-import { ChessRules } from "@/base_rules";
+import { ChessRules, Move, PiPo } from "@/base_rules";
+import { SuicideRules } from "@/variants/Suicide";
+import { randInt } from "@/utils/alea";
export class ChakartRules extends ChessRules {
- // NOTE: getBasicMove, ajouter les bonus à vanish array
- // + déterminer leur effet (si cavalier) ou case (si banane ou bombe)
- // (L'effet doit être caché au joueur : devrait être OK)
- //
- // Saut possible par dessus bonus ou champis mais pas bananes ou bombes
-//==> redefinir isAttackedBySlide et getPotentialSlide...
+ static get PawnSpecs() {
+ return SuicideRules.PawnSpecs;
+ }
+
+ static get HasCastle() {
+ return false;
+ }
-// keep track of captured pieces: comme Grand; pieces can get back to board with toadette bonus.
-// --> pour ce bonus, passer "capture" temporairement en "reserve" pour permettre de jouer le coup.
+ static get CorrConfirm() {
+ // Because of bonus effects
+ return false;
+ }
- // "pièces" supplémentaires : bananes, bombes, champis, bonus --> + couleur ?
- // (Semble mieux sans couleur => couleur spéciale indiquant que c'est pas jouable)
- // (Attention: pas jouables cf. getPotentialMoves...)
+ static get CanAnalyze() {
+ return false;
+ }
hoverHighlight(x, y) {
- // TODO: exact squares
- return this.subTurn == 2; //&& this.firstMove.donkey or wario or bonus roi boo
+ if (this.subTurn == 1) return false;
+ const L = this.firstMove.length;
+ const fm = this.firstMove[L-1];
+ if (fm.end.effect != 0) return false;
+ const deltaX = Math.abs(fm.end.x - x);
+ const deltaY = Math.abs(fm.end.y - y);
+ return (
+ (deltaX == 0 && deltaY == 0) ||
+ (
+ this.board[x][y] == V.EMPTY &&
+ (
+ (fm.vanish[0].p == V.ROOK && deltaX == 1 && deltaY == 1) ||
+ (fm.vanish[0].p == V.BISHOP && deltaX + deltaY == 1)
+ )
+ )
+ );
}
static get IMMOBILIZE_CODE() {
return 'i';
}
+ // Fictive color 'a', bomb banana mushroom egg
+ static get BOMB() {
+ // Doesn't collide with bishop because color is 'a'
+ return 'b';
+ }
+ static get BANANA() {
+ return 'n';
+ }
+ static get EGG() {
+ return 'e';
+ }
+ static get MUSHROOM() {
+ return 'm';
+ }
+
+ static get PIECES() {
+ return (
+ ChessRules.PIECES.concat(
+ Object.keys(V.IMMOBILIZE_DECODE)).concat(
+ [V.BANANA, V.BOMB, V.EGG, V.MUSHROOM, V.INVISIBLE_QUEEN])
+ );
+ }
+
getPpath(b) {
let prefix = "";
if (
+ b[0] == 'a' ||
b[1] == V.INVISIBLE_QUEEN ||
Object.keys(V.IMMOBILIZE_DECODE).includes(b[1])
) {
}
static IsGoodFlags(flags) {
- // 4 for castle + 4 for Peach + Mario w, b
- return !!flags.match(/^[a-z]{4,4}[01]{4,4}$/);
+ // 4 for Peach + Mario w, b
+ return !!flags.match(/^[01]{4,4}$/);
}
setFlags(fenflags) {
- super.setFlags(fenflags); //castleFlags
+ // King can send shell? Queen can be invisible?
this.powerFlags = {
- w: [...Array(2)], //king can send red shell? Queen can be invisible?
