| 1 | import { ChessRules } from "@/base_rules"; |
| 2 | |
| 3 | export class Knightrelay2Rules extends ChessRules { |
| 4 | |
| 5 | getPotentialMovesFrom([x, y]) { |
| 6 | let moves = super.getPotentialMovesFrom([x, y]); |
| 7 | |
| 8 | // Expand possible moves if guarded by a knight: |
| 9 | const piece = this.getPiece(x,y); |
| 10 | if (piece != V.KNIGHT) { |
| 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) { |
| 24 | const lastRank = color == "w" ? 0 : V.size.x - 1; |
| 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 | ) { |
| 30 | // Potential promotions: |
| 31 | const finalPieces = piece == V.PAWN && x + step[0] == lastRank |
| 32 | ? [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN] |
| 33 | : [piece]; |
| 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 | } |
| 42 | } |
| 43 | } |
| 44 | } |
| 45 | } |
| 46 | |
| 47 | return moves; |
| 48 | } |
| 49 | |
| 50 | isAttacked(sq, color) { |
| 51 | if (super.isAttacked(sq, color)) return true; |
| 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]) && |
| 60 | this.getColor(x+step[0],y+step[1]) == color && |
| 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) && |
| 68 | this.getColor(xx,yy) == color && |
| 69 | this.getPiece(xx,yy) == V.KNIGHT |
| 70 | ) { |
| 71 | return true; |
| 72 | } |
| 73 | } |
| 74 | } |
| 75 | } |
| 76 | |
| 77 | return false; |
| 78 | } |
| 79 | |
| 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 | |
| 91 | static get SEARCH_DEPTH() { |
| 92 | return 2; |
| 93 | } |
| 94 | |
| 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 | |
| 105 | // Since pieces and pawns could move like knight, |
| 106 | // indicate start and end squares |
| 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 | } |
| 124 | |
| 125 | }; |