import { randInt, shuffle } from "@/utils/alea";
export const VariantRules = class CircularRules extends ChessRules {
- static get HasFlags() {
+ static get HasEnpassant() {
return false;
}
- static get HasEnpassant() {
+ static get CanFlip() {
return false;
}
- // TODO: CanFlip --> also for racing kings (answer is false)
+ setFlags(fenflags) {
+ this.pawnFlags = {
+ w: [...Array(8).fill(true)], //pawns can move 2 squares?
+ b: [...Array(8).fill(true)]
+ };
+ for (let c of ["w", "b"]) {
+ for (let i = 0; i < 8; i++)
+ this.pawnFlags[c][i] = fenflags.charAt((c == "w" ? 0 : 8) + i) == "1";
+ }
+ }
+
+ aggregateFlags() {
+ return this.pawnFlags;
+ }
+
+ disaggregateFlags(flags) {
+ this.pawnFlags = flags;
+ }
- // TODO: shuffle on 1st and 5th ranks
static GenRandInitFen() {
let pieces = { w: new Array(8), b: new Array(8) };
- // Shuffle pieces on first and last rank
+ // Shuffle pieces on first and fifth rank
for (let c of ["w", "b"]) {
let positions = ArrayFun.range(8);
pieces[c][rook2Pos] = "r";
}
return (
+ "8/8/pppppppp/" +
pieces["b"].join("") +
- "/pppppppp/8/8/8/8/PPPPPPPP/" +
+ "/8/8/PPPPPPPP/" +
pieces["w"].join("").toUpperCase() +
- " w 0"
+ // 16 flags: can pawns advance 2 squares?
+ " w 0 1111111111111111"
);
}
- // TODO: adapt this for a circular board
+ // Output basically x % 8 (circular board)
+ static ComputeX(x) {
+ let res = x % V.size.x;
+ if (res < 0)
+ res += V.size.x;
+ return res;
+ }
+
getSlideNJumpMoves([x, y], steps, oneStep) {
let moves = [];
outerLoop: for (let step of steps) {
- let i = x + step[0];
+ let i = V.ComputeX(x + step[0]);
let j = y + step[1];
while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
moves.push(this.getBasicMove([x, y], [i, j]));
if (oneStep !== undefined) continue outerLoop;
- i += step[0];
+ i = V.ComputeX(i + step[0]);
j += step[1];
}
if (V.OnBoard(i, j) && this.canTake([x, y], [i, j]))
return moves;
}
- // TODO: adapt: all pawns go in thz same direction!
getPotentialPawnMoves([x, y]) {
const color = this.turn;
let moves = [];
const [sizeX, sizeY] = [V.size.x, V.size.y];
- const shiftX = color == "w" ? -1 : 1;
- const firstRank = color == "w" ? sizeX - 1 : 0;
- const startRank = color == "w" ? sizeX - 2 : 1;
- const lastRank = color == "w" ? 0 : sizeX - 1;
- const pawnColor = this.getColor(x, y); //can be different for checkered
-
- // NOTE: next condition is generally true (no pawn on last rank)
- if (x + shiftX >= 0 && x + shiftX < sizeX) {
- const finalPieces =
- x + shiftX == lastRank
- ? [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN]
- : [V.PAWN];
- // One square forward
- if (this.board[x + shiftX][y] == V.EMPTY) {
- for (let piece of finalPieces) {
- moves.push(
- this.getBasicMove([x, y], [x + shiftX, y], {
- c: pawnColor,
- p: piece
- })
- );
- }
- // Next condition because pawns on 1st rank can generally jump
- if (
- [startRank, firstRank].includes(x) &&
- this.board[x + 2 * shiftX][y] == V.EMPTY
- ) {
- // Two squares jump
- moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
- }
+ // All pawns go in the same direction!
