X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FShatranj.js;h=7d76b838c49a313a1c4a679043f09ad3be1658c0;hb=b406466b0f0ce67451f1718053e5f5691d6507fb;hp=e2e0c79398bde86c9e384d6e724775325e8a4338;hpb=a4eca0dccda8c2cb8cc09bb0b3abdfff06214719;p=vchess.git diff --git a/client/src/variants/Shatranj.js b/client/src/variants/Shatranj.js index e2e0c793..7d76b838 100644 --- a/client/src/variants/Shatranj.js +++ b/client/src/variants/Shatranj.js @@ -1,9 +1,6 @@ -// TODO: bishop OK, but queen should move vertical/horizontal and capture diagonally. -// ==> then the pawn promotion is a real promotion (enhancement). - import { ChessRules } from "@/base_rules"; -export const VariantRules = class ShatranjRules extends ChessRules { +export class ShatranjRules extends ChessRules { static get HasFlags() { return false; } @@ -12,6 +9,22 @@ export const VariantRules = class ShatranjRules extends ChessRules { return false; } + static get PawnSpecs() { + return Object.assign( + {}, + ChessRules.PawnSpecs, + { + twoSquares: false, + promotions: [V.QUEEN] + } + ); + } + + getPpath(b) { + if (b[1] == 'b') return "Shatranj/" + b; + return b; + } + static get ElephantSteps() { return [ [-2, -2], @@ -21,47 +34,9 @@ export const VariantRules = class ShatranjRules extends ChessRules { ]; } - static GenRandInitFen() { - return ChessRules.GenRandInitFen().replace("w 1111 -", "w"); - } - - getPotentialPawnMoves([x, y]) { - const color = this.turn; - let moves = []; - const [sizeX, sizeY] = [V.size.x, V.size.y]; - const shiftX = color == "w" ? -1 : 1; - const startRank = color == "w" ? sizeX - 2 : 1; - const lastRank = color == "w" ? 0 : sizeX - 1; - // Promotion in minister (queen) only: - const finalPiece = x + shiftX == lastRank ? V.QUEEN : V.PAWN; - - if (this.board[x + shiftX][y] == V.EMPTY) { - // One square forward - moves.push( - this.getBasicMove([x, y], [x + shiftX, y], { - c: color, - p: finalPiece - }) - ); - } - // Captures - for (let shiftY of [-1, 1]) { - if ( - y + shiftY >= 0 && - y + shiftY < sizeY && - this.board[x + shiftX][y + shiftY] != V.EMPTY && - this.canTake([x, y], [x + shiftX, y + shiftY]) - ) { - moves.push( - this.getBasicMove([x, y], [x + shiftX, y + shiftY], { - c: color, - p: finalPiece - }) - ); - } - } - - return moves; + static GenRandInitFen(randomness) { + // Remove castle flags and en-passant indication + return ChessRules.GenRandInitFen(randomness).slice(0, -7); } getPotentialBishopMoves(sq) { @@ -76,48 +51,95 @@ export const VariantRules = class ShatranjRules extends ChessRules { } getPotentialQueenMoves(sq) { - return this.getSlideNJumpMoves( + // Diagonal capturing moves + let captures = this.getSlideNJumpMoves( sq, V.steps[V.BISHOP], "oneStep" + ).filter(m => m.vanish.length == 2); + return captures.concat( + // Orthogonal non-capturing moves + this.getSlideNJumpMoves( + sq, + V.steps[V.ROOK], + "oneStep" + ).filter(m => m.vanish.length == 1) ); } - getPotentialKingMoves(sq) { - return this.getSlideNJumpMoves( - sq, - V.steps[V.ROOK].concat(V.steps[V.BISHOP]), - "oneStep" - ); - } - - isAttackedByBishop(sq, colors) { + isAttackedByBishop(sq, color) { return this.isAttackedBySlideNJump( sq, - colors, + color, V.BISHOP, V.ElephantSteps, "oneStep" ); } - isAttackedByQueen(sq, colors) { + isAttackedByQueen(sq, color) { return this.isAttackedBySlideNJump( sq, - colors, + color, V.QUEEN, V.steps[V.BISHOP], "oneStep" ); } + getCurrentScore() { + const color = this.turn; + const getScoreLost = () => { + // Result if I lose: + return color == "w" ? "0-1" : "1-0"; + }; + if (!this.atLeastOneMove()) + // No valid move: I lose (this includes checkmate) + return getScoreLost(); + // Win if the opponent has no pieces left (except king), + // and cannot bare king on the next move. + let piecesLeft = { + // No need to remember all pieces' squares: + // variable only used if just one remaining piece. + "w": {count: 0, square: null}, + "b": {count: 0, square: null} + }; + outerLoop: for (let i=0; i v.count > 0)) + return "*"; + // No pieces left for some side: if both kings are bare, it's a draw + if (Object.values(piecesLeft).every(v => v.count == 0)) + return "1/2"; + if (piecesLeft[color].count > 0) + // He could have drawn, but didn't take my last piece... + return color == "w" ? "1-0" : "0-1"; + const oppCol = V.GetOppCol(color); + if (piecesLeft[oppCol].count >= 2) + // 2 enemy units or more: I lose + return getScoreLost(); + // I don't have any piece, my opponent have one: can I take it? + if (this.isAttacked(piecesLeft[oppCol].square, color)) + // Yes! But I still need to take it + return "*"; + // No :( + return getScoreLost(); + } + static get VALUES() { return { p: 1, r: 5, n: 3, - b: 2.5, - q: 2, + b: 3, + q: 3, k: 1000 }; }