| 1 | class AtomicRules extends ChessRules |
| 2 | { |
| 3 | getPotentialMovesFrom([x,y], c, lastMove) |
| 4 | { |
| 5 | let moves = super.getPotentialMovesFrom([x,y], c, lastMove); |
| 6 | |
| 7 | // Handle explosions |
| 8 | moves.forEach(m => { |
| 9 | if (m.vanish.length > 1 && m.appear.length <= 1) //avoid castles |
| 10 | { |
| 11 | // Explosion! TODO: drop moves which explode our king here |
| 12 | let steps = [ [-1,-1],[-1,0],[-1,1],[0,-1],[0,1],[1,-1],[1,0],[1,1] ]; |
| 13 | for (let step of steps) |
| 14 | { |
| 15 | let x = m.end.x + step[0]; |
| 16 | let y = m.end.y + step[1]; |
| 17 | if (x>=0 && x<8 && y>=0 && y<8 && this.board[x][y] != VariantRules.EMPTY |
| 18 | && this.getPiece(x,y) != VariantRules.PAWN) |
| 19 | { |
| 20 | m.vanish.push(new PiPo({p:this.getPiece(x,y),c:this.getColor(x,y),x:x,y:y})); |
| 21 | } |
| 22 | } |
| 23 | m.end = {x:m.appear[0].x, y:m.appear[0].y}; |
| 24 | m.appear.pop(); //Nothin appears in this case |
| 25 | } |
| 26 | }); |
| 27 | |
| 28 | return moves; |
| 29 | } |
| 30 | |
| 31 | getPotentialKingMoves(x, y, c) |
| 32 | { |
| 33 | // King cannot capture: |
| 34 | let moves = []; |
| 35 | let [sizeX,sizeY] = VariantRules.size; |
| 36 | const steps = VariantRules.steps[VariantRules.QUEEN]; |
| 37 | for (let step of steps) |
| 38 | { |
| 39 | var i = x + step[0]; |
| 40 | var j = y + step[1]; |
| 41 | if (i>=0 && i<sizeX && j>=0 && j<sizeY && this.board[i][j] == VariantRules.EMPTY) |
| 42 | moves.push(this.getBasicMove(x, y, i, j)); |
| 43 | } |
| 44 | return moves.concat(this.getCastleMoves(x,y,c)); |
| 45 | } |
| 46 | |
| 47 | isAttacked(sq, color) |
| 48 | { |
| 49 | if (this.getPiece(sq[0],sq[1]) == VariantRules.KING && this.isAttackedByKing(sq, color)) |
| 50 | return false; //king cannot take... |
| 51 | return (this.isAttackedByPawn(sq, color) |
| 52 | || this.isAttackedByRook(sq, color) |
| 53 | || this.isAttackedByKnight(sq, color) |
| 54 | || this.isAttackedByBishop(sq, color) |
| 55 | || this.isAttackedByQueen(sq, color)); |
| 56 | } |
| 57 | |
| 58 | updateVariables(move) |
| 59 | { |
| 60 | super.updateVariables(move); |
| 61 | |
| 62 | const c = this.getColor(move.start.x,move.start.y); |
| 63 | // Next condition to avoid conflicts with harmless castle moves |
| 64 | if (c != this.getColor(move.end.x,move.end.y) |
| 65 | && this.board[move.end.x][move.end.y] != VariantRules.EMPTY) |
| 66 | { |
| 67 | const oppCol = this.getOppCol(c); |
| 68 | const oppFirstRank = (oppCol == "w" ? 7 : 0); |
| 69 | |
| 70 | // Did we explode our king ? (TODO: remove move earlier) |
| 71 | if (Math.abs(this.kingPos[c][0]-move.end.x) <= 1 |
| 72 | && Math.abs(this.kingPos[c][1]-move.end.y) <= 1) |
| 73 | { |
| 74 | this.kingPos[c] = [-1,-1]; |
| 75 | this.flags[c] = [false,false]; |
| 76 | } |
| 77 | |
| 78 | // Did we explode opponent king ? |
| 79 | if (Math.abs(this.kingPos[oppCol][0]-move.end.x) <= 1 |
| 80 | && Math.abs(this.kingPos[oppCol][1]-move.end.y) <= 1) |
| 81 | { |
| 82 | this.kingPos[oppCol] = [-1,-1]; |
| 83 | this.flags[oppCol] = [false,false]; |
| 84 | } |
| 85 | else |
| 86 | { |
| 87 | // Now check if opponent init rook(s) exploded |
| 88 | if (Math.abs(move.end.x-oppFirstRank) <= 1) |
| 89 | { |
| 90 | if (Math.abs(move.end.y-this.INIT_COL_ROOK[oppCol][0]) <= 1) |
| 91 | this.flags[oppCol][0] = false; |
| 92 | if (Math.abs(move.end.y-this.INIT_COL_ROOK[oppCol][1]) <= 1) |
| 93 | this.flags[oppCol][1] = false; |
| 94 | } |
| 95 | } |
| 96 | } |
| 97 | } |
| 98 | |
| 99 | undo(move) |
| 100 | { |
| 101 | super.undo(move); |
| 102 | |
| 103 | const c = this.getColor(move.start.x,move.start.y); |
| 104 | const oppCol = this.getOppCol(c); |
| 105 | if ([this.kingPos[c][0],this.kingPos[oppCol][0]].some(e => { return e < 0; })) |
| 106 | { |
| 107 | // There is a chance that last move blowed some king away.. |
| 108 | for (let psq of move.vanish) |
| 109 | { |
| 110 | if (psq.p == 'k') |
| 111 | this.kingPos[psq.c==c ? c : oppCol] = [psq.x, psq.y]; |
| 112 | } |
| 113 | } |
| 114 | } |
| 115 | |
| 116 | underCheck(move, c) |
| 117 | { |
| 118 | const oppCol = this.getOppCol(c); |
| 119 | this.play(move); |
| 120 | let res = undefined; |
| 121 | // If our king disappeared, move is not valid |
| 122 | if (this.kingPos[c][0] < 0) |
| 123 | res = true; |
| 124 | // If opponent king disappeared, move is valid |
| 125 | else if (this.kingPos[oppCol][0] < 0) |
| 126 | res = false; |
| 127 | // Otherwise, if we remain under check, move is not valid |
| 128 | else |
| 129 | res = this.isAttacked(this.kingPos[c], oppCol); |
| 130 | this.undo(move); |
| 131 | return res; |
| 132 | } |
| 133 | |
| 134 | getCheckSquares(move, c) |
| 135 | { |
| 136 | const saveKingPos = this.kingPos[c]; //king might explode |
| 137 | this.play(move); |
| 138 | let res = [ ]; |
| 139 | if (this.kingPos[c][0] < 0) |
| 140 | res = [saveKingPos]; |
| 141 | else if (this.isAttacked(this.kingPos[c], this.getOppCol(c))) |
| 142 | res = [ this.kingPos[c] ] |
| 143 | this.undo(move); |
| 144 | return res; |
| 145 | } |
| 146 | |
| 147 | checkGameEnd(color) |
| 148 | { |
| 149 | const kp = this.kingPos[color]; |
| 150 | if (kp[0] < 0) //king disappeared |
| 151 | return color == "w" ? "0-1" : "1-0"; |
| 152 | if (!this.isAttacked(kp, this.getOppCol(color))) |
| 153 | return "1/2"; |
| 154 | // Checkmate |
| 155 | return color == "w" ? "0-1" : "1-0"; |
| 156 | } |
| 157 | } |