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3e72fcf5 BA |
1 | import ChessRules from "/base_rules.js"; |
2 | import PiPo from "/utils/PiPo.js"; | |
3 | import Move from "/utils/Move.js"; | |
4 | ||
5 | export default class ConvertRules extends ChessRules { | |
6 | ||
7 | // TODO | |
8 | static get Options() { | |
9 | return { | |
10 | select: C.Options.select, | |
11 | input: C.Options.input, | |
12 | styles: [ | |
13 | "atomic", "cannibal", "capture", "cylinder", | |
14 | "dark", "madrasi", "rifle", "teleport" | |
15 | ] | |
16 | }; | |
17 | } | |
18 | ||
19 | get hasEnpassant() { | |
20 | return false; | |
21 | } | |
22 | ||
23 | setOtherVariables(fenParsed, pieceArray) { | |
24 | super.setOtherVariables(fenParsed, pieceArray); | |
25 | // Stack of "last move" only for intermediate chaining | |
26 | this.lastMoveEnd = [null]; | |
27 | } | |
28 | ||
29 | genRandInitBaseFen() { | |
30 | const baseFen = super.genRandInitBaseFen(); | |
31 | return { | |
32 | fen: baseFen.fen.replace("pppppppp/8", "8/pppppppp") | |
33 | .replace("8/PPPPPPPP", "PPPPPPPP/8"), | |
34 | o: baseFen.o | |
35 | }; | |
36 | } | |
37 | ||
38 | getBasicMove([sx, sy], [ex, ey], tr) { | |
39 | const L = this.lastMoveEnd.length; | |
40 | const lm = this.lastMoveEnd[L-1]; | |
41 | const piece = (!!lm ? lm.p : null); | |
42 | const c = this.turn; | |
43 | if (this.board[ex][ey] == "") { | |
44 | if (piece && !tr) | |
45 | tr = {c: c, p: piece}; | |
46 | let mv = super.getBasicMove([sx, sy], [ex, ey], tr); | |
47 | if (piece) | |
48 | mv.vanish.pop(); | |
49 | return mv; | |
50 | } | |
51 | // Capture: initial, or inside a chain | |
52 | const initPiece = (piece || this.getPiece(sx, sy)); | |
53 | const oppCol = C.GetOppTurn(c); | |
54 | const oppPiece = this.getPiece(ex, ey); | |
55 | let mv = new Move({ | |
56 | start: {x: sx, y: sy}, | |
57 | end: {x: ex, y: ey}, | |
58 | appear: [ | |
59 | new PiPo({ | |
60 | x: ex, | |
61 | y: ey, | |
62 | c: c, | |
63 | p: (!!tr ? tr.p : initPiece) | |
64 | }) | |
65 | ], | |
66 | vanish: [ | |
67 | new PiPo({ | |
68 | x: ex, | |
69 | y: ey, | |
70 | c: oppCol, | |
71 | p: oppPiece | |
72 | }) | |
73 | ] | |
74 | }); | |
75 | if (!piece) { | |
76 | // Initial capture | |
77 | mv.vanish.unshift( | |
78 | new PiPo({ | |
79 | x: sx, | |
80 | y: sy, | |
81 | c: c, | |
82 | p: initPiece | |
83 | }) | |
84 | ); | |
85 | } | |
86 | return mv; | |
87 | } | |
88 | ||
89 | // TODO from here | |
90 | ||
91 | getPotentialMovesFrom([x, y], asA) { | |
92 | const L = this.lastMoveEnd.length; | |
93 | if (!!this.lastMoveEnd[L-1]) { | |
94 | if (x != this.lastMoveEnd[L-1].x || y != this.lastMoveEnd[L-1].y) | |
95 | // A capture was played: wrong square | |
96 | return []; | |
97 | asA = this.lastMoveEnd[L-1].p; | |
98 | } | |
99 | switch (asA || this.getPiece(x, y)) { | |
100 | case V.PAWN: return super.getPotentialPawnMoves([x, y]); | |
101 | case V.ROOK: return super.getPotentialRookMoves([x, y]); | |
102 | case V.KNIGHT: return super.getPotentialKnightMoves([x, y]); | |
103 | case V.BISHOP: return super.getPotentialBishopMoves([x, y]); | |
104 | case V.QUEEN: return super.getPotentialQueenMoves([x, y]); | |
105 | case V.KING: return super.getPotentialKingMoves([x, y]); | |
106 | } | |
107 | return []; | |
108 | } | |
109 | ||
110 | getPossibleMovesFrom(sq) { | |
111 | const L = this.lastMoveEnd.length; | |
112 | let asA = undefined; | |
113 | if (!!this.lastMoveEnd[L-1]) { | |
114 | if ( | |
115 | sq[0] != this.lastMoveEnd[L-1].x || | |
