X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FShatranj.js;h=c364b816f3db16fb0e644dc90a8a5128e929962d;hb=3a2a7b5fd3c6bfd0752838094c27e1fb6172d109;hp=e2e0c79398bde86c9e384d6e724775325e8a4338;hpb=a4eca0dccda8c2cb8cc09bb0b3abdfff06214719;p=vchess.git diff --git a/client/src/variants/Shatranj.js b/client/src/variants/Shatranj.js index e2e0c793..c364b816 100644 --- a/client/src/variants/Shatranj.js +++ b/client/src/variants/Shatranj.js @@ -1,6 +1,3 @@ -// 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 { @@ -21,8 +18,9 @@ export const VariantRules = class ShatranjRules extends ChessRules { ]; } - static GenRandInitFen() { - return ChessRules.GenRandInitFen().replace("w 1111 -", "w"); + static GenRandInitFen(randomness) { + // Remove castle flags and en-passant indication + return ChessRules.GenRandInitFen(randomness).slice(0, -7); } getPotentialPawnMoves([x, y]) { @@ -76,10 +74,19 @@ 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) ); } @@ -111,13 +118,59 @@ export const VariantRules = class ShatranjRules extends ChessRules { ); } + 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 }; }