-import { ChessRules, 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;
- }
-
- getPotentialMovesFrom([x, y]) {
- let moves = super.getPotentialMovesFrom([x, y]);
-
- // Handle explosions
- moves.forEach(m => {
- // NOTE: if vanish.length==2 and appear.length==2, this is castle
- if (m.vanish.length > 1 && m.appear.length <= 1) {
- // Explosion! (TODO?: drop moves which explode our king here)
- let steps = [
- [-1, -1],
- [-1, 0],
- [-1, 1],
- [0, -1],
- [0, 1],
- [1, -1],
- [1, 0],
- [1, 1]
- ];
- for (let step of steps) {
- let x = m.end.x + step[0];
- let y = m.end.y + step[1];
- if (
- V.OnBoard(x, y) &&
- this.board[x][y] != V.EMPTY &&
- this.getPiece(x, y) != V.PAWN
- ) {
- m.vanish.push(
- new PiPo({
- p: this.getPiece(x, y),
- c: this.getColor(x, y),
- x: x,
- y: y
- })
- );
- }
- }
- m.end = { x: m.appear[0].x, y: m.appear[0].y };
- m.appear.pop(); //Nothin appears in this case
- }
- });
-
- return moves;
- }
-
- getPotentialKingMoves([x, y]) {
- // King cannot capture:
- let moves = [];
- const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
- for (let step of steps) {
- const i = x + step[0];
- const j = y + step[1];
- if (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY)
- moves.push(this.getBasicMove([x, y], [i, j]));
- }
- return moves.concat(this.getCastleMoves([x, y]));
- }
-
- isAttacked(sq, color) {
- if (
- this.getPiece(sq[0], sq[1]) == V.KING &&
- this.isAttackedByKing(sq, color)
- ) {
- // A king next to the enemy king is immune to attacks
- return false;
- }
- return (
- this.isAttackedByPawn(sq, color) ||
- this.isAttackedByRook(sq, color) ||
- this.isAttackedByKnight(sq, color) ||
- this.isAttackedByBishop(sq, color) ||
- this.isAttackedByQueen(sq, color)
- // No "attackedByKing": it cannot take
- );
- }
-
- postPlay(move) {
- super.postPlay(move);
- if (move.appear.length == 0) {
- // Capture
- const firstRank = { w: 7, b: 0 };
- for (let c of ["w", "b"]) {
- // Did we explode king of color c ? (TODO: remove move earlier)
- if (
- Math.abs(this.kingPos[c][0] - move.end.x) <= 1 &&
- Math.abs(this.kingPos[c][1] - move.end.y) <= 1
- ) {
- this.kingPos[c] = [-1, -1];
- this.castleFlags[c] = [8, 8];
- } 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)
- this.castleFlags[c][0] = 8;
- if (Math.abs(move.end.y - this.castleFlags[c][1]) <= 1)
- this.castleFlags[c][1] = 8;
- }
- }
- }
- }
- }
-
- postUndo(move) {
- 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)) {
- // There is a chance that last move blowed some king away..
- for (let psq of move.vanish) {
- if (psq.p == "k")
- this.kingPos[psq.c == c ? c : oppCol] = [psq.x, psq.y];
- }
- }
- }
-
- underCheck(color) {
- const oppCol = V.GetOppCol(color);
- let res = undefined;
- // If our king disappeared, move is not valid
- if (this.kingPos[color][0] < 0) res = true;
- // If opponent king disappeared, move is valid
- else if (this.kingPos[oppCol][0] < 0) res = false;
- // Otherwise, if we remain under check, move is not valid
- else res = this.isAttacked(this.kingPos[color], oppCol);
- return res;
- }
-
- getCheckSquares(color) {
- let res = [];
- if (
- this.kingPos[color][0] >= 0 && //king might have exploded
- this.isAttacked(this.kingPos[color], V.GetOppCol(color))
- ) {
- res = [JSON.parse(JSON.stringify(this.kingPos[color]))];
- }
- return res;
- }
-
- getCurrentScore() {
- const color = this.turn;
- const kp = this.kingPos[color];
- if (kp[0] < 0)
- // King disappeared
- return color == "w" ? "0-1" : "1-0";
- if (this.atLeastOneMove())
- return "*";
- if (!this.isAttacked(kp, V.GetOppCol(color))) return "1/2";
- return color == "w" ? "0-1" : "1-0"; //checkmate
- }
-};