class ExtinctionRules extends ChessRules
{
- initVariables(fen)
+ setOtherVariables(fen)
{
- super.initVariables(fen);
- const V = VariantRules;
+ super.setOtherVariables(fen);
+ const pos = V.ParseFen(fen).position;
+ // NOTE: no need for safety "|| []", because each piece type must be present
+ // (otherwise game is already over!)
this.material =
{
"w":
{
- [V.KING]: 1,
- [V.QUEEN]: 1,
- [V.ROOK]: 2,
- [V.KNIGHT]: 2,
- [V.BISHOP]: 2,
- [V.PAWN]: 8
+ [V.KING]: pos.match(/K/g).length,
+ [V.QUEEN]: pos.match(/Q/g).length,
+ [V.ROOK]: pos.match(/R/g).length,
+ [V.KNIGHT]: pos.match(/N/g).length,
+ [V.BISHOP]: pos.match(/B/g).length,
+ [V.PAWN]: pos.match(/P/g).length
},
"b":
{
- [V.KING]: 1,
- [V.QUEEN]: 1,
- [V.ROOK]: 2,
- [V.KNIGHT]: 2,
- [V.BISHOP]: 2,
- [V.PAWN]: 8
+ [V.KING]: pos.match(/k/g).length,
+ [V.QUEEN]: pos.match(/q/g).length,
+ [V.ROOK]: pos.match(/r/g).length,
+ [V.KNIGHT]: pos.match(/n/g).length,
+ [V.BISHOP]: pos.match(/b/g).length,
+ [V.PAWN]: pos.match(/p/g).length
}
};
}
let moves = super.getPotentialPawnMoves([x,y]);
// Add potential promotions into king
const color = this.turn;
- const V = VariantRules;
- const [sizeX,sizeY] = V.size;
const shift = (color == "w" ? -1 : 1);
- const lastRank = (color == "w" ? 0 : sizeX-1);
+ const lastRank = (color == "w" ? 0 : V.size.x-1);
if (x+shift == lastRank)
{
if (this.board[x+shift][y] == V.EMPTY)
moves.push(this.getBasicMove([x,y], [x+shift,y], {c:color,p:V.KING}));
// Captures
- if (y>0 && this.canTake([x,y], [x+shift,y-1])
- && this.board[x+shift][y-1] != V.EMPTY)
+ if (y>0 && this.board[x+shift][y-1] != V.EMPTY
+ && this.canTake([x,y], [x+shift,y-1]))
{
moves.push(this.getBasicMove([x,y], [x+shift,y-1], {c:color,p:V.KING}));
}
- if (y<sizeY-1 && this.canTake([x,y], [x+shift,y+1])
- && this.board[x+shift][y+1] != V.EMPTY)
+ if (y<V.size.y-1 && this.board[x+shift][y+1] != V.EMPTY
+ && this.canTake([x,y], [x+shift,y+1]))
{
moves.push(this.getBasicMove([x,y], [x+shift,y+1], {c:color,p:V.KING}));
}
if (move.appear[0].p != move.vanish[0].p)
{
this.material[move.appear[0].c][move.appear[0].p]++;
- this.material[move.appear[0].c][VariantRules.PAWN]--;
+ this.material[move.appear[0].c][V.PAWN]--;
}
if (move.vanish.length==2 && move.appear.length==1) //capture
this.material[move.vanish[1].c][move.vanish[1].p]--;
if (move.appear[0].p != move.vanish[0].p)
{
this.material[move.appear[0].c][move.appear[0].p]--;
- this.material[move.appear[0].c][VariantRules.PAWN]++;
+ this.material[move.appear[0].c][V.PAWN]++;
}
if (move.vanish.length==2 && move.appear.length==1)
this.material[move.vanish[1].c][move.vanish[1].p]++;
checkGameEnd()
{
- return this.turn == "w" ? "0-1" : "1-0";
+ return (this.turn == "w" ? "0-1" : "1-0");
}
- // Very negative (resp. positive) if white (reps. black) pieces set is incomplete
evalPosition()
{
const color = this.turn;
if (Object.keys(this.material[color]).some(
p => { return this.material[color][p] == 0; }))
{
- return (color=="w"?-1:1) * VariantRules.INFINITY;
+ // Very negative (resp. positive) if white (reps. black) pieces set is incomplete
+ return (color=="w"?-1:1) * V.INFINITY;
}
return super.evalPosition();
}
}
+
+const VariantRules = ExtinctionRules;