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66ab134b BA |
1 | import ChessRules from "/base_rules.js"; |
2 | ||
3 | export default class DynamoRules extends ChessRules { | |
4 | ||
939e06bf BA |
5 | static get Options() { |
6 | // TODO | |
66ab134b BA |
7 | } |
8 | ||
939e06bf BA |
9 | get hasEnpassant() { |
10 | return this.options["enpassant"]; | |
11 | } | |
66ab134b | 12 | |
939e06bf | 13 | canIplay(x, y) { |
66ab134b | 14 | // Sometimes opponent's pieces can be moved directly |
939e06bf BA |
15 | return this.playerColor == this.turn; |
16 | } | |
17 | ||
18 | canTake() { | |
19 | // Captures don't occur (only pulls & pushes) | |
20 | return false; | |
66ab134b BA |
21 | } |
22 | ||
939e06bf BA |
23 | setOtherVariables(fenParsed) { |
24 | super.setOtherVariables(fenParsed); | |
66ab134b | 25 | this.subTurn = 1; |
939e06bf BA |
26 | // Last action format: e2h5/d1g4 for queen on d1 pushing pawn to h5 |
27 | // for example, and moving herself to g4. If just move: e2h5 | |
28 | this.lastAction = []; | |
29 | if (fenParsed.amove != '-') { | |
30 | this.lastAction = fenParsed.amove.split('/').map(a => { | |
31 | return { | |
32 | c1: C.SquareToCoords(C.SquareFromUsual(a.substr(0, 2))), | |
33 | c2: C.SquareToCoords(C.SquareFromUsual(a.substr(2, 2))) | |
34 | }; | |
66ab134b | 35 | }); |
66ab134b | 36 | } |
66ab134b BA |
37 | } |
38 | ||
939e06bf BA |
39 | getPartFen(o) { |
40 | let res = super.getPartFen(o); | |
41 | if (o.init) | |
42 | res["amove"] = '-'; | |
43 | else { | |
44 | res["amove"] = this.lastAction.map(a => { | |
45 | C.UsualFromSquare(C.CoordsToSquare(a.c1)) + | |
46 | C.UsualFromSquare(C.CoordsToSquare(a.c2)) | |
47 | }).join('/'); | |
66ab134b | 48 | } |
939e06bf | 49 | return res; |
66ab134b BA |
50 | } |
51 | ||
52 | // Step is right, just add (push/pull) moves in this direction | |
53 | // Direction is assumed normalized. | |
54 | getMovesInDirection([x, y], [dx, dy], nbSteps) { | |
55 | nbSteps = nbSteps || 8; //max 8 steps anyway | |
56 | let [i, j] = [x + dx, y + dy]; | |
57 | let moves = []; | |
58 | const color = this.getColor(x, y); | |
59 | const piece = this.getPiece(x, y); | |
60 | const lastRank = (color == 'w' ? 0 : 7); | |
61 | let counter = 1; | |
62 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { | |
63 | if (i == lastRank && piece == V.PAWN) { | |
64 | // Promotion by push or pull | |
65 | V.PawnSpecs.promotions.forEach(p => { | |
66 | let move = super.getBasicMove([x, y], [i, j], { c: color, p: p }); | |
67 | moves.push(move); | |
68 | }); | |
69 | } | |
70 | else moves.push(super.getBasicMove([x, y], [i, j])); | |
71 | if (++counter > nbSteps) break; | |
72 | i += dx; | |
73 | j += dy; | |
74 | } | |
75 | if (!V.OnBoard(i, j) && piece != V.KING) { | |
76 | // Add special "exit" move, by "taking king" | |
77 | moves.push( | |
78 | new Move({ | |
79 | start: { x: x, y: y }, | |
80 | end: { x: this.kingPos[color][0], y: this.kingPos[color][1] }, | |
81 | appear: [], | |
82 | vanish: [{ x: x, y: y, c: color, p: piece }] | |
