X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=public%2Fjavascripts%2Fvariants%2FLoser.js;h=6731d322f57d8ebc09ec05ea3189dc58b5905ad8;hb=643479f8d7c3622b57fc49c4f10d9950793ebf4f;hp=0ed3edc2ee294c2ec033bd30b5e0cb039e3072e5;hpb=6752407b88b6d7678b9b19df4ffe1224d17625d7;p=vchess.git diff --git a/public/javascripts/variants/Loser.js b/public/javascripts/variants/Loser.js index 0ed3edc2..6731d322 100644 --- a/public/javascripts/variants/Loser.js +++ b/public/javascripts/variants/Loser.js @@ -1,36 +1,41 @@ class LoserRules extends ChessRules { - initVariables(fen) + static get HasFlags() { return false; } + + setOtherVariables(fen) { - // No castling, hence no flags; but flags defined for compatibility - this.flags = "-"; - const epSq = this.moves.length > 0 ? this.getEpSquare(this.lastMove) : undefined; + const parsedFen = V.ParseFen(fen); + const epSq = parsedFen.enpassant != "-" + ? V.SquareToCoords(parsedFen.enpassant) + : undefined; this.epSquares = [ epSq ]; + this.scanKingsRooks(fen); } - setFlags(fen) { } - getPotentialPawnMoves([x,y]) { let moves = super.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 (y0 && 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 0) @@ -81,7 +85,7 @@ class LoserRules extends ChessRules 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; } @@ -89,7 +93,7 @@ class LoserRules extends ChessRules { let moves = super.getAllValidMoves(); if (moves.some(m => { return m.vanish.length == 2; })) - moves = VariantRules.KeepCaptures(moves); + moves = V.KeepCaptures(moves); return moves; } @@ -103,10 +107,9 @@ class LoserRules extends ChessRules return []; } - // Unused: + // No variables update because no castling updateVariables(move) { } unupdateVariables(move) { } - parseFlags(flags) { } checkGameEnd() { @@ -114,7 +117,9 @@ class LoserRules extends ChessRules return this.turn == "w" ? "1-0" : "0-1"; } - static get VALUES() { //experimental... + static get VALUES() + { + // Experimental... return { 'p': 1, 'r': 7, @@ -131,4 +136,62 @@ class LoserRules extends ChessRules { 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 + } } + +const VariantRules = LoserRules;