- b: [...Array(2)]
+ w: [{ 'k': false, 'q': false }],
+ b: [{ 'k': false, 'q': false }]
};
- const flags = fenflags.substr(4); //skip first 4 letters, for castle
for (let c of ["w", "b"]) {
- for (let i = 0; i < 2; i++)
- this.pawnFlags[c][i] = flags.charAt((c == "w" ? 0 : 2) + i) == "1";
+ for (let p of ['k', 'q']) {
+ this.powerFlags[c][p] =
+ fenflags.charAt((c == "w" ? 0 : 2) + (p == 'k' ? 0 : 1)) == "1";
+ }
}
}
aggregateFlags() {
- return [this.castleFlags, this.powerFlags];
+ return this.powerFlags;
}
disaggregateFlags(flags) {
- this.castleFlags = flags[0];
- this.powerFlags = flags[1];
+ this.powerFlags = flags;
}
getFen() {
return counts.join("");
}
+ scanKings() {}
+
setOtherVariables(fen) {
super.setOtherVariables(fen);
const fenParsed = V.ParseFen(fen);
[V.PAWN]: parseInt(fenParsed.captured[9]),
}
};
+ this.firstMove = [];
this.subTurn = 1;
}
getFlagsFen() {
- let fen = super.getFlagsFen();
+ let fen = "";
// Add power flags
for (let c of ["w", "b"])
- for (let i = 0; i < 2; i++) fen += (this.powerFlags[c][i] ? "1" : "0");
+ for (let p of ['k', 'q']) fen += (this.powerFlags[c][p] ? "1" : "0");
return fen;
}
+ static get RESERVE_PIECES() {
+ return [V.PAWN, V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN];
+ }
+
+ getReserveMoves([x, y]) {
+ const color = this.turn;
+ const p = V.RESERVE_PIECES[y];
+ if (this.reserve[color][p] == 0) return [];
+ let moves = [];
+ const start = (color == 'w' && p == V.PAWN ? 1 : 0);
+ const end = (color == 'b' && p == V.PAWN ? 7 : 8);
+ for (let i = start; i < end; i++) {
+ for (let j = 0; j < V.size.y; j++) {
+ if (this.board[i][j] == V.EMPTY) {
+ let mv = new Move({
+ appear: [
+ new PiPo({
+ x: i,
+ y: j,
+ c: color,
+ p: p
+ })
+ ],
+ vanish: [],
+ start: { x: x, y: y }, //a bit artificial...
+ end: { x: i, y: j }
+ });
+ moves.push(mv);
+ }
+ }
+ }
+ return moves;
+ }
+
getPotentialMovesFrom([x, y]) {
- // TODO: bananes et bombes limitent les déplacements (agissent comme un mur "capturable")
- // bananes jaunes et rouges ?! (agissant sur une seule couleur ?) --> mauvaise idée.
+ if (this.subTurn == 1) return super.getPotentialMovesFrom([x, y]);
if (this.subTurn == 2) {
- // TODO: coup compatible avec firstMove
+ let moves = [];
+ const L = this.firstMove.length;
+ const fm = this.firstMove[L-1];
+ switch (fm.end.effect) {
+ // case 0: a click is required (banana or bomb)
+ case 1:
+ // Exchange position with any piece
+ for (let i=0; i<8; i++) {
+ for (let j=0; j<8; j++) {
+ const colIJ = this.getColor(i, j);
+ if (
+ i != x &&
+ j != y &&
+ this.board[i][j] != V.EMPTY &&
+ colIJ != 'a'
+ ) {
+ const movedUnit = new PiPo({
+ x: x,
+ y: y,
+ c: colIJ,
+ p: this.getPiece(i, j)
+ });
+ let mMove = this.getBasicMove([x, y], [i, j]);
+ mMove.appear.push(movedUnit);
+ moves.push(mMove);
+ }
+ }
+ }
+ break;
+ case 2:
+ // Resurrect a captured piece
+ if (x >= V.size.x) moves = this.getReserveMoves([x, y]);
+ break;
+ case 3:
+ // Play again with the same piece
+ if (fm.end.x == x && fm.end.y == y)
+ moves = super.getPotentialMovesFrom([x, y]);
+ break;
+ }
+ return moves;
}
- //Détails :
- //Si une pièce pose quelque chose sur une case ça remplace ce qui y était déjà.
- // TODO: un-immobilize my immobilized piece at the end of this turn, if any
- }
-
- getPotentialPawnMoves(sq) {
- //Toad: pion
- // laisse sur sa case de départ un champi turbo permettant à Peach et cavalier et autres pions d'aller
- // un dep plus loin (evt 2 cases si pion saut initial), et aux pièces arrivant sur cette case de sauter par
- // dessus une pièce immédiatement adjacente dans leur trajectoire (en atterissant juste derrière).
- }
-
- // Coups en 2 temps (si pose possible)
- getPotentialRookMoves(sq) {
- //Donkey : tour
- // pose une banane (optionnel) sur une case adjacente (diagonale) à celle d'arrivée
- // Si une pièce arrive sur la peau de banane, alors elle effectue un déplacement
- // aléatoire d'une (2?) case (vertical ou horizontal) depuis sa position finale.
- }
-
- // Coups en 2 temps (si pose)
- getPotentialBishopMoves([x, y]) {
- //Wario: fou
- // pose une bombe (optionnel) sur une case orthogonalement adjacente à la case d'arrivée
- // Si une pièce arrive sur une bombe, alors elle effectue un déplacement diagonal
- // aléatoire d'une (2?) case depuis sa position finale (juste une case si impossible).
