'update'
[vchess.git] / client / src / variants / Atomic.js
1 import { ChessRules, Move, PiPo } from "@/base_rules";
2
3 export class AtomicRules extends ChessRules {
4
5 static get Options() {
6 return {
7 check: [
8 {
9 label: "Balanced",
10 defaut: false,
11 variable: "balanced"
12 }
13 ],
14 select: ChessRules.Options.select
15 };
16 }
17
18 static AbbreviateOptions(opts) {
19 return opts["balanced"] ? 'B' : '';
20 }
21
22 static GenRandInitFen(options) {
23 return ChessRules.GenRandInitFen(options) + (options.balanced ? " B" : "");
24 }
25
26 setOtherVariables(fen) {
27 super.setOtherVariables(fen);
28 this.balanced = !!V.ParseFen(fen).balanced;
29 }
30
31 static ParseFen(fen) {
32 return Object.assign(
33 { balanced: fen.split(" ")[5] },
34 ChessRules.ParseFen(fen)
35 );
36 }
37
38 static IsGoodFen(fen) {
39 if (!ChessRules.IsGoodFen(fen)) return false;
40 const balanced = V.ParseFen(fen).balanced;
41 return (!balanced || balanced == 'B');
42 }
43
44 getFen() {
45 return super.getFen() + (this.balanced ? " B" : "");
46 }
47
48 hoverHighlight([x, y]) {
49 return this.balanced && this.movesCount == 0 && [1, 6].includes(x);
50 }
51
52 canIplay(side, [x, y]) {
53 if (this.balanced && this.movesCount == 0)
54 return (this.turn == side && this.getPiece(x, y) == V.PAWN);
55 return super.canIplay(side, [x, y]);
56 }
57
58 doClick(square) {
59 if (!this.balanced || this.movesCount >= 1) return null;
60 const [x, y] = [square[0], square[1]];
61 if (![1, 6].includes(x)) return null;
62 return new Move({
63 appear: [],
64 vanish: [
65 new PiPo({
66 x: x,
67 y: y,
68 c: this.getColor(x, y),
69 p: V.PAWN
70 })
71 ],
72 start: { x: x, y: y },
73 end: { x: x, y: y }
74 });
75 }
76
77 getPotentialMovesFrom([x, y]) {
78 if (this.balanced && this.movesCount == 0) {
79 if ([1, 6].includes(x)) {
80 const c = this.getColor(x, y);
81 return [
82 new Move({
83 appear: [],
84 vanish: [
85 new PiPo({ x: x, y: y, p: V.PAWN, c: c })
86 ],
87 start: { x: x, y: y },
88 end: { x: x, y: y }
89 })
90 ];
91 }
92 return [];
93 }
94
95 let moves = super.getPotentialMovesFrom([x, y]);
96 if (this.getPiece(x, y) == V.PAWN) {
97 // Promotions by captures can be reduced to only one deterministic
98 // move (because of the explosion).
99 moves = moves.filter(m => {
100 return (
101 m.vanish.length == 1 ||
102 [V.PAWN, V.QUEEN].includes(m.appear[0].p)
103 );
104 });
105 }
106 // Handle explosions
107 moves.forEach(m => {
108 // NOTE: if vanish.length==2 and appear.length==2, this is castle
109 if (m.vanish.length > 1 && m.appear.length <= 1) {
110 // Explosion! (TODO?: drop moves which explode our king here)
111 let steps = [
112 [-1, -1],
113 [-1, 0],
114 [-1, 1],
115 [0, -1],
116 [0, 1],
117 [1, -1],
118 [1, 0],
119 [1, 1]
120 ];
121 for (let step of steps) {
122 let x = m.end.x + step[0];
123 let y = m.end.y + step[1];
124 if (
125 V.OnBoard(x, y) &&
126 this.board[x][y] != V.EMPTY &&
127 this.getPiece(x, y) != V.PAWN
128 ) {
129 m.vanish.push(
130 new PiPo({
131 p: this.getPiece(x, y),
132 c: this.getColor(x, y),
133 x: x,
134 y: y
135 })
136 );
137 }
138 }
139 m.end = { x: m.appear[0].x, y: m.appear[0].y };
140 m.appear.pop(); //Nothin appears in this case
141 }
142 });
143 return moves;
144 }
145
146 getPotentialKingMoves([x, y]) {
147 // King cannot capture:
148 let moves = [];
149 const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
