X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FLosers.js;h=d815ee7a501668dc1136c85619ee94df403668be;hp=86b00f902a99cda642cf78a8949a41a0256aa06b;hb=dac395887d96e2d642b209c6db6aaacc3ffacb34;hpb=5fde3a01497262862afc4cb4c9457d4e0ad69a4a diff --git a/client/src/variants/Losers.js b/client/src/variants/Losers.js index 86b00f90..d815ee7a 100644 --- a/client/src/variants/Losers.js +++ b/client/src/variants/Losers.js @@ -4,106 +4,106 @@ import { randInt } from "@/utils/alea"; export const VariantRules = class LosersRules extends ChessRules { - static get HasFlags() { return false; } - - getPotentialPawnMoves([x,y]) - { - let moves = super.getPotentialPawnMoves([x,y]); - - // Complete with promotion(s) into king, if possible - const color = this.turn; - const shift = (color == "w" ? -1 : 1); - const lastRank = (color == "w" ? 0 : V.size.x-1); - if (x+shift == lastRank) - { - // Normal move - if (this.board[x+shift][y] == V.EMPTY) - 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:V.KING})); - } - if (y 0) - { - for (let k=0; k 0) - return true; - } - } - } - } - } - return false; - } - - // Trim all non-capturing moves - static KeepCaptures(moves) - { - return moves.filter(m => { return m.vanish.length == 2; }); - } - - getPossibleMovesFrom(sq) - { - 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 = V.KeepCaptures(moves); - return moves; - } - - getAllValidMoves() - { - let moves = super.getAllValidMoves(); - if (moves.some(m => { return m.vanish.length == 2; })) - moves = V.KeepCaptures(moves); - return moves; - } - - underCheck(color) - { - return false; //No notion of check - } - - getCheckSquares(move) - { - return []; - } - - // No variables update because no royal king + no castling - updateVariables(move) { } - unupdateVariables(move) { } + static get HasFlags() { return false; } + + getPotentialPawnMoves([x,y]) + { + let moves = super.getPotentialPawnMoves([x,y]); + + // Complete with promotion(s) into king, if possible + const color = this.turn; + const shift = (color == "w" ? -1 : 1); + const lastRank = (color == "w" ? 0 : V.size.x-1); + if (x+shift == lastRank) + { + // Normal move + if (this.board[x+shift][y] == V.EMPTY) + 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:V.KING})); + } + if (y 0) + { + for (let k=0; k 0) + return true; + } + } + } + } + } + return false; + } + + // Trim all non-capturing moves + static KeepCaptures(moves) + { + return moves.filter(m => { return m.vanish.length == 2; }); + } + + getPossibleMovesFrom(sq) + { + 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 = V.KeepCaptures(moves); + return moves; + } + + getAllValidMoves() + { + let moves = super.getAllValidMoves(); + if (moves.some(m => { return m.vanish.length == 2; })) + moves = V.KeepCaptures(moves); + return moves; + } + + underCheck(color) + { + return false; //No notion of check + } + + getCheckSquares(move) + { + return []; + } + + // No variables update because no royal king + no castling + updateVariables(move) { } + unupdateVariables(move) { } getCurrentScore() { @@ -111,82 +111,82 @@ export const VariantRules = class LosersRules extends ChessRules return "*"; // No valid move: the side who cannot move wins - return (this.turn == "w" ? "1-0" : "0-1"); - } - - static get VALUES() - { - // Experimental... - return { - 'p': 1, - 'r': 7, - 'n': 3, - 'b': 3, - 'q': 5, - 'k': 5 - }; - } - - static get SEARCH_DEPTH() { return 4; } - - evalPosition() - { - 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 = ArrayFun.range(8); - - // Get random squares for bishops - let randIndex = 2 * randInt(4); - let bishop1Pos = positions[randIndex]; - // The second bishop must be on a square of different color - let randIndex_tmp = 2 * randInt(4) + 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 = randInt(6); - let knight1Pos = positions[randIndex]; - positions.splice(randIndex, 1); - randIndex = randInt(5); - let knight2Pos = positions[randIndex]; - positions.splice(randIndex, 1); - - // Get random square for queen - randIndex = randInt(4); - let queenPos = positions[randIndex]; - positions.splice(randIndex, 1); - - // Random square for king (no castle) - randIndex = randInt(3); - 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 0 -"; //en-passant allowed, but no flags - } + return (this.turn == "w" ? "1-0" : "0-1"); + } + + static get VALUES() + { + // Experimental... + return { + 'p': 1, + 'r': 7, + 'n': 3, + 'b': 3, + 'q': 5, + 'k': 5 + }; + } + + static get SEARCH_DEPTH() { return 4; } + + evalPosition() + { + 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 = ArrayFun.range(8); + + // Get random squares for bishops + let randIndex = 2 * randInt(4); + let bishop1Pos = positions[randIndex]; + // The second bishop must be on a square of different color + let randIndex_tmp = 2 * randInt(4) + 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 = randInt(6); + let knight1Pos = positions[randIndex]; + positions.splice(randIndex, 1); + randIndex = randInt(5); + let knight2Pos = positions[randIndex]; + positions.splice(randIndex, 1); + + // Get random square for queen + randIndex = randInt(4); + let queenPos = positions[randIndex]; + positions.splice(randIndex, 1); + + // Random square for king (no castle) + randIndex = randInt(3); + 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 0 -"; //en-passant allowed, but no flags + } }