| 1 | import ChessRules from "/base_rules.js"; |
| 2 | import PiPo from "/utils/PiPo.js"; |
| 3 | |
| 4 | export default class BenedictRules extends ChessRules { |
| 5 | |
| 6 | static get Options() { |
| 7 | return { |
| 8 | select: C.Options.select, |
| 9 | input: [ |
| 10 | { |
| 11 | label: "Cleopatra", |
| 12 | variable: "cleopatra", |
| 13 | type: "checkbox", |
| 14 | defaut: false |
| 15 | } |
| 16 | ], |
| 17 | styles: [ |
| 18 | "balance", |
| 19 | "cylinder", |
| 20 | "dark", |
| 21 | "doublemove", |
| 22 | "progressive", |
| 23 | "zen" |
| 24 | ] |
| 25 | }; |
| 26 | } |
| 27 | |
| 28 | get hasEnpassant() { |
| 29 | return false; |
| 30 | } |
| 31 | |
| 32 | canTake() { |
| 33 | return false; |
| 34 | } |
| 35 | |
| 36 | pieces(color, x, y) { |
| 37 | if (!this.options["cleopatra"]) |
| 38 | return super.pieces(color, x, y); |
| 39 | return Object.assign({}, super.pieces(color, x, y), { |
| 40 | 'q': { |
| 41 | "class": "cleopatra", |
| 42 | moves: [ |
| 43 | { |
| 44 | steps: [ |
| 45 | [0, 1], [0, -1], [1, 0], [-1, 0], |
| 46 | [1, 1], [1, -1], [-1, 1], [-1, -1] |
| 47 | ] |
| 48 | } |
| 49 | ] |
| 50 | }, |
| 51 | }); |
| 52 | } |
| 53 | |
| 54 | // Find potential captures from a square |
| 55 | // follow steps from x,y until something is met. |
| 56 | findAttacks([x, y]) { |
| 57 | const [color, piece] = [this.getColor(x, y), this.getPiece(x, y)]; |
| 58 | const oppCol = C.GetOppCol(color); |
| 59 | let squares = {}; |
| 60 | const specs = this.pieces(color, x, y)[piece]; |
| 61 | const attacks = specs.attack || specs.moves; |
| 62 | for (let a of attacks) { |
| 63 | outerLoop: for (let step of a.steps) { |
| 64 | let [i, j] = [x + step[0], this.getY(y + step[1])]; |
| 65 | let nbSteps = 1; |
| 66 | while (this.onBoard(i, j) && this.board[i][j] == "") { |
| 67 | if (a.range <= nbSteps++) |
| 68 | continue outerLoop; |
| 69 | i += step[0]; |
| 70 | j = this.getY(j + step[1]); |
| 71 | } |
| 72 | if ( |
| 73 | this.onBoard(i, j) && this.getColor(i, j) == oppCol && |
| 74 | (!this.options["zen"] || this.getPieceType(i, j) == "k") |
| 75 | ) { |
| 76 | squares[C.CoordsToSquare({x: i, y: j})] = true; |
| 77 | } |
| 78 | } |
| 79 | } |
| 80 | return Object.keys(squares); |
| 81 | } |
| 82 | |
| 83 | postProcessPotentialMoves(moves) { |
| 84 | moves.forEach(m => { |
| 85 | m.flips = []; |
| 86 | if (!this.options["cleopatra"] || m.vanish[0].p == 'q') { |
| 87 | super.playOnBoard(m); |
| 88 | let attacks = this.findAttacks([m.end.x, m.end.y]) |
| 89 | if (this.options["zen"]) { |
| 90 | let endSquares = {}; |
| 91 | super.findCapturesOn([m.end.x, m.end.y], {zen: true}).forEach(c => { |
| 92 | endSquares[C.CoordsToSquare(c.end)] = true; |
| 93 | }); |
| 94 | Array.prototype.push.apply(attacks, Object.keys(endSquares)); |
| 95 | } |
| 96 | super.undoOnBoard(m); |
| 97 | attacks.map(C.SquareToCoords).forEach(a => { |
| 98 | m.flips.push({x: a.x, y: a.y}); |
| 99 | }); |
| 100 | } |
| 101 | }); |
| 102 | return moves; |
| 103 | } |
| 104 | |
| 105 | playOnBoard(move) { |
| 106 | super.playOnBoard(move); |
| 107 | this.flipColorOf(move.flips); |
| 108 | } |
| 109 | undoOnBoard(move) { |
| 110 | super.undoOnBoard(move); |
| 111 | this.flipColorOf(move.flips); |
| 112 | } |
| 113 | |
| 114 | flipColorOf(flips) { |
| 115 | for (let xy of flips) { |
| 116 | const newColor = C.GetOppCol(this.getColor(xy.x, xy.y)); |
| 117 | this.board[xy.x][xy.y] = newColor + this.board[xy.x][xy.y][1]; |
| 118 | } |
| 119 | } |
| 120 | |
| 121 | postPlay(move) { |
| 122 | if (this.options["balance"] && [1, 3].includes(this.movesCount)) { |
| 123 | // If enemy king is flipped: game over |
| 124 | const oppCol = C.GetOppCol(move.vanish[0].c); |
| 125 | const oppKingPos = this.searchKingPos(oppCol); |
| 126 | if (oppKingPos[0] < 0) { |
| 127 | this.turn = oppCol; |
| 128 | this.movesCount++; |
| 129 | return; |
| 130 | } |
| 131 | } |
| 132 | super.postPlay(move); |
| 133 | } |
| 134 | |
| 135 | // Moves cannot flip our king's color, so all are valid |
| 136 | filterValid(moves) { |
| 137 | return moves; |
| 138 | } |
| 139 | |
| 140 | // A king under (regular) check flips color, and the game is over. |
| 141 | underCheck() { |
| 142 | return false; |
| 143 | } |
| 144 | |
| 145 | playVisual(move, r) { |
| 146 | super.playVisual(move, r); |
| 147 | move.flips.forEach(f => { |
| 148 | this.g_pieces[f.x][f.y].classList.toggle("white"); |
| 149 | this.g_pieces[f.x][f.y].classList.toggle("black"); |
| 150 | }); |
| 151 | } |
| 152 | |
| 153 | }; |