83 | }) | |
84 | ); | |
85 | } | |
86 | return moves; | |
87 | } | |
88 | ||
89 | // Normalize direction to know the step | |
90 | getNormalizedDirection([dx, dy]) { | |
91 | const absDir = [Math.abs(dx), Math.abs(dy)]; | |
92 | let divisor = 0; | |
93 | if (absDir[0] != 0 && absDir[1] != 0 && absDir[0] != absDir[1]) | |
94 | // Knight | |
95 | divisor = Math.min(absDir[0], absDir[1]); | |
96 | else | |
97 | // Standard slider (or maybe a pawn or king: same) | |
98 | divisor = Math.max(absDir[0], absDir[1]); | |
99 | return [dx / divisor, dy / divisor]; | |
100 | } | |
101 | ||
102 | // There was something on x2,y2, maybe our color, pushed or (self)pulled | |
103 | isAprioriValidExit([x1, y1], [x2, y2], color2, piece2) { | |
104 | const color1 = this.getColor(x1, y1); | |
105 | const pawnShift = (color1 == 'w' ? -1 : 1); | |
106 | const lastRank = (color1 == 'w' ? 0 : 7); | |
107 | const deltaX = Math.abs(x1 - x2); | |
108 | const deltaY = Math.abs(y1 - y2); | |
109 | const checkSlider = () => { | |
110 | const dir = this.getNormalizedDirection([x2 - x1, y2 - y1]); | |
111 | let [i, j] = [x1 + dir[0], y1 + dir[1]]; | |
112 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { | |
113 | i += dir[0]; | |
114 | j += dir[1]; | |
115 | } | |
116 | return !V.OnBoard(i, j); | |
117 | }; | |
118 | switch (piece2 || this.getPiece(x1, y1)) { | |
119 | case V.PAWN: | |
120 | return ( | |
121 | x1 + pawnShift == x2 && | |
122 | ( | |
123 | (color1 == color2 && x2 == lastRank && y1 == y2) || | |
124 | ( | |
125 | color1 != color2 && | |
126 | deltaY == 1 && | |
127 | !V.OnBoard(2 * x2 - x1, 2 * y2 - y1) | |
128 | ) | |
129 | ) | |
130 | ); | |
131 | case V.ROOK: | |
132 | if (x1 != x2 && y1 != y2) return false; | |
133 | return checkSlider(); | |
134 | case V.KNIGHT: | |
135 | return ( | |
136 | deltaX + deltaY == 3 && | |
137 | (deltaX == 1 || deltaY == 1) && | |
138 | !V.OnBoard(2 * x2 - x1, 2 * y2 - y1) | |
139 | ); | |
140 | case V.BISHOP: | |
141 | if (deltaX != deltaY) return false; | |
142 | return checkSlider(); | |
143 | case V.QUEEN: | |
144 | if (deltaX != 0 && deltaY != 0 && deltaX != deltaY) return false; | |
145 | return checkSlider(); | |
146 | case V.KING: | |
147 | return ( | |
148 | deltaX <= 1 && | |
149 | deltaY <= 1 && | |
150 | !V.OnBoard(2 * x2 - x1, 2 * y2 - y1) | |
151 | ); | |
152 | } | |
153 | return false; | |
154 | } | |
155 | ||
156 | isAprioriValidVertical([x1, y1], x2) { | |
157 | const piece = this.getPiece(x1, y1); | |
158 | const deltaX = Math.abs(x1 - x2); | |
159 | const startRank = (this.getColor(x1, y1) == 'w' ? 6 : 1); | |
160 | return ( | |
161 | [V.QUEEN, V.ROOK].includes(piece) || | |
162 | ( | |
163 | [V.KING, V.PAWN].includes(piece) && | |
164 | ( | |
165 | deltaX == 1 || | |
166 | (deltaX == 2 && piece == V.PAWN && x1 == startRank) | |
167 | ) | |
168 | ) | |
169 | ); | |
170 | } | |
171 | ||
172 | // NOTE: for pushes, play the pushed piece first. | |
173 | // for pulls: play the piece doing the action first | |
