| 1 | import ChessRules from "/base_rules.js"; |
| 2 | import {ArrayFun} from "/utils/array.js"; |
| 3 | import {Random} from "/utils/alea.js"; |
| 4 | |
| 5 | export default class DiamondRules extends ChessRules { |
| 6 | |
| 7 | get hasFlags() { |
| 8 | return false; |
| 9 | } |
| 10 | |
| 11 | get hasEnpassant() { |
| 12 | return false; |
| 13 | } |
| 14 | |
| 15 | getSvgChessboard() { |
| 16 | const diagonal = 10 * this.size.y * Math.sqrt(2); |
| 17 | const halfDiag = 0.5 * diagonal; |
| 18 | const deltaTrans = 10 * this.size.y * (Math.sqrt(2) - 1) / 2; |
| 19 | let board = ` |
| 20 | <svg |
| 21 | viewBox="0 0 ${diagonal} ${diagonal}" |
| 22 | class="chessboard_SVG">`; |
| 23 | board += `<g transform="rotate(45 ${halfDiag} ${halfDiag}) |
| 24 | translate(${deltaTrans} ${deltaTrans})">`; |
| 25 | board += this.getBaseSvgChessboard(); |
| 26 | board += "</g></svg>"; |
| 27 | return board; |
| 28 | } |
| 29 | |
| 30 | getPieceWidth(rwidth) { |
| 31 | return (0.95 * rwidth / (Math.sqrt(2) * this.size.y)); |
| 32 | } |
| 33 | |
| 34 | getPixelPosition(i, j, r) { |
| 35 | if (i < 0 || j < 0 || typeof i == "string") |
| 36 | return super.getPixelPosition(i, j, r); |
| 37 | const sqSize = this.getPieceWidth(r.width) / 0.95; |
| 38 | const flipped = this.flippedBoard; |
| 39 | i = (flipped ? this.size.x - 1 - i : i); |
| 40 | j = (flipped ? this.size.y - 1 - j : j); |
| 41 | const sq2 = Math.sqrt(2); |
| 42 | const shift = [- sqSize / 2, sqSize * (sq2 - 1) / 2]; |
| 43 | const x = (j - i) * sqSize / sq2 + shift[0] + r.width / 2; |
| 44 | const y = (i + j) * sqSize / sq2 + shift[1]; |
| 45 | return [r.x + x, r.y + y]; |
| 46 | } |
| 47 | |
| 48 | genRandInitBaseFen() { |
| 49 | if (this.options["randomness"] == 0) { |
| 50 | return { |
| 51 | fen: "krbp4/rqnp4/nbpp4/pppp4/4PPPP/4PPBN/4PNQR/4PBRK", |
| 52 | o: {} |
| 53 | }; |
| 54 | } |
| 55 | let pieces = { w: new Array(8), b: new Array(8) }; |
| 56 | for (let c of ["w", "b"]) { |
| 57 | if (c == 'b' && options.randomness == 1) { |
| 58 | pieces['b'] = pieces['w']; |
| 59 | break; |
| 60 | } |
| 61 | // Get random squares for every piece, totally freely |
| 62 | let positions = Random.shuffle(ArrayFun.range(8)); |
| 63 | const composition = ['b', 'b', 'r', 'r', 'n', 'n', 'k', 'q']; |
| 64 | const rem2 = positions[0] % 2; |
| 65 | if (rem2 == positions[1] % 2) { |
| 66 | // Fix bishops (on different colors) |
| 67 | for (let i=2; i<8; i++) { |
| 68 | if (positions[i] % 2 != rem2) { |
| 69 | [positions[1], positions[i]] = [positions[i], positions[1]]; |
| 70 | break; |
| 71 | } |
| 72 | } |
| 73 | } |
| 74 | for (let i = 0; i < 8; i++) |
| 75 | pieces[c][positions[i]] = composition[i]; |
| 76 | } |
| 77 | const fen = ( |
| 78 | pieces["b"].slice(0, 3).join("") + "p4/" + |
| 79 | pieces["b"].slice(3, 6).join("") + "p4/" + |
| 80 | pieces["b"].slice(6, 8).join("") + "pp4/" + |
| 81 | "pppp4/4PPPP/" + |
| 82 | "4PP" + pieces["w"].slice(6, 8).reverse().join("").toUpperCase() + "/" + |
| 83 | "4P" + pieces["w"].slice(3, 6).reverse().join("").toUpperCase() + "/" + |
| 84 | "4P" + pieces["w"].slice(0, 3).reverse().join("").toUpperCase()); |
| 85 | return { fen: fen, o: {} }; |
| 86 | } |
| 87 | |
| 88 | pieces(color, x, y) { |
| 89 | let res = super.pieces(color, x, y); |
| 90 | const pawnShift = this.getPawnShift(color || 'w'); |
| 91 | res['p'].moves = [{steps: [[pawnShift, pawnShift]], range: 1}]; |
| 92 | res['p'].attack = [{steps: [[0, pawnShift], [pawnShift, 0]], range: 1}]; |
| 93 | return res; |
| 94 | } |
| 95 | |
| 96 | }; |