import { shuffle } from "@/utils/alea";
export class RococoRules extends ChessRules {
+
static get HasFlags() {
return false;
}
this.kingPos["w"] = [i, k];
break;
default: {
- const num = parseInt(position[i].charAt(j));
+ const num = parseInt(position[i].charAt(j), 10);
if (!isNaN(num)) k += num - 1;
}
}
// Pre-check: is thing on this square immobilized?
const imSq = this.isImmobilized([x, y]);
const piece = this.getPiece(x, y);
- if (!!imSq && piece != V.KING) {
+ if (!!imSq) {
+ if (piece == V.KING) return [];
// Only option is suicide, if I'm not a king:
return [
new Move({
// NOTE: not removing "dist" field; shouldn't matter much...
}
- getSlideNJumpMoves([x, y], steps, oneStep) {
- const piece = this.getPiece(x, y);
- let moves = [];
- outerLoop: for (let step of steps) {
- let i = x + step[0];
- let j = y + step[1];
- while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
- moves.push(this.getBasicMove([x, y], [i, j]));
- if (oneStep !== undefined) continue outerLoop;
- i += step[0];
- j += step[1];
- }
- // Only king can take on occupied square:
- if (piece == V.KING && V.OnBoard(i, j) && this.canTake([x, y], [i, j]))
- moves.push(this.getBasicMove([x, y], [i, j]));
- }
- return moves;
+ canTake([x1, y1], [x2, y2]) {
+ return (
+ this.getPiece(x1, y1) == V.KING &&
+ this.getColor(x1, y1) != this.getColor(x2, y2)
+ );
}
// "Cannon/grasshopper pawn"
return super.getPotentialQueenMoves(sq).concat(this.getRookCaptures(sq));
}
- getKnightCaptures(startSquare, byChameleon) {
+ getKnightCaptures([x, y], byChameleon) {
// Look in every direction for captures
const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
const color = this.turn;
const oppCol = V.GetOppCol(color);
let moves = [];
- const [x, y] = [startSquare[0], startSquare[1]];
const piece = this.getPiece(x, y); //might be a chameleon!
outerLoop: for (let step of steps) {
let [i, j] = [x + step[0], y + step[1]];
//TODO: redundant test
continue outerLoop;
}
- } else {
+ }
+ else {
moves.push(
new Move({
appear: [new PiPo({ x: cur[0], y: cur[1], c: color, p: piece })],
return false;
}
- static GenRandInitFen(randomness) {
- if (randomness == 0) {
+ static GenRandInitFen(options) {
+ if (options.randomness == 0) {
return (
"91/1rqnbknqm1/1pppppppp1/91/91/91/91/1PPPPPPPP1/1MQNBKNQR1/91 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"]) {
- if (c == 'b' && randomness == 1) {
+ if (c == 'b' && options.randomness == 1) {
pieces['b'] = pieces['w'];
break;
}
if (move.appear[0].p == V.PAWN) {
// Pawn: generally ambiguous short notation, so we use full description
notation = "P" + initialSquare + finalSquare;
- } else if (move.appear[0].p == V.KING)
+ }
+ else if (move.appear[0].p == V.KING)
notation = "K" + (move.vanish.length > 1 ? "x" : "") + finalSquare;
- else notation = move.appear[0].p.toUpperCase() + finalSquare;
- // Add a capture mark (not describing what is captured...):
- if (move.vanish.length > 1 && move.appear[0].p != V.KING) notation += "X";
+ else {
+ notation = move.appear[0].p.toUpperCase() + finalSquare;
+ // Add a capture mark (not describing what is captured...):
+ if (move.vanish.length > 1) notation += "X";
+ }
return notation;
}
+
};