| 1 | class MagneticRules extends ChessRules |
| 2 | { |
| 3 | getEpSquare(move) |
| 4 | { |
| 5 | return undefined; //no en-passant |
| 6 | } |
| 7 | |
| 8 | getPotentialMovesFrom([x,y]) |
| 9 | { |
| 10 | const standardMoves = super.getPotentialMovesFrom([x,y]); |
| 11 | let moves = []; |
| 12 | standardMoves.forEach(m => { |
| 13 | let newMove_s = this.applyMagneticLaws(m); |
| 14 | if (newMove_s.length == 1) |
| 15 | moves.push(newMove_s[0]); |
| 16 | else //promotion |
| 17 | moves = moves.concat(moves, newMove_s); |
| 18 | }); |
| 19 | } |
| 20 | |
| 21 | // Complete a move with magnetic actions |
| 22 | applyMagneticLaws(standardMove) |
| 23 | { |
| 24 | const [x,y] = [moves.start.x, move.start.y]; |
| 25 | let move = JSON.parse(JSON.stringify(standardMove)); |
| 26 | this.play(standardMove); |
| 27 | const color = this.getColor(x,y); |
| 28 | const [sizeX,sizeY] = VariantRules.size; |
| 29 | for (let step of [[-1,0],[1,0],[0,-1],[0,1]]) |
| 30 | { |
| 31 | let [i,j] = [x+step[0],y+step[1]]; |
| 32 | while (i>=0 && i<sizeX && j>=0 && j<sizeY) |
| 33 | { |
| 34 | if (this.board[i][j] != VariantRules.EMPTY) |
| 35 | { |
| 36 | // Found something. Same color or not? |
| 37 | if (this.getColor(i,j) != color) |
| 38 | { |
| 39 | // Attraction |
| 40 | if ((Math.abs(i-x)>=2 || Math.abs(j-y)>=2) |
| 41 | && this.getPiece(i,j) != VariantRules.KING) |
| 42 | { |
| 43 | move.vanish.push( |
| 44 | new PiPo({ |
| 45 | p:this.getPiece(i,j), |
| 46 | c:this.getColor(i,j), |
| 47 | x:i, |
| 48 | y:j |
| 49 | }) |
| 50 | ); |
| 51 | move.appear.push( |
| 52 | new PiPo({ |
| 53 | p:this.getPiece(i,j), |
| 54 | c:this.getColor(i,j), |
| 55 | x:x+step[0], |
| 56 | y:y+step[1] |
| 57 | }) |
| 58 | ); |
| 59 | } |
| 60 | } |
| 61 | else |
| 62 | { |
| 63 | // Repulsion |
| 64 | if (this.getPiece(i,j) != VariantRules.KING) |
| 65 | { |
| 66 | // Push it until we meet an obstacle or edge of the board |
| 67 | let [ii,jj] = [i+step[0],j+step[1]]; |
| 68 | while (ii>=0 && ii<sizeX && jj>=0 && jj<sizeY) |
| 69 | { |
| 70 | if (this.board[ii][jj] != VariantRules.EMPTY) |
| 71 | break; |
| 72 | ii += step[0]; |
| 73 | jj += step[1]; |
| 74 | } |
| 75 | ii -= step[0]; |
| 76 | jj -= step[1]; |
| 77 | if (Math.abs(ii-i)>=1 || Math.abs(jj-j)>=1) |
| 78 | { |
| 79 | move.vanish.push( |
| 80 | new PiPo({ |
| 81 | p:this.getPiece(i,j), |
| 82 | c:this.getColor(i,j), |
| 83 | x:i, |
| 84 | y:j |
| 85 | }) |
| 86 | ); |
| 87 | move.appear.push( |
| 88 | new PiPo({ |
| 89 | p:this.getPiece(i,j), |
| 90 | c:this.getColor(i,j), |
| 91 | x:ii, |
| 92 | y:jj |
| 93 | }) |
| 94 | ); |
| 95 | } |
| 96 | } |
| 97 | } |
| 98 | break; |
| 99 | } |
| 100 | i += step[0]; |
| 101 | j += step[1]; |
| 102 | } |
| 103 | } |
| 104 | this.undo(standardMove); |
| 105 | let moves = []; |
| 106 | if (..condition pawn promote) |
| 107 | { |
| 108 | move. ... = ... //loop |
| 109 | moves.push(...); |
| 110 | } |
| 111 | else |
| 112 | moves.push(move); |
| 113 | return moves; |
| 114 | } |
| 115 | |
| 116 | // TODO: verify this assertion |
| 117 | atLeastOneMove() |
| 118 | { |
| 119 | return true; //always at least one possible move |
| 120 | } |
| 121 | |
| 122 | underCheck(move) |
| 123 | { |
| 124 | return false; //there is no check |
| 125 | } |
| 126 | |
| 127 | getCheckSquares(move) |
| 128 | { |
| 129 | const c = this.getOppCol(this.turn); //opponent |
| 130 | const saveKingPos = this.kingPos[c]; //king might be taken |
| 131 | this.play(move); |
| 132 | // The only way to be "under check" is to have lost the king (thus game over) |
| 133 | let res = this.kingPos[c][0] < 0 |
| 134 | ? [ JSON.parse(JSON.stringify(saveKingPos)) ] |
| 135 | : [ ]; |
| 136 | this.undo(move); |
| 137 | return res; |
| 138 | } |
| 139 | |
| 140 | updateVariables(move) |
| 141 | { |
| 142 | super.updateVariables(move); |
| 143 | const c = this.getColor(move.start.x,move.start.y); |
| 144 | if (c != this.getColor(move.end.x,move.end.y) |
| 145 | && this.board[move.end.x][move.end.y] != VariantRules.EMPTY |
| 146 | && this.getPiece(move.end.x,move.end.y) == VariantRules.KING) |
| 147 | { |
| 148 | // We took opponent king ! |
| 149 | const oppCol = this.getOppCol(c); |
| 150 | this.kingPos[oppCol] = [-1,-1]; |
| 151 | this.castleFlags[oppCol] = [false,false]; |
| 152 | } |
| 153 | } |
| 154 | |
| 155 | unupdateVariables(move) |
| 156 | { |
| 157 | super.unupdateVariables(move); |
| 158 | const c = this.getColor(move.start.x,move.start.y); |
| 159 | const oppCol = this.getOppCol(c); |
| 160 | if (this.kingPos[oppCol][0] < 0) |
| 161 | { |
| 162 | // Last move took opponent's king |
| 163 | for (let psq of move.vanish) |
| 164 | { |
| 165 | if (psq.p == 'k') |
| 166 | { |
| 167 | this.kingPos[oppCol] = [psq.x, psq.y]; |
| 168 | break; |
| 169 | } |
| 170 | } |
| 171 | } |
| 172 | } |
| 173 | |
| 174 | checkGameOver() |
| 175 | { |
| 176 | if (this.checkRepetition()) |
| 177 | return "1/2"; |
| 178 | |
| 179 | const color = this.turn; |
| 180 | // TODO: do we need "atLeastOneMove()"? |
| 181 | if (this.atLeastOneMove() && this.kingPos[color][0] >= 0) |
| 182 | return "*"; |
| 183 | |
| 184 | return this.checkGameEnd(); |
| 185 | } |
| 186 | |
| 187 | checkGameEnd() |
| 188 | { |
| 189 | // No valid move: our king disappeared |
| 190 | return this.turn == "w" ? "0-1" : "1-0"; |
| 191 | } |
| 192 | } |