X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FAllmate.js;h=86409c25f1d26112638b63386c28da4a29319d99;hb=d807470f965d4d60a7fe6e1320ac7dfd3f0ea03f;hp=6225b928aa3dbd8d646f0e3159874b6b1fced62d;hpb=54b7b81b12f4c4e95959583830aef61226ff0010;p=vchess.git diff --git a/client/src/variants/Allmate.js b/client/src/variants/Allmate.js deleted file mode 100644 index 6225b928..00000000 --- a/client/src/variants/Allmate.js +++ /dev/null @@ -1,288 +0,0 @@ -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; - } - - // TODO: allow pieces to "commit suicide"? (Currently yes except king) - filterValid(moves) { - // Remove moves which let the king mate-captured: - if (moves.length == 0) return []; - const color = this.turn; - const oppCol = V.GetOppCol(color); - return moves.filter(m => { - let res = true; - this.play(m); - if (this.underCheck(color)) { - res = false; - const attacked = this.kingPos[color]; - // Try to find a move to escape check - // TODO: very inefficient method. - outerLoop: for (let i=0; i v.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? - const vIdx = move.vanish.findIndex(v => v.p == V.KING) - if (vIdx >= 0) - this.kingPos[move.vanish[vIdx].c] = [move.vanish[vIdx].x,move.vanish[vIdx].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) { - if (notation.match(/^[a-h]/)) - // Pawn capture: remove "bx" in bxc4 for example - notation = notation.substr(2); - else - notation = notation.replace("x","") + "X"; - } - return notation; - } -};