// - a "bishop" is a chameleon, capturing as its prey
// - a "queen" is a withdrawer, capturing by moving away from pieces
- getPotentialMovesFrom([x,y])
+ // Is piece on square (x,y) immobilized?
+ isImmobilized([x,y])
{
- // Pre-check: is thing on this square immobilized?
- // In this case add potential suicide as a move "taking the immobilizer"
const piece = this.getPiece(x,y);
const color = this.getColor(x,y);
const oppCol = this.getOppCol(color);
const V = VariantRules;
const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
const [sizeX,sizeY] = V.size;
+ outerLoop:
for (let step of adjacentSteps)
{
const [i,j] = [x+step[0],y+step[1]];
&& this.getColor(i,j) == oppCol)
{
const oppPiece = this.getPiece(i,j);
- if (oppPiece == V.IMMOBILIZER
- || (oppPiece == V.BISHOP && piece == V.IMMOBILIZER))
+ if (oppPiece == V.BISHOP && piece == V.IMMOBILIZER)
+ return true;
+ if (oppPiece == V.IMMOBILIZER && ![V.BISHOP,V.IMMOBILIZER].includes(piece))
{
- return [ new Move({
- appear: [],
- vanish: [new PiPo({x:x,y:y,p:piece,c:color})],
- start: {x:x,y:y},
- end: {x:i,y:j}
- }) ];
+ // Moving is impossible only if this immobilizer is not neutralized
+ for (let step2 of adjacentSteps)
+ {
+ const [i2,j2] = [i+step2[0],j+step2[1]];
+ if (i2>=0 && i2<sizeX && j2>=0 && j2<sizeY
+ && this.board[i2][j2] != V.EMPTY && this.getColor(i2,j2) == color)
+ {
+ if ([V.BISHOP,V.IMMOBILIZER].includes(this.getPiece(i2,j2)))
+ return false;
+ }
+ }
+ return true; //immobilizer isn't neutralized
}
}
}
+ return false;
+ }
+
+ getPotentialMovesFrom([x,y])
+ {
+ // Pre-check: is thing on this square immobilized?
+ if (this.isImmobilized([x,y]))
+ return [];
switch (this.getPiece(x,y))
{
case VariantRules.IMMOBILIZER:
// Check piece-king rectangle (if any) corners for enemy pieces
if (m.end.x == kp[0] || m.end.y == kp[1])
return; //"flat rectangle"
- const corner1 = [Math.max(m.end.x,kp[0]), Math.min(m.end.y,kp[1])];
- const corner2 = [Math.min(m.end.x,kp[0]), Math.max(m.end.y,kp[1])];
+ const corner1 = [m.end.x, kp[1]];
+ const corner2 = [kp[0], m.end.y];
for (let [i,j] of [corner1,corner2])
{
if (this.board[i][j] != VariantRules.EMPTY && this.getColor(i,j) == oppCol)
return super.getPotentialQueenMoves(sq).concat(this.getKnightCaptures(sq));
}
- getPotentialBishopMoves(sq)
+ getPotentialBishopMoves([x,y])
{
- let moves = super.getPotentialQueenMoves(sq)
- .concat(this.getKnightCaptures(sq,"asChameleon"));
- // NOTE: no "addKingCaptures" because the king isn't captured
+ let moves = super.getPotentialQueenMoves([x,y])
+ .concat(this.getKnightCaptures([x,y],"asChameleon"));
+ // No "king capture" because king cannot remain under check
this.addPawnCaptures(moves, "asChameleon");
this.addRookCaptures(moves, "asChameleon");
this.addQueenCaptures(moves, "asChameleon");
isAttackedByPawn([x,y], colors)
{
- // Square (x,y) must be surrounded by two enemy pieces,
- // and one of them at least should be a pawn.
