-class AntikingRules
+class AntikingRules extends ChessRules
{
// Path to pieces
static getPpath(b)
}
static get ANTIKING() { return 'a'; }
+
+ initVariables(fen)
+ {
+ super.initVariables(fen);
+ this.antikingPos = {'w':[-1,-1], 'b':[-1,-1]};
+ const position = fen.split(" ")[0].split("/");
+ for (let i=0; i<position.length; i++)
+ {
+ let k = 0;
+ for (let j=0; j<position[i].length; j++)
+ {
+ switch (position[i].charAt(j))
+ {
+ case 'a':
+ this.antikingPos['b'] = [i,k];
+ break;
+ case 'A':
+ this.antikingPos['w'] = [i,k];
+ break;
+ default:
+ let num = parseInt(position[i].charAt(j));
+ if (!isNaN(num))
+ k += (num-1);
+ }
+ k++;
+ }
+ }
+ }
- canTake(color1, color2, [x,y])
+ canTake([x1,y1], [x2,y2])
{
- const piece = this.getPiece(x,y);
- return (piece != "a" && color1 != color2) || (piece == "a" && color1 == color2);
+ const piece1 = this.getPiece(x1,y1);
+ const piece2 = this.getPiece(x2,y2);
+ const color1 = this.getColor(x1,y1);
+ const color2 = this.getColor(x2,y2);
+ return !["a","A"].includes(piece2) &&
+ ((piece1 != "a" && color1 != color2) || (piece1 == "a" && color1 == color2));
}
getPotentialMovesFrom([x,y])
{
- let c = this.getColor(x,y);
switch (this.getPiece(x,y))
{
case VariantRules.ANTIKING:
- return this.getPotentialAntikingMoves(x,y,c);
+ return this.getPotentialAntikingMoves([x,y]);
default:
- return super.getPotentielMovesFrom([x,y]);
+ return super.getPotentialMovesFrom([x,y]);
}
}
-// TODO: generaliser (à moindre coût) base_rules ? Ou spécialiser variantes ?
-
- getPotentialAntikingMoves(x, y, c)
+ getPotentialAntikingMoves(sq)
{
- // TODO
+ return this.getSlideNJumpMoves(sq, VariantRules.steps[VariantRules.QUEEN], "oneStep");
}
-// TODO: need to re-think some logic, since antikings capture same color
+ isAttacked(sq, colors)
+ {
+ return (super.isAttacked(sq, colors) || this.isAttackedByAntiking(sq, colors));
+ }
- isAttacked(sq, color)
+ isAttackedByKing([x,y], colors)
{
- return (this.isAttackedByPawn(sq, color)
- || this.isAttackedByRook(sq, color)
- || this.isAttackedByKnight(sq, color)
- || this.isAttackedByBishop(sq, color)
- || this.isAttackedByQueen(sq, color)
- || this.isAttackedByKing(sq, color)); //...
+ if (this.getPiece(x,y) == VariantRules.ANTIKING)
+ return false; //antiking is not attacked by king
+ return this.isAttackedBySlideNJump([x,y], colors,
+ VariantRules.KING, VariantRules.steps[VariantRules.QUEEN], "oneStep");
}
- isAttackedByAntiking(sq, color)
+ isAttackedByAntiking([x,y], colors)
{
- // TODO
+ if (this.getPiece(x,y) == VariantRules.KING)
+ return false; //king is not attacked by antiking
+ return this.isAttackedBySlideNJump([x,y], colors,
+ VariantRules.ANTIKING, VariantRules.steps[VariantRules.QUEEN], "oneStep");
}
- underCheck(move, c)
+ underCheck(move)
{
- this.play(move);
- let res = this.isAttacked(this.kingPos[c], this.getOppCol(c));
- // TODO: also check that antiking is still in check
+ const c = this.turn;
+ const oppCol = this.getOppCol(c);
+ this.play(move)
+ let res = this.isAttacked(this.kingPos[c], oppCol)
+ || !this.isAttacked(this.antikingPos[c], oppCol);
this.undo(move);
return res;
}
- getCheckSquares(move, c)
+ getCheckSquares(move)
{
+ let res = super.getCheckSquares(move);
this.play(move);
- // TODO
- let res = this.isAttacked(this.kingPos[c], this.getOppCol(c))
- ? [ JSON.parse(JSON.stringify(this.kingPos[c])) ] //need to duplicate!
