import { randInt } from "@/utils/alea";
export class DynamoRules extends ChessRules {
- // TODO: later, allow to push out pawns on a and h files
+ // TODO? later, allow to push out pawns on a and h files
static get HasEnpassant() {
return false;
}
return [dx / divisor, dy / divisor];
}
- // There was something on x2,y2, maybe our color, pushed/pulled.
- isAprioriValidExit([x1, y1], [x2, y2], color2) {
+ // There was something on x2,y2, maybe our color, pushed or (self)pulled
+ isAprioriValidExit([x1, y1], [x2, y2], color2, piece2) {
const color1 = this.getColor(x1, y1);
const pawnShift = (color1 == 'w' ? -1 : 1);
const lastRank = (color1 == 'w' ? 0 : 7);
}
return !V.OnBoard(i, j);
};
- switch (this.getPiece(x1, y1)) {
+ switch (piece2 || this.getPiece(x1, y1)) {
case V.PAWN:
return (
x1 + pawnShift == x2 &&
(
(color1 == color2 && x2 == lastRank && y1 == y2) ||
- (color1 != color2 && deltaY == 1 && !V.OnBoard(x2, 2 * y2 - y1))
+ (
+ color1 != color2 &&
+ deltaY == 1 &&
+ !V.OnBoard(2 * x2 - x1, 2 * y2 - y1)
+ )
)
);
case V.ROOK:
getPotentialMovesFrom([x, y]) {
const color = this.turn;
const sqCol = this.getColor(x, y);
+ const pawnShift = (color == 'w' ? -1 : 1);
+ const pawnStartRank = (color == 'w' ? 6 : 1);
+ const getMoveHash = (m) => {
+ return V.CoordsToSquare(m.start) + V.CoordsToSquare(m.end);
+ };
if (this.subTurn == 1) {
- const getMoveHash = (m) => {
- return V.CoordsToSquare(m.start) + V.CoordsToSquare(m.end);
- };
const addMoves = (dir, nbSteps) => {
const newMoves =
this.getMovesInDirection([x, y], [-dir[0], -dir[1]], nbSteps)
}
return true;
});
- const pawnShift = (color == 'w' ? -1 : 1);
- const pawnStartRank = (color == 'w' ? 6 : 1);
// Structure to avoid adding moves twice (can be action & move)
let movesHash = {};
moves.forEach(m => { movesHash[getMoveHash(m)] = true; });
}
// If subTurn == 2 then we should have a first move,
// which restrict what we can play now: only in the first move direction
- // NOTE: no need for knight or pawn checks, because the move will be
- // naturally limited in those cases.
const L = this.firstMove.length;
const fm = this.firstMove[L-1];
if (
// Castle or again opponent color: no move playable then.
return [];
}
- if (fm.appear.length == 0) {
- // Piece at subTurn 1 just exited the board.
- // Can I be a piece which caused the exit?
+ const piece = this.getPiece(x, y);
+ const getPushExit = () => {
+ // Piece at subTurn 1 exited: can I have caused the exit?
if (
- // Only "turn" color can do actions
- sqCol == color &&
this.isAprioriValidExit(
[x, y],
[fm.start.x, fm.start.y],
const dir = this.getNormalizedDirection(
[fm.start.x - x, fm.start.y - y]);
const nbSteps =
- ([V.PAWN,V.KING,V.KNIGHT].includes(this.getPiece(x, y)) ? 1 : null);
+ [V.PAWN, V.KING, V.KNIGHT].includes(piece)
+ ? 1
+ : null;
return this.getMovesInDirection([x, y], dir, nbSteps);
}
+ return [];
}
- else {
+ const getPushMoves = () => {
+ // Piece from subTurn 1 is still on board:
const dirM = this.getNormalizedDirection(
[fm.end.x - fm.start.x, fm.end.y - fm.start.y]);
const dir = this.getNormalizedDirection(
[fm.start.x - x, fm.start.y - y]);
// Normalized directions should match
if (dir[0] == dirM[0] && dir[1] == dirM[1]) {
- // If first move is a pawn move, only a queen, rook, or maybe king or
- // pawn can follow (need vertical movement option).
+ // We don't know if first move is a pushed piece or normal move,
+ // so still must check if the push is valid.