- }
-
- getPotentialKnightMoves([x, y]) {
- //Yoshi: cavalier
- // laisse sur sa case de départ un bonus aléatoire
- // (NOTE: certains bonus pourraient ne pas être applicables ==> pion bloqué par exemple)
- // - i) roi boo(*E*) : échange avec n'importe quelle pièce (choix du joueur, type et/ou couleur différents)
- // - i*) koopa(*B*) : ramène sur la case initiale
- // - ii) toadette(*R*) : permet de poser une pièce capturée sur le plateau
- // (n'importe où sauf 8eme rangée pour les pions)
- // - ii*) chomp(*W*) : mange la pièce ; si c'est Peach, c'est perdu
- // - iii) daisy(*T*) : permet de rejouer un coup avec la même pièce --> cumulable si ensuite coup sur bonus Daisy.
- // - iii*) bowser(*M*) : immobilise la pièce (marquée jaune/rouge), qui ne pourra pas jouer au tour suivant
- // - iv) luigi(*L*) : fait changer de camp une pièce adverse (aléatoire) (sauf le roi)
- // - iv*) waluigi(*D*) : fait changer de camp une de nos pièces (aléatoire, sauf le roi)
- // --> i, ii, iii en deux temps (subTurn 1 & 2)
}
- getPotentialQueenMoves(sq) {
- //Mario: dame
- // pouvoir "fantôme" : peut effectuer une fois dans la partie un coup non-capturant invisible (=> choix à chaque coup, getPPpath(m) teste m.nvisible...)
- //wg bg ghost once in the game the queen can make an invisible move --> printed as "?"
+ // Helper for getBasicMove()
+ getRandomSquare([x, y], steps) {
+ const validSteps = steps.filter(s => {
+ const [i, j] = [x + s[0], y + s[1]];
+ return (
+ V.OnBoard(i, j) &&
+ (this.board[i][j] == V.EMPTY || this.getColor(i, j) == 'a')
+ );
+ });
+ if (validSteps.length == 0)
+ // Can happen after mushroom jump
+ return [x, y];
+ const step = validSteps[randInt(validSteps.length)];
+ return [x + step[0], y + step[1]];
}
- getPotentialKingMoves(sq) {
- //Peach: roi
- // Carapace rouge (disons ^^) jouable une seule fois dans la partie,
- // au lieu de se déplacer. Capture un ennemi au choix parmi les plus proches,
- // à condition qu'ils soient visibles (suivant les directions de déplacement d'une dame).
- // Profite des accélérateurs posés par les pions (+ 1 case : obligatoire).
+ getBasicMove([x1, y1], [x2, y2], tr) {
+ // Apply mushroom, bomb or banana effect (hidden to the player).
+ // Determine egg effect, too, and apply its first part if possible.
+ let move = super.getBasicMove([x1, y1], [x2, y2], tr);
+ const color1 = this.getColor(x1, y1);
+ const color2 = this.getColor(x2, y2);
+ const piece1 = this.getPiece(x1, y1);
+ const piece2 = this.getPiece(x2, y2);
+ const oppCol = V.GetOppCol(color1);
+ if (
+ [V.PAWN, V.KNIGHT].includes(piece1) &&
+ (color2 != 'a' || !([V.BANANA, V.BOMB].includes(piece2)))
+ ) {
+ switch (piece1) {
+ case V.PAWN: {
+ const twoSquaresMove = (Math.abs(x2 - x1) == 2);
+ const mushroomX = x1 + (twoSquaresMove ? (x2 - x1) / 2 : 0);
+ move.appear.push(
+ new PiPo({
+ x: mushroomX,
+ y: y1,
+ c: 'a',
+ p: V.MUSHROOM
+ })
+ );
+ if (this.getColor(mushroomX, y1) == 'a') {
+ move.vanish.push(
+ new PiPo({
+ x: mushroomX,
+ y: y1,
+ c: 'a',
+ p: this.getPiece(mushroomX, y1)
+ })
+ );
+ }
+ break;
+ }
+ case V.KNIGHT: {
+ const deltaX = Math.abs(x2 - x1);
+ const deltaY = Math.abs(y2 - y1);
+ const eggSquare = [
+ x1 + (deltaX == 2 ? (x2 - x1) / 2 : 0),
+ y1 + (deltaY == 2 ? (y2 - y1) / 2 : 0)
+ ];
+ if (
+ this.board[eggSquare[0]][eggSquare[1]] == V.EMPTY ||
+ this.getColor(eggSquare[0], eggSquare[1]) == 'a'
+ ) {
+ move.appear.push(
+ new PiPo({
+ x: eggSquare[0],
+ y: eggSquare[1],
+ c: 'a',
+ p: V.EGG
+ })
+ );
+ if (this.getColor(eggSquare[0], eggSquare[1]) == 'a') {
