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PNG images for Eightpieces from https://greenchess.net/index.php and Jeff Kubach design.
Images of the Hawk and Elephant were designed by "Couch Tomato #2218" on Discord,
for the pychess-variants website (http://pychess-variants.herokuapp.com/)
+He also designed all the Horde pieces in Orda.
For Dynamo:
https://commons.wikimedia.org/wiki/File:Font_P.svg
https://commons.wikimedia.org/wiki/File:Font_R.svg
p.boxed
| Most pieces look the same but behave very differently.
| They generally move like an orthodox queen,
- | but capturing rules are complex.
+ | but capturing rules are more complex.
p
| Note: 'Baroque' is the initial name thought by the author,
- | but 'Ultima' is also largely adopted.
+ | but 'Ultima' is also largely adopted.
a(href="https://www.chessvariants.com/people.dir/abbott.html")
| He prefers 'Baroque'
| , and I think me too.
p Pieces names refer to the way they capture, which is described later.
ul
- li Pawn : pawn or pincer
- li Rook : coordinator
- li Knight : long leaper
- li Bishop : chameleon
- li Queen : withdrawer
- li King : king (same behavior as in standard chess)
+ li Pawn : Pawn or Pincer
+ li Rook : Coordinator
+ li Knight : Long Leaper
+ li Bishop : Chameleon
+ li Queen : Withdrawer
+ li King : King (same behavior as in standard chess)
p.
Besides, a new piece is introduced: the immobilizer, written by the letter
'm' in FEN diagrams and PGN games. It is represented by an upside-down rook:
h3 End of the game
p.
- Checkmate or stalemate as in standard chess. Note however that checks are
- more difficult to see, because of the exotic capturing rules. For example, on
- the following diagram the white king cannot move to e5 because then
- the black pawn could capture by moving next to it.
+ The game ends by checkmate or stalemate as in standard chess. Note however
+ that checks are more difficult to see, because of the exotic capturing rules.
+ For example, on the following diagram the white king cannot move to e5
+ because then the black pawn could capture by moving next to it.
figure.diagram-container
.diagram
p
| Nota: el nombre elegido inicialmente por el autor es 'Baroque',
- | pero 'Ultima' tambiƩn se usa ampliamente.
+ | pero 'Ultima' tambiƩn se usa ampliamente.
a(href="https://www.chessvariants.com/people.dir/abbott.html")
| Ćl prefiere 'Baroque'
| , y yo tambiƩn creo.
Los nombres de las piezas se relacionan con su modo de captura, que se
describe a continuaciĆ³n.
ul
- li PeĆ³n: peĆ³n o p "pinchazo"
- li Torre: coordinador
- li Caballo: "saltador largo"
- li Alfil: camaleĆ³n
- li Dama: "supresor"
- li Rey: rey (mismo comportamiento que el ajedrez ortodoxo)
+ li PeĆ³n: PeĆ³n o p "Pinchazo"
+ li Torre: Coordinador
+ li Caballo: "Saltador Largo"
+ li Alfil: CamaleĆ³n
+ li Dama: "Supresor"
+ li Rey: Rey (mismo comportamiento que el ajedrez ortodoxo)
p.
AdemƔs, se agrega una nueva pieza: el inmovilizador, denotado por el
letra 'm' en diagramas FEN y partidas PGN. El esta representado por
p
| Note : le nom initialement choisit par l'auteur est 'Baroque',
- | mais 'Ultima' est Ʃgalement largement utilisƩ.
+ | mais 'Ultima' est Ʃgalement largement utilisƩ.
a(href="https://www.chessvariants.com/people.dir/abbott.html")
| Il prĆ©fĆØre 'Baroque'
| , et moi aussi je crois.
Les noms des piĆØces se rapportent Ć leur mode de capture, qui est dĆ©crit
plus loin
ul
- li Pion : pion ou pinceur
- li Tour : coordinateur
- li Cavalier : "sauteur long"
- li Fou : camƩlƩon
- li Dame : "retireur"
- li King : roi (mĆŖme comportement qu'aux Ć©checs orthodoxes)
+ li Pion : Pion ou Pinceur
+ li Tour : Coordinateur
+ li Cavalier : "Sauteur Long"
+ li Fou : CamƩlƩon
+ li Dame : "Retireur"
+ li King : Roi (mĆŖme comportement qu'aux Ć©checs orthodoxes)
p.
En outre, une nouvelle piĆØce est ajoutĆ©e : l'immobiliseur, dĆ©notĆ© par la
lettre 'm' dans les diagrammes FEN et parties PGN. Il est reprƩsentƩ par
--- /dev/null
+p.boxed.
+ Most pieces look as usual but behave differently.
+ They generally move like an orthodox queen,
+ but capturing rules are more complex.
+
+p.
+ This variant comes from an attempt to fix some issues with Baroque variant,
+ which "favors the defense over the attack, and is lacking in clarity"
+ (from the introduction of the Rococo rules; see the link at the bottom of
+ the page).
+
+h4 Pieces names
+
+p Pieces names refer to the way they capture, which is described later.
+ul
+ li Pawn : Cannon Pawn
+ li Rook : Swapper
+ li Knight : Long Leaper
+ li Bishop : Vhameleon
+ li Queen : "Pushme-Pullyu"
+ li King : King (same behavior as in standard chess)
+p.
+ Besides, a new piece is introduced: the immobilizer, written by the letter
+ 'M'. It is represented by an upside-down rook:
+
+figure.diagram-container
+ .diagram
+ | fen:91/91/91/5m4/91/91/91/4M5/91/91:
+ figcaption Immobilizers on e3 and f7.
+
+p The board is of size 10x10 to facilitate captures, as explained below.
+
+h3 Non-capturing moves
+
+p The king moves (and captures) as usual.
+
+p.
+ Cannon Pawns move without capturing two ways: either a single step in any
+ direction, or, they may leap over an adjacent piece of either side to the
+ empty square just beyond.
+
+figure.diagram-container
+ .diagram
+ | fen:91/91/91/91/4b5/4P5/5Q4/91/91/91 e4,d4,d5,d6,f6,f5,e7,g3:
+ figcaption Squares where the pawn can move to (without capturing).
