import { ChessRules, PiPo } from "@/base_rules";
-export const VariantRules = class AtomicRules extends ChessRules
-{
- getPotentialMovesFrom([x,y])
- {
- let moves = super.getPotentialMovesFrom([x,y]);
+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 => {
- 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)
- {
+ // 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]));
+ return moves.concat(this.getCastleMoves([x, y]));
}
- isAttacked(sq, colors)
- {
- if (this.getPiece(sq[0],sq[1]) == V.KING && this.isAttackedByKing(sq, colors))
+ 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));
+ return (
+ this.isAttackedByPawn(sq, colors) ||
+ this.isAttackedByRook(sq, colors) ||
+ this.isAttackedByKnight(sq, colors) ||
+ this.isAttackedByBishop(sq, colors) ||
+ this.isAttackedByQueen(sq, colors)
+ );
}
- updateVariables(move)
- {
+ 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"])
- {
+ 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
- {
+ 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)
+ 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)
+ if (Math.abs(move.end.y - this.INIT_COL_ROOK[c][1]) <= 1)
this.castleFlags[c][1] = false;
}
}
}
}
- unupdateVariables(move)
- {
+ 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; }))
- {
+ 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];
+ 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(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()
- {
+ 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
+ if (this.atLeastOneMove())
return "*";
- if (!this.isAttacked(kp, [V.GetOppCol(color)]))
- return "1/2";
+ if (!this.isAttacked(kp, [V.GetOppCol(color)])) return "1/2";
return color == "w" ? "0-1" : "1-0"; //checkmate
}
-}
+};