X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=public%2Fjavascripts%2Fvariants%2FBaroque.js;fp=public%2Fjavascripts%2Fvariants%2FBaroque.js;h=0000000000000000000000000000000000000000;hb=625022fdcf750f0aff8fcd699f7e9b89730e1d10;hp=d06b99c3d0999fb51cd4ba7fb7feca6f9b826570;hpb=b955c65b942d09d24b5c3bed0d755d4f2f8f71f1;p=vchess.git diff --git a/public/javascripts/variants/Baroque.js b/public/javascripts/variants/Baroque.js deleted file mode 100644 index d06b99c3..00000000 --- a/public/javascripts/variants/Baroque.js +++ /dev/null @@ -1,616 +0,0 @@ -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; - } -}