import { ChessRules } from "@/base_rules";
-export const VariantRules = class ZenRules extends ChessRules
-{
+export class ZenRules extends ChessRules {
// NOTE: enPassant, if enabled, would need to redefine carefully getEpSquare
- static get HasEnpassant() { return false; }
+ static get HasEnpassant() {
+ return false;
+ }
// TODO(?): some duplicated code in 2 next functions
- getSlideNJumpMoves([x,y], steps, oneStep)
- {
- const color = this.getColor(x,y);
+ getSlideNJumpMoves([x, y], steps, oneStep) {
let moves = [];
- outerLoop:
- for (let loop=0; loop<steps.length; loop++)
- {
+ outerLoop: for (let loop = 0; loop < steps.length; loop++) {
const step = steps[loop];
let i = x + step[0];
let j = y + step[1];
- while (V.OnBoard(i,j) && this.board[i][j] == V.EMPTY)
- {
- moves.push(this.getBasicMove([x,y], [i,j]));
- if (!!oneStep)
- continue outerLoop;
+ while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
+ moves.push(this.getBasicMove([x, y], [i, j]));
+ if (oneStep) continue outerLoop;
i += step[0];
j += step[1];
}
// follow steps from x,y until something is met.
// if met piece is opponent and same movement (asA): eat it!
- findCaptures_aux([x,y], asA)
- {
- const color = this.getColor(x,y);
- var moves = [];
- const steps = asA != V.PAWN
- ? (asA==V.QUEEN ? V.steps[V.ROOK].concat(V.steps[V.BISHOP]) : V.steps[asA])
- : color=='w' ? [[-1,-1],[-1,1]] : [[1,-1],[1,1]];
- const oneStep = (asA==V.KNIGHT || asA==V.PAWN); //we don't capture king
- const lastRank = (color == 'w' ? 0 : V.size.x-1);
- const promotionPieces = [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN];
- outerLoop:
- for (let loop=0; loop<steps.length; loop++)
- {
+ findCaptures_aux([x, y], asA) {
+ const color = this.getColor(x, y);
+ let moves = [];
+ const steps =
+ asA != V.PAWN
+ ? asA == V.QUEEN
+ ? V.steps[V.ROOK].concat(V.steps[V.BISHOP])
+ : V.steps[asA]
+ : color == "w"
+ ? [
+ [-1, -1],
+ [-1, 1]
+ ]
+ : [
+ [1, -1],
+ [1, 1]
+ ];
+ const oneStep = [V.KNIGHT,V.PAWN].includes(asA); //we don't capture king
+ const lastRank = color == "w" ? 0 : V.size.x - 1;
+ const promotionPieces = [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN];
+ outerLoop: for (let loop = 0; loop < steps.length; loop++) {
const step = steps[loop];
let i = x + step[0];
let j = y + step[1];
- while (V.OnBoard(i,j) && this.board[i][j] == V.EMPTY)
- {
- if (oneStep)
- continue outerLoop;
+ while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
+ if (oneStep) continue outerLoop;
i += step[0];
j += step[1];
}
- if (V.OnBoard(i,j) && this.getColor(i,j) == V.GetOppCol(color)
- && this.getPiece(i,j) == asA)
- {
+ if (
+ V.OnBoard(i, j) &&
+ this.getColor(i, j) == V.GetOppCol(color) &&
+ this.getPiece(i, j) == asA
+ ) {
// eat!
- if (this.getPiece(x,y) == V.PAWN && i == lastRank)
- {
+ if (this.getPiece(x, y) == V.PAWN && i == lastRank) {
// Special case of promotion:
promotionPieces.forEach(p => {
- moves.push(this.getBasicMove([x,y], [i,j], {c:color,p:p}));
+ moves.push(this.getBasicMove([x, y], [i, j], { c: color, p: p }));
});
- }
- else
- {
+ } else {
// All other cases
- moves.push(this.getBasicMove([x,y], [i,j]));
+ moves.push(this.getBasicMove([x, y], [i, j]));
}
}
}
}
// Find possible captures from a square: look in every direction!
