| 1 | import { ChessRules } from "@/base_rules"; |
| 2 | |
| 3 | // Pawns relayed by one square at a time (but with relaying piece movements) |
| 4 | // diff from https://www.chessvariants.com/rules/relay-chess ==> new name |
| 5 | export class RelayupRules extends ChessRules { |
| 6 | |
| 7 | static get PawnSpecs() { |
| 8 | return Object.assign( |
| 9 | {}, |
| 10 | ChessRules.PawnSpecs, |
| 11 | { twoSquares: false } |
| 12 | ); |
| 13 | } |
| 14 | |
| 15 | static get HasFlags() { |
| 16 | return false; |
| 17 | } |
| 18 | |
| 19 | static get HasEnpassant() { |
| 20 | return false; |
| 21 | } |
| 22 | |
| 23 | getPotentialMovesFrom([x, y]) { |
| 24 | let moves = super.getPotentialMovesFrom([x, y]); |
| 25 | // Expand potential moves if guarded by friendly pieces. |
| 26 | // NOTE: pawns cannot be promoted through a relaying move |
| 27 | const piece = this.getPiece(x,y); |
| 28 | const color = this.turn; |
| 29 | const lastRank = (color == 'w' ? 0 : 7); |
| 30 | const sq = [x, y]; |
| 31 | const oneStep = (piece == V.PAWN); |
| 32 | let guardedBy = {}; |
| 33 | if (piece != V.ROOK && super.isAttackedByRook(sq, color)) |
| 34 | guardedBy[V.ROOK] = true; |
| 35 | if (piece != V.KNIGHT && super.isAttackedByKnight(sq, color)) |
| 36 | guardedBy[V.KNIGHT] = true; |
| 37 | if (piece != V.BISHOP && super.isAttackedByBishop(sq, color)) |
| 38 | guardedBy[V.BISHOP] = true; |
| 39 | if (piece != V.QUEEN && super.isAttackedByQueen(sq, color)) |
| 40 | guardedBy[V.QUEEN] = true; |
| 41 | if (piece != V.KING && super.isAttackedByKing(sq, color)) |
| 42 | guardedBy[V.KING] = true; |
| 43 | Object.keys(guardedBy).forEach(pg => { |
| 44 | let steps = null; |
| 45 | if ([V.ROOK, V.KNIGHT, V.BISHOP].includes(pg)) steps = V.steps[pg]; |
| 46 | else steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); |
| 47 | const extraMoves = |
| 48 | super.getSlideNJumpMoves( |
| 49 | sq, steps, oneStep || [V.KNIGHT, V.KING].includes(pg)) |
| 50 | .filter(m => { |
| 51 | return ( |
| 52 | (piece != V.PAWN || m.end.x != lastRank) && |
| 53 | (moves.every(mv => mv.end.x != m.end.x || mv.end.y != m.end.y)) |
| 54 | ); |
| 55 | }); |
| 56 | moves = moves.concat(extraMoves); |
| 57 | }); |
| 58 | return moves; |
| 59 | } |
| 60 | |
| 61 | filterValid(moves) { |
| 62 | return moves; |
| 63 | } |
| 64 | getCheckSquares() { |
| 65 | return []; |
| 66 | } |
| 67 | |
| 68 | postPlay(move) { |
| 69 | super.postPlay(move); |
| 70 | if (move.vanish.length == 2 && move.vanish[1].p == V.KING) |
| 71 | this.kingPos[move.vanish[1].c] = [-1, -1]; |
| 72 | } |
| 73 | |
| 74 | postUndo(move) { |
| 75 | super.postUndo(move); |
| 76 | if (move.vanish.length == 2 && move.vanish[1].p == V.KING) { |
| 77 | const v = move.vanish[1]; |
| 78 | this.kingPos[v.c] = [v.x, v.y]; |
| 79 | } |
| 80 | } |
| 81 | |
| 82 | getCurrentScore() { |
| 83 | const c = this.turn; |
| 84 | if (this.kingPos[c][0] < 0) return (c == 'w' ? "0-1" : "1-0"); |
| 85 | // It seems that there is always a possible move (TODO: check this) |
| 86 | return "*"; |
| 87 | } |
| 88 | |
| 89 | getNotation(move) { |
| 90 | // Translate final and initial square |
| 91 | const initSquare = V.CoordsToSquare(move.start); |
| 92 | const finalSquare = V.CoordsToSquare(move.end); |
| 93 | const piece = this.getPiece(move.start.x, move.start.y); |
| 94 | |
| 95 | // Since pieces and pawns could move like knight, |
| 96 | // indicate start and end squares |
| 97 | let notation = |
| 98 | piece.toUpperCase() + |
| 99 | initSquare + |
| 100 | (move.vanish.length > move.appear.length ? "x" : "") + |
| 101 | finalSquare |
| 102 | |
| 103 | if ( |
| 104 | piece == V.PAWN && |
| 105 | move.appear.length > 0 && |
| 106 | move.appear[0].p != V.PAWN |
| 107 | ) { |
| 108 | // Promotion |
| 109 | notation += "=" + move.appear[0].p.toUpperCase(); |
| 110 | } |
| 111 | |
| 112 | return notation; |
| 113 | } |
| 114 | |
| 115 | }; |