174 | // NOTE: to push a piece out of the board, make it slide until its king | |
175 | getPotentialMovesFrom([x, y]) { | |
176 | const color = this.turn; | |
177 | const sqCol = this.getColor(x, y); | |
178 | const pawnShift = (color == 'w' ? -1 : 1); | |
179 | const pawnStartRank = (color == 'w' ? 6 : 1); | |
180 | const getMoveHash = (m) => { | |
181 | return V.CoordsToSquare(m.start) + V.CoordsToSquare(m.end); | |
182 | }; | |
183 | if (this.subTurn == 1) { | |
184 | const addMoves = (dir, nbSteps) => { | |
185 | const newMoves = | |
186 | this.getMovesInDirection([x, y], [-dir[0], -dir[1]], nbSteps) | |
187 | .filter(m => !movesHash[getMoveHash(m)]); | |
188 | newMoves.forEach(m => { movesHash[getMoveHash(m)] = true; }); | |
189 | Array.prototype.push.apply(moves, newMoves); | |
190 | }; | |
191 | // Free to play any move (if piece of my color): | |
192 | let moves = | |
193 | sqCol == color | |
194 | ? super.getPotentialMovesFrom([x, y]) | |
195 | : []; | |
196 | // There may be several suicide moves: keep only one | |
197 | let hasExit = false; | |
198 | moves = moves.filter(m => { | |
199 | const suicide = (m.appear.length == 0); | |
200 | if (suicide) { | |
201 | if (hasExit) return false; | |
202 | hasExit = true; | |
203 | } | |
204 | return true; | |
205 | }); | |
206 | // Structure to avoid adding moves twice (can be action & move) | |
207 | let movesHash = {}; | |
208 | moves.forEach(m => { movesHash[getMoveHash(m)] = true; }); | |
209 | // [x, y] is pushed by 'color' | |
210 | for (let step of V.steps[V.KNIGHT]) { | |
211 | const [i, j] = [x + step[0], y + step[1]]; | |
212 | if ( | |
213 | V.OnBoard(i, j) && | |
214 | this.board[i][j] != V.EMPTY && | |
215 | this.getColor(i, j) == color && | |
216 | this.getPiece(i, j) == V.KNIGHT | |
217 | ) { | |
218 | addMoves(step, 1); | |
219 | } | |
220 | } | |
221 | for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) { | |
222 | let [i, j] = [x + step[0], y + step[1]]; | |
223 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { | |
224 | i += step[0]; | |
225 | j += step[1]; | |
226 | } | |
227 | if ( | |
228 | V.OnBoard(i, j) && | |
229 | this.board[i][j] != V.EMPTY && | |
230 | this.getColor(i, j) == color | |
231 | ) { | |
232 | const deltaX = Math.abs(i - x); | |
233 | const deltaY = Math.abs(j - y); | |
234 | switch (this.getPiece(i, j)) { | |
235 | case V.PAWN: | |
236 | if ( | |
237 | (x - i) / deltaX == pawnShift && | |
238 | deltaX <= 2 && | |
239 | deltaY <= 1 | |
240 | ) { | |
241 | if (sqCol == color && deltaY == 0) { | |
242 | // Pushed forward | |
243 | const maxSteps = (i == pawnStartRank && deltaX == 1 ? 2 : 1); | |
244 | addMoves(step, maxSteps); | |
245 | } | |
246 | else if (sqCol != color && deltaY == 1 && deltaX == 1) | |
247 | // Pushed diagonally | |
248 | addMoves(step, 1); | |
249 | } | |
250 | break; | |
251 | case V.ROOK: | |
252 | if (deltaX == 0 || deltaY == 0) addMoves(step); | |
253 | break; | |
254 | case V.BISHOP: | |
255 | if (deltaX == deltaY) addMoves(step); | |
256 | break; | |
