| 1 | import { ChessRules, PiPo, Move } from "@/base_rules"; |
| 2 | |
| 3 | export class RifleRules extends ChessRules { |
| 4 | getEpSquare(moveOrSquare) { |
| 5 | if (typeof moveOrSquare !== "object" || moveOrSquare.appear.length > 0) |
| 6 | return super.getEpSquare(moveOrSquare); |
| 7 | // Capturing move: no en-passant |
| 8 | return undefined; |
| 9 | } |
| 10 | |
| 11 | getBasicMove([sx, sy], [ex, ey], tr) { |
| 12 | let mv = new Move({ |
| 13 | appear: [], |
| 14 | vanish: [], |
| 15 | start: {x:sx, y:sy}, |
| 16 | end: {x:ex, y:ey} |
| 17 | }); |
| 18 | if (this.board[ex][ey] != V.EMPTY) { |
| 19 | // No movement: just vanishing enemy piece |
| 20 | mv.vanish = [ |
| 21 | new PiPo({ |
| 22 | x: ex, |
| 23 | y: ey, |
| 24 | c: this.getColor(ex, ey), |
| 25 | p: this.getPiece(ex, ey) |
| 26 | }) |
| 27 | ]; |
| 28 | } |
| 29 | else { |
| 30 | // Normal move |
| 31 | mv.appear = [ |
| 32 | new PiPo({ |
| 33 | x: ex, |
| 34 | y: ey, |
| 35 | c: tr ? tr.c : this.getColor(sx, sy), |
| 36 | p: tr ? tr.p : this.getPiece(sx, sy) |
| 37 | }) |
| 38 | ]; |
| 39 | mv.vanish = [ |
| 40 | new PiPo({ |
| 41 | x: sx, |
| 42 | y: sy, |
| 43 | c: this.getColor(sx, sy), |
| 44 | p: this.getPiece(sx, sy) |
| 45 | }) |
| 46 | ]; |
| 47 | } |
| 48 | |
| 49 | return mv; |
| 50 | } |
| 51 | |
| 52 | getEnpassantCaptures([x, y], shiftX) { |
| 53 | let moves = []; |
| 54 | const Lep = this.epSquares.length; |
| 55 | const epSquare = this.epSquares[Lep - 1]; //always at least one element |
| 56 | if ( |
| 57 | !!epSquare && |
| 58 | epSquare.x == x + shiftX && |
| 59 | Math.abs(epSquare.y - y) == 1 |
| 60 | ) { |
| 61 | let enpassantMove = new Move({ |
| 62 | appear: [], |
| 63 | vanish: [], |
| 64 | start: {x:x, y:y}, |
| 65 | end: {x:x+shiftX, y:epSquare.y} |
| 66 | }); |
| 67 | enpassantMove.vanish.push({ |
| 68 | x: x, |
| 69 | y: epSquare.y, |
| 70 | p: "p", |
| 71 | c: this.getColor(x, epSquare.y) |
| 72 | }); |
| 73 | moves.push(enpassantMove); |
| 74 | } |
| 75 | return moves; |
| 76 | } |
| 77 | |
| 78 | static get SEARCH_DEPTH() { |
| 79 | return 2; |
| 80 | } |
| 81 | }; |