import { ChessRules, PiPo, Move } from "@/base_rules";
import { ArrayFun } from "@/utils/array";
-export const VariantRules = class CrazyhouseRules extends ChessRules {
+export class CrazyhouseRules extends ChessRules {
static IsGoodFen(fen) {
if (!ChessRules.IsGoodFen(fen)) return false;
const fenParsed = V.ParseFen(fen);
static ParseFen(fen) {
const fenParts = fen.split(" ");
- return Object.assign(ChessRules.ParseFen(fen), {
- reserve: fenParts[5],
- promoted: fenParts[6]
- });
+ return Object.assign(
+ ChessRules.ParseFen(fen),
+ {
+ reserve: fenParts[5],
+ promoted: fenParts[6]
+ }
+ );
}
static GenRandInitFen(randomness) {
getFen() {
return (
- super.getFen() + " " + this.getReserveFen() + " " + this.getPromotedFen()
+ super.getFen() + " " +
+ this.getReserveFen() + " " +
+ this.getPromotedFen()
);
}
getFenForRepeat() {
return (
- this.getBaseFen() + "_" +
- this.getTurnFen() + "_" +
- this.getFlagsFen() + "_" +
- this.getEnpassantFen() + "_" +
+ super.getFenForRepeat() + "_" +
this.getReserveFen() + "_" +
this.getPromotedFen()
);
let res = "";
for (let i = 0; i < V.size.x; i++) {
for (let j = 0; j < V.size.y; j++) {
- if (this.promoted[i][j]) res += V.CoordsToSquare({ x: i, y: j });
+ if (this.promoted[i][j]) res += V.CoordsToSquare({ x: i, y: j }) + ",";
}
}
+ // Remove last comma:
if (res.length > 0) res = res.slice(0, -1);
- //remove last comma
else res = "-";
return res;
}
this.promoted = ArrayFun.init(V.size.x, V.size.y, false);
if (fenParsed.promoted != "-") {
for (let square of fenParsed.promoted.split(",")) {
- const [x, y] = V.SquareToCoords(square);
- this.promoted[x][y] = true;
+ const coords = V.SquareToCoords(square);
+ this.promoted[coords.x][coords.y] = true;
}
}
}
getReservePpath(index, color) {
return color + V.RESERVE_PIECES[index];
}
+// // Version if some day I have pieces with numbers printed on it:
+// getReservePpath(index, color) {
+// return (
+// "Crazyhouse/" +
+// color + V.RESERVE_PIECES[index] +
+// "_" + this.vr.reserve[playingColor][V.RESERVE_PIECES[i]]
+// );
+// }
// Ordering on reserve pieces
static get RESERVE_PIECES() {
return true;
}
- updateVariables(move) {
- super.updateVariables(move);
- if (move.vanish.length == 2 && move.appear.length == 2) return; //skip castle
+ postPlay(move) {
+ super.postPlay(move);
+ // Skip castle:
+ if (move.vanish.length == 2 && move.appear.length == 2) return;
const color = move.appear[0].c;
if (move.vanish.length == 0) {
this.reserve[color][move.appear[0].p]--;
else if (move.vanish.length == 2) this.reserve[color][move.vanish[1].p]++;
}
- unupdateVariables(move) {
- super.unupdateVariables(move);
+ postUndo(move) {
+ super.postUndo(move);
if (move.vanish.length == 2 && move.appear.length == 2) return;
const color = this.turn;
if (move.vanish.length == 0) {
}
static get SEARCH_DEPTH() {
- // High branching factor
return 2;
}