import ChessRules from "/base_rules.js";
-import { ArrayFun } from "/utils/array.js";
-import { Random } from "/utils/alea.js";
+import {ArrayFun} from "/utils/array.js";
+import {Random} from "/utils/alea.js";
+import {FenUtil} from "/utils/setupPieces.js";
export default class AlapoRules extends ChessRules {
+ static get Options() {
+ return {
+ select: C.Options.select,
+ styles: C.Options.styles.filter(s => s != "teleport")
+ };
+ }
+
get hasFlags() {
return false;
}
return board;
}
- genRandInitFen(seed) {
- if (this.options["randomness"] == 0)
- return "rbqqbr/tcssct/6/6/TCSSCT/RBQQBR w 0";
-
- Random.setSeed(seed);
-
+ genRandInitBaseFen() {
+ const s = FenUtil.setupPieces(
+ ['r', 'b', 'q', 'q', 'b', 'r'],
+ {
+ randomness: this.options["randomness"],
+ diffCol: ['b']
+ }
+ );
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";
- }
-
- return (
- pieces["b"].join("") + "/" +
- pieces["b"].map(p => piece2pawn[p]).join("") +
+ const fen = (
+ s.b.join("") + "/" +
+ s.b.map(p => piece2pawn[p]).join("") +
"/6/6/" +
- pieces["w"].map(p => piece2pawn[p].toUpperCase()).join("") + "/" +
- pieces["w"].join("").toUpperCase() +
- " w 0"
+ s.w.map(p => piece2pawn[p].toUpperCase()).join("") + "/" +
+ s.w.join("").toUpperCase()
);
+ return { fen: fen, o: {} };
}
// Triangles are rotated from opponent viewpoint (=> suffix "_inv")
{"class": "bishop" + (this.playerColor != color ? "_inv" : "")}),
's': { //"square"
"class": "babyrook",
- moves: [
+ both: [
{
steps: [[0, 1], [0, -1], [1, 0], [-1, 0]],
range: 1
},
'c': { //"circle"
"class": "babyqueen",
- moves: [
+ both: [
{
steps: [
[0, 1], [0, -1], [1, 0], [-1, 0],
},
't': { //"triangle"
"class": "babybishop" + (this.playerColor != color ? "_inv" : ""),
- moves: [
+ both: [
{
steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]],
range: 1
won[c] = this.board[goal].some((b,j) => {
return (
this.getColor(goal, j) == c &&
- this.findCapturesOn(
- [goal, j], {one: true, oppCol: oppCol}).length == 0
+ !this.findCapturesOn(
+ [goal, j],
+ {
+ one: true,
+ oppCol: oppCol,
+ segments: this.options["cylinder"]
+ }
+ )
);
});
}