Almost finished problems logic. TODO: showProblem() part
[vchess.git] / public / javascripts / variants / Loser.js
index b4d8b4f..98bd944 100644 (file)
@@ -6,10 +6,15 @@ class LoserRules extends ChessRules
                this.epSquares = [ epSq ];
        }
 
+       static IsGoodFlags(flags)
+       {
+               return true; //anything is good: no flags
+       }
+
        setFlags(fen)
        {
                // No castling, hence no flags; but flags defined for compatibility
-               this.castleFlags = "0000";
+               this.castleFlags = { "w":[false,false], "b":[false,false] };
        }
 
        getPotentialPawnMoves([x,y])
@@ -18,21 +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 (y<sizeY-1 && 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 (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:V.KING}));
+                       }
+                       if (y<V.size.y-1 && 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}));
+                       }
                }
 
                return moves;
@@ -40,7 +48,6 @@ class LoserRules extends ChessRules
 
        getPotentialKingMoves(sq)
        {
-               const V = VariantRules;
                return this.getSlideNJumpMoves(sq,
                        V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep");
        }
@@ -50,12 +57,11 @@ class LoserRules extends ChessRules
        {
                const color = this.turn;
                const oppCol = this.getOppCol(color);
-               const [sizeX,sizeY] = VariantRules.size;
-               for (let i=0; i<sizeX; i++)
+               for (let i=0; i<V.size.x; i++)
                {
-                       for (let j=0; j<sizeY; j++)
+                       for (let j=0; j<V.size.y; j++)
                        {
-                               if (this.board[i][j] != VariantRules.EMPTY && this.getColor(i,j) != oppCol)
+                               if (this.board[i][j] != V.EMPTY && this.getColor(i,j) != oppCol)
                                {
                                        const moves = this.getPotentialMovesFrom([i,j]);
                                        if (moves.length > 0)
@@ -83,7 +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;
        }
 
@@ -91,7 +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;
        }
 
@@ -108,7 +114,11 @@ class LoserRules extends ChessRules
        // Unused:
        updateVariables(move) { }
        unupdateVariables(move) { }
-       parseFlags(flags) { }
+
+       getFlagsFen()
+       {
+               return "-";
+       }
 
        checkGameEnd()
        {
@@ -133,4 +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?!)
+       }
 }