class LoserRules extends ChessRules
{
- initVariables(fen)
- {
- const epSq = this.moves.length > 0 ? this.getEpSquare(this.lastMove) : undefined;
- this.epSquares = [ epSq ];
- }
+ static get HasFlags() { return false; }
- setFlags(fen)
+ setOtherVariables(fen)
{
- // No castling, hence no flags; but flags defined for compatibility
- this.castleFlags = { "w":[false,false], "b":[false,false] };
+ const parsedFen = V.ParseFen(fen);
+ const epSq = parsedFen.enpassant != "-"
+ ? V.SquareToCoords(parsedFen.enpassant)
+ : undefined;
+ this.epSquares = [ epSq ];
+ this.scanKingsRooks(fen);
}
getPotentialPawnMoves([x,y])
// Complete with promotion(s) into king, if possible
const color = this.turn;
- const V = VariantRules;
- const [sizeX,sizeY] = VariantRules.size;
const shift = (color == "w" ? -1 : 1);
- const lastRank = (color == "w" ? 0 : sizeX-1);
+ const lastRank = (color == "w" ? 0 : V.size.x-1);
if (x+shift == lastRank)
{
- let p = V.KING;
// Normal move
if (this.board[x+shift][y] == V.EMPTY)
- moves.push(this.getBasicMove([x,y], [x+shift,y], {c:color,p:p}));
+ 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:p}));
- if (y<sizeY-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:p}));
+ 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}));
+ }
}
return moves;
getPotentialKingMoves(sq)
{
- const V = VariantRules;
+ // No castle:
return this.getSlideNJumpMoves(sq,
V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep");
}
{
const color = this.turn;
const oppCol = this.getOppCol(color);
- const [sizeX,sizeY] = VariantRules.size;
- for (let i=0; i<sizeX; i++)
+ for (let i=0; i<V.size.x; i++)
{
- for (let j=0; j<sizeY; j++)
+ for (let j=0; j<V.size.y; j++)
{
- if (this.board[i][j] != VariantRules.EMPTY && this.getColor(i,j) != oppCol)
+ if (this.board[i][j] != V.EMPTY && this.getColor(i,j) != oppCol)
{
const moves = this.getPotentialMovesFrom([i,j]);
if (moves.length > 0)
let moves = this.filterValid( this.getPotentialMovesFrom(sq) );
// This is called from interface: we need to know if a capture is possible
if (this.atLeastOneCapture())
- moves = VariantRules.KeepCaptures(moves);
+ moves = V.KeepCaptures(moves);
return moves;
}
{
let moves = super.getAllValidMoves();
if (moves.some(m => { return m.vanish.length == 2; }))
- moves = VariantRules.KeepCaptures(moves);
+ moves = V.KeepCaptures(moves);
return moves;
}
return [];
}
- // Unused:
+ // No variables update because no castling
updateVariables(move) { }
unupdateVariables(move) { }
- parseFlags(flags) { }
-
- getFlagsFen()
- {
- return "";
- }
checkGameEnd()
{
return this.turn == "w" ? "1-0" : "0-1";
}
- static get VALUES() { //experimental...
+ static get VALUES()
+ {
+ // Experimental...
return {
'p': 1,
'r': 7,
{
return - super.evalPosition(); //better with less material
}
+
+ static GenRandInitFen()
+ {
+ let pieces = { "w": new Array(8), "b": new Array(8) };
+ // Shuffle pieces on first and last rank
+ for (let c of ["w","b"])
+ {
+ 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);
+
+ // Random square for king (no castle)
+ randIndex = _.random(2);
+ 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';
+ }
+ return pieces["b"].join("") +
+ "/pppppppp/8/8/8/8/PPPPPPPP/" +
+ pieces["w"].join("").toUpperCase() +
+ " w -"; //no en-passant
+ }
}