label: "Allow switching",
variable: "withswitch",
type: "checkbox",
- defaut: false
+ defaut: true
}
],
styles: [
};
}
- static board2fen(b) {
+ static GetColorClass(c) {
+ if (c == 'c')
+ return "checkered";
+ return C.GetColorClass(c);
+ }
+
+ board2fen(b) {
const checkered_codes = {
p: "s",
q: "t",
return super.board2fen(b);
}
- static fen2board(f) {
+ fen2board(f) {
// Tolerate upper-case versions of checkered pieces (why not?)
const checkered_pieces = {
s: "p",
return super.fen2board(f);
}
+ genRandInitBaseFen() {
+ let res = super.genRandInitBaseFen();
+ res.o.flags += "1".repeat(16); //pawns flags
+ return res;
+ }
+
+ getPartFen(o) {
+ return Object.assign(
+ {
+ "cmove": o.init ? "-" : this.getCmoveFen(),
+ "stage": o.init ? "1" : this.getStageFen()
+ },
+ super.getPartFen(o)
+ );
+ }
+
+ getCmoveFen() {
+ if (!this.cmove)
+ return "-";
+ return (
+ C.CoordsToSquare(this.cmove.start) + C.CoordsToSquare(this.cmove.end)
+ );
+ }
+
+ getStageFen() {
+ return (this.stage + this.sideCheckered);
+ }
+
+ getFlagsFen() {
+ let fen = super.getFlagsFen();
+ // Add pawns flags
+ for (let c of ["w", "b"]) {
+ for (let i = 0; i < 8; i++)
+ fen += (this.pawnFlags[c][i] ? "1" : "0");
+ }
+ return fen;
+ }
+
+ getPawnShift(color) {
+ return super.getPawnShift(color == 'c' ? this.turn : color);
+ }
+
+ getOppCols(color) {
+ if (this.stage == 1)
+ return super.getOppCols(color).concat(['c']);
+ // Stage 2: depends if color is w+b or checkered
+ if (color == this.sideCheckered)
+ return ['w', 'b'];
+ return ['c'];
+ }
+
pieces(color, x, y) {
let baseRes = super.pieces(color, x, y);
- if (
- this.getPiece(x, y) == 'p' &&
- this.stage == 2 &&
- this.getColor(x, y) == 'c'
- ) {
+ if (this.getPiece(x, y) == 'p' && color == 'c') {
+ const pawnShift = this.getPawnShift(this.turn); //cannot trust color
+ const initRank = (
+ (this.stage == 2 && [1, 6].includes(x)) ||
+ (this.stage == 1 &&
+ ((x == 1 && this.turn == 'b') || (x == 6 && this.turn == 'w'))
+ )
+ );
// Checkered pawns on stage 2 are bidirectional
- const initRank = ((color == 'w' && x >= 6) || (color == 'b' && x <= 1));
+ let moveSteps = [[pawnShift, 0]],
+ attackSteps = [[pawnShift, 1], [pawnShift, -1]];
+ if (this.stage == 2) {
+ moveSteps.push([-pawnShift, 0]);
+ Array.prototype.push.apply(attackSteps,
+ [[-pawnShift, 1], [-pawnShift, -1]]);
+ }
baseRes['p'] = {
"class": "pawn",
moves: [
{
- steps: [[1, 0], [-1, 0]],
+ steps: moveSteps,
range: (initRank ? 2 : 1)
}
],
attack: [
{
- steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]],
+ steps: attackSteps,
range: 1
}
]
// Stage 1: as Checkered2. Stage 2: checkered pieces are autonomous
const stageInfo = fenParsed.stage;
this.stage = parseInt(stageInfo[0], 10);
- this.canSwitch = (this.stage == 1 && stageInfo[1] != '-');
- this.sideCheckered = (this.stage == 2 ? stageInfo[1] : undefined);
+ this.sideCheckered = (this.stage == 2 ? stageInfo[1] : "");
}
setFlags(fenflags) {
}
}
- aggregateFlags() {
- return [this.castleFlags, this.pawnFlags];
- }
-
- disaggregateFlags(flags) {
- this.castleFlags = flags[0];
- this.pawnFlags = flags[1];
- }
-
getEpSquare(moveOrSquare) {
// At stage 2, all pawns can be captured en-passant
if (
getCmove(move) {
// No checkered move to undo at stage 2:
if (this.stage == 1 && move.vanish.length == 1 && move.appear[0].c == "c")
