return board;
}
- genRandInitFen(seed) {
+ genRandInitBaseFen() {
+ let fen = "";
if (this.options["randomness"] == 0)
- return "rbqqbr/tcssct/6/6/TCSSCT/RBQQBR w 0";
-
- Random.setSeed(seed);
-
- const piece2pawn = {
- r: 't',
- q: 's',
- b: 'c'
- };
-
- let pieces = { w: new Array(6), b: new Array(6) };
- // Shuffle pieces on first (and last rank if randomness == 2)
- for (let c of ["w", "b"]) {
- if (c == 'b' && this.options["randomness"] == 1) {
- pieces['b'] = pieces['w'];
- break;
+ fen = "rbqqbr/tcssct/6/6/TCSSCT/RBQQBR w 0";
+ else {
+ const piece2pawn = {
+ r: 't',
+ q: 's',
+ b: 'c'
+ };
+ let pieces = { w: new Array(6), b: new Array(6) };
+ // Shuffle pieces on first (and last rank if randomness == 2)
+ for (let c of ["w", "b"]) {
+ if (c == 'b' && this.options["randomness"] == 1) {
+ pieces['b'] = pieces['w'];
+ break;
+ }
+ let positions = ArrayFun.range(6);
+ // Get random squares for bishops
+ let randIndex = 2 * Random.randInt(3);
+ const bishop1Pos = positions[randIndex];
+ let randIndex_tmp = 2 * Random.randInt(3) + 1;
+ const bishop2Pos = positions[randIndex_tmp];
+ positions.splice(Math.max(randIndex, randIndex_tmp), 1);
+ positions.splice(Math.min(randIndex, randIndex_tmp), 1);
+ // Get random square for queens
+ randIndex = Random.randInt(4);
+ const queen1Pos = positions[randIndex];
+ positions.splice(randIndex, 1);
+ randIndex = Random.randInt(3);
+ const queen2Pos = positions[randIndex];
+ positions.splice(randIndex, 1);
+ // Rooks positions are now fixed,
+ const rook1Pos = positions[0];
+ const rook2Pos = positions[1];
+ pieces[c][rook1Pos] = "r";
+ pieces[c][bishop1Pos] = "b";
+ pieces[c][queen1Pos] = "q";
+ pieces[c][queen2Pos] = "q";
+ pieces[c][bishop2Pos] = "b";
+ pieces[c][rook2Pos] = "r";
}
-
- let positions = ArrayFun.range(6);
-
- // Get random squares for bishops
- let randIndex = 2 * Random.randInt(3);
- const bishop1Pos = positions[randIndex];
- let randIndex_tmp = 2 * Random.randInt(3) + 1;
- const bishop2Pos = positions[randIndex_tmp];
- positions.splice(Math.max(randIndex, randIndex_tmp), 1);
- positions.splice(Math.min(randIndex, randIndex_tmp), 1);
-
- // Get random square for queens
- randIndex = Random.randInt(4);
- const queen1Pos = positions[randIndex];
- positions.splice(randIndex, 1);
- randIndex = Random.randInt(3);
- const queen2Pos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- // Rooks positions are now fixed,
- const rook1Pos = positions[0];
- const rook2Pos = positions[1];
-
- pieces[c][rook1Pos] = "r";
- pieces[c][bishop1Pos] = "b";
- pieces[c][queen1Pos] = "q";
- pieces[c][queen2Pos] = "q";
- pieces[c][bishop2Pos] = "b";
- pieces[c][rook2Pos] = "r";
+ fen = (
+ pieces["b"].join("") + "/" +
+ pieces["b"].map(p => piece2pawn[p]).join("") +
+ "/6/6/" +
+ pieces["w"].map(p => piece2pawn[p].toUpperCase()).join("") + "/" +
+ pieces["w"].join("").toUpperCase() +
+ " w 0"
+ );
}
-
- return (
- pieces["b"].join("") + "/" +
- pieces["b"].map(p => piece2pawn[p]).join("") +
- "/6/6/" +
- pieces["w"].map(p => piece2pawn[p].toUpperCase()).join("") + "/" +
- pieces["w"].join("").toUpperCase() +
- " w 0"
- );
+ return { fen: fen, o: {} };
}
// Triangles are rotated from opponent viewpoint (=> suffix "_inv")