+ move.vanish.push(
+ new PiPo({
+ x: eggSquare[0],
+ y: eggSquare[1],
+ c: 'a',
+ p: this.getPiece(eggSquare[0], eggSquare[1])
+ })
+ );
+ }
+ }
+ break;
+ }
+ }
+ }
+ const applyBeffect = (steps) => {
+ const [x, y] = [move.appear[0].x, move.appear[0].y];
+ const moveTo = this.getRandomSquare([x, y], steps);
+ move.appear[0].x = moveTo[0];
+ move.appear[0].y = moveTo[1];
+ };
+ // For (wa)luigi effect:
+ const changePieceColor = (color) => {
+ let pieces = [];
+ for (let i=0; i<8; i++) {
+ for (let j=0; j<8; j++) {
+ if (
+ this.board[i][j] != V.EMPTY &&
+ this.getColor(i, j) == color
+ ) {
+ const piece = this.getPiece(i, j);
+ if (piece != V.KING)
+ pieces.push({ x: i, y: j, p: piece });
+ }
+ }
+ }
+ const cp = pieces[randInt(pieces.length)];
+ move.vanish.push(
+ new PiPo({
+ x: cp.x,
+ y: cp.y,
+ c: color,
+ p: cp.p
+ })
+ );
+ move.appear.push(
+ new PiPo({
+ x: cp.x,
+ y: cp.y,
+ c: V.GetOppCol(color),
+ p: cp.p
+ })
+ );
+ };
+ const applyEggEffect = () => {
+ if (this.subTurn == 1) {
+ // 1) Determine the effect (some may be impossible)
+ let effects = ["kingboo", "koopa", "chomp", "bowser"];
+ if (this.captured[color1].some(c => c >= 1))
+ effects.push("toadette");
+ V.PlayOnBoard(this.board, move);
+ const canPlayAgain = this.getPotentialMovesFrom([x2, y2]).length > 0;
+ V.UndoOnBoard(this.board, move);
+ if (canPlayAgain) effects.push("daisy");
+ if (
+ board.some(b =>
+ b.some(cell => cell[0] == oppCol && cell[1] != V.KING))
+ ) {
+ effects.push("luigi");
+ }
+ if (
+ board.some(b =>
+ b.some(cell => cell[0] == color1 && cell[1] != V.KING))
+ ) {
+ effects.push("waluigi");
+ }
+ const effect = effects[randInd(effects.length)];
+ // 2) Apply it if possible, or set move.end.effect
+ if (["kingboo", "toadette", "daisy"].includes(effect))
+ move.end.effect = effect;
+ else {
+ switch (effect) {
+ case "koopa":
+ move.appear[0].x = x1;
+ move.appear[0].y = y1;
+ break;
+ case "chomp":
+ move.appear.unshift();
+ break;
+ case "bowser":
+ move.appear[0].p = V.IMMOBILIZE_CODE[piece1];
+ break;
+ case "luigi":
+ changePieceColor(oppCol);
+ break;
+ case "waluigi":
+ changePieceColor(color1);
+ break;
+ }
+ }
+ }
+ };
+ const applyMushroomEffect = () => {
+ if ([V.PAWN, V.KING, V.KNIGHT].includes(piece1)) {
+ // Just make another similar step, if possible (non-capturing)
+ const [i, j] = [
+ move.appear[0].x + 2 * (x2 - x1),
+ move.appear[0].y + 2 * (y2 - y1)
+ ];
+ if (
+ V.OnBoard(i, j) &&
+ (this.board[i][j] == V.EMPTY || this.getColor(i, j) == 'a')
+ ) {
+ move.appear[0].x = i;
+ move.appear[0].y = j;
+ if (this.board[i][j] != V.EMPTY) {
+ const object = this.getPiece(i, j);
+ move.vanish.push(
+ new PiPo({
+ x: i,
+ y: j,
+ c: 'a',
+ p: object
+ })
+ );
+ switch (object) {
+ case V.BANANA:
+ applyBeffect(V.steps[V.ROOK]);
+ break;
+ case V.BOMB:
+ applyBeffect(V.steps[V.BISHOP]);
+ break;
+ case V.EGG:
+ applyEggEffect();
+ break;
+ case V.MUSHROOM:
+ applyMushroomEffect();
+ break;
+ }
+ }
+ }
+ }
+ else {
+ // Queen, bishop or rook:
+ const step = [
+ (x2 - x1) / Math.abs(x2 - x1) || 0,
+ (y2 - y1) / Math.abs(y2 - y1) || 0
+ ];
+ const next = [move.appear[0].x + step[0], move.appear[0].y + step[1]];
+ if (
+ V.OnBoard(next[0], next[1]) &&
+ this.board[next[0]][next[1]] != V.EMPTY &&
+ this.getColor(next[0], next[1]) != 'a'
+ ) {
+ const afterNext = [next[0] + step[0], next[1] + step[1]];
+ if (
+ V.OnBoard(afterNext[0], afterNext[1]) &&
+ (
+ this.board[afterNext[0]][afterNext[1]] == V.EMPTY ||
+ this.getColor(afterNext[0], afterNext[1]) == 'a'
