-import { ArrayFun } from "@/utils/array";
import { randInt } from "@/utils/alea";
import { ChessRules, PiPo, Move } from "@/base_rules";
export class EightpiecesRules extends ChessRules {
+
static get JAILER() {
return "j";
}
static GenRandInitFen(randomness) {
if (randomness == 0)
- // Deterministic:
return "jfsqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JDSQKBNR w 0 ahah - -";
- 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) {
- const lancerIdx = pieces['w'].findIndex(p => {
- return Object.keys(V.LANCER_DIRS).includes(p);
- });
- pieces['b'] =
- pieces['w'].slice(0, lancerIdx)
- .concat(['g'])
- .concat(pieces['w'].slice(lancerIdx + 1));
- flags += flags;
- break;
- }
+ const baseFen = ChessRules.GenRandInitFen(randomness);
+ const fenParts = baseFen.split(' ');
+ const posParts = fenParts[0].split('/');
- let positions = ArrayFun.range(8);
+ // Replace one bishop by sentry, so that sentries on different colors
+ // Also replace one random rook by jailer,
+ // and one random knight by lancer (facing north/south)
- // Get random squares for bishop and sentry
- let randIndex = 2 * randInt(4);
- let bishopPos = positions[randIndex];
- // The sentry must be on a square of different color
- let randIndex_tmp = 2 * randInt(4) + 1;
- let sentryPos = positions[randIndex_tmp];
- if (c == 'b') {
- // Check if white sentry is on the same color as ours.
- // If yes: swap bishop and sentry positions.
- // NOTE: test % 2 == 1 because there are 7 slashes.
- if ((pieces['w'].indexOf('s') - sentryPos) % 2 == 1)
- [bishopPos, sentryPos] = [sentryPos, bishopPos];
+ // "replaced" array contains -2 initially, then either -1 if skipped,
+ // or (eventually) the index of replacement:
+ let newPos = { 0: "", 7: "" };
+ let sentryOddity = -1;
+ for (let rank of [0, 7]) {
+ let replaced = { 'b': -2, 'n': -2, 'r': -2 };
+ for (let i = 0; i < 8; i++) {
+ const curChar = posParts[rank].charAt(i).toLowerCase();
+ if (['b', 'n', 'r'].includes(curChar)) {
+ if (
+ replaced[curChar] == -1 ||
+ (curChar == 'b' && rank == 7 && i % 2 == sentryOddity) ||
+ (
+ (curChar != 'b' || rank == 0) &&
+ replaced[curChar] == -2 &&
+ randInt(2) == 0
+ )
+ ) {
+ replaced[curChar] = i;
+ if (curChar == 'b') {
+ if (sentryOddity < 0) sentryOddity = i % 2;
+ newPos[rank] += 's';
+ }
+ else if (curChar == 'r') newPos[rank] += 'j';
+ else
+ // Lancer: orientation depends on side
+ newPos[rank] += (rank == 0 ? 'g' : 'c');
+ }
+ else {
+ if (replaced[curChar] == -2) replaced[curChar]++;
+ newPos[rank] += curChar;
+ }
+ }
+ else newPos[rank] += curChar;
}
- positions.splice(Math.max(randIndex, randIndex_tmp), 1);
- positions.splice(Math.min(randIndex, randIndex_tmp), 1);
-
- // Get random squares for knight and lancer
- randIndex = randInt(6);
- const knightPos = positions[randIndex];
- positions.splice(randIndex, 1);
- randIndex = randInt(5);
- const lancerPos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- // Get random square for queen
- randIndex = randInt(4);
- const queenPos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- // Rook, jailer and king positions are now almost fixed,
- // only the ordering rook->jailer or jailer->rook must be decided.
- let rookPos = positions[0];
- let jailerPos = positions[2];
- const kingPos = positions[1];
- flags += V.CoordToColumn(rookPos) + V.CoordToColumn(jailerPos);
- if (Math.random() < 0.5) [rookPos, jailerPos] = [jailerPos, rookPos];
-
- pieces[c][rookPos] = "r";
- pieces[c][knightPos] = "n";
- pieces[c][bishopPos] = "b";
- pieces[c][queenPos] = "q";
- pieces[c][kingPos] = "k";
- pieces[c][sentryPos] = "s";
- // Lancer faces north for white, and south for black:
- pieces[c][lancerPos] = c == 'w' ? 'c' : 'g';
- pieces[c][jailerPos] = "j";
}
+
return (
- pieces["b"].join("") +
- "/pppppppp/8/8/8/8/PPPPPPPP/" +
- pieces["w"].join("").toUpperCase() +
- " w 0 " + flags + " - -"
+ newPos[0] + "/" + posParts.slice(1, 7).join('/') + "/" +
+ newPos[7].toUpperCase() + " " + fenParts.slice(1, 5).join(' ') + " -"
);
}
return null;
}
- // Because of the lancers, getPiece() could be wrong:
- // use board[x][y][1] instead (always valid).
- getBasicMove([sx, sy], [ex, ey], tr) {
- const initColor = this.getColor(sx, sy);
- const initPiece = this.board[sx][sy].charAt(1);
- let mv = new Move({
- appear: [
- new PiPo({
- x: ex,
- y: ey,
- c: tr ? tr.c : initColor,
- p: tr ? tr.p : initPiece
- })
- ],
- vanish: [
- new PiPo({
- x: sx,
- y: sy,
- c: initColor,
- p: initPiece
- })
- ]
- });
-
- // The opponent piece disappears if we take it
- if (this.board[ex][ey] != V.EMPTY) {
- mv.vanish.push(
- new PiPo({
- x: ex,
- y: ey,
- c: this.getColor(ex, ey),
- p: this.board[ex][ey].charAt(1)
- })
- );
- }
-
- return mv;
- }
-
canIplay(side, [x, y]) {
return (
(this.subTurn == 1 && this.turn == side && this.getColor(x, y) == side)
}
return true;
});
- } else if (this.subTurn == 2) {
+ }
+ else if (this.subTurn == 2) {
// Put back the sentinel on board:
const color = this.turn;
moves.forEach(m => {
}
return notation;
}
+
};