export class CoregalRules extends ChessRules {
static IsGoodPosition(position) {
- if (!super.IsGoodPosition(position)) return false;
+ if (!ChessRules.IsGoodPosition(position)) return false;
const rows = position.split("/");
// Check that at least one queen of each color is there:
let queens = {};
this.kingPos["w"] = [i, k];
break;
default: {
- const num = parseInt(fenRows[i].charAt(j));
+ const num = parseInt(fenRows[i].charAt(j), 10);
if (!isNaN(num)) k += num - 1;
}
}
}
}
- getCheckSquares(color) {
+ getCheckSquares() {
+ const color = this.turn;
let squares = [];
const oppCol = V.GetOppCol(color);
if (this.isAttacked(this.kingPos[color], oppCol))
}
// Get random squares for king and queen between b and g files
- let randIndex = randInt(6);
- let kingPos = randIndex + 1;
- randIndex = randInt(5);
+ let randIndex = randInt(6) + 1;
+ let kingPos = randIndex;
+ randIndex = randInt(5) + 1;
if (randIndex >= kingPos) randIndex++;
- let queenPos = randIndex + 1;
+ let queenPos = randIndex;
// Get random squares for rooks to the left and right of the queen
// and king: not all squares of the same colors (for bishops).
if (!!bishop1Options[pos]) delete bishop1Options[pos];
else if (!!bishop2Options[pos]) delete bishop2Options[pos];
});
- const bishop1Pos = parseInt(sample(Object.keys(bishop1Options), 1)[0]);
- const bishop2Pos = parseInt(sample(Object.keys(bishop2Options), 1)[0]);
+ const bishop1Pos =
+ parseInt(sample(Object.keys(bishop1Options), 1)[0], 10);
+ const bishop2Pos =
+ parseInt(sample(Object.keys(bishop2Options), 1)[0], 10);
// Knights' positions are now determined
const forbidden = [
pieces[c][bishop2Pos] = "b";
pieces[c][knight2Pos] = "n";
pieces[c][rook2Pos] = "r";
- flags +=
- [rook1Pos, queenPos, kingPos, rook2Pos].sort().map(V.CoordToColumn).join("");
+ flags += [rook1Pos, queenPos, kingPos, rook2Pos]
+ .sort().map(V.CoordToColumn).join("");
}
// Add turn + flags + enpassant
return (
moves.push(
new Move({
appear: [
- new PiPo({ x: x, y: finalSquares[castleSide][0], p: castlingPiece, c: c }),
- new PiPo({ x: x, y: finalSquares[castleSide][1], p: V.ROOK, c: c })
+ new PiPo({
+ x: x,
+ y: finalSquares[castleSide][0],
+ p: castlingPiece,
+ c: c
+ }),
+ new PiPo({
+ x: x,
+ y: finalSquares[castleSide][1],
+ p: V.ROOK,
+ c: c
+ })
],
vanish: [
new PiPo({ x: x, y: y, p: castlingPiece, c: c }),
return false;
}
- updateCastleFlags(move, piece) {
+ // "twoKings" arg for the similar Twokings variant.
+ updateCastleFlags(move, piece, twoKings) {
const c = V.GetOppCol(this.turn);
const firstRank = (c == "w" ? V.size.x - 1 : 0);
// Update castling flags if castling pieces moved or were captured
const oppCol = V.GetOppCol(c);
const oppFirstRank = V.size.x - 1 - firstRank;
- if (move.start.x == firstRank && [V.KING, V.QUEEN].includes(piece)) {
- if (this.castleFlags[c][1] == move.start.y)
- this.castleFlags[c][1] = 8;
- else if (this.castleFlags[c][2] == move.start.y)
- this.castleFlags[c][2] = 8;
- // Else: the flag is already turned off
+ if (move.start.x == firstRank) {
+ if (piece == V.KING || (!twoKings && piece == V.QUEEN)) {
+ if (this.castleFlags[c][1] == move.start.y)
+ this.castleFlags[c][1] = 8;
+ else if (this.castleFlags[c][2] == move.start.y)
+ this.castleFlags[c][2] = 8;
+ // Else: the flag is already turned off
+ }
}
else if (
move.start.x == firstRank && //our rook moves?
this.castleFlags[c][flagIdx] = 8;
} else if (
move.end.x == oppFirstRank && //we took opponent rook?
- [this.castleFlags[oppCol][0], this.castleFlags[oppCol][3]].includes(move.end.y)
+ [this.castleFlags[oppCol][0], this.castleFlags[oppCol][3]]
+ .includes(move.end.y)
) {
const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 3);
this.castleFlags[oppCol][flagIdx] = 8;
// NOTE: do not set queen value to 1000 or so, because there may be several.
+ static get SEARCH_DEPTH() {
+ return 2;
+ }
+
getNotation(move) {
if (move.appear.length == 2) {
// Castle: determine the right notation