1 import { ChessRules
, PiPo
} from "@/base_rules";
3 export const VariantRules
= class AtomicRules
extends ChessRules
{
4 getPotentialMovesFrom([x
, y
]) {
5 let moves
= super.getPotentialMovesFrom([x
, y
]);
9 // NOTE: if vanish.length==2 and appear.length==2, this is castle
10 if (m
.vanish
.length
> 1 && m
.appear
.length
<= 1) {
11 // Explosion! (TODO?: drop moves which explode our king here)
22 for (let step
of steps
) {
23 let x
= m
.end
.x
+ step
[0];
24 let y
= m
.end
.y
+ step
[1];
27 this.board
[x
][y
] != V
.EMPTY
&&
28 this.getPiece(x
, y
) != V
.PAWN
32 p: this.getPiece(x
, y
),
33 c: this.getColor(x
, y
),
40 m
.end
= { x: m
.appear
[0].x
, y: m
.appear
[0].y
};
41 m
.appear
.pop(); //Nothin appears in this case
48 getPotentialKingMoves([x
, y
]) {
49 // King cannot capture:
51 const steps
= V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
]);
52 for (let step
of steps
) {
53 const i
= x
+ step
[0];
54 const j
= y
+ step
[1];
55 if (V
.OnBoard(i
, j
) && this.board
[i
][j
] == V
.EMPTY
)
56 moves
.push(this.getBasicMove([x
, y
], [i
, j
]));
58 return moves
.concat(this.getCastleMoves([x
, y
]));
61 isAttacked(sq
, colors
) {
63 this.getPiece(sq
[0], sq
[1]) == V
.KING
&&
64 this.isAttackedByKing(sq
, colors
)
66 return false; //king cannot take...
68 this.isAttackedByPawn(sq
, colors
) ||
69 this.isAttackedByRook(sq
, colors
) ||
70 this.isAttackedByKnight(sq
, colors
) ||
71 this.isAttackedByBishop(sq
, colors
) ||
72 this.isAttackedByQueen(sq
, colors
)
76 updateVariables(move) {
77 super.updateVariables(move);
78 if (move.appear
.length
== 0) {
80 const firstRank
= { w: 7, b: 0 };
81 for (let c
of ["w", "b"]) {
82 // Did we explode king of color c ? (TODO: remove move earlier)
84 Math
.abs(this.kingPos
[c
][0] - move.end
.x
) <= 1 &&
85 Math
.abs(this.kingPos
[c
][1] - move.end
.y
) <= 1
87 this.kingPos
[c
] = [-1, -1];
88 this.castleFlags
[c
] = [false, false];
90 // Now check if init rook(s) exploded
91 if (Math
.abs(move.end
.x
- firstRank
[c
]) <= 1) {
92 if (Math
.abs(move.end
.y
- this.INIT_COL_ROOK
[c
][0]) <= 1)
93 this.castleFlags
[c
][0] = false;
94 if (Math
.abs(move.end
.y
- this.INIT_COL_ROOK
[c
][1]) <= 1)
95 this.castleFlags
[c
][1] = false;
102 unupdateVariables(move) {
103 super.unupdateVariables(move);
104 const c
= move.vanish
[0].c
;
105 const oppCol
= V
.GetOppCol(c
);
107 [this.kingPos
[c
][0], this.kingPos
[oppCol
][0]].some(e
=> {
111 // There is a chance that last move blowed some king away..
112 for (let psq
of move.vanish
) {
114 this.kingPos
[psq
.c
== c
? c : oppCol
] = [psq
.x
, psq
.y
];
120 const oppCol
= V
.GetOppCol(color
);
122 // If our king disappeared, move is not valid
123 if (this.kingPos
[color
][0] < 0) res
= true;
124 // If opponent king disappeared, move is valid
125 else if (this.kingPos
[oppCol
][0] < 0) res
= false;
126 // Otherwise, if we remain under check, move is not valid
127 else res
= this.isAttacked(this.kingPos
[color
], [oppCol
]);
131 getCheckSquares(color
) {
134 this.kingPos
[color
][0] >= 0 && //king might have exploded
135 this.isAttacked(this.kingPos
[color
], [V
.GetOppCol(color
)])
137 res
= [JSON
.parse(JSON
.stringify(this.kingPos
[color
]))];
143 const color
= this.turn
;
144 const kp
= this.kingPos
[color
];
147 return color
== "w" ? "0-1" : "1-0";
148 if (this.atLeastOneMove())
150 if (!this.isAttacked(kp
, [V
.GetOppCol(color
)])) return "1/2";
151 return color
== "w" ? "0-1" : "1-0"; //checkmate