Commit | Line | Data |
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388e4c40 | 1 | class DarkRules extends ChessRules |
375ecdd1 BA |
2 | { |
3 | // Standard rules, in the shadow | |
4 | setOtherVariables(fen) | |
5 | { | |
6 | super.setOtherVariables(fen); | |
388e4c40 | 7 | const [sizeX,sizeY] = [V.size.x,V.size.y]; |
375ecdd1 | 8 | this.enlightened = { |
388e4c40 BA |
9 | "w": doubleArray(sizeX,sizeY), |
10 | "b": doubleArray(sizeX,sizeY) | |
375ecdd1 | 11 | }; |
388e4c40 BA |
12 | // Setup enlightened: squares reachable by each side |
13 | // (TODO: one side would be enough ?) | |
14 | this.updateEnlightened(); | |
375ecdd1 BA |
15 | } |
16 | ||
388e4c40 | 17 | updateEnlightened() |
375ecdd1 | 18 | { |
388e4c40 BA |
19 | // Initialize with pieces positions (which are seen) |
20 | for (let i=0; i<V.size.x; i++) | |
21 | { | |
22 | for (let j=0; j<V.size.y; j++) | |
23 | { | |
24 | this.enlightened["w"][i][j] = false; | |
25 | this.enlightened["b"][i][j] = false; | |
26 | if (this.board[i][j] != V.EMPTY) | |
27 | this.enlightened[this.getColor(i,j)][i][j] = true; | |
28 | } | |
29 | } | |
30 | const currentTurn = this.turn; | |
31 | this.turn = "w"; | |
32 | const movesWhite = this.getAllValidMoves(); | |
33 | this.turn = "b"; | |
34 | const movesBlack = this.getAllValidMoves(); | |
35 | this.turn = currentTurn; | |
36 | for (let move of movesWhite) | |
37 | this.enlightened["w"][move.end.x][move.end.y] = true; | |
38 | for (let move of movesBlack) | |
39 | this.enlightened["b"][move.end.x][move.end.y] = true; | |
375ecdd1 BA |
40 | } |
41 | ||
f6dbe8e3 BA |
42 | // Has to be redefined to avoid an infinite loop |
43 | getAllValidMoves() | |
44 | { | |
45 | const color = this.turn; | |
46 | const oppCol = this.getOppCol(color); | |
47 | let potentialMoves = []; | |
48 | for (let i=0; i<V.size.x; i++) | |
49 | { | |
50 | for (let j=0; j<V.size.y; j++) | |
51 | { | |
52 | if (this.board[i][j] != V.EMPTY && this.getColor(i,j) == color) | |
53 | Array.prototype.push.apply(potentialMoves, this.getPotentialMovesFrom([i,j])); | |
54 | } | |
55 | } | |
56 | return potentialMoves; //because there are no checks | |
57 | } | |
58 | ||
375ecdd1 BA |
59 | atLeastOneMove() |
60 | { | |
61 | if (this.kingPos[this.turn][0] < 0) | |
62 | return false; | |
63 | return true; //TODO: is it right? | |
64 | } | |
65 | ||
f6dbe8e3 | 66 | underCheck(color) |
375ecdd1 BA |
67 | { |
68 | return false; //there is no check | |
69 | } | |
70 | ||
f6dbe8e3 | 71 | getCheckSquares(color) |
375ecdd1 | 72 | { |
f6dbe8e3 | 73 | return []; |
375ecdd1 BA |
74 | } |
75 | ||
388e4c40 BA |
76 | updateVariables(move) |
77 | { | |
78 | // Update kings positions | |
79 | const piece = move.vanish[0].p; | |
80 | const c = move.vanish[0].c; | |
81 | if (piece == V.KING && move.appear.length > 0) | |
82 | { | |
83 | this.kingPos[c][0] = move.appear[0].x; | |
84 | this.kingPos[c][1] = move.appear[0].y; | |
85 | } | |
86 | if (move.vanish.length >= 2 && move.vanish[1].p == V.KING) | |
87 | { | |
88 | // We took opponent king ! | |
89 | const oppCol = this.getOppCol(c); | |
90 | this.kingPos[oppCol] = [-1,-1]; | |
91 | } | |
92 | ||
93 | // Update moves for both colors: | |
94 | this.updateEnlightened(); | |
95 | } | |
96 | ||
97 | unupdateVariables(move) | |
98 | { | |
99 | super.unupdateVariables(move); | |
100 | const c = move.vanish[0].c; | |
101 | const oppCol = this.getOppCol(c); | |
102 | if (this.kingPos[oppCol][0] < 0) | |
103 | { | |
104 | // Last move took opponent's king | |
105 | for (let psq of move.vanish) | |
106 | { | |
107 | if (psq.p == 'k') | |
108 | { | |
109 | this.kingPos[oppCol] = [psq.x, psq.y]; | |
110 | break; | |
111 | } | |
112 | } | |
113 | } | |
114 | ||
115 | // Update moves for both colors: | |
116 | this.updateEnlightened(); | |
117 | } | |
375ecdd1 BA |
118 | |
119 | checkGameEnd() | |
120 | { | |
121 | // No valid move: our king disappeared | |
122 | return this.turn == "w" ? "0-1" : "1-0"; | |
123 | } | |
124 | ||
125 | static get THRESHOLD_MATE() | |
126 | { | |
127 | return 500; //checkmates evals may be slightly below 1000 | |
128 | } | |
129 | } | |
130 | ||
131 | const VariantRules = DarkRules; |