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 => {
return moves;
}
- getPotentialKingMoves(x, y, c)
+ getPotentialKingMoves([x,y])
{
// King cannot capture:
let moves = [];
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));
+ 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]) == VariantRules.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)
&& Math.abs(this.kingPos[c][1]-move.end.y) <= 1)
{
this.kingPos[c] = [-1,-1];
- this.flags[c] = [false,false];
+ this.castleFlags[c] = [false,false];
}
// Did we explode opponent king ?
&& Math.abs(this.kingPos[oppCol][1]-move.end.y) <= 1)
{
this.kingPos[oppCol] = [-1,-1];
- this.flags[oppCol] = [false,false];
+ this.castleFlags[oppCol] = [false,false];
}
else
{
if (Math.abs(move.end.x-oppFirstRank) <= 1)
{
if (Math.abs(move.end.y-this.INIT_COL_ROOK[oppCol][0]) <= 1)
- this.flags[oppCol][0] = false;
+ this.castleFlags[oppCol][0] = false;
if (Math.abs(move.end.y-this.INIT_COL_ROOK[oppCol][1]) <= 1)
- this.flags[oppCol][1] = false;
+ this.castleFlags[oppCol][1] = false;
}
}
}
}
- undo(move)
+ unupdateVariables(move)
{
- super.undo(move);
-
+ super.unupdateVariables(move);
const c = this.getColor(move.start.x,move.start.y);
const oppCol = this.getOppCol(c);
if ([this.kingPos[c][0],this.kingPos[oppCol][0]].some(e => { return e < 0; }))
}
}
- underCheck(move, c)
+ underCheck(move)
{
+ const c = this.turn;
const oppCol = this.getOppCol(c);
this.play(move);
let res = undefined;
return res;
}
- checkGameEnd(color)
+ getCheckSquares(move)
+ {
+ const c = this.getOppCol(this.turn);
+ // King might explode:
+ const saveKingPos = JSON.parse(JSON.stringify(this.kingPos[c]));
+ this.play(move);
+ let res = [ ];
+ if (this.kingPos[c][0] < 0)
+ res = [saveKingPos];
+ else if (this.isAttacked(this.kingPos[c], this.getOppCol(c)))
+ res = [ JSON.parse(JSON.stringify(this.kingPos[c])) ]
+ this.undo(move);
+ 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";