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1 | import { ChessRules } from "@/base_rules"; |
2 | ||
32f6285e | 3 | export class Knightrelay2Rules extends ChessRules { |
7e8a7ea1 | 4 | |
c322a844 BA |
5 | getPotentialMovesFrom([x, y]) { |
6 | let moves = super.getPotentialMovesFrom([x, y]); | |
7 | ||
8 | // Expand possible moves if guarded by a knight: | |
8055eabd BA |
9 | const piece = this.getPiece(x,y); |
10 | if (piece != V.KNIGHT) { | |
c322a844 BA |
11 | const color = this.turn; |
12 | let guardedByKnight = false; | |
13 | for (const step of V.steps[V.KNIGHT]) { | |
14 | if ( | |
15 | V.OnBoard(x+step[0],y+step[1]) && | |
16 | this.getPiece(x+step[0],y+step[1]) == V.KNIGHT && | |
17 | this.getColor(x+step[0],y+step[1]) == color | |
18 | ) { | |
19 | guardedByKnight = true; | |
20 | break; | |
21 | } | |
22 | } | |
23 | if (guardedByKnight) { | |
8055eabd | 24 | const lastRank = color == "w" ? 0 : V.size.x - 1; |
c322a844 BA |
25 | for (const step of V.steps[V.KNIGHT]) { |
26 | if ( | |
27 | V.OnBoard(x+step[0],y+step[1]) && | |
28 | this.getColor(x+step[0],y+step[1]) != color | |
29 | ) { | |
8055eabd BA |
30 | // Potential promotions: |
31 | const finalPieces = piece == V.PAWN && x + step[0] == lastRank | |
32 | ? [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN] | |
4404e58c | 33 | : [piece]; |
8055eabd BA |
34 | for (let p of finalPieces) { |
35 | moves.push( | |
36 | this.getBasicMove([x,y], [x+step[0],y+step[1]], { | |
37 | c: color, | |
38 | p: p | |
39 | }) | |
40 | ); | |
41 | } | |
c322a844 BA |
42 | } |
43 | } | |
44 | } | |
45 | } | |
46 | ||
47 | return moves; | |
48 | } | |
49 | ||
68e19a44 BA |
50 | isAttacked(sq, color) { |
51 | if (super.isAttacked(sq, color)) return true; | |
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52 | |
53 | // Check if a (non-knight) piece at knight distance | |
54 | // is guarded by a knight (and thus attacking) | |
55 | const x = sq[0], | |
56 | y = sq[1]; | |
57 | for (const step of V.steps[V.KNIGHT]) { | |
58 | if ( | |
59 | V.OnBoard(x+step[0],y+step[1]) && | |
68e19a44 | 60 | this.getColor(x+step[0],y+step[1]) == color && |
1c5bfdf2 BA |
61 | this.getPiece(x+step[0],y+step[1]) != V.KNIGHT |
62 | ) { | |
63 | for (const step2 of V.steps[V.KNIGHT]) { | |
64 | const xx = x+step[0]+step2[0], | |
65 | yy = y+step[1]+step2[1]; | |
66 | if ( | |
67 | V.OnBoard(xx,yy) && | |
68e19a44 | 68 | this.getColor(xx,yy) == color && |
1c5bfdf2 BA |
69 | this.getPiece(xx,yy) == V.KNIGHT |
70 | ) { | |
71 | return true; | |
72 | } | |
73 | } | |
74 | } | |
75 | } | |
76 | ||
77 | return false; | |
78 | } | |
79 | ||
e2d2b49c BA |
80 | static get VALUES() { |
81 | return { | |
82 | p: 1, | |
83 | r: 5, | |
84 | n: 7, //the knight is valuable | |
85 | b: 3, | |
86 | q: 9, | |
87 | k: 1000 | |
88 | }; | |
89 | } | |
90 | ||
b83a675a BA |
91 | static get SEARCH_DEPTH() { |
92 | return 2; | |
93 | } | |
94 | ||
c322a844 BA |
95 | getNotation(move) { |
96 | if (move.appear.length == 2 && move.appear[0].p == V.KING) | |
97 | // Castle | |
98 | return move.end.y < move.start.y ? "0-0-0" : "0-0"; | |
99 | ||
100 | // Translate final and initial square | |
101 | const initSquare = V.CoordsToSquare(move.start); | |
102 | const finalSquare = V.CoordsToSquare(move.end); | |
103 | const piece = this.getPiece(move.start.x, move.start.y); | |
104 | ||
2c5d7b20 BA |
105 | // Since pieces and pawns could move like knight, |
106 | // indicate start and end squares | |
c322a844 BA |
107 | let notation = |
108 | piece.toUpperCase() + | |
109 | initSquare + | |
110 | (move.vanish.length > move.appear.length ? "x" : "") + | |
111 | finalSquare | |
112 | ||
113 | if ( | |
114 | piece == V.PAWN && | |
115 | move.appear.length > 0 && | |
116 | move.appear[0].p != V.PAWN | |
117 | ) { | |
118 | // Promotion | |
119 | notation += "=" + move.appear[0].p.toUpperCase(); | |
120 | } | |
121 | ||
122 | return notation; | |
123 | } | |
7e8a7ea1 | 124 | |
c322a844 | 125 | }; |