1 import { ChessRules
} from "@/base_rules";
3 export class BerolinaRules
extends ChessRules
{
5 // En-passant after 2-sq jump
6 getEpSquare(moveOrSquare
) {
7 if (!moveOrSquare
) return undefined;
8 if (typeof moveOrSquare
=== "string") {
9 const square
= moveOrSquare
;
10 if (square
== "-") return undefined;
11 // Enemy pawn initial column must be given too:
13 const epParts
= square
.split(",");
14 res
.push(V
.SquareToCoords(epParts
[0]));
15 res
.push(V
.ColumnToCoord(epParts
[1]));
18 // Argument is a move:
19 const move = moveOrSquare
;
20 const [sx
, ex
, sy
] = [move.start
.x
, move.end
.x
, move.start
.y
];
21 if (this.getPiece(sx
, sy
) == V
.PAWN
&& Math
.abs(sx
- ex
) == 2) {
25 y: (move.end
.y
+ sy
) / 2
27 // The arrival column must be remembered, because
28 // potentially two pawns could be candidates to be captured:
29 // one on our left, and one on our right.
33 return undefined; //default
36 static IsGoodEnpassant(enpassant
) {
37 if (enpassant
!= "-") {
38 const epParts
= enpassant
.split(",");
39 const epSq
= V
.SquareToCoords(epParts
[0]);
40 if (isNaN(epSq
.x
) || isNaN(epSq
.y
) || !V
.OnBoard(epSq
)) return false;
41 const arrCol
= V
.ColumnToCoord(epParts
[1]);
42 if (isNaN(arrCol
) || arrCol
< 0 || arrCol
>= V
.size
.y
) return false;
48 const L
= this.epSquares
.length
;
49 if (!this.epSquares
[L
- 1]) return "-"; //no en-passant
51 V
.CoordsToSquare(this.epSquares
[L
- 1][0]) +
53 V
.CoordToColumn(this.epSquares
[L
- 1][1])
57 getEnpassantCaptures([x
, y
], shift
) {
58 const Lep
= this.epSquares
.length
;
59 const epSquare
= this.epSquares
[Lep
- 1]; //always at least one element
62 epSquare
[0].x
== x
+ shift
&&
65 let enpassantMove
= this.getBasicMove([x
, y
], [x
+ shift
, y
]);
66 enpassantMove
.vanish
.push({
70 c: this.getColor(x
, epSquare
[1])
72 return [enpassantMove
];
77 // Special pawns movements
78 getPotentialPawnMoves([x
, y
]) {
79 const color
= this.turn
;
81 const [sizeX
, sizeY
] = [V
.size
.x
, V
.size
.y
];
82 const shiftX
= color
== "w" ? -1 : 1;
83 const startRank
= color
== "w" ? sizeX
- 2 : 1;
84 const lastRank
= color
== "w" ? 0 : sizeX
- 1;
86 x
+ shiftX
== lastRank
87 ? [V
.ROOK
, V
.KNIGHT
, V
.BISHOP
, V
.QUEEN
]
90 // One square diagonally
91 for (let shiftY
of [-1, 1]) {
92 if (this.board
[x
+ shiftX
][y
+ shiftY
] == V
.EMPTY
) {
93 for (let piece
of finalPieces
) {
95 this.getBasicMove([x
, y
], [x
+ shiftX
, y
+ shiftY
], {
102 V
.PawnSpecs
.twoSquares
&&
104 y
+ 2 * shiftY
>= 0 &&
105 y
+ 2 * shiftY
< sizeY
&&
106 this.board
[x
+ 2 * shiftX
][y
+ 2 * shiftY
] == V
.EMPTY
110 this.getBasicMove([x
, y
], [x
+ 2 * shiftX
, y
+ 2 * shiftY
])
117 this.board
[x
+ shiftX
][y
] != V
.EMPTY
&&
118 this.canTake([x
, y
], [x
+ shiftX
, y
])
120 for (let piece
of finalPieces
) {
122 this.getBasicMove([x
, y
], [x
+ shiftX
, y
], { c: color
, p: piece
})
127 // Next condition so that other variants could inherit from this class
128 if (V
.HasEnpassant
) {
129 // NOTE: backward en-passant captures are not considered
130 // because no rules define them (for now).
131 Array
.prototype.push
.apply(
133 this.getEnpassantCaptures([x
, y
], shiftX
)
140 isAttackedByPawn([x
, y
], color
) {
141 let pawnShift
= (color
== "w" ? 1 : -1);
143 x
+ pawnShift
>= 0 && x
+ pawnShift
< V
.size
.x
&&
144 this.getPiece(x
+ pawnShift
, y
) == V
.PAWN
&&
145 this.getColor(x
+ pawnShift
, y
) == color
149 static get SEARCH_DEPTH() {
154 const piece
= this.getPiece(move.start
.x
, move.start
.y
);
155 if (piece
== V
.PAWN
) {
157 const finalSquare
= V
.CoordsToSquare(move.end
);
159 if (move.vanish
.length
== 2)
161 notation
= "Px" + finalSquare
;
163 // No capture: indicate the initial square for potential ambiguity
164 const startSquare
= V
.CoordsToSquare(move.start
);
165 notation
= startSquare
+ finalSquare
;
167 if (move.appear
[0].p
!= V
.PAWN
)
169 notation
+= "=" + move.appear
[0].p
.toUpperCase();
172 return super.getNotation(move); //all other pieces are orthodox