import { ChessRules, PiPo, Move } from "@/base_rules";
-export const VariantRules = class Allmate1Rules extends ChessRules {
+export class Allmate1Rules extends ChessRules {
static get HasEnpassant() {
return false;
}
}
static GenRandInitFen(randomness) {
- return ChessRules.GenRandInitFen(randomness).replace(/ -$/, "");
+ return ChessRules.GenRandInitFen(randomness).slice(0, -2);
}
getPotentialMovesFrom([x, y]) {
let attacked = {};
for (let i=0; i<V.size.x; i++) {
for (let j=0; j<V.size.y; j++) {
- if (this.getColor(i,j) == oppCol && this.isAttacked([i,j], [color]))
+ if (this.getColor(i,j) == oppCol && this.isAttacked([i,j], color))
attacked[i+"_"+j] = [i,j];
}
}
oppMoves = this.getPotentialQueenMoves([i, j]);
break;
case V.KING:
- oppMoves = this.getPotentialKingMoves([i, j]);
+ // Do not allow castling to escape from check
+ oppMoves = super.getSlideNJumpMoves(
+ [x, y],
+ V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
+ "oneStep"
+ );
break;
}
for (let om of oppMoves) {
if (om.start.x == sq[0] && om.start.y == sq[1])
// Piece moved:
sq = [om.appear[0].x, om.appear[0].y];
- if (!this.isAttacked(sq, [color]))
+ if (!this.isAttacked(sq, color))
delete attacked[origSq[0]+"_"+origSq[1]];
});
V.UndoOnBoard(this.board, om);
}
// No "under check" conditions in castling
- getCastleMoves([x, y]) {
- const c = this.getColor(x, y);
- if (x != (c == "w" ? V.size.x - 1 : 0) || y != this.INIT_COL_KING[c])
- return []; //x isn't first rank, or king has moved (shortcut)
-
- // Castling ?
- const oppCol = V.GetOppCol(c);
- let moves = [];
- let i = 0;
- // King, then rook:
- const finalSquares = [
- [2, 3],
- [V.size.y - 2, V.size.y - 3]
- ];
- castlingCheck: for (
- let castleSide = 0;
- castleSide < 2;
- castleSide++ //large, then small
- ) {
- if (!this.castleFlags[c][castleSide]) continue;
- // If this code is reached, rooks and king are on initial position
-
- // Nothing on the path of the king ? (and no checks)
- const finDist = finalSquares[castleSide][0] - y;
- let step = finDist / Math.max(1, Math.abs(finDist));
- for (let i = y; i != finalSquares[castleSide][0]; i += step) {
- if (
- this.board[x][i] != V.EMPTY &&
- // NOTE: next check is enough, because of chessboard constraints
- (this.getColor(x, i) != c ||
- ![V.KING, V.ROOK].includes(this.getPiece(x, i)))
- ) {
- continue castlingCheck;
- }
- }
-
- // Nothing on the path to the rook?
- step = castleSide == 0 ? -1 : 1;
- for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step) {
- if (this.board[x][i] != V.EMPTY) continue castlingCheck;
- }
- const rookPos = this.INIT_COL_ROOK[c][castleSide];
-
- // Nothing on final squares, except maybe king and castling rook?
- for (i = 0; i < 2; i++) {
- if (
- this.board[x][finalSquares[castleSide][i]] != V.EMPTY &&
- this.getPiece(x, finalSquares[castleSide][i]) != V.KING &&
- finalSquares[castleSide][i] != rookPos
- ) {
- continue castlingCheck;
- }
- }
-
- // If this code is reached, castle is valid
- moves.push(
- new Move({
- appear: [
- new PiPo({ x: x, y: finalSquares[castleSide][0], p: V.KING, c: c }),
- new PiPo({ x: x, y: finalSquares[castleSide][1], p: V.ROOK, c: c })
- ],
- vanish: [
- new PiPo({ x: x, y: y, p: V.KING, c: c }),
- new PiPo({ x: x, y: rookPos, p: V.ROOK, c: c })
- ],
- end:
- Math.abs(y - rookPos) <= 2
- ? { x: x, y: rookPos }
- : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) }
- })
- );
- }
-
- return moves;
+ getCastleMoves(sq) {
+ return super.getCastleMoves(sq, "castleInCheck");
}
// TODO: allow pieces to "commit suicide"? (Currently yes except king)
if (em.start.x == attacked[0] && em.start.y == attacked[1])
// King moved:
sq = [em.appear[0].x, em.appear[0].y];
- if (!this.isAttacked(sq, [oppCol]))
+ if (!this.isAttacked(sq, oppCol))
res = true;
V.UndoOnBoard(this.board, em);
if (res)
});
}
- updateVariables(move) {
- super.updateVariables(move);
- const color = V.GetOppCol(this.turn);
+ postPlay(move) {
+ super.postPlay(move);
if (move.vanish.length >= 2 && move.appear.length == 1) {
- move.vanish.forEach(v => {
- if (v.c == color)
- return;
+ for (let i = 1; i<move.vanish.length; i++) {
+ const v = move.vanish[i];
// Did opponent king disappeared?
if (v.p == V.KING)
this.kingPos[this.turn] = [-1, -1];
// Or maybe a rook?
else if (v.p == V.ROOK) {
if (v.y < this.INIT_COL_KING[v.c])
- this.castleFlags[v.c][0] = false;
+ this.castleFlags[v.c][0] = 8;
else
// v.y > this.INIT_COL_KING[v.c]
- this.castleFlags[v.c][1] = false;
+ this.castleFlags[v.c][1] = 8;
}
- });
+ }
}
}
- unupdateVariables(move) {
- super.unupdateVariables(move);
- const color = this.turn;
+ preUndo(move) {
+ super.preUndo(move);
+ const oppCol = this.turn;
if (move.vanish.length >= 2 && move.appear.length == 1) {
// Did opponent king disappeared?
- const psq = move.vanish.find(v => v.p == V.KING && v.c != color)
+ const psq = move.vanish.find(v => v.p == V.KING && v.c == oppCol)
if (psq)
this.kingPos[psq.c] = [psq.x, psq.y];
}
if (kp[0] < 0)
// King disappeared
return color == "w" ? "0-1" : "1-0";
- if (this.atLeastOneMove())
- return "*";
+ if (this.atLeastOneMove()) return "*";
// Kings still there, no moves:
return "1/2";
}
static get SEARCH_DEPTH() {
- return 2;
+ return 1;
}
getNotation(move) {