getPotentialMovesFrom([x,y])
{
- const standardMoves = super.getPotentialMovesFrom([x,y]);
+ let standardMoves = super.getPotentialMovesFrom([x,y]);
let moves = [];
standardMoves.forEach(m => {
let newMove_s = this.applyMagneticLaws(m);
if (newMove_s.length == 1)
moves.push(newMove_s[0]);
else //promotion
- moves = moves.concat(moves, newMove_s);
+ moves = moves.concat(newMove_s);
});
+ return moves;
}
// Complete a move with magnetic actions
- applyMagneticLaws(standardMove)
+ // TODO: job is done multiple times for (normal) promotions.
+ applyMagneticLaws(move)
{
- const [x,y] = [moves.start.x, move.start.y];
- let move = JSON.parse(JSON.stringify(standardMove));
+ const V = VariantRules;
+ if (move.appear[0].p == V.KING && move.appear.length==1)
+ return [move]; //kings are not charged
+ const aIdx = (move.appear[0].p != V.KING ? 0 : 1); //if castling, rook is charged
+ const [x,y] = [move.appear[aIdx].x, move.appear[aIdx].y];
+ const color = this.turn;
+ const lastRank = (color=="w" ? 0 : 7);
+ const standardMove = JSON.parse(JSON.stringify(move));
this.play(standardMove);
- const color = this.getColor(x,y);
- const [sizeX,sizeY] = VariantRules.size;
+ const [sizeX,sizeY] = V.size;
for (let step of [[-1,0],[1,0],[0,-1],[0,1]])
{
let [i,j] = [x+step[0],y+step[1]];
while (i>=0 && i<sizeX && j>=0 && j<sizeY)
{
- if (this.board[i][j] != VariantRules.EMPTY)
+ if (this.board[i][j] != V.EMPTY)
{
// Found something. Same color or not?
if (this.getColor(i,j) != color)
{
// Attraction
- if ((Math.abs(i-x)>=2 || Math.abs(j-y)>=2)
- && this.getPiece(i,j) != VariantRules.KING)
+ if ((Math.abs(i-x)>=2 || Math.abs(j-y)>=2) && this.getPiece(i,j) != V.KING)
{
move.vanish.push(
new PiPo({
else
{
// Repulsion
- if (this.getPiece(i,j) != VariantRules.KING)
+ if (this.getPiece(i,j) != V.KING)
{
// Push it until we meet an obstacle or edge of the board
let [ii,jj] = [i+step[0],j+step[1]];
while (ii>=0 && ii<sizeX && jj>=0 && jj<sizeY)
{
- if (this.board[ii][jj] != VariantRules.EMPTY)
+ if (this.board[ii][jj] != V.EMPTY)
break;
ii += step[0];
jj += step[1];
}
this.undo(standardMove);
let moves = [];
- if (..condition pawn promote)
+ // Scan move for pawn (max 1) on 8th rank
+ for (let i=1; i<move.appear.length; i++)
{
- move. ... = ... //loop
- moves.push(...);
+ if (move.appear[i].p==V.PAWN && move.appear[i].c==color && move.appear[i].x==lastRank)
+ {
+ move.appear[i].p = V.ROOK;
+ moves.push(move);
+ for (let piece of [V.KNIGHT, V.BISHOP, V.QUEEN])
+ {
+ let cmove = JSON.parse(JSON.stringify(move));
+ cmove.appear[i].p = piece;
+ moves.push(cmove);
+ }
+ // Swap appear[i] and appear[0] for moves presentation (TODO: this is awkward)
+ moves.forEach(m => {
+ let tmp = m.appear[0];
+ m.appear[0] = m.appear[i];
+ m.appear[i] = tmp;
+ });
+ break;
+ }
}
- else
+ if (moves.length == 0) //no pawn on 8th rank
moves.push(move);
return moves;
}