import { ArrayFun } from "@/utils/array";
import { randInt } from "@/utils/alea";
-export const VariantRules = class LosersRules extends ChessRules
-{
- static get HasFlags() { return false; }
+export const VariantRules = class LosersRules extends ChessRules {
+ static get HasFlags() {
+ return false;
+ }
- getPotentialPawnMoves([x,y])
- {
- let moves = super.getPotentialPawnMoves([x,y]);
+ getPotentialPawnMoves([x, y]) {
+ let moves = super.getPotentialPawnMoves([x, y]);
// Complete with promotion(s) into king, if possible
const color = this.turn;
- const shift = (color == "w" ? -1 : 1);
- const lastRank = (color == "w" ? 0 : V.size.x-1);
- if (x+shift == lastRank)
- {
+ const shift = color == "w" ? -1 : 1;
+ const lastRank = color == "w" ? 0 : V.size.x - 1;
+ if (x + shift == lastRank) {
// Normal move
- if (this.board[x+shift][y] == V.EMPTY)
- moves.push(this.getBasicMove([x,y], [x+shift,y], {c:color,p:V.KING}));
+ if (this.board[x + shift][y] == V.EMPTY)
+ moves.push(
+ this.getBasicMove([x, y], [x + shift, y], { c: color, p: V.KING })
+ );
// Captures
- if (y>0 && this.canTake([x,y], [x+shift,y-1])
- && this.board[x+shift][y-1] != V.EMPTY)
- {
- moves.push(this.getBasicMove([x,y], [x+shift,y-1], {c:color,p:V.KING}));
+ if (
+ y > 0 &&
+ this.canTake([x, y], [x + shift, y - 1]) &&
+ this.board[x + shift][y - 1] != V.EMPTY
+ ) {
+ moves.push(
+ this.getBasicMove([x, y], [x + shift, y - 1], { c: color, p: V.KING })
+ );
}
- if (y<V.size.y-1 && this.canTake([x,y], [x+shift,y+1])
- && this.board[x+shift][y+1] != V.EMPTY)
- {
- moves.push(this.getBasicMove([x,y], [x+shift,y+1], {c:color,p:V.KING}));
+ if (
+ y < V.size.y - 1 &&
+ this.canTake([x, y], [x + shift, y + 1]) &&
+ this.board[x + shift][y + 1] != V.EMPTY
+ ) {
+ moves.push(
+ this.getBasicMove([x, y], [x + shift, y + 1], { c: color, p: V.KING })
+ );
}
}
return moves;
}
- getPotentialKingMoves(sq)
- {
+ getPotentialKingMoves(sq) {
// No castle:
- return this.getSlideNJumpMoves(sq,
- V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep");
+ return this.getSlideNJumpMoves(
+ sq,
+ V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
+ "oneStep"
+ );
}
// Stop at the first capture found (if any)
- atLeastOneCapture()
- {
+ atLeastOneCapture() {
const color = this.turn;
const oppCol = V.GetOppCol(color);
- 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 && this.getColor(i,j) != oppCol)
- {
- const moves = this.getPotentialMovesFrom([i,j]);
- if (moves.length > 0)
- {
- for (let k=0; k<moves.length; k++)
- {
- if (moves[k].vanish.length==2 && this.filterValid([moves[k]]).length > 0)
+ 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 && this.getColor(i, j) != oppCol) {
+ const moves = this.getPotentialMovesFrom([i, j]);
+ if (moves.length > 0) {
+ for (let k = 0; k < moves.length; k++) {
+ if (
+ moves[k].vanish.length == 2 &&
+ this.filterValid([moves[k]]).length > 0
+ )
return true;
}
}
}
// Trim all non-capturing moves
- static KeepCaptures(moves)
- {
- return moves.filter(m => { return m.vanish.length == 2; });
+ static KeepCaptures(moves) {
+ return moves.filter(m => {
+ return m.vanish.length == 2;
+ });
}
- getPossibleMovesFrom(sq)
- {
- let moves = this.filterValid( this.getPotentialMovesFrom(sq) );
+ getPossibleMovesFrom(sq) {
