// - a "bishop" is a chameleon, capturing as its prey
// - a "queen" is a withdrawer, capturing by moving away from pieces
- getPotentialMovesFrom([x,y])
+ // Is piece on square (x,y) immobilized?
+ isImmobilized([x,y])
{
- // Pre-check: is thing on this square immobilized?
- // In this case add potential suicide as a move "taking the immobilizer"
+ // Final check: is this knight immobilized?
+ let foundImmobilizer = false;
+ let neutralized = false;
+ outerLoop:
+ for (let step of steps)
+ {
+ const [i2,j2] = [i+step[0],j+step[1]];
+ if (i2>=0 && i2<sizeX && j2>=0 && j2<sizeY
+ && this.board[i2][j2] != V.EMPTY
+ && this.getColor(i2,j2) == oppCol
+ && this.getPiece(i2,j2) == V.IMMOBILIZER)
+ {
+ foundImmobilizer = true;
+ // Moving is possible only if this immobilizer is neutralized
+ for (let step2 of steps)
+ {
+ const [i3,j3] = [i2+step2[0],j2+step2[1]];
+ if (i3>=0 && i3<sizeX && j3>=0 && j3<sizeY
+ && this.board[i3][j3] != V.EMPTY && this.getColor(i3,j3) == color
+ && [V.BISHOP,V.IMMOBILIZER].includes(this.getPiece(i3,j3)))
+ {
+ neutralized = true;
+ break outerLoop;
+ }
+ }
+ }
+ }
+ if (!foundImmobilizer || neutralized)
+ return false;
+
const piece = this.getPiece(x,y);
const color = this.getColor(x,y);
const oppCol = this.getOppCol(color);
const V = VariantRules;
const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
const [sizeX,sizeY] = V.size;
+ outerLoop:
for (let step of adjacentSteps)
{
const [i,j] = [x+step[0],y+step[1]];
&& this.getColor(i,j) == oppCol)
{
const oppPiece = this.getPiece(i,j);
- if (oppPiece == V.IMMOBILIZER
- || (oppPiece == V.BISHOP && piece == V.IMMOBILIZER))
+ if (oppPiece == V.BISHOP && piece == V.IMMOBILIZER)
+ return [];
+ if (oppPiece == V.IMMOBILIZER && ![V.BISHOP,V.IMMOBILIZER].includes(piece))
{
- return [ new Move({
- appear: [],
- vanish: [new PiPo({x:x,y:y,p:piece,c:color})],
- start: {x:x,y:y},
- end: {x:i,y:j}
- }) ];
+ // Moving is impossible only if this immobilizer is not neutralized
+ for (let step2 of adjacentSteps)
+ {
+ const [i2,j2] = [i+step2[0],j+step2[1]];
+ if (i2>=0 && i2<sizeX && j2>=0 && j2<sizeY
+ && this.board[i2][j2] != V.EMPTY && this.getColor(i2,j2) == color)
+ {
+ const friendlyPiece = this.getPiece(i2,j2);
+ if ([V.BISHOP,V.IMMOBILIZER].includes(friendlyPiece))
+ break outerLoop;
+ }
+ }
+ return []; //immobilizer isn't neutralized
}
}
}
+ }
+
+ getPotentialMovesFrom([x,y])
+ {
+ // Pre-check: is thing on this square immobilized?
+ if (this.isImmobilized([x,y]))
+ return [];
switch (this.getPiece(x,y))
{
case VariantRules.IMMOBILIZER:
return super.getPotentialQueenMoves(sq).concat(this.getKnightCaptures(sq));
}
- getPotentialBishopMoves(sq)
+ getPotentialBishopMoves([x,y])
{
- let moves = super.getPotentialQueenMoves(sq)
- .concat(this.getKnightCaptures(sq,"asChameleon"));
- // NOTE: no "addKingCaptures" because the king isn't captured
+ let moves = super.getPotentialQueenMoves([x,y])
+ .concat(this.getKnightCaptures([x,y],"asChameleon"));
+ // No "king capture" because king cannot remain under check
this.addPawnCaptures(moves, "asChameleon");
this.addRookCaptures(moves, "asChameleon");
this.addQueenCaptures(moves, "asChameleon");
// isAttacked() is OK because the immobilizer doesn't take
+ // TODO: check if any pawn can reach capturing square + !immobilized
isAttackedByPawn([x,y], colors)
{
// Square (x,y) must be surrounded by two enemy pieces,
return false;
}
+ // TODO: check if enemy's rook can reach capturing squares + !immobilized
isAttackedByRook([x,y], colors)
{
const [sizeX,sizeY] = VariantRules.size;
const V = VariantRules;
const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
const [sizeX,sizeY] = V.size;
+ outerLoop:
for (let step of steps)
{
const [i0,j0] = [x+step[0],y+step[1]];
if (i>=0 && i<sizeX && j>=0 && j<sizeY && colors.includes(this.getColor(i,j))
&& this.getPiece(i,j) == V.KNIGHT)
{
- return true;
+ if (!this.isImmobilized([i,j]))
+ return true;
}
}
}
if (i>=0 && i<sizeX && j>=0 && j<sizeY && this.board[i][j]!=V.EMPTY
&& colors.includes(this.getColor(i,j)) && this.getPiece(i,j) == V.BISHOP)
{
- return true;
+ return true; //bishops are never immobilized
}
}
return false;
const sq1 = [x+step[0],y+step[1]];
if (this.board[sq1[0]][sq1[1]] != V.EMPTY
&& colors.includes(this.getColor(sq1[0],sq1[1]))
- && this.getPiece(sq1[0],sq1[1]) == V.QUEEN)
+ && this.getPiece(sq1[0],sq1[1]) == V.QUEEN
+ && !this.isImmobilized(sq1))
{
return true;
}
updateVariables(move)
{
- // Just update king position
+ // Just update king(s) position(s)
const piece = this.getPiece(move.start.x,move.start.y);
const c = this.getColor(move.start.x,move.start.y);
if (piece == VariantRules.KING && move.appear.length > 0)
}
}
- checkGameEnd()
- {
- // No valid move: game is lost (stalemate is a win)
- return this.turn == "w" ? "0-1" : "1-0";
- }
-
static get VALUES() { //TODO: totally experimental!
return {
'p': 1,
{
return "0000"; //TODO: or "-" ?
}
-
- getNotation(move)
- {
- if (move.appear.length == 0)
- {
- const startSquare =
- String.fromCharCode(97 + move.start.y) + (VariantRules.size[0]-move.start.x);
- return "^" + startSquare; //suicide
- }
- return super.getNotation(move);
- }
}