X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=public%2Fjavascripts%2Fvariants%2FLoser.js;h=98bd94437febf64a920d59c245bae8ceae2a4e41;hb=7931e479adf93c87771ded1892a0873af72ae46d;hp=0c484c128fde922b1201cc8806a26770e7f109da;hpb=a6abf094c35a26019e47fea21302c4be32ff030b;p=vchess.git diff --git a/public/javascripts/variants/Loser.js b/public/javascripts/variants/Loser.js index 0c484c12..98bd9443 100644 --- a/public/javascripts/variants/Loser.js +++ b/public/javascripts/variants/Loser.js @@ -2,12 +2,20 @@ class LoserRules extends ChessRules { initVariables(fen) { - // No castling, hence no flags const epSq = this.moves.length > 0 ? this.getEpSquare(this.lastMove) : undefined; this.epSquares = [ epSq ]; } - setFlags(fen) { } + static IsGoodFlags(flags) + { + return true; //anything is good: no flags + } + + setFlags(fen) + { + // No castling, hence no flags; but flags defined for compatibility + this.castleFlags = { "w":[false,false], "b":[false,false] }; + } getPotentialPawnMoves([x,y]) { @@ -15,21 +23,24 @@ class LoserRules extends ChessRules // 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) @@ -80,7 +89,7 @@ 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; } @@ -88,7 +97,7 @@ 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; } @@ -102,20 +111,13 @@ class LoserRules extends ChessRules return []; } - play(move, ingame) - { - if (!!ingame) - move.notation = this.getNotation(move); - this.moves.push(move); - this.epSquares.push( this.getEpSquare(move) ); - VariantRules.PlayOnBoard(this.board, move); - } + // Unused: + updateVariables(move) { } + unupdateVariables(move) { } - undo(move) + getFlagsFen() { - VariantRules.UndoOnBoard(this.board, move); - this.epSquares.pop(); - this.moves.pop(); + return "-"; } checkGameEnd() @@ -141,4 +143,60 @@ 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() + + " 0000"; //add flags (TODO?!) + } }