+ let moves = this.filterValid(this.getPotentialMovesFrom(sq));
// This is called from interface: we need to know if a capture is possible
- if (this.atLeastOneCapture())
- moves = V.KeepCaptures(moves);
+ if (this.atLeastOneCapture()) moves = V.KeepCaptures(moves);
return moves;
}
- getAllValidMoves()
- {
+ getAllValidMoves() {
let moves = super.getAllValidMoves();
- if (moves.some(m => { return m.vanish.length == 2; }))
+ if (
+ moves.some(m => {
+ return m.vanish.length == 2;
+ })
+ )
moves = V.KeepCaptures(moves);
return moves;
}
- underCheck(color)
- {
+ underCheck() {
return false; //No notion of check
}
- getCheckSquares(move)
- {
+ getCheckSquares() {
return [];
}
// No variables update because no royal king + no castling
- updateVariables(move) { }
- unupdateVariables(move) { }
+ updateVariables() {}
+ unupdateVariables() {}
- getCurrentScore()
- {
- if (this.atLeastOneMove()) // game not over
+ getCurrentScore() {
+ if (this.atLeastOneMove())
+ // game not over
return "*";
// No valid move: the side who cannot move wins
- return (this.turn == "w" ? "1-0" : "0-1");
+ return this.turn == "w" ? "1-0" : "0-1";
}
- static get VALUES()
- {
+ static get VALUES() {
// Experimental...
return {
- 'p': 1,
- 'r': 7,
- 'n': 3,
- 'b': 3,
- 'q': 5,
- 'k': 5
+ p: 1,
+ r: 7,
+ n: 3,
+ b: 3,
+ q: 5,
+ k: 5
};
}
- static get SEARCH_DEPTH() { return 4; }
+ static get SEARCH_DEPTH() {
+ return 4;
+ }
- evalPosition()
- {
- return - super.evalPosition(); //better with less material
+ evalPosition() {
+ return -super.evalPosition(); //better with less material
}
- static GenRandInitFen()
- {
- let pieces = { "w": new Array(8), "b": new Array(8) };
+ static GenRandInitFen(randomness) {
+ if (randomness == 0)
+ return "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0 -";
+
+ let pieces = { w: new Array(8), b: new Array(8) };
// Shuffle pieces on first and last rank
- for (let c of ["w","b"])
- {
+ for (let c of ["w", "b"]) {
+ if (c == 'b' && randomness == 1) {
+ pieces['b'] = pieces['w'];
+ break;
+ }
+
let positions = ArrayFun.range(8);
// Get random squares for bishops
let randIndex_tmp = 2 * randInt(4) + 1;
let bishop2Pos = positions[randIndex_tmp];
// Remove chosen squares
- positions.splice(Math.max(randIndex,randIndex_tmp), 1);
- positions.splice(Math.min(randIndex,randIndex_tmp), 1);
+ positions.splice(Math.max(randIndex, randIndex_tmp), 1);
+ positions.splice(Math.min(randIndex, randIndex_tmp), 1);
// Get random squares for knights
randIndex = randInt(6);
let rook2Pos = positions[1];
// Finally put the shuffled pieces in the board array
- pieces[c][rook1Pos] = 'r';
- pieces[c][knight1Pos] = 'n';
- pieces[c][bishop1Pos] = 'b';
- pieces[c][queenPos] = 'q';
- pieces[c][kingPos] = 'k';
- pieces[c][bishop2Pos] = 'b';
- pieces[c][knight2Pos] = 'n';
- pieces[c][rook2Pos] = 'r';
+ pieces[c][rook1Pos] = "r";
+ pieces[c][knight1Pos] = "n";
+ pieces[c][bishop1Pos] = "b";
+ pieces[c][queenPos] = "q";
+ pieces[c][kingPos] = "k";
+ pieces[c][bishop2Pos] = "b";
+ pieces[c][knight2Pos] = "n";
+ pieces[c][rook2Pos] = "r";
}
- return pieces["b"].join("") +
+ return (
+ pieces["b"].join("") +
"/pppppppp/8/8/8/8/PPPPPPPP/" +
pieces["w"].join("").toUpperCase() +
- " w 0 -"; //en-passant allowed, but no flags
+ // En-passant allowed, but no flags
+ " w 0 -"
+ );
}
-}
+};