- return { start: move.start, end: move.end };
+ return {start: move.start, end: move.end};
return null;
}
}
postProcessPotentialMoves(moves) {
+ moves = super.postProcessPotentialMoves(moves);
if (this.stage == 2 || moves.length == 0)
return moves;
const color = this.turn;
// Apply "checkerization" of standard moves
const lastRank = (color == "w" ? 0 : 7);
const [x, y] = [moves[0].start.x, moves[0].start.y];
- let moves = [];
const piece = this.getPiece(x, y);
// King is treated differently: it never turn checkered
- if (piece == 'k') {
+ if (piece == 'k' && this.stage == 1) {
// If at least one checkered piece, allow switching:
if (
- this.canSwitch && !noswitch &&
+ this.options["withswitch"] &&
this.board.some(b => b.some(cell => cell[0] == 'c'))
) {
- const oppCol = C.GetOppCol(color);
- const oppKingPos = this.searchKingPos(oppCol)[0];
+ const oppKingPos = this.searchKingPos(C.GetOppTurn(this.turn))[0];
moves.push(
new Move({
start: { x: x, y: y },
- end: { x: oppKingPos[0], y: oppKingPos[1] },
+ end: {x: oppKingPos[0], y: oppKingPos[1]},
appear: [],
vanish: []
})
if (piece == 'p') {
// Filter out forbidden pawn moves
moves = moves.filter(m => {
- if (m.vanish[0].p == 'p') {
+ if (m.vanish.length > 0 && m.vanish[0].p == 'p') {
if (
Math.abs(m.end.x - m.start.x) == 2 &&
!this.pawnFlags[this.turn][m.start.y]
return false; //forbidden 2-squares jumps
}
if (
- this.board[m.end.x][m.end.y] == V.EMPTY &&
+ this.board[m.end.x][m.end.y] == "" &&
m.vanish.length == 2 &&
this.getColor(m.start.x, m.start.y) == "c"
) {
}
let extraMoves = [];
moves.forEach(m => {
- if (m.vanish.length == 2 && m.appear.length == 1)
+ if (m.vanish.length == 2 && m.appear.length == 1) {
// A capture occured
m.appear[0].c = "c";
if (
return moves.concat(extraMoves);
}
- canIplay(side, [x, y]) {
+ canIplay(x, y) {
if (this.stage == 2) {
const color = this.getColor(x, y);
return (
: ['w', 'b'].includes(color)
);
}
- return side == this.turn && [side, "c"].includes(this.getColor(x, y));
+ return (
+ this.playerColor == this.turn &&
+ [this.turn, "c"].includes(this.getColor(x, y))
+ );
}
// Does m2 un-do m1 ? (to disallow undoing checkered moves)
oppositeMoves(m1, m2) {
return (
!!m1 &&
- m2.appear[0].c == "c" &&
m2.appear.length == 1 &&
m2.vanish.length == 1 &&
+ m2.appear[0].c == "c" &&
m1.start.x == m2.end.x &&
m1.end.x == m2.start.x &&
m1.start.y == m2.end.y &&
);
}
- // TODO: adapt, merge
filterValid(moves) {
- if (moves.length == 0)
- return [];
const color = this.turn;
- const oppCol = C.GetOppCol(color);
- return moves.filter(m => {
+ if (this.stage == 2 && this.sideCheckered == color)
// Checkered cannot be under check (no king)
- if (stage == 2 && this.sideCheckered == color)
- return true;
+ return moves;
+ let kingPos = super.searchKingPos(color);
+ if (this.stage == 2)
+ // Must consider both kings (attacked by checkered side)
+ kingPos.push(super.searchKingPos(C.GetOppTurn(this.turn))[0]);
+ const oppCols = this.getOppCols(color);
+ const filteredMoves = moves.filter(m => {
+ if (m.vanish.length == 0 && m.appear.length == 0)
+ return true; //switch move
this.playOnBoard(m);
+ if (m.vanish[0].p == 'k')
+ kingPos[0] = [m.appear[0].x, m.appear[0].y];
let res = true;
- if (stage == 1) {
- if (m.appear.length == 0 && m.vanish.length == 0) {
- // Special "switch" move: kings must not be attacked by checkered.
