Convert all remaining tabs by 2spaces
[vchess.git] / client / src / variants / Atomic.js
index e1b1c16..f42d593 100644 (file)
@@ -2,145 +2,145 @@ import { ChessRules, PiPo } from "@/base_rules";
 
 export const VariantRules = class AtomicRules extends ChessRules
 {
-       getPotentialMovesFrom([x,y])
-       {
-               let moves = super.getPotentialMovesFrom([x,y]);
+  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
-                       }
-               });
+    // 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;
-       }
+    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]));
-       }
+  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));
-       }
+  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;
-                                       }
-                               }
-                       }
-               }
-       }
+  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];
-                       }
-               }
-       }
+  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;
-       }
+  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;
-       }
+  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";
+  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
-       }
+    if (!this.isAttacked(kp, [V.GetOppCol(color)]))
+      return "1/2";
+    return color == "w" ? "0-1" : "1-0"; //checkmate
+  }
 }