import { ChessRules } from "@/base_rules";
export class ChakartRules extends ChessRules {
- // NOTE: getBasicMove, ajouter les bonus à vanish array
- // + déterminer leur effet (si cavalier) ou case (si banane ou bombe)
- // (L'effet doit être caché au joueur : devrait être OK)
- //
- // Saut possible par dessus bonus ou champis mais pas bananes ou bombes
-//==> redefinir isAttackedBySlide et getPotentialSlide...
-
-// keep track of captured pieces: comme Grand; pieces can get back to board with toadette bonus.
-// --> pour ce bonus, passer "capture" temporairement en "reserve" pour permettre de jouer le coup.
+ static get CorrConfirm() {
+ // Because of bonus effects
+ return false;
+ }
- // FEN : castle flags + flags peach (power used?) + Mario (invisibility used? --> move notation Q??)
- // "pièces" supplémentaires : bananes, bombes, champis, bonus --> + couleur ?
- // (Semble mieux sans couleur => couleur spéciale indiquant que c'est pas jouable)
- // (Attention: pas jouables cf. getPotentialMoves...)
+ static get CanAnalyze() {
+ return false;
+ }
hoverHighlight(x, y) {
- // TODO: exact squares
- return this.subTurn == 2; //&& this.firstMove.donkey or wario or bonus roi boo
+ if (
+ this.firstMove.appear.length == 0 ||
+ this.firstMove.vanish.length == 0 ||
+ this.board[x][y] != V.EMPTY
+ ) {
+ return false;
+ }
+ const deltaX = Math.abs(this.firstMove.end.x - x);
+ const deltaY = Math.abs(this.firstMove.end.y - y);
+ return (
+ this.subTurn == 2 &&
+ // Condition: rook or bishop move, may capture, but no bonus move
+ [V.ROOK, V.BISHOP].includes(this.firstMove.vanish[0].p) &&
+ (
+ this.firstMove.vanish.length == 1 ||
+ ['w', 'b'].includes(this.firstMove.vanish[1].c)
+ ) &&
+ (
+ this.firstMove.vanish[0].p == V.ROOK && deltaX == 1 && deltaY == 1 ||
+ this.firstMove.vanish[0].p == V.BISHOP && deltaX + deltaY == 1
+ )
+ );
}
- // king can be l or L (immobilized) --> copy-paste from Alice variant
+ static get IMMOBILIZE_CODE() {
+ return {
+ 'p': 's',
+ 'r': 'u',
+ 'n': 'o',
+ 'b': 'c',
+ 'q': 't',
+ 'k': 'l'
+ };
+ }
+
+ static get IMMOBILIZE_DECODE() {
+ return {
+ 's': 'p',
+ 'u': 'r',
+ 'o': 'n',
+ 'c': 'b',
+ 't': 'q',
+ 'l': 'k'
+ };
+ }
+
+ static get INVISIBLE_QUEEN() {
+ return 'i';
+ }
+
+ // Fictive color 'a', bomb banana mushroom egg
+ static get BOMB() {
+ // Doesn't collide with bishop because color 'a'
+ return 'b';
+ }
+ static get BANANA() {
+ return 'n';
+ }
+ static get EGG() {
+ return 'e';
+ }
+ static get MUSHROOM() {
+ return 'm';
+ }
+
+ static get PIECES() {
+ return (
+ ChessRules.PIECES.concat(
+ Object.keys(V.IMMOBILIZE_DECODE)).concat(
+ [V.BANANA, V.BOMB, V.EGG, V.MUSHROOM, V.INVISIBLE_QUEEN])
+ );
+ }
+
+ getPpath(b) {
+ let prefix = "";
+ if (
+ b[0] == 'a' ||
+ b[1] == V.INVISIBLE_QUEEN ||
+ Object.keys(V.IMMOBILIZE_DECODE).includes(b[1])
+ ) {
+ prefix = "Chakart/";
+ }
+ return prefix + b;
+ }
+
+ static ParseFen(fen) {
+ const fenParts = fen.split(" ");
+ return Object.assign(