257 | case V.QUEEN: | |
258 | // All steps are valid for a queen: | |
259 | addMoves(step); | |
260 | break; | |
261 | case V.KING: | |
262 | if (deltaX <= 1 && deltaY <= 1) addMoves(step, 1); | |
263 | break; | |
264 | } | |
265 | } | |
266 | } | |
267 | return moves; | |
268 | } | |
269 | // If subTurn == 2 then we should have a first move, | |
270 | // which restrict what we can play now: only in the first move direction | |
271 | const L = this.firstMove.length; | |
272 | const fm = this.firstMove[L-1]; | |
273 | if ( | |
274 | (fm.appear.length == 2 && fm.vanish.length == 2) || | |
275 | (fm.vanish[0].c == sqCol && sqCol != color) | |
276 | ) { | |
277 | // Castle or again opponent color: no move playable then. | |
278 | return []; | |
279 | } | |
280 | const piece = this.getPiece(x, y); | |
281 | const getPushExit = () => { | |
282 | // Piece at subTurn 1 exited: can I have caused the exit? | |
283 | if ( | |
284 | this.isAprioriValidExit( | |
285 | [x, y], | |
286 | [fm.start.x, fm.start.y], | |
287 | fm.vanish[0].c | |
288 | ) | |
289 | ) { | |
290 | // Seems so: | |
291 | const dir = this.getNormalizedDirection( | |
292 | [fm.start.x - x, fm.start.y - y]); | |
293 | const nbSteps = | |
294 | [V.PAWN, V.KING, V.KNIGHT].includes(piece) | |
295 | ? 1 | |
296 | : null; | |
297 | return this.getMovesInDirection([x, y], dir, nbSteps); | |
298 | } | |
299 | return []; | |
300 | } | |
301 | const getPushMoves = () => { | |
302 | // Piece from subTurn 1 is still on board: | |
303 | const dirM = this.getNormalizedDirection( | |
304 | [fm.end.x - fm.start.x, fm.end.y - fm.start.y]); | |
305 | const dir = this.getNormalizedDirection( | |
306 | [fm.start.x - x, fm.start.y - y]); | |
307 | // Normalized directions should match | |
308 | if (dir[0] == dirM[0] && dir[1] == dirM[1]) { | |
309 | // We don't know if first move is a pushed piece or normal move, | |
310 | // so still must check if the push is valid. | |
311 | const deltaX = Math.abs(fm.start.x - x); | |
312 | const deltaY = Math.abs(fm.start.y - y); | |
313 | switch (piece) { | |
314 | case V.PAWN: | |
315 | if (x == pawnStartRank) { | |
316 | if ( | |
317 | (fm.start.x - x) * pawnShift < 0 || | |
318 | deltaX >= 3 || | |
319 | deltaY >= 2 || | |
320 | (fm.vanish[0].c == color && deltaY > 0) || | |
321 | (fm.vanish[0].c != color && deltaY == 0) || | |
322 | Math.abs(fm.end.x - fm.start.x) > deltaX || | |
323 | fm.end.y - fm.start.y != fm.start.y - y | |
324 | ) { | |
325 | return []; | |
326 | } | |
327 | } | |
328 | else { | |
329 | if ( | |
330 | fm.start.x - x != pawnShift || | |
331 | deltaY >= 2 || | |
332 | (fm.vanish[0].c == color && deltaY == 1) || | |
333 | (fm.vanish[0].c != color && deltaY == 0) || | |
334 | fm.end.x - fm.start.x != pawnShift || | |
335 | fm.end.y - fm.start.y != fm.start.y - y | |
336 | ) { | |
337 | return []; | |
338 | } | |
339 | } | |
340 | break; | |
341 | case V.KNIGHT: | |
342 | if ( | |
343 | (deltaX + deltaY != 3 || (deltaX == 0 && deltaY == 0)) || | |
