import { ArrayFun } from "@/utils/array";
import { randInt } from "@/utils/alea";
-export const VariantRules = class DarkRules extends ChessRules {
+export class DarkRules extends ChessRules {
// Analyse in Dark mode makes no sense
static get CanAnalyze() {
return false;
return "none";
}
+ static get SomeHiddenMoves() {
+ return true;
+ }
+
setOtherVariables(fen) {
super.setOtherVariables(fen);
const [sizeX, sizeY] = [V.size.x, V.size.y];
for (let i = 0; i < V.size.x; i++) {
for (let j = 0; j < V.size.y; j++) {
if (this.board[i][j] != V.EMPTY) {
- const color = this.getColor(i, j);
- this.enlightened[color][i][j] = true;
+ const c = this.getColor(i, j);
+ this.enlightened[c][i][j] = true;
// Add potential squares visible by "impossible pawn capture"
if (this.getPiece(i, j) == V.PAWN) {
for (let shiftY of [-1, 1]) {
if (
- V.OnBoard(i + pawnShift[color], j + shiftY) &&
- this.board[i + pawnShift[color]][j + shiftY] == V.EMPTY
+ V.OnBoard(i + pawnShift[c], j + shiftY) &&
+ this.board[i + pawnShift[c]][j + shiftY] == V.EMPTY
) {
- this.enlightened[color][i + pawnShift[color]][j + shiftY] = true;
+ this.enlightened[c][i + pawnShift[c]][j + shiftY] = true;
}
}
}
return [];
}
- updateVariables(move) {
- super.updateVariables(move);
+ postPlay(move) {
+ super.postPlay(move);
if (move.vanish.length >= 2 && move.vanish[1].p == V.KING)
// We took opponent king (because if castle vanish[1] is a rook)
this.kingPos[this.turn] = [-1, -1];
this.updateEnlightened();
}
- unupdateVariables(move) {
- super.unupdateVariables(move);
+ postUndo(move) {
+ super.postUndo(move);
const c = move.vanish[0].c;
const oppCol = V.GetOppCol(c);
if (this.kingPos[oppCol][0] < 0)
const myPieceVal = V.VALUES[move.appear[0].p];
const hisPieceVal = V.VALUES[move.vanish[1].p];
// Favor captures
- if (myPieceVal <= hisPieceVal) move.eval = hisPieceVal - myPieceVal + 1;
+ if (myPieceVal <= hisPieceVal)
+ move.eval = hisPieceVal - myPieceVal + 1;
else {
// Taking a pawn with minor piece,
// or minor piece or pawn with a rook,