Clean-up and more testing
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parent
4b38e44a3a
commit
0ba0c2850f
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@ -35,5 +35,8 @@
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"last 1 safari version"
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]
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},
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"homepage": "./"
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"homepage": "./",
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"devDependencies": {
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"react-test-renderer": "^17.0.1"
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}
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}
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29
src/board.js
29
src/board.js
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@ -169,7 +169,9 @@ class Board extends React.Component {
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text = text.replace(/[\n]+/g, '');
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const squares = text.substring(1);
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return {
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hand: null,
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hand: {
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heldPiece: null,
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},
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blackIsNext: text[0].toUpperCase() === 'B',
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squares: squares.split('').map(c => {
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const type = c.toLowerCase();
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@ -236,8 +238,7 @@ class Board extends React.Component {
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doReset() {
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this.setState(this.getSetting(SHUFFLING_ENABLED) ?
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this.shuffledBackRowState() :
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this.originalState());
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this.shuffledBackRowState() : this.originalState());
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this.setState({
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showPopup: false,
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});
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@ -314,7 +315,7 @@ class Board extends React.Component {
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return 1;
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}
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};
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function addBunch(xFunc, yFunc, isUp) {
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const addBunch = (xFunc, yFunc, isUp) => {
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for (let i = 1; i < 8; i++) {
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if(tryAddMove(xFunc(i), yFunc(i)) !== 0) {
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break;
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@ -470,8 +471,8 @@ class Board extends React.Component {
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for(const move of moves) {
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// Copy the board
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const board = this.clone();
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board.state.squares[board.getIndex(move.x, move.y)] = board.state.squares[i];
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board.state.squares[i].isEmpty();
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const moveIndex = board.getIndex(move.x, move.y);
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board.state.squares[moveIndex] = board.state.squares[i];
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const check = board.inCheck(checkedKing);
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if (check == null || check.color !== checkedKing.color) {
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return false;
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@ -517,19 +518,18 @@ class Board extends React.Component {
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const move = this.isValidMove(from, to)
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if (move) {
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if (move.passant) {
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squares[this.getIndex(move.passant.x, move.passant.y)] = new Piece(EMPTY, EMPTY);
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const i = this.getIndex(move.passant.x, move.passant.y);
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squares[i] = new Piece(EMPTY, EMPTY);
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}
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if (move.castle) {
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// .castle holds the position where the rook should end up
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// King moved left
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const rookX = move.castle[0] > move.x ? 0 : 7;
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console.log("Replace ");
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console.log(move.castle);
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console.log("With ");
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console.log([rookX, move.castle[1]]);
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squares[this.getIndex(move.castle[0], move.castle[1])] =
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squares[this.getIndex(rookX, move.castle[1])];
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squares[this.getIndex(rookX, move.castle[1])] = new Piece(EMPTY, EMPTY);
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console.log("Replace " + move.castle + " with " + [rookX, move.castle[1]]);
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const rookStart = this.getIndex(rookX, move.castle[1]);
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const rookLanding = this.getIndex(move.castle[0], move.castle[1]);
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squares[rookLanding] = squares[rookStart];
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squares[rookStart] = new Piece(EMPTY, EMPTY);
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}
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// Remove existing passantable states
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squares.forEach(square => {
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@ -703,4 +703,5 @@ class Board extends React.Component {
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}
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export default Board;
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export {Piece};
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export { BLACK, WHITE, PAWN, ROOK, KNIGHT, BISHOP, QUEEN, KING, EMPTY };
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@ -1,51 +1,116 @@
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import React from 'react';
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import ReactDOM from 'react-dom';
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import renderer from 'react-test-renderer';
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import Board from './board';
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import * as game from './board';
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it('detects friendship and enemyship', () => {
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const black = new game.Piece(game.BLACK, game.KING);
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const black2 = new game.Piece(game.BLACK, game.QUEEN);
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const white = new game.Piece(game.WHITE, game.KING);
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const white2 = new game.Piece(game.WHITE, game.QUEEN);
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const empty = new game.Piece(game.EMPTY, game.EMPTY);
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const empty2 = new game.Piece(game.EMPTY, game.EMPTY);
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const truths = [
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black.isFriendOf(black2),
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white.isFriendOf(white2),
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black.isEnemyOf(white),
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white.isEnemyOf(black),
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];
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for (const truth of truths) {
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expect(truth).toBe(true);
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}
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const lies = [
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black.isFriendOf(white), black.isFriendOf(empty),
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white.isFriendOf(black), white.isFriendOf(empty),
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empty.isFriendOf(white), empty.isFriendOf(black), empty.isFriendOf(empty2),
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black.isEnemyOf(black2), black.isEnemyOf(empty),
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white.isEnemyOf(white2), white.isEnemyOf(empty),
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empty.isEnemyOf(white), empty.isEnemyOf(black), empty.isEnemyOf(empty2),
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];
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for (const lie of lies) {
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expect(lie).toBe(false);
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}
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});
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it('is created correctly', () => {
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const board = new Board();
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const rows = ['B',
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'rnbqkbnr',
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'pppppppp',
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'________',
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'________',
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'________',
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'________',
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'PPPPPPPP',
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'RNBQKBNR'
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];
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expect(board.textFromState()).toBe(rows.join(''));
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const board = new Board();
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const rows = ['B',
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'rnbqkbnr',
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'pppppppp',
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'________',
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'________',
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'________',
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'________',
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'PPPPPPPP',
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'RNBQKBNR'
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];
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expect(board.textFromState()).toBe(rows.join(''));
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for (const square of board.state.squares) {
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expect(square.hasntMoved()).toBe(true);
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}
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});
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it('is created from text correctly', () => {
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const rows = ['B',
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'pppppppp',
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'pppppppp',
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'________',
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'________',
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'________',
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'________',
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'PPPPPPPP',
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'PPPPPPPP'
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];
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const board = new Board({text: rows.join('')});
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expect(board.textFromState()).toBe(rows.join(''));
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const rows = ['B',
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'pppppppp',
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'pppppppp',
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'________',
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'________',
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'________',
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'________',
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'PPPPPPPP',
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'PPPPPPPP'
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];
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const board = new Board({text: rows.join('')});
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expect(board.textFromState()).toBe(rows.join(''));
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});
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it('detects an obvious checkmate', () => {
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const rows = ['B',
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'q_______',
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'q______K',
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'q_______',
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'________',
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'________',
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'________',
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'________',
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'k_______'
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];
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const board = new Board({text: rows.join('')});
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const inCheck = board.whoInCheck();
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expect(inCheck.type).toEqual(game.KING);
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expect(inCheck.color).toEqual(game.BLACK);
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const rows = ['B',
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'q_______',
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'q______K',
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'q_______',
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'________',
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'________',
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'________',
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'________',
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'k_______'
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];
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const board = new Board({text: rows.join('')});
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const inCheck = board.whoInCheck();
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expect(inCheck.type).toEqual(game.KING);
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expect(inCheck.color).toEqual(game.BLACK);
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});
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it('detects basic castling', () => {
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const startRows = ['B',
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'____k___',
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'________',
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'________',
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'________',
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'________',
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'________',
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'PPPPPPPP',
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'R___K__R'
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];
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// const endRows = ['B',
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// '____k___',
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// '________',
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// '________',
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// '________',
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// '________',
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// '________',
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// 'PPPPPPPP',
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// 'R____RK_'
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// ];
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let board = new Board({text: startRows.join('')});
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let move = board.isValidMove(60, 62);
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expect(move.x).toBe(6);
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expect(move.y).toBe(7);
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});
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