| 1 | import { ChessRules, Move, PiPo } from "@/base_rules"; |
| 2 | |
| 3 | export class Stealthbomb1Rules extends ChessRules { |
| 4 | |
| 5 | static get CanAnalyze() { |
| 6 | return false; |
| 7 | } |
| 8 | |
| 9 | static get SomeHiddenMoves() { |
| 10 | return true; |
| 11 | } |
| 12 | |
| 13 | static get BOMB_DECODE() { |
| 14 | return { |
| 15 | s: "p", |
| 16 | t: "q", |
| 17 | u: "r", |
| 18 | c: "b", |
| 19 | o: "n", |
| 20 | l: "k" |
| 21 | }; |
| 22 | } |
| 23 | static get BOMB_CODE() { |
| 24 | return { |
| 25 | p: "s", |
| 26 | q: "t", |
| 27 | r: "u", |
| 28 | b: "c", |
| 29 | n: "o", |
| 30 | k: "l" |
| 31 | }; |
| 32 | } |
| 33 | |
| 34 | static get PIECES() { |
| 35 | return ChessRules.PIECES.concat(Object.keys(V.BOMB_DECODE)); |
| 36 | } |
| 37 | |
| 38 | getPiece(i, j) { |
| 39 | const piece = this.board[i][j].charAt(1); |
| 40 | if ( |
| 41 | ChessRules.PIECES.includes(piece) || |
| 42 | // 'side' is used to determine what I see: normal or "loaded" piece? |
| 43 | this.getColor(i, j) == this.side |
| 44 | ) { |
| 45 | return piece; |
| 46 | } |
| 47 | // Loaded piece, but no right to view it |
| 48 | return V.BOMB_DECODE[piece]; |
| 49 | } |
| 50 | |
| 51 | getPpath(b, color, score) { |
| 52 | if (Object.keys(V.BOMB_DECODE).includes(b[1])) { |
| 53 | // Supposed to be hidden. |
| 54 | if (score == "*" && (!color || color != b[0])) |
| 55 | return b[0] + V.BOMB_DECODE[b[1]]; |
| 56 | return "Stealthbomb/" + b; |
| 57 | } |
| 58 | return b; |
| 59 | } |
| 60 | |
| 61 | hoverHighlight([x, y]) { |
| 62 | const c = this.turn; |
| 63 | return ( |
| 64 | this.movesCount <= 1 && |
| 65 | ( |
| 66 | (c == 'w' && x >= 6) || |
| 67 | (c == 'b' && x <= 1) |
| 68 | ) |
| 69 | ); |
| 70 | } |
| 71 | |
| 72 | onlyClick([x, y]) { |
| 73 | return ( |
| 74 | this.movesCount <= 1 || |
| 75 | // TODO: next line theoretically shouldn't be required... |
| 76 | (this.movesCount == 2 && this.getColor(x, y) != this.turn) |
| 77 | ); |
| 78 | } |
| 79 | |
| 80 | // Initiate the game by choosing a square for the bomb: |
| 81 | doClick(square) { |
| 82 | const c = this.turn; |
| 83 | if ( |
| 84 | this.movesCount >= 2 || |
| 85 | ( |
| 86 | (c == 'w' && square[0] < 6) || |
| 87 | (c == 'b' && square[0] > 1) |
| 88 | ) |
| 89 | ) { |
| 90 | return null; |
| 91 | } |
| 92 | const [x, y] = square; |
| 93 | const piece = super.getPiece(x, y); |
| 94 | return new Move({ |
| 95 | appear: [ new PiPo({ x: x, y: y, c: c, p: V.BOMB_CODE[piece] }) ], |
| 96 | vanish: [ new PiPo({ x: x, y: y, c: c, p: piece }) ], |
| 97 | start: { x: -1, y: -1 }, |
| 98 | end: { x: x, y: y, noHighlight: true } |
| 99 | }); |
| 100 | } |
| 101 | |
| 102 | getPotentialMovesFrom([x, y]) { |
| 103 | if (this.movesCount <= 1) { |
| 104 | const setup = this.doClick([x, y]); |
| 105 | return (!setup ? [] : [setup]); |
| 106 | } |
| 107 | let moves = super.getPotentialMovesFrom([x, y]); |
| 108 | const c = this.turn; |
| 109 | // Add bomb explosion |
| 110 | if (Object.keys(V.BOMB_DECODE).includes(this.board[x][y][1])) { |
| 111 | let mv = new Move({ |
| 112 | appear: [ ], |
| 113 | vanish: [ new PiPo({ x: x, y: y, c: c, p: this.board[x][y][1] }) ], |
| 114 | end: { x: this.kingPos[c][0], y: this.kingPos[c][1] } |
| 115 | }); |
| 116 | for (let s of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) { |
| 117 | let [i, j] = [x + s[0], y + s[1]]; |
| 118 | if (V.OnBoard(i, j) && this.board[i][j] != V.EMPTY) { |
| 119 | mv.vanish.push( |
| 120 | new PiPo({ |
| 121 | x: i, |
| 122 | y: j, |
| 123 | c: this.getColor(i, j), |
| 124 | p: this.board[i][j][1] |
| 125 | }) |
| 126 | ); |
