Correct checkmate-checking. Pawns become queens.
Began adding en passant framework. Pawns should have the option of becoming knights, too.
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parent
e59e1a68f5
commit
51efbdfd4e
78
src/index.js
78
src/index.js
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@ -88,6 +88,9 @@ class Piece {
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this.color = color;
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this.type = type;
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}
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setType(type) {
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this.type = type;
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}
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}
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class Board extends React.Component {
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@ -100,6 +103,7 @@ class Board extends React.Component {
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heldPiece: null,
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},
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};
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this.passantable = false;
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}
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setHand(hand) {
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@ -111,7 +115,6 @@ class Board extends React.Component {
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}
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reset() {
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console.log("RESET");
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let whiteRow = [
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new Piece(WHITE, ROOK),
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new Piece(WHITE, KNIGHT),
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@ -132,11 +135,15 @@ class Board extends React.Component {
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new Piece(BLACK, KNIGHT),
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new Piece(BLACK, ROOK)
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];
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let squares = whiteRow.concat(
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Array(8).fill(new Piece(WHITE, PAWN)),
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Array(32).fill(null),
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Array(8).fill(new Piece(BLACK, PAWN)),
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blackRow);
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let squares = whiteRow;
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for(var i = 0; i < 8; i++) {
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squares.push(new Piece(WHITE, PAWN));
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}
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squares = squares.concat(Array(32).fill(null));
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for(i = 0; i < 8; i++) {
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squares.push(new Piece(BLACK, PAWN));
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}
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squares = squares.concat(blackRow);
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return squares;
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}
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@ -149,7 +156,7 @@ class Board extends React.Component {
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pieceAt(x, y) {
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let i = x + (y * 8);
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if (i < 64 && x < 8 && y < 8) {
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if (i < 64 && x < 8 && y < 8 && x >= 0 && y >= 0) {
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return this.state.squares[x + (y * 8)];
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} else {
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return null;
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@ -181,7 +188,7 @@ class Board extends React.Component {
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var i;
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var moves = [];
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let tryAddMove = (x, y) => {
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if (this.pieceAt(x, y) == null) {
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if (x >= 0 && x < 8 && y >= 0 && y < 8 && this.pieceAt(x, y) == null) {
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moves.push([x, y]);
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// Keep searching
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return 0;
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@ -197,14 +204,25 @@ class Board extends React.Component {
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let shift = pieceIsBlack ? -1 : 1;
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let startLine = pieceIsBlack ? 6 : 1;
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if (this.passantable) {
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let left = this.pieceAt(x - 1, y);
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let right = this.pieceAt(x + 1, y);
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if(left != null && left.color !== piece.color) {
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moves.push([x - 1, y + shift]/*.passant=[x - 1, y]*/)
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}
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if(right != null && right.color !== piece.color) {
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moves.push([x + 1, y + shift]/*.passant=[x + 1, y]*/)
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}
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}
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if (this.pieceAt(x, y + shift) == null) {
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moves.push([x, y + shift]);
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if (y === startLine && this.pieceAt(x, y + (shift * 2)) == null) {
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moves.push([x, y + (shift * 2)]);
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moves.push([x, y + (shift * 2)]/*.passantable=true*/);
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}
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}
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[x + 1, x - 1].forEach(x => {
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if (this.isEnemyOf(piece, x, y + shift)) {
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if (x >= 0 && x < 8 && this.isEnemyOf(piece, x, y + shift)) {
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moves.push([x, y + shift]);
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}
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});
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@ -280,11 +298,9 @@ class Board extends React.Component {
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}
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findIndex(piece) {
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console.log("founding");
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for(var i = 0; i < this.squareCount(); i++) {
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let check = this.state.squares[i];
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if(check && check.type === piece.type && check.color === piece.color) {
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console.log("found");
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return i;
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}
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}
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@ -339,29 +355,22 @@ class Board extends React.Component {
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checkmate() {
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let checkedKing = this.whoInCheck();
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if (checkedKing != null) {
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// For piece in board
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// If piece is on the checked team,
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// Copy the board
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// Make one of the piece's moves on the board
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// Return false if the king is no longer in check
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// For each square
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console.log("Square count: " + this.squareCount());
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for(var i = 0; i < this.squareCount(); i++) {
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let piece = this.squareAt(i);
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// If that piece is on the checked team
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if (piece != null && isBlack(piece) === isBlack(checkedKing)) {
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console.log("Trying moves for " + Images[piece])
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// Copy the board
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var board = new Board();
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board.state.squares = this.state.squares.slice();
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// For each move of the above piece
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let moves = board.getValidMoves(i)
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for(var j = 0; j < moves.length; j++) {
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let [from, to] = moves[j];
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board.state.squares[to] = board.state.squares[from];
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board.state.squares[from] = null;
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if (board.inCheck(checkedKing) !== checkedKing) {
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let [x, y] = moves[j];
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board.state.squares[x + (y * 8)] = board.state.squares[i];
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board.state.squares[i] = null;
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let 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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}
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}
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@ -383,19 +392,14 @@ class Board extends React.Component {
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isValidMove(source, dest) {
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let [destX, destY] = this.getXandY(dest);
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let validMoves = this.getValidMoves(source);
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if (validMoves == null) {
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return false;
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}
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for (var move of this.getValidMoves(source)) {
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let [x, y] = move;
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if (destX === x && destY === y) {
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return true;
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return move;
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}
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}
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return false;
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return null;
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}
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isHoldingPiece() {
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@ -408,9 +412,17 @@ class Board extends React.Component {
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makeMove(from, to) {
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const squares = this.state.squares.slice();
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if (this.isValidMove(from, to)) {
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let move = this.isValidMove(from, to)
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if (move) {
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if (move.passant != null) {
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squares[move.passant[0] + (move.passant[1] * 8)] = null;
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}
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let y = this.getXandY(to)[1];
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squares[to] = squares[from];
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squares[from] = null;
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if (squares[to].type === PAWN && (y === 0 || y === 7)) {
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squares[to].setType(QUEEN);
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}
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this.setState({
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squares: squares,
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blackIsNext: !this.state.blackIsNext,
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@ -481,7 +493,7 @@ class Board extends React.Component {
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var namedPlayer = isCheckmate ?
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!this.state.blackIsNext : this.state.blackIsNext
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let color = namedPlayer ? 'Black' : 'White';
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const status = this.checkmate() ? "Checkmate! " + color + " Wins!" :
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const status = isCheckmate ? "Checkmate! " + color + " Wins!" :
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checkMsg + color + "'s Turn";
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var texttext =
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