+ const deltaX = Math.abs(fm.start.x - x);
+ const deltaY = Math.abs(fm.start.y - y);
+ switch (piece) {
+ case V.PAWN:
+ if (x == pawnStartRank) {
+ if (
+ (fm.start.x - x) * pawnShift < 0 ||
+ deltaX >= 3 ||
+ deltaY >= 2 ||
+ (fm.vanish[0].c == color && deltaY > 0) ||
+ (fm.vanish[0].c != color && deltaY == 0) ||
+ Math.abs(fm.end.x - fm.start.x) > deltaX ||
+ fm.end.y - fm.start.y != fm.start.y - y
+ ) {
+ return [];
+ }
+ }
+ else {
+ if (
+ fm.start.x - x != pawnShift ||
+ deltaY >= 2 ||
+ (fm.vanish[0].c == color && deltaY == 1) ||
+ (fm.vanish[0].c != color && deltaY == 0) ||
+ fm.end.x - fm.start.x != pawnShift ||
+ fm.end.y - fm.start.y != fm.start.y - y
+ ) {
+ return [];
+ }
+ }
+ break;
+ case V.KNIGHT:
+ if (
+ (deltaX + deltaY != 3 || (deltaX == 0 && deltaY == 0)) ||
+ (fm.end.x - fm.start.x != fm.start.x - x) ||
+ (fm.end.y - fm.start.y != fm.start.y - y)
+ ) {
+ return [];
+ }
+ break;
+ case V.KING:
+ if (
+ (deltaX >= 2 || deltaY >= 2) ||
+ (fm.end.x - fm.start.x != fm.start.x - x) ||
+ (fm.end.y - fm.start.y != fm.start.y - y)
+ ) {
+ return [];
+ }
+ break;
+ case V.BISHOP:
+ if (deltaX != deltaY) return [];
+ break;
+ case V.ROOK:
+ if (deltaX != 0 && deltaY != 0) return [];
+ break;
+ case V.QUEEN:
+ if (deltaX != deltaY && deltaX != 0 && deltaY != 0) return [];
+ break;
+ }
+ // Nothing should stand between [x, y] and the square fm.start
+ let [i, j] = [x + dir[0], y + dir[1]];
+ while (
+ (i != fm.start.x || j != fm.start.y) &&
+ this.board[i][j] == V.EMPTY
+ ) {
+ i += dir[0];
+ j += dir[1];
+ }
+ if (i == fm.start.x && j == fm.start.y)
+ return this.getMovesInDirection([x, y], dir);
+ }
+ return [];
+ }
+ const getPullExit = () => {
+ // Piece at subTurn 1 exited: can I be pulled?
+ // Note: pawns and kings cannot suicide,
+ // so fm.vanish[0].p is neither PAWN or KING
+ if (
+ this.isAprioriValidExit(
+ [x, y],
+ [fm.start.x, fm.start.y],
+ fm.vanish[0].c,
+ fm.vanish[0].p
+ )
+ ) {
+ // Seems so:
+ const dir = this.getNormalizedDirection(
+ [fm.start.x - x, fm.start.y - y]);
+ const nbSteps = (fm.vanish[0].p == V.KNIGHT ? 1 : null);
+ return this.getMovesInDirection([x, y], dir, nbSteps);
+ }
+ return [];
+ };
+ const getPullMoves = () => {
+ if (fm.vanish[0].p == V.PAWN)
+ // pawns cannot pull
+ return [];
+ const dirM = this.getNormalizedDirection(
+ [fm.end.x - fm.start.x, fm.end.y - fm.start.y]);
+ const dir = this.getNormalizedDirection(
+ [fm.start.x - x, fm.start.y - y]);
+ // Normalized directions should match
+ if (dir[0] == dirM[0] && dir[1] == dirM[1]) {
+ // Am I at the right distance?
+ const deltaX = Math.abs(x - fm.start.x);
+ const deltaY = Math.abs(y - fm.start.y);
if (
- fm.vanish[0].p == V.PAWN &&
- fm.vanish[0].c == color &&
- !this.isAprioriValidVertical([x, y], fm.start.x)
+ (fm.vanish[0].p == V.KING && (deltaX > 1 || deltaY > 1)) ||
+ (fm.vanish[0].p == V.KNIGHT &&
+ (deltaX + deltaY != 3 || deltaX == 0 || deltaY == 0))
) {
return [];
}
- // And nothing should stand between [x, y] and the square fm.start
+ // Nothing should stand between [x, y] and the square fm.start
let [i, j] = [x + dir[0], y + dir[1]];
while (
(i != fm.start.x || j != fm.start.y) &&
if (i == fm.start.x && j == fm.start.y)
return this.getMovesInDirection([x, y], dir);
}
+ return [];
+ };
+ if (fm.vanish[0].c != color) {
+ // Only possible action is a push:
+ if (fm.appear.length == 0) return getPushExit();
+ return getPushMoves();
+ }
+ else if (sqCol != color) {
+ // Only possible action is a pull, considering moving piece abilities
+ if (fm.appear.length == 0) return getPullExit();
+ return getPullMoves();
+ }
+ else {
+ // My color + my color: both actions possible
+ // Structure to avoid adding moves twice (can be action & move)
+ let movesHash = {};
+ if (fm.appear.length == 0) {
+ const pushes = getPushExit();
+ pushes.forEach(m => { movesHash[getMoveHash(m)] = true; });
+ return (
+ pushes.concat(getPullExit().filter(m => !movesHash[getMoveHash(m)]))
+ );
+ }
+ const pushes = getPushMoves();
+ pushes.forEach(m => { movesHash[getMoveHash(m)] = true; });
+ return (
+ pushes.concat(getPullMoves().filter(m => !movesHash[getMoveHash(m)]))
+ );
}
return [];
}
}
isAttackedByPawn([x, y], color) {
- const lastRank = (color == 'w' ? 0 : 7);
- if (x != lastRank)
- // The king can be pushed out by a pawn only on last rank
- return false;
+ // The king can be pushed out by a pawn on last rank or near the edge
const pawnShift = (color == "w" ? 1 : -1);
for (let i of [-1, 1]) {
if (
this.getPiece(x + pawnShift, y + i) == V.PAWN &&
this.getColor(x + pawnShift, y + i) == color
) {
- return true;
+ return !V.OnBoard(x - pawnShift, y - i);
}
}
return false;
}
doClick(square) {
+ // A click to promote a piece on subTurn 2 would trigger this.
+ // For now it would then return [NaN, NaN] because surrounding squares
+ // have no IDs in the promotion modal. TODO: improve this?
+ if (!square[0]) return null;
// If subTurn == 2 && square is empty && !underCheck,
// then return an empty move, allowing to "pass" subTurn2
if (