import { ChessRules, PiPo, Move } from "@/base_rules";
import { ArrayFun } from "@/utils/array";
-import { randInt } from "@/utils/alea";
+import { shuffle } from "@/utils/alea";
-export const VariantRules = class BaroqueRules extends ChessRules {
+export class BaroqueRules extends ChessRules {
static get HasFlags() {
return false;
}
) {
const oppPiece = this.getPiece(i, j);
if (oppPiece == V.IMMOBILIZER) {
- // Moving is impossible only if this immobilizer is not neutralized
+ // Moving is possible only if this immobilizer is neutralized
for (let step2 of adjacentSteps) {
const [i2, j2] = [i + step2[0], j + step2[1]];
if (i2 == x && j2 == y) continue; //skip initial piece!
return super.getPotentialQueenMoves(sq);
}
- getPotentialKingMoves(sq) {
- return this.getSlideNJumpMoves(
- sq,
- V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
- "oneStep"
- );
- }
-
// isAttacked() is OK because the immobilizer doesn't take
- isAttackedByPawn([x, y], colors) {
+ isAttackedByPawn([x, y], color) {
// Square (x,y) must be surroundable by two enemy pieces,
// and one of them at least should be a pawn (moving).
const dirs = [
const [i2, j2] = [x + dir[0], y + dir[1]]; //"after"
if (V.OnBoard(i1, j1) && V.OnBoard(i2, j2)) {
if (
- (this.board[i1][j1] != V.EMPTY &&
- colors.includes(this.getColor(i1, j1)) &&
- this.board[i2][j2] == V.EMPTY) ||
- (this.board[i2][j2] != V.EMPTY &&
- colors.includes(this.getColor(i2, j2)) &&
- this.board[i1][j1] == V.EMPTY)
+ (
+ this.board[i1][j1] != V.EMPTY &&
+ this.getColor(i1, j1) == color &&
+ this.board[i2][j2] == V.EMPTY
+ )
+ ||
+ (
+ this.board[i2][j2] != V.EMPTY &&
+ this.getColor(i2, j2) == color &&
+ this.board[i1][j1] == V.EMPTY
+ )
) {
// Search a movable enemy pawn landing on the empty square
for (let step of steps) {
}
if (
V.OnBoard(i3, j3) &&
- colors.includes(this.getColor(i3, j3)) &&
+ this.getColor(i3, j3) == color &&
this.getPiece(i3, j3) == V.PAWN &&
!this.isImmobilized([i3, j3])
) {
return false;
}
- isAttackedByRook([x, y], colors) {
+ isAttackedByRook([x, y], color) {
// King must be on same column or row,
// and a rook should be able to reach a capturing square
- // colors contains only one element, giving the oppCol and thus king position
- const sameRow = x == this.kingPos[colors[0]][0];
- const sameColumn = y == this.kingPos[colors[0]][1];
+ const sameRow = x == this.kingPos[color][0];
+ const sameColumn = y == this.kingPos[color][1];
if (sameRow || sameColumn) {
// Look for the enemy rook (maximum 1)
for (let i = 0; i < V.size.x; i++) {
for (let j = 0; j < V.size.y; j++) {
if (
this.board[i][j] != V.EMPTY &&
- colors.includes(this.getColor(i, j)) &&
+ this.getColor(i, j) == color &&
this.getPiece(i, j) == V.ROOK
) {
if (this.isImmobilized([i, j])) return false; //because only one rook
return false;
}
- isAttackedByKnight([x, y], colors) {
+ isAttackedByKnight([x, y], color) {
// Square (x,y) must be on same line as a knight,
// and there must be empty square(s) behind.
const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
j -= step[1];
}
if (V.OnBoard(i, j)) {
- if (colors.includes(this.getColor(i, j))) {
+ if (this.getColor(i, j) == color) {
if (
this.getPiece(i, j) == V.KNIGHT &&
!this.isImmobilized([i, j])
return false;
}
- isAttackedByBishop([x, y], colors) {
- // We cheat a little here: since this function is used exclusively for king,
- // it's enough to check the immediate surrounding of the square.
+ isAttackedByBishop([x, y], color) {
+ // We cheat a little here: since this function is used exclusively for
+ // the king, it's enough to check the immediate surrounding of the square.
const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
for (let step of adjacentSteps) {
const [i, j] = [x + step[0], y + step[1]];
if (
V.OnBoard(i, j) &&
this.board[i][j] != V.EMPTY &&
- colors.includes(this.getColor(i, j)) &&
+ this.getColor(i, j) == color &&
this.getPiece(i, j) == V.BISHOP
) {
return true; //bishops are never immobilized
return false;
}
- isAttackedByQueen([x, y], colors) {
+ isAttackedByQueen([x, y], color) {
// Square (x,y) must be adjacent to a queen, and the queen must have
// some free space in the opposite direction from (x,y)
const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
const sq1 = [x + step[0], y + step[1]];
if (
this.board[sq1[0]][sq1[1]] != V.EMPTY &&
- colors.includes(this.getColor(sq1[0], sq1[1])) &&
+ this.getColor(sq1[0], sq1[1]) == color &&
this.getPiece(sq1[0], sq1[1]) == V.QUEEN &&
!this.isImmobilized(sq1)
) {
return false;
}
+ isAttackedByKing([x, y], color) {
+ const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
+ for (let step of steps) {
+ let rx = x + step[0],
+ ry = y + step[1];
+ if (
+ V.OnBoard(rx, ry) &&
+ this.getPiece(rx, ry) === V.KING &&
+ this.getColor(rx, ry) == color &&
+ !this.isImmobilized([rx, ry])
+ ) {
+ return true;
+ }
+ }
+ return false;
+ }
+
static get VALUES() {
return {
p: 1,
return 2;
}
- static GenRandInitFen() {
+ static GenRandInitFen(randomness) {
+ if (randomness == 0)
+ // Deterministic:
+ return "rnbqkbnrm/pppppppp/8/8/8/8/PPPPPPPP/MNBKQBNR w 0";
+
let pieces = { w: new Array(8), b: new Array(8) };
// Shuffle pieces on first and last rank
for (let c of ["w", "b"]) {
- let positions = ArrayFun.range(8);
- // Get random squares for every piece, totally freely
+ if (c == 'b' && randomness == 1) {
+ pieces['b'] = pieces['w'];
+ break;
+ }
- let randIndex = randInt(8);
- const bishop1Pos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- randIndex = randInt(7);
- const bishop2Pos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- randIndex = randInt(6);
- const knight1Pos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- randIndex = randInt(5);
- const knight2Pos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- randIndex = randInt(4);
- const queenPos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- randIndex = randInt(3);
- const kingPos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- randIndex = randInt(2);
- const rookPos = positions[randIndex];
- positions.splice(randIndex, 1);
- const immobilizerPos = positions[0];
-
- pieces[c][bishop1Pos] = "b";
- pieces[c][bishop2Pos] = "b";
- pieces[c][knight1Pos] = "n";
- pieces[c][knight2Pos] = "n";
- pieces[c][queenPos] = "q";
- pieces[c][kingPos] = "k";
- pieces[c][rookPos] = "r";
- pieces[c][immobilizerPos] = "m";
+ // Get random squares for every piece, totally freely
+ let positions = shuffle(ArrayFun.range(8));
+ const composition = ['r', 'n', 'b', 'q', 'k', 'b', 'n', 'm'];
+ for (let i = 0; i < 8; i++) pieces[c][positions[i]] = composition[i];
}
return (
pieces["b"].join("") +