- : [ ];
+ const c = this.turn;
+ if (!this.isAttacked(this.antikingPos[c], this.getOppCol(c)))
+ res.push(JSON.parse(JSON.stringify(this.antikingPos[c])));
this.undo(move);
return res;
}
- // Apply a move on board
- static PlayOnBoard(board, move)
- {
- for (let psq of move.vanish)
- board[psq.x][psq.y] = VariantRules.EMPTY;
- for (let psq of move.appear)
- board[psq.x][psq.y] = psq.c + psq.p;
- }
- // Un-apply the played move
- static UndoOnBoard(board, move)
- {
- for (let psq of move.appear)
- board[psq.x][psq.y] = VariantRules.EMPTY;
- for (let psq of move.vanish)
- board[psq.x][psq.y] = psq.c + psq.p;
- }
-
- // TODO: need antikingPos as well
updateVariables(move)
{
- // ...
+ super.updateVariables(move);
+ const piece = this.getPiece(move.start.x,move.start.y);
+ const c = this.getColor(move.start.x,move.start.y);
+ // Update antiking position
+ if (piece == VariantRules.ANTIKING)
+ {
+ this.antikingPos[c][0] = move.appear[0].x;
+ this.antikingPos[c][1] = move.appear[0].y;
+ }
}
unupdateVariables(move)
{
- // TODO
+ super.unupdateVariables(move);
+ const c = this.getColor(move.start.x,move.start.y);
+ if (this.getPiece(move.start.x,move.start.y) == VariantRules.ANTIKING)
+ this.antikingPos[c] = [move.start.x, move.start.y];
}
- checkGameEnd(color)
+ checkGameEnd()
{
- // TODO
- if (!this.isAttacked(this.kingPos[color], this.getOppCol(color)))
+ const color = this.turn;
+ const oppCol = this.getOppCol(color);
+ if (!this.isAttacked(this.kingPos[color], oppCol)
+ && this.isAttacked(this.antikingPos[color], oppCol))
+ {
return "1/2";
+ }
return color == "w" ? "0-1" : "1-0";
}
- // Pieces values
+ // Pieces values (TODO: use Object.assign() + ChessRules.VALUES ?)
static get VALUES() {
return {
'p': 1,
static GenRandInitFen()
{
- // TODO: no need all code, just add an antiking at rondom on 3rd ranks
- let pieces = [new Array(8), new Array(8)];
- // Shuffle pieces on first and last rank
- for (let c = 0; c <= 1; c++)
- {
- let positions = _.range(8);
-
- // Get random squares for bishops
- let randIndex = 2 * _.random(3);
- let bishop1Pos = positions[randIndex];
- // The second bishop must be on a square of different color
- let randIndex_tmp = 2 * _.random(3) + 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 = _.random(5);
- let knight1Pos = positions[randIndex];
- positions.splice(randIndex, 1);
- randIndex = _.random(4);
- let knight2Pos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- // Get random square for queen
- randIndex = _.random(3);
- let queenPos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- // Rooks and king positions are now fixed, because of the ordering rook-king-rook
- let rook1Pos = positions[0];
- let kingPos = positions[1];
- let rook2Pos = positions[2];
-
- // 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';
- }
- let fen = pieces[0].join("") +
- "/pppppppp/8/8/8/8/PPPPPPPP/" +
- pieces[1].join("").toUpperCase() +
- " 1111"; //add flags
- return fen;
+ let randFen = ChessRules.GenRandInitFen();
+ // Black side
+ let antikingPos = _.random(7);
+ let ranks23 = "pppppppp/" + (antikingPos>0?antikingPos:"") + "A" + (antikingPos<7?7-antikingPos:"");
+ randFen = randFen.replace("pppppppp/8", ranks23);
+ // White side
+ antikingPos = _.random(7);
+ ranks23 = (antikingPos>0?antikingPos:"") + "a" + (antikingPos<7?7-antikingPos:"") + "/PPPPPPPP";
+ randFen = randFen.replace("8/PPPPPPPP", ranks23);
+ return randFen;
}
}