+ )
+ ) {
+ move.appear[0].x = afterNext[0];
+ move.appear[0].y = afterNext[1];
+ if (this.board[afterNext[0]][afterNext[1]] != V.EMPTY) {
+ const object = this.getPiece(afterNext[0], afterNext[1]);
+ move.vanish.push(
+ new PiPo({
+ x: afterNext[0],
+ y: afterNext[0],
+ c: 'a',
+ p: object
+ })
+ );
+ switch (object) {
+ case V.BANANA:
+ applyBeffect(V.steps[V.ROOK]);
+ break;
+ case V.BOMB:
+ applyBeffect(V.steps[V.BISHOP]);
+ break;
+ case V.EGG:
+ applyEggEffect();
+ break;
+ case V.MUSHROOM:
+ applyMushroomEffect();
+ break;
+ }
+ }
+ }
+ }
+ }
+ };
+ if (color2 == 'a') {
+ switch (piece2) {
+ case V.BANANA:
+ applyBeffect(V.steps[V.ROOK]);
+ break;
+ case V.BOMB:
+ applyBeffect(V.steps[V.BISHOP]);
+ break;
+ case V.MUSHROOM:
+ applyMushroomEffect();
+ break;
+ case V.EGG:
+ if (this.subTurn == 1) {
+ // No egg effect at subTurn 2
+ if ([V.ROOK, V.BISHOP].includes(piece1)) {
+ // Drop a bomb or banana at random, because even if bonus is
+ // "play again" nothing can be done after next move.
+ const steps = V.steps[piece1 == V.ROOK ? V.BISHOP : V.ROOK];
+ const object = (piece1 == V.ROOK ? V.BANANA : V.BOMB);
+ const dropOn = this.getRandomSquare([x, y], steps);
+ move.appear.push(
+ new PiPo({
+ x: dropOn[0],
+ y: dropOn[1],
+ c: 'a',
+ p: object
+ })
+ );
+ }
+ applyEggEffect();
+ }
+ break;
+ }
+ }
+ else if (
+ this.subTurn == 1 &&
+ [V.ROOK, V.BISHOP].includes(piece1)
+ ) {
+ move.end.effect = 0;
+ }
+ return move;
}
- atLeastOneMove() {
- // TODO: check that
- return true;
+ getEnpassantCaptures([x, y], shiftX) {
+ const Lep = this.epSquares.length;
+ const epSquare = this.epSquares[Lep - 1]; //always at least one element
+ let enpassantMove = null;
+ if (
+ !!epSquare &&
+ epSquare.x == x + shiftX &&
+ Math.abs(epSquare.y - y) == 1
+ ) {
+ // Not using this.getBasicMove() because the mushroom has no effect
+ enpassantMove = super.getBasicMove([x, y], [epSquare.x, epSquare.y]);
+ enpassantMove.vanish.push({
+ x: x,
+ y: epSquare.y,
+ p: V.PAWN,
+ c: this.getColor(x, epSquare.y)
+ });
+ }
+ return !!enpassantMove ? [enpassantMove] : [];
}
- play(move) {
- // TODO: subTurn passe à 2 si arrivée sur bonus cavalier
- // potentiellement pose (tour, fou) ou si choix (reconnaître i (ok), ii (ok) et iii (si coup normal + pas immobilisé) ?)
- // voire +2 si plusieurs daisy...
- // si pièce immobilisée de ma couleur : elle redevient utilisable (changer status fin de play)
+ getPotentialPawnMoves([x, y]) {
+ const color = this.turn;
+ const oppCol = V.GetOppCol(color);
+ const [sizeX, sizeY] = [V.size.x, V.size.y];
+ const shiftX = V.PawnSpecs.directions[color];
+ const firstRank = (color == "w" ? sizeX - 1 : 0);
+ let moves = [];
+ if (
+ this.board[x + shiftX][y] == V.EMPTY ||
+ this.getColor(x + shiftX, y) == 'a'
+ ) {
+ this.addPawnMoves([x, y], [x + shiftX, y], moves);
+ if (
+ [firstRank, firstRank + shiftX].includes(x) &&
+ this.board[x + 2 * shiftX][y] == V.EMPTY
+ ) {
+ moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
+ }
+ }
+ for (let shiftY of [-1, 1]) {
+ if (
+ y + shiftY >= 0 &&
+ y + shiftY < sizeY &&
+ this.board[x + shiftX][y + shiftY] != V.EMPTY &&
+ this.getColor(x + shiftX, y + shiftY) == oppCol
+ ) {
+ this.addPawnMoves([x, y], [x + shiftX, y + shiftY], moves);
+ }
+ }
+ Array.prototype.push.apply(
+ moves,
+ this.getEnpassantCaptures([x, y], shiftX)
+ );
+ return moves;
}
- undo(move) {
- // TODO: reconnaissance inverse si subTurn == 1 --> juste impossible ==> marquer pendant play (comme DoubleMove1 : move.turn = ...)