+
+p All other pieces move like an orthodox queen.
+
+p.
+ When a piece is next to an enemy immobilizer, it cannot move but
+ is allowed a special "suicide" move: it can disappear by "capturing" the
+ immobilizer (to trigger the move on the interface).
+
+h3 Capturing moves
+
+p.
+ As said above, the king captures as usual. However, all other pieces have
+ a new way of capturing - when they can. Indeed the immobilizer doesn't
+ capture, and the swapper can only capture a piece when it stands next to him.
+ In this case he disappears as well in the process.
+
+p.
+ The edge of the board can be reached only by capturing, only if landing on
+ the edge is the only way to do some capture, and that there exist no other
+ such captures with a smallest move length. The move length is the distance
+ between the initial and destination squares.
+
+h4 (Cannon) Pawns
+
+p.
+ Cannon pawns capture by leaping over an adjacent piece (the mount), landing
+ on the opposing piece just beyond the mount.
+
+figure.diagram-container
+ .diagram
+ | fen:91/91/91/4p5/4b5/1rB1P5/5Q4/2p3q3/91/91 e7,g3:
+ figcaption Possible pawn captures.
+
+h4 "Pushme-Pullyu" (Queen)
+
+p.
+ The queen captures on the square just after where she stops (if any
+ opponent's piece stands there), and also on the square initially just behind
+ her. It is a combination of a Withdrawer and an Advancer, as described on
+ the rules page on chessvariants (see the link at the bottom).
+
+figure.diagram-container
+ .diagram
+ | fen:91/91/91/91/2bQ4r1/91/91/91/91/91 h6:
+ figcaption.
+ Any move to the right will capture the bishop; only a move to the marked
+ spot will also capture the rook.
+
+h4 Rook (Swapper)
+
+p.
+ The rook can swap its position with any enemy piece in the attacking
+ line of an orthodox queen, as illustrated below.
+
+figure.diagram-container
+ .diagram.diag12
+ | fen:91/91/7k2/91/91/91/2n7/2R7/91/91:
+ .diagram.diag22
+ | fen:91/91/7R2/91/91/91/2n7/2k7/91/91:
+ figcaption Before and after a rook swap with the king.
+
+p.
+ Moreover, if the rook stands just next to an enemy piece (like the knight
+ here), it can choose to capture it by a "kamikaze" attack: indeed it get
+ self-destroyed in the process.
+
+h4 Other pieces
+
+p.
+ The Long Leaper, Immobilizer and Chameleon behave as in the Baroque
+ variant playable on this site: please refer to these rules description. There
+ is only one change is in the immobilizing rules, which are simpler here:
+ immobilizers powers are not canceled by the chameleons.
+
+h3 End of the game
+
+p.
+ The game ends by checkmate or stalemate as in standard chess.
+ Just pay attention to the capturing rules :)
+
+h3 Source
+
+p
+ | The
+ a(href="https://www.chessvariants.com/other.dir/rococo.html") Rococo variant
+ | on chessvariants.com.
+
+p Inventors: Peter Aronson and David Howe (2002)
--- /dev/null
+p.boxed.
+ La mayorĆa de las piezas parecen familiares pero se comportan de manera
+ diferente. Suelen moverse como una dama ortodoxa,
+ pero captura de acuerdo con reglas bastante complejas.
+
+p.
+ Esta variante proviene de un intento de resolver problemas con la
+ variante Barroca, que "promueve la defensa en ataque y carece de claridad"
+ (cf. la introducciĆ³n de las reglas rococĆ³, vinculadas al final de esta
+ pƔgina).
+
+h4 Nombre de las piezas
+
+p.
+ Los nombres de las piezas se relacionan con su forma de capturar, siendo este
+ descrito a continuaciĆ³n.
+ul
+ Li PeĆ³n : Canon PeĆ³n
+ li Torre : Intercambiador
+ li Caballo : Saltador Largo
+ li Alfil : CamaleĆ³n
+ li Dama : "Pushme-Pullyu"
+ li Rey : Rey (la misma pieza que el ajedrez estƔndar)
+p.
+ AdemƔs, se agrega una nueva pieza: el inmovilizador, marcado 'M'.
+ EstĆ” representado por una torre invertida:
+
+figure.diagram-container
+ .diagram
+ | fen:91/91/91/5m4/91/91/91/4M5/91/91:
+ figcaption inmovilizadores en e3 y f7.
+
+p.
+ El tablero tiene un tamaƱo de 10x10 para facilitar la captura, como se
+ explicĆ³ abajo.
+
+h3 Jugadas sin captura
+
+p El rey se mueve (y captura) como de costumbre.
+
+p.
+ Los peones caĆ±Ć³n se mueven sin capturar de dos maneras:
+ una casilla individual en cualquier direcciĆ³n, o saltando sobre
+ una habitaciĆ³n adyacente para estar justo detrĆ”s de ella.
+
+figure.diagram-container
+ .diagram
+ | fen:91/91/91/91/4b5/4P5/5Q4/91/91/91 e4,d4,d5,d6,f6,f5,e7,g3:
+ figcaption Casillas donde el peĆ³n puede ir (sin capturar).
+
+p Todas las otras piezas se mueven como una dama ortodoxa.
+
+p.
+ Cuando una pieza estĆ” al lado de un inmovilizador enemigo, no puede moverse
+ pero es posible un movimiento especial de "suicidio": puede desaparecer en
+ "capturando" el inmovilizador (para activar el movimiento a travƩs de la
+ interfaz).
+
+h3 Jugadas con captura
+
+p.
+ Como se dijo anteriormente, el rey captura como de costumbre. Sin embargo,
+ las otras piezas capturan de manera diferente, cuando pueden.
+ De hecho, el inmovilizador no puede capturar, y el intercambiador
+ solo se puede tomar una pieza contigua. En este caso deja el tablero despuƩs
+ de la captura
+
+p.
+ El borde del tablero solo se puede alcanzar mediante la captura, solo si
+ llegar aquĆ es la Ćŗnica forma de hacer una captura determinada, y si
+ no hay otras capturas con una longitud de trazo mƔs corta.