| 127 | } |
| 128 | } |
| 129 | moves.push(mv); |
| 130 | } |
| 131 | return moves; |
| 132 | } |
| 133 | |
| 134 | // NOTE: a lot of copy-paste from Atomic from here. |
| 135 | postPlay(move) { |
| 136 | if (this.movesCount >= 3) { |
| 137 | super.postPlay(move); |
| 138 | if (move.appear.length == 0) { |
| 139 | // Explosion |
| 140 | const firstRank = { w: 7, b: 0 }; |
| 141 | for (let c of ["w", "b"]) { |
| 142 | // Did we explode king of color c ? |
| 143 | if ( |
| 144 | Math.abs(this.kingPos[c][0] - move.start.x) <= 1 && |
| 145 | Math.abs(this.kingPos[c][1] - move.start.y) <= 1 |
| 146 | ) { |
| 147 | this.kingPos[c] = [-1, -1]; |
| 148 | this.castleFlags[c] = [8, 8]; |
| 149 | } |
| 150 | else { |
| 151 | // Now check if init rook(s) exploded |
| 152 | if (Math.abs(move.start.x - firstRank[c]) <= 1) { |
| 153 | if (Math.abs(move.start.y - this.castleFlags[c][0]) <= 1) |
| 154 | this.castleFlags[c][0] = 8; |
| 155 | if (Math.abs(move.start.y - this.castleFlags[c][1]) <= 1) |
| 156 | this.castleFlags[c][1] = 8; |
| 157 | } |
| 158 | } |
| 159 | } |
| 160 | } |
| 161 | } |
| 162 | } |
| 163 | |
| 164 | postUndo(move) { |
| 165 | if (this.movesCount >= 2) { |
| 166 | super.postUndo(move); |
| 167 | const c = this.turn; |
| 168 | const oppCol = V.GetOppCol(c); |
| 169 | if ([this.kingPos[c][0], this.kingPos[oppCol][0]].some(e => e < 0)) { |
| 170 | // Last move exploded some king.. |
| 171 | for (let psq of move.vanish) { |
| 172 | if (psq.p == "k") |
| 173 | this.kingPos[psq.c == c ? c : oppCol] = [psq.x, psq.y]; |
| 174 | } |
| 175 | } |
| 176 | } |
| 177 | } |
| 178 | |
| 179 | underCheck(color) { |
| 180 | const oppCol = V.GetOppCol(color); |
| 181 | let res = undefined; |
| 182 | // If our king disappeared, move is not valid |
| 183 | if (this.kingPos[color][0] < 0) res = true; |
| 184 | // If opponent king disappeared, move is valid |
| 185 | else if (this.kingPos[oppCol][0] < 0) res = false; |
| 186 | // Otherwise, if we remain under check, move is not valid |
| 187 | else res = this.isAttacked(this.kingPos[color], oppCol); |
| 188 | return res; |
| 189 | } |
| 190 | |
| 191 | getCheckSquares() { |
| 192 | const color = this.turn; |
| 193 | let res = []; |
| 194 | if ( |
| 195 | this.kingPos[color][0] >= 0 && //king might have exploded |
| 196 | this.isAttacked(this.kingPos[color], V.GetOppCol(color)) |
| 197 | ) { |
| 198 | res = [JSON.parse(JSON.stringify(this.kingPos[color]))]; |
| 199 | } |
| 200 | return res; |
| 201 | } |
| 202 | |
| 203 | getCurrentScore() { |
| 204 | const color = this.turn; |
| 205 | const kp = this.kingPos[color]; |
| 206 | if (kp[0] < 0) |
| 207 | // King disappeared |
| 208 | return color == "w" ? "0-1" : "1-0"; |
| 209 | if (this.atLeastOneMove()) return "*"; |
| 210 | if (!this.isAttacked(kp, V.GetOppCol(color))) return "1/2"; |
| 211 | return color == "w" ? "0-1" : "1-0"; //checkmate |
| 212 | } |
| 213 | |
| 214 | getNotation(move) { |
| 215 | if (this.movesCount <= 1) return "Bomb?"; |
| 216 | const c = this.turn; |
| 217 | if (move.end.x == this.kingPos[c][0] && move.end.y == this.kingPos[c][1]) |
| 218 | return V.CoordsToSquare(move.start) + "~X"; |
| 219 | if (Object.keys(V.BOMB_DECODE).includes(move.vanish[0].p)) { |
| 220 | let cpMove = JSON.parse(JSON.stringify(move)); |
| 221 | cpMove.vanish[0].p = V.BOMB_DECODE[move.vanish[0].p]; |
| 222 | if (Object.keys(V.BOMB_DECODE).includes(move.appear[0].p)) |
| 223 | cpMove.appear[0].p = V.BOMB_DECODE[move.appear[0].p]; |
| 224 | return super.getNotation(cpMove); |
| 225 | } |
| 226 | return super.getNotation(move); |
| 227 | } |
| 228 | |
| 229 | }; |