- // Not checking for oppositeMoves here: checkered are autonomous
- res = (
- !this.isAttacked(this.kingPos['w'], ['c']) &&
- !this.isAttacked(this.kingPos['b'], ['c']) &&
- this.getAllPotentialMoves().length > 0
- );
- }
- else res = !this.oppositeMoves(this.cmove, m);
- }
- if (res && m.appear.length > 0) res = !this.underCheck(color);
- // At stage 2, side with B & W can be undercheck with both kings:
- if (res && stage == 2) res = !this.underCheck(oppCol);
- this.undo(m);
+ if (this.stage == 1)
+ res = !this.oppositeMoves(this.cmove, m);
+ if (res && m.appear.length > 0)
+ res = !this.underCheck(kingPos, oppCols);
+ if (m.vanish[0].p == 'k')
+ kingPos[0] = [m.vanish[0].x, m.vanish[0].y];
+ this.undoOnBoard(m);
return res;
});
+ return filteredMoves;
}
- atLeastOneMove() {
- const color = this.turn;
- const oppCol = V.GetOppCol(color);
- for (let i = 0; i < V.size.x; i++) {
- for (let j = 0; j < V.size.y; j++) {
+ atLeastOneMove(color) {
+ const myCols = [color, 'c'];
+ for (let i = 0; i < this.size.x; i++) {
+ for (let j = 0; j < this.size.y; j++) {
const colIJ = this.getColor(i, j);
if (
- this.board[i][j] != V.EMPTY &&
+ this.board[i][j] != "" &&
(
- (this.stage == 1 && colIJ != oppCol) ||
+ (this.stage == 1 && myCols.includes(colIJ)) ||
(this.stage == 2 &&
(
(this.sideCheckered == color && colIJ == 'c') ||
)
) {
const moves = this.getPotentialMovesFrom([i, j]);
- if (moves.length > 0) {
- for (let k = 0; k < moves.length; k++)
- if (this.filterValid([moves[k]]).length > 0) return true;
- }
+ if (moves.some(m => this.filterValid([m]).length >= 1))
+ return true;
}
}
}
return false;
}
- // TODO: adapt
- underCheck(color) {
- if (this.stage == 1)
- return this.isAttacked(this.kingPos[color], [V.GetOppCol(color), "c"]);
- if (color == this.sideCheckered) return false;
- return (
- this.isAttacked(this.kingPos['w'], ["c"]) ||
- this.isAttacked(this.kingPos['b'], ["c"])
- );
- }
-
- play(move) {
- move.flags = JSON.stringify(this.aggregateFlags());
- this.epSquares.push(this.getEpSquare(move));
- V.PlayOnBoard(this.board, move);
- if (move.appear.length > 0 || move.vanish.length > 0)
- {
- this.turn = V.GetOppCol(this.turn);
- this.movesCount++;
- }
- this.postPlay(move);
+ underCheck(square_s, oppCols) {
+ if (this.stage == 2 && this.turn == this.sideCheckered)
+ return false; //checkered pieces is me, I'm not under check
+ // Artificial turn change required, because canTake uses turn info.