344 | (fm.end.x - fm.start.x != fm.start.x - x) || | |
345 | (fm.end.y - fm.start.y != fm.start.y - y) | |
346 | ) { | |
347 | return []; | |
348 | } | |
349 | break; | |
350 | case V.KING: | |
351 | if ( | |
352 | (deltaX >= 2 || deltaY >= 2) || | |
353 | (fm.end.x - fm.start.x != fm.start.x - x) || | |
354 | (fm.end.y - fm.start.y != fm.start.y - y) | |
355 | ) { | |
356 | return []; | |
357 | } | |
358 | break; | |
359 | case V.BISHOP: | |
360 | if (deltaX != deltaY) return []; | |
361 | break; | |
362 | case V.ROOK: | |
363 | if (deltaX != 0 && deltaY != 0) return []; | |
364 | break; | |
365 | case V.QUEEN: | |
366 | if (deltaX != deltaY && deltaX != 0 && deltaY != 0) return []; | |
367 | break; | |
368 | } | |
369 | // Nothing should stand between [x, y] and the square fm.start | |
370 | let [i, j] = [x + dir[0], y + dir[1]]; | |
371 | while ( | |
372 | (i != fm.start.x || j != fm.start.y) && | |
373 | this.board[i][j] == V.EMPTY | |
374 | ) { | |
375 | i += dir[0]; | |
376 | j += dir[1]; | |
377 | } | |
378 | if (i == fm.start.x && j == fm.start.y) | |
379 | return this.getMovesInDirection([x, y], dir); | |
380 | } | |
381 | return []; | |
382 | } | |
383 | const getPullExit = () => { | |
384 | // Piece at subTurn 1 exited: can I be pulled? | |
385 | // Note: kings cannot suicide, so fm.vanish[0].p is not KING. | |
386 | // Could be PAWN though, if a pawn was pushed out of board. | |
387 | if ( | |
388 | fm.vanish[0].p != V.PAWN && //pawns cannot pull | |
389 | this.isAprioriValidExit( | |
390 | [x, y], | |
391 | [fm.start.x, fm.start.y], | |
392 | fm.vanish[0].c, | |
393 | fm.vanish[0].p | |
394 | ) | |
395 | ) { | |
396 | // Seems so: | |
397 | const dir = this.getNormalizedDirection( | |
398 | [fm.start.x - x, fm.start.y - y]); | |
399 | const nbSteps = (fm.vanish[0].p == V.KNIGHT ? 1 : null); | |
400 | return this.getMovesInDirection([x, y], dir, nbSteps); | |
401 | } | |
402 | return []; | |
403 | }; | |
404 | const getPullMoves = () => { | |
405 | if (fm.vanish[0].p == V.PAWN) | |
406 | // pawns cannot pull | |
407 | return []; | |
408 | const dirM = this.getNormalizedDirection( | |
409 | [fm.end.x - fm.start.x, fm.end.y - fm.start.y]); | |
410 | const dir = this.getNormalizedDirection( | |
411 | [fm.start.x - x, fm.start.y - y]); | |
412 | // Normalized directions should match | |
413 | if (dir[0] == dirM[0] && dir[1] == dirM[1]) { | |
414 | // Am I at the right distance? | |
415 | const deltaX = Math.abs(x - fm.start.x); | |
416 | const deltaY = Math.abs(y - fm.start.y); | |
417 | if ( | |
418 | (fm.vanish[0].p == V.KING && (deltaX > 1 || deltaY > 1)) || | |
419 | (fm.vanish[0].p == V.KNIGHT && | |
420 | (deltaX + deltaY != 3 || deltaX == 0 || deltaY == 0)) | |
421 | ) { | |
422 | return []; | |
423 | } | |
424 | // Nothing should stand between [x, y] and the square fm.start | |
425 | let [i, j] = [x + dir[0], y + dir[1]]; | |
426 | while ( | |
427 | (i != fm.start.x || j != fm.start.y) && | |
428 | this.board[i][j] == V.EMPTY | |
429 | ) { | |
430 | i += dir[0]; | |
