return ([V.CHAMPION, V.WIZARD].includes(b[1]) ? "Omega/" : "") + b;
}
+ // TODO: the wall position should be checked too
+ static IsGoodPosition(position) {
+ if (position.length == 0) return false;
+ const rows = position.split("/");
+ if (rows.length != V.size.x) return false;
+ let kings = { "k": 0, "K": 0 };
+ for (let row of rows) {
+ let sumElts = 0;
+ for (let i = 0; i < row.length; i++) {
+ if (['K','k'].includes(row[i])) kings[row[i]]++;
+ if (['x'].concat(V.PIECES).includes(row[i].toLowerCase())) sumElts++;
+ else {
+ const num = parseInt(row[i]);
+ if (isNaN(num)) return false;
+ sumElts += num;
+ }
+ }
+ if (sumElts != V.size.y) return false;
+ }
+ if (Object.values(kings).some(v => v != 1)) return false;
+ return true;
+ }
+
// NOTE: keep this extensive check because the board has holes
static IsGoodEnpassant(enpassant) {
if (enpassant != "-") {
// The second bishop must be on a square of different color
let randIndex_tmp = 2 * randInt(5) + 1;
const bishop2Pos = positions[randIndex_tmp];
- positions.splice(Math.max(randIndex, randIndex_tmp), 1);
- positions.splice(Math.min(randIndex, randIndex_tmp), 1);
// Get random squares for champions
- randIndex = 2 * randInt(4);
- let bishopSameColorPos = (bishop1Pos % 2 == 0 ? bishop1Pos : bishop2Pos);
- if (randIndex >= bishopSameColorPos) randIndex += 2;
- const champion1Pos = positions[randIndex];
+ let randIndexC = 2 * randInt(4);
+ if (randIndexC >= bishop1Pos) randIndexC += 2;
+ const champion1Pos = positions[randIndexC];
// The second champion must be on a square of different color
- randIndex_tmp = 2 * randInt(4) + 1;
- bishopSameColorPos = (bishop1Pos % 2 == 0 ? bishop1Pos : bishop2Pos);
- if (randIndex_tmp >= bishopSameColorPos) randIndex_tmp += 2;
- const champion2Pos = positions[randIndex_tmp];
- positions.splice(Math.max(randIndex, randIndex_tmp), 1);
- positions.splice(Math.min(randIndex, randIndex_tmp), 1);
+ let randIndex_tmpC = 2 * randInt(4) + 1;
+ if (randIndex_tmpC >= bishop2Pos) randIndex_tmpC += 2;
+ const champion2Pos = positions[randIndex_tmpC];
+
+ let usedIndices = [randIndex, randIndex_tmp, randIndexC, randIndex_tmpC];
+ usedIndices.sort();
+ for (let i = 3; i >= 0; i--) positions.splice(usedIndices[i], 1);
// Get random squares for other pieces
randIndex = randInt(6);
pieces[c][knight2Pos] = "n";
pieces[c][rook2Pos] = "r";
pieces[c][champion2Pos] = "c";
- flags += V.CoordToColumn(rook1Pos) + V.CoordToColumn(rook2Pos);
+ flags += V.CoordToColumn(rook1Pos+1) + V.CoordToColumn(rook2Pos+1);
}
// Add turn + flags + enpassant
return (
return res.slice(0, -1); //remove last comma
}
+ canTake([x1, y1], [x2, y2]) {
+ return (
+ // Cannot take wall :)
+ // NOTE: this check is useful only for pawns where OnBoard() isn't used
+ this.board[x2][y2] != V.NOTHING &&
+ this.getColor(x1, y1) !== this.getColor(x2, y2)
+ );
+ }
+
// En-passant after 2-sq or 3-sq jumps
getEpSquare(moveOrSquare) {
if (!moveOrSquare) return undefined;
}
}
- getEnpassanCaptures([x, y], shiftX) {
+ getEnpassantCaptures([x, y], shiftX) {
const Lep = this.epSquares.length;
const epSquare = this.epSquares[Lep - 1];
let moves = [];
k: 1000
};
}
+
+ evalPosition() {
+ let evaluation = 0;
+ for (let i = 0; i < V.size.x; i++) {
+ for (let j = 0; j < V.size.y; j++) {
+ if (![V.EMPTY,V.NOTHING].includes(this.board[i][j])) {
+ const sign = this.getColor(i, j) == "w" ? 1 : -1;
+ evaluation += sign * V.VALUES[this.getPiece(i, j)];
+ }
+ }
+ }
+ return evaluation;
+ }
};