+ ChessRules.ParseFen(fen),
+ { captured: fenParts[5] }
+ );
+ }
+
+ // King can be l or L (immobilized) --> similar to Alice variant
static IsGoodPosition(position) {
if (position.length == 0) return false;
const rows = position.split("/");
if (rows.length != V.size.x) return false;
- let kings = { "k": 0, "K": 0 };
+ let kings = { "k": 0, "K": 0, 'l': 0, 'L': 0 };
for (let row of rows) {
let sumElts = 0;
for (let i = 0; i < row.length; i++) {
- if (['K','k'].includes(row[i])) kings[row[i]]++;
+ if (['K','k','L','l'].includes(row[i])) kings[row[i]]++;
if (V.PIECES.includes(row[i].toLowerCase())) sumElts++;
else {
const num = parseInt(row[i]);
}
if (sumElts != V.size.y) return false;
}
- if (Object.values(kings).some(v => v != 1)) return false;
+ if (kings['k'] + kings['l'] != 1 || kings['K'] + kings['L'] != 1)
+ return false;
return true;
}
+ static IsGoodFlags(flags) {
+ // 4 for castle + 4 for Peach + Mario w, b
+ return !!flags.match(/^[a-z]{4,4}[01]{4,4}$/);
+ }
+
+ setFlags(fenflags) {
+ super.setFlags(fenflags); //castleFlags
+ this.powerFlags = {
+ w: [...Array(2)], //king can send shell? Queen can be invisible?
+ b: [...Array(2)]
+ };
+ const flags = fenflags.substr(4); //skip first 4 letters, for castle
+ for (let c of ["w", "b"]) {
+ for (let i = 0; i < 2; i++)
+ this.pawnFlags[c][i] = flags.charAt((c == "w" ? 0 : 2) + i) == "1";
+ }
+ }
+
+ aggregateFlags() {
+ return [this.castleFlags, this.powerFlags];
+ }
+
+ disaggregateFlags(flags) {
+ this.castleFlags = flags[0];
+ this.powerFlags = flags[1];
+ }
+
+ getFen() {
+ return super.getFen() + " " + this.getCapturedFen();
+ }
+
+ getFenForRepeat() {
+ return super.getFenForRepeat() + "_" + this.getCapturedFen();
+ }
+
+ getCapturedFen() {
+ let counts = [...Array(10).fill(0)];
+ let i = 0;
+ for (let p of [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.PAWN]) {
+ counts[i] = this.captured["w"][p];
+ counts[5 + i] = this.captured["b"][p];
+ i++;
+ }
+ return counts.join("");
+ }
+
setOtherVariables(fen) {
super.setOtherVariables(fen);
+ const fenParsed = V.ParseFen(fen);
+ // Initialize captured pieces' counts from FEN
+ this.captured = {
+ w: {
+ [V.ROOK]: parseInt(fenParsed.captured[0]),
+ [V.KNIGHT]: parseInt(fenParsed.captured[1]),
+ [V.BISHOP]: parseInt(fenParsed.captured[2]),
+ [V.QUEEN]: parseInt(fenParsed.captured[3]),
+ [V.PAWN]: parseInt(fenParsed.captured[4]),
+ },
+ b: {
+ [V.ROOK]: parseInt(fenParsed.captured[5]),
+ [V.KNIGHT]: parseInt(fenParsed.captured[6]),
+ [V.BISHOP]: parseInt(fenParsed.captured[7]),
+ [V.QUEEN]: parseInt(fenParsed.captured[8]),
+ [V.PAWN]: parseInt(fenParsed.captured[9]),
+ }
+ };
this.subTurn = 1;
}
+ getFlagsFen() {
+ let fen = super.getFlagsFen();
+ // Add power flags
+ for (let c of ["w", "b"])
+ for (let i = 0; i < 2; i++) fen += (this.powerFlags[c][i] ? "1" : "0");
+ return fen;
+ }
+
+ addBonusYoshi() {
+ // TODO
+// --> pour bonus toadette, passer "capture" temporairement en "reserve" pour permettre de jouer le coup.
