isAttackedByPawn([x,y], colors)
{
// Square (x,y) must be surrounded by two enemy pieces,
- // and one of them at least should be a pawn
+ // and one of them at least should be a pawn.
+ const dirs = [ [1,0],[0,1],[1,1],[-1,1] ];
+ const [sizeX,sizeY] = VariantRules.size;
+ for (let dir of dirs)
+ {
+ const [i1,j1] = [x-dir[0],y-dir[1]]; //"before"
+ const [i2,j2] = [x+dir[0],y+dir[1]]; //"after"
+ if (i1>=0 && i1<sizeX && i2>=0 && i2<sizeX
+ && j1>=0 && j1<sizeY && j2>=0 && j2<sizeY
+ && this.board[i1][j1]!=VariantRules.EMPTY
+ && this.board[i2][j2]!=VariantRules.EMPTY
+ && colors.includes(this.getColor(i1,j1))
+ && colors.includes(this.getColor(i2,j2))
+ && [this.getPiece(i1,j1),this.getPiece(i2,j2)].includes(VariantRules.PAWN))
+ {
+ return true;
+ }
+ }
return false;
}
- isAttackedByRook(sq, colors)
+ isAttackedByRook([x,y], colors)
{
- // Enemy king must be on same file and a rook on same row (or reverse)
+ const [sizeX,sizeY] = VariantRules.size;
+ // King must be on same column and a rook on same row (or reverse)
+ if (x == this.kingPos[colors[0]][0]) //using colors[0], only element in this case
+ {
+ // Look for enemy rook on this column
+ for (let i=0; i<sizeY; i++)
+ {
+ if (this.board[x][i] != VariantRules.EMPTY
+ && colors.includes(this.getColor(x,i))
+ && this.getPiece(x,i) == VariantRules.ROOK)
+ {
+ return true;
+ }
+ }
+ }
+ else if (y == this.kingPos[colors[0]][1])
+ {
+ // Look for enemy rook on this row
+ for (let i=0; i<sizeX; i++)
+ {
+ if (this.board[i][y] != VariantRules.EMPTY
+ && colors.includes(this.getColor(i,y))
+ && this.getPiece(i,y) == VariantRules.ROOK)
+ {
+ return true;
+ }
+ }
+ }
return false;
}
- isAttackedByKnight(sq, colors)
+ isAttackedByKnight([x,y], colors)
{
// Square (x,y) must be on same line as a knight,
// and there must be empty square(s) behind.
+ const V = VariantRules;
+ const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
+ const [sizeX,sizeY] = V.size;
+ for (let step of steps)
+ {
+ const [i0,j0] = [x+step[0],y+step[1]];
+ if (i0>=0 && i0<sizeX && j0>=0 && j0<sizeY && this.board[i0][j0] == V.EMPTY)
+ {
+ // Try in opposite direction:
+ let [i,j] = [x-step[0],y-step[1]];
+ while (i>=0 && i<sizeX && j>=0 && j<sizeY && this.board[i][j] == V.EMPTY)
+ {
+ i -= step[0];
+ j -= step[1];
+ }
+ if (i>=0 && i<sizeX && j>=0 && j<sizeY && colors.includes(this.getColor(i,j))
+ && this.getPiece(i,j) == V.KNIGHT)
+ {
+ return true;
+ }
+ }
+ }
return false;
}
- isAttackedByBishop(sq, colors)
+ isAttackedByBishop([x,y], colors)
{
- // switch on piece nature on square sq: a chameleon attack as this piece
- // ==> call the appropriate isAttackedBy... (exception of immobilizers)
- // Other exception: a chameleon cannot attack a chameleon (seemingly...)
+ // We cheat a little here: since this function is used exclusively for king,
+ // it's enough to check the immediate surrounding of the square.
+ const V = VariantRules;
+ const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
+ const [sizeX,sizeY] = V.size;
+ for (let step of adjacentSteps)
+ {
+ const [i,j] = [x+step[0],y+step[1]];
+ if (i>=0 && i<sizeX && j>=0 && j<sizeY && this.board[i][j]!=V.EMPTY
+ && colors.includes(this.getColor(i,j)) && this.getPiece(i,j) == V.BISHOP)
+ {
+ return true;
+ }
+ }
return false;
}
- isAttackedByQueen(sq, colors)
+ isAttackedByQueen([x,y], colors)
{
// Square (x,y) must be adjacent to a queen, and the queen must have
// some free space in the opposite direction from (x,y)
+ const V = VariantRules;
+ const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
+ const [sizeX,sizeY] = V.size;
+ for (let step of adjacentSteps)
+ {
+ const sq2 = [x+2*step[0],y+2*step[1]];
+ if (sq2[0]>=0 && sq2[0]<sizeX && sq2[1]>=0 && sq2[1]<sizeY
+ && this.board[sq2[0]][sq2[1]] == V.EMPTY)
+ {
+ const sq1 = [x+step[0],y+step[1]];
+ if (this.board[sq1[0]][sq1[1]] != V.EMPTY
+ && colors.includes(this.getColor(sq1[0],sq1[1]))
+ && this.getPiece(sq1[0],sq1[1]) == V.QUEEN)
+ {
+ return true;
+ }
+ }
+ }
return false;
}