class AtomicRules extends ChessRules
{
- getPotentialMovesFrom([x,y], c, lastMove)
+ getPotentialMovesFrom([x,y])
{
- let moves = super.getPotentialMovesFrom([x,y], c, lastMove);
+ let moves = super.getPotentialMovesFrom([x,y]);
// Handle explosions
moves.forEach(m => {
if (m.vanish.length > 1 && m.appear.length <= 1) //avoid castles
{
- // Explosion! TODO: drop moves which explode our king here
+ // 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 (x>=0 && x<8 && y>=0 && y<8 && this.board[x][y] != VariantRules.EMPTY
- && this.getPiece(x,y) != VariantRules.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}));
+ 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};
return moves;
}
- getPotentialKingMoves(x, y, c)
+ getPotentialKingMoves([x,y])
{
// King cannot capture:
let moves = [];
- let [sizeX,sizeY] = VariantRules.size;
- const steps = VariantRules.steps[VariantRules.QUEEN];
+ const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
for (let step of steps)
{
- var i = x + step[0];
- var j = y + step[1];
- if (i>=0 && i<sizeX && j>=0 && j<sizeY && this.board[i][j] == VariantRules.EMPTY)
- moves.push(this.getBasicMove(x, y, i, j));
+ 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,c));
+ return moves.concat(this.getCastleMoves([x,y]));
}
- isAttacked(sq, color)
+ isAttacked(sq, colors)
{
- if (this.getPiece(sq[0],sq[1]) == VariantRules.KING && this.isAttackedByKing(sq, color))
+ if (this.getPiece(sq[0],sq[1]) == V.KING && this.isAttackedByKing(sq, colors))
return false; //king cannot take...
- return (this.isAttackedByPawn(sq, color)
- || this.isAttackedByRook(sq, color)
- || this.isAttackedByKnight(sq, color)
- || this.isAttackedByBishop(sq, color)
- || this.isAttackedByQueen(sq, color));
+ 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);
-
- const c = this.getColor(move.start.x,move.start.y);
- // Next condition to avoid conflicts with harmless castle moves
- if (c != this.getColor(move.end.x,move.end.y)
- && this.board[move.end.x][move.end.y] != VariantRules.EMPTY)
+ const color = move.vanish[0].c;
+ if (move.appear.length == 0) //capture
{
- const oppCol = this.getOppCol(c);
- const oppFirstRank = (oppCol == "w" ? 7 : 0);
-
- // Did we explode our king ? (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.flags[c] = [false,false];
- }
-
- // Did we explode opponent king ?
- if (Math.abs(this.kingPos[oppCol][0]-move.end.x) <= 1
- && Math.abs(this.kingPos[oppCol][1]-move.end.y) <= 1)
+ const firstRank = {"w": 7, "b": 0};
+ for (let c of ["w","b"])
{
- this.kingPos[oppCol] = [-1,-1];
- this.flags[oppCol] = [false,false];
- }
- else
- {
- // Now check if opponent init rook(s) exploded
- if (Math.abs(move.end.x-oppFirstRank) <= 1)
+ // 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)
{
- if (Math.abs(move.end.y-this.INIT_COL_ROOK[oppCol][0]) <= 1)
- this.flags[oppCol][0] = false;
- if (Math.abs(move.end.y-this.INIT_COL_ROOK[oppCol][1]) <= 1)
- this.flags[oppCol][1] = false;
+ 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;
+ }
}
}
}
}
- undo(move)
+ unupdateVariables(move)
{
- super.undo(move);
-
- const c = this.getColor(move.start.x,move.start.y);
- const oppCol = this.getOppCol(c);
+ 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..
}
}
- underCheck(move, c)
+ underCheck(color)
{
- const oppCol = this.getOppCol(c);
- this.play(move);
+ const oppCol = V.GetOppCol(color);
let res = undefined;
// If our king disappeared, move is not valid
- if (this.kingPos[c][0] < 0)
+ 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[c], oppCol);
- this.undo(move);
+ res = this.isAttacked(this.kingPos[color], [oppCol]);
return res;
}
- checkGameEnd(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;
+ }
+
+ checkGameEnd()
+ {
+ const color = this.turn;
const kp = this.kingPos[color];
if (kp[0] < 0) //king disappeared
return color == "w" ? "0-1" : "1-0";
- if (!this.isAttacked(kp, this.getOppCol(color)))
+ if (!this.isAttacked(kp, [V.GetOppCol(color)]))
return "1/2";
- // Checkmate
- return color == "w" ? "0-1" : "1-0";
+ return color == "w" ? "0-1" : "1-0"; //checkmate
}
}
+
+const VariantRules = AtomicRules;