431 | j += dir[1]; | |
432 | } | |
433 | if (i == fm.start.x && j == fm.start.y) | |
434 | return this.getMovesInDirection([x, y], dir); | |
435 | } | |
436 | return []; | |
437 | }; | |
438 | if (fm.vanish[0].c != color) { | |
439 | // Only possible action is a push: | |
440 | if (fm.appear.length == 0) return getPushExit(); | |
441 | return getPushMoves(); | |
442 | } | |
443 | else if (sqCol != color) { | |
444 | // Only possible action is a pull, considering moving piece abilities | |
445 | if (fm.appear.length == 0) return getPullExit(); | |
446 | return getPullMoves(); | |
447 | } | |
448 | else { | |
449 | // My color + my color: both actions possible | |
450 | // Structure to avoid adding moves twice (can be action & move) | |
451 | let movesHash = {}; | |
452 | if (fm.appear.length == 0) { | |
453 | const pushes = getPushExit(); | |
454 | pushes.forEach(m => { movesHash[getMoveHash(m)] = true; }); | |
455 | return ( | |
456 | pushes.concat(getPullExit().filter(m => !movesHash[getMoveHash(m)])) | |
457 | ); | |
458 | } | |
459 | const pushes = getPushMoves(); | |
460 | pushes.forEach(m => { movesHash[getMoveHash(m)] = true; }); | |
461 | return ( | |
462 | pushes.concat(getPullMoves().filter(m => !movesHash[getMoveHash(m)])) | |
463 | ); | |
464 | } | |
465 | return []; | |
466 | } | |
467 | ||
468 | getSlideNJumpMoves([x, y], steps, oneStep) { | |
469 | let moves = []; | |
470 | const c = this.getColor(x, y); | |
471 | const piece = this.getPiece(x, y); | |
472 | outerLoop: for (let step of steps) { | |
473 | let i = x + step[0]; | |
474 | let j = y + step[1]; | |
475 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { | |
476 | moves.push(this.getBasicMove([x, y], [i, j])); | |
477 | if (oneStep) continue outerLoop; | |
478 | i += step[0]; | |
479 | j += step[1]; | |
480 | } | |
481 | if (V.OnBoard(i, j)) { | |
482 | if (this.canTake([x, y], [i, j])) | |
483 | moves.push(this.getBasicMove([x, y], [i, j])); | |
484 | } | |
485 | else { | |
486 | // Add potential board exit (suicide), except for the king | |
487 | if (piece != V.KING) { | |
488 | moves.push({ | |
489 | start: { x: x, y: y}, | |
490 | end: { x: this.kingPos[c][0], y: this.kingPos[c][1] }, | |
491 | appear: [], | |
492 | vanish: [ | |
493 | new PiPo({ | |
494 | x: x, | |
495 | y: y, | |
496 | c: c, | |
497 | p: piece | |
498 | }) | |
499 | ] | |
500 | }); | |
501 | } | |
502 | } | |
503 | } | |
504 | return moves; | |
505 | } | |
506 | ||
507 | // Does m2 un-do m1 ? (to disallow undoing actions) | |
508 | oppositeMoves(m1, m2) { | |
509 | const isEqual = (av1, av2) => { | |
510 | for (let av of av1) { | |
511 | const avInAv2 = av2.find(elt => { | |
512 | return ( | |
513 | elt.x == av.x && | |
514 | elt.y == av.y && | |
515 | elt.c == av.c && | |
516 | elt.p == av.p | |
517 | ); | |
518 | }); | |
519 | if (!avInAv2) return false; | |
520 | } | |
521 | return true; | |
522 | }; | |
523 | // All appear and vanish arrays must have the same length | |
524 | const mL = m1.appear.length; | |
