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1 | import { ChessRules } from "@/base_rules"; |
2 | ||
3 | export const VariantRules = class KnightrelayRules extends ChessRules { | |
4 | getPotentialMovesFrom([x, y]) { | |
5 | let moves = super.getPotentialMovesFrom([x, y]); | |
6 | ||
7 | // Expand possible moves if guarded by a knight: | |
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8 | const piece = this.getPiece(x,y); |
9 | if (piece != V.KNIGHT) { | |
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10 | const color = this.turn; |
11 | let guardedByKnight = false; | |
12 | for (const step of V.steps[V.KNIGHT]) { | |
13 | if ( | |
14 | V.OnBoard(x+step[0],y+step[1]) && | |
15 | this.getPiece(x+step[0],y+step[1]) == V.KNIGHT && | |
16 | this.getColor(x+step[0],y+step[1]) == color | |
17 | ) { | |
18 | guardedByKnight = true; | |
19 | break; | |
20 | } | |
21 | } | |
22 | if (guardedByKnight) { | |
8055eabd | 23 | const lastRank = color == "w" ? 0 : V.size.x - 1; |
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24 | for (const step of V.steps[V.KNIGHT]) { |
25 | if ( | |
26 | V.OnBoard(x+step[0],y+step[1]) && | |
27 | this.getColor(x+step[0],y+step[1]) != color | |
28 | ) { | |
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29 | // Potential promotions: |
30 | const finalPieces = piece == V.PAWN && x + step[0] == lastRank | |
31 | ? [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN] | |
32 | : [V.PAWN]; | |
33 | for (let p of finalPieces) { | |
34 | moves.push( | |
35 | this.getBasicMove([x,y], [x+step[0],y+step[1]], { | |
36 | c: color, | |
37 | p: p | |
38 | }) | |
39 | ); | |
40 | } | |
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41 | } |
42 | } | |
43 | } | |
44 | } | |
45 | ||
46 | return moves; | |
47 | } | |
48 | ||
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49 | isAttacked(sq, colors) { |
50 | if (super.isAttacked(sq, colors)) | |
51 | return true; | |
52 | ||
53 | // Check if a (non-knight) piece at knight distance | |
54 | // is guarded by a knight (and thus attacking) | |
55 | const x = sq[0], | |
56 | y = sq[1]; | |
57 | for (const step of V.steps[V.KNIGHT]) { | |
58 | if ( | |
59 | V.OnBoard(x+step[0],y+step[1]) && | |
60 | colors.includes(this.getColor(x+step[0],y+step[1])) && | |
61 | this.getPiece(x+step[0],y+step[1]) != V.KNIGHT | |
62 | ) { | |
63 | for (const step2 of V.steps[V.KNIGHT]) { | |
64 | const xx = x+step[0]+step2[0], | |
65 | yy = y+step[1]+step2[1]; | |
66 | if ( | |
67 | V.OnBoard(xx,yy) && | |
68 | colors.includes(this.getColor(xx,yy)) && | |
69 | this.getPiece(xx,yy) == V.KNIGHT | |
70 | ) { | |
71 | return true; | |
72 | } | |
73 | } | |
74 | } | |
75 | } | |
76 | ||
77 | return false; | |
78 | } | |
79 | ||
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80 | getNotation(move) { |
81 | if (move.appear.length == 2 && move.appear[0].p == V.KING) | |
82 | // Castle | |
83 | return move.end.y < move.start.y ? "0-0-0" : "0-0"; | |
84 | ||
85 | // Translate final and initial square | |
86 | const initSquare = V.CoordsToSquare(move.start); | |
87 | const finalSquare = V.CoordsToSquare(move.end); | |
88 | const piece = this.getPiece(move.start.x, move.start.y); | |
89 | ||
90 | // Since pieces and pawns could move like knight, indicate start and end squares | |
91 | let notation = | |
92 | piece.toUpperCase() + | |
93 | initSquare + | |
94 | (move.vanish.length > move.appear.length ? "x" : "") + | |
95 | finalSquare | |
96 | ||
97 | if ( | |
98 | piece == V.PAWN && | |
99 | move.appear.length > 0 && | |
100 | move.appear[0].p != V.PAWN | |
101 | ) { | |
102 | // Promotion | |
103 | notation += "=" + move.appear[0].p.toUpperCase(); | |
104 | } | |
105 | ||
106 | return notation; | |
107 | } | |
108 | }; |