let [i, j] = [bp[0] + step[0], bp[1] + step[1]];
const horizontalStepOnGoalRow =
([0, 8].includes(bp[0]) && step.some(s => s == 0));
- if (emptySquare(i, j) && (!horizontalStepOnGoalRow || j != 4)) {
+ if (
+ emptySquare(i, j) &&
+ (this.movesCount >= 2 || j != 4 || ![0, 8].includes(i)) &&
+ (!horizontalStepOnGoalRow || j != 4)
+ ) {
moves.push(super.getBasicMove(bp, [i, j]));
if (!oneStep) {
do {
i += step[0];
j += step[1];
if (!emptySquare(i, j)) break;
- if (!horizontalStepOnGoalRow || j != 4)
+ if (
+ (this.movesCount >= 2 || j != 4 || ![0, 8].includes(i)) &&
+ (!horizontalStepOnGoalRow || j != 4)
+ ) {
moves.push(super.getBasicMove(bp, [i, j]));
+ }
+ } while (true);
+ }
+ }
+ // Try the other direction (TODO: experimental)
+ [i, j] = [bp[0] - 2*step[0], bp[1] - 2*step[1]];
+ if (
+ emptySquare(i, j) &&
+ (this.movesCount >= 2 || j != 4 || ![0, 8].includes(i)) &&
+ (!horizontalStepOnGoalRow || j != 4)
+ ) {
+ moves.push(super.getBasicMove(bp, [i, j]));
+ if (!oneStep) {
+ do {
+ i -= step[0];
+ j -= step[1];
+ if (!emptySquare(i, j)) break;
+ if (
+ (this.movesCount >= 2 || j != 4 || ![0, 8].includes(i)) &&
+ (!horizontalStepOnGoalRow || j != 4)
+ ) {
+ moves.push(super.getBasicMove(bp, [i, j]));
+ }
} while (true);
}
}
}
getPotentialMovesFrom([x, y], computer) {
- if (V.PIECES.includes(this.getPiece(x, y))) {
+ const piece = this.getPiece(x, y);
+ if (V.PIECES.includes(piece)) {
if (this.subTurn > 1) return [];
- return (
- super.getPotentialMovesFrom([x, y])
- .filter(m => m.end.y != 4 || ![0, 8].includes(m.end.x))
- );
+ const moves = super.getPotentialMovesFrom([x, y])
+ .filter(m => m.end.y != 4 || ![0, 8].includes(m.end.x));
+ // If bishop stuck in a corner: allow to jump over the next obstacle
+ if (moves.length == 0 && piece == V.BISHOP) {
+ if (
+ x == 0 && y == 0 &&
+ this.board[1][1] != V.EMPTY &&
+ this.board[2][2] == V.EMPTY
+ ) {
+ return [super.getBasicMove([x, y], [2, 2])];
+ }
+ if (
+ x == 0 && y == 8 &&
+ this.board[1][7] != V.EMPTY &&
+ this.board[2][6] == V.EMPTY
+ ) {
+ return [super.getBasicMove([x, y], [2, 6])];
+ }
+ if (
+ x == 8 && y == 0 &&
+ this.board[7][1] != V.EMPTY &&
+ this.board[6][2] == V.EMPTY
+ ) {
+ return [super.getBasicMove([x, y], [6, 2])];
+ }
+ if (
+ x == 8 && y == 8 &&
+ this.board[7][7] != V.EMPTY &&
+ this.board[6][6] == V.EMPTY
+ ) {
+ return [super.getBasicMove([x, y], [6, 6])];
+ }
+ }
+ return moves;
}
// Kicking the ball: look for adjacent pieces.
const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);