+ La longitud de un trazo es la distancia entre los cuadros de inicio y
+ finalizaciĆ³n.
+
+h4 Peones (Canon)
+
+p.
+ Los peones caĆ±Ć³n capturan saltando sobre una pieza adyacente,
+ aterrizando en una pieza enemiga justo detrƔs.
+
+figure.diagram-container
+ .diagram
+ | fen:91/91/91/4p5/4b5/1rB1P5/5Q4/2p3q3/91/91 e7,g3:
+ figcaption Posibles capturas de peones.
+
+h4 "Pushme-Pullyu" (Dama)
+
+p.
+ La dama captura en la plaza ubicada justo despuƩs de la que se detiene
+ (suponiendo que la pieza de un oponente estĆ© allĆ), y tambiĆ©n en la caja
+ originalmente ubicado justo detrĆ”s de ella. Es una combinaciĆ³n del Retractor
+ y Avanzado, como se describe en la pƔgina de reglas de chessvariants
+ (ver enlace en la parte inferior de la pƔgina).
+
+figure.diagram-container
+ .diagram
+ | fen:91/91/91/91/2bQ4r1/91/91/91/91/91 h6:
+ figcaption.
+ Cualquier jugada a la derecha captura al alfil; solo un movimiento hasta
+ la marca tambiƩn capturarƔ la torre.
+
+h4 Torre (Intercambio)
+
+p.
+ La torre puede intercambiar su posiciĆ³n con cualquier pieza enemiga en
+ la lĆnea de ataque de una dama ortodoxa, como se ilustra a continuaciĆ³n.
+
+figure.diagram-container
+ .diagram.diag12
+ | fen:91/91/7k2/91/91/91/2n7/2R7/91/91:
+ .diagram.diag22
+ | fen:91/91/7R2/91/91/91/2n7/2k7/91/91:
+ figcaption Antes y despuƩs del intercambio torre-rey.
+
+p.
+ AdemĆ”s, si la torre estĆ” al lado de una habitaciĆ³n opuesta (como el caballo
+ aquĆ), ella puede elegir capturarlo con un ataque "kamikaze":
+ de hecho, se autodestruye durante la acciĆ³n.
+
+h4 Otras piezas
+
+p.
+ El Saltador Largo, el Inmovilizador y el CamaleĆ³n se comportan como en la
+ variante Barroca jugable en este sitio: consulte la descripciĆ³n de las
+ reglas. Solo hay un cambio en las reglas de inmovilizaciĆ³n, mĆ”s
+ simple aquĆ: los poderes de los inmovilizadores no son cancelados por los
+ camaleones.
+
+h3 Fin de la partida
+
+p.
+ El juego termina con mate o empate como en el ajedrez estƔndar.
+ Solo presta atenciĆ³n a las reglas de captura :)
+
+h3 Fuente
+
+p
+ | La
+ a(href="https://www.chessvariants.com/other.dir/rococo.html") variante RococĆ³
+ | en chessvariants.com.
+
+p Inventores: Peter Aronson y David Howe (2002)
--- /dev/null
+p.boxed.
+ La plupart des piĆØces semblent familiĆØres mais se comportent diffĆ©remment.
+ Elles se dƩplacent en gƩnƩral comme une dame orthodoxe,
+ mais capturent selon des rĆØgles assez complexes.
+
+p.
+ Cette variante provient d'une tentative de rĆ©soudre des problĆØmes avec la
+ variante baroque, qui "favorise la dĆ©fense Ć l'attaque, et manque de clartĆ©"
+ (cf. l'introduction des rĆØgles Rococo, en lien au bas de cette page).
+
+h4 Nom des piĆØces
+
+p.
+ Les noms des piĆØces se rapportent Ć leur maniĆØre de capturer, celle-ci Ć©tant
+ dƩcrite plus bas.
+ul
+ li Pion : Pion Canon
+ li Tour : Ćchangeur
+ li Cavalier : Sauteur Long
+ li Fou : CamƩlƩon
+ li Dame : "Pushme-Pullyu"
+ li Roi : Roi (la mĆŖme piĆØce qu'aux Ć©checs standards)
+p.
+ En outre, une nouvelle piĆØce est ajoutĆ©e : l'immobiliseur, notĆ© 'M'.
+ Il est reprƩsentƩ par une tour inversƩe :
+
+figure.diagram-container
+ .diagram
+ | fen:91/91/91/5m4/91/91/91/4M5/91/91:
+ figcaption Immobiliseurs en e3 et f7.
+
+p.
+ L'Ʃchiquier est de taille 10x10 pour faciliter les captures, comme expliquƩ
+ ci-aprĆØs.
+
+h3 Coups non capturants
+
+p Le roi se dƩplace (et capture) comme d'habitude.
+
+p.
+ Les Pions Canons se dĆ©placent sans capturer de deux maniĆØres : soit d'une
+ seule case dans n'importe quelle direction, ou bien en sautant par dessus
+ une piĆØce adjacente pour se retrouver juste derriĆØre elle.
+
+figure.diagram-container
+ .diagram
+ | fen:91/91/91/91/4b5/4P5/5Q4/91/91/91 e4,d4,d5,d6,f6,f5,e7,g3:
+ figcaption Cases oĆ¹ le pion peut aller (sans capturer).
+
+p Toutes les autres piĆØces se dĆ©placent comme une dame orthodoxe.
+
+p.
+ Quand une piĆØce est Ć cĆ“tĆ© d'un immobiliseur ennemi, elle ne peut pas bouger
+ mais un coup spƩcial "de suicide" est possible : elle peut disparaƮtre en
+ "capturant" l'immobiliseur (pour dƩclencher le coup via l'interface).
+
+h3 Coups capturants
+
+p.
+ Comme dit plus haut, le roi capture comme d'habitude. Cependant, les autres
+ piĆØces capturent diffĆ©remment - quand elles le peuvent.
+ En effet l'immobiliseur ne peut pas capturer, et l'Ć©changeur
+ ne peut prendre qu'une piĆØce adjacente. Dans ce cas il sort de l'Ć©chiquier
+ aprĆØs la capture.
+
+p.
