import { randInt } from "@/utils/alea";
export class OrdaRules extends ChessRules {
+
static get PawnSpecs() {
return Object.assign(
{},
'k': 'k'
};
- let pieces = { w: new Array(8), b: new Array(8) };
- let flags = "";
- // Shuffle pieces on first (and last rank if randomness == 2)
- for (let c of ["w", "b"]) {
- if (c == 'b' && randomness == 1) {
- pieces['b'] = pieces['w'].map(p => piecesMap[p]);
- break;
- }
-
- // TODO: same code as in base_rules. Should extract and factorize?
-
- let positions = ArrayFun.range(8);
-
- let randIndex = 2 * randInt(4);
- const bishop1Pos = positions[randIndex];
- let randIndex_tmp = 2 * randInt(4) + 1;
- const bishop2Pos = positions[randIndex_tmp];
- positions.splice(Math.max(randIndex, randIndex_tmp), 1);
- positions.splice(Math.min(randIndex, randIndex_tmp), 1);
-
- randIndex = randInt(6);
- const knight1Pos = positions[randIndex];
- positions.splice(randIndex, 1);
- randIndex = randInt(5);
- const knight2Pos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- randIndex = randInt(4);
- const queenPos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- const rook1Pos = positions[0];
- const kingPos = positions[1];
- const rook2Pos = positions[2];
-
- 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";
- if (c == 'b') pieces[c] = pieces[c].map(p => piecesMap[p]);
- else flags = V.CoordToColumn(rook1Pos) + V.CoordToColumn(rook2Pos);
- }
- // Add turn + flags + enpassant
+ const baseFen = ChessRules.GenRandInitFen(randomness);
return (
- pieces["b"].join("") +
- "/8/pppppppp/8/8/8/PPPPPPPP/" +
- pieces["w"].join("").toUpperCase() +
- " w 0 " + flags + " -"
+ baseFen.substr(0, 8).split('').map(p => piecesMap[p]).join('') +
+ // Skip 3 first rows + black castle flags
+ "/8/pppppppp" + baseFen.substr(19, 31) + " -"
);
}
let j = y + step[1];
while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
if (!options.onlyTake) moves.push(this.getBasicMove([x, y], [i, j]));
- if (oneStep) continue outerLoop;
+ if (!!oneStep) continue outerLoop;
i += step[0];
j += step[1];
}
return onlyMoves.concat(onlyTakes);
}
- getPotentialLancerMoves(sq) {
- const onlyMoves = this.getSlideNJumpMoves(
- sq,
- V.steps[V.KNIGHT],
- "oneStep",
- { onlyMove: true }
- );
- const onlyTakes = this.getSlideNJumpMoves(
- sq,
- V.steps[V.ROOK],
- null,
- { onlyTake: true }
- );
- return onlyMoves.concat(onlyTakes);
- }
-
getPotentialKheshigMoves(sq) {
- return this.getSlideNJumpMoves(
+ return super.getSlideNJumpMoves(
sq,
V.steps[V.KNIGHT].concat(V.steps[V.ROOK]).concat(V.steps[V.BISHOP]),
"oneStep"
}
getPotentialYurtMoves(sq) {
- return this.getSlideNJumpMoves(
+ return super.getSlideNJumpMoves(
sq,
- V.steps[V.BISHOP].concat([1, 0]),
- "oneSTep"
+ V.steps[V.BISHOP].concat([ [1, 0] ]),
+ "oneStep"
);
}
getPotentialKingMoves([x, y]) {
if (this.getColor(x, y) == 'w') return super.getPotentialKingMoves([x, y]);
// Horde doesn't castle:
- return this.getSlideNJumpMoves(
+ return super.getSlideNJumpMoves(
[x, y],
V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
"oneStep"
this.isAttackedByKheshig(sq, color)
);
}
- // Horde: only pawn and queen (if promotions) in common:
+ // Horde: only pawn, king and queen (if promotions) in common:
return (
super.isAttackedByPawn(sq, color) ||
this.isAttackedByLancer(sq, color) ||
this.isAttackedByKheshig(sq, color) ||
this.isAttackedByArcher(sq, color) ||
this.isAttackedByYurt(sq, color) ||
+ super.isAttackedByKing(sq, color) ||
super.isAttackedByQueen(sq, color)
);
}
sq,
color,
V.YURT,
- V.steps[V.BISHOP].concat([1, 0]),
+ V.steps[V.BISHOP].concat([ [1, 0] ]),
"oneStep"
);
}
}
);
}
+
};