+ // Square (x,y) must be surroundable by two enemy pieces,
+ // and one of them at least should be a pawn (moving).
const dirs = [ [1,0],[0,1],[1,1],[-1,1] ];
+ const steps = VariantRules.steps[VariantRules.ROOK]
+ .concat(VariantRules.steps[VariantRules.BISHOP]);
const [sizeX,sizeY] = VariantRules.size;
for (let dir of dirs)
{
const [i1,j1] = [x-dir[0],y-dir[1]]; //"before"
const [i2,j2] = [x+dir[0],y+dir[1]]; //"after"
if (i1>=0 && i1<sizeX && i2>=0 && i2<sizeX
- && j1>=0 && j1<sizeY && j2>=0 && j2<sizeY
- && this.board[i1][j1]!=VariantRules.EMPTY
- && this.board[i2][j2]!=VariantRules.EMPTY
- && colors.includes(this.getColor(i1,j1))
- && colors.includes(this.getColor(i2,j2))
- && [this.getPiece(i1,j1),this.getPiece(i2,j2)].includes(VariantRules.PAWN))
+ && j1>=0 && j1<sizeY && j2>=0 && j2<sizeY)
{
- return true;
+ if ((this.board[i1][j1]!=VariantRules.EMPTY
+ && colors.includes(this.getColor(i1,j1))
+ && this.board[i2][j2]==VariantRules.EMPTY)
+ ||
+ (this.board[i2][j2]!=VariantRules.EMPTY
+ && colors.includes(this.getColor(i2,j2))
+ && this.board[i1][j1]==VariantRules.EMPTY))
+ {
+ // Search a movable enemy pawn landing on the empty square
+ for (let step of steps)
+ {
+ let [ii,jj] = (this.board[i1][j1]==VariantRules.EMPTY ? [i1,j1] : [i2,j2]);
+ let [i3,j3] = [ii+step[0],jj+step[1]];
+ while (i3>=0 && i3<sizeX && j3>=0 && j3<sizeY
+ && this.board[i3][j3]==VariantRules.EMPTY)
+ {
+ i3 += step[0];
+ j3 += step[1];
+ }
+ if (i3>=0 && i3<sizeX && j3>=0 && j3<sizeY
+ && this.getPiece(i3,j3) == VariantRules.PAWN
+ && !this.isImmobilized([i3,j3]))
+ {
+ return true;
+ }
+ }
+ }
}
}
return false;
isAttackedByRook([x,y], colors)
{
+ // King must be on same column or row,
+ // and a rook should be able to reach a capturing square
const [sizeX,sizeY] = VariantRules.size;
- // King must be on same column and a rook on same row (or reverse)
- if (x == this.kingPos[colors[0]][0]) //using colors[0], only element in this case
- {
- // Look for enemy rook on this column
- for (let i=0; i<sizeY; i++)
- {
- if (this.board[x][i] != VariantRules.EMPTY
- && colors.includes(this.getColor(x,i))
- && this.getPiece(x,i) == VariantRules.ROOK)
- {
- return true;
- }
- }
- }
- else if (y == this.kingPos[colors[0]][1])
+ // colors contains only one element, giving the oppCol and thus king position
+ const sameRow = (x == this.kingPos[colors[0]][0]);
+ const sameColumn = (y == this.kingPos[colors[0]][1]);
+ if (sameRow || sameColumn)
{
- // Look for enemy rook on this row
+ // Look for the enemy rook (maximum 1)
for (let i=0; i<sizeX; i++)
{
- if (this.board[i][y] != VariantRules.EMPTY
- && colors.includes(this.getColor(i,y))
- && this.getPiece(i,y) == VariantRules.ROOK)
+ for (let j=0; j<sizeY; j++)
{
- return true;
+ if (this.board[i][j] != VariantRules.EMPTY
+ && colors.includes(this.getColor(i,j))
+ && this.getPiece(i,j) == VariantRules.ROOK)
+ {
+ if (this.isImmobilized([i,j]))
+ return false; //because only one rook
+ // Can it reach a capturing square?
