import { randInt, shuffle } from "@/utils/alea";
export const VariantRules = class CircularRules extends ChessRules {
+ static get HasCastle() {
+ return false;
+ }
+
static get HasEnpassant() {
return false;
}
filterValid(moves) {
const filteredMoves = super.filterValid(moves);
// If at least one full move made, everything is allowed:
- if (this.movesCount >= 2)
- return filteredMoves;
+ if (this.movesCount >= 2) return filteredMoves;
// Else, forbid check:
const oppCol = V.GetOppCol(this.turn);
return filteredMoves.filter(m => {
return flags;
}
- updateVariables(move) {
+ postPlay(move) {
+ super.postPlay(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)
+ const secondRank = { "w": 6, "b": 2 };
+ 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;
}
k: 1000
};
}
+
+ static get SEARCH_DEPTH() {
+ return 2;
+ }
};