525 | return ( | |
526 | m2.appear.length == mL && | |
527 | m1.vanish.length == mL && | |
528 | m2.vanish.length == mL && | |
529 | isEqual(m1.appear, m2.vanish) && | |
530 | isEqual(m1.vanish, m2.appear) | |
531 | ); | |
532 | } | |
533 | ||
939e06bf | 534 | // TODO: just stack in this.lastAction instead |
66ab134b BA |
535 | getAmove(move1, move2) { |
536 | // Just merge (one is action one is move, one may be empty) | |
537 | return { | |
538 | appear: move1.appear.concat(move2.appear), | |
539 | vanish: move1.vanish.concat(move2.vanish) | |
540 | } | |
541 | } | |
542 | ||
543 | filterValid(moves) { | |
544 | const color = this.turn; | |
545 | const La = this.amoves.length; | |
546 | if (this.subTurn == 1) { | |
547 | return moves.filter(m => { | |
548 | // A move is valid either if it doesn't result in a check, | |
549 | // or if a second move is possible to counter the check | |
550 | // (not undoing a potential move + action of the opponent) | |
551 | this.play(m); | |
552 | let res = this.underCheck(color); | |
553 | if (this.subTurn == 2) { | |
554 | let isOpposite = La > 0 && this.oppositeMoves(this.amoves[La-1], m); | |
555 | if (res || isOpposite) { | |
556 | const moves2 = this.getAllPotentialMoves(); | |
557 | for (let m2 of moves2) { | |
558 | this.play(m2); | |
559 | const res2 = this.underCheck(color); | |
560 | const amove = this.getAmove(m, m2); | |
561 | isOpposite = | |
562 | La > 0 && this.oppositeMoves(this.amoves[La-1], amove); | |
563 | this.undo(m2); | |
564 | if (!res2 && !isOpposite) { | |
565 | res = false; | |
566 | break; | |
567 | } | |
568 | } | |
569 | } | |
570 | } | |
571 | this.undo(m); | |
572 | return !res; | |
573 | }); | |
574 | } | |
575 | if (La == 0) return super.filterValid(moves); | |
576 | const Lf = this.firstMove.length; | |
577 | return ( | |
578 | super.filterValid( | |
579 | moves.filter(m => { | |
580 | // Move shouldn't undo another: | |
581 | const amove = this.getAmove(this.firstMove[Lf-1], m); | |
582 | return !this.oppositeMoves(this.amoves[La-1], amove); | |
583 | }) | |
584 | ) | |
585 | ); | |
586 | } | |
587 | ||
66ab134b BA |
588 | getEmptyMove() { |
589 | return new Move({ | |
590 | start: { x: -1, y: -1 }, | |
591 | end: { x: -1, y: -1 }, | |
592 | appear: [], | |
593 | vanish: [] | |
594 | }); | |
595 | } | |
596 | ||
597 | doClick(square) { | |
598 | // A click to promote a piece on subTurn 2 would trigger this. | |
599 | // For now it would then return [NaN, NaN] because surrounding squares | |
600 | // have no IDs in the promotion modal. TODO: improve this? | |
601 | if (isNaN(square[0])) return null; | |
602 | // If subTurn == 2 && square is empty && !underCheck && !isOpposite, | |
603 | // then return an empty move, allowing to "pass" subTurn2 | |
604 | const La = this.amoves.length; | |
605 | const Lf = this.firstMove.length; | |
606 | if ( | |
607 | this.subTurn == 2 && | |
608 | this.board[square[0]][square[1]] == V.EMPTY && | |
609 | !this.underCheck(this.turn) && | |
