| 1 | import { ArrayFun } from "@/utils/array"; |
| 2 | import { randInt, shuffle } from "@/utils/alea"; |
| 3 | import { ChessRules, PiPo, Move } from "@/base_rules"; |
| 4 | |
| 5 | export const VariantRules = class EightpiecesRules extends ChessRules { |
| 6 | static get JAILER() { |
| 7 | return "j"; |
| 8 | } |
| 9 | static get SENTRY() { |
| 10 | return "s"; |
| 11 | } |
| 12 | static get LANCER() { |
| 13 | return "l"; |
| 14 | } |
| 15 | |
| 16 | static get PIECES() { |
| 17 | return ChessRules.PIECES.concat([V.JAILER, V.SENTRY, V.LANCER]); |
| 18 | } |
| 19 | |
| 20 | static get LANCER_DIRS() { |
| 21 | return { |
| 22 | 'c': [-1, 0], //north |
| 23 | 'd': [-1, 1], //N-E |
| 24 | 'e': [0, 1], //east |
| 25 | 'f': [1, 1], //S-E |
| 26 | 'g': [1, 0], //south |
| 27 | 'h': [1, -1], //S-W |
| 28 | 'm': [0, -1], //west |
| 29 | 'o': [-1, -1] //N-W |
| 30 | }; |
| 31 | } |
| 32 | |
| 33 | getPiece(i, j) { |
| 34 | const piece = this.board[i][j].charAt(1); |
| 35 | // Special lancer case: 8 possible orientations |
| 36 | if (Object.keys(V.LANCER_DIRS).includes(piece)) return V.LANCER; |
| 37 | return piece; |
| 38 | } |
| 39 | |
| 40 | getPpath(b) { |
| 41 | return ( |
| 42 | ([V.JAILER, V.SENTRY, V.LANCER].includes(b[1]) |
| 43 | ? "Eightpieces/" : "") + b |
| 44 | ); |
| 45 | } |
| 46 | |
| 47 | setOtherVariables(fen) { |
| 48 | super.setOtherVariables(fen); |
| 49 | // subTurn == 2 only when a sentry moved, and is about to push something |
| 50 | this.subTurn = 1; |
| 51 | // Stack pieces' forbidden squares after a sentry move at each turn |
| 52 | this.sentryPath = []; |
| 53 | } |
| 54 | |
| 55 | canTake([x1,y1], [x2, y2]) { |
| 56 | if (this.subTurn == 2) |
| 57 | // Sentry push: pieces can capture own color (only) |
| 58 | return this.getColor(x1, y1) == this.getColor(x2, y2); |
| 59 | return super.canTake([x1,y1], [x2, y2]); |
| 60 | } |
| 61 | |
| 62 | static GenRandInitFen(randomness) { |
| 63 | // TODO: special conditions |
| 64 | } |
| 65 | |
| 66 | // TODO: rook + jailer |
| 67 | scanKingsRooks(fen) { |
| 68 | this.kingPos = { w: [-1, -1], b: [-1, -1] }; |
| 69 | const fenRows = V.ParseFen(fen).position.split("/"); |
| 70 | for (let i = 0; i < fenRows.length; i++) { |
| 71 | let k = 0; //column index on board |
| 72 | for (let j = 0; j < fenRows[i].length; j++) { |
| 73 | switch (fenRows[i].charAt(j)) { |
| 74 | case "k": |
| 75 | case "l": |
| 76 | this.kingPos["b"] = [i, k]; |
| 77 | break; |
| 78 | case "K": |
| 79 | case "L": |
| 80 | this.kingPos["w"] = [i, k]; |
| 81 | break; |
| 82 | default: { |
| 83 | const num = parseInt(fenRows[i].charAt(j)); |
| 84 | if (!isNaN(num)) k += num - 1; |
| 85 | } |
| 86 | } |
| 87 | k++; |
| 88 | } |
| 89 | } |
| 90 | } |
| 91 | |
| 92 | getPotentialMovesFrom([x,y]) { |
| 93 | // if subTurn == 2, allow only |
| 94 | } |
| 95 | |
| 96 | // getPotentialMoves, isAttacked: TODO |
| 97 | getPotentialCastleMoves(sq) { //TODO: adapt, with jailer |
| 98 | } |
| 99 | |
| 100 | updateVariables(move) { |
| 101 | // TODO: stack sentryPath if subTurn == 2 --> all squares between move.start et move.end, sauf si c'est un pion |
| 102 | } |
| 103 | |
| 104 | // TODO: special pass move: take jailer with king |
| 105 | |
| 106 | // subTurn : if sentry moved to some enemy piece --> enregistrer déplacement sentry, subTurn == 2, puis déplacer pièce adverse --> 1st 1/2 of turn, vanish sentry tout simplement. |
| 107 | // --> le turn ne change pas ! |
| 108 | // 2nd half: move only |
| 109 | // FEN flag: sentryPath from init pushing to final enemy square --> forbid some moves (getPotentialMoves) |
| 110 | |
| 111 | static get VALUES() { |
| 112 | return Object.assign( |
| 113 | { l: 4.8, s: 2.8, j: 3.8 }, //Jeff K. estimations |
| 114 | ChessRules.VALUES |
| 115 | ); |
| 116 | } |
| 117 | }; |