getCastleMoves([x,y])
{
const c = this.getColor(x,y);
- if (x != (c=="w" ? 7 : 0) || y != this.INIT_COL_KING[c])
+ const [sizeX,sizeY] = VariantRules.size;
+ if (x != (c=="w" ? sizeX-1 : 0) || y != this.INIT_COL_KING[c])
return []; //x isn't first rank, or king has moved (shortcut)
const V = VariantRules;
const oppCol = this.getOppCol(c);
let moves = [];
let i = 0;
- const finalSquares = [ [2,3], [6,5] ]; //king, then rook
+ const finalSquares = [ [2,3], [sizeY-2,sizeY-3] ]; //king, then rook
castlingCheck:
for (let castleSide=0; castleSide < 2; castleSide++) //large, then small
{
{
const color = this.turn;
const oppCol = this.getOppCol(color);
- var potentialMoves = [];
- let [sizeX,sizeY] = VariantRules.size;
+ let potentialMoves = [];
+ const [sizeX,sizeY] = VariantRules.size;
for (var i=0; i<sizeX; i++)
{
for (var j=0; j<sizeY; j++)
{
const color = this.turn;
const oppCol = this.getOppCol(color);
- let [sizeX,sizeY] = VariantRules.size;
+ const [sizeX,sizeY] = VariantRules.size;
for (let i=0; i<sizeX; i++)
{
for (let j=0; j<sizeY; j++)
{
const piece = this.getPiece(move.start.x,move.start.y);
const c = this.getColor(move.start.x,move.start.y);
- const firstRank = (c == "w" ? 7 : 0);
+ const [sizeX,sizeY] = VariantRules.size;
+ const firstRank = (c == "w" ? sizeX-1 : 0);
// Update king position + flags
if (piece == VariantRules.KING && move.appear.length > 0)
return;
}
const oppCol = this.getOppCol(c);
- const oppFirstRank = 7 - firstRank;
+ const oppFirstRank = (sizeX-1) - firstRank;
if (move.start.x == firstRank //our rook moves?
&& this.INIT_COL_ROOK[c].includes(move.start.y))
{
static getPpath(b)
{
const V = VariantRules;
- return ([V.CAMEL,V.WILDEBEEST].includes(b[1]) ? "Grand/" : "") + b;
+ return ([V.MARSHALL,V.CARDINAL].includes(b[1]) ? "Grand/" : "") + b;
}
+ initVariables(fen)
+ {
+ super.initVariables(fen);
+ this.captures = { "w": {}, "b": {} }; //for promotions
+ }
+
+ static get size() { return [10,10]; }
+
static get MARSHALL() { return 'm'; } //rook+knight
static get CARDINAL() { return 'c'; } //bishop+knight
- // ------> pas les règles exactes, on démarre en 2 avec 1,2 ou 3 cases + enPassant comme Wildebeest
-// TODO: IN epSquares (return array), not return singleton. Easy. Adapt
-// just here for now...
+ // En-passant after 2-sq or 3-sq jumps
getEpSquare(move)
{
const [sx,sy,ex] = [move.start.x,move.start.y,move.end.x];
- if (this.getPiece(sx,sy) == VariantRules.PAWN && Math.abs(sx - ex) == 2)
+ if (this.getPiece(sx,sy) == VariantRules.PAWN && Math.abs(sx - ex) >= 2)
{
- return {
- x: (sx + ex)/2,
+ const step = (ex-sx) / Math.abs(ex-sx);
+ let res = [{
+ x: sx + step,
y: sy
- };
+ }];
+ if (sx + 2*step != ex) //3-squares move
+ {
+ res.push({
+ x: sx + 2*step,
+ y: sy
+ });
+ }
+ return res;
}
return undefined; //default
}
}
}
- // TODO: quite many changes! Especially promotions, only to friendly pieces already captured. ==> keep track of captured material in initVariables()......
+ // Special pawn rules: promotions to captured friendly pieces,
+ // optional on ranks 8-9 and mandatory on rank 10.