+ Le bord de l'Ć©chiquier ne peut ĆŖtre atteint que par capture, seulement si
+ arriver ici est l'unique faƧon d'effectuer une certaine prise, et s'il
+ n'existe pas d'autres telles captures avec une longueur de coup plus petite.
+ La longueur d'un coup est la distance entre les cases de dƩpart et d'arrivƩe.
+
+h4 Pions (Cannons)
+
+p.
+ Les pions canons capturent en sautant par dessus une piĆØce adjacente,
+ atterissant sur une piĆØce ennemie juste derriĆØre.
+
+figure.diagram-container
+ .diagram
+ | fen:91/91/91/4p5/4b5/1rB1P5/5Q4/2p3q3/91/91 e7,g3:
+ figcaption Possibles captures du pion.
+
+h4 "Pushme-Pullyu" (Dame)
+
+p.
+ La dame capture sur la case situĆ©e juste aprĆØs celle oĆ¹ elle s'arrĆŖte
+ (Ć supposer qu'une piĆØce adverse s'y trouve), et aussi sur la case
+ initialement situĆ©e juste derriĆØre elle. C'est une combinaison du Retireur
+ et de l'Avanceur, comme dĆ©crits sur la page des rĆØgles sur chessvariants
+ (voir le lien en bas de page).
+
+figure.diagram-container
+ .diagram
+ | fen:91/91/91/91/2bQ4r1/91/91/91/91/91 h6:
+ figcaption.
+ Tout coup vers la droite capture le fou ; seulement le coup sur la marque
+ capturera aussi la tour.
+
+h4 Tour (Ćchangeur)
+
+p.
+ La tour peut Ć©changer sa position avec n'importe quelle piĆØce ennemie dans
+ la ligne d'attaque d'une dame orthodoxe, comme illustrƩ ci-dessous.
+
+figure.diagram-container
+ .diagram.diag12
+ | fen:91/91/7k2/91/91/91/2n7/2R7/91/91:
+ .diagram.diag22
+ | fen:91/91/7R2/91/91/91/2n7/2k7/91/91:
+ figcaption Avant et aprĆØs l'Ć©change tour-roi.
+
+p.
+ De plus, si la tour se trouve Ć cĆ“tĆ© d'une piĆØce adverse (comme le cavalier
+ ici), elle peut choisir de le capturer par une attaque "kamikaze" : en
+ effet elle s'auto-dƩtruit pendant l'action.
+
+h4 Autres piĆØces
+
+p.
+ Le Sauteur Long, l'Immobiliseur et le CamƩlƩon se comportent comme dans la
+ variante Baroque jouable sur ce site : rĆ©fĆ©rez-vous au descriptif des rĆØgles.
+ Il n'y a qu'un seul changement au sujet des rĆØgles d'immobilisation, plus
+ simples ici : les pouvoirs des immobiliseurs ne sont pas annulƩs par les
+ camƩlƩons.
+
+h3 Fin de la partie
+
+p.
+ La partie s'achĆØve par mat ou pat comme aux Ć©checs standards.
+ Faites juste attention aux rĆØgles de capture :)
+
+h3 Source
+
+p
+ La
+ a(href="https://www.chessvariants.com/other.dir/rococo.html") variante Rococo
+ | sur chessvariants.com.
+
+p Inventeurs : Peter Aronson et David Howe (2002)
"class='piece'/>";
}
if (markArray.length > 0 && markArray[i][j])
- boardDiv += "<img src='/images/mark.svg' class='mark-square'/>";
+ boardDiv += "<img src='/images/diag_mark.svg' class='mark-square'/>";
boardDiv += "</div>";
}
boardDiv += "</div>";
mergedMoves[key].vanish.push(m.vanish[i]);
}
});
- // Finally return an array
- moves = [];
- Object.keys(mergedMoves).forEach(k => {
- moves.push(mergedMoves[k]);
- });
- return moves;
+ return Object.values(mergedMoves);
}
addQueenCaptures(moves, byChameleon) {
V.OnBoard(i, j) &&
this.board[i][j] != V.EMPTY &&
this.getColor(i, j) == color &&
- this.getPiece(i, j) == V.BISHOP
+ this.getPiece(i, j) == V.BISHOP &&
+ !this.isImmobilized([i, j])
) {
- return true; //bishops are never immobilized
+ return true;
}
}
return false;
return false;
}
- static get VALUES() {
- return {
- p: 1,
- r: 2,
- n: 5,
- b: 3,
- q: 3,
- m: 5,
- k: 1000
- };
- }
-
- static get SEARCH_DEPTH() {
- return 2;
- }
-
static GenRandInitFen(randomness) {
if (randomness == 0)
// Deterministic:
- return "rnbqkbnrm/pppppppp/8/8/8/8/PPPPPPPP/MNBKQBNR w 0";
+ return "rnbkqbnm/pppppppp/8/8/8/8/PPPPPPPP/MNBQKBNR w 0";
let pieces = { w: new Array(8), b: new Array(8) };
// Shuffle pieces on first and last rank
);
}
+ static get VALUES() {
+ return {
+ p: 1,
+ r: 2,
+ n: 5,
+ b: 3,
+ q: 3,
+ m: 5,
+ k: 1000
+ };
+ }
+
+ static get SEARCH_DEPTH() {
+ return 2;
+ }
+
getNotation(move) {
const initialSquare = V.CoordsToSquare(move.start);
const finalSquare = V.CoordsToSquare(move.end);
--- /dev/null
+import { ChessRules, PiPo, Move } from "@/base_rules";
+import { ArrayFun } from "@/utils/array";
+import { shuffle } from "@/utils/alea";
+
+export class RococoRules extends ChessRules {
+ static get HasFlags() {
+ return false;
+ }
+
+ static get HasEnpassant() {
+ return false;
+ }
+
+ static get PIECES() {
+ return ChessRules.PIECES.concat([V.IMMOBILIZER]);
+ }
+
+ getPpath(b) {
+ if (b[1] == "m")
+ //'m' for Immobilizer (I is too similar to 1)
+ return "Rococo/" + b;
+ return b; //usual piece
+ }
+
+ getPPpath(m) {
+ // The only "choice" case is between a swap and a mutual destruction:
+ // show empty square in case of mutual destruction.
