X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FAllmate.js;fp=client%2Fsrc%2Fvariants%2FAllmate.js;h=1cfd94a3498f0a65c163efb0982dc4004e25bd37;hb=e9b736ee3e72e2ddb9bf4da0c0f1e22a70f7448f;hp=0000000000000000000000000000000000000000;hpb=78d64531113d4b5045ff588dd43f301a332ebae8;p=vchess.git diff --git a/client/src/variants/Allmate.js b/client/src/variants/Allmate.js new file mode 100644 index 00000000..1cfd94a3 --- /dev/null +++ b/client/src/variants/Allmate.js @@ -0,0 +1,223 @@ +import { ChessRules, PiPo, Move } from "@/base_rules"; + +export const VariantRules = class AllmateRules extends ChessRules { + static get HasEnpassant() { + return false; + } + + canTake(sq1, sq2) { + return false; //Captures handled differently + } + + getCheckSquares() { + // No notion of check + return []; + } + + static GenRandInitFen() { + return ChessRules.GenRandInitFen().replace(/ -$/, ""); + } + + getPotentialMovesFrom([x, y]) { + let moves = super.getPotentialMovesFrom([x, y]); + + // Augment moves with "mate-captures": + // TODO: this is coded in a highly inefficient way... + const color = this.turn; + const oppCol = V.GetOppCol(this.turn); + moves.forEach(m => { + this.play(m); + + // 1) What is attacked? + let attacked = {}; + for (let i=0; i infinite recursion + outerLoop: for (let i=0; i { + const origSq = [sq[0], sq[1]]; + if (om.start.x == sq[0] && om.start.y == sq[1]) + // Piece moved: + sq = [om.appear[0].x, om.appear[0].y]; + if (!this.isAttacked(sq, [color])) + delete attacked[origSq[0]+"_"+origSq[1]]; + }); + V.UndoOnBoard(this.board, om); + if (Object.keys(attacked).length == 0) + // No need to explore more moves + break outerLoop; + } + } + } + } + + // 3) Add mate-captures: + Object.values(attacked).forEach(sq => { + m.vanish.push(new PiPo({ + x: sq[0], + y: sq[1], + c: oppCol, + p: this.getPiece(sq[0], sq[1]) + })); + }); + + this.undo(m); + }); + + return moves; + } + + // No "under check" conditions in castling + getCastleMoves([x, y]) { + const c = this.getColor(x, y); + if (x != (c == "w" ? V.size.x - 1 : 0) || y != this.INIT_COL_KING[c]) + return []; //x isn't first rank, or king has moved (shortcut) + + // Castling ? + const oppCol = V.GetOppCol(c); + let moves = []; + let i = 0; + // King, then rook: + const finalSquares = [ + [2, 3], + [V.size.y - 2, V.size.y - 3] + ]; + castlingCheck: for ( + let castleSide = 0; + castleSide < 2; + castleSide++ //large, then small + ) { + if (!this.castleFlags[c][castleSide]) continue; + // If this code is reached, rooks and king are on initial position + + // Nothing on the path of the king ? (and no checks) + const finDist = finalSquares[castleSide][0] - y; + let step = finDist / Math.max(1, Math.abs(finDist)); + for (let i = y; i != finalSquares[castleSide][0]; i += step) { + if ( + this.board[x][i] != V.EMPTY && + // NOTE: next check is enough, because of chessboard constraints + (this.getColor(x, i) != c || + ![V.KING, V.ROOK].includes(this.getPiece(x, i))) + ) { + continue castlingCheck; + } + } + + // Nothing on the path to the rook? + step = castleSide == 0 ? -1 : 1; + for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step) { + if (this.board[x][i] != V.EMPTY) continue castlingCheck; + } + const rookPos = this.INIT_COL_ROOK[c][castleSide]; + + // Nothing on final squares, except maybe king and castling rook? + for (i = 0; i < 2; i++) { + if ( + this.board[x][finalSquares[castleSide][i]] != V.EMPTY && + this.getPiece(x, finalSquares[castleSide][i]) != V.KING && + finalSquares[castleSide][i] != rookPos + ) { + continue castlingCheck; + } + } + + // If this code is reached, castle is valid + moves.push( + new Move({ + appear: [ + new PiPo({ x: x, y: finalSquares[castleSide][0], p: V.KING, c: c }), + new PiPo({ x: x, y: finalSquares[castleSide][1], p: V.ROOK, c: c }) + ], + vanish: [ + new PiPo({ x: x, y: y, p: V.KING, c: c }), + new PiPo({ x: x, y: rookPos, p: V.ROOK, c: c }) + ], + end: + Math.abs(y - rookPos) <= 2 + ? { x: x, y: rookPos } + : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } + }) + ); + } + + return moves; + } + + filterValid(moves) { + return moves; + } + + updateVariables(move) { + super.updateVariables(move); + if (move.vanish.length == 2 && move.appear.length == 1) { + // Did opponent king disappeared? + if (move.vanish[1].p == V.KING) + this.kingPos[this.turn] = [-1, -1]; + } + } + + unupdateVariables(move) { + super.unupdateVariables(move); + if (move.vanish.length == 2 && move.appear.length == 1) { + // Did opponent king disappeared? + if (move.vanish[1].p == V.KING) + this.kingPos[move.vanish[1].c] = [move.vanish[1].x,move.vanish[1].y]; + } + } + + getCurrentScore() { + const color = this.turn; + const kp = this.kingPos[color]; + if (kp[0] < 0) + // King disappeared + return color == "w" ? "0-1" : "1-0"; + if (this.atLeastOneMove()) + return "*"; + // Kings still there, no moves: + return "1/2"; + } + + static get SEARCH_DEPTH() { + return 2; + } + + getNotation(move) { + let notation = super.getNotation(move); + // Add a capture mark (not describing what is captured...): + if (move.vanish.length > 1 && move.appear[0].p != V.KING) + notation = notation.replace("x","") + "X"; + return notation; + } +};