece); |
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152 | 1 | this.updateSquare(x, y, {color: "", symbol: "E"}); |
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153 | } |
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154 | |||
155 | |||
156 | /** |
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157 | * Check that destination is no of the same color as mover |
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158 | * @return {bool} |
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159 | */ |
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160 | checkDestination(turn, x, y) { |
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161 | const square = this.getSquare(x, y); |
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162 | |||
163 | 2 | if (turn === square.piece.color) { |
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164 | return false; |
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165 | } |
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166 | |||
167 | return true; |
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168 | } |
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169 | |||
170 | |||
171 | /** |
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172 | * Return board as array |
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173 | * @return {array} |
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174 | */ |
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175 | getBoardArray() { |
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176 | let boardArray = []; |
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177 | |||
178 | for (var key in this.board) { |
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A for in loop automatically includes the property of any prototype object, consider checking the key using
hasOwnProperty .
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: var someObject;
for (var key in someObject) {
if ( ! someObject.hasOwnProperty(key)) {
continue; // Skip keys from the prototype.
}
doSomethingWith(key);
}
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179 | for (let i = 1; i < this.board[key].length; i++) { |
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180 | boardArray.push(this.board[key][i]); |
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181 | } |
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182 | } |
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183 | |||
184 | return boardArray; |
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185 | } |
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186 | } |
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187 | |||
188 | |||
189 | module.exports = Board; |
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190 |
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: