//**** Defines used to model the castling Moves. **** (define "HasNeverMoved" (= (state at:(mapEntry #1 (mover))) 1) ) (define "PieceHasMoved" (set State at:#1 0) ) (define "RememberPieceHasMoved" (then (if (= (state at:(last To)) 1) ("PieceHasMoved" (last To)) ) ) ) (define "KingNotCheckedAndToEmpty" (and (is Empty (to)) (not ("IsInCheck" "King" Mover at:(to))) ) ) (define "DecideToCastle" (move Slide (from (mapEntry #1 (mover))) #2 (between (exact #3) if:#4 ) (to if:True (apply ("PieceHasMoved" (from))) ) #5 ) ) (define "CastleRook" (slide (from (mapEntry #1 (mover))) #2 (between (exact #3) if:#4 ) (to if:True (apply ("PieceHasMoved" (from))) ) ) ) (define "SmallCastling" ("DecideToCastle" "King" E 2 "KingNotCheckedAndToEmpty" (then ("CastleRook" "RookRight" W 2 True))) ) (define "BigCastling" ("DecideToCastle" "King" W 2 "KingNotCheckedAndToEmpty" (then ("CastleRook" "RookLeft" E 3 True))) ) (define "Castling" (if (and ("HasNeverMoved" "King") (not ("IsInCheck" "King" Mover)) ) (or (if (and ("HasNeverMoved" "RookLeft") (can Move ("CastleRook" "RookLeft" E 3 (is Empty (to)))) ) "BigCastling" ) (if (and ("HasNeverMoved" "RookRight") (can Move ("CastleRook" "RookRight" W 2 (is Empty (to)))) ) "SmallCastling" ) ) ) ) //**** Defines used to model the extra Pawn moves. **** (define "SetEnPassantLocation" (then (set Pending (ahead (last To) Backward)) ) ) (define "InLocationEnPassant" (and (is Pending) (= (to) (value Pending)) ) ) (define "EnPassant" (move Step (directions {FR FL}) (to if:"InLocationEnPassant") (then (remove (ahead (last To) Backward) ) ) ) ) (define "InitialPawnMove" (if (is In (from) (sites Start (piece (what at:(from))))) ("DoubleStepForwardToEmpty" "SetEnPassantLocation") ) ) //------------------------------------------------------------------------------ (game "Reach Chess" ("TwoPlayersNorthSouth") (equipment { (board (square 8)) ("ChessPawn" "Pawn" (or "InitialPawnMove" "EnPassant" ) (then (and (if (is In (last To) (sites Mover "Promotion")) (moveAgain) ) (set Counter) ) ) ) ("ChessRook" "Rook" (then (set Counter)) ("RememberPieceHasMoved")) ("ChessKing" "King" (then (set Counter)) ("RememberPieceHasMoved")) ("ChessBishop" "Bishop" (then (set Counter))) ("ChessKnight" "Knight" (then (set Counter))) ("ChessQueen" "Queen" (then (set Counter))) (map "King" {(pair 1 "E1") (pair 2 "E8")}) (map "RookLeft" {(pair 1 "A1") (pair 2 "A8")}) (map "RookRight" {(pair 1 "H1") (pair 2 "H8")}) (regions "Promotion" P1 (sites Top)) (regions "Promotion" P2 (sites Bottom)) }) (rules (start { (place "Pawn1" (sites Row 1)) (place "Pawn2" (sites Row 6)) (place "Rook1" {"A1" "H1"} state:1) (place "Knight1" {"B1" "G1"}) (place "Bishop1" {"C1" "F1"}) (place "Queen1" coord:"D1") (place "King1" coord:"E1" state:1) (place "Rook2" {"A8" "H8"} state:1) (place "Knight2" {"B8" "G8"}) (place "Bishop2" {"C8" "F8"}) (place "Queen2" coord:"D8") (place "King2" coord:"E8" state:1) }) (play (if "SameTurn" (move Promote (last To) (piece {"Queen" "Knight" "Bishop" "Rook"}) Mover) (do (or (forEach Piece) ("Castling") ) ifAfterwards:(not ("IsInCheck" "King" Mover)) ) ) ) (end (if (is Connected Mover) (result Mover Win))) ) ) //------------------------------------------------------------------------------ (metadata (info { (description "Discovered during Markus Niebisch's internship at Ludii, when a crossover-operator for games replaced the ending rule of Chess with the ending rule of hex.It is interesting as it still plays like Chess, but leads to a much more offensive play with many more potential sacrifices.") (rules "Like regular Chess, but player wins, if any of his pieces reach the last rank of the enemy. Check still applies, but Checkmate only forces to pass.") (id "1769") (version "1.3.12") (classification "board/race/reach") (author "Markus Niebisch") (credit "Markus Niebisch") (date "02-2021") } ) (graphics { (show Check "King") (piece Scale "Pawn" 0.825) (piece Families {"Defined" "Microsoft" "Pragmata" "Symbola"}) (board Style Chess) }) (ai "Reach Chess_ai" ) )