Avoid score redundancy in PGN
[vchess.git] / public / javascripts / variants / Atomic.js
1 class AtomicRules extends ChessRules
2 {
3 getPotentialMovesFrom([x,y])
4 {
5 let moves = super.getPotentialMovesFrom([x,y]);
6
7 // Handle explosions
8 moves.forEach(m => {
9 if (m.vanish.length > 1 && m.appear.length <= 1) //avoid castles
10 {
11 // Explosion! TODO: drop moves which explode our king here
12 let steps = [ [-1,-1],[-1,0],[-1,1],[0,-1],[0,1],[1,-1],[1,0],[1,1] ];
13 for (let step of steps)
14 {
15 let x = m.end.x + step[0];
16 let y = m.end.y + step[1];
17 if (x>=0 && x<8 && y>=0 && y<8 && this.board[x][y] != VariantRules.EMPTY
18 && this.getPiece(x,y) != VariantRules.PAWN)
19 {
20 m.vanish.push(new PiPo({p:this.getPiece(x,y),c:this.getColor(x,y),x:x,y:y}));
21 }
22 }
23 m.end = {x:m.appear[0].x, y:m.appear[0].y};
24 m.appear.pop(); //Nothin appears in this case
25 }
26 });
27
28 return moves;
29 }
30
31 getPotentialKingMoves([x,y])
32 {
33 const V = VariantRules;
34 // King cannot capture:
35 let moves = [];
36 let [sizeX,sizeY] = V.size;
37 const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
38 for (let step of steps)
39 {
40 var i = x + step[0];
41 var j = y + step[1];
42 if (i>=0 && i<sizeX && j>=0 && j<sizeY && this.board[i][j] == VariantRules.EMPTY)
43 moves.push(this.getBasicMove([x,y], [i,j]));
44 }
45 return moves.concat(this.getCastleMoves([x,y]));
46 }
47
48 isAttacked(sq, colors)
49 {
50 if (this.getPiece(sq[0],sq[1]) == VariantRules.KING && this.isAttackedByKing(sq, colors))
51 return false; //king cannot take...
52 return (this.isAttackedByPawn(sq, colors)
53 || this.isAttackedByRook(sq, colors)
54 || this.isAttackedByKnight(sq, colors)
55 || this.isAttackedByBishop(sq, colors)
56 || this.isAttackedByQueen(sq, colors));
57 }
58
59 updateVariables(move)
60 {
61 super.updateVariables(move);
62 const color = this.getColor(move.start.x,move.start.y);
63 // Next condition to avoid conflicts with harmless castle moves
64 if (color != this.getColor(move.end.x,move.end.y)
65 && this.board[move.end.x][move.end.y] != VariantRules.EMPTY)
66 {
67 const firstRank = {"w": 7, "b": 0};
68 for (let c of ["w","b"])
69 {
70 // Did we explode king of color c ? (TODO: remove move earlier)
71 if (Math.abs(this.kingPos[c][0]-move.end.x) <= 1
72 && Math.abs(this.kingPos[c][1]-move.end.y) <= 1)
73 {
74 this.kingPos[c] = [-1,-1];
75 this.castleFlags[c] = [false,false];
76 }
77 else
78 {
79 // Now check if init rook(s) exploded
80 if (Math.abs(move.end.x-firstRank[c]) <= 1)
81 {
82 if (Math.abs(move.end.y-this.INIT_COL_ROOK[c][0]) <= 1)
83 this.castleFlags[c][0] = false;
84 if (Math.abs(move.end.y-this.INIT_COL_ROOK[c][1]) <= 1)
85 this.castleFlags[c][1] = false;
86 }
87 }
88 }
89 }
90 }
91
92 unupdateVariables(move)
93 {
94 super.unupdateVariables(move);
95 const c = this.getColor(move.start.x,move.start.y);
96 const oppCol = this.getOppCol(c);
97 if ([this.kingPos[c][0],this.kingPos[oppCol][0]].some(e => { return e < 0; }))
98 {
99 // There is a chance that last move blowed some king away..
100 for (let psq of move.vanish)
101 {
102 if (psq.p == 'k')
103 this.kingPos[psq.c==c ? c : oppCol] = [psq.x, psq.y];
104 }
105 }
106 }
107
108 underCheck(move)
109 {
110 const c = this.turn;
111 const oppCol = this.getOppCol(c);
112 this.play(move);
113 let res = undefined;
114 // If our king disappeared, move is not valid
115 if (this.kingPos[c][0] < 0)
116 res = true;
117 // If opponent king disappeared, move is valid
118 else if (this.kingPos[oppCol][0] < 0)
119 res = false;
120 // Otherwise, if we remain under check, move is not valid
121 else
122 res = this.isAttacked(this.kingPos[c], [oppCol]);
123 this.undo(move);
124 return res;
125 }
126
127 getCheckSquares(move)
128 {
129 const c = this.getOppCol(this.turn);
130 // King might explode:
131 const saveKingPos = JSON.parse(JSON.stringify(this.kingPos[c]));
132 this.play(move);
133 let res = [ ];
134 if (this.kingPos[c][0] < 0)
135 res = [saveKingPos];
136 else if (this.isAttacked(this.kingPos[c], [this.getOppCol(c)]))
137 res = [ JSON.parse(JSON.stringify(this.kingPos[c])) ]
138 this.undo(move);
139 return res;
140 }
141
142 checkGameEnd()
143 {
144 const color = this.turn;
145 const kp = this.kingPos[color];
146 if (kp[0] < 0) //king disappeared
147 return color == "w" ? "0-1" : "1-0";
148 if (!this.isAttacked(kp, [this.getOppCol(color)]))
149 return "1/2";
150 // Checkmate
151 return color == "w" ? "0-1" : "1-0";
152 }
153 }