+import { ChessRules, PiPo } from "@/base_rules";
+
+export const VariantRules = class AtomicRules extends ChessRules
+{
+ getPotentialMovesFrom([x,y])
+ {
+ let moves = super.getPotentialMovesFrom([x,y]);
+
+ // Handle explosions
+ moves.forEach(m => {
+ if (m.vanish.length > 1 && m.appear.length <= 1) //avoid castles
+ {
+ // Explosion! TODO(?): drop moves which explode our king here
+ let steps = [ [-1,-1],[-1,0],[-1,1],[0,-1],[0,1],[1,-1],[1,0],[1,1] ];
+ for (let step of steps)
+ {
+ let x = m.end.x + step[0];
+ let y = m.end.y + step[1];
+ if (V.OnBoard(x,y) && this.board[x][y] != V.EMPTY
+ && this.getPiece(x,y) != V.PAWN)
+ {
+ m.vanish.push(
+ new PiPo({p:this.getPiece(x,y),c:this.getColor(x,y),x:x,y:y}));
+ }
+ }
+ m.end = {x:m.appear[0].x, y:m.appear[0].y};
+ m.appear.pop(); //Nothin appears in this case
+ }
+ });
+
+ return moves;
+ }
+
+ getPotentialKingMoves([x,y])
+ {
+ // King cannot capture:
+ let moves = [];
+ const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
+ for (let step of steps)
+ {
+ const i = x + step[0];
+ const j = y + step[1];
+ if (V.OnBoard(i,j) && this.board[i][j] == V.EMPTY)
+ moves.push(this.getBasicMove([x,y], [i,j]));
+ }
+ return moves.concat(this.getCastleMoves([x,y]));
+ }
+
+ isAttacked(sq, colors)
+ {
+ if (this.getPiece(sq[0],sq[1]) == V.KING && this.isAttackedByKing(sq, colors))
+ return false; //king cannot take...
+ return (this.isAttackedByPawn(sq, colors)
+ || this.isAttackedByRook(sq, colors)
+ || this.isAttackedByKnight(sq, colors)
+ || this.isAttackedByBishop(sq, colors)
+ || this.isAttackedByQueen(sq, colors));
+ }
+
+ updateVariables(move)
+ {
+ super.updateVariables(move);
+ const color = move.vanish[0].c;
+ if (move.appear.length == 0) //capture
+ {
+ const firstRank = {"w": 7, "b": 0};
+ for (let c of ["w","b"])
+ {
+ // Did we explode king of color c ? (TODO: remove move earlier)
+ if (Math.abs(this.kingPos[c][0]-move.end.x) <= 1
+ && Math.abs(this.kingPos[c][1]-move.end.y) <= 1)
+ {
+ this.kingPos[c] = [-1,-1];
+ this.castleFlags[c] = [false,false];
+ }
+ else
+ {
+ // Now check if init rook(s) exploded
+ if (Math.abs(move.end.x-firstRank[c]) <= 1)
+ {
+ if (Math.abs(move.end.y-this.INIT_COL_ROOK[c][0]) <= 1)
+ this.castleFlags[c][0] = false;
+ if (Math.abs(move.end.y-this.INIT_COL_ROOK[c][1]) <= 1)
+ this.castleFlags[c][1] = false;
+ }
+ }
+ }
+ }
+ }
+
+ unupdateVariables(move)
+ {
+ super.unupdateVariables(move);
+ const c = move.vanish[0].c;
+ const oppCol = V.GetOppCol(c);
+ if ([this.kingPos[c][0],this.kingPos[oppCol][0]].some(e => { return e < 0; }))
+ {
+ // There is a chance that last move blowed some king away..
+ for (let psq of move.vanish)
+ {
+ if (psq.p == 'k')
+ this.kingPos[psq.c==c ? c : oppCol] = [psq.x, psq.y];
+ }
+ }
+ }
+
+ underCheck(color)
+ {
+ const oppCol = V.GetOppCol(color);
+ let res = undefined;
+ // If our king disappeared, move is not valid
+ if (this.kingPos[color][0] < 0)
+ res = true;
+ // If opponent king disappeared, move is valid
+ else if (this.kingPos[oppCol][0] < 0)
+ res = false;
+ // Otherwise, if we remain under check, move is not valid
+ else
+ res = this.isAttacked(this.kingPos[color], [oppCol]);
+ return res;
+ }
+
+ getCheckSquares(color)
+ {
+ let res = [ ];
+ if (this.kingPos[color][0] >= 0 //king might have exploded
+ && this.isAttacked(this.kingPos[color], [V.GetOppCol(color)]))
+ {
+ res = [ JSON.parse(JSON.stringify(this.kingPos[color])) ]
+ }
+ return res;
+ }
+
+ getCurrentScore()
+ {
+ const color = this.turn;
+ const kp = this.kingPos[color];
+ if (kp[0] < 0) //king disappeared
+ return color == "w" ? "0-1" : "1-0";
+ if (this.atLeastOneMove()) // game not over
+ return "*";
+ if (!this.isAttacked(kp, [V.GetOppCol(color)]))
+ return "1/2";
+ return color == "w" ? "0-1" : "1-0"; //checkmate