+ if (m.appear.length == 0) return "Rococo/empty";
+ return m.appear[0].c + m.appear[0].p;
+ }
+
+ setOtherVariables(fen) {
+ // No castling, but checks, so keep track of kings
+ this.kingPos = { w: [-1, -1], b: [-1, -1] };
+ const fenParts = fen.split(" ");
+ const position = fenParts[0].split("/");
+ for (let i = 0; i < position.length; i++) {
+ let k = 0;
+ for (let j = 0; j < position[i].length; j++) {
+ switch (position[i].charAt(j)) {
+ case "k":
+ this.kingPos["b"] = [i, k];
+ break;
+ case "K":
+ this.kingPos["w"] = [i, k];
+ break;
+ default: {
+ const num = parseInt(position[i].charAt(j));
+ if (!isNaN(num)) k += num - 1;
+ }
+ }
+ k++;
+ }
+ }
+ // Local stack of swaps:
+ this.smoves = [];
+ const smove = V.ParseFen(fen).smove;
+ if (smove == "-") this.smoves.push(null);
+ else {
+ this.smoves.push({
+ start: ChessRules.SquareToCoords(smove.substr(0, 2)),
+ end: ChessRules.SquareToCoords(smove.substr(2))
+ });
+ }
+ }
+
+ static ParseFen(fen) {
+ return Object.assign(
+ ChessRules.ParseFen(fen),
+ { smove: fen.split(" ")[3] }
+ );
+ }
+
+ static IsGoodFen(fen) {
+ if (!ChessRules.IsGoodFen(fen)) return false;
+ const fenParts = fen.split(" ");
+ if (fenParts.length != 4) return false;
+ if (fenParts[3] != "-" && !fenParts[3].match(/^([a-h][1-8]){2}$/))
+ return false;
+ return true;
+ }
+
+ getSmove(move) {
+ if (move.appear.length == 2)
+ return { start: move.start, end: move.end };
+ return null;
+ }
+
+ static get size() {
+ // Add the "capturing edge"
+ return { x: 10, y: 10 };
+ }
+
+ static get IMMOBILIZER() {
+ return "m";
+ }
+ // Although other pieces keep their names here for coding simplicity,
+ // keep in mind that:
+ // - a "rook" is a swapper, exchanging positions and "capturing" by
+ // mutual destruction only.
+ // - a "knight" is a long-leaper, capturing as in draughts
+ // - a "bishop" is a chameleon, capturing as its prey
+ // - a "queen" is a withdrawer+advancer, capturing by moving away from
+ // pieces or advancing in front of them.
+
+ // Is piece on square (x,y) immobilized?
+ isImmobilized([x, y]) {
+ const piece = this.getPiece(x, y);
+ const oppCol = V.GetOppCol(this.getColor(x, y));
+ const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
+ for (let step of adjacentSteps) {
+ const [i, j] = [x + step[0], y + step[1]];
+ if (
+ V.OnBoard(i, j) &&
+ this.board[i][j] != V.EMPTY &&
+ this.getColor(i, j) == oppCol
+ ) {
+ const oppPiece = this.getPiece(i, j);
+ if (oppPiece == V.IMMOBILIZER) return [i, j];
+ // Only immobilizers are immobilized by chameleons:
+ if (oppPiece == V.BISHOP && piece == V.IMMOBILIZER) return [i, j];
+ }
+ }
+ return null;
+ }
+
+ static OnEdge(x, y) {
+ return x == 0 || y == 0 || x == V.size.x - 1 || y == V.size.y - 1;
+ }
+
+ getPotentialMovesFrom([x, y]) {
+ // Pre-check: is thing on this square immobilized?
+ const imSq = this.isImmobilized([x, y]);
+ if (!!imSq) {
+ // Only option is suicide:
+ return [
+ new Move({
+ start: { x: x, y: y },
+ end: { x: imSq[0], y: imSq[1] },
+ appear: [],
+ vanish: [
+ new PiPo({
+ x: x,
+ y: y,
+ c: this.getColor(x, y),
+ p: this.getPiece(x, y)
+ })
+ ]
+ })
+ ];
+ }
+ let moves = [];
+ switch (this.getPiece(x, y)) {
+ case V.IMMOBILIZER:
+ moves = this.getPotentialImmobilizerMoves([x, y]);
+ break;
+ default:
+ moves = super.getPotentialMovesFrom([x, y]);
+ }
+ // Post-processing: prune redundant non-minimal capturing moves,
+ // and non-capturing moves ending on the edge:
+ moves.forEach(m => {
+ // Useful precomputation
+ m.dist = Math.abs(m.end.x - m.start.x) + Math.abs(m.end.y - m.start.y);
+ });
+ return moves.filter(m => {
+ if (!V.OnEdge(m.end.x, m.end.y)) return true;
+ // End on the edge:
+ if (m.vanish.length == 1) return false;
+ // Capture or swap: only captures get filtered
+ if (m.appear.length == 2) return true;
+ // Can we find other moves with a shorter path to achieve the same
+ // capture? Apply to queens and knights.
+ if (
+ moves.some(mv => {
+ return (
+ mv.dist < m.dist &&
+ mv.vanish.length == m.vanish.length &&
+ mv.vanish.every(v => {
+ return m.vanish.some(vv => {
+ return (
+ vv.x == v.x && vv.y == v.y && vv.c == v.c && vv.p == v.p
+ );
+ });
+ })
+ );
+ })
+ ) {
+ return false;
+ }
+ return true;
+ });
+ // NOTE: not removing "dist" field; shouldn't matter much...