+ const shiftX = -1;
+ const startRank = color == "w" ? sizeX - 2 : 2;
+
+ // One square forward
+ const nextRow = V.ComputeX(x + shiftX);
+ if (this.board[nextRow][y] == V.EMPTY) {
+ moves.push(this.getBasicMove([x, y], [nextRow, y]));
+ if (
+ x == startRank &&
+ this.pawnFlags[color][y] &&
+ this.board[x + 2 * shiftX][y] == V.EMPTY
+ ) {
+ // Two squares jump
+ moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
}
- // Captures
- for (let shiftY of [-1, 1]) {
- if (
- y + shiftY >= 0 &&
- y + shiftY < sizeY &&
- this.board[x + shiftX][y + shiftY] != V.EMPTY &&
- this.canTake([x, y], [x + shiftX, y + shiftY])
- ) {
- for (let piece of finalPieces) {
- moves.push(
- this.getBasicMove([x, y], [x + shiftX, y + shiftY], {
- c: pawnColor,
- p: piece
- })
- );
- }
- }
+ }
+ // Captures
+ for (let shiftY of [-1, 1]) {
+ if (
+ y + shiftY >= 0 &&
+ y + shiftY < sizeY &&
+ this.board[nextRow][y + shiftY] != V.EMPTY &&
+ this.canTake([x, y], [nextRow, y + shiftY])
+ ) {
+ moves.push(this.getBasicMove([x, y], [nextRow, y + shiftY]));
}
}
return moves;
}
- // What are the king moves from square x,y ?
getPotentialKingMoves(sq) {
return this.getSlideNJumpMoves(
sq,
);
}
- // TODO: check boundaries here as well
+ filterValid(moves) {
+ const filteredMoves = super.filterValid(moves);
+ // If at least one full move made, everything is allowed:
+ if (this.movesCount >= 2)
+ return filteredMoves;
+ // Else, forbid check:
+ const oppCol = V.GetOppCol(this.turn);
+ return filteredMoves.filter(m => {
+ this.play(m);
+ const res = !this.underCheck(oppCol);
+ this.undo(m);
+ return res;
+ });
+ }
+
isAttackedByPawn([x, y], colors) {
+ const pawnShift = 1;
+ const attackerRow = V.ComputeX(x + pawnShift);
for (let c of colors) {
- let pawnShift = c == "w" ? 1 : -1;
- if (x + pawnShift >= 0 && x + pawnShift < V.size.x) {
- for (let i of [-1, 1]) {
- if (
- y + i >= 0 &&
- y + i < V.size.y &&
- this.getPiece(x + pawnShift, y + i) == V.PAWN &&
- this.getColor(x + pawnShift, y + i) == c
- ) {
- return true;
- }
+ for (let i of [-1, 1]) {
+ if (
+ y + i >= 0 &&
+ y + i < V.size.y &&
+ this.getPiece(attackerRow, y + i) == V.PAWN &&
+ this.getColor(attackerRow, y + i) == c
+ ) {
+ return true;
}
}
}
return false;
}
- // TODO: adapt this function
isAttackedBySlideNJump([x, y], colors, piece, steps, oneStep) {
for (let step of steps) {
- let rx = x + step[0],
+ let rx = V.ComputeX(x + step[0]),
ry = y + step[1];
while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) {
- rx += step[0];
+ rx = V.ComputeX(rx + step[0]);
ry += step[1];
}
if (
}
return false;
}
+
+ getFlagsFen() {
+ // Return pawns flags
+ let flags = "";
+ for (let c of ["w", "b"]) {
+ for (let i = 0; i < 8; i++) flags += this.pawnFlags[c][i] ? "1" : "0";
+ }
+ return flags;
+ }
+
+ updateVariables(move) {
+ const c = move.vanish[0].c;
+ const secondRank = {"w":6, "b":2};
+ // Update king position + flags
+ if (move.vanish[0].p == V.KING && move.appear.length > 0) {
+ this.kingPos[c][0] = move.appear[0].x;
+ this.kingPos[c][1] = move.appear[0].y;
+ }
+ else if (move.vanish[0].p == V.PAWN && secondRank[c] == move.start.x)
+ // This move turns off a 2-squares pawn flag
+ this.pawnFlags[c][move.start.y] = false;
+ }
+
+ static get VALUES() {
+ return {
+ p: 1,
+ r: 5,
+ n: 3,
+ b: 4,
+ q: 10,
+ k: 1000
+ };
+ }
};