- findCaptures(sq)
- {
+ findCaptures(sq) {
let moves = [];
Array.prototype.push.apply(moves, this.findCaptures_aux(sq, V.PAWN));
return moves;
}
- getPotentialPawnMoves([x,y])
- {
- const color = this.getColor(x,y);
- let moves = [];
- const [sizeX,sizeY] = [V.size.x,V.size.y];
- const shift = (color == 'w' ? -1 : 1);
- const startRank = (color == 'w' ? sizeY-2 : 1);
- const firstRank = (color == 'w' ? sizeY-1 : 0);
- const lastRank = (color == "w" ? 0 : sizeY-1);
-
- if (x+shift != lastRank)
- {
- // Normal moves
- if (this.board[x+shift][y] == V.EMPTY)
- {
- moves.push(this.getBasicMove([x,y], [x+shift,y]));
- if ([startRank,firstRank].includes(x) && this.board[x+2*shift][y] == V.EMPTY)
- {
- //two squares jump
- moves.push(this.getBasicMove([x,y], [x+2*shift,y]));
- }
- }
- }
-
- else //promotion
- {
- let promotionPieces = [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN];
- promotionPieces.forEach(p => {
- // Normal move
- if (this.board[x+shift][y] == V.EMPTY)
- moves.push(this.getBasicMove([x,y], [x+shift,y], {c:color,p:p}));
- });
- }
-
- // No en passant here
+ canTake(sq1, sq2) {
+ return false; //captures handled separately
+ }
+ getPotentialPawnMoves([x, y]) {
+ let moves = super.getPotentialPawnMoves([x, y]);
// Add "zen" captures
- Array.prototype.push.apply(moves, this.findCaptures([x,y]));
-
+ Array.prototype.push.apply(moves, this.findCaptures([x, y]));
return moves;
}
- getPotentialRookMoves(sq)
- {
+ getPotentialRookMoves(sq) {
let noCaptures = this.getSlideNJumpMoves(sq, V.steps[V.ROOK]);
let captures = this.findCaptures(sq);
return noCaptures.concat(captures);
}
- getPotentialKnightMoves(sq)
- {
+ getPotentialKnightMoves(sq) {
let noCaptures = this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep");
let captures = this.findCaptures(sq);
return noCaptures.concat(captures);
}
- getPotentialBishopMoves(sq)
- {
+ getPotentialBishopMoves(sq) {
let noCaptures = this.getSlideNJumpMoves(sq, V.steps[V.BISHOP]);
let captures = this.findCaptures(sq);
return noCaptures.concat(captures);
}
- getPotentialQueenMoves(sq)
- {
+ getPotentialQueenMoves(sq) {
let noCaptures = this.getSlideNJumpMoves(
- sq, V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
+ sq,
+ V.steps[V.ROOK].concat(V.steps[V.BISHOP])
+ );
let captures = this.findCaptures(sq);
return noCaptures.concat(captures);
}
- getPotentialKingMoves(sq)
- {
+ getPotentialKingMoves(sq) {
// Initialize with normal moves
- let noCaptures = this.getSlideNJumpMoves(sq,
- V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep");
+ let noCaptures = this.getSlideNJumpMoves(
+ sq,
+ V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
+ "oneStep"
+ );
let captures = this.findCaptures(sq);
return noCaptures.concat(captures).concat(this.getCastleMoves(sq));
}
- getNotation(move)
- {
+ getNotation(move) {
// Recognize special moves first
- if (move.appear.length == 2)
- {
+ if (move.appear.length == 2) {
// castle
- if (move.end.y < move.start.y)
- return "0-0-0";
- else
- return "0-0";
+ if (move.end.y < move.start.y) return "0-0-0";
+ return "0-0";
}
- // Translate initial square (because pieces may fly unusually in this variant!)
+ // Translate initial square (because pieces may fly unusually!)
const initialSquare = V.CoordsToSquare(move.start);
// Translate final square
let notation = "";
const piece = this.getPiece(move.start.x, move.start.y);
- if (piece == V.PAWN)
- {
+ if (piece == V.PAWN) {
// pawn move (TODO: enPassant indication)
- if (move.vanish.length > 1)
- {
+ if (move.vanish.length > 1) {
// capture
notation = initialSquare + "x" + finalSquare;
- }
- else //no capture
- notation = finalSquare;
- if (piece != move.appear[0].p) //promotion
+ } //no capture
+ else notation = finalSquare;
+ if (piece != move.appear[0].p)
+ //promotion
notation += "=" + move.appear[0].p.toUpperCase();
- }
-
- else
- {
+ } else {
// Piece movement
notation = piece.toUpperCase();
- if (move.vanish.length > 1)
- notation += initialSquare + "x";
+ if (move.vanish.length > 1) notation += initialSquare + "x";
notation += finalSquare;
}
return notation;
}
- static get VALUES()
- {
+ static get VALUES() {
return {
- 'p': 1,
- 'r': 3,
- 'n': 2,
- 'b': 2,
- 'q': 5,
- 'k': 1000
- }
+ p: 1,
+ r: 3,
+ n: 2,
+ b: 2,
+ q: 5,
+ k: 1000
+ };
}
-}
+};