A few fixes + prepare translations + rules for last 4 variants
[vchess.git] / public / javascripts / variants / Dark.js
CommitLineData
388e4c40 1class DarkRules extends ChessRules
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2{
3 // Standard rules, in the shadow
4 setOtherVariables(fen)
5 {
6 super.setOtherVariables(fen);
388e4c40 7 const [sizeX,sizeY] = [V.size.x,V.size.y];
375ecdd1 8 this.enlightened = {
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9 "w": doubleArray(sizeX,sizeY),
10 "b": doubleArray(sizeX,sizeY)
375ecdd1 11 };
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12 // Setup enlightened: squares reachable by each side
13 // (TODO: one side would be enough ?)
14 this.updateEnlightened();
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15 }
16
388e4c40 17 updateEnlightened()
375ecdd1 18 {
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19 // Initialize with pieces positions (which are seen)
20 for (let i=0; i<V.size.x; i++)
21 {
22 for (let j=0; j<V.size.y; j++)
23 {
24 this.enlightened["w"][i][j] = false;
25 this.enlightened["b"][i][j] = false;
26 if (this.board[i][j] != V.EMPTY)
27 this.enlightened[this.getColor(i,j)][i][j] = true;
28 }
29 }
30 const currentTurn = this.turn;
31 this.turn = "w";
32 const movesWhite = this.getAllValidMoves();
33 this.turn = "b";
34 const movesBlack = this.getAllValidMoves();
35 this.turn = currentTurn;
36 for (let move of movesWhite)
37 this.enlightened["w"][move.end.x][move.end.y] = true;
38 for (let move of movesBlack)
39 this.enlightened["b"][move.end.x][move.end.y] = true;
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40 }
41
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42 // Has to be redefined to avoid an infinite loop
43 getAllValidMoves()
44 {
45 const color = this.turn;
46 const oppCol = this.getOppCol(color);
47 let potentialMoves = [];
48 for (let i=0; i<V.size.x; i++)
49 {
50 for (let j=0; j<V.size.y; j++)
51 {
52 if (this.board[i][j] != V.EMPTY && this.getColor(i,j) == color)
53 Array.prototype.push.apply(potentialMoves, this.getPotentialMovesFrom([i,j]));
54 }
55 }
56 return potentialMoves; //because there are no checks
57 }
58
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59 atLeastOneMove()
60 {
61 if (this.kingPos[this.turn][0] < 0)
62 return false;
63 return true; //TODO: is it right?
64 }
65
f6dbe8e3 66 underCheck(color)
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67 {
68 return false; //there is no check
69 }
70
f6dbe8e3 71 getCheckSquares(color)
375ecdd1 72 {
f6dbe8e3 73 return [];
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74 }
75
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76 updateVariables(move)
77 {
78 // Update kings positions
79 const piece = move.vanish[0].p;
80 const c = move.vanish[0].c;
81 if (piece == V.KING && move.appear.length > 0)
82 {
83 this.kingPos[c][0] = move.appear[0].x;
84 this.kingPos[c][1] = move.appear[0].y;
85 }
86 if (move.vanish.length >= 2 && move.vanish[1].p == V.KING)
87 {
88 // We took opponent king !
89 const oppCol = this.getOppCol(c);
90 this.kingPos[oppCol] = [-1,-1];
91 }
92
93 // Update moves for both colors:
94 this.updateEnlightened();
95 }
96
97 unupdateVariables(move)
98 {
99 super.unupdateVariables(move);
100 const c = move.vanish[0].c;
101 const oppCol = this.getOppCol(c);
102 if (this.kingPos[oppCol][0] < 0)
103 {
104 // Last move took opponent's king
105 for (let psq of move.vanish)
106 {
107 if (psq.p == 'k')
108 {
109 this.kingPos[oppCol] = [psq.x, psq.y];
110 break;
111 }
112 }
113 }
114
115 // Update moves for both colors:
116 this.updateEnlightened();
117 }
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118
119 checkGameEnd()
120 {
121 // No valid move: our king disappeared
122 return this.turn == "w" ? "0-1" : "1-0";
123 }
124
125 static get THRESHOLD_MATE()
126 {
127 return 500; //checkmates evals may be slightly below 1000
128 }
129}
130
131const VariantRules = DarkRules;