getPotentialPawnMoves([x,y])
{
+ const color = this.turn;
+ let moves = [];
+ const V = VariantRules;
+ const [sizeX,sizeY] = VariantRules.size;
+ const shift = (color == "w" ? -1 : 1);
+ const startRanks = (color == "w" ? [sizeY-2,sizeY-3] : [1,2]);
+ const lastRanks = (color == "w" ? [0,1,2] : [sizeY-1,sizeY-2,sizeY-3]);
+
+ if (x+shift >= 0 && x+shift < sizeX && x+shift != lastRanks[0])
+ {
+ // Normal moves
+ if (this.board[x+shift][y] == V.EMPTY)
+ {
+ moves.push(this.getBasicMove([x,y], [x+shift,y]));
+ if (startRanks.includes(x) && this.board[x+2*shift][y] == V.EMPTY)
+ {
+ // Two squares jump
+ moves.push(this.getBasicMove([x,y], [x+2*shift,y]));
+ if (x == startRanks[0] && this.board[x+2*shift][y] == V.EMPTY)
+ {
+ // 3-squares jump
+ moves.push(this.getBasicMove([x,y], [x+3*shift,y]));
+ }
+ }
+ }
+ // 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]));
+ 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]));
+ }
+
+ if (lastRanks.includes(x+shift))
+ {
+ // Promotion
+ let promotionPieces = [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN];
+ promotionPieces.forEach(p => {
+ if (!this.captures[color][p] || this.captures[color][p]==0)
+ return;
+ // Normal move
+ if (this.board[x+shift][y] == V.EMPTY)
+ moves.push(this.getBasicMove([x,y], [x+shift,y], {c:color,p:p}));
+ // 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}));
+ });
+ }
+
+ // En passant
+ const Lep = this.epSquares.length;
+ const epSquare = Lep>0 ? this.epSquares[Lep-1] : undefined;
+ if (!!epSquare)
+ {
+ for (let epsq of epSquare)
+ {
+ // TODO: some redundant checks
+ if (epsq.x == x+shift && Math.abs(epsq.y - y) == 1)
+ {
+ let epStep = epsq.y - y;
+ var enpassantMove = this.getBasicMove([x,y], [x+shift,y+epStep]);
+ enpassantMove.vanish.push({
+ x: x,
+ y: y+epStep,
+ p: 'p',
+ c: this.getColor(x,y+epStep)
+ });
+ moves.push(enpassantMove);
+ }
+ }
+ }
+
+ return moves;
}
getPotentialMarshallMoves(sq)
isAttacked(sq, colors)
{
- return (super.isAttacked(sq, colors)
+ return super.isAttacked(sq, colors)
|| this.isAttackedByMarshall(sq, colors)
|| this.isAttackedByCardinal(sq, colors);
}
|| this.isAttackedBySlideNJump(sq, colors, V.CARDINAL, V.steps[V.KNIGHT], "oneStep");
}
+ play(move, ingame)
+ {
+ super.play(move, ingame);
+ if (move.vanish.length==2 && move.appear.length==1
+ && move.vanish[1].p != VariantRules.PAWN)
+ {
+ // Capture: update this.captures
+ if (!this.captures[move.vanish[1].c][move.vanish[1].p])
+ this.captures[move.vanish[1].c][move.vanish[1].p] = 1;
+ else
+ this.captures[move.vanish[1].c][move.vanish[1].p]++;
+ }
+ }
+
+ undo(move)
+ {
+ super.undo(move);
+ if (move.vanish.length==2 && move.appear.length==1
+ && move.vanish[1].p != VariantRules.PAWN)
+ {
+ // Capture: update this.captures
+ this.captures[move.vanish[1].c][move.vanish[1].p] =
+ Math.max(0, this.captures[move.vanish[1].c][move.vanish[1].p]-1);
+ }
+ }
+
static get VALUES() {
return Object.assign(
ChessRules.VALUES,
);
}
- // TODO:
+ // TODO: this function could be generalized and shared better
static GenRandInitFen()
{
+ let pieces = [new Array(10), new Array(10)];
+ // Shuffle pieces on first and last rank
+ for (let c = 0; c <= 1; c++)
+ {
+ let positions = _.range(10);
+
+ // Get random squares for bishops
+ let randIndex = 2 * _.random(4);
+ let bishop1Pos = positions[randIndex];
+ // The second bishop must be on a square of different color
+ let randIndex_tmp = 2 * _.random(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 = _.random(7);
+ let knight1Pos = positions[randIndex];
+ positions.splice(randIndex, 1);
+ randIndex = _.random(6);
+ let knight2Pos = positions[randIndex];
+ positions.splice(randIndex, 1);
+
+ // Get random square for queen
+ randIndex = _.random(5);
+ let queenPos = positions[randIndex];
+ positions.splice(randIndex, 1);
+
+ // ...random square for marshall
+ randIndex = _.random(4);
+ let marshallPos = positions[randIndex];
+ positions.splice(randIndex, 1);
+
+ // ...random square for cardinal
+ randIndex = _.random(3);
+ let cardinalPos = positions[randIndex];
+ positions.splice(randIndex, 1);
+
+ // Rooks and king positions are now fixed, because of the ordering rook-king-rook
+ let rook1Pos = positions[0];
+ let kingPos = positions[1];
+ let rook2Pos = positions[2];
+
+ // 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][marshallPos] = 'm';
+ pieces[c][cardinalPos] = 'c';
+ pieces[c][kingPos] = 'k';
+ pieces[c][bishop2Pos] = 'b';
+ pieces[c][knight2Pos] = 'n';
+ pieces[c][rook2Pos] = 'r';
+ }
+ let fen = pieces[0].join("") +
+ "/pppppppppp/10/10/10/10/10/10/PPPPPPPPPP/" +
+ pieces[1].join("").toUpperCase() +
+ " 1111";
+ return fen;
}
}