+ }
+
getPotentialMovesFrom([x, y]) {
+ // TODO: si banane ou bombe ou... alors return [] ?
// TODO: bananes et bombes limitent les déplacements (agissent comme un mur "capturable")
// bananes jaunes et rouges ?! (agissant sur une seule couleur ?) --> mauvaise idée.
if (this.subTurn == 2) {
}
//Détails :
//Si une pièce pose quelque chose sur une case ça remplace ce qui y était déjà.
+ // TODO: un-immobilize my immobilized piece at the end of this turn, if any
+ }
+
+ getBasicMove([x1, y1], [x2, y2]) {
+ // NOTE: getBasicMove, ajouter les bonus à vanish array
+ // + déterminer leur effet (si cavalier) ou case (si banane ou bombe)
+ // (L'effet doit être caché au joueur : devrait être OK)
+ }
+
+ getSlideNJumpMpves(sq, steps, oneStep) {
+ // Saut possible par dessus bonus ou champis mais pas bananes ou bombes
+//==> redefinir isAttackedBySlide et getPotentialSlide...
}
getPotentialPawnMoves(sq) {
// Profite des accélérateurs posés par les pions (+ 1 case : obligatoire).
}
+ isAttackedBySlideNJump() {
+ // TODO:
+ }
+
atLeastOneMove() {
// TODO: check that
return true;
}
+ getAllPotentialMoves() {
+ // (Attention: objets pas jouables cf. getPotentialMoves...)
+ }
+
play(move) {
// TODO: subTurn passe à 2 si arrivée sur bonus cavalier
// potentiellement pose (tour, fou) ou si choix (reconnaître i (ok), ii (ok) et iii (si coup normal + pas immobilisé) ?)
}
doClick(square) {
- // A click to promote a piece on subTurn 2 would trigger this.
- // For now it would then return [NaN, NaN] because surrounding squares
- // have no IDs in the promotion modal. TODO: improve this?
if (isNaN(square[0])) return null;
- // If subTurn == 2:
+ // TODO: If subTurn == 2:
// if square is empty && firstMove is compatible,
- // complete the move (banana or bomb).
+ // complete the move (banana or bomb or piece exchange).
// if square not empty, just complete with empty move
const Lf = this.firstMove.length;
if (this.subTurn == 2) {
// TODO: king may also be "chomped"
super.updateCastleFlags(move, piece);
}
+ postPlay(move) {
+ super.postPlay(move);
+ if (move.vanish.length == 2 && move.appear.length == 1)
+ // Capture: update this.captured
+ this.captured[move.vanish[1].c][move.vanish[1].p]++;
+ }
+
+ postUndo(move) {
+ super.postUndo(move);
+ if (move.vanish.length == 2 && move.appear.length == 1)
+ this.captured[move.vanish[1].c][move.vanish[1].p]--;
+ }
getCurrentScore() {
if (this.kingPos[this.turn][0] < 0)
// King captured (or "chomped")
return this.turn == "w" ? "0-1" : "1-0";
- //TODO: But = capturer la princesse adverse (téléportation possible donc pas but = arriver de l'autre côté)
return '*';
}
+ static GenRandInitFen(randomness) {
+ return (
+ ChessRules.GenRandInitFen(randomness).slice(0, -2) +
+ // Add Peach + Mario flags, re-add en-passant + capture counts
+ "0000 - 0000000000"
+ );
+ }
+
getComputerMove() {
// TODO: random mover
}
+
+ getNotation(move) {
+ // invisibility used? --> move notation Q??
+ }
};