| 1 | class AntikingRules |
| 2 | { |
| 3 | // Path to pieces |
| 4 | static getPpath(b) |
| 5 | { |
| 6 | return b[1]=='a' ? "Antiking/"+b : b; |
| 7 | } |
| 8 | |
| 9 | static get ANTIKING() { return 'a'; } |
| 10 | |
| 11 | // TODO: more subtle than that, require changing args: wp, bk and not just colors |
| 12 | canTake(color1, color2) |
| 13 | { |
| 14 | return color1 != color2; |
| 15 | } |
| 16 | |
| 17 | getPotentialMovesFrom([x,y]) |
| 18 | { |
| 19 | let c = this.getColor(x,y); |
| 20 | switch (this.getPiece(x,y)) |
| 21 | { |
| 22 | case VariantRules.ANTIKING: |
| 23 | return this.getPotentialAntikingMoves(x,y,c); |
| 24 | default: |
| 25 | return super.getPotentielMovesFrom([x,y]); |
| 26 | } |
| 27 | } |
| 28 | |
| 29 | getPotentialAntikingMoves(x, y, c) |
| 30 | { |
| 31 | // TODO |
| 32 | } |
| 33 | |
| 34 | // TODO: need to re-think some logic, since antikings capture same color |
| 35 | |
| 36 | isAttacked(sq, color) |
| 37 | { |
| 38 | return (this.isAttackedByPawn(sq, color) |
| 39 | || this.isAttackedByRook(sq, color) |
| 40 | || this.isAttackedByKnight(sq, color) |
| 41 | || this.isAttackedByBishop(sq, color) |
| 42 | || this.isAttackedByQueen(sq, color) |
| 43 | || this.isAttackedByKing(sq, color)); //... |
| 44 | } |
| 45 | |
| 46 | isAttackedByAntiking(sq, color) |
| 47 | { |
| 48 | // TODO |
| 49 | } |
| 50 | |
| 51 | underCheck(move, c) |
| 52 | { |
| 53 | this.play(move); |
| 54 | let res = this.isAttacked(this.kingPos[c], this.getOppCol(c)); |
| 55 | // TODO: also check that antiking is still in check |
| 56 | this.undo(move); |
| 57 | return res; |
| 58 | } |
| 59 | |
| 60 | getCheckSquares(move, c) |
| 61 | { |
| 62 | this.play(move); |
| 63 | // TODO |
| 64 | let res = this.isAttacked(this.kingPos[c], this.getOppCol(c)) |
| 65 | ? [ JSON.parse(JSON.stringify(this.kingPos[c])) ] //need to duplicate! |
| 66 | : [ ]; |
| 67 | this.undo(move); |
| 68 | return res; |
| 69 | } |
| 70 | |
| 71 | // Apply a move on board |
| 72 | static PlayOnBoard(board, move) |
| 73 | { |
| 74 | for (let psq of move.vanish) |
| 75 | board[psq.x][psq.y] = VariantRules.EMPTY; |
| 76 | for (let psq of move.appear) |
| 77 | board[psq.x][psq.y] = psq.c + psq.p; |
| 78 | } |
| 79 | // Un-apply the played move |
| 80 | static UndoOnBoard(board, move) |
| 81 | { |
| 82 | for (let psq of move.appear) |
| 83 | board[psq.x][psq.y] = VariantRules.EMPTY; |
| 84 | for (let psq of move.vanish) |
| 85 | board[psq.x][psq.y] = psq.c + psq.p; |
| 86 | } |
| 87 | |
| 88 | // TODO: need antikingPos as well |
| 89 | updateVariables(move) |
| 90 | { |
| 91 | // ... |
| 92 | } |
| 93 | |
| 94 | unupdateVariables(move) |
| 95 | { |
| 96 | // TODO |
| 97 | } |
| 98 | |
| 99 | checkGameEnd(color) |
| 100 | { |
| 101 | // TODO |
| 102 | if (!this.isAttacked(this.kingPos[color], this.getOppCol(color))) |
| 103 | return "1/2"; |
| 104 | return color == "w" ? "0-1" : "1-0"; |
| 105 | } |
| 106 | |
| 107 | // Pieces values |
| 108 | static get VALUES() { |
| 109 | return { |
| 110 | 'p': 1, |
| 111 | 'r': 5, |
| 112 | 'n': 3, |
| 113 | 'b': 3, |
| 114 | 'q': 9, |
| 115 | 'k': 1000, |
| 116 | 'a': 1000 |
| 117 | }; |
| 118 | } |
| 119 | |
| 120 | static GenRandInitFen() |
| 121 | { |
| 122 | // TODO: no need all code, just add an antiking at rondom on 3rd ranks |
| 123 | let pieces = [new Array(8), new Array(8)]; |
| 124 | // Shuffle pieces on first and last rank |
| 125 | for (let c = 0; c <= 1; c++) |
| 126 | { |
| 127 | let positions = _.range(8); |
| 128 | |
| 129 | // Get random squares for bishops |
| 130 | let randIndex = 2 * _.random(3); |
| 131 | let bishop1Pos = positions[randIndex]; |
| 132 | // The second bishop must be on a square of different color |
| 133 | let randIndex_tmp = 2 * _.random(3) + 1; |
| 134 | let bishop2Pos = positions[randIndex_tmp]; |
| 135 | // Remove chosen squares |
| 136 | positions.splice(Math.max(randIndex,randIndex_tmp), 1); |
| 137 | positions.splice(Math.min(randIndex,randIndex_tmp), 1); |
| 138 | |
| 139 | // Get random squares for knights |
| 140 | randIndex = _.random(5); |
| 141 | let knight1Pos = positions[randIndex]; |
| 142 | positions.splice(randIndex, 1); |
| 143 | randIndex = _.random(4); |
| 144 | let knight2Pos = positions[randIndex]; |
| 145 | positions.splice(randIndex, 1); |
| 146 | |
| 147 | // Get random square for queen |
| 148 | randIndex = _.random(3); |
| 149 | let queenPos = positions[randIndex]; |
| 150 | positions.splice(randIndex, 1); |
| 151 | |
| 152 | // Rooks and king positions are now fixed, because of the ordering rook-king-rook |
| 153 | let rook1Pos = positions[0]; |
| 154 | let kingPos = positions[1]; |
| 155 | let rook2Pos = positions[2]; |
| 156 | |
| 157 | // Finally put the shuffled pieces in the board array |
| 158 | pieces[c][rook1Pos] = 'r'; |
| 159 | pieces[c][knight1Pos] = 'n'; |
| 160 | pieces[c][bishop1Pos] = 'b'; |
| 161 | pieces[c][queenPos] = 'q'; |
| 162 | pieces[c][kingPos] = 'k'; |
| 163 | pieces[c][bishop2Pos] = 'b'; |
| 164 | pieces[c][knight2Pos] = 'n'; |
| 165 | pieces[c][rook2Pos] = 'r'; |
| 166 | } |
| 167 | let fen = pieces[0].join("") + |
| 168 | "/pppppppp/8/8/8/8/PPPPPPPP/" + |
| 169 | pieces[1].join("").toUpperCase() + |
| 170 | " 1111"; //add flags |
| 171 | return fen; |
| 172 | } |
| 173 | } |