1 class AntikingRules
extends ChessRules
5 return b
[1]=='a' ? "Antiking/"+b : b
;
8 static get ANTIKING() { return 'a'; }
12 return ChessRules
.PIECES
.concat([V
.ANTIKING
]);
15 setOtherVariables(fen
)
17 super.setOtherVariables(fen
);
18 this.antikingPos
= {'w':[-1,-1], 'b':[-1,-1]};
19 const rows
= V
.ParseFen(fen
).position
.split("/");
20 for (let i
=0; i
<rows
.length
; i
++)
23 for (let j
=0; j
<rows
[i
].length
; j
++)
25 switch (rows
[i
].charAt(j
))
28 this.antikingPos
['b'] = [i
,k
];
31 this.antikingPos
['w'] = [i
,k
];
34 const num
= parseInt(rows
[i
].charAt(j
));
43 canTake([x1
,y1
], [x2
,y2
])
45 const piece1
= this.getPiece(x1
,y1
);
46 const piece2
= this.getPiece(x2
,y2
);
47 const color1
= this.getColor(x1
,y1
);
48 const color2
= this.getColor(x2
,y2
);
49 return piece2
!= "a" &&
50 ((piece1
!= "a" && color1
!= color2
) || (piece1
== "a" && color1
== color2
));
53 getPotentialMovesFrom([x
,y
])
55 switch (this.getPiece(x
,y
))
58 return this.getPotentialAntikingMoves([x
,y
]);
60 return super.getPotentialMovesFrom([x
,y
]);
64 getPotentialAntikingMoves(sq
)
66 return this.getSlideNJumpMoves(sq
,
67 V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
]), "oneStep");
70 isAttacked(sq
, colors
)
72 return (super.isAttacked(sq
, colors
) || this.isAttackedByAntiking(sq
, colors
));
75 isAttackedByKing([x
,y
], colors
)
77 if (this.getPiece(x
,y
) == V
.ANTIKING
)
78 return false; //antiking is not attacked by king
79 return this.isAttackedBySlideNJump([x
,y
], colors
, V
.KING
,
80 V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
]), "oneStep");
83 isAttackedByAntiking([x
,y
], colors
)
85 if ([V
.KING
,V
.ANTIKING
].includes(this.getPiece(x
,y
)))
86 return false; //(anti)king is not attacked by antiking
87 return this.isAttackedBySlideNJump([x
,y
], colors
, V
.ANTIKING
,
88 V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
]), "oneStep");
93 const oppCol
= this.getOppCol(color
);
94 let res
= this.isAttacked(this.kingPos
[color
], [oppCol
])
95 || !this.isAttacked(this.antikingPos
[color
], [oppCol
]);
99 getCheckSquares(color
)
101 let res
= super.getCheckSquares(color
);
102 if (!this.isAttacked(this.antikingPos
[color
], [this.getOppCol(color
)]))
103 res
.push(JSON
.parse(JSON
.stringify(this.antikingPos
[color
])));
107 updateVariables(move)
109 super.updateVariables(move);
110 const piece
= move.vanish
[0].p
;
111 const c
= move.vanish
[0].c
;
112 // Update antiking position
113 if (piece
== V
.ANTIKING
)
115 this.antikingPos
[c
][0] = move.appear
[0].x
;
116 this.antikingPos
[c
][1] = move.appear
[0].y
;
120 unupdateVariables(move)
122 super.unupdateVariables(move);
123 const c
= move.vanish
[0].c
;
124 if (move.vanish
[0].p
== V
.ANTIKING
)
125 this.antikingPos
[c
] = [move.start
.x
, move.start
.y
];
130 const color
= this.turn
;
131 const oppCol
= this.getOppCol(color
);
132 if (!this.isAttacked(this.kingPos
[color
], [oppCol
])
133 && this.isAttacked(this.antikingPos
[color
], [oppCol
]))
137 return color
== "w" ? "0-1" : "1-0";
140 static get VALUES() {
141 return Object
.assign(
147 static GenRandInitFen()
149 let pieces
= { "w": new Array(8), "b": new Array(8) };
150 let antikingPos
= { "w": -1, "b": -1 };
151 for (let c
of ["w","b"])
153 let positions
= _
.range(8);
155 // Get random squares for bishops, but avoid corners; because,
156 // if an antiking blocks a cornered bishop, it can never be checkmated
157 let randIndex
= 2 * _
.random(1,3);
158 const bishop1Pos
= positions
[randIndex
];
159 let randIndex_tmp
= 2 * _
.random(2) + 1;
160 const bishop2Pos
= positions
[randIndex_tmp
];
161 positions
.splice(Math
.max(randIndex
,randIndex_tmp
), 1);
162 positions
.splice(Math
.min(randIndex
,randIndex_tmp
), 1);
164 randIndex
= _
.random(5);
165 const knight1Pos
= positions
[randIndex
];
166 positions
.splice(randIndex
, 1);
167 randIndex
= _
.random(4);
168 const knight2Pos
= positions
[randIndex
];
169 positions
.splice(randIndex
, 1);
171 randIndex
= _
.random(3);
172 const queenPos
= positions
[randIndex
];
173 positions
.splice(randIndex
, 1);
175 const rook1Pos
= positions
[0];
176 const kingPos
= positions
[1];
177 const rook2Pos
= positions
[2];
179 // Random squares for antikings
180 antikingPos
[c
] = _
.random(7);
182 pieces
[c
][rook1Pos
] = 'r';
183 pieces
[c
][knight1Pos
] = 'n';
184 pieces
[c
][bishop1Pos
] = 'b';
185 pieces
[c
][queenPos
] = 'q';
186 pieces
[c
][kingPos
] = 'k';
187 pieces
[c
][bishop2Pos
] = 'b';
188 pieces
[c
][knight2Pos
] = 'n';
189 pieces
[c
][rook2Pos
] = 'r';
191 const ranks23_black
= "pppppppp/" + (antikingPos
["w"]>0?antikingPos
["w"]:"")
192 + "A" + (antikingPos
["w"]<7?7-antikingPos
["w"]:"");
193 const ranks23_white
= (antikingPos
["b"]>0?antikingPos
["b"]:"") + "a"
194 + (antikingPos
["b"]<7?7-antikingPos
["b"]:"") + "/PPPPPPPP";
195 return pieces
["b"].join("") + "/" + ranks23_black
+
197 ranks23_white
+ "/" + pieces
["w"].join("").toUpperCase() +
202 const VariantRules
= AntikingRules
;