import ChessRules from "/base_rules.js";
import {ArrayFun} from "/utils/array.js";
import {Random} from "/utils/alea.js";
+import {FenUtil} from "/utils/setupPieces.js";
export default class AlapoRules extends ChessRules {
}
genRandInitBaseFen() {
- let fen = "";
- if (this.options["randomness"] == 0)
- fen = "rbqqbr/tcssct/6/6/TCSSCT/RBQQBR";
- else {
- const piece2pawn = {
- r: 't',
- q: 's',
- b: 'c'
- };
- let pieces = { w: new Array(6), b: new Array(6) };
- // Shuffle pieces on first (and last rank if randomness == 2)
- for (let c of ["w", "b"]) {
- if (c == 'b' && this.options["randomness"] == 1) {
- pieces['b'] = pieces['w'];
- break;
- }
- let positions = ArrayFun.range(6);
- // Get random squares for bishops
- let randIndex = 2 * Random.randInt(3);
- const bishop1Pos = positions[randIndex];
- let randIndex_tmp = 2 * Random.randInt(3) + 1;
- const bishop2Pos = positions[randIndex_tmp];
- positions.splice(Math.max(randIndex, randIndex_tmp), 1);
- positions.splice(Math.min(randIndex, randIndex_tmp), 1);
- // Get random square for queens
- randIndex = Random.randInt(4);
- const queen1Pos = positions[randIndex];
- positions.splice(randIndex, 1);
- randIndex = Random.randInt(3);
- const queen2Pos = positions[randIndex];
- positions.splice(randIndex, 1);
- // Rooks positions are now fixed,
- const rook1Pos = positions[0];
- const rook2Pos = positions[1];
- pieces[c][rook1Pos] = "r";
- pieces[c][bishop1Pos] = "b";
- pieces[c][queen1Pos] = "q";
- pieces[c][queen2Pos] = "q";
- pieces[c][bishop2Pos] = "b";
- pieces[c][rook2Pos] = "r";
+ const s = FenUtil.setupPieces(
+ ['r', 'b', 'q', 'q', 'b', 'r'],
+ {
+ randomness: this.options["randomness"],
+ diffCol: ['b']
}
- fen = (
- pieces["b"].join("") + "/" +
- pieces["b"].map(p => piece2pawn[p]).join("") +
- "/6/6/" +
- pieces["w"].map(p => piece2pawn[p].toUpperCase()).join("") + "/" +
- pieces["w"].join("").toUpperCase()
- );
- }
+ );
+ const piece2pawn = {
+ r: 't',
+ q: 's',
+ b: 'c'
+ };
+ const fen = (
+ s.b.join("") + "/" +
+ s.b.map(p => piece2pawn[p]).join("") +
+ "/6/6/" +
+ s.w.map(p => piece2pawn[p].toUpperCase()).join("") + "/" +
+ s.w.join("").toUpperCase()
+ );
return { fen: fen, o: {} };
}
{"class": "bishop" + (this.playerColor != color ? "_inv" : "")}),
's': { //"square"
"class": "babyrook",
- moves: [
+ both: [
{
steps: [[0, 1], [0, -1], [1, 0], [-1, 0]],
range: 1
},
'c': { //"circle"
"class": "babyqueen",
- moves: [
+ both: [
{
steps: [
[0, 1], [0, -1], [1, 0], [-1, 0],
},
't': { //"triangle"
"class": "babybishop" + (this.playerColor != color ? "_inv" : ""),
- moves: [
+ both: [
{
steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]],
range: 1
// Try both colors (to detect potential suicides)
let won = {};
for (let c of ['w', 'b']) {
- const oppCol = C.GetOppCol(c);
+ const oppCol = C.GetOppTurn(c);
const goal = (c == 'w' ? 0 : 5);
won[c] = this.board[goal].some((b,j) => {
return (