import { ChessRules } from "@/base_rules";
import { ArrayFun } from "@/utils/array";
-import { randInt } from "@/utils/alea";
+import { shuffle } from "@/utils/alea";
-export const VariantRules = class SuicideRules extends ChessRules {
+export class SuicideRules extends ChessRules {
static get HasFlags() {
return false;
}
- getPotentialPawnMoves([x, y]) {
- let moves = super.getPotentialPawnMoves([x, y]);
+ static get PawnSpecs() {
+ return Object.assign(
+ {},
+ ChessRules.PawnSpecs,
+ { promotions: ChessRules.PawnSpecs.promotions.concat([V.KING]) }
+ );
+ }
- // 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) {
- // Normal move
- 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 < 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 })
- );
+ static IsGoodPosition(position) {
+ if (position.length == 0) return false;
+ const rows = position.split("/");
+ if (rows.length != V.size.x) return false;
+ // Just check that at least one piece of each color is there:
+ let pieces = { "w": 0, "b": 0 };
+ for (let row of rows) {
+ let sumElts = 0;
+ for (let i = 0; i < row.length; i++) {
+ const lowerRi = row[i].toLowerCase();
+ if (V.PIECES.includes(lowerRi)) {
+ pieces[row[i] == lowerRi ? "b" : "w"]++;
+ sumElts++;
+ } else {
+ const num = parseInt(row[i]);
+ if (isNaN(num)) return false;
+ sumElts += num;
+ }
}
+ if (sumElts != V.size.y) return false;
}
-
- return moves;
+ if (Object.values(pieces).some(v => v == 0)) return false;
+ return true;
}
- getPotentialKingMoves(sq) {
- // No castle:
- return this.getSlideNJumpMoves(
- sq,
- V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
- "oneStep"
- );
- }
+ scanKings() {}
// Trim all non-capturing moves (not the most efficient, but easy)
static KeepCaptures(moves) {
}
// No variables update because no royal king + no castling
- updateVariables() {}
- unupdateVariables() {}
+ prePlay() {}
+ postPlay() {}
+ preUndo() {}
+ postUndo() {}
getCurrentScore() {
if (this.atLeastOneMove()) return "*";
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"]) {
if (c == 'b' && randomness == 1) {
pieces['b'] = pieces['w'];
break;
}
- let positions = ArrayFun.range(8);
-
- // Get random squares for bishops
- let randIndex = 2 * randInt(4);
- let bishop1Pos = positions[randIndex];
- // The second bishop must be on a square of different color
- 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);
-
- // Get random squares for knights
- randIndex = randInt(6);
- let knight1Pos = positions[randIndex];
- positions.splice(randIndex, 1);
- randIndex = randInt(5);
- let knight2Pos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- // Get random square for queen
- randIndex = randInt(4);
- let queenPos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- // Random square for king (no castle)
- randIndex = randInt(3);
- let kingPos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- // Rooks positions are now fixed
- let rook1Pos = positions[0];
- 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";
+ // Get random squares for every piece, totally freely
+ let positions = shuffle(ArrayFun.range(8));
+ const composition = ['b', 'b', 'r', 'r', 'n', 'n', 'k', 'q'];
+ const rem2 = positions[0] % 2;
+ if (rem2 == positions[1] % 2) {
+ // Fix bishops (on different colors)
+ for (let i=2; i<8; i++) {
+ if (positions[i] % 2 != rem2)
+ [positions[1], positions[i]] = [positions[i], positions[1]];
+ }
+ }
+ for (let i = 0; i < 8; i++) pieces[c][positions[i]] = composition[i];
}
return (
pieces["b"].join("") +