| 1 | import ChessRules from "/base_rules.js"; |
| 2 | |
| 3 | export default class Align4Rules extends ChessRules { |
| 4 | |
| 5 | static get Options() { |
| 6 | return { |
| 7 | select: [{ |
| 8 | label: "Randomness", |
| 9 | variable: "randomness", |
| 10 | defaut: 0, |
| 11 | options: [ |
| 12 | {label: "Deterministic", value: 0}, |
| 13 | {label: "Random", value: 1} |
| 14 | ] |
| 15 | }], |
| 16 | input: [ |
| 17 | { |
| 18 | label: "Pawn first", |
| 19 | variable: "pawnfirst", |
| 20 | type: "checkbox", |
| 21 | defaut: false |
| 22 | } |
| 23 | ], |
| 24 | styles: ["atomic", "capture", "cylinder"] |
| 25 | }; |
| 26 | } |
| 27 | |
| 28 | get hasReserve() { |
| 29 | return true; |
| 30 | } |
| 31 | get hasReserveFen() { |
| 32 | return false; |
| 33 | } |
| 34 | |
| 35 | genRandInitBaseFen() { |
| 36 | let baseFen = super.genRandInitBaseFen(); |
| 37 | return { |
| 38 | fen: baseFen.fen.replace("rnbqkbnr/pppppppp", "4k3/8"), |
| 39 | o: {flags: baseFen.o.flags.substr(0, 2) + "88"} |
| 40 | }; |
| 41 | } |
| 42 | |
| 43 | initReserves() { |
| 44 | this.reserve = { b: { p: 1 } }; |
| 45 | } |
| 46 | |
| 47 | // Just do not update any reserve (infinite supply) |
| 48 | updateReserve() {} |
| 49 | |
| 50 | canDrop([c, p], [i, j]) { |
| 51 | return ( |
| 52 | this.board[i][j] == "" && |
| 53 | ( |
| 54 | p != "p" || this.options["pawnfirst"] || |
| 55 | (c == 'w' && i < this.size.x - 1) || |
| 56 | (c == 'b' && i > 0) |
| 57 | ) |
| 58 | ); |
| 59 | } |
| 60 | |
| 61 | getCurrentScore(move_s) { |
| 62 | const score = super.getCurrentScore(move_s); |
| 63 | if (score != "*") |
| 64 | return score; |
| 65 | // Check pawns connection: |
| 66 | for (let i = 0; i < this.size.x; i++) { |
| 67 | for (let j = 0; j < this.size.y; j++) { |
| 68 | if ( |
| 69 | this.board[i][j] != "" && |
| 70 | this.getColor(i, j) == 'b' && |
| 71 | this.getPiece(i, j) == 'p' |
| 72 | ) { |
| 73 | // Exploration "rightward + downward" is enough |
| 74 | for (let step of [[1, 0], [0, 1], [1, 1], [-1, 1]]) { |
| 75 | let [ii, jj] = [i + step[0], j + step[1]]; |
| 76 | let kounter = 1; |
| 77 | while ( |
| 78 | this.onBoard(ii, jj) && |
| 79 | this.board[ii][jj] != "" && |
| 80 | this.getColor(ii, jj) == 'b' && |
| 81 | this.getPiece(ii, jj) == 'p' |
| 82 | ) { |
| 83 | kounter++; |
| 84 | ii += step[0]; |
| 85 | jj += step[1]; |
| 86 | } |
| 87 | if (kounter == 4) |
| 88 | return "0-1"; |
| 89 | } |
| 90 | } |
| 91 | } |
| 92 | } |
| 93 | return "*"; |
| 94 | } |
| 95 | |
| 96 | }; |