TODO: fix draw logic
[vchess.git] / client / src / variants / Atomic_OLD.js
1 import { ChessRules } from "@/base_rules";
2 export const VariantRules = class AtomicRules extends ChessRules
3 {
4 getPotentialMovesFrom([x,y])
5 {
6 let moves = super.getPotentialMovesFrom([x,y]);
7
8 // Handle explosions
9 moves.forEach(m => {
10 if (m.vanish.length > 1 && m.appear.length <= 1) //avoid castles
11 {
12 // Explosion! TODO(?): drop moves which explode our king here
13 let steps = [ [-1,-1],[-1,0],[-1,1],[0,-1],[0,1],[1,-1],[1,0],[1,1] ];
14 for (let step of steps)
15 {
16 let x = m.end.x + step[0];
17 let y = m.end.y + step[1];
18 if (V.OnBoard(x,y) && this.board[x][y] != V.EMPTY
19 && this.getPiece(x,y) != V.PAWN)
20 {
21 m.vanish.push(
22 new PiPo({p:this.getPiece(x,y),c:this.getColor(x,y),x:x,y:y}));
23 }
24 }
25 m.end = {x:m.appear[0].x, y:m.appear[0].y};
26 m.appear.pop(); //Nothin appears in this case
27 }
28 });
29
30 return moves;
31 }
32
33 getPotentialKingMoves([x,y])
34 {
35 // King cannot capture:
36 let moves = [];
37 const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
38 for (let step of steps)
39 {
40 const i = x + step[0];
41 const j = y + step[1];
42 if (V.OnBoard(i,j) && this.board[i][j] == V.EMPTY)
43 moves.push(this.getBasicMove([x,y], [i,j]));
44 }
45 return moves.concat(this.getCastleMoves([x,y]));
46 }
47
48 isAttacked(sq, colors)
49 {
50 if (this.getPiece(sq[0],sq[1]) == V.KING && this.isAttackedByKing(sq, colors))
51 return false; //king cannot take...
52 return (this.isAttackedByPawn(sq, colors)
53 || this.isAttackedByRook(sq, colors)
54 || this.isAttackedByKnight(sq, colors)
55 || this.isAttackedByBishop(sq, colors)
56 || this.isAttackedByQueen(sq, colors));
57 }
58
59 updateVariables(move)
60 {
61 super.updateVariables(move);
62 const color = move.vanish[0].c;
63 if (move.appear.length == 0) //capture
64 {
65 const firstRank = {"w": 7, "b": 0};
66 for (let c of ["w","b"])
67 {
68 // Did we explode king of color c ? (TODO: remove move earlier)
69 if (Math.abs(this.kingPos[c][0]-move.end.x) <= 1
70 && Math.abs(this.kingPos[c][1]-move.end.y) <= 1)
71 {
72 this.kingPos[c] = [-1,-1];
73 this.castleFlags[c] = [false,false];
74 }
75 else
76 {
77 // Now check if init rook(s) exploded
78 if (Math.abs(move.end.x-firstRank[c]) <= 1)
79 {
80 if (Math.abs(move.end.y-this.INIT_COL_ROOK[c][0]) <= 1)
81 this.castleFlags[c][0] = false;
82 if (Math.abs(move.end.y-this.INIT_COL_ROOK[c][1]) <= 1)
83 this.castleFlags[c][1] = false;
84 }
85 }
86 }
87 }
88 }
89
90 unupdateVariables(move)
91 {
92 super.unupdateVariables(move);
93 const c = move.vanish[0].c;
94 const oppCol = V.GetOppCol(c);
95 if ([this.kingPos[c][0],this.kingPos[oppCol][0]].some(e => { return e < 0; }))
96 {
97 // There is a chance that last move blowed some king away..
98 for (let psq of move.vanish)
99 {
100 if (psq.p == 'k')
101 this.kingPos[psq.c==c ? c : oppCol] = [psq.x, psq.y];
102 }
103 }
104 }
105
106 underCheck(color)
107 {
108 const oppCol = V.GetOppCol(color);
109 let res = undefined;
110 // If our king disappeared, move is not valid
111 if (this.kingPos[color][0] < 0)
112 res = true;
113 // If opponent king disappeared, move is valid
114 else if (this.kingPos[oppCol][0] < 0)
115 res = false;
116 // Otherwise, if we remain under check, move is not valid
117 else
118 res = this.isAttacked(this.kingPos[color], [oppCol]);
119 return res;
120 }
121
122 getCheckSquares(color)
123 {
124 let res = [ ];
125 if (this.kingPos[color][0] >= 0 //king might have exploded
126 && this.isAttacked(this.kingPos[color], [V.GetOppCol(color)]))
127 {
128 res = [ JSON.parse(JSON.stringify(this.kingPos[color])) ]
129 }
130 return res;
131 }
132
133 checkGameEnd()
134 {
135 const color = this.turn;
136 const kp = this.kingPos[color];
137 if (kp[0] < 0) //king disappeared
138 return color == "w" ? "0-1" : "1-0";
139 if (!this.isAttacked(kp, [V.GetOppCol(color)]))
140 return "1/2";
141 return color == "w" ? "0-1" : "1-0"; //checkmate
142 }
143 }