Some fixes, wrote some rules, implemented Wormhole variant
[vchess.git] / client / src / variants / Knightrelay.js
... / ...
CommitLineData
1import { ChessRules } from "@/base_rules";
2
3export const VariantRules = class KnightrelayRules extends ChessRules {
4 getPotentialMovesFrom([x, y]) {
5 let moves = super.getPotentialMovesFrom([x, y]);
6
7 // Expand possible moves if guarded by a knight:
8 if (this.getPiece(x,y) != V.KNIGHT) {
9 const color = this.turn;
10 let guardedByKnight = false;
11 for (const step of V.steps[V.KNIGHT]) {
12 if (
13 V.OnBoard(x+step[0],y+step[1]) &&
14 this.getPiece(x+step[0],y+step[1]) == V.KNIGHT &&
15 this.getColor(x+step[0],y+step[1]) == color
16 ) {
17 guardedByKnight = true;
18 break;
19 }
20 }
21 if (guardedByKnight) {
22 for (const step of V.steps[V.KNIGHT]) {
23 if (
24 V.OnBoard(x+step[0],y+step[1]) &&
25 this.getColor(x+step[0],y+step[1]) != color
26 ) {
27 moves.push(this.getBasicMove([x,y], [x+step[0],y+step[1]]));
28 }
29 }
30 }
31 }
32
33 return moves;
34 }
35
36 isAttacked(sq, colors) {
37 if (super.isAttacked(sq, colors))
38 return true;
39
40 // Check if a (non-knight) piece at knight distance
41 // is guarded by a knight (and thus attacking)
42 const x = sq[0],
43 y = sq[1];
44 for (const step of V.steps[V.KNIGHT]) {
45 if (
46 V.OnBoard(x+step[0],y+step[1]) &&
47 colors.includes(this.getColor(x+step[0],y+step[1])) &&
48 this.getPiece(x+step[0],y+step[1]) != V.KNIGHT
49 ) {
50 for (const step2 of V.steps[V.KNIGHT]) {
51 const xx = x+step[0]+step2[0],
52 yy = y+step[1]+step2[1];
53 if (
54 V.OnBoard(xx,yy) &&
55 colors.includes(this.getColor(xx,yy)) &&
56 this.getPiece(xx,yy) == V.KNIGHT
57 ) {
58 return true;
59 }
60 }
61 }
62 }
63
64 return false;
65 }
66
67 getNotation(move) {
68 if (move.appear.length == 2 && move.appear[0].p == V.KING)
69 // Castle
70 return move.end.y < move.start.y ? "0-0-0" : "0-0";
71
72 // Translate final and initial square
73 const initSquare = V.CoordsToSquare(move.start);
74 const finalSquare = V.CoordsToSquare(move.end);
75 const piece = this.getPiece(move.start.x, move.start.y);
76
77 // Since pieces and pawns could move like knight, indicate start and end squares
78 let notation =
79 piece.toUpperCase() +
80 initSquare +
81 (move.vanish.length > move.appear.length ? "x" : "") +
82 finalSquare
83
84 if (
85 piece == V.PAWN &&
86 move.appear.length > 0 &&
87 move.appear[0].p != V.PAWN
88 ) {
89 // Promotion
90 notation += "=" + move.appear[0].p.toUpperCase();
91 }
92
93 return notation;
94 }
95};