610 | (La == 0 || !this.oppositeMoves(this.amoves[La-1], this.firstMove[Lf-1])) | |
611 | ) { | |
612 | return this.getEmptyMove(); | |
613 | } | |
614 | return null; | |
615 | } | |
616 | ||
617 | play(move) { | |
618 | if (this.subTurn == 1 && move.vanish.length == 0) { | |
619 | // Patch to work with old format: (TODO: remove later) | |
620 | move.ignore = true; | |
621 | return; | |
622 | } | |
623 | const color = this.turn; | |
624 | move.subTurn = this.subTurn; //for undo | |
625 | const gotoNext = (mv) => { | |
626 | const L = this.firstMove.length; | |
627 | this.amoves.push(this.getAmove(this.firstMove[L-1], mv)); | |
628 | this.turn = V.GetOppCol(color); | |
629 | this.subTurn = 1; | |
630 | this.movesCount++; | |
631 | }; | |
632 | move.flags = JSON.stringify(this.aggregateFlags()); | |
633 | V.PlayOnBoard(this.board, move); | |
634 | if (this.subTurn == 2) gotoNext(move); | |
635 | else { | |
636 | this.subTurn = 2; | |
637 | this.firstMove.push(move); | |
638 | this.toNewKingPos(move); | |
639 | if ( | |
640 | // Condition is true on empty arrays: | |
641 | this.getAllPotentialMoves().every(m => { | |
642 | V.PlayOnBoard(this.board, m); | |
643 | this.toNewKingPos(m); | |
644 | const res = this.underCheck(color); | |
645 | V.UndoOnBoard(this.board, m); | |
646 | this.toOldKingPos(m); | |
647 | return res; | |
648 | }) | |
649 | ) { | |
650 | // No valid move at subTurn 2 | |
651 | gotoNext(this.getEmptyMove()); | |
652 | } | |
653 | this.toOldKingPos(move); | |
654 | } | |
655 | this.postPlay(move); | |
656 | } | |
657 | ||
658 | toNewKingPos(move) { | |
659 | for (let a of move.appear) | |
660 | if (a.p == V.KING) this.kingPos[a.c] = [a.x, a.y]; | |
661 | } | |
662 | ||
663 | postPlay(move) { | |
664 | if (move.start.x < 0) return; | |
665 | this.toNewKingPos(move); | |
666 | this.updateCastleFlags(move); | |
667 | } | |
668 | ||
669 | updateCastleFlags(move) { | |
670 | const firstRank = { 'w': V.size.x - 1, 'b': 0 }; | |
671 | for (let v of move.vanish) { | |
672 | if (v.p == V.KING) this.castleFlags[v.c] = [V.size.y, V.size.y]; | |
673 | else if (v.x == firstRank[v.c] && this.castleFlags[v.c].includes(v.y)) { | |
674 | const flagIdx = (v.y == this.castleFlags[v.c][0] ? 0 : 1); | |
675 | this.castleFlags[v.c][flagIdx] = V.size.y; | |
676 | } | |
677 | } | |
678 | } | |
679 | ||
680 | undo(move) { | |
681 | if (!!move.ignore) return; //TODO: remove that later | |
682 | this.disaggregateFlags(JSON.parse(move.flags)); | |
683 | V.UndoOnBoard(this.board, move); | |
684 | if (this.subTurn == 1) { | |
685 | this.amoves.pop(); | |
686 | this.turn = V.GetOppCol(this.turn); | |
687 | this.movesCount--; | |
688 | } | |
689 | if (move.subTurn == 1) this.firstMove.pop(); | |
690 | this.subTurn = move.subTurn; | |
691 | this.toOldKingPos(move); | |
692 | } | |
693 | ||
694 | toOldKingPos(move) { | |
695 | // (Potentially) Reset king position | |
696 | for (let v of move.vanish) | |
697 | if (v.p == V.KING) this.kingPos[v.c] = [v.x, v.y]; | |
698 | } | |
699 | ||
66ab134b | 700 | }; |