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() {
+ return false;
+ }
+
static get HasEnpassant() {
return false;
}
return false;
}
- // Moves are revealed only when game ends
+ // Moves are revealed only when game ends, but are highlighted on board
static get ShowMoves() {
- return "none";
+ return "highlight";
}
static get HIDDEN_DECODE() {
}
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 :)
}
// Scan board for kings positions (no castling)
- scanKingsRooks(fen) {
+ scanKings(fen) {
this.kingPos = { w: [-1, -1], b: [-1, -1] };
const fenRows = V.ParseFen(fen).position.split("/");
for (let i = 0; i < fenRows.length; i++) {
return mv;
}
- // What are the king moves from square x,y ?
- getPotentialKingMoves(sq) {
- // No castling:
- return this.getSlideNJumpMoves(
- sq,
- V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
- "oneStep"
- );
- }
-
filterValid(moves) {
return moves;
}
+ // Ignore randomness here: placement is always random asymmetric
static GenRandInitFen() {
let pieces = { w: new Array(8), b: new Array(8) };
// Shuffle pieces + pawns on two first ranks
return [];
}
- updateVariables(move) {
- super.updateVariables(move);
+ postPlay(move) {
+ super.postPlay(move);
if (
move.vanish.length >= 2 &&
[V.KING,V.HIDDEN_CODE[V.KING]].includes(move.vanish[1].p)
}
}
- 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)