'k': 'k'
};
- let pieces = { w: new Array(8), b: new Array(8) };
- let flags = "";
- // Shuffle pieces on first (and last rank if randomness == 2)
- for (let c of ["w", "b"]) {
- if (c == 'b' && randomness == 1) {
- pieces['b'] = pieces['w'].map(p => piecesMap[p]);
- flags += flags;
- break;
- }
-
- // TODO: same code as in base_rules. Should extract and factorize?
-
- let positions = ArrayFun.range(8);
-
- let randIndex = 2 * randInt(4);
- const bishop1Pos = positions[randIndex];
- let randIndex_tmp = 2 * randInt(4) + 1;
- const bishop2Pos = positions[randIndex_tmp];
- positions.splice(Math.max(randIndex, randIndex_tmp), 1);
- positions.splice(Math.min(randIndex, randIndex_tmp), 1);
-
- randIndex = randInt(6);
- const knight1Pos = positions[randIndex];
- positions.splice(randIndex, 1);
- randIndex = randInt(5);
- const knight2Pos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- randIndex = randInt(4);
- const queenPos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- const rook1Pos = positions[0];
- const kingPos = positions[1];
- const rook2Pos = positions[2];
-
- 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";
- if (c == 'b') pieces[c] = pieces[c].map(p => piecesMap[p]);
- flags += V.CoordToColumn(rook1Pos) + V.CoordToColumn(rook2Pos);
- }
- // Add turn + flags + enpassant
+ const baseFen = ChessRules.GenRandInitFen(randomness);
return (
- pieces["b"].join("") +
- "/pppppppp/8/8/8/8/PPPPPPPP/" +
- pieces["w"].join("").toUpperCase() +
- " w 0 " + flags + " -"
+ baseFen.substr(0, 8).split('').map(p => piecesMap[p]).join('') +
+ baseFen.substr(8)
);
}
getPotentialMovesFrom([x, y]) {
switch (this.getPiece(x, y)) {
- case V.C_ROOK:
- return this.getPotentialC_rookMoves([x, y]);
- case V.C_KNIGHT:
- return this.getPotentialC_knightMoves([x, y]);
- case V.C_BISHOP:
- return this.getPotentialC_bishopMoves([x, y]);
- case V.C_QUEEN:
- return this.getPotentialC_queenMoves([x, y]);
- default:
- return super.getPotentialMovesFrom([x, y]);
+ case V.C_ROOK: return this.getPotentialC_rookMoves([x, y]);
+ case V.C_KNIGHT: return this.getPotentialC_knightMoves([x, y]);
+ case V.C_BISHOP: return this.getPotentialC_bishopMoves([x, y]);
+ case V.C_QUEEN: return this.getPotentialC_queenMoves([x, y]);
+ default: return super.getPotentialMovesFrom([x, y]);
}
return [];
}