canIplay(side, [x, y]) {
// Sometimes opponent's pieces can be moved directly
- return true;
+ return this.turn == side;
}
setOtherVariables(fen) {
return (
["appear","vanish"].map(
mpart => {
- if (mpart.length == 0) return "-";
+ if (this.amoves[L-1][mpart].length == 0) return "-";
return (
this.amoves[L-1][mpart].map(
av => {
return false;
}
+ isAprioriValidVertical([x1, y1], x2) {
+ const piece = this.getPiece(x1, y1);
+ const deltaX = Math.abs(x1 - x2);
+ const startRank = (this.getColor(x1, y1) == 'w' ? 6 : 1);
+ return (
+ [V.QUEEN, V.ROOK].includes(piece) ||
+ (
+ [V.KING, V.PAWN].includes(piece) &&
+ (
+ deltaX == 1 ||
+ (deltaX == 2 && piece == V.PAWN && x1 == startRank)
+ )
+ )
+ );
+ }
+
// NOTE: for pushes, play the pushed piece first.
// for pulls: play the piece doing the action first
// NOTE: to push a piece out of the board, make it slide until its king
newMoves.forEach(m => { movesHash[getMoveHash(m)] = true; });
Array.prototype.push.apply(moves, newMoves);
};
- // Free to play any move:
- const moves = super.getPotentialMovesFrom([x, y])
+ // Free to play any move (if piece of my color):
+ let moves =
+ this.getColor(x, y) == color
+ ? super.getPotentialMovesFrom([x, y])
+ : [];
+ // There may be several suicide moves: keep only one
+ let hasExit = false;
+ moves = moves.filter(m => {
+ const suicide = (m.appear.length == 0);
+ if (suicide) {
+ if (hasExit) return false;
+ hasExit = true;
+ }
+ return true;
+ });
const pawnShift = (color == 'w' ? -1 : 1);
const pawnStartRank = (color == 'w' ? 6 : 1);
// Structure to avoid adding moves twice (can be action & move)
) {
const deltaX = Math.abs(i - x);
const deltaY = Math.abs(j - y);
- // Can a priori go both ways, except with pawns
switch (this.getPiece(i, j)) {
case V.PAWN:
if (
if (deltaX == deltaY) addMoves(step);
break;
case V.QUEEN:
- if (deltaX == 0 || deltaY == 0 || deltaX == deltaY)
- addMoves(step);
+ // All steps are valid for a queen:
+ addMoves(step);
break;
case V.KING:
if (deltaX <= 1 && deltaY <= 1) addMoves(step, 1);
[fm.start.x - x, fm.start.y - y]);
// Normalized directions should match
if (dir[0] == dirM[0] && dir[1] == dirM[1]) {
+ // If first move is a pawn move, only a queen, rook, or maybe king or
+ // pawn can follow (need vertical movement option).
+ if (
+ fm.vanish[0].p == V.PAWN &&
+ fm.vanish[0].c == color &&
+ !this.isAprioriValidVertical([x, y], fm.start.x)
+ ) {
+ return [];
+ }
// And nothing should stand between [x, y] and the square fm.start
let [i, j] = [x + dir[0], y + dir[1]];
while (
return [];
}
+ getSlideNJumpMoves([x, y], steps, oneStep) {
+ let moves = [];
+ outerLoop: for (let step of steps) {
+ let i = x + step[0];
+ let j = y + step[1];
+ while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
+ moves.push(this.getBasicMove([x, y], [i, j]));
+ if (oneStep) continue outerLoop;
+ i += step[0];
+ j += step[1];
+ }
+ if (V.OnBoard(i, j)) {
+ if (this.canTake([x, y], [i, j]))
+ moves.push(this.getBasicMove([x, y], [i, j]));
+ }
+ else {
+ // Add potential board exit (suicide), except for the king
+ const piece = this.getPiece(x, y);
+ if (piece != V.KING) {
+ const c = this.getColor(x, y);
+ moves.push({
+ start: { x: x, y: y},
+ end: { x: this.kingPos[c][0], y: this.kingPos[c][1] },
+ appear: [],
+ vanish: [
+ new PiPo({
+ x: x,
+ y: y,
+ c: c,
+ p: piece
+ })
+ ]
+ });
+ }
+ }
+ }
+ return moves;
+ }
+
// Does m2 un-do m1 ? (to disallow undoing actions)
oppositeMoves(m1, m2) {
const isEqual = (av1, av2) => {
this.getPiece(rx, ry) == piece &&
this.getColor(rx, ry) == color
) {
- // Now step in the other direction: if end of the world, then attacked
+ // Continue some steps in the same direction (pull)
+ rx += step[0];
+ ry += step[1];
+ while (
+ V.OnBoard(rx, ry) &&
+ this.board[rx][ry] == V.EMPTY &&
+ !oneStep
+ ) {
+ rx += step[0];
+ ry += step[1];
+ }
+ if (!V.OnBoard(rx, ry)) return true;
+ // Step in the other direction (push)
rx = x - step[0];
ry = y - step[1];
while (
return false;
}
+ // No consideration of color: all pieces could be played
+ getAllPotentialMoves() {
+ let potentialMoves = [];
+ 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) {
+ Array.prototype.push.apply(
+ potentialMoves,
+ this.getPotentialMovesFrom([i, j])
+ );
+ }
+ }
+ }
+ return potentialMoves;
+ }
+
getCurrentScore() {
if (this.subTurn == 2)
// Move not over