-import { ChessRules, PiPo } from "@/base_rules";
+import { ChessRules, Move, PiPo } from "@/base_rules";
-export const VariantRules = class AtomicRules extends ChessRules
-{
- getPotentialMovesFrom([x,y])
- {
- let moves = super.getPotentialMovesFrom([x,y]);
+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]) {
+ 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 => {
- if (m.vanish.length > 1 && m.appear.length <= 1) //avoid castles
- {
- // 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)
- {
+ // 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)
- {
+ 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}));
+ 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.end = { x: m.appear[0].x, y: m.appear[0].y };
m.appear.pop(); //Nothin appears in this case
}
});
-
return moves;
}
- getPotentialKingMoves([x,y])
- {
+ getPotentialKingMoves([x, y]) {
// King cannot capture:
let moves = [];
const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
- for (let step of steps)
- {
+ 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]));
+ 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 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"])
- {
+ 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);
+ // 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"]) {
// 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];
+ 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
- {
+ 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;
+ 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;
}
}
}
}
}
- unupdateVariables(move)
- {
- super.unupdateVariables(move);
- const c = move.vanish[0].c;
+ 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 => { return 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')
- this.kingPos[psq.c==c ? c : oppCol] = [psq.x, psq.y];
+ for (let psq of move.vanish) {
+ if (psq.p == "k")
+ this.kingPos[psq.c == c ? c : oppCol] = [psq.x, psq.y];
}
}
}
- underCheck(color)
- {
+ 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 (this.kingPos[color][0] < 0) res = true;
// If opponent king disappeared, move is valid
- else if (this.kingPos[oppCol][0] < 0)
- res = false;
+ 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]);
+ 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])) ]
+ getCheckSquares() {
+ const color = this.turn;
+ 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()
- {
+ getCurrentScore() {
const color = this.turn;
const kp = this.kingPos[color];
- if (kp[0] < 0) //king disappeared
+ 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";
+ 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);
+ }
+
+};