return true;
}
+ // Or castle
+ static get HasCastle() {
+ return V.HasFlags;
+ }
+
// Some variants don't have en-passant
static get HasEnpassant() {
return true;
// For FEN checking
static IsGoodFlags(flags) {
- return !!flags.match(/^[01]{4,4}$/);
+ // NOTE: a little too permissive to work with more variants
+ return !!flags.match(/^[a-z]{4,4}$/);
}
static IsGoodEnpassant(enpassant) {
return b; //usual pieces in pieces/ folder
}
+ // Path to promotion pieces (usually the same)
+ getPPpath(b) {
+ return this.getPpath(b);
+ }
+
// Aggregates flags into one object
aggregateFlags() {
return this.castleFlags;
static GenRandInitFen(randomness) {
if (randomness == 0)
// Deterministic:
- return "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0 1111 -";
+ return "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0 ahah -";
let pieces = { w: new Array(8), b: new Array(8) };
+ let flags = "";
// Shuffle pieces on first (and last rank if randomness == 2)
for (let c of ["w", "b"]) {
if (c == 'b' && randomness == 1) {
pieces['b'] = pieces['w'];
+ flags += flags;
break;
}
pieces[c][bishop2Pos] = "b";
pieces[c][knight2Pos] = "n";
pieces[c][rook2Pos] = "r";
+ flags += V.CoordToColumn(rook1Pos) + V.CoordToColumn(rook2Pos);
}
// Add turn + flags + enpassant
return (
pieces["b"].join("") +
"/pppppppp/8/8/8/8/PPPPPPPP/" +
pieces["w"].join("").toUpperCase() +
- " w 0 1111 -"
+ " w 0 " + flags + " -"
);
}
// Flags part of the FEN string
getFlagsFen() {
let flags = "";
- // Add castling flags
- for (let i of ["w", "b"]) {
- for (let j = 0; j < 2; j++) flags += this.castleFlags[i][j] ? "1" : "0";
- }
+ // Castling flags
+ for (let c of ["w", "b"])
+ flags += this.castleFlags[c].map(V.CoordToColumn).join("");
return flags;
}
setFlags(fenflags) {
// white a-castle, h-castle, black a-castle, h-castle
this.castleFlags = { w: [true, true], b: [true, true] };
- for (let i = 0; i < 4; i++)
- this.castleFlags[i < 2 ? "w" : "b"][i % 2] = fenflags.charAt(i) == "1";
+ for (let i = 0; i < 4; i++) {
+ this.castleFlags[i < 2 ? "w" : "b"][i % 2] =
+ V.ColumnToCoord(fenflags.charAt(i));
+ }
}
//////////////////
this.setOtherVariables(fen);
}
- // Scan board for kings and rooks positions
- scanKingsRooks(fen) {
+ // Scan board for kings positions
+ scanKings(fen) {
this.INIT_COL_KING = { w: -1, b: -1 };
- this.INIT_COL_ROOK = { w: [-1, -1], b: [-1, -1] };
this.kingPos = { w: [-1, -1], b: [-1, -1] }; //squares of white and black king
const fenRows = V.ParseFen(fen).position.split("/");
const startRow = { 'w': V.size.x - 1, 'b': 0 };
this.kingPos["w"] = [i, k];
this.INIT_COL_KING["w"] = k;
break;
- case "r":
- if (i == startRow['b']) {
- if (this.INIT_COL_ROOK["b"][0] < 0) this.INIT_COL_ROOK["b"][0] = k;
- else this.INIT_COL_ROOK["b"][1] = k;
- }
- break;
- case "R":
- if (i == startRow['w']) {
- if (this.INIT_COL_ROOK["w"][0] < 0) this.INIT_COL_ROOK["w"][0] = k;
- else this.INIT_COL_ROOK["w"][1] = k;
- }
- break;
default: {
const num = parseInt(fenRows[i].charAt(j));
if (!isNaN(num)) k += num - 1;
: undefined;
this.epSquares = [epSq];
}
- // Search for king and rooks positions:
- this.scanKingsRooks(fen);
+ // Search for kings positions:
+ this.scanKings(fen);
}
/////////////////////
// What are the king moves from square x,y ?
getPotentialKingMoves(sq) {
// Initialize with normal moves
- let moves = this.getSlideNJumpMoves(
+ const moves = this.getSlideNJumpMoves(
sq,
V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
"oneStep"
castleSide < 2;
castleSide++ //large, then small
) {
- if (!this.castleFlags[c][castleSide]) continue;
+ if (this.castleFlags[c][castleSide] >= V.size.y) continue;
// If this code is reached, rooks and king are on initial position
// Nothing on the path of the king ? (and no checks)
// Nothing on the path to the rook?
step = castleSide == 0 ? -1 : 1;
- for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step) {
+ const rookPos = this.castleFlags[c][castleSide];
+ for (i = y + step; i != rookPos; i += step) {
if (this.board[x][i] != V.EMPTY) continue castlingCheck;
}
- const rookPos = this.INIT_COL_ROOK[c][castleSide];
// Nothing on final squares, except maybe king and castling rook?
