label: "Allow switching",
variable: "withswitch",
type: "checkbox",
- defaut: false
+ defaut: true
}
],
styles: [
return C.GetColorClass(c);
}
- static board2fen(b) {
+ 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",
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
}
]
}
postProcessPotentialMoves(moves) {
+ moves = super.postProcessPotentialMoves(moves);
if (this.stage == 2 || moves.length == 0)
return moves;
const color = this.turn;
let kingPos = super.searchKingPos(color);
if (this.stage == 2)
// Must consider both kings (attacked by checkered side)
- kingPos = [kingPos, super.searchKingPos(C.GetOppTurn(this.turn))];
+ kingPos.push(super.searchKingPos(C.GetOppTurn(this.turn))[0]);
const oppCols = this.getOppCols(color);
- return moves.filter(m => {
+ 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 (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(color) {
}
underCheck(square_s, oppCols) {
- if (this.stage == 2 && oppCol != this.sideCheckered)
+ if (this.stage == 2 && this.turn == this.sideCheckered)
return false; //checkered pieces is me, I'm not under check
- return square_s.some(sq => super.underAttack(sq, oppCols));
+ // 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;
}
prePlay(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);