-import { ChessRules, PiPo } from "@/base_rules";
-
-export const VariantRules = class AtomicRules extends ChessRules
-{
- getPotentialMovesFrom([x,y])
- {
- let moves = super.getPotentialMovesFrom([x,y]);
-
- // Handle explosions
- moves.forEach(m => {
- if (m.vanish.length > 1 && m.appear.length <= 1) //avoid castles
- {
- // Explosion! OPTION (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, colors)
- {
- if (this.getPiece(sq[0],sq[1]) == V.KING && this.isAttackedByKing(sq, colors))
- return false; //king cannot take...
- return (this.isAttackedByPawn(sq, colors)
- || this.isAttackedByRook(sq, colors)
- || this.isAttackedByKnight(sq, colors)
- || this.isAttackedByBishop(sq, colors)
- || this.isAttackedByQueen(sq, colors));
- }
-
- updateVariables(move)
- {
- super.updateVariables(move);
- const color = move.vanish[0].c;
- 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] = [false,false];
- }
- else
- {
- // Now check if init rook(s) exploded
- if (Math.abs(move.end.x-firstRank[c]) <= 1)
- {
- if (Math.abs(move.end.y-this.INIT_COL_ROOK[c][0]) <= 1)
- this.castleFlags[c][0] = false;
- if (Math.abs(move.end.y-this.INIT_COL_ROOK[c][1]) <= 1)
- this.castleFlags[c][1] = false;
- }
- }
- }
- }
- }
-
- unupdateVariables(move)
- {
- super.unupdateVariables(move);
- const c = move.vanish[0].c;
- const oppCol = V.GetOppCol(c);
- if ([this.kingPos[c][0],this.kingPos[oppCol][0]].some(e => { return 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()) // game not over
- return "*";
- if (!this.isAttacked(kp, [V.GetOppCol(color)]))
- return "1/2";
- return color == "w" ? "0-1" : "1-0"; //checkmate
- }
-}