-export const V = class AtomicRules {
- show() {
- console.log("AtomicRules");
- }
-}
-//export default V = AtomicRules;
+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, 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);
+ 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())
+ return "*";
+ if (!this.isAttacked(kp, [V.GetOppCol(color)])) return "1/2";
+ return color == "w" ? "0-1" : "1-0"; //checkmate
+ }
+};