Check variants. All OK except Dark (bug), Checkered (missing internal moves stack...
[vchess.git] / client / src / variants / Atomic.js
index 622e9d0..e1b1c16 100644 (file)
@@ -1,6 +1,146 @@
-export const V = class AtomicRules {
-       show() {
-               console.log("AtomicRules");
+import { ChessRules, PiPo } from "@/base_rules";
+
+export const VariantRules = class AtomicRules extends ChessRules
+{
+       getPotentialMovesFrom([x,y])
+       {
+               let moves = super.getPotentialMovesFrom([x,y]);
+
+               // Handle explosions
+               moves.forEach(m => {
+                       if (m.vanish.length > 1 && m.appear.length <= 1) //avoid castles
+                       {
+                               // Explosion! TODO(?): drop moves which explode our king here
+                               let steps = [ [-1,-1],[-1,0],[-1,1],[0,-1],[0,1],[1,-1],[1,0],[1,1] ];
+                               for (let step of steps)
+                               {
+                                       let x = m.end.x + step[0];
+                                       let y = m.end.y + step[1];
+                                       if (V.OnBoard(x,y) && this.board[x][y] != V.EMPTY
+                                               && this.getPiece(x,y) != V.PAWN)
+                                       {
+                                               m.vanish.push(
+                                                       new PiPo({p:this.getPiece(x,y),c:this.getColor(x,y),x:x,y:y}));
+                                       }
+                               }
+                               m.end = {x:m.appear[0].x, y:m.appear[0].y};
+                               m.appear.pop(); //Nothin appears in this case
+                       }
+               });
+
+               return moves;
+       }
+
+       getPotentialKingMoves([x,y])
+       {
+               // King cannot capture:
+               let moves = [];
+               const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
+               for (let step of steps)
+               {
+                       const i = x + step[0];
+                       const j = y + step[1];
+                       if (V.OnBoard(i,j) && this.board[i][j] == V.EMPTY)
+                               moves.push(this.getBasicMove([x,y], [i,j]));
+               }
+               return moves.concat(this.getCastleMoves([x,y]));
+       }
+
+       isAttacked(sq, colors)
+       {
+               if (this.getPiece(sq[0],sq[1]) == V.KING && this.isAttackedByKing(sq, colors))
+                       return false; //king cannot take...
+               return (this.isAttackedByPawn(sq, colors)
+                       || this.isAttackedByRook(sq, colors)
+                       || this.isAttackedByKnight(sq, colors)
+                       || this.isAttackedByBishop(sq, colors)
+                       || this.isAttackedByQueen(sq, colors));
+       }
+
+       updateVariables(move)
+       {
+               super.updateVariables(move);
+               const color = move.vanish[0].c;
+               if (move.appear.length == 0) //capture
+               {
+                       const firstRank = {"w": 7, "b": 0};
+                       for (let c of ["w","b"])
+                       {
+                               // Did we explode king of color c ? (TODO: remove move earlier)
+                               if (Math.abs(this.kingPos[c][0]-move.end.x) <= 1
+                                       && Math.abs(this.kingPos[c][1]-move.end.y) <= 1)
+                               {
+                                       this.kingPos[c] = [-1,-1];
+                                       this.castleFlags[c] = [false,false];
+                               }
+                               else
+                               {
+                                       // Now check if init rook(s) exploded
+                                       if (Math.abs(move.end.x-firstRank[c]) <= 1)
+                                       {
+                                               if (Math.abs(move.end.y-this.INIT_COL_ROOK[c][0]) <= 1)
+                                                       this.castleFlags[c][0] = false;
+                                               if (Math.abs(move.end.y-this.INIT_COL_ROOK[c][1]) <= 1)
+                                                       this.castleFlags[c][1] = false;
+                                       }
+                               }
+                       }
+               }
+       }
+
+       unupdateVariables(move)
+       {
+               super.unupdateVariables(move);
+               const c = move.vanish[0].c;
+               const oppCol = V.GetOppCol(c);
+               if ([this.kingPos[c][0],this.kingPos[oppCol][0]].some(e => { return e < 0; }))
+               {
+                       // There is a chance that last move blowed some king away..
+                       for (let psq of move.vanish)
+                       {
+                               if (psq.p == 'k')
+                                       this.kingPos[psq.c==c ? c : oppCol] = [psq.x, psq.y];
+                       }
+               }
+       }
+
+       underCheck(color)
+       {
+               const oppCol = V.GetOppCol(color);
+               let res = undefined;
+               // If our king disappeared, move is not valid
+               if (this.kingPos[color][0] < 0)
+                       res = true;
+               // If opponent king disappeared, move is valid
+               else if (this.kingPos[oppCol][0] < 0)
+                       res = false;
+               // Otherwise, if we remain under check, move is not valid
+               else
+                       res = this.isAttacked(this.kingPos[color], [oppCol]);
+               return res;
+       }
+
+       getCheckSquares(color)
+       {
+               let res = [ ];
+               if (this.kingPos[color][0] >= 0 //king might have exploded
+                       && this.isAttacked(this.kingPos[color], [V.GetOppCol(color)]))
+               {
+                       res = [ JSON.parse(JSON.stringify(this.kingPos[color])) ]
+               }
+               return res;
+       }
+
+       getCurrentScore()
+       {
+               const color = this.turn;
+               const kp = this.kingPos[color];
+               if (kp[0] < 0) //king disappeared
+                       return color == "w" ? "0-1" : "1-0";
+    if (this.atLeastOneMove()) // game not over
+      return "*";
+               if (!this.isAttacked(kp, [V.GetOppCol(color)]))
+                       return "1/2";
+               return color == "w" ? "0-1" : "1-0"; //checkmate
        }
 }
-//export default V = AtomicRules;