| 1 | import { ChessRules } from "@/base_rules"; |
| 2 | |
| 3 | export class DynamoRules extends ChessRules { |
| 4 | canIplay(side, [x, y]) { |
| 5 | // Sometimes opponent's pieces can be moved directly |
| 6 | return true; |
| 7 | } |
| 8 | |
| 9 | // NOTE: to push a piece out of the board, make it slide until our piece |
| 10 | // (doing the action, moving or not) |
| 11 | getPotentialMovesFrom([x, y]) { |
| 12 | const color = this.turn; |
| 13 | let moves = []; |
| 14 | if (this.getColor(x, y) != color) { |
| 15 | // Push or pull something: freely only if subTurn == 1 |
| 16 | if (this.subTurn == 2) { |
| 17 | // I know that someone is pushing/pulling: find out who, |
| 18 | // and deduce my possible squares (or exit). |
| 19 | // TODO |
| 20 | } else { |
| 21 | // Look in every direction for a friendly pusher/puller. |
| 22 | // This means that the action is done without moving. |
| 23 | // TODO |
| 24 | } |
| 25 | } else { |
| 26 | // My piece: fill first with normal moves (if any), |
| 27 | // and add pushes/pulls (if any). |
| 28 | // TODO |
| 29 | } |
| 30 | } |
| 31 | |
| 32 | getPPpath(m) { |
| 33 | let imgName = ""; |
| 34 | if (m.vanish.length == 1) imgName = "empty"; |
| 35 | else { |
| 36 | // Something is pushed or pull: count by how many squares |
| 37 | if (m.appear.length == 1) |
| 38 | // It just exit the board |
| 39 | imgName = "raus"; |
| 40 | else { |
| 41 | const deltaX = Math.abs(m.appear[1].x - m.vanish[1].x); |
| 42 | const deltaY = Math.abs(m.appear[1].y - m.vanish[1].y); |
| 43 | if (deltaX == 0) imgName = "shift" + deltaY; |
| 44 | else if (deltaY == 0) imgName = "shift" + deltaX; |
| 45 | else |
| 46 | // Special knight push/pull: just print "P" |
| 47 | imgName = "pstep"; |
| 48 | } |
| 49 | } |
| 50 | return "Dynamo/" + imgName; |
| 51 | } |
| 52 | |
| 53 | isAttackedBySlideNJump([x, y], color, piece, steps, oneStep) { |
| 54 | for (let step of steps) { |
| 55 | let rx = x + step[0], |
| 56 | ry = y + step[1]; |
| 57 | while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) { |
| 58 | rx += step[0]; |
| 59 | ry += step[1]; |
| 60 | } |
| 61 | if ( |
| 62 | V.OnBoard(rx, ry) && |
| 63 | this.getPiece(rx, ry) == piece && |
| 64 | this.getColor(rx, ry) == color |
| 65 | ) { |
| 66 | // Now step in the other direction: if end of the world, then attacked |
| 67 | rx = x - step[0]; |
| 68 | ry = y - step[1]; |
| 69 | while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) { |
| 70 | rx -= step[0]; |
| 71 | ry -= step[1]; |
| 72 | } |
| 73 | if (!V.OnBoard(rx, ry)) return true; |
| 74 | } |
| 75 | } |
| 76 | return false; |
| 77 | } |
| 78 | |
| 79 | isAttackedByPawn([x, y], color) { |
| 80 | const lastRank = (color == 'w' ? 0 : 7); |
| 81 | if (y != lastRank) |
| 82 | // The king can be pushed out by a pawn only on last rank |
| 83 | return false; |
| 84 | const pawnShift = (color == "w" ? 1 : -1); |
| 85 | for (let i of [-1, 1]) { |
| 86 | if ( |
| 87 | y + i >= 0 && |
| 88 | y + i < V.size.y && |
| 89 | this.getPiece(x + pawnShift, y + i) == V.PAWN && |
| 90 | this.getColor(x + pawnShift, y + i) == color |
| 91 | ) { |
| 92 | return true; |
| 93 | } |
| 94 | } |
| 95 | return false; |
| 96 | } |
| 97 | }; |