import { ChessRules, PiPo, Move } from "@/base_rules";
import { ArrayFun } from "@/utils/array";
-import { randInt, shuffle } from "@/utils/alea";
+import { shuffle } from "@/utils/alea";
-export const VariantRules = class CircularRules extends ChessRules {
+export class CircularRules extends ChessRules {
static get HasCastle() {
return false;
}
}
static GenRandInitFen(randomness) {
- if (randomness == 0)
- return "8/8/pppppppp/rnbqkbnr/8/8/PPPPPPPP/RNBQKBNR w 0 1111111111111111";
+ if (randomness == 0) {
+ return "8/8/pppppppp/rnbqkbnr/8/8/PPPPPPPP/RNBQKBNR " +
+ "w 0 1111111111111111";
+ }
let pieces = { w: new Array(8), b: new Array(8) };
- // Shuffle pieces on first and fifth rank
+ // Shuffle pieces on first and last rank
for (let c of ["w", "b"]) {
if (c == 'b' && randomness == 1) {
pieces['b'] = pieces['w'];
break;
}
- let positions = ArrayFun.range(8);
-
- // Get random squares for bishops
- let randIndex = 2 * randInt(4);
- const bishop1Pos = positions[randIndex];
- // The second bishop must be on a square of different color
- let randIndex_tmp = 2 * randInt(4) + 1;
- const 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 = randInt(6);
- const knight1Pos = positions[randIndex];
- positions.splice(randIndex, 1);
- randIndex = randInt(5);
- const knight2Pos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- // Get random square for queen
- randIndex = randInt(4);
- const queenPos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- // Rooks and king positions are now fixed,
- // because of the ordering rook-king-rook
- const rook1Pos = positions[0];
- const kingPos = positions[1];
- const rook2Pos = positions[2];
-
- // 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";
+ // Get random squares for every piece, totally freely
+ let positions = shuffle(ArrayFun.range(8));
+ const composition = ['b', 'b', 'r', 'r', 'n', 'n', 'k', 'q'];
+ const rem2 = positions[0] % 2;
+ if (rem2 == positions[1] % 2) {
+ // Fix bishops (on different colors)
+ for (let i=2; i<8; i++) {
+ if (positions[i] % 2 != rem2)
+ [positions[1], positions[i]] = [positions[i], positions[1]];
+ }
+ }
+ for (let i = 0; i < 8; i++) pieces[c][positions[i]] = composition[i];
}
return (
"8/8/pppppppp/" +
getSlideNJumpMoves([x, y], steps, oneStep) {
let moves = [];
+ // Don't add move twice when running on an infinite file:
+ let infiniteSteps = {};
outerLoop: for (let step of steps) {
+ if (!!infiniteSteps[(-step[0]) + "." + (-step[1])]) continue;
let i = V.ComputeX(x + step[0]);
let j = y + step[1];
while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
i = V.ComputeX(i + step[0]);
j += step[1];
}
- if (V.OnBoard(i, j) && this.canTake([x, y], [i, j]))
- moves.push(this.getBasicMove([x, y], [i, j]));
+ if (V.OnBoard(i, j)) {
+ if (i == x && j == y)
+ // Looped back onto initial square
+ infiniteSteps[step[0] + "." + step[1]] = true;
+ else if (this.canTake([x, y], [i, j]))
+ moves.push(this.getBasicMove([x, y], [i, j]));
+ }
}
return moves;
}