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this.selectedPiece.style.display = "inline-block";
this.selectedPiece.style.zIndex = 3000;
let startSquare = this.getSquareFromId(e.target.parentNode.id);
- this.possibleMoves = this.vr.canIplay(this.mycolor,startSquare)
+ this.possibleMoves = this.mode!="idle" && this.vr.canIplay(this.mycolor,startSquare)
? this.vr.getPossibleMovesFrom(startSquare)
: [];
e.target.parentNode.appendChild(this.selectedPiece);
--- /dev/null
+class AntikingRules
+{
+ // Path to pieces
+ static getPpath(b)
+ {
+ return b[1]=='a' ? "Antiking/"+b : b;
+ }
+
+ static get ANTIKING() { return 'a'; }
+
+ // TODO: more subtle than that, require changing args: wp, bk and not just colors
+ canTake(color1, color2)
+ {
+ return color1 != color2;
+ }
+
+ getPotentialMovesFrom([x,y])
+ {
+ let c = this.getColor(x,y);
+ switch (this.getPiece(x,y))
+ {
+ case VariantRules.ANTIKING:
+ return this.getPotentialAntikingMoves(x,y,c);
+ default:
+ return super.getPotentielMovesFrom([x,y]);
+ }
+ }
+
+ getPotentialAntikingMoves(x, y, c)
+ {
+ // TODO
+ }
+
+// TODO: need to re-think some logic, since antikings capture same color
+
+ isAttacked(sq, color)
+ {
+ return (this.isAttackedByPawn(sq, color)
+ || this.isAttackedByRook(sq, color)
+ || this.isAttackedByKnight(sq, color)
+ || this.isAttackedByBishop(sq, color)
+ || this.isAttackedByQueen(sq, color)
+ || this.isAttackedByKing(sq, color)); //...
+ }
+
+ isAttackedByAntiking(sq, color)
+ {
+ // TODO
+ }
+
+ underCheck(move, c)
+ {
+ this.play(move);
+ let res = this.isAttacked(this.kingPos[c], this.getOppCol(c));
+ // TODO: also check that antiking is still in check
+ this.undo(move);
+ return res;
+ }
+
+ getCheckSquares(move, c)
+ {
+ this.play(move);
+ // TODO
+ let res = this.isAttacked(this.kingPos[c], this.getOppCol(c))
+ ? [ JSON.parse(JSON.stringify(this.kingPos[c])) ] //need to duplicate!
+ : [ ];
+ this.undo(move);
+ return res;
+ }
+
+ // Apply a move on board
+ static PlayOnBoard(board, move)
+ {
+ for (let psq of move.vanish)
+ board[psq.x][psq.y] = VariantRules.EMPTY;
+ for (let psq of move.appear)
+ board[psq.x][psq.y] = psq.c + psq.p;
+ }
+ // Un-apply the played move
+ static UndoOnBoard(board, move)
+ {
+ for (let psq of move.appear)
+ board[psq.x][psq.y] = VariantRules.EMPTY;
+ for (let psq of move.vanish)
+ board[psq.x][psq.y] = psq.c + psq.p;
+ }
+
+ // TODO: need antikingPos as well
+ updateVariables(move)
+ {
+ // ...
+ }
+
+ unupdateVariables(move)
+ {
+ // TODO
+ }
+
+ checkGameEnd(color)
+ {
+ // TODO
+ if (!this.isAttacked(this.kingPos[color], this.getOppCol(color)))
+ return "1/2";
+ return color == "w" ? "0-1" : "1-0";
+ }
+
+ // Pieces values
+ static get VALUES() {
+ return {
+ 'p': 1,
+ 'r': 5,
+ 'n': 3,
+ 'b': 3,
+ 'q': 9,
+ 'k': 1000,
+ 'a': 1000
+ };
+ }
+
+ static GenRandInitFen()
+ {
+ // TODO: no need all code, just add an antiking at rondom on 3rd ranks
+ let pieces = [new Array(8), new Array(8)];
+ // Shuffle pieces on first and last rank
+ for (let c = 0; c <= 1; c++)
+ {
+ let positions = _.range(8);
+
+ // Get random squares for bishops
+ let randIndex = 2 * _.random(3);
+ let bishop1Pos = positions[randIndex];
+ // The second bishop must be on a square of different color
+ let randIndex_tmp = 2 * _.random(3) + 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);
+ let knight1Pos = positions[randIndex];
+ positions.splice(randIndex, 1);
+ randIndex = _.random(4);
+ let knight2Pos = positions[randIndex];
+ positions.splice(randIndex, 1);
+
+ // Get random square for queen
+ randIndex = _.random(3);
+ let queenPos = 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][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/" +
+ pieces[1].join("").toUpperCase() +
+ " 1111"; //add flags
+ return fen;
+ }
+}