1 import { ChessRules
, PiPo
} from "@/base_rules";
3 export class AtomicRules
extends ChessRules
{
4 getEpSquare(moveOrSquare
) {
5 if (typeof moveOrSquare
!== "object" || moveOrSquare
.appear
.length
> 0)
6 return super.getEpSquare(moveOrSquare
);
7 // Capturing move: no en-passant
11 getPotentialMovesFrom([x
, y
]) {
12 let moves
= super.getPotentialMovesFrom([x
, y
]);
16 // NOTE: if vanish.length==2 and appear.length==2, this is castle
17 if (m
.vanish
.length
> 1 && m
.appear
.length
<= 1) {
18 // Explosion! (TODO?: drop moves which explode our king here)
29 for (let step
of steps
) {
30 let x
= m
.end
.x
+ step
[0];
31 let y
= m
.end
.y
+ step
[1];
34 this.board
[x
][y
] != V
.EMPTY
&&
35 this.getPiece(x
, y
) != V
.PAWN
39 p: this.getPiece(x
, y
),
40 c: this.getColor(x
, y
),
47 m
.end
= { x: m
.appear
[0].x
, y: m
.appear
[0].y
};
48 m
.appear
.pop(); //Nothin appears in this case
55 getPotentialKingMoves([x
, y
]) {
56 // King cannot capture:
58 const steps
= V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
]);
59 for (let step
of steps
) {
60 const i
= x
+ step
[0];
61 const j
= y
+ step
[1];
62 if (V
.OnBoard(i
, j
) && this.board
[i
][j
] == V
.EMPTY
)
63 moves
.push(this.getBasicMove([x
, y
], [i
, j
]));
65 return moves
.concat(this.getCastleMoves([x
, y
]));
68 isAttacked(sq
, color
) {
70 this.getPiece(sq
[0], sq
[1]) == V
.KING
&&
71 this.isAttackedByKing(sq
, color
)
73 // A king next to the enemy king is immune to attacks
77 this.isAttackedByPawn(sq
, color
) ||
78 this.isAttackedByRook(sq
, color
) ||
79 this.isAttackedByKnight(sq
, color
) ||
80 this.isAttackedByBishop(sq
, color
) ||
81 this.isAttackedByQueen(sq
, color
)
82 // No "attackedByKing": it cannot take
88 if (move.appear
.length
== 0) {
90 const firstRank
= { w: 7, b: 0 };
91 for (let c
of ["w", "b"]) {
92 // Did we explode king of color c ? (TODO: remove move earlier)
94 Math
.abs(this.kingPos
[c
][0] - move.end
.x
) <= 1 &&
95 Math
.abs(this.kingPos
[c
][1] - move.end
.y
) <= 1
97 this.kingPos
[c
] = [-1, -1];
98 this.castleFlags
[c
] = [8, 8];
100 // Now check if init rook(s) exploded
101 if (Math
.abs(move.end
.x
- firstRank
[c
]) <= 1) {
102 if (Math
.abs(move.end
.y
- this.castleFlags
[c
][0]) <= 1)
103 this.castleFlags
[c
][0] = 8;
104 if (Math
.abs(move.end
.y
- this.castleFlags
[c
][1]) <= 1)
105 this.castleFlags
[c
][1] = 8;
113 super.postUndo(move);
115 const oppCol
= V
.GetOppCol(c
);
116 if ([this.kingPos
[c
][0], this.kingPos
[oppCol
][0]].some(e
=> e
< 0)) {
117 // There is a chance that last move blowed some king away..
118 for (let psq
of move.vanish
) {
120 this.kingPos
[psq
.c
== c
? c : oppCol
] = [psq
.x
, psq
.y
];
126 const oppCol
= V
.GetOppCol(color
);
128 // If our king disappeared, move is not valid
129 if (this.kingPos
[color
][0] < 0) res
= true;
130 // If opponent king disappeared, move is valid
131 else if (this.kingPos
[oppCol
][0] < 0) res
= false;
132 // Otherwise, if we remain under check, move is not valid
133 else res
= this.isAttacked(this.kingPos
[color
], oppCol
);
137 getCheckSquares(color
) {
140 this.kingPos
[color
][0] >= 0 && //king might have exploded
141 this.isAttacked(this.kingPos
[color
], V
.GetOppCol(color
))
143 res
= [JSON
.parse(JSON
.stringify(this.kingPos
[color
]))];
149 const color
= this.turn
;
150 const kp
= this.kingPos
[color
];
153 return color
== "w" ? "0-1" : "1-0";
154 if (this.atLeastOneMove()) return "*";
155 if (!this.isAttacked(kp
, V
.GetOppCol(color
))) return "1/2";
156 return color
== "w" ? "0-1" : "1-0"; //checkmate