}
getPartFen(o) {
- let parts = super.getPartFen(o);
- parts["cmove"] = this.getCmoveFen();
- parts["stage"] = this.getStageFen();
- return parts;
+ return Object.assign(
+ {
+ "cmove": o.init ? "-" : this.getCmoveFen(),
+ "stage": o.init ? "1" : this.getStageFen()
+ },
+ super.getPartFen(o)
+ );
}
getCmoveFen() {
getFlagsFen() {
let fen = super.getFlagsFen();
// Add pawns flags
- for (let c of ["w", "b"])
+ for (let c of ["w", "b"]) {
for (let i = 0; i < 8; i++)
fen += (this.pawnFlags[c][i] ? "1" : "0");
+ }
return fen;
}
return super.getPawnShift(color == 'c' ? this.turn : color);
}
+ getOppCols(color) {
+ if (this.stage == 1)
+ return super.getOppCols(color).concat(['c']);
+ // Stage 2: depends if color is w+b or checkered
+ if (color == this.sideCheckered)
+ return ['w', 'b'];
+ return ['c'];
+ }
+
pieces(color, x, y) {
let baseRes = super.pieces(color, x, y);
if (
}
}
- aggregateFlags() {
- return [this.castleFlags, this.pawnFlags];
- }
-
- disaggregateFlags(flags) {
- this.castleFlags = flags[0];
- this.pawnFlags = flags[1];
- }
-
getEpSquare(moveOrSquare) {
// At stage 2, all pawns can be captured en-passant
if (
// Apply "checkerization" of standard moves
const lastRank = (color == "w" ? 0 : 7);
const [x, y] = [moves[0].start.x, moves[0].start.y];
- let moves = [];
const piece = this.getPiece(x, y);
// King is treated differently: it never turn checkered
- if (piece == 'k') {
+ if (piece == 'k' && this.stage == 1) {
// If at least one checkered piece, allow switching:
if (
this.options["withswitch"] &&
this.board.some(b => b.some(cell => cell[0] == 'c'))
) {
- const oppCol = C.GetOppCol(color);
- const oppKingPos = this.searchKingPos(oppCol)[0];
+ const oppKingPos = this.searchKingPos(C.GetOppTurn(this.turn))[0];
moves.push(
new Move({
start: { x: x, y: y },
- end: { x: oppKingPos[0], y: oppKingPos[1] },
+ end: {x: oppKingPos[0], y: oppKingPos[1]},
appear: [],
vanish: []
})
if (piece == 'p') {
// Filter out forbidden pawn moves
moves = moves.filter(m => {
- if (m.vanish[0].p == 'p') {
+ if (m.vanish.length > 0 && m.vanish[0].p == 'p') {
if (
Math.abs(m.end.x - m.start.x) == 2 &&
!this.pawnFlags[this.turn][m.start.y]
}
let extraMoves = [];
moves.forEach(m => {
- if (m.vanish.length == 2 && m.appear.length == 1)
+ if (m.vanish.length == 2 && m.appear.length == 1) {
// A capture occured
m.appear[0].c = "c";
if (
return moves.concat(extraMoves);
}
- canIplay(side, [x, y]) {
+ canIplay(x, y) {
if (this.stage == 2) {
const color = this.getColor(x, y);
return (
: ['w', 'b'].includes(color)
);
}
- return side == this.turn && [side, "c"].includes(this.getColor(x, y));
+ return (
+ this.playerColor == this.turn &&
+ [this.turn, "c"].includes(this.getColor(x, y))
+ );
}
// Does m2 un-do m1 ? (to disallow undoing checkered moves)
// Checkered cannot be under check (no king)
return moves;
let kingPos = super.searchKingPos(color);
- const oppCol = C.GetOppCol(color);
if (this.stage == 2)
// Must consider both kings (attacked by checkered side)
- kingPos = [kingPos, super.searchKingPos(oppCol)];
+ kingPos = [kingPos, super.searchKingPos(C.GetOppTurn(this.turn))];
+ const oppCols = this.getOppCols(color);
return moves.filter(m => {
this.playOnBoard(m);
let res = true;
if (stage == 1)
res = !this.oppositeMoves(this.cmove, m);
if (res && m.appear.length > 0)
- // NOTE: oppCol might be inaccurate; fixed in underCheck()
- res = !this.underCheck(kingPos, oppCol);
+ res = !this.underCheck(kingPos, oppCols);
this.undoOnBoard(m);
return res;
});
}
atLeastOneMove(color) {
- const oppCol = C.GetOppCol(color);
+ const myCols = [color, 'c'];
for (let i = 0; i < this.size.x; i++) {
for (let j = 0; j < this.size.y; j++) {
const colIJ = this.getColor(i, j);
if (
this.board[i][j] != "" &&
(
- (this.stage == 1 && colIJ != oppCol) ||
+ (this.stage == 1 && myCols.includes(colIJ)) ||
(this.stage == 2 &&
(
(this.sideCheckered == color && colIJ == 'c') ||
return false;
}
- underCheck(square_s, oppCol) {
- if (this.stage == 1)
- return super.underAttack(square_s, [oppCol, 'c']);
- if (oppCol != this.sideCheckered)
+ underCheck(square_s, oppCols) {
+ if (this.stage == 2 && oppCol != this.sideCheckered)
return false; //checkered pieces is me, I'm not under check
- return super.underAttack(square_s, 'c');
+ return super.underAttack(square_s, oppCols);
}
prePlay(move) {
if (this.atLeastOneMove(color))
return "*";
// Artifically change turn, for checkered pawns
- const oppCol = C.GetOppCol(color);
- this.turn = oppCol;
+ const oppTurn = C.GetOppTurn(color);
+ this.turn = oppTurn;
const kingPos = super.searchKingPos(color)[0];
let res = "1/2";
- if (super.underAttack(kingPos, [oppCol, 'c']))
+ if (super.underAttack(kingPos, [oppTurn, 'c']))
res = (color == "w" ? "0-1" : "1-0");
this.turn = color;
return res;
}
if (this.atLeastOneMove(color))
return "*";
- let res = super.underAttack(super.searchKingPos(color)[0], 'c');
+ let res = super.underAttack(super.searchKingPos(color)[0], ['c']);
if (!res)
- res = super.underAttack(super.searchKingPos(oppCol)[0], 'c');
+ res = super.underAttack(super.searchKingPos(oppCol)[0], ['c']);
if (res)
return (color == 'w' ? "0-1" : "1-0");
return "1/2";