+ }
+
+ getSlideNJumpMoves([x, y], steps, oneStep) {
+ const piece = this.getPiece(x, y);
+ let moves = [];
+ outerLoop: for (let step of steps) {
+ let i = x + step[0];
+ let j = y + step[1];
+ while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
+ moves.push(this.getBasicMove([x, y], [i, j]));
+ if (oneStep !== undefined) continue outerLoop;
+ i += step[0];
+ j += step[1];
+ }
+ // Only king can take on occupied square:
+ if (piece == V.KING && V.OnBoard(i, j) && this.canTake([x, y], [i, j]))
+ moves.push(this.getBasicMove([x, y], [i, j]));
+ }
+ return moves;
+ }
+
+ // "Cannon/grasshopper pawn"
+ getPotentialPawnMoves([x, y]) {
+ const oppCol = V.GetOppCol(this.turn);
+ let moves = [];
+ const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
+ adjacentSteps.forEach(step => {
+ const [i, j] = [x + step[0], y + step[1]];
+ if (V.OnBoard(i, j)) {
+ if (this.board[i][j] == V.EMPTY)
+ moves.push(this.getBasicMove([x, y], [i, j]));
+ else {
+ // Try to leap over:
+ const [ii, jj] = [i + step[0], j + step[1]];
+ if (V.OnBoard(ii, jj) && this.getColor(ii, jj) == oppCol)
+ moves.push(this.getBasicMove([x, y], [ii, jj]));
+ }
+ }
+ });
+ return moves;
+ }
+
+ // NOTE: not really captures, but let's keep the name
+ getRookCaptures([x, y], byChameleon) {
+ let moves = [];
+ const oppCol = V.GetOppCol(this.turn);
+ // Simple: if something is visible, we can swap
+ V.steps[V.ROOK].concat(V.steps[V.BISHOP]).forEach(step => {
+ let [i, j] = [x + step[0], y + step[1]];
+ while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
+ i += step[0];
+ j += step[1];
+ }
+ if (V.OnBoard(i, j) && this.getColor(i, j) == oppCol) {
+ const oppPiece = this.getPiece(i, j);
+ if (!byChameleon || oppPiece == V.ROOK) {
+ let m = this.getBasicMove([x, y], [i, j]);
+ m.appear.push(
+ new PiPo({
+ x: x,
+ y: y,
+ c: oppCol,
+ p: this.getPiece(i, j)
+ })
+ );
+ moves.push(m);
+ if (i == x + step[0] && j == y + step[1]) {
+ // Add mutual destruction option:
+ m = new Move({
+ start: { x: x, y: y},
+ end: { x: i, y: j },
+ appear: [],
+ // TODO: is copying necessary here?
+ vanish: JSON.parse(JSON.stringify(m.vanish))
+ });
+ moves.push(m);
+ }
+ }
+ }
+ });
+ return moves;
+ }
+
+ // Swapper
+ getPotentialRookMoves(sq) {
+ return super.getPotentialQueenMoves(sq).concat(this.getRookCaptures(sq));
+ }
+
+ getKnightCaptures(startSquare, byChameleon) {
+ // Look in every direction for captures
+ const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
+ const color = this.turn;
+ const oppCol = V.GetOppCol(color);
+ let moves = [];
+ const [x, y] = [startSquare[0], startSquare[1]];
+ const piece = this.getPiece(x, y); //might be a chameleon!
+ outerLoop: for (let step of steps) {
+ let [i, j] = [x + step[0], y + step[1]];
+ while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
+ i += step[0];
+ j += step[1];
+ }
+ if (
+ !V.OnBoard(i, j) ||
+ this.getColor(i, j) == color ||
+ (!!byChameleon && this.getPiece(i, j) != V.KNIGHT)
+ ) {
+ continue;
+ }
+ // last(thing), cur(thing) : stop if "cur" is our color,
+ // or beyond board limits, or if "last" isn't empty and cur neither.
+ // Otherwise, if cur is empty then add move until cur square;
+ // if cur is occupied then stop if !!byChameleon and the square not
+ // occupied by a leaper.
+ let last = [i, j];
+ let cur = [i + step[0], j + step[1]];
+ let vanished = [new PiPo({ x: x, y: y, c: color, p: piece })];
+ while (V.OnBoard(cur[0], cur[1])) {
+ if (this.board[last[0]][last[1]] != V.EMPTY) {
+ const oppPiece = this.getPiece(last[0], last[1]);
+ if (!!byChameleon && oppPiece != V.KNIGHT) continue outerLoop;
+ // Something to eat:
+ vanished.push(
+ new PiPo({ x: last[0], y: last[1], c: oppCol, p: oppPiece })
+ );
+ }
+ if (this.board[cur[0]][cur[1]] != V.EMPTY) {
+ if (
+ this.getColor(cur[0], cur[1]) == color ||
+ this.board[last[0]][last[1]] != V.EMPTY
+ ) {
+ //TODO: redundant test
+ continue outerLoop;
+ }
+ } else {
+ moves.push(
+ new Move({
+ appear: [new PiPo({ x: cur[0], y: cur[1], c: color, p: piece })],
+ vanish: JSON.parse(JSON.stringify(vanished)), //TODO: required?
