export class SynochessRules extends ChessRules {
+ static get Options() {
+ return {
+ check: [
+ {
+ label: "Random",
+ defaut: false,
+ variable: "random"
+ }
+ ]
+ };
+ }
+
static get LoseOnRepetition() {
return true;
}
);
}
- static GenRandInitFen(randomness) {
- if (randomness == 0)
+ static GenRandInitFen(options) {
+ if (!options.random)
return "rneakenr/8/1c4c1/1ss2ss1/8/8/PPPPPPPP/RNBQKBNR w 0 ah - 2";
// Mapping kingdom --> dynasty:
};
// Always symmetric (randomness = 1), because open files.
- const baseFen = ChessRules.GenRandInitFen(1);
+ const baseFen = ChessRules.GenRandInitFen({ randomness: 1 });
return (
baseFen.substr(0, 8).split("").map(p => piecesMap[p]).join("") +
"/8/1c4c1/1ss2ss1/" + baseFen.substr(22, 28) + " - 2"
// or if move.end.x == enemy king rank.
const color = this.getColor(sq[0], sq[1]);
const oppCol = V.GetOppCol(color);
- // check == -1 if (row, or col) unchecked, 1 if checked and occupied,
- // 0 if checked and clear
- let check = [-1, -1];
return moves.filter(m => {
if (
m.end.y != this.kingPos[oppCol][1] &&
) {
return true;
}
+ // check == -1 if (row, or col) unchecked, 1 if checked and occupied,
+ // 0 if checked and clear
+ let check = [-1, -1];
// TODO: factor two next "if"...
if (m.end.x == this.kingPos[oppCol][0]) {
if (check[0] < 0) {
// Do the check:
check[0] = 0;
- let [kingPos1, kingPos2] =
- [this.kingPos[color][1], this.kingPos[oppCol][1]];
+ let [kingPos1, kingPos2] = [m.end.y, this.kingPos[oppCol][1]];
if (kingPos1 > kingPos2) [kingPos1, kingPos2] = [kingPos2, kingPos1];
for (let i = kingPos1 + 1; i < kingPos2; i++) {
if (this.board[m.end.x][i] != V.EMPTY) {
if (check[1] < 0) {
// Do the check:
check[1] = 0;
- let [kingPos1, kingPos2] =
- [this.kingPos[color][0], this.kingPos[oppCol][0]];
+ let [kingPos1, kingPos2] = [m.end.x, this.kingPos[oppCol][0]];
if (kingPos1 > kingPos2) [kingPos1, kingPos2] = [kingPos2, kingPos1];
for (let i = kingPos1 + 1; i < kingPos2; i++) {
if (this.board[i][m.end.y] != V.EMPTY) {
getPotentialAdvisorMoves(sq) {
return super.getSlideNJumpMoves(
- sq, V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep");
+ sq, V.steps[V.ROOK].concat(V.steps[V.BISHOP]), 1);
}
getPotentialKingMoves([x, y]) {
if (this.getColor(x, y) == 'w') return super.getPotentialKingMoves([x, y]);
// Dynasty doesn't castle:
return super.getSlideNJumpMoves(
- [x, y],
- V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
- "oneStep"
- );
+ [x, y], V.steps[V.ROOK].concat(V.steps[V.BISHOP]), 1);
}
getPotentialSoldierMoves([x, y]) {
if (!lastRank) steps.push([shiftX, 0]);
if (y > 0) steps.push([0, -1]);
if (y < 9) steps.push([0, 1]);
- return super.getSlideNJumpMoves([x, y], steps, "oneStep");
+ return super.getSlideNJumpMoves([x, y], steps, 1);
}
getPotentialElephantMoves([x, y]) {
- return this.getSlideNJumpMoves([x, y], V.steps[V.ELEPHANT], "oneStep");
+ return this.getSlideNJumpMoves([x, y], V.steps[V.ELEPHANT], 1);
}
// NOTE: (mostly) duplicated from Shako (TODO?)
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]));
i += step[0];
j += step[1];
}
i += step[0];
j += step[1];
while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
+ moves.push(this.getBasicMove([x, y], [i, j]));
i += step[0];
j += step[1];
}
}
isAttackedByAdvisor(sq, color) {
- return (
- super.isAttackedBySlideNJump(
- sq, color, V.ADVISOR,
- V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep"
- )
- );
+ return super.isAttackedBySlideNJump(
+ sq, color, V.ADVISOR, V.steps[V.ROOK].concat(V.steps[V.BISHOP]), 1);
}
isAttackedByElephant(sq, color) {
- return (
- this.isAttackedBySlideNJump(
- sq, color, V.ELEPHANT, V.steps[V.ELEPHANT], "oneStep"
- )
- );
+ return this.isAttackedBySlideNJump(
+ sq, color, V.ELEPHANT, V.steps[V.ELEPHANT], 1);
}
isAttackedBySoldier([x, y], color) {
const shiftX = (color == 'w' ? 1 : -1); //shift from king
return super.isAttackedBySlideNJump(
- [x, y], color, V.SOLDIER, [[shiftX, 0], [0, 1], [0, -1]], "oneStep");
+ [x, y], color, V.SOLDIER, [[shiftX, 0], [0, 1], [0, -1]], 1);
}
getAllValidMoves() {
evalPosition() {
let evaluation = super.evalPosition();
- if (this.turn == 'b')
+ if (this.turn == 'b' && !!this.reserve)
// Add reserves:
evaluation += this.reserve['b'][V.SOLDIER] * V.VALUES[V.SOLDIER];
return evaluation;