+ getPotentialQueenMoves(sq) {
+ const normalMoves = super.getPotentialQueenMoves(sq);
+ // If flag allows it, add 'invisible movements'
+ let invisibleMoves = [];
+ if (this.powerFlags[this.turn][V.QUEEN]) {
+ normalMoves.forEach(m => {
+ if (m.vanish.length == 1) {
+ let im = JSON.parse(JSON.stringify(m));
+ m.appear[0].p = V.INVISIBLE_QUEEN;
+ invisibleMoves.push(im);
+ }
+ });
+ }
+ return normalMoves.concat(invisibleMoves);
}
- doClick(square) {
- if (isNaN(square[0])) return null;
- // TODO: If subTurn == 2:
- // if square is empty && firstMove is compatible,
- // complete the move (banana or bomb or piece exchange).
- // if square not empty, just complete with empty move
- const Lf = this.firstMove.length;
- if (this.subTurn == 2) {
- if (
- this.board[square[0]][square[1]] == V.EMPTY &&
- !this.underCheck(this.turn) &&
- (La == 0 || !this.oppositeMoves(this.amoves[La-1], this.firstMove[Lf-1]))
+ getPotentialKingMoves([x, y]) {
+ let moves = super.getPotentialKingMoves([x, y]);
+ const color = this.turn;
+ // If flag allows it, add 'remote shell captures'
+ if (this.powerFlags[this.turn][V.KING]) {
+ V.steps[V.ROOK].concat(V.steps[V.BISHOP]).forEach(step => {
+ let [i, j] = [x + 2 * step[0], y + 2 * step[1]];
+ while (
+ V.OnBoard(i, j) &&
+ (
+ this.board[i][j] == V.EMPTY ||
+ (
+ this.getColor(i, j) == 'a' &&
+ [V.EGG, V.MUSHROOM].includes(this.getPiece(i, j))
+ )
+ )
+ ) {
+ i += step[0];
+ j += step[1];
+ }
+ if (V.OnBoard(i, j) && this.getColor(i, j) != color)
+ // May just destroy a bomb or banana:
+ moves.push(this.getBasicMove([x, y], [i, j]));
+ });
+ }
+ return moves;
+ }
+
+ getSlideNJumpMoves([x, y], steps, oneStep) {
+ let moves = [];
+ outerLoop: for (let step of steps) {
+ let i = x + step[0];
+ let j = y + step[1];
+ while (
+ V.OnBoard(i, j) &&
+ (
+ this.board[i][j] == V.EMPTY ||
+ (
+ this.getColor(i, j) == 'a' &&
+ [V.EGG, V.MUSHROOM].includes(this.getPiece(i, j))
+ )
+ )
) {
- return {
+ moves.push(this.getBasicMove([x, y], [i, j]));
+ if (oneStep) continue outerLoop;
+ i += step[0];
+ j += step[1];
+ }
+ if (V.OnBoard(i, j) && this.canTake([x, y], [i, j]))
+ moves.push(this.getBasicMove([x, y], [i, j]));
+ }
+ return moves;
+ }
+
+ getAllPotentialMoves() {
+ if (this.subTurn == 1) return super.getAllPotentialMoves();
+ let moves = [];
+ const L = this.firstMove.length;
+ const fm = this.firstMove[L-1];
+ switch (fm.end.effect) {
+ case 0:
+ moves.push({
start: { x: -1, y: -1 },
end: { x: -1, y: -1 },
appear: [],
vanish: []
- };
+ });
+ for (
+ let step of
+ (fm.vanish[0].p == V.ROOK ? V.steps[V.BISHOP] : V.steps[V.ROOK])
+ ) {
+ const [i, j] = [fm.end.x + step[0], fm.end.y + step[1]];
+ if (
+ V.OnBoard(i, j) &&
+ (this.board[i][j] == V.EMPTY || this.getColor(i, j) == 'a')
+ ) {
+ let m = new Move({
+ start: { x: -1, y: -1 },
+ end: { x: i, y: j },
+ appear: [
+ new PiPo({
+ x: i,
+ y: j,
+ c: 'a',
+ p: (fm.vanish[0].p == V.ROOK ? V.BANANA : V.BOMB)
+ })
+ ],
+ vanish: []
+ });
+ if (this.board[i][j] != V.EMPTY) {
+ m.vanish.push(
+ new PiPo({ x: i, y: j, c: 'a', p: this.getPiece(i, j) }));
+ }
+ moves.push(m);
+ }
+ }
+ break;
+ case 1: {
+ const [x, y] = [fm.end.x, fm.end.y];
+ for (let i=0; i<8; i++) {
+ for (let j=0; j<8; j++) {
+ const colIJ = this.getColor(i, j);
+ if (
