| 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 | }; |