this.subTurn = 1;
}
- genRandInitFen(seed) {
+ genRandInitBaseFen() {
const options = Object.assign({mode: "suicide"}, this.options);
const gr = new GiveawayRules({options: options, genFenOnly: true});
- return gr.genRandInitFen(seed);
+ return gr.genRandInitBaseFen();
}
canStepOver(x, y) {
.map(m => {
if (m.vanish.length == 1)
m.appear[0].p = V.GOAL;
- else
+ else {
m.appear[0].p = V.TARGET_CODE[m.vanish[1].p];
+ m.appear[0].c = m.vanish[1].c;
+ }
m.vanish.shift();
return m;
})
);
}
// At subTurn == 1, play a targeted move for the opponent.
- // Search for target (we could also have it in a stack...)
+ // Search for target:
let target = {x: -1, y: -1};
outerLoop: for (let i = 0; i < this.size.x; i++) {
for (let j = 0; j < this.size.y; j++) {
pieces(color, x, y) {
const targets = {
- 's': {"class": "target-pawn", moves: []},
- 'u': {"class": "target-rook", moves: []},
- 'o': {"class": "target-knight", moves: []},
- 'c': {"class": "target-bishop", moves: []},
- 't': {"class": "target-queen", moves: []},
- 'l': {"class": "target-king", moves: []}
+ 's': {"class": "target-pawn"},
+ 'u': {"class": "target-rook"},
+ 'o': {"class": "target-knight"},
+ 'c': {"class": "target-bishop"},
+ 't': {"class": "target-queen"},
+ 'l': {"class": "target-king"}
};
- return Object.assign({ 'g': {"class": "target", moves: []} },
+ return Object.assign({ 'g': {"class": "target"} },
targets, super.pieces(color, x, y));
}
return moves;
}
- isKing(symbol) {
- return ['k', 'l'].includes(symbol);
+ isKing(x, y, p) {
+ if (!p)
+ p = this.getPiece(x, y);
+ return ['k', 'l'].includes(p);
}
getCurrentScore() {
// This function is only called at subTurn 1
const color = C.GetOppCol(this.turn);
- const kingPos = this.searchKingPos(color);
- if (kingPos[0] < 0)
+ if (this.searchKingPos(color).length == 0)
return (color == 'w' ? "0-1" : "1-0");
return "*";
}
postPlay(move) {
const color = this.turn;
- if (this.subTurn == 2 || this.searchKingPos(color)[0] < 0) {
+ if (this.subTurn == 2 || this.searchKingPos(color).length == 0) {
this.turn = C.GetOppCol(color);
this.movesCount++;
}