+ i != x &&
+ j != y &&
+ this.board[i][j] != V.EMPTY &&
+ colIJ != 'a'
+ ) {
+ const movedUnit = new PiPo({
+ x: x,
+ y: y,
+ c: colIJ,
+ p: this.getPiece(i, j)
+ });
+ let mMove = this.getBasicMove([x, y], [i, j]);
+ mMove.appear.push(movedUnit);
+ moves.push(mMove);
+ }
+ }
+ }
+ break;
+ }
+ case 2: {
+ const x = V.size.x + (this.turn == 'w' ? 0 : 1);
+ for (let y = 0; y < 8; y++)
+ Array.prototype.push.apply(moves, this.getReserveMoves([x, y]));
+ break;
}
+ case 3:
+ moves = super.getPotentialMovesFrom([fm.end.x, fm.end.y]);
+ break;
+ }
+ return moves;
+ }
+
+ doClick(square) {
+ if (isNaN(square[0])) return null;
+ if (this.subTurn == 1) return null;
+ const L = this.firstMove.length;
+ const fm = this.firstMove[L-1];
+ if (fm.end.effect != 0) return null;
+ const [x, y] = [square[0], square[1]];
+ const deltaX = Math.abs(fm.end.x - x);
+ const deltaY = Math.abs(fm.end.y - y);
+ if (deltaX == 0 && deltaY == 0) {
+ // Empty move:
+ return {
+ start: { x: -1, y: -1 },
+ end: { x: -1, y: -1 },
+ appear: [],
+ vanish: []
+ };
+ }
+ if (
+ (this.board[x][y] == V.EMPTY || this.getColor(x, y) == 'a') &&
+ (
+ (fm.vanish[0].p == V.ROOK && deltaX == 1 && deltaY == 1) ||
+ (fm.vanish[0].p == V.BISHOP && deltaX + deltaY == 1)
+ )
+ ) {
+ let m = new Move({
+ start: { x: -1, y: -1 },
+ end: { x: x, y: y },
+ appear: [
+ new PiPo({
+ x: x,
+ y: y,
+ c: 'a',
+ p: (fm.vanish[0].p == V.ROOK ? V.BANANA : V.BOMB)
+ })
+ ],
+ vanish: []
+ });
+ if (this.board[x][y] != V.EMPTY) {
+ m.vanish.push(
+ new PiPo({ x: x, y: y, c: 'a', p: this.getPiece(x, y) }));
+ }
+ return m;
}
return null;
}
- postPlay(move) {
- // TODO: king may also be "chomped"
- super.updateCastleFlags(move, piece);
+ play(move) {
+ move.flags = JSON.stringify(this.aggregateFlags());
+ this.epSquares.push(this.getEpSquare(move));
+ V.PlayOnBoard(this.board, move);
+ move.turn = [this.turn, this.subTurn];
+ if (move.end.effect !== undefined) {
+ this.firstMove.push(move);
+ this.subTurn = 2;
+ }
+ else {
+ this.turn = V.GetOppCol(this.turn);
+ this.movesCount++;
+ this.subTurn = 1;
+ }
+ this.postPlay(move);
}
+
postPlay(move) {
- super.postPlay(move);
- if (move.vanish.length == 2 && move.appear.length == 1)
+ if (move.end.effect == 2) this.reserve = this.captured;
+ else this.reserve = null;
+ if (move.vanish.length == 2 && move.vanish[1].c != 'a')
// Capture: update this.captured
this.captured[move.vanish[1].c][move.vanish[1].p]++;
+ else if (move.vanish.length == 0) {
+ // A piece is back on board
+ this.captured[move.appear[0].c][move.appear[0].p]++;
+ this.reserve = null;
+ }
+ if (this.subTurn == 1) {
+ // Update flags:
+ if (
+ move.vanish[0].p == V.KING &&
+ (
+ Math.abs(move.end.x - move.start.x) >= 2 ||
+ Math.abs(move.end.y - move.start.y) >= 2
+ )
+ ) {
+ this.powerFlags[move.vanish[0].c][V.KING] = false;
+ }
+ else if (
+ move.vanish[0].p == V.QUEEN &&
+ this.getPiece(move.end.x, move.end.y) == V.INVISIBLE_QUEEN
+ ) {
+ this.powerFlags[move.vanish[0].c][V.QUEEN] = false;
+ }
+ const color = move.vanish[0].c;
+ const oppCol = V.GetOppCol(color);
+ if (!(Object.keys(V.IMMOBILIZE_DECODE).includes(move.appear[0].p))) {
+ // Look for an immobilized piece of my color: it can now move
+ // Also make opponent invisible queen visible again, if any
