import { ArrayFun } from "@/utils/array";
import { randInt } from "@/utils/alea";
-export const VariantRules = class HiddenRules extends ChessRules {
+export class HiddenRules extends ChessRules {
+
static get HasFlags() {
return false;
}
- static get HasCastle() {
+ static get HasEnpassant() {
return false;
}
- static get HasEnpassant() {
- return false;
+ static get SomeHiddenMoves() {
+ return true;
}
// Analyse in Hidden mode makes no sense
}
static get PIECES() {
- return ChessRules.PIECES.concat(Object.values(V.HIDDEN_CODE));
+ return ChessRules.PIECES.concat(Object.keys(V.HIDDEN_DECODE));
}
// Pieces can be hidden :)
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;
}
}
pieces[c][rook2Pos] = "u";
}
let upFen = pieces["b"].join("");
- upFen = upFen.substr(0,8) + "/" + upFen.substr(8).split("").reverse().join("");
+ upFen = upFen.substr(0,8) + "/" +
+ upFen.substr(8).split("").reverse().join("");
let downFen = pieces["b"].join("").toUpperCase();
- downFen = downFen.substr(0,8) + "/" + downFen.substr(8).split("").reverse().join("");
+ downFen = downFen.substr(0,8) + "/" +
+ downFen.substr(8).split("").reverse().join("");
return upFen + "/8/8/8/8/" + downFen + " w 0";
}
if (move.vanish.length == 2 && move.vanish[1].c != color) {
// OK this isn't a castling move
const myPieceVal = V.VALUES[move.appear[0].p];
- const hisPieceVal = Object.keys(V.HIDDEN_DECODE).includes(move.vanish[1].p)
- ? undefined
- : V.VALUES[move.vanish[1].p];
+ const hisPieceVal =
+ Object.keys(V.HIDDEN_DECODE).includes(move.vanish[1].p)
+ ? undefined
+ : V.VALUES[move.vanish[1].p];
if (!hisPieceVal) {
// Opponent's piece is unknown: do not take too much risk
move.eval = -myPieceVal + 1.5; //so that pawns always take
// If no capture, favor small step moves,
// but sometimes move the knight anyway
const penalty = V.Decode(move.vanish[0].p) != V.KNIGHT
- ? Math.abs(move.end.x - move.start.x) + Math.abs(move.end.y - move.start.y)
+ ? Math.abs(move.end.x - move.start.x) +
+ Math.abs(move.end.y - move.start.y)
: (Math.random() < 0.5 ? 3 : 1);
move.eval -= penalty / (V.size.x + V.size.y - 1);
}
finalSquare
);
}
+
};