X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fclient_OLD%2Fjavascripts%2Fvariants%2FBaroque.js;fp=client%2Fclient_OLD%2Fjavascripts%2Fvariants%2FBaroque.js;h=d06b99c3d0999fb51cd4ba7fb7feca6f9b826570;hb=625022fdcf750f0aff8fcd699f7e9b89730e1d10;hp=0000000000000000000000000000000000000000;hpb=b955c65b942d09d24b5c3bed0d755d4f2f8f71f1;p=vchess.git diff --git a/client/client_OLD/javascripts/variants/Baroque.js b/client/client_OLD/javascripts/variants/Baroque.js new file mode 100644 index 00000000..d06b99c3 --- /dev/null +++ b/client/client_OLD/javascripts/variants/Baroque.js @@ -0,0 +1,616 @@ +class BaroqueRules extends ChessRules +{ + static get HasFlags() { return false; } + + static get HasEnpassant() { return false; } + + static getPpath(b) + { + if (b[1] == "m") //'m' for Immobilizer (I is too similar to 1) + return "Baroque/" + b; + return b; //usual piece + } + + static get PIECES() + { + return ChessRules.PIECES.concat([V.IMMOBILIZER]); + } + + // No castling, but checks, so keep track of kings + setOtherVariables(fen) + { + this.kingPos = {'w':[-1,-1], 'b':[-1,-1]}; + const fenParts = fen.split(" "); + const position = fenParts[0].split("/"); + for (let i=0; i { + if (!!byChameleon && m.start.x!=m.end.x && m.start.y!=m.end.y) + return; //chameleon not moving as pawn + // Try capturing in every direction + for (let step of steps) + { + const sq2 = [m.end.x+2*step[0],m.end.y+2*step[1]]; + if (V.OnBoard(sq2[0],sq2[1]) && this.board[sq2[0]][sq2[1]] != V.EMPTY + && this.getColor(sq2[0],sq2[1]) == color) + { + // Potential capture + const sq1 = [m.end.x+step[0],m.end.y+step[1]]; + if (this.board[sq1[0]][sq1[1]] != V.EMPTY + && this.getColor(sq1[0],sq1[1]) == oppCol) + { + const piece1 = this.getPiece(sq1[0],sq1[1]); + if (!byChameleon || piece1 == V.PAWN) + { + m.vanish.push(new PiPo({ + x:sq1[0], + y:sq1[1], + c:oppCol, + p:piece1 + })); + } + } + } + } + }); + } + + // "Pincer" + getPotentialPawnMoves([x,y]) + { + let moves = super.getPotentialRookMoves([x,y]); + this.addPawnCaptures(moves); + return moves; + } + + addRookCaptures(moves, byChameleon) + { + const color = this.turn; + const oppCol = V.GetOppCol(color); + const kp = this.kingPos[color]; + moves.forEach(m => { + // Check piece-king rectangle (if any) corners for enemy pieces + if (m.end.x == kp[0] || m.end.y == kp[1]) + return; //"flat rectangle" + const corner1 = [m.end.x, kp[1]]; + const corner2 = [kp[0], m.end.y]; + for (let [i,j] of [corner1,corner2]) + { + if (this.board[i][j] != V.EMPTY && this.getColor(i,j) == oppCol) + { + const piece = this.getPiece(i,j); + if (!byChameleon || piece == V.ROOK) + { + m.vanish.push( new PiPo({ + x:i, + y:j, + p:piece, + c:oppCol + }) ); + } + } + } + }); + } + + // Coordinator + getPotentialRookMoves(sq) + { + let moves = super.getPotentialQueenMoves(sq); + this.addRookCaptures(moves); + return moves; + } + + // Long-leaper + getKnightCaptures(startSquare, byChameleon) + { + // Look in every direction for captures + const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); + const color = this.turn; + const oppCol = V.GetOppCol(color); + let moves = []; + const [x,y] = [startSquare[0],startSquare[1]]; + const piece = this.getPiece(x,y); //might be a chameleon! + outerLoop: + for (let step of steps) + { + let [i,j] = [x+step[0], y+step[1]]; + while (V.OnBoard(i,j) && this.board[i][j]==V.EMPTY) + { + i += step[0]; + j += step[1]; + } + if (!V.OnBoard(i,j) || this.getColor(i,j)==color + || (!!byChameleon && this.getPiece(i,j)!=V.KNIGHT)) + { + continue; + } + // last(thing), cur(thing) : stop if "cur" is our color, or beyond board limits, + // or if "last" isn't empty and cur neither. Otherwise, if cur is empty then + // add move until cur square; if cur is occupied then stop if !!byChameleon and + // the square not occupied by a leaper. + let last = [i,j]; + let cur = [i+step[0],j+step[1]]; + let vanished = [ new PiPo({x:x,y:y,c:color,p:piece}) ]; + while (V.OnBoard(cur[0],cur[1])) + { + if (this.board[last[0]][last[1]] != V.EMPTY) + { + const oppPiece = this.getPiece(last[0],last[1]); + if (!!byChameleon && oppPiece != V.KNIGHT) + continue outerLoop; + // Something to eat: + vanished.push( new PiPo({x:last[0],y:last[1],c:oppCol,p:oppPiece}) ); + } + if (this.board[cur[0]][cur[1]] != V.EMPTY) + { + if (this.getColor(cur[0],cur[1]) == color + || this.board[last[0]][last[1]] != V.EMPTY) //TODO: redundant test + { + continue