+ for (let i=0; i<8; i++) {
+ for (let j=0; j<8; j++) {
+ if (this.board[i][j] != V.EMPTY) {
+ const colIJ = this.getColor(i, j);
+ const piece = this.getPiece(i, j);
+ if (
+ colIJ == color &&
+ Object.keys(V.IMMOBILIZE_DECODE).includes(piece)
+ ) {
+ this.board[i][j] = color + V.IMMOBILIZE_DECODE[piece];
+ move.wasImmobilized = [i, j];
+ }
+ else if (
+ colIJ == oppCol &&
+ piece == V.INVISIBLE_QUEEN
+ ) {
+ this.board[i][j] = oppCol + V.QUEEN;
+ move.wasInvisible = [i, j];
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ undo(move) {
+ this.epSquares.pop();
+ this.disaggregateFlags(JSON.parse(move.flags));
+ V.UndoOnBoard(this.board, move);
+ if (move.end.effect !== undefined) this.firstMove.pop();
+ else this.movesCount--;
+ if (this.subTurn == 1) this.movesCount--;
+ this.turn = move.turn[0];
+ this.subTurn = move.turn[1];
+ this.postUndo(move);
}
postUndo(move) {
- super.postUndo(move);
- if (move.vanish.length == 2 && move.appear.length == 1)
+ if (!!move.wasImmobilized) {
+ const [i, j] = move.wasImmobilized;
+ this.board[i][j] =
+ this.getColor(i, j) + V.IMMOBILIZE_CODE[this.getPiece(i, j)];
+ }
+ if (!!move.wasInvisible) {
+ const [i, j] = move.wasInvisible;
+ this.board[i][j] =
+ this.getColor(i, j) + V.INVISIBLE_QUEEN;
+ }
+ if (move.vanish.length == 2 && move.vanish[1].c != 'a')
this.captured[move.vanish[1].c][move.vanish[1].p]--;
+ else if (move.vanish.length == 0) {
+ // A piece is back on board
+ this.captured[move.vanish[1].c][move.vanish[1].p]++;
+ this.reserve = null;
+ }
+ if (move.vanish.length == 0) this.reserve = this.captured;
+ else this.reserve = null;
+ }
+
+ getCheckSquares() {
+ return [];
}
getCurrentScore() {
- if (this.kingPos[this.turn][0] < 0)
- // King captured (or "chomped")
- return this.turn == "w" ? "0-1" : "1-0";
- return '*';
+ // Find kings (not tracked in this variant)
+ let kingThere = { w: false, b: false };
+ for (let i=0; i<8; i++) {
+ for (let j=0; j<8; j++) {
+ if (this.board[i][j] != V.EMPTY && this.getPiece(i, j) == V.KING)
+ kingThere[this.getColor(i, j)] = true;
+ }
+ }
+ if (!kingThere['w']) return "0-1";
+ if (!kingThere['b']) return "1-0";
+ return "*";
}
static GenRandInitFen(randomness) {
return (
- ChessRules.GenRandInitFen(randomness).slice(0, -2) +
+ SuicideRules.GenRandInitFen(randomness).slice(0, -1) +
// Add Peach + Mario flags, re-add en-passant + capture counts
"0000 - 0000000000"
);
}
+ filterValid(moves) {
+ return moves;
+ }
+
getComputerMove() {
- // TODO: random mover
+ // Random mover:
+ const moves = this.getAllValidMoves();
+ let move1 = moves[randInt(moves.length)];
+ this.play(move1);
+ let move2 = undefined;
+ if (this.subTurn == 2) {
+ const moves2 = this.getAllValidMoves();
+ move2 = moves2[randInt(moves2.length)];
+ }
+ this.undo(move1);
+ if (!move2) return move1;
+ return [move1, move2];
}
getNotation(move) {
- // invisibility used? --> move notation Q??
+ // TODO: invisibility used => move notation Q??
+ // Also, bonus should be clearly indicated + bomb/bananas locations
+ // TODO: effect name + code to help move notation
+ if (move.vanish.length == 0) {
+ const piece =
+ move.appear[0].p != V.PAWN ? move.appear[0].p.toUpperCase() : "";
+ return piece + "@" + V.CoordsToSquare(move.end);
+ }
+ return super.getNotation(move);
}
};