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1 | class LoserRules extends ChessRules |
2 | { | |
3 | initVariables(fen) | |
4 | { | |
a6abf094 BA |
5 | const epSq = this.moves.length > 0 ? this.getEpSquare(this.lastMove) : undefined; |
6 | this.epSquares = [ epSq ]; | |
7 | } | |
8 | ||
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9 | setFlags(fen) |
10 | { | |
11 | // No castling, hence no flags; but flags defined for compatibility | |
12 | this.castleFlags = "0000"; | |
13 | } | |
a6abf094 BA |
14 | |
15 | getPotentialPawnMoves([x,y]) | |
16 | { | |
17 | let moves = super.getPotentialPawnMoves([x,y]); | |
18 | ||
19 | // Complete with promotion(s) into king, if possible | |
20 | const color = this.turn; | |
21 | const V = VariantRules; | |
22 | const [sizeX,sizeY] = VariantRules.size; | |
23 | const shift = (color == "w" ? -1 : 1); | |
24 | const lastRank = (color == "w" ? 0 : sizeX-1); | |
25 | if (x+shift == lastRank) | |
26 | { | |
27 | let p = V.KING; | |
28 | // Normal move | |
29 | if (this.board[x+shift][y] == V.EMPTY) | |
30 | moves.push(this.getBasicMove([x,y], [x+shift,y], {c:color,p:p})); | |
31 | // Captures | |
32 | if (y>0 && this.canTake([x,y], [x+shift,y-1]) && this.board[x+shift][y-1] != V.EMPTY) | |
33 | moves.push(this.getBasicMove([x,y], [x+shift,y-1], {c:color,p:p})); | |
34 | if (y<sizeY-1 && this.canTake([x,y], [x+shift,y+1]) && this.board[x+shift][y+1] != V.EMPTY) | |
35 | moves.push(this.getBasicMove([x,y], [x+shift,y+1], {c:color,p:p})); | |
36 | } | |
37 | ||
38 | return moves; | |
39 | } | |
40 | ||
41 | getPotentialKingMoves(sq) | |
42 | { | |
43 | const V = VariantRules; | |
44 | return this.getSlideNJumpMoves(sq, | |
45 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep"); | |
46 | } | |
47 | ||
48 | // Stop at the first capture found (if any) | |
49 | atLeastOneCapture() | |
50 | { | |
51 | const color = this.turn; | |
52 | const oppCol = this.getOppCol(color); | |
53 | const [sizeX,sizeY] = VariantRules.size; | |
54 | for (let i=0; i<sizeX; i++) | |
55 | { | |
56 | for (let j=0; j<sizeY; j++) | |
57 | { | |
58 | if (this.board[i][j] != VariantRules.EMPTY && this.getColor(i,j) != oppCol) | |
59 | { | |
60 | const moves = this.getPotentialMovesFrom([i,j]); | |
61 | if (moves.length > 0) | |
62 | { | |
63 | for (let k=0; k<moves.length; k++) | |
64 | { | |
65 | if (moves[k].vanish.length==2 && this.filterValid([moves[k]]).length > 0) | |
66 | return true; | |
67 | } | |
68 | } | |
69 | } | |
70 | } | |
71 | } | |
72 | return false; | |
73 | } | |
74 | ||
75 | // Trim all non-capturing moves | |
76 | static KeepCaptures(moves) | |
77 | { | |
78 | return moves.filter(m => { return m.vanish.length == 2; }); | |
79 | } | |
80 | ||
81 | getPossibleMovesFrom(sq) | |
82 | { | |
83 | let moves = this.filterValid( this.getPotentialMovesFrom(sq) ); | |
84 | // This is called from interface: we need to know if a capture is possible | |
85 | if (this.atLeastOneCapture()) | |
86 | moves = VariantRules.KeepCaptures(moves); | |
87 | return moves; | |
88 | } | |
89 | ||
90 | getAllValidMoves() | |
91 | { | |
92 | let moves = super.getAllValidMoves(); | |
93 | if (moves.some(m => { return m.vanish.length == 2; })) | |
94 | moves = VariantRules.KeepCaptures(moves); | |
95 | return moves; | |
96 | } | |
97 | ||
98 | underCheck(move) | |
99 | { | |
100 | return false; //No notion of check | |
101 | } | |
102 | ||
103 | getCheckSquares(move) | |
104 | { | |
105 | return []; | |
106 | } | |
107 | ||
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108 | // Unused: |
109 | updateVariables(move) { } | |
110 | unupdateVariables(move) { } | |
111 | parseFlags(flags) { } | |
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112 | |
113 | checkGameEnd() | |
114 | { | |
115 | // No valid move: you win! | |
116 | return this.turn == "w" ? "1-0" : "0-1"; | |
117 | } | |
118 | ||
119 | static get VALUES() { //experimental... | |
120 | return { | |
121 | 'p': 1, | |
122 | 'r': 7, | |
123 | 'n': 3, | |
124 | 'b': 3, | |
125 | 'q': 5, | |
126 | 'k': 5 | |
127 | }; | |
128 | } | |
129 | ||
130 | static get SEARCH_DEPTH() { return 4; } | |
131 | ||
132 | evalPosition() | |
133 | { | |
134 | return - super.evalPosition(); //better with less material | |
135 | } | |
136 | } |