{
initVariables(fen)
{
- // No castling, hence no flags; but flags defined for compatibility
- this.flags = "-";
const epSq = this.moves.length > 0 ? this.getEpSquare(this.lastMove) : undefined;
this.epSquares = [ epSq ];
}
- setFlags(fen) { }
+ setFlags(fen)
+ {
+ // No castling, hence no flags; but flags defined for compatibility
+ this.castleFlags = { "w":[false,false], "b":[false,false] };
+ }
getPotentialPawnMoves([x,y])
{
const lastRank = (color == "w" ? 0 : sizeX-1);
if (x+shift == lastRank)
{
- let p = V.KING;
// Normal move
if (this.board[x+shift][y] == V.EMPTY)
- moves.push(this.getBasicMove([x,y], [x+shift,y], {c:color,p:p}));
+ 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)
- moves.push(this.getBasicMove([x,y], [x+shift,y-1], {c:color,p:p}));
- if (y<sizeY-1 && this.canTake([x,y], [x+shift,y+1]) && this.board[x+shift][y+1] != V.EMPTY)
- moves.push(this.getBasicMove([x,y], [x+shift,y+1], {c:color,p:p}));
+ if (y>0 && this.canTake([x,y], [x+shift,y-1])
+ && this.board[x+shift][y-1] != V.EMPTY)
+ {
+ 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)
+ {
+ moves.push(this.getBasicMove([x,y], [x+shift,y+1], {c:color,p:V.KING}));
+ }
}
return moves;
// Unused:
updateVariables(move) { }
unupdateVariables(move) { }
- parseFlags(flags) { }
+
+ getFlagsFen()
+ {
+ return "-";
+ }
checkGameEnd()
{
{
return - super.evalPosition(); //better with less material
}
+
+ static GenRandInitFen()
+ {
+ 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 = _.range(8);
+
+ // Get random squares for bishops
+ let randIndex = 2 * _.random(3);
+ let bishop1Pos = positions[randIndex];
+ // The second bishop must be on a square of different color
+ let randIndex_tmp = 2 * _.random(3) + 1;
+ let bishop2Pos = positions[randIndex_tmp];
+ // Remove chosen squares
+ positions.splice(Math.max(randIndex,randIndex_tmp), 1);
+ positions.splice(Math.min(randIndex,randIndex_tmp), 1);
+
+ // Get random squares for knights
+ randIndex = _.random(5);
+ let knight1Pos = positions[randIndex];
+ positions.splice(randIndex, 1);
+ randIndex = _.random(4);
+ let knight2Pos = positions[randIndex];
+ positions.splice(randIndex, 1);
+
+ // Get random square for queen
+ randIndex = _.random(3);
+ let queenPos = positions[randIndex];
+ positions.splice(randIndex, 1);
+
+ // Random square for king (no castle)
+ randIndex = _.random(2);
+ let kingPos = positions[randIndex];
+ positions.splice(randIndex, 1);
+
+ // Rooks positions are now fixed
+ let rook1Pos = positions[0];
+ let rook2Pos = positions[1];
+
+ // Finally put the shuffled pieces in the board array
+ pieces[c][rook1Pos] = 'r';
+ pieces[c][knight1Pos] = 'n';
+ pieces[c][bishop1Pos] = 'b';
+ pieces[c][queenPos] = 'q';
+ pieces[c][kingPos] = 'k';
+ pieces[c][bishop2Pos] = 'b';
+ pieces[c][knight2Pos] = 'n';
+ pieces[c][rook2Pos] = 'r';
+ }
+ return pieces["b"].join("") +
+ "/pppppppp/8/8/8/8/PPPPPPPP/" +
+ pieces["w"].join("").toUpperCase() +
+ " 0000"; //add flags (TODO?!)
+ }
}