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1 | import { ChessRules } from "@/base_rules"; |
2 | ||
a4eca0dc | 3 | export const VariantRules = class ShatranjRules extends ChessRules { |
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4 | static get HasFlags() { |
5 | return false; | |
6 | } | |
7 | ||
8 | static get HasEnpassant() { | |
9 | return false; | |
10 | } | |
11 | ||
12 | static get ElephantSteps() { | |
13 | return [ | |
14 | [-2, -2], | |
15 | [-2, 2], | |
16 | [2, -2], | |
17 | [2, 2] | |
18 | ]; | |
19 | } | |
20 | ||
7ba4a5bc | 21 | static GenRandInitFen(randomness) { |
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22 | // Remove castle flags and en-passant indication |
23 | return ChessRules.GenRandInitFen(randomness).slice(0, -7); | |
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24 | } |
25 | ||
26 | getPotentialPawnMoves([x, y]) { | |
27 | const color = this.turn; | |
28 | let moves = []; | |
29 | const [sizeX, sizeY] = [V.size.x, V.size.y]; | |
30 | const shiftX = color == "w" ? -1 : 1; | |
31 | const startRank = color == "w" ? sizeX - 2 : 1; | |
32 | const lastRank = color == "w" ? 0 : sizeX - 1; | |
33 | // Promotion in minister (queen) only: | |
34 | const finalPiece = x + shiftX == lastRank ? V.QUEEN : V.PAWN; | |
35 | ||
36 | if (this.board[x + shiftX][y] == V.EMPTY) { | |
37 | // One square forward | |
38 | moves.push( | |
39 | this.getBasicMove([x, y], [x + shiftX, y], { | |
40 | c: color, | |
41 | p: finalPiece | |
42 | }) | |
43 | ); | |
44 | } | |
45 | // Captures | |
46 | for (let shiftY of [-1, 1]) { | |
47 | if ( | |
48 | y + shiftY >= 0 && | |
49 | y + shiftY < sizeY && | |
50 | this.board[x + shiftX][y + shiftY] != V.EMPTY && | |
51 | this.canTake([x, y], [x + shiftX, y + shiftY]) | |
52 | ) { | |
53 | moves.push( | |
54 | this.getBasicMove([x, y], [x + shiftX, y + shiftY], { | |
55 | c: color, | |
56 | p: finalPiece | |
57 | }) | |
58 | ); | |
59 | } | |
60 | } | |
61 | ||
62 | return moves; | |
63 | } | |
64 | ||
65 | getPotentialBishopMoves(sq) { | |
66 | let moves = this.getSlideNJumpMoves(sq, V.ElephantSteps, "oneStep"); | |
67 | // Complete with "repositioning moves": like a queen, without capture | |
68 | let repositioningMoves = this.getSlideNJumpMoves( | |
69 | sq, | |
70 | V.steps[V.BISHOP], | |
71 | "oneStep" | |
72 | ).filter(m => m.vanish.length == 1); | |
73 | return moves.concat(repositioningMoves); | |
74 | } | |
75 | ||
76 | getPotentialQueenMoves(sq) { | |
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77 | // Diagonal capturing moves |
78 | let captures = this.getSlideNJumpMoves( | |
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79 | sq, |
80 | V.steps[V.BISHOP], | |
81 | "oneStep" | |
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82 | ).filter(m => m.vanish.length == 2); |
83 | return captures.concat( | |
84 | // Orthogonal non-capturing moves | |
85 | this.getSlideNJumpMoves( | |
86 | sq, | |
87 | V.steps[V.ROOK], | |
88 | "oneStep" | |
89 | ).filter(m => m.vanish.length == 1) | |
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90 | ); |
91 | } | |
92 | ||
93 | getPotentialKingMoves(sq) { | |
94 | return this.getSlideNJumpMoves( | |
95 | sq, | |
96 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]), | |
97 | "oneStep" | |
98 | ); | |
99 | } | |
100 | ||
68e19a44 | 101 | isAttackedByBishop(sq, color) { |
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102 | return this.isAttackedBySlideNJump( |
103 | sq, | |
68e19a44 | 104 | color, |
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105 | V.BISHOP, |
106 | V.ElephantSteps, | |
107 | "oneStep" | |
108 | ); | |
109 | } | |
110 | ||
68e19a44 | 111 | isAttackedByQueen(sq, color) { |
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112 | return this.isAttackedBySlideNJump( |
113 | sq, | |
68e19a44 | 114 | color, |
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115 | V.QUEEN, |
116 | V.steps[V.BISHOP], | |
117 | "oneStep" | |
118 | ); | |
119 | } | |
120 | ||
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121 | getCurrentScore() { |
122 | const color = this.turn; | |
123 | const getScoreLost = () => { | |
124 | // Result if I lose: | |
125 | return color == "w" ? "0-1" : "1-0"; | |
126 | }; | |
127 | if (!this.atLeastOneMove()) | |
128 | // No valid move: I lose (this includes checkmate) | |
129 | return getScoreLost(); | |
130 | // Win if the opponent has no pieces left (except king), | |
131 | // and cannot bare king on the next move. | |
132 | let piecesLeft = { | |
133 | // No need to remember all pieces' squares: | |
134 | // variable only used if just one remaining piece. | |
135 | "w": {count: 0, square: null}, | |
136 | "b": {count: 0, square: null} | |
137 | }; | |
138 | outerLoop: for (let i=0; i<V.size.x; i++) { | |
139 | for (let j=0; j<V.size.y; j++) { | |
140 | if (this.board[i][j] != V.EMPTY && this.getPiece(i,j) != V.KING) { | |
141 | const sqCol = this.getColor(i,j); | |
142 | piecesLeft[sqCol].count++; | |
143 | piecesLeft[sqCol].square = [i,j]; | |
144 | } | |
145 | } | |
146 | } | |
147 | if (Object.values(piecesLeft).every(v => v.count > 0)) | |
148 | return "*"; | |
149 | // No pieces left for some side: if both kings are bare, it's a draw | |
150 | if (Object.values(piecesLeft).every(v => v.count == 0)) | |
151 | return "1/2"; | |
152 | if (piecesLeft[color].count > 0) | |
153 | // He could have drawn, but didn't take my last piece... | |
154 | return color == "w" ? "1-0" : "0-1"; | |
155 | const oppCol = V.GetOppCol(color); | |
156 | if (piecesLeft[oppCol].count >= 2) | |
157 | // 2 enemy units or more: I lose | |
158 | return getScoreLost(); | |
159 | // I don't have any piece, my opponent have one: can I take it? | |
68e19a44 | 160 | if (this.isAttacked(piecesLeft[oppCol].square, color)) |
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161 | // Yes! But I still need to take it |
162 | return "*"; | |
163 | // No :( | |
164 | return getScoreLost(); | |
165 | } | |
166 | ||
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167 | static get VALUES() { |
168 | return { | |
169 | p: 1, | |
170 | r: 5, | |
171 | n: 3, | |
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172 | b: 3, |
173 | q: 3, | |
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174 | k: 1000 |
175 | }; | |
176 | } | |
177 | }; |