150 for (let step of steps) {
151 const i = x + step[0];
152 const j = y + step[1];
153 if (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY)
154 moves.push(this.getBasicMove([x, y], [i, j]));
155 }
156 return moves.concat(this.getCastleMoves([x, y]));
157 }
158
159 isAttacked(sq, color) {
160 if (
161 this.getPiece(sq[0], sq[1]) == V.KING &&
162 this.isAttackedByKing(sq, color)
163 ) {
164 // A king next to the enemy king is immune to attacks
165 return false;
166 }
167 return (
168 this.isAttackedByPawn(sq, color) ||
169 this.isAttackedByRook(sq, color) ||
170 this.isAttackedByKnight(sq, color) ||
171 this.isAttackedByBishop(sq, color) ||
172 this.isAttackedByQueen(sq, color)
173 // No "attackedByKing": it cannot take
174 );
175 }
176
177 postPlay(move) {
178 super.postPlay(move);
179 // NOTE: (harmless) condition on movesCount for Atomic2
180 if (move.appear.length == 0 && this.movesCount >= 2) {
181 // Capture
182 const firstRank = { w: 7, b: 0 };
183 for (let c of ["w", "b"]) {
184 // Did we explode king of color c ? (TODO: remove move earlier)
185 if (
186 Math.abs(this.kingPos[c][0] - move.end.x) <= 1 &&
187 Math.abs(this.kingPos[c][1] - move.end.y) <= 1
188 ) {
189 this.kingPos[c] = [-1, -1];
190 this.castleFlags[c] = [8, 8];
191 }
192 else {
193 // Now check if init rook(s) exploded
194 if (Math.abs(move.end.x - firstRank[c]) <= 1) {
195 if (Math.abs(move.end.y - this.castleFlags[c][0]) <= 1)
196 this.castleFlags[c][0] = 8;
197 if (Math.abs(move.end.y - this.castleFlags[c][1]) <= 1)
198 this.castleFlags[c][1] = 8;
199 }
200 }
201 }
202 }
203 }
204
205 postUndo(move) {
206 super.postUndo(move);
207 const c = this.turn;
208 const oppCol = V.GetOppCol(c);
209 // NOTE: condition on movesCount for balanced setting
210 if (
211 this.movesCount >= 1 &&
212 [this.kingPos[c][0], this.kingPos[oppCol][0]].some(e => e < 0)
213 ) {
214 // There is a chance that last move blowed some king away..
215 for (let psq of move.vanish) {
216 if (psq.p == "k")
217 this.kingPos[psq.c == c ? c : oppCol] = [psq.x, psq.y];
218 }
219 }
220 }
221
222 underCheck(color) {
223 const oppCol = V.GetOppCol(color);
224 let res = undefined;
225 // If our king disappeared, move is not valid
226 if (this.kingPos[color][0] < 0) res = true;
227 // If opponent king disappeared, move is valid
228 else if (this.kingPos[oppCol][0] < 0) res = false;
229 // Otherwise, if we remain under check, move is not valid
230 else res = this.isAttacked(this.kingPos[color], oppCol);
231 return res;
232 }
233
234 getCheckSquares() {
235 const color = this.turn;
236 let res = [];
237 if (
238 this.kingPos[color][0] >= 0 && //king might have exploded
239 this.isAttacked(this.kingPos[color], V.GetOppCol(color))
240 ) {
241 res = [JSON.parse(JSON.stringify(this.kingPos[color]))];
242 }
243 return res;
244 }
245
246 getCurrentScore() {
247 const color = this.turn;
248 const kp = this.kingPos[color];
249 if (kp[0] < 0)
250 // King disappeared
251 return color == "w" ? "0-1" : "1-0";
252 if (this.atLeastOneMove()) return "*";
253 if (!this.isAttacked(kp, V.GetOppCol(color))) return "1/2";
254 return color == "w" ? "0-1" : "1-0"; //checkmate
255 }
256
257 getNotation(move) {
258 if (move.appear.length == 0 && move.vanish.length == 1)
259 // First move in game (balanced == true)
260 return V.CoordsToSquare(move.start) + "X";
261 return super.getNotation(move);
262 }
263
264 };