| 1 | import { ChessRules, PiPo, Move } from "@/base_rules"; |
| 2 | |
| 3 | export class BenedictRules extends ChessRules { |
| 4 | static get HasEnpassant() { |
| 5 | return false; |
| 6 | } |
| 7 | |
| 8 | static get PawnSpecs() { |
| 9 | return Object.assign( |
| 10 | {}, |
| 11 | ChessRules.PawnSpecs, |
| 12 | { canCapture: false } |
| 13 | ); |
| 14 | } |
| 15 | |
| 16 | // TODO(?): some duplicated code in 2 next functions |
| 17 | getSlideNJumpMoves([x, y], steps, oneStep) { |
| 18 | let moves = []; |
| 19 | outerLoop: for (let loop = 0; loop < steps.length; loop++) { |
| 20 | const step = steps[loop]; |
| 21 | let i = x + step[0]; |
| 22 | let j = y + step[1]; |
| 23 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { |
| 24 | moves.push(this.getBasicMove([x, y], [i, j])); |
| 25 | if (oneStep) continue outerLoop; |
| 26 | i += step[0]; |
| 27 | j += step[1]; |
| 28 | } |
| 29 | // No capture check: handled elsewhere (next method) |
| 30 | } |
| 31 | return moves; |
| 32 | } |
| 33 | |
| 34 | // Find possible captures from a square |
| 35 | // follow steps from x,y until something is met. |
| 36 | findCaptures([x, y]) { |
| 37 | const color = this.getColor(x, y); |
| 38 | const piece = this.getPiece(x, y); |
| 39 | let squares = []; |
| 40 | const steps = |
| 41 | piece != V.PAWN |
| 42 | ? [V.QUEEN,V.KING].includes(piece) |
| 43 | ? V.steps[V.ROOK].concat(V.steps[V.BISHOP]) |
| 44 | : V.steps[piece] |
| 45 | : color == "w" |
| 46 | ? [ |
| 47 | [-1, -1], |
| 48 | [-1, 1] |
| 49 | ] |
| 50 | : [ |
| 51 | [1, -1], |
| 52 | [1, 1] |
| 53 | ]; |
| 54 | const oneStep = [V.KNIGHT,V.PAWN,V.KING].includes(piece); |
| 55 | outerLoop: for (let loop = 0; loop < steps.length; loop++) { |
| 56 | const step = steps[loop]; |
| 57 | let i = x + step[0]; |
| 58 | let j = y + step[1]; |
| 59 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { |
| 60 | if (oneStep) continue outerLoop; |
| 61 | i += step[0]; |
| 62 | j += step[1]; |
| 63 | } |
| 64 | if ( |
| 65 | V.OnBoard(i, j) && |
| 66 | this.getColor(i, j) == V.GetOppCol(color) |
| 67 | ) { |
| 68 | // eat! |
| 69 | squares.push([i, j]); |
| 70 | } |
| 71 | } |
| 72 | return squares; |
| 73 | } |
| 74 | |
| 75 | // TODO: appear/vanish description of a move is too verbose for Benedict. |
| 76 | // => Would need a new "flipped" array, to be passed in Game.vue... |
| 77 | getPotentialMovesFrom([x, y]) { |
| 78 | const color = this.turn; |
| 79 | const oppCol = V.GetOppCol(color); |
| 80 | // Get all moves from x,y without captures: |
| 81 | let moves = super.getPotentialMovesFrom([x, y]); |
| 82 | // Add flips: |
| 83 | moves.forEach(m => { |
| 84 | let newAppear = []; |
| 85 | let newVanish = []; |
| 86 | V.PlayOnBoard(this.board, m); |
| 87 | // If castling, m.appear has 2 elements. |
| 88 | // In this case, consider the attacks of moving units only. |
| 89 | // (Sometimes the king or rook doesn't move). |
| 90 | for (let i = 0; i < m.appear.length; i++) { |
| 91 | const a = m.appear[i]; |
| 92 | if (m.vanish[i].x != a.x || m.vanish[i].y != a.y) { |
| 93 | const flipped = this.findCaptures([a.x, a.y]); |
| 94 | flipped.forEach(sq => { |
| 95 | const piece = this.getPiece(sq[0],sq[1]); |
| 96 | const pipoA = new PiPo({ |
| 97 | x:sq[0], |
| 98 | y:sq[1], |
| 99 | c:color, |
| 100 | p:piece |
| 101 | }); |
| 102 | const pipoV = new PiPo({ |
| 103 | x:sq[0], |
| 104 | y:sq[1], |
| 105 | c:oppCol, |
| 106 | p:piece |
| 107 | }); |
| 108 | newAppear.push(pipoA); |
| 109 | newVanish.push(pipoV); |
| 110 | }); |
| 111 | } |
| 112 | } |
| 113 | Array.prototype.push.apply(m.appear, newAppear); |
| 114 | Array.prototype.push.apply(m.vanish, newVanish); |
| 115 | V.UndoOnBoard(this.board, m); |
| 116 | }); |
| 117 | return moves; |
| 118 | } |
| 119 | |
| 120 | // Moves cannot flip our king's color, so all are valid |
| 121 | filterValid(moves) { |
| 122 | return moves; |
| 123 | } |
| 124 | |
| 125 | // Since it's used just for the king, and there are no captures: |
| 126 | isAttacked(sq, color) { |
| 127 | return false; |
| 128 | } |
| 129 | |
| 130 | // No notion of check here: |
| 131 | getCheckSquares() { |
| 132 | return []; |
| 133 | } |
| 134 | |
| 135 | // Stop at the first move found |
| 136 | atLeastOneMove() { |
| 137 | const color = this.turn; |
| 138 | const oppCol = V.GetOppCol(color); |
| 139 | for (let i = 0; i < V.size.x; i++) { |
| 140 | for (let j = 0; j < V.size.y; j++) { |
| 141 | if (this.board[i][j] != V.EMPTY && this.getColor(i, j) != oppCol) { |
| 142 | const moves = this.getPotentialMovesFrom([i, j]); |
| 143 | if (moves.length > 0) |
| 144 | return true; |
| 145 | } |
| 146 | } |
| 147 | } |
| 148 | return false; |
| 149 | } |
| 150 | |
| 151 | getCurrentScore() { |
| 152 | const color = this.turn; |
| 153 | // Did a king change color? |
| 154 | const kp = this.kingPos[color]; |
| 155 | if (this.getColor(kp[0], kp[1]) != color) |
| 156 | return color == "w" ? "0-1" : "1-0"; |
| 157 | if (this.atLeastOneMove()) return "*"; |
| 158 | // Stalemate: |
| 159 | return "1/2"; |
| 160 | } |
| 161 | |
| 162 | getNotation(move) { |
| 163 | // Just remove flips: |
| 164 | const basicMove = { |
| 165 | appear: [move.appear[0]], |
| 166 | vanish: [move.vanish[0]], |
| 167 | start: move.start, |
| 168 | end: move.end |
| 169 | }; |
| 170 | return super.getNotation(basicMove); |
| 171 | } |
| 172 | }; |