this.moves = moves;
// Use fen string to initialize variables, flags and board
this.board = VariantRules.GetBoard(fen);
- this.flags = VariantRules.GetFlags(fen);
+ this.setFlags(fen);
this.initVariables(fen);
}
}
// Overridable: flags can change a lot
- static GetFlags(fen)
+ setFlags(fen)
{
// white a-castle, h-castle, black a-castle, h-castle
- let flags = {'w': new Array(2), 'b': new Array(2)};
- let fenFlags = fen.split(" ")[1]; //flags right after position
+ this.castleFlags = {'w': new Array(2), 'b': new Array(2)};
+ let flags = fen.split(" ")[1]; //flags right after position
for (let i=0; i<4; i++)
- flags[i < 2 ? 'w' : 'b'][i%2] = (fenFlags.charAt(i) == '1');
- return flags;
+ this.castleFlags[i < 2 ? 'w' : 'b'][i%2] = (flags.charAt(i) == '1');
}
///////////////////
};
}
+ // Aggregates flags into one object
+ get flags() {
+ return this.castleFlags;
+ }
+
+ // Reverse operation
+ parseFlags(flags)
+ {
+ this.castleFlags = flags;
+ }
+
// En-passant square, if any
getEpSquare(move)
{
// Build a regular move from its initial and destination squares; tr: transformation
getBasicMove([sx,sy], [ex,ey], tr)
{
- var mv = new Move({
+ let mv = new Move({
appear: [
new PiPo({
x: ex,
getSlideNJumpMoves([x,y], steps, oneStep)
{
const color = this.getColor(x,y);
- var moves = [];
+ let moves = [];
const [sizeX,sizeY] = VariantRules.size;
outerLoop:
for (let step of steps)
// What are the pawn moves from square x,y considering color "color" ?
getPotentialPawnMoves([x,y])
{
- const color = this.getColor(x,y);
- var moves = [];
- var V = VariantRules;
+ const color = this.turn;
+ let moves = [];
+ const V = VariantRules;
const [sizeX,sizeY] = VariantRules.size;
- let shift = (color == "w" ? -1 : 1);
- let startRank = (color == "w" ? sizeY-2 : 1);
- let lastRank = (color == "w" ? 0 : sizeY-1);
+ const shift = (color == "w" ? -1 : 1);
+ const firstRank = (color == 'w' ? sizeY-1 : 0);
+ const startRank = (color == "w" ? sizeY-2 : 1);
+ 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]));
- if (x==startRank && this.board[x+2*shift][y] == V.EMPTY)
+ // 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)
{
// Two squares jump
moves.push(this.getBasicMove([x,y], [x+2*shift,y]));
castlingCheck:
for (let castleSide=0; castleSide < 2; castleSide++) //large, then small
{
- if (!this.flags[c][castleSide])
+ if (!this.castleFlags[c][castleSide])
continue;
// If this code is reached, rooks and king are on initial position
{
this.kingPos[c][0] = move.appear[0].x;
this.kingPos[c][1] = move.appear[0].y;
- this.flags[c] = [false,false];
+ this.castleFlags[c] = [false,false];
return;
}
const oppCol = this.getOppCol(c);
if (move.start.x == firstRank //our rook moves?
&& this.INIT_COL_ROOK[c].includes(move.start.y))
{
- const flagIdx = move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1;
- this.flags[c][flagIdx] = false;
+ const flagIdx = (move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1);
+ this.castleFlags[c][flagIdx] = false;
}
else if (move.end.x == oppFirstRank //we took opponent rook?
&& this.INIT_COL_ROOK[c].includes(move.end.y))
{
- const flagIdx = move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1;
- this.flags[oppCol][flagIdx] = false;
+ const flagIdx = (move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1);
+ this.castleFlags[oppCol][flagIdx] = false;
}
}
play(move, ingame)
{
+ console.log("AVANT " + this.getNotation(move) + " " + this.board[1][5]);
if (!!ingame)
move.notation = this.getNotation(move);
- // Save flags (for undo)
- move.flags = JSON.stringify(this.flags); //TODO: less costly?
+ move.flags = JSON.stringify(this.flags); //save flags (for undo)
this.updateVariables(move);
this.moves.push(move);
this.epSquares.push( this.getEpSquare(move) );
this.epSquares.pop();
this.moves.pop();
this.unupdateVariables(move);
- this.flags = JSON.parse(move.flags);
+ this.parseFlags(JSON.parse(move.flags));
+ console.log("APRES " + this.getNotation(move) + " " + this.board[1][5]);
}
//////////////
for (let i of ['w','b'])
{
for (let j=0; j<2; j++)
- fen += this.flags[i][j] ? '1' : '0';
+ fen += this.castleFlags[i][j] ? '1' : '0';
}
return fen;
}