import { shuffle } from "@/utils/alea";
export class SuicideRules extends ChessRules {
- static get HasFlags() {
- return false;
- }
- static get HasCastle() {
+ static get HasFlags() {
return false;
}
);
}
+ 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], 10);
+ if (isNaN(num)) return false;
+ sumElts += num;
+ }
+ }
+ if (sumElts != V.size.y) return false;
+ }
+ if (Object.values(pieces).some(v => v == 0)) return false;
+ return true;
+ }
+
+ scanKings() {}
+
// Trim all non-capturing moves (not the most efficient, but easy)
static KeepCaptures(moves) {
return moves.filter(m => m.vanish.length == 2);
// Stop at the first capture found (if any)
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 &&
+ this.getColor(i, j) == color &&
this.getPotentialMovesFrom([i, j]).some(m => m.vanish.length == 2)
) {
return true;
return -super.evalPosition();
}
- static GenRandInitFen(randomness) {
- if (randomness == 0)
+ static GenRandInitFen(options) {
+ if (options.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"]) {
- if (c == 'b' && randomness == 1) {
+ if (c == 'b' && options.randomness == 1) {
pieces['b'] = pieces['w'];
break;
}
if (rem2 == positions[1] % 2) {
// Fix bishops (on different colors)
for (let i=2; i<8; i++) {
- if (positions[i] % 2 != rem2)
+ if (positions[i] % 2 != rem2) {
[positions[1], positions[i]] = [positions[i], positions[1]];
+ break;
+ }
}
}
for (let i = 0; i < 8; i++) pieces[c][positions[i]] = composition[i];
" w 0 -"
);
}
+
};