--- /dev/null
+import { ChessRules } from "@/base_rules";
+import { randInt } from "@/utils/alea";
+
+export class Progressive1Rules extends ChessRules {
+ static get HasEnpassant() {
+ return false;
+ }
+
+ setOtherVariables(fen) {
+ super.setOtherVariables(fen);
+ this.subTurn = 1;
+ }
+
+ filterValid(moves) {
+ if (moves.length == 0) return [];
+ const color = this.turn;
+ return moves.filter(m => {
+ // Not using this.play() (would result ininfinite recursive calls)
+ V.PlayOnBoard(this.board, m);
+ if (m.appear[0].p == V.KING)
+ this.kingPos[color] = [m.appear[0].x, m.appear[0].y];
+ const res = !this.underCheck(color);
+ V.UndoOnBoard(this.board, m);
+ if (m.appear[0].p == V.KING)
+ this.kingPos[color] = [m.vanish[0].x, m.vanish[0].y];
+ return res;
+ });
+ }
+
+ play(move) {
+ move.flags = JSON.stringify(this.aggregateFlags());
+ const color = this.turn;
+ const oppCol = V.GetOppCol(color);
+ move.turn = [color, this.subTurn];
+ V.PlayOnBoard(this.board, move);
+ if (
+ this.subTurn > this.movesCount ||
+ this.underCheck(oppCol) ||
+ !this.atLeastOneMove()
+ ) {
+ this.turn = oppCol;
+ this.subTurn = 1;
+ this.movesCount++;
+ }
+ else this.subTurn++;
+ this.postPlay(move);
+ }
+
+ postPlay(move) {
+ const c = move.turn[0];
+ const piece = move.vanish[0].p;
+ const firstRank = c == "w" ? V.size.x - 1 : 0;
+
+ if (piece == V.KING && move.appear.length > 0) {
+ this.kingPos[c][0] = move.appear[0].x;
+ this.kingPos[c][1] = move.appear[0].y;
+ this.castleFlags[c] = [V.size.y, V.size.y];
+ return;
+ }
+ const oppCol = V.GetOppCol(c);
+ const oppFirstRank = V.size.x - 1 - firstRank;
+ if (
+ move.start.x == firstRank && //our rook moves?
+ this.castleFlags[c].includes(move.start.y)
+ ) {
+ const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1);
+ this.castleFlags[c][flagIdx] = V.size.y;
+ }
+ if (
+ move.end.x == oppFirstRank && //we took opponent rook?
+ this.castleFlags[oppCol].includes(move.end.y)
+ ) {
+ const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1);
+ this.castleFlags[oppCol][flagIdx] = V.size.y;
+ }
+ }
+
+ undo(move) {
+ this.disaggregateFlags(JSON.parse(move.flags));
+ V.UndoOnBoard(this.board, move);
+ if (this.turn != move.turn[0]) this.movesCount--;
+ this.turn = move.turn[0];
+ this.subTurn = move.turn[1];
+ super.postUndo(move);
+ }
+
+ static get VALUES() {
+ return {
+ p: 1,
+ r: 5,
+ n: 3,
+ b: 3,
+ q: 7, //slightly less than in orthodox game
+ k: 1000
+ };
+ }
+
+ // Random moves (too high branching factor otherwise). TODO
+ getComputerMove() {
+ let res = [];
+ const color = this.turn;
+ while (this.turn == color) {
+ const moves = this.getAllValidMoves();
+ const m = moves[randInt(moves.length)];
+ res.push(m);
+ this.play(m);
+ }
+ for (let i=res.length - 1; i>= 0; i--) this.undo(res[i]);
+ return res;
+ }
+};