-import { ChessRules, PiPo } from "@/base_rules";
+import { ChessRules, Move, PiPo } from "@/base_rules";
-export const VariantRules = class AtomicRules extends ChessRules {
- getEpSquare(moveOrSquare) {
- if (typeof moveOrSquare !== "object" || moveOrSquare.appear.length > 0)
- return super.getEpSquare(moveOrSquare);
- // Capturing move: no en-passant
- return undefined;
+export class AtomicRules extends ChessRules {
+
+ static get Options() {
+ return {
+ check: [
+ {
+ label: "Balanced",
+ defaut: false,
+ variable: "balanced"
+ }
+ ],
+ select: ChessRules.Options.select
+ };
+ }
+
+ static AbbreviateOptions(opts) {
+ return opts["balanced"] ? 'B' : '';
+ }
+
+ static GenRandInitFen(options) {
+ return ChessRules.GenRandInitFen(options) + (options.balanced ? " B" : "");
+ }
+
+ setOtherVariables(fen) {
+ super.setOtherVariables(fen);
+ this.balanced = !!V.ParseFen(fen).balanced;
+ }
+
+ static ParseFen(fen) {
+ return Object.assign(
+ { balanced: fen.split(" ")[5] },
+ ChessRules.ParseFen(fen)
+ );
+ }
+
+ static IsGoodFen(fen) {
+ if (!ChessRules.IsGoodFen(fen)) return false;
+ const balanced = V.ParseFen(fen).balanced;
+ return (!balanced || balanced == 'B');
+ }
+
+ getFen() {
+ return super.getFen() + (this.balanced ? " B" : "");
+ }
+
+ hoverHighlight([x, y]) {
+ return this.balanced && this.movesCount == 0 && [1, 6].includes(x);
+ }
+
+ canIplay(side, [x, y]) {
+ if (this.balanced && this.movesCount == 0)
+ return (this.turn == side && this.getPiece(x, y) == V.PAWN);
+ return super.canIplay(side, [x, y]);
+ }
+
+ doClick(square) {
+ if (!this.balanced || this.movesCount >= 1) return null;
+ const [x, y] = [square[0], square[1]];
+ if (![1, 6].includes(x)) return null;
+ return new Move({
+ appear: [],
+ vanish: [
+ new PiPo({
+ x: x,
+ y: y,
+ c: this.getColor(x, y),
+ p: V.PAWN
+ })
+ ],
+ start: { x: x, y: y },
+ end: { x: x, y: y }
+ });
}
getPotentialMovesFrom([x, y]) {
- let moves = super.getPotentialMovesFrom([x, y]);
+ if (this.balanced && this.movesCount == 0) {
+ if ([1, 6].includes(x)) {
+ const c = this.getColor(x, y);
+ return [
+ new Move({
+ appear: [],
+ vanish: [
+ new PiPo({ x: x, y: y, p: V.PAWN, c: c })
+ ],
+ start: { x: x, y: y },
+ end: { x: x, y: y }
+ })
+ ];
+ }
+ return [];
+ }
+ let moves = super.getPotentialMovesFrom([x, y]);
+ if (this.getPiece(x, y) == V.PAWN) {
+ // Promotions by captures can be reduced to only one deterministic
+ // move (because of the explosion).
+ moves = moves.filter(m => {
+ return (
+ m.vanish.length == 1 ||
+ [V.PAWN, V.QUEEN].includes(m.appear[0].p)
+ );
+ });
+ }
// Handle explosions
moves.forEach(m => {
// NOTE: if vanish.length==2 and appear.length==2, this is castle
m.appear.pop(); //Nothin appears in this case
}
});
-
return moves;
}
postPlay(move) {
super.postPlay(move);
- if (move.appear.length == 0) {
+ // NOTE: (harmless) condition on movesCount for Atomic2
+ if (move.appear.length == 0 && this.movesCount >= 2) {
// Capture
const firstRank = { w: 7, b: 0 };
for (let c of ["w", "b"]) {
) {
this.kingPos[c] = [-1, -1];
this.castleFlags[c] = [8, 8];
- } else {
+ }
+ else {
// Now check if init rook(s) exploded
if (Math.abs(move.end.x - firstRank[c]) <= 1) {
if (Math.abs(move.end.y - this.castleFlags[c][0]) <= 1)
super.postUndo(move);
const c = this.turn;
const oppCol = V.GetOppCol(c);
- if ([this.kingPos[c][0], this.kingPos[oppCol][0]].some(e => e < 0)) {
+ // NOTE: condition on movesCount for balanced setting
+ if (
+ this.movesCount >= 1 &&
+ [this.kingPos[c][0], this.kingPos[oppCol][0]].some(e => e < 0)
+ ) {
// There is a chance that last move blowed some king away..
for (let psq of move.vanish) {
if (psq.p == "k")
return res;
}
- getCheckSquares(color) {
+ getCheckSquares() {
+ const color = this.turn;
let res = [];
if (
this.kingPos[color][0] >= 0 && //king might have exploded
if (kp[0] < 0)
// King disappeared
return color == "w" ? "0-1" : "1-0";
- if (this.atLeastOneMove())
- return "*";
+ if (this.atLeastOneMove()) return "*";
if (!this.isAttacked(kp, V.GetOppCol(color))) return "1/2";
return color == "w" ? "0-1" : "1-0"; //checkmate
}
+
+ getNotation(move) {
+ if (move.appear.length == 0 && move.vanish.length == 1)
+ // First move in game (balanced == true)
+ return V.CoordsToSquare(move.start) + "X";
+ return super.getNotation(move);
+ }
+
};