116 | sq[1] != this.lastMoveEnd[L-1].y | |
117 | ) { | |
118 | return []; | |
119 | } | |
120 | asA = this.lastMoveEnd[L-1].p; | |
121 | } | |
122 | return this.filterValid(this.getPotentialMovesFrom(sq, asA)); | |
123 | } | |
124 | ||
125 | isAttacked_aux([x, y], color, explored) { | |
126 | if (explored.some(sq => sq[0] == x && sq[1] == y)) | |
127 | // Start of an infinite loop: exit | |
128 | return false; | |
129 | explored.push([x, y]); | |
130 | if (super.isAttacked([x, y], color)) return true; | |
131 | // Maybe indirect "chaining" attack: | |
132 | const myColor = this.turn | |
133 | let res = false; | |
134 | let toCheck = []; //check all but king (no need) | |
135 | // Pawns: | |
136 | const shiftToPawn = (myColor == 'w' ? -1 : 1); | |
137 | for (let yShift of [-1, 1]) { | |
138 | const [i, j] = [x + shiftToPawn, y + yShift]; | |
139 | if ( | |
140 | V.OnBoard(i, j) && | |
141 | this.board[i][j] != V.EMPTY && | |
142 | // NOTE: no need to check color (no enemy pawn can take directly) | |
143 | this.getPiece(i, j) == V.PAWN | |
144 | ) { | |
145 | toCheck.push([i, j]); | |
146 | } | |
147 | } | |
148 | // Knights: | |
149 | V.steps[V.KNIGHT].forEach(s => { | |
150 | const [i, j] = [x + s[0], y + s[1]]; | |
151 | if ( | |
152 | V.OnBoard(i, j) && | |
153 | this.board[i][j] != V.EMPTY && | |
154 | this.getPiece(i, j) == V.KNIGHT | |
155 | ) { | |
156 | toCheck.push([i, j]); | |
157 | } | |
158 | }); | |
159 | // Sliders: | |
160 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]).forEach(s => { | |
161 | let [i, j] = [x + s[0], y + s[1]]; | |
162 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { | |
163 | i += s[0]; | |
164 | j += s[1]; | |
165 | } | |
166 | if (!V.OnBoard(i, j)) return; | |
167 | const piece = this.getPiece(i, j); | |
168 | if ( | |
169 | piece == V.QUEEN || | |
170 | (piece == V.ROOK && (s[0] == 0 || s[1] == 0)) || | |
171 | (piece == V.BISHOP && (s[0] != 0 && s[1] != 0)) | |
172 | ) { | |
173 | toCheck.push([i, j]); | |
174 | } | |
175 | }); | |
176 | for (let ij of toCheck) { | |
177 | if (this.isAttacked_aux(ij, color, explored)) return true; | |
178 | } | |
179 | return false; | |
180 | } | |
181 | ||
182 | isAttacked([x, y], color) { | |
183 | let explored = []; | |
184 | return this.isAttacked_aux([x, y], color, explored); | |
185 | } | |
186 | ||
187 | filterValid(moves) { | |
188 | // No "checks" (except to forbid castle) | |
189 | return moves; | |
190 | } | |
191 | ||
192 | prePlay(move) { | |
193 | const c = this.turn; | |
194 | // Extra conditions to avoid tracking converted kings: | |
195 | if ( | |
196 | move.appear[0].p == V.KING && | |
197 | move.vanish.length >= 1 && | |
198 | move.vanish[0].p == V.KING | |
199 | ) { | |
200 | this.kingPos[c][0] = move.appear[0].x; | |
201 | this.kingPos[c][1] = move.appear[0].y; | |
202 | } | |
203 | } | |
204 | ||
205 | play(move) { | |
206 | this.prePlay(move); | |
207 | const c = this.turn; | |
208 | move.flags = JSON.stringify(this.aggregateFlags()); | |
209 | V.PlayOnBoard(this.board, move); | |
210 | if (!move.end.converted) { | |
211 | // Not a capture: change turn | |
212 | this.turn = V.GetOppCol(this.turn); | |
213 | this.movesCount++; | |
214 | this.lastMoveEnd.push(null); | |
215 | } | |
216 | else { | |
217 | this.lastMoveEnd.push( | |
218 | Object.assign({}, move.end, { p: move.end.converted }) | |
219 | ); | |
220 | } | |
221 | super.updateCastleFlags(move, move.appear[0].p, c); | |
222 | } | |
223 | ||
224 | }; |