| 1 | import { ChessRules, Move, PiPo } from "@/base_rules"; |
| 2 | |
| 3 | // TODO: need FEN lastmove pour interdire défaire dernière poussée |
| 4 | // --> check appear et vanish totally reversed. |
| 5 | |
| 6 | // TODO: pawn promotions by push (en + des promotions standard) |
| 7 | // --> similar to Zen promotions. |
| 8 | |
| 9 | export class DynamoRules extends ChessRules { |
| 10 | canIplay(side, [x, y]) { |
| 11 | // Sometimes opponent's pieces can be moved directly |
| 12 | return true; |
| 13 | } |
| 14 | |
| 15 | getPPpath(m) { |
| 16 | let imgName = ""; |
| 17 | if (m.vanish.length == 1) imgName = "empty"; |
| 18 | else { |
| 19 | // Something is pushed or pull: count by how many squares |
| 20 | if (m.appear.length == 1) |
| 21 | // It just exit the board |
| 22 | imgName = "raus"; |
| 23 | else { |
| 24 | const deltaX = Math.abs(m.appear[1].x - m.vanish[1].x); |
| 25 | const deltaY = Math.abs(m.appear[1].y - m.vanish[1].y); |
| 26 | if (deltaX == 0) imgName = "shift_" + deltaY; |
| 27 | else if (deltaY == 0) imgName = "shift_" + deltaX; |
| 28 | else |
| 29 | // Special knight push/pull: just print "P" |
| 30 | imgName = "pstep"; |
| 31 | } |
| 32 | } |
| 33 | return "Dynamo/" + imgName; |
| 34 | } |
| 35 | |
| 36 | getPactions(sq, by, color) { |
| 37 | const [x, y] = sq; |
| 38 | let moves = []; |
| 39 | let squares = {}; |
| 40 | // const lineAdd = (allowedPieces) = { |
| 41 | // // attacking piece must be of the allowed types |
| 42 | // }; |
| 43 | if (!by) { |
| 44 | // Look in all directions for a "color" piece |
| 45 | for (let step of V.steps[V.KNIGHT]) { |
| 46 | const xx = x + step[0], |
| 47 | yy = y + step[1]; |
| 48 | if ( |
| 49 | V.OnBoard(xx, yy) && |
| 50 | this.getPiece(xx, yy) == V.KNIGHT && |
| 51 | this.getColor(xx, yy) == color |
| 52 | ) { |
| 53 | const px = x - step[0], |
| 54 | py = y - step[1]; |
| 55 | if (V.OnBoard(px, py) && this.board[px][py] == V.EMPTY) { |
| 56 | const hash = "s" + px + py; |
| 57 | if (!squares[hash]) { |
| 58 | squares[hash] = true; |
| 59 | moves.push(this.getBasicMove([x, y], [px, py])); |
| 60 | } |
| 61 | } else { |
| 62 | const hash = "s" + xx + yy; |
| 63 | if (!squares[hash]) { |
| 64 | squares[hash] = true; |
| 65 | moves.push( |
| 66 | new Move({ |
| 67 | start: { x: x, y: y }, |
| 68 | end: { x: xx, y: yy }, |
| 69 | appear: [], |
| 70 | vanish: [ |
| 71 | new PiPo({ |
| 72 | x: x, |
| 73 | y: y, |
| 74 | p: this.getPiece(x, y), |
| 75 | c: oppCol |
| 76 | }) |
| 77 | ] |
| 78 | }) |
| 79 | ); |
| 80 | } |
| 81 | } |
| 82 | } |
| 83 | } |
| 84 | for (let step in V.steps[V.ROOK]) { |
| 85 | // color is enemy, so no pawn pushes: king, rook and queen |
| 86 | } |
| 87 | for (let step in V.steps[V.BISHOP]) { |
| 88 | // King, bishop, queen, and possibly pawns attacks |
| 89 | } |
| 90 | } |
| 91 | // else { |
| 92 | // // TODO: probably in a different function for now. |
| 93 | // } |
| 94 | return moves; |
| 95 | } |
| 96 | |
| 97 | // NOTE: to push a piece out of the board, make it slide until our piece |
| 98 | // (doing the action, moving or not) |
| 99 | getPotentialMovesFrom([x, y]) { |
| 100 | const color = this.turn; |
| 101 | const oppCol = V.GetOppCol(color); |
| 102 | if (this.getColor(x, y) != color) { |
| 103 | // Look in every direction for a friendly pusher/puller. |
| 104 | // This means that the action is done without moving. |
| 105 | return this.getPactions([x, y], null, color); |
| 106 | } else { |
| 107 | // Playing my pieces: do they attack an enemy? |
| 108 | // If yes ... TODO |
| 109 | //this.getPattacks(sq, [x, y]); |
| 110 | // Temporary: |
| 111 | return super.getPotentialMovesFrom([x, y]); |
| 112 | } |
| 113 | return []; //never reached |
| 114 | } |
| 115 | |
| 116 | isAttackedBySlideNJump([x, y], color, piece, steps, oneStep) { |
| 117 | for (let step of steps) { |
| 118 | let rx = x + step[0], |
| 119 | ry = y + step[1]; |
| 120 | while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) { |
| 121 | rx += step[0]; |
| 122 | ry += step[1]; |
| 123 | } |
| 124 | if ( |
| 125 | V.OnBoard(rx, ry) && |
| 126 | this.getPiece(rx, ry) == piece && |
| 127 | this.getColor(rx, ry) == color |
| 128 | ) { |
| 129 | // Now step in the other direction: if end of the world, then attacked |
| 130 | rx = x - step[0]; |
| 131 | ry = y - step[1]; |
| 132 | while ( |
| 133 | V.OnBoard(rx, ry) && |
| 134 | this.board[rx][ry] == V.EMPTY && |
| 135 | !oneStep |
| 136 | ) { |
| 137 | rx -= step[0]; |
| 138 | ry -= step[1]; |
| 139 | } |
| 140 | if (!V.OnBoard(rx, ry)) return true; |
| 141 | } |
| 142 | } |
| 143 | return false; |
| 144 | } |
| 145 | |
| 146 | isAttackedByPawn([x, y], color) { |
| 147 | const lastRank = (color == 'w' ? 0 : 7); |
| 148 | if (y != lastRank) |
| 149 | // The king can be pushed out by a pawn only on last rank |
| 150 | return false; |
| 151 | const pawnShift = (color == "w" ? 1 : -1); |
| 152 | for (let i of [-1, 1]) { |
| 153 | if ( |
| 154 | y + i >= 0 && |
| 155 | y + i < V.size.y && |
| 156 | this.getPiece(x + pawnShift, y + i) == V.PAWN && |
| 157 | this.getColor(x + pawnShift, y + i) == color |
| 158 | ) { |
| 159 | return true; |
| 160 | } |
| 161 | } |
| 162 | return false; |
| 163 | } |
| 164 | }; |