-import { ChessRules } from "@/base_rules";
+import { ChessRules, Move, PiPo } from "@/base_rules";
export class TitanRules extends ChessRules {
- // Idea: yellow = bishop, orange = knight (for white)
- // and, red = bishop + purple = knight (black side)
- // (avoid using a bigger board, or complicated drawings)
+
+ static get IMAGE_EXTENSION() {
+ // Temporarily, for the time SVG pieces are being designed:
+ return ".png";
+ }
// Decode if normal piece, or + bishop or knight
- getPiece(i, j) {
- const piece = this.board[i][j].charAt(1);
+ getPiece(x, y) {
+ const piece = this.board[x][y].charAt(1);
if (ChessRules.PIECES.includes(piece)) return piece;
// Augmented piece:
switch (piece) {
}
}
- // TODO: subtelty, castle forbidden if
-
// Code: a/c = bishop + knight/bishop j/l for king,
// m/o for knight, s/t for queen, u/v for rook
static get AUGMENTED_PIECES() {
];
}
+ getPpath(b) {
+ return "Titan/" + b;
+ }
+
// Decode above notation into additional piece
getExtraPiece(symbol) {
if (['a','j','m','s','u'].includes(symbol))
return 'b';
}
+ // Inverse operation: augment piece
+ getAugmented(piece) {
+ const knight = this.movesCount <= 1;
+ switch (piece) {
+ case V.ROOK: return (knight ? 'u' : 'v');
+ case V.KNIGHT: return (knight ? 'm' : 'o');
+ case V.BISHOP: return (knight ? 'a' : 'c');
+ case V.QUEEN: return (knight ? 's' : 't');
+ case V.KING: return (knight ? 'j' : 'l');
+ }
+ return '_'; //never reached
+ }
+
+ static IsGoodPosition(position) {
+ if (position.length == 0) return false;
+ const rows = position.split("/");
+ if (rows.length != V.size.x) return false;
+ let kings = { "w": 0, "b": 0 };
+ const allPiecesCodes = V.PIECES.concat(V.AUGMENTED_PIECES);
+ const kingBlackCodes = ['j','k','l'];
+ const kingWhiteCodes = ['J','K','L'];
+ for (let row of rows) {
+ let sumElts = 0;
+ for (let i = 0; i < row.length; i++) {
+ if (kingBlackCodes.includes(row[i])) kings['b']++;
+ else if (kingWhiteCodes.includes(row[i])) kings['w']++;
+ if (allPiecesCodes.includes(row[i].toLowerCase())) sumElts++;
+ else {
+ const num = parseInt(row[i], 10);
+ if (isNaN(num)) return false;
+ sumElts += num;
+ }
+ }
+ if (sumElts != V.size.y) return false;
+ }
+ // Both kings should be on board, only one of each color:
+ if (Object.values(kings).some(v => v != 1)) return false;
+ return true;
+ }
+
+ // Kings may be augmented:
+ scanKings(fen) {
+ this.kingPos = { w: [-1, -1], b: [-1, -1] };
+ const rows = V.ParseFen(fen).position.split("/");
+ for (let i = 0; i < rows.length; i++) {
+ let k = 0; //column index on board
+ for (let j = 0; j < rows[i].length; j++) {
+ const piece = rows[i].charAt(j);
+ if (['j','k','l'].includes(piece.toLowerCase())) {
+ const color = (piece.charCodeAt(0) <= 90 ? 'w' : 'b');
+ this.kingPos[color] = [i, k];
+ }
+ else {
+ const num = parseInt(rows[i].charAt(j), 10);
+ if (!isNaN(num)) k += num - 1;
+ }
+ k++;
+ }
+ }
+ }
+
// If piece not in usual list, bishop or knight appears.
getPotentialMovesFrom([x, y]) {
- let moves = super.getPotentialMovesFrom(sq);
+ if (this.movesCount <= 3) {
+ // Setup stage
+ const color = this.getColor(x, y);
+ const firstRank = (color == 'w' ? 7 : 0);
+ if (x != firstRank || V.AUGMENTED_PIECES.includes(this.board[x][y][1]))
+ return [];
+ const piece = this.getPiece(x, y);
+ const move = new Move({
+ appear: [
+ new PiPo({ x: x, y: y, c: color, p: this.getAugmented(piece) })
+ ],
+ vanish: [
+ new PiPo({ x: x, y: y, c: color, p: piece })
+ ],
+ start: { x: x, y: y },
+ end: { x: x, y: y }
+ });
+ return [move];
+ }
+ let moves = super.getPotentialMovesFrom([x, y]);
+ const initialPiece = this.getPiece(x, y);
const color = this.turn;
-
-// treat castle case here (both pieces appear!)
