--- /dev/null
+import { ChessRules } from "@/base_rules";
+
+export class HypnoticRules extends ChessRules {
+
+ static IsGoodFen(fen) {
+ if (!ChessRules.IsGoodFen(fen)) return false;
+ const fenParsed = V.ParseFen(fen);
+ // 5) Check arrival of last hypnotizing move (if any)
+ if (
+ !fenParsed.hSquare ||
+ (fenParsed.hSquare != "-" && !fenParsed.hSquare.match(/^[a-h][1-8]$/))
+ ) {
+ return false;
+ }
+ return true;
+ }
+
+ static ParseFen(fen) {
+ const fenParts = fen.split(" ");
+ return Object.assign(
+ { hSquare: fenParts[5] },
+ ChessRules.ParseFen(fen)
+ );
+ }
+
+ static GenRandInitFen(randomness) {
+ return ChessRules.GenRandInitFen(randomness) + " -";
+ }
+
+ setOtherVariables(fen) {
+ super.setOtherVariables(fen);
+ const parsedFen = V.ParseFen(fen);
+ this.hSquares = [
+ parsedFen.hSquare != "-"
+ ? V.SquareToCoords(parsedFen.hSquare)
+ : null
+ ];
+ }
+
+ getFen() {
+ const L = this.hSquares.length;
+ return (
+ super.getFen() + " " +
+ (!this.hSquares[L-1] ? "-" : V.CoordsToSquare(this.hSquares[L-1]))
+ );
+ }
+
+ canIplay(side) {
+ // Wrong, but sufficient approximation let's say
+ return this.turn == side;
+ }
+
+ canTake([x1, y1], [x2, y2]) {
+ const c = this.turn;
+ const c1 = this.getColor(x1, y1);
+ const c2 = this.getColor(x2, y2);
+ return (c == c1 && c1 != c2) || (c != c1 && c1 == c2);
+ }
+
+ getPotentialMovesFrom([x, y]) {
+ const L = this.hSquares.length;
+ const lh = this.hSquares[L-1];
+ if (!!lh && lh.x == x && lh.y == y) return [];
+ const c = this.getColor(x, y);
+ if (c == this.turn) return super.getPotentialMovesFrom([x, y]);
+ // Playing opponent's pieces: hypnotizing moves. Allowed?
+ if (!this.isAttacked([x, y], this.turn)) return [];
+ const moves =
+ this.getPiece(x, y) == V.KING
+ // No castling with enemy king (...yes, should eat it but...)
+ ? super.getSlideNJumpMoves(
+ [x, y], V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep")
+ : super.getPotentialMovesFrom([x, y]);
+ return moves;
+ }
+
+ getEnpassantCaptures([x, y], shiftX) {
+ const Lep = this.epSquares.length;
+ const epSquare = this.epSquares[Lep - 1]; //always at least one element
+ let enpassantMove = null;
+ const c = this.getColor(x, y);
+ if (
+ !!epSquare &&
+ epSquare.x == x + shiftX &&
+ Math.abs(epSquare.y - y) == 1 &&
+ // Next conditions to avoid capturing self hypnotized pawns:
+ this.board[x][epSquare.y] != V.EMPTY &&
+ this.getColor(x, epSquare.y) != c //TODO: probably redundant
+ ) {
+ enpassantMove = this.getBasicMove([x, y], [epSquare.x, epSquare.y]);
+ enpassantMove.vanish.push({
+ x: x,
+ y: epSquare.y,
+ p: this.board[x][epSquare.y].charAt(1),
+ c: this.getColor(x, epSquare.y)
+ });
+ }
+ return !!enpassantMove ? [enpassantMove] : [];
+ }
+
+ // TODO: avoid following code duplication, by using getColor()
+ // instead of this.turn at the beginning of 2 next methods
+ addPawnMoves([x1, y1], [x2, y2], moves, promotions) {
+ let finalPieces = [V.PAWN];
+ const color = this.getColor(x1, y1);
+ const lastRank = (color == "w" ? 0 : V.size.x - 1);
+ if (x2 == lastRank) finalPieces = V.PawnSpecs.promotions;
+ let tr = null;
+ for (let piece of finalPieces) {
+ tr = (piece != V.PAWN ? { c: color, p: piece } : null);
+ moves.push(this.getBasicMove([x1, y1], [x2, y2], tr));
+ }
+ }
+
+ getPotentialPawnMoves([x, y], promotions) {
+ const color = this.getColor(x, y);
+ const [sizeX, sizeY] = [V.size.x, V.size.y];
+ const forward = (color == 'w' ? -1 : 1);
+
+ let moves = [];
+ if (x + forward >= 0 && x + forward < sizeX) {
+ if (this.board[x + forward][y] == V.EMPTY) {
+ this.addPawnMoves([x, y], [x + forward, y], moves, promotions);
+ if (
+ ((color == 'w' && x == 6) || (color == 'b' && x == 1)) &&
+ this.board[x + 2 * forward][y] == V.EMPTY
+ ) {
+ moves.push(this.getBasicMove([x, y], [x + 2 * forward, y]));
+ }
+ }
+ for (let shiftY of [-1, 1]) {
+ if (
+ y + shiftY >= 0 && y + shiftY < sizeY &&
+ this.board[x + forward][y + shiftY] != V.EMPTY &&
+ this.canTake([x, y], [x + forward, y + shiftY])
+ ) {
+ this.addPawnMoves(
+ [x, y], [x + forward, y + shiftY],
+ moves, promotions
+ );
+ }
+ }
+ }
+ Array.prototype.push.apply(moves,
+ this.getEnpassantCaptures([x, y], forward));
+ return moves;
+ }
+
+ postPlay(move) {
+ super.postPlay(move);
+ if (move.vanish[0].c == this.turn)
+ this.hSquares.push({ x: move.appear[0].x, y: move.appear[0].y });
+ else this.hSquares.push(null);
+ if (move.vanish.length == 2 && move.vanish[1].p == V.KING)
+ this.kingPos[move.vanish[1].c] = [-1, -1];
+ }
+ postUndo(move) {
+ super.postUndo(move);
+ this.hSquares.pop();
+ if (move.vanish.length == 2 && move.vanish[1].p == V.KING)
+ this.kingPos[move.vanish[1].c] = [move.vanish[1].x, move.vanish[1].y];
+ }
+
+ getCheckSquares() {
+ return [];
+ }
+ filterValid(moves) {
+ return moves;
+ }
+
+ getCurrentScore() {
+ const c = this.turn;
+ if (this.kingPos[c][0] < 0) return (c == 'w' ? "0-1" : "1-0");
+ return "*";
+ }
+
+ static get SEARCH_DEPTH() {
+ return 2;
+ }
+
+};