+ // Easy but quite suboptimal way (TODO): generate all moves (turn is OK)
+ const moves = this.getPotentialMovesFrom([i,j]);
+ for (let move of moves)
+ {
+ if (sameRow && move.end.y == y || sameColumn && move.end.x == x)
+ return true;
+ }
+ }
}
}
}
const V = VariantRules;
const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
const [sizeX,sizeY] = V.size;
+ outerLoop:
for (let step of steps)
{
const [i0,j0] = [x+step[0],y+step[1]];
{
// Try in opposite direction:
let [i,j] = [x-step[0],y-step[1]];
- while (i>=0 && i<sizeX && j>=0 && j<sizeY && this.board[i][j] == V.EMPTY)
+ while (i>=0 && i<sizeX && j>=0 && j<sizeY)
{
- i -= step[0];
- j -= step[1];
- }
- if (i>=0 && i<sizeX && j>=0 && j<sizeY && colors.includes(this.getColor(i,j))
- && this.getPiece(i,j) == V.KNIGHT)
- {
- return true;
+ while (i>=0 && i<sizeX && j>=0 && j<sizeY && this.board[i][j] == V.EMPTY)
+ {
+ i -= step[0];
+ j -= step[1];
+ }
+ if (i>=0 && i<sizeX && j>=0 && j<sizeY)
+ {
+ if (colors.includes(this.getColor(i,j)))
+ {
+ if (this.getPiece(i,j) == V.KNIGHT && !this.isImmobilized([i,j]))
+ return true;
+ continue outerLoop;
+ }
+ // [else] Our color, could be captured
+ i -= step[0];
+ j -= step[1];
+ }
}
}
}
if (i>=0 && i<sizeX && j>=0 && j<sizeY && this.board[i][j]!=V.EMPTY
&& colors.includes(this.getColor(i,j)) && this.getPiece(i,j) == V.BISHOP)
{
- return true;
+ return true; //bishops are never immobilized
}
}
return false;
const sq1 = [x+step[0],y+step[1]];
if (this.board[sq1[0]][sq1[1]] != V.EMPTY
&& colors.includes(this.getColor(sq1[0],sq1[1]))
- && this.getPiece(sq1[0],sq1[1]) == V.QUEEN)
+ && this.getPiece(sq1[0],sq1[1]) == V.QUEEN
+ && !this.isImmobilized(sq1))
{
return true;
}
updateVariables(move)
{
- // Just update king position
+ // Just update king(s) position(s)
const piece = this.getPiece(move.start.x,move.start.y);
const c = this.getColor(move.start.x,move.start.y);
if (piece == VariantRules.KING && move.appear.length > 0)
}
}
- checkGameEnd()
- {
- // No valid move: game is lost (stalemate is a win)
- return this.turn == "w" ? "0-1" : "1-0";
- }
-
static get VALUES() { //TODO: totally experimental!
return {
'p': 1,
getNotation(move)
{
- if (move.appear.length == 0)
+ const initialSquare =
+ String.fromCharCode(97 + move.start.y) + (VariantRules.size[0]-move.start.x);
+ const finalSquare =
+ String.fromCharCode(97 + move.end.y) + (VariantRules.size[0]-move.end.x);
+ let notation = undefined;
+ if (move.appear[0].p == VariantRules.PAWN)
{
- const startSquare =
- String.fromCharCode(97 + move.start.y) + (VariantRules.size[0]-move.start.x);
- return "^" + startSquare; //suicide
+ // Pawn: generally ambiguous short notation, so we use full description
+ notation = "P" + initialSquare + finalSquare;
}
- return super.getNotation(move);
+ else if (move.appear[0].p == VariantRules.KING)
+ notation = "K" + (move.vanish.length>1 ? "x" : "") + finalSquare;
+ else
+ notation = move.appear[0].p.toUpperCase() + finalSquare;
+ if (move.vanish.length > 1 && move.appear[0].p != VariantRules.KING)
+ notation += "X"; //capture mark (not describing what is captured...)
+ return notation;
}
}