+ start: { x: x, y: y },
+ end: { x: cur[0], y: cur[1] }
+ })
+ );
+ }
+ last = [last[0] + step[0], last[1] + step[1]];
+ cur = [cur[0] + step[0], cur[1] + step[1]];
+ }
+ }
+ return moves;
+ }
+
+ // Long-leaper
+ getPotentialKnightMoves(sq) {
+ return super.getPotentialQueenMoves(sq).concat(this.getKnightCaptures(sq));
+ }
+
+ // Chameleon
+ getPotentialBishopMoves([x, y]) {
+ const oppCol = V.GetOppCol(this.turn);
+ let moves = super
+ .getPotentialQueenMoves([x, y])
+ .concat(this.getKnightCaptures([x, y], "asChameleon"))
+ .concat(this.getRookCaptures([x, y], "asChameleon"));
+ // No "king capture" because king cannot remain under check
+ this.addQueenCaptures(moves, "asChameleon");
+ // Also add pawn captures (as a pawn):
+ const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
+ adjacentSteps.forEach(step => {
+ const [i, j] = [x + step[0], y + step[1]];
+ const [ii, jj] = [i + step[0], j + step[1]];
+ // Try to leap over (i,j):
+ if (
+ V.OnBoard(ii, jj) &&
+ this.board[i][j] != V.EMPTY &&
+ this.board[ii][jj] != V.EMPTY &&
+ this.getColor(ii, jj) == oppCol &&
+ this.getPiece(ii, jj) == V.PAWN
+ ) {
+ moves.push(this.getBasicMove([x, y], [ii, jj]));
+ }
+ });
+ // Post-processing: merge similar moves, concatenating vanish arrays
+ let mergedMoves = {};
+ moves.forEach(m => {
+ const key = m.end.x + V.size.x * m.end.y;
+ if (!mergedMoves[key]) mergedMoves[key] = m;
+ else {
+ for (let i = 1; i < m.vanish.length; i++)
+ mergedMoves[key].vanish.push(m.vanish[i]);
+ }
+ });
+ return Object.values(mergedMoves);
+ }
+
+ addQueenCaptures(moves, byChameleon) {
+ if (moves.length == 0) return;
+ const [x, y] = [moves[0].start.x, moves[0].start.y];
+ const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
+ let capturingDirStart = {};
+ const oppCol = V.GetOppCol(this.turn);
+ // Useful precomputation:
+ adjacentSteps.forEach(step => {
+ const [i, j] = [x + step[0], y + step[1]];
+ if (
+ V.OnBoard(i, j) &&
+ this.board[i][j] != V.EMPTY &&
+ this.getColor(i, j) == oppCol &&
+ (!byChameleon || this.getPiece(i, j) == V.QUEEN)
+ ) {
+ capturingDirStart[step[0] + "_" + step[1]] = this.getPiece(i, j);
+ }
+ });
+ moves.forEach(m => {
+ const step = [
+ m.end.x != x ? (m.end.x - x) / Math.abs(m.end.x - x) : 0,
+ m.end.y != y ? (m.end.y - y) / Math.abs(m.end.y - y) : 0
+ ];
+ // TODO: this test should be done only once per direction
+ const capture = capturingDirStart[(-step[0]) + "_" + (-step[1])];
+ if (!!capture) {
+ const [i, j] = [x - step[0], y - step[1]];
+ m.vanish.push(
+ new PiPo({
+ x: i,
+ y: j,
+ p: capture,
+ c: oppCol
+ })
+ );
+ }
+ // Also test the end (advancer effect)
+ const [i, j] = [m.end.x + step[0], m.end.y + step[1]];
+ if (
+ V.OnBoard(i, j) &&
+ this.board[i][j] != V.EMPTY &&
+ this.getColor(i, j) == oppCol &&
+ (!byChameleon || this.getPiece(i, j) == V.QUEEN)
+ ) {
+ m.vanish.push(
+ new PiPo({
+ x: i,
+ y: j,
+ p: this.getPiece(i, j),
+ c: oppCol
+ })
+ );
+ }
+ });
+ }
+
+ // Withdrawer + advancer: "pushme-pullyu"
+ getPotentialQueenMoves(sq) {
+ let moves = super.getPotentialQueenMoves(sq);
+ this.addQueenCaptures(moves);
+ return moves;
+ }
+
+ getPotentialImmobilizerMoves(sq) {
+ // Immobilizer doesn't capture
+ return super.getPotentialQueenMoves(sq);
+ }
+
+ // Does m2 un-do m1 ? (to disallow undoing swaps)
+ oppositeMoves(m1, m2) {
+ return (
+ !!m1 &&
+ m2.appear.length == 2 &&
+ m1.start.x == m2.start.x &&
+ m1.end.x == m2.end.x &&
+ m1.start.y == m2.start.y &&
+ m1.end.y == m2.end.y
+ );
+ }
+
+ filterValid(moves) {
+ if (moves.length == 0) return [];
+ const color = this.turn;
+ return (
+ super.filterValid(
+ moves.filter(m => {
+ const L = this.smoves.length; //at least 1: init from FEN
+ return !this.oppositeMoves(this.smoves[L - 1], m);
+ })
+ )
+ );
+ }
+
+ // isAttacked() is OK because the immobilizer doesn't take
+
+ isAttackedByPawn([x, y], color) {
+ // Attacked if an enemy pawn stands just behind an immediate obstacle:
+ const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
+ for (let step of adjacentSteps) {
+ const [i, j] = [x + step[0], y + step[1]];
+ const [ii, jj] = [i + step[0], j + step[1]];
+ if (
+ V.OnBoard(ii, jj) &&
+ this.board[i][j] != V.EMPTY &&
+ this.board[ii][jj] != V.EMPTY &&
+ this.getColor(ii, jj) == color &&
+ this.getPiece(ii, jj) == V.PAWN &&
+ !this.isImmobilized([ii, jj])
+ ) {
+ return true;
+ }
+ }
+ return false;
+ }
+
+ isAttackedByRook([x, y], color) {
+ // The only way a swapper can take is by mutual destruction when the
+ // enemy piece stands just next:
+ const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
+ for (let step of adjacentSteps) {
+ const [i, j] = [x + step[0], y + step[1]];
+ if (
+ V.OnBoard(i, j) &&
+ this.board[i][j] != V.EMPTY &&
+ this.getColor(i, j) == color &&
+ this.getPiece(i, j) == V.ROOK &&
+ !this.isImmobilized([i, j])
+ ) {
+ return true;
+ }
+ }
+ return false;
+ }
+
+ isAttackedByKnight([x, y], color) {
+ // Square (x,y) must be on same line as a knight,
+ // and there must be empty square(s) behind.
+ const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
+ outerLoop: for (let step of steps) {
+ const [i0, j0] = [x + step[0], y + step[1]];
+ if (V.OnBoard(i0, j0) && this.board[i0][j0] == V.EMPTY) {
+ // Try in opposite direction:
+ let [i, j] = [x - step[0], y - step[1]];
+ while (V.OnBoard(i, j)) {
+ while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
+ i -= step[0];
+ j -= step[1];
+ }
+ if (V.OnBoard(i, j)) {
+ if (this.getColor(i, j) == color) {
+ if (
+ this.getPiece(i, j) == V.KNIGHT &&
+ !this.isImmobilized([i, j])
+ )
+ return true;
+ continue outerLoop;
+ }
+ // [else] Our color,
+ // could be captured *if there was an empty space*
+ if (this.board[i + step[0]][j + step[1]] != V.EMPTY)
+ continue outerLoop;
+ i -= step[0];
+ j -= step[1];
+ }
+ }
+ }
+ }
+ return false;
+ }
+
+ isAttackedByBishop([x, y], color) {
+ // We cheat a little here: since this function is used exclusively for
+ // the king, it's enough to check the immediate surrounding of the square.