outerLoop; + } + } + else + { + moves.push(new Move({ + appear: [ new PiPo({x:cur[0],y:cur[1],c:color,p:piece}) ], + vanish: JSON.parse(JSON.stringify(vanished)), //TODO: required? + start: {x:x,y:y}, + end: {x:cur[0],y:cur[1]} + })); + } + last = [last[0]+step[0],last[1]+step[1]]; + cur = [cur[0]+step[0],cur[1]+step[1]]; + } + } + return moves; + } + + // Long-leaper + getPotentialKnightMoves(sq) + { + return super.getPotentialQueenMoves(sq).concat(this.getKnightCaptures(sq)); + } + + getPotentialBishopMoves([x,y]) + { + let moves = super.getPotentialQueenMoves([x,y]) + .concat(this.getKnightCaptures([x,y],"asChameleon")); + // No "king capture" because king cannot remain under check + this.addPawnCaptures(moves, "asChameleon"); + this.addRookCaptures(moves, "asChameleon"); + this.addQueenCaptures(moves, "asChameleon"); + // Post-processing: merge similar moves, concatenating vanish arrays + let mergedMoves = {}; + moves.forEach(m => { + const key = m.end.x + V.size.x * m.end.y; + if (!mergedMoves[key]) + mergedMoves[key] = m; + else + { + for (let i=1; i { moves.push(mergedMoves[k]); }); + return moves; + } + + // Withdrawer + addQueenCaptures(moves, byChameleon) + { + if (moves.length == 0) + return; + const [x,y] = [moves[0].start.x,moves[0].start.y]; + const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); + let capturingDirections = []; + const color = this.turn; + const oppCol = V.GetOppCol(color); + adjacentSteps.forEach(step => { + const [i,j] = [x+step[0],y+step[1]]; + if (V.OnBoard(i,j) && this.board[i][j] != V.EMPTY && this.getColor(i,j) == oppCol + && (!byChameleon || this.getPiece(i,j) == V.QUEEN)) + { + capturingDirections.push(step); + } + }); + moves.forEach(m => { + const step = [ + m.end.x!=x ? (m.end.x-x)/Math.abs(m.end.x-x) : 0, + m.end.y!=y ? (m.end.y-y)/Math.abs(m.end.y-y) : 0 + ]; + // NOTE: includes() and even _.isEqual() functions fail... + // TODO: this test should be done only once per direction + if (capturingDirections.some(dir => + { return (dir[0]==-step[0] && dir[1]==-step[1]); })) + { + const [i,j] = [x-step[0],y-step[1]]; + m.vanish.push(new PiPo({ + x:i, + y:j, + p:this.getPiece(i,j), + c:oppCol + })); + } + }); + } + + getPotentialQueenMoves(sq) + { + let moves = super.getPotentialQueenMoves(sq); + this.addQueenCaptures(moves); + return moves; + } + + getPotentialImmobilizerMoves(sq) + { + // Immobilizer doesn't capture + return super.getPotentialQueenMoves(sq); + } + + getPotentialKingMoves(sq) + { + return this.getSlideNJumpMoves(sq, + V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep"); + } + + // isAttacked() is OK because the immobilizer doesn't take + + isAttackedByPawn([x,y], colors) + { + // Square (x,y) must be surroundable by two enemy pieces, + // and one of them at least should be a pawn (moving). + const dirs = [ [1,0],[0,1] ]; + const steps = V.steps[V.ROOK]; + for (let dir of dirs) + { + const [i1,j1] = [x-dir[0],y-dir[1]]; //"before" + const [i2,j2] = [x+dir[0],y+dir[1]]; //"after" + if (V.OnBoard(i1,j1) && V.OnBoard(i2,j2)) + { + if ((this.board[i1][j1]!=V.EMPTY && colors.includes(this.getColor(i1,j1)) + && this.board[i2][j2]==V.EMPTY) + || + (this.board[i2][j2]!=V.EMPTY && colors.includes(this.getColor(i2,j2)) + && this.board[i1][j1]==V.EMPTY)) + { + // Search a movable enemy pawn landing on the empty square + for (let step of steps) + { + let [ii,jj] = (this.board[i1][j1]==V.EMPTY ? [i1,j1] : [i2,j2]); + let [i3,j3] = [ii+step[0],jj+step[1]]; + while (V.OnBoard(i3,j3) && this.board[i3][j3]==V.EMPTY) + { + i3 += step[0]; + j3 += step[1]; + } + if (V.OnBoard(i3,j3) && colors.includes(this.getColor(i3,j3)) + && this.getPiece(i3,j3) == V.PAWN && !this.isImmobilized([i3,j3])) + { + return true; + } + } + } + } + } + return false; + } + + isAttackedByRook([x,y], colors) + { + // King must be on same column or row, + // and a rook should be able to reach a capturing square + // colors contains only one element, giving the oppCol and thus king position + const sameRow = (x == this.kingPos[colors[0]][0]); + const sameColumn = (y == this.kingPos[colors[0]][1]); + if (sameRow || sameColumn) + { + // Look for the enemy rook (maximum 1) + for (let i=0; i1 ? "x" : "") + finalSquare; + else + notation = move.appear[0].p.toUpperCase() + finalSquare; + if (move.vanish.length > 1 && move.appear[0].p != V.KING) + notation += "X"; //capture mark (not describing what is captured...) + return notation; + } +}