for (i = 0; i < 2; i++) {
for (let psq of move.vanish) board[psq.x][psq.y] = psq.c + psq.p;
}
+ prePlay() {}
+
+ play(move) {
+ // DEBUG:
+// if (!this.states) this.states = [];
+// const stateFen = this.getBaseFen() + this.getTurnFen();// + this.getFlagsFen();
+// this.states.push(stateFen);
+
+ this.prePlay(move);
+ if (V.HasFlags) move.flags = JSON.stringify(this.aggregateFlags()); //save flags (for undo)
+ if (V.HasEnpassant) this.epSquares.push(this.getEpSquare(move));
+ V.PlayOnBoard(this.board, move);
+ this.turn = V.GetOppCol(this.turn);
+ this.movesCount++;
+ this.postPlay(move);
+ }
+
// After move is played, update variables + flags
- updateVariables(move) {
+ postPlay(move) {
+ const c = V.GetOppCol(this.turn);
let piece = undefined;
- // TODO: update variables before move is played, and just use this.turn?
- // (doesn't work in general, think MarseilleChess)
- let c = undefined;
- if (move.vanish.length >= 1) {
+ if (move.vanish.length >= 1)
// Usual case, something is moved
piece = move.vanish[0].p;
- c = move.vanish[0].c;
- } else {
+ else
// Crazyhouse-like variants
piece = move.appear[0].p;
- c = move.appear[0].c;
- }
- if (!['w','b'].includes(c)) {
- // Checkered, for example
- c = V.GetOppCol(this.turn);
- }
const firstRank = c == "w" ? V.size.x - 1 : 0;
// Update king position + flags
if (piece == V.KING && move.appear.length > 0) {
this.kingPos[c][0] = move.appear[0].x;
this.kingPos[c][1] = move.appear[0].y;
- if (V.HasFlags) this.castleFlags[c] = [false, false];
+ if (V.HasCastle) this.castleFlags[c] = [V.size.y, V.size.y];
return;
}
- if (V.HasFlags) {
+ if (V.HasCastle) {
// Update castling flags if rooks are moved
const oppCol = V.GetOppCol(c);
const oppFirstRank = V.size.x - 1 - firstRank;
if (
move.start.x == firstRank && //our rook moves?
- this.INIT_COL_ROOK[c].includes(move.start.y)
+ this.castleFlags[c].includes(move.start.y)
) {
- const flagIdx = (move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1);
- this.castleFlags[c][flagIdx] = false;
+ const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1);
+ this.castleFlags[c][flagIdx] = V.size.y;
} else if (
move.end.x == oppFirstRank && //we took opponent rook?
- this.INIT_COL_ROOK[oppCol].includes(move.end.y)
+ this.castleFlags[oppCol].includes(move.end.y)
) {
- const flagIdx = (move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1);
- this.castleFlags[oppCol][flagIdx] = false;
+ const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1);
+ this.castleFlags[oppCol][flagIdx] = V.size.y;
}
}
}
- // After move is undo-ed *and flags resetted*, un-update other variables
- // TODO: more symmetry, by storing flags increment in move (?!)
- unupdateVariables(move) {
- // (Potentially) Reset king position
- const c = this.getColor(move.start.x, move.start.y);
- if (this.getPiece(move.start.x, move.start.y) == V.KING)
- this.kingPos[c] = [move.start.x, move.start.y];
- }
-
- play(move) {
- // DEBUG:
-// if (!this.states) this.states = [];
-// const stateFen = this.getBaseFen() + this.getTurnFen();// + this.getFlagsFen();
-// this.states.push(stateFen);
-
- if (V.HasFlags) move.flags = JSON.stringify(this.aggregateFlags()); //save flags (for undo)
- if (V.HasEnpassant) this.epSquares.push(this.getEpSquare(move));
- V.PlayOnBoard(this.board, move);
- this.turn = V.GetOppCol(this.turn);
- this.movesCount++;
- this.updateVariables(move);
- }
+ preUndo() {}
undo(move) {
+ this.preUndo(move);
if (V.HasEnpassant) this.epSquares.pop();
if (V.HasFlags) this.disaggregateFlags(JSON.parse(move.flags));
V.UndoOnBoard(this.board, move);
this.turn = V.GetOppCol(this.turn);
this.movesCount--;
- this.unupdateVariables(move);
+ this.postUndo(move);
// DEBUG:
// const stateFen = this.getBaseFen() + this.getTurnFen();// + this.getFlagsFen();
// this.states.pop();
}
+ // After move is undo-ed *and flags resetted*, un-update other variables
+ // TODO: more symmetry, by storing flags increment in move (?!)
+ postUndo(move) {
+ // (Potentially) Reset king position
+ const c = this.getColor(move.start.x, move.start.y);
+ if (this.getPiece(move.start.x, move.start.y) == V.KING)
+ this.kingPos[c] = [move.start.x, move.start.y];
+ }
+
///////////////
// END OF GAME