+ // canTake is called from underCheck --> ... --> findDestSquares
+ this.turn = C.GetOppTurn(this.turn);
+ const res = square_s.some(sq => super.underAttack(sq, oppCols));
+ this.turn = C.GetOppTurn(this.turn);
+ return res;
}
- postPlay(move) {
- if (move.appear.length == 0 && move.vanish.length == 0) {
- this.stage = 2;
- this.sideCheckered = this.turn;
- }
- else {
- const c = move.vanish[0].c;
- const piece = move.vanish[0].p;
- if (piece == V.KING) {
- this.kingPos[c][0] = move.appear[0].x;
- this.kingPos[c][1] = move.appear[0].y;
- }
- super.updateCastleFlags(move, piece);
+ prePlay(move) {
+ if (move.appear.length > 0 && move.vanish.length > 0) {
+ super.prePlay(move);
if (
[1, 6].includes(move.start.x) &&
- move.vanish[0].p == V.PAWN &&
+ move.vanish[0].p == 'p' &&
Math.abs(move.end.x - move.start.x) == 2
) {
// This move turns off a 2-squares pawn flag
this.pawnFlags[move.start.x == 6 ? "w" : "b"][move.start.y] = false;
}
}
+ }
+
+ postPlay(move) {
+ if (move.appear.length == 0 && move.vanish.length == 0) {
+ this.stage = 2;
+ this.sideCheckered = this.turn;
+ if (this.playerColor != this.turn)
+ super.displayMessage(null, "Autonomous checkered!", "info-text", 2000);
+ }
+ else
+ super.postPlay(move);
this.cmove = this.getCmove(move);
}
+ tryChangeTurn(move) {
+ if (move.appear.length > 0 && move.vanish.length > 0)
+ super.tryChangeTurn(move);
+ }
+
getCurrentScore() {
const color = this.turn;
if (this.stage == 1) {
- if (this.atLeastOneMove()) return "*";
+ if (this.atLeastOneMove(color))
+ return "*";
// Artifically change turn, for checkered pawns
- this.turn = V.GetOppCol(this.turn);
- const res =
- this.isAttacked(this.kingPos[color], [V.GetOppCol(color), "c"])
- ? color == "w"
- ? "0-1"
- : "1-0"
- : "1/2";
- this.turn = V.GetOppCol(this.turn);
+ const oppTurn = C.GetOppTurn(color);
+ this.turn = oppTurn;
+ const kingPos = super.searchKingPos(color)[0];
+ let res = "1/2";
+ if (super.underAttack(kingPos, [oppTurn, 'c']))
+ res = (color == "w" ? "0-1" : "1-0");
+ this.turn = color;
return res;
}
// Stage == 2:
- if (this.sideCheckered == this.turn) {
+ if (this.sideCheckered == color) {
// Check if remaining checkered pieces: if none, I lost
if (this.board.some(b => b.some(cell => cell[0] == 'c'))) {
- if (!this.atLeastOneMove()) return "1/2";
+ if (!this.atLeastOneMove(color))
+ return "1/2";
return "*";
}
- return color == 'w' ? "0-1" : "1-0";
+ return (color == 'w' ? "0-1" : "1-0");
}
- if (this.atLeastOneMove()) return "*";
- let res = this.isAttacked(this.kingPos['w'], ["c"]);
- if (!res) res = this.isAttacked(this.kingPos['b'], ["c"]);
- if (res) return color == 'w' ? "0-1" : "1-0";
+ if (this.atLeastOneMove(color))
+ return "*";
+ let res = super.underAttack(super.searchKingPos(color)[0], ['c']);
+ if (!res)
+ res = super.underAttack(super.searchKingPos(oppCol)[0], ['c']);
+ if (res)
+ return (color == 'w' ? "0-1" : "1-0");
return "1/2";
}
- // TODO: adapt
- static GenRandInitFen(options) {
- const baseFen = ChessRules.GenRandInitFen(options);
- return (
- // Add 16 pawns flags + empty cmove + stage == 1:
- baseFen.slice(0, -2) + "1111111111111111 - - 1" +
- (!options["switch"] ? '-' : "")
- );
- }
- {
- cmove: fenParts[5],
- stage: fenParts[6]
- }
-
- getCmoveFen() {
- const L = this.cmoves.length;
- return (
- !this.cmoves[L - 1]
- ? "-"
- : ChessRules.CoordsToSquare(this.cmoves[L - 1].start) +
- ChessRules.CoordsToSquare(this.cmoves[L - 1].end)
- );
- }
-
- getStageFen() {
- if (this.stage == 1) return "1" + (!this.canSwitch ? '-' : "");
- // Stage == 2:
- return "2" + this.sideCheckered;
- }
-
- getFen() {
- return (
- super.getFen() + " " + this.getCmoveFen() + " " + this.getStageFen()
- );
- }
-
- getFlagsFen() {
- let fen = super.getFlagsFen();
- // Add pawns flags
- for (let c of ["w", "b"])
- for (let i = 0; i < 8; i++) fen += (this.pawnFlags[c][i] ? "1" : "0");
- return fen;
- }
-
};