import { randInt } from "@/utils/alea";
export class TeleportRules extends ChessRules {
- hoverHighlight(x, y) {
+
+ hoverHighlight([x, y]) {
// Testing move validity results in an infinite update loop.
// TODO: find a way to test validity anyway.
return (this.subTurn == 2 && this.board[x][y] == V.EMPTY);
return this.subTurn == 1;
}
+ canIplay(side, [x, y]) {
+ if (this.subTurn == 2) return (this.board[x][y] == V.EMPTY);
+ return super.canIplay(side, [x, y]);
+ }
+
getPPpath(m) {
if (
m.vanish.length == 2 &&
return super.underCheck(color);
}
- getCurrentScore() {
- if (this.subTurn == 2)
- // Move not over
- return "*";
- return super.getCurrentScore();
- }
-
doClick(square) {
if (isNaN(square[0])) return null;
// If subTurn == 2 && square is empty && !underCheck, then teleport
}
}
}
- else {
- // Normal move
- const firstRank = (c == "w" ? V.size.x - 1 : 0);
- const oppCol = V.GetOppCol(c);
- const oppFirstRank = V.size.x - 1 - firstRank;
- if (move.vanish[0].p == V.KING && move.appear.length > 0)
- this.castleFlags[c] = [V.size.y, V.size.y];
- else if (
- move.start.x == firstRank &&
- this.castleFlags[c].includes(move.start.y)
- ) {
- const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1);
- this.castleFlags[c][flagIdx] = V.size.y;
- }
- if (
- move.end.x == oppFirstRank &&
- this.castleFlags[oppCol].includes(move.end.y)
- ) {
- const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1);
- this.castleFlags[oppCol][flagIdx] = V.size.y;
- }
- }
+ // Normal check:
+ super.updateCastleFlags(move, move.vanish[0].p, c);
}
undo(move) {
(color == 'w' && mvEval > m.eval) ||
(color == 'b' && mvEval < m.eval)
) {
- // TODO: if many second moves have the same eval, only the
- // first is kept. Could be randomized.
m.eval = mvEval;
m.next = m2;
}
move.appear[0].p != V.PAWN ? move.appear[0].p.toUpperCase() : "";
return piece + "@" + V.CoordsToSquare(move.end);
}
+
};