//https://www.chessvariants.com/large.dir/wildebeest.html
-class GrandRules extends ChessRules
+class WildebeestRules extends ChessRules
{
static getPpath(b)
{
return ([V.CAMEL,V.WILDEBEEST].includes(b[1]) ? "Wildebeest/" : "") + b;
}
+ static get size() { return [10,11]; }
+
static get CAMEL() { return 'c'; }
static get WILDEBEEST() { return 'w'; }
);
}
-// 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: several changes (promote to queen or wildebeest)
+ // Pawns jump 2 or 3 squares, and promote to queen or wildebeest
getPotentialPawnMoves([x,y])
{
const color = this.turn;
const V = VariantRules;
const [sizeX,sizeY] = VariantRules.size;
const shift = (color == "w" ? -1 : 1);
- const firstRank = (color == 'w' ? sizeY-1 : 0);
- const startRank = (color == "w" ? sizeY-2 : 1);
+ const startRanks = (color == "w" ? [sizeY-2,sizeY-3] : [1,2]);
const lastRank = (color == "w" ? 0 : sizeY-1);
if (x+shift >= 0 && x+shift < sizeX && x+shift != lastRank)
if (this.board[x+shift][y] == V.EMPTY)
{
moves.push(this.getBasicMove([x,y], [x+shift,y]));
- // Next condition because variants with pawns on 1st rank generally allow them to jump
- if ([startRank,firstRank].includes(x) && this.board[x+2*shift][y] == V.EMPTY)
+ 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+3*shift][y] == V.EMPTY)
+ {
+ // 3-squares jump
+ moves.push(this.getBasicMove([x,y], [x+3*shift,y]));
+ }
}
}
// Captures
if (x+shift == lastRank)
{
// Promotion
- let promotionPieces = [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN];
+ let promotionPieces = [V.QUEEN,V.WILDEBEEST];
promotionPieces.forEach(p => {
// Normal move
if (this.board[x+shift][y] == V.EMPTY)
// En passant
const Lep = this.epSquares.length;
const epSquare = Lep>0 ? this.epSquares[Lep-1] : undefined;
- if (!!epSquare && epSquare.x == x+shift && Math.abs(epSquare.y - y) == 1)
+ if (!!epSquare)
{
- let epStep = epSquare.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);
+ 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;
}
+ // TODO: wildebeest castle
+
getPotentialCamelMoves(sq)
{
return this.getSlideNJumpMoves(sq, VariantRules.steps[VariantRules.CAMEL], "oneStep");
getPotentialWildebeestMoves(sq)
{
const V = VariantRules;
- return this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT].concat(V.steps[V.CAMEL]));
+ return this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT].concat(V.steps[V.CAMEL]), "oneStep");
}
- // TODO: getCastleMoves, generalize a bit to include castleSquares as static variables
- // ==> but this won't be exactly Wildebeest... think about it.
-
- // TODO: also generalize lastRank ==> DO NOT HARDCODE 7 !!!
-
isAttacked(sq, colors)
{
- return (super.isAttacked(sq, colors)
+ return super.isAttacked(sq, colors)
|| this.isAttackedByCamel(sq, colors)
|| this.isAttackedByWildebeest(sq, colors);
}
static get SEARCH_DEPTH() { return 2; }
- // TODO:
static GenRandInitFen()
{
- let pieces = [new Array(8), new Array(8)];
+ 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(8);
+ let positions = _.range(11);
// Get random squares for bishops
- let randIndex = 2 * _.random(3);
+ let randIndex = 2 * _.random(5);
let bishop1Pos = positions[randIndex];
// The second bishop must be on a square of different color
- let randIndex_tmp = 2 * _.random(3) + 1;
+ 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(5);
+ randIndex = _.random(8);
let knight1Pos = positions[randIndex];
positions.splice(randIndex, 1);
- randIndex = _.random(4);
+ randIndex = _.random(7);
let knight2Pos = positions[randIndex];
positions.splice(randIndex, 1);
// Get random square for queen
- randIndex = _.random(3);
+ randIndex = _.random(6);
let queenPos = positions[randIndex];
positions.splice(randIndex, 1);
+ // ...random square for camels
+ randIndex = _.random(5);
+ let camel1Pos = positions[randIndex];
+ positions.splice(randIndex, 1);
+ randIndex = _.random(4);
+ let camel2Pos = positions[randIndex];
+ positions.splice(randIndex, 1);
+
+ // ...random square for wildebeest
+ randIndex = _.random(3);
+ let wildebeestPos = 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];
pieces[c][knight1Pos] = 'n';
pieces[c][bishop1Pos] = 'b';
pieces[c][queenPos] = 'q';
+ pieces[c][camel1Pos] = 'c';
+ pieces[c][camel2Pos] = 'c';
+ pieces[c][wildebeestPos] = 'w';
pieces[c][kingPos] = 'k';
pieces[c][bishop2Pos] = 'b';
pieces[c][knight2Pos] = 'n';
pieces[c][rook2Pos] = 'r';
}
let fen = pieces[0].join("") +
- "/pppppppp/8/8/8/8/PPPPPPPP/" +
+ "/ppppppppppp/11/11/11/11/11/11/PPPPPPPPPPP/" +
pieces[1].join("").toUpperCase() +
- " 1111"; //add flags
+ " 1111";
return fen;
}
}