+ const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
+ for (let step of adjacentSteps) {
+ const [i, j] = [x + step[0], y + step[1]];
+ if (
+ V.OnBoard(i, j) &&
+ this.board[i][j] != V.EMPTY &&
+ this.getColor(i, j) == color &&
+ this.getPiece(i, j) == V.BISHOP &&
+ !this.isImmobilized([i, j])
+ ) {
+ return true;
+ }
+ }
+ return false;
+ }
+
+ isAttackedByQueen([x, y], color) {
+ // Is there a queen in view?
+ const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
+ for (let step of adjacentSteps) {
+ let [i, j] = [x + step[0], y + step[1]];
+ while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
+ i += step[0];
+ j += step[1];
+ }
+ if (
+ V.OnBoard(i, j) &&
+ this.getColor(i, j) == color &&
+ this.getPiece(i, j) == V.QUEEN
+ ) {
+ // Two cases: the queen is at 2 steps at least, or just close
+ // but maybe with enough space behind to withdraw.
+ let attacked = false;
+ if (i == x + step[0] && j == y + step[1]) {
+ const [ii, jj] = [i + step[0], j + step[1]];
+ if (V.OnBoard(ii, jj) && this.board[ii][jj] == V.EMPTY)
+ attacked = true;
+ }
+ else attacked = true;
+ if (attacked && !this.isImmobilized([i, j])) return true;
+ }
+ }
+ return false;
+ }
+
+ isAttackedByKing([x, y], color) {
+ const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
+ for (let step of steps) {
+ let rx = x + step[0],
+ ry = y + step[1];
+ if (
+ V.OnBoard(rx, ry) &&
+ this.getPiece(rx, ry) === V.KING &&
+ this.getColor(rx, ry) == color &&
+ !this.isImmobilized([rx, ry])
+ ) {
+ return true;
+ }
+ }
+ return false;
+ }
+
+ static GenRandInitFen(randomness) {
+ if (randomness == 0) {
+ return (
+ "91/1rnbkqbnm1/1pppppppp1/91/91/91/91/1PPPPPPPP1/1MNBQKBNR1/91 w 0 -"
+ );
+ }
+
+ let pieces = { w: new Array(8), b: new Array(8) };
+ // Shuffle pieces on first and last rank
+ for (let c of ["w", "b"]) {
+ if (c == 'b' && randomness == 1) {
+ pieces['b'] = pieces['w'];
+ break;
+ }
+
+ // Get random squares for every piece, totally freely
+ let positions = shuffle(ArrayFun.range(8));
+ const composition = ['r', 'm', 'n', 'n', 'q', 'q', 'b', 'k'];
+ for (let i = 0; i < 8; i++) pieces[c][positions[i]] = composition[i];
+ }
+ return (
+ "91/1" + pieces["b"].join("") +
+ "1/1pppppppp1/91/91/91/91/1PPPPPPPP1/1" +
+ pieces["w"].join("").toUpperCase() + "1/91 w 0 -"
+ );
+ }
+
+ getSmoveFen() {
+ const L = this.smoves.length;
+ return (
+ !this.smoves[L - 1]
+ ? "-"
+ : ChessRules.CoordsToSquare(this.smoves[L - 1].start) +
+ ChessRules.CoordsToSquare(this.smoves[L - 1].end)
+ );
+ }
+
+ getFen() {
+ return super.getFen() + " " + this.getSmoveFen();
+ }
+
+ getFenForRepeat() {
+ return super.getFenForRepeat() + "_" + this.getSmoveFen();
+ }
+
+ postPlay(move) {
+ super.postPlay(move);
+ this.smoves.push(this.getSmove(move));
+ }
+
+ postUndo(move) {
+ super.postUndo(move);
+ this.smoves.pop();
+ }
+
+ static get VALUES() {
+ return {
+ p: 1,
+ r: 2,
+ n: 5,
+ b: 3,
+ q: 5,
+ m: 5,
+ k: 1000
+ };
+ }
+
+ static get SEARCH_DEPTH() {
+ return 2;
+ }
+
+ getNotation(move) {
+ const initialSquare = V.CoordsToSquare(move.start);
+ const finalSquare = V.CoordsToSquare(move.end);
+ if (move.appear.length == 0) {
+ // Suicide 'S' or mutual destruction 'D':
+ return (
+ initialSquare + (move.vanish.length == 1 ? "S" : "D" + finalSquare)
+ );
+ }
+ let notation = undefined;
+ if (move.appear[0].p == V.PAWN) {
+ // Pawn: generally ambiguous short notation, so we use full description
+ notation = "P" + initialSquare + finalSquare;
+ } else if (move.appear[0].p == V.KING)
+ notation = "K" + (move.vanish.length > 1 ? "x" : "") + finalSquare;
+ else notation = move.appear[0].p.toUpperCase() + finalSquare;
+ // Add a capture mark (not describing what is captured...):
+ if (move.vanish.length > 1 && move.appear[0].p != V.KING) notation += "X";
+ return notation;
+ }
+};
return ChessRules.GenRandInitFen(randomness).slice(0, -6) + "- -";
}
- getFen() {
+ getCmoveFen() {
const L = this.cmoves.length;
- const cmoveFen = !this.cmoves[L - 1]
- ? "-"
- : ChessRules.CoordsToSquare(this.cmoves[L - 1].start) +
- ChessRules.CoordsToSquare(this.cmoves[L - 1].end);
- return super.getFen() + " " + cmoveFen;
+ return (
+ !this.cmoves[L - 1]
+ ? "-"
+ : ChessRules.CoordsToSquare(this.cmoves[L - 1].start) +
+ ChessRules.CoordsToSquare(this.cmoves[L - 1].end)
+ );
+ }
+
+ getFen() {
+ return super.getFen() + " " + this.getCmoveFen();
+ }
+
+ getFenForRepeat() {
+ return super.getFenForRepeat() + "_" + this.getCmoveFen();
}
postPlay(move) {