import { ArrayFun } from "@/utils/array";
import { randInt } from "@/utils/alea";
-export const VariantRules = class HiddenqueenRules extends ChessRules {
+export class HiddenqueenRules extends ChessRules {
// Analyse in Hiddenqueen mode makes no sense
static get CanAnalyze() {
return false;
return 't';
}
+ static get SomeHiddenMoves() {
+ return true;
+ }
+
static get PIECES() {
- return ChessRules.PIECES.concat(Object.values(V.HIDDEN_CODE));
+ return ChessRules.PIECES.concat([V.HIDDEN_QUEEN]);
}
getPiece(i, j) {
const color = move.vanish[0].c;
const pawnShift = color == "w" ? -1 : 1;
const startRank = color == "w" ? V.size.x - 2 : 1;
- const lastRank = color == "w" ? 0 : V.size.x - 1;
return (
- // The queen is discovered if she reaches the 8th rank,
- // even if this would be a technically valid pawn move.
- move.end.x != lastRank &&
(
+ move.end.x - move.start.x == pawnShift &&
(
- move.end.x - move.start.x == pawnShift &&
(
- (
- // Normal move
- move.end.y == move.start.y &&
- this.board[move.end.x][move.end.y] == V.EMPTY
- )
- ||
- (
- // Capture
- Math.abs(move.end.y - move.start.y) == 1 &&
- this.board[move.end.x][move.end.y] != V.EMPTY
- )
+ // Normal move
+ move.end.y == move.start.y &&
+ this.board[move.end.x][move.end.y] == V.EMPTY
+ )
+ ||
+ (
+ // Capture
+ Math.abs(move.end.y - move.start.y) == 1 &&
+ this.board[move.end.x][move.end.y] != V.EMPTY
)
)
- ||
- (
- // Two-spaces initial jump
- move.start.x == startRank &&
- move.end.y == move.start.y &&
- move.end.x - move.start.x == 2 * pawnShift &&
- this.board[move.end.x][move.end.y] == V.EMPTY
- )
+ )
+ ||
+ (
+ // Two-spaces initial jump
+ move.start.x == startRank &&
+ move.end.y == move.start.y &&
+ move.end.x - move.start.x == 2 * pawnShift &&
+ this.board[move.end.x][move.end.y] == V.EMPTY
)
);
}
return super.getPotentialMovesFrom([x, y]);
}
- // TODO: find a more general way to describe pawn movements to avoid
- // re-writing almost the same function for several variants.
getPotentialPawnMoves([x, y]) {
- const color = this.turn;
const piece = this.getPiece(x, y);
- let moves = [];
- const [sizeX, sizeY] = [V.size.x, V.size.y];
- const shiftX = color == "w" ? -1 : 1;
- const startRank = color == "w" ? sizeX - 2 : 1;
- const lastRank = color == "w" ? 0 : sizeX - 1;
-
- const finalPieces =
- x + shiftX == lastRank
- ? piece == V.PAWN
- ? [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN]
- : [V.QUEEN] //hidden queen revealed
- : piece;
- if (this.board[x + shiftX][y] == V.EMPTY) {
- // One square forward
- for (let p of finalPieces) {
- moves.push(
- this.getBasicMove([x, y], [x + shiftX, y], {
- c: color,
- p: p
- })
- );
- }
- if (
- x == startRank &&
- this.board[x + 2 * shiftX][y] == V.EMPTY
- ) {
- // Two squares jump
- moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
- }
- }
- // Captures
- for (let shiftY of [-1, 1]) {
- if (
- y + shiftY >= 0 &&
- y + shiftY < sizeY &&
- this.board[x + shiftX][y + shiftY] != V.EMPTY &&
- this.canTake([x, y], [x + shiftX, y + shiftY])
- ) {
- for (let p of finalPieces) {
- moves.push(
- this.getBasicMove([x, y], [x + shiftX, y + shiftY], {
- c: color,
- p: p
- })
- );
- }
- }
- }
-
- if (V.HasEnpassant) {
- // En passant
- const Lep = this.epSquares.length;
- const epSquare = this.epSquares[Lep - 1]; //always at least one element
- if (
- !!epSquare &&
- epSquare.x == x + shiftX &&
- Math.abs(epSquare.y - y) == 1
- ) {
- let enpassantMove = this.getBasicMove([x, y], [epSquare.x, epSquare.y]);
- enpassantMove.vanish.push({
- x: x,
- y: epSquare.y,
- p: "p",
- c: this.getColor(x, epSquare.y)
- });
- moves.push(enpassantMove);
- }
- }
-
- return moves;
+ const promotions =
+ piece == V.PAWN
+ ? [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN]
+ : [V.QUEEN]; //hidden queen revealed
+ return super.getPotentialPawnMoves([x, y], promotions);
}
getPossibleMovesFrom(sq) {
return this.filterValid(this.getPotentialMovesFrom(sq));
}
- static GenRandInitFen() {
- let fen = ChessRules.GenRandInitFen();
- // Place hidden queens at random:
+ static GenRandInitFen(randomness) {
+ let fen = ChessRules.GenRandInitFen(randomness);
+ // Place hidden queens at random (always):
let hiddenQueenPos = randInt(8);
let pawnRank = "PPPPPPPP".split("");
pawnRank[hiddenQueenPos] = "T";
return fen;
}
- 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
this.kingPos[this.turn] = [-1, -1];
}
- unupdateVariables(move) {
- super.unupdateVariables(move);
- const c = move.vanish[0].c;
- const oppCol = V.GetOppCol(c);
+ preUndo(move) {
+ super.preUndo(move);
+ const oppCol = this.turn;
if (this.kingPos[oppCol][0] < 0)
- // Last move took opponent's king:
+ // Move takes opponent's king:
this.kingPos[oppCol] = [move.vanish[1].x, move.vanish[1].y];
}
}
getNotation(move) {
- const notation = super.getNotation(move);
- if (notation.charAt(0) == 'T')
- // Do not reveal hidden queens
- return notation.substr(1);
+ if (this.getPiece(move.start.x, move.start.y) != V.HIDDEN_QUEEN)
+ return super.getNotation(move);
+ const finalSquare = V.CoordsToSquare(move.end);
+ if (move.appear[0].p == V.QUEEN) {
+ return (
+ "Q" +
+ (move.vanish.length > move.appear.length ? "x" : "") +
+ finalSquare
+ );
+ }
+ // Do not reveal hidden queens playing as pawns
+ let notation = "";
+ if (move.vanish.length == 2)
+ // Capture
+ notation = V.CoordToColumn(move.start.y) + "x" + finalSquare;
+ else notation = finalSquare;
return notation;
}
};