if (
- V.AUGMENTED_PIECES.includes(this.board[x][y][1]) &&
- ((color == 'w' && x == 7) || (color == "b" && x == 0))
+ ((color == 'w' && x == 7) || (color == "b" && x == 0)) &&
+ V.AUGMENTED_PIECES.includes(this.board[x][y][1])
) {
const newPiece = this.getExtraPiece(this.board[x][y][1]);
moves.forEach(m => {
+ m.appear[0].p = initialPiece;
m.appear.push(
new PiPo({
p: newPiece,
})
);
});
+ moves.forEach(m => {
+ if (m.vanish.length <= 1) return;
+ const [vx, vy] = [m.vanish[1].x, m.vanish[1].y];
+ if (
+ m.appear.length >= 2 && //3 if the king was also augmented
+ m.vanish.length == 2 &&
+ m.vanish[1].c == color &&
+ V.AUGMENTED_PIECES.includes(this.board[vx][vy][1])
+ ) {
+ // Castle, rook is an "augmented piece"
+ m.appear[1].p = V.ROOK;
+ m.appear.push(
+ new PiPo({
+ p: this.getExtraPiece(this.board[vx][vy][1]),
+ c: color,
+ x: vx,
+ y: vy
+ })
+ );
+ }
+ });
}
return moves;
}
- // TODO: special case of move 1 = choose squares, knight first, then bishop
- // (just click ?)
+ hoverHighlight([x, y]) {
+ const c = this.turn;
+ return (
+ this.movesCount <= 3 &&
+ ((c == 'w' && x == 7) || (c == 'b' && x == 0))
+ );
+ }
+
+ // Special case of move 1 = choose squares, knight first, then bishop
+ doClick(square) {
+ if (this.movesCount >= 4) return null;
+ const color = this.turn;
+ const [x, y] = [square[0], square[1]];
+ if ((color == 'w' && x != 7) || (color == 'b' && x != 0)) return null;
+ const selectedPiece = this.board[x][y][1];
+ return new Move({
+ appear: [
+ new PiPo({
+ x: x,
+ y: y,
+ c: color,
+ p: this.getAugmented(selectedPiece)
+ })
+ ],
+ vanish: [
+ new PiPo({
+ x: x,
+ y: y,
+ c: color,
+ p: selectedPiece
+ })
+ ],
+ start: { x: x, y: y },
+ end: { x: x, y: y }
+ });
+ }
+
+ postPlay(move) {
+ if (this.movesCount > 4) super.postPlay(move);
+ }
+
+ postUndo(move) {
+ if (this.movesCount >= 4) super.postUndo(move);
+ }
+
+ evalPosition() {
+ let evaluation = 0;
+ for (let i = 0; i < V.size.x; i++) {
+ for (let j = 0; j < V.size.y; j++) {
+ if (this.board[i][j] != V.EMPTY) {
+ const sign = this.getColor(i, j) == "w" ? 1 : -1;
+ const piece = this.getPiece(i, j);
+ evaluation += sign * V.VALUES[piece];
+ const symbol = this.board[i][j][1];
+ if (V.AUGMENTED_PIECES.includes(symbol)) {
+ const extraPiece = this.getExtraPiece(symbol);
+ evaluation += sign * V.VALUES[extraPiece]
+ }
+ }
+ }
+ }
+ return evaluation;
+ }
+
+ getNotation(move) {
+ if (
+ move.appear[0].x != move.vanish[0].x ||
+ move.appear[0].y != move.vanish[0].y
+ ) {
+ if (
+ V.AUGMENTED_PIECES.includes(move.vanish[0].p) ||
+ (
+ move.appear.length >= 2 &&
+ move.vanish.length >= 2 &&
+ V.AUGMENTED_PIECES.includes(move.vanish[1].p)
+ )
+ ) {
+ // Simplify move before calling super.getNotation()
+ let smove = JSON.parse(JSON.stringify(move));
+ if (ChessRules.PIECES.includes(move.vanish[0].p)) {
+ // Castle with an augmented rook
+ smove.appear.pop();
+ smove.vanish[1].p = smove.appear[1].p;
+ }
+ else {
+ // Moving an augmented piece
+ smove.appear.pop();
+ smove.vanish[0].p = smove.appear[0].p;
+ if (
+ smove.vanish.length == 2 &&
+ smove.vanish[0].c == smove.vanish[1].c &&
+ V.AUGMENTED_PIECES.includes(move.vanish[1].p)
+ ) {
+ // Castle with an augmented rook
+ smove.appear.pop();
+ smove.vanish[1].p = smove.appear[1].p;
+ }
+ }
+ return super.getNotation(smove);
+ }
+ // Else, more common case:
+ return super.getNotation(move);
+ }
+ // First moves in game, placements:
+ const square = V.CoordsToSquare(move.appear[0]);
+ const reserve =
+ (['a','j','m','s','u'].includes(move.appear[0].p) ? 'N' : 'B');
+ return '+' + reserve + '@' + square;
+ }
+
};