return super.fen2board(f);
}
+ getPartFen(o) {
+ let parts = super.getPartFen(o);
+ parts["cmove"] = this.getCmoveFen();
+ parts["stage"] = this.getStageFen();
+ return parts;
+ }
+
+ getCmoveFen() {
+ if (!this.cmove)
+ return "-";
+ return (
+ C.CoordsToSquare(this.cmove.start) + C.CoordsToSquare(this.cmove.end)
+ );
+ }
+
+ getStageFen() {
+ return (this.stage + this.sideCheckered);
+ }
+
+ getFlagsFen() {
+ let fen = super.getFlagsFen();
+ // Add pawns flags
+ for (let c of ["w", "b"])
+ for (let i = 0; i < 8; i++)
+ fen += (this.pawnFlags[c][i] ? "1" : "0");
+ return fen;
+ }
+
+ getPawnShift(color) {
+ return super.getPawnShift(color == 'c' ? this.turn : color);
+ }
+
pieces(color, x, y) {
let baseRes = super.pieces(color, x, y);
if (
// Stage 1: as Checkered2. Stage 2: checkered pieces are autonomous
const stageInfo = fenParsed.stage;
this.stage = parseInt(stageInfo[0], 10);
- this.canSwitch = (this.stage == 1 && stageInfo[1] != '-');
- this.sideCheckered = (this.stage == 2 ? stageInfo[1] : undefined);
+ this.sideCheckered = (this.stage == 2 ? stageInfo[1] : "");
}
setFlags(fenflags) {
getCmove(move) {
// No checkered move to undo at stage 2:
if (this.stage == 1 && move.vanish.length == 1 && move.appear[0].c == "c")
- return { start: move.start, end: move.end };
+ return {start: move.start, end: move.end};
return null;
}
if (piece == 'k') {
// If at least one checkered piece, allow switching:
if (
- this.canSwitch && !noswitch &&
+ this.options["withswitch"] &&
this.board.some(b => b.some(cell => cell[0] == 'c'))
) {
const oppCol = C.GetOppCol(color);
oppositeMoves(m1, m2) {
return (
!!m1 &&
- m2.appear[0].c == "c" &&
m2.appear.length == 1 &&
m2.vanish.length == 1 &&
+ m2.appear[0].c == "c" &&
m1.start.x == m2.end.x &&
m1.end.x == m2.start.x &&
m1.start.y == m2.end.y &&
);
}
- // TODO: adapt, merge
filterValid(moves) {
- if (moves.length == 0)
- return [];
const color = this.turn;
+ if (stage == 2 && this.sideCheckered == color)
+ // 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)];
return moves.filter(m => {
- // Checkered cannot be under check (no king)
- if (stage == 2 && this.sideCheckered == color)
- return true;
this.playOnBoard(m);
let res = true;
- if (stage == 1) {
- if (m.appear.length == 0 && m.vanish.length == 0) {
- // Special "switch" move: kings must not be attacked by checkered.
- // Not checking for oppositeMoves here: checkered are autonomous
- res = (
- !this.isAttacked(this.kingPos['w'], ['c']) &&
- !this.isAttacked(this.kingPos['b'], ['c']) &&
- this.getAllPotentialMoves().length > 0
- );
- }
- else res = !this.oppositeMoves(this.cmove, m);
- }
- if (res && m.appear.length > 0) res = !this.underCheck(color);
- // At stage 2, side with B & W can be undercheck with both kings:
- if (res && stage == 2) res = !this.underCheck(oppCol);
- this.undo(m);
+ 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);
+ this.undoOnBoard(m);
return res;
});
}
- atLeastOneMove() {
- const color = this.turn;
- const oppCol = V.GetOppCol(color);
- for (let i = 0; i < V.size.x; i++) {
- for (let j = 0; j < V.size.y; j++) {
+ atLeastOneMove(color) {
+ const oppCol = C.GetOppCol(color);
+ 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] != V.EMPTY &&
+ this.board[i][j] != "" &&
(
(this.stage == 1 && colIJ != oppCol) ||
(this.stage == 2 &&
)
) {
const moves = this.getPotentialMovesFrom([i, j]);
- if (moves.length > 0) {
- for (let k = 0; k < moves.length; k++)
- if (this.filterValid([moves[k]]).length > 0) return true;
- }
+ if (moves.some(m => this.filterValid([m]).length >= 1))
+ return true;
}
}
}
return false;
}
- // TODO: adapt
- underCheck(color) {
+ underCheck(square_s, oppCol) {
if (this.stage == 1)
- return this.isAttacked(this.kingPos[color], [V.GetOppCol(color), "c"]);
- if (color == this.sideCheckered) return false;
- return (
- this.isAttacked(this.kingPos['w'], ["c"]) ||
- this.isAttacked(this.kingPos['b'], ["c"])
- );
+ return super.underAttack(square_s, [oppCol, 'c']);
+ if (oppCol != this.sideCheckered)
+ return false; //checkered pieces is me, I'm not under check
+ return super.underAttack(square_s, 'c');
}
- play(move) {
- move.flags = JSON.stringify(this.aggregateFlags());
- this.epSquares.push(this.getEpSquare(move));
- V.PlayOnBoard(this.board, move);
- if (move.appear.length > 0 || move.vanish.length > 0)
- {
- this.turn = V.GetOppCol(this.turn);
- this.movesCount++;
- }
- this.postPlay(move);
- }
-
- postPlay(move) {
- if (move.appear.length == 0 && move.vanish.length == 0) {
- this.stage = 2;
- this.sideCheckered = this.turn;
- }
- else {
- const c = move.vanish[0].c;
- const piece = move.vanish[0].p;
- if (piece == V.KING) {
- this.kingPos[c][0] = move.appear[0].x;
- this.kingPos[c][1] = move.appear[0].y;
- }
- super.updateCastleFlags(move, piece);
+ prePlay(move) {
+ if (move.appear.length > 0 && move.vanish.length > 0) {
+ super.prePlay(move);
if (
[1, 6].includes(move.start.x) &&
move.vanish[0].p == V.PAWN &&
this.pawnFlags[move.start.x == 6 ? "w" : "b"][move.start.y] = false;
}
}
+ }
+
+ postPlay(move) {
+ if (move.appear.length == 0 && move.vanish.length == 0) {
+ this.stage = 2;
+ this.sideCheckered = this.turn;
+ }
+ else
+ super.postPlay(move);
this.cmove = this.getCmove(move);
}
+ tryChangeTurn(move) {
+ if (move.appear.length > 0 && move.vanish.length > 0)
+ super.tryChangeTurn(move);
+ }
+
getCurrentScore() {
const color = this.turn;
if (this.stage == 1) {
- if (this.atLeastOneMove()) return "*";
+ if (this.atLeastOneMove(color))
+ return "*";
// Artifically change turn, for checkered pawns
- this.turn = V.GetOppCol(this.turn);
- const res =
- this.isAttacked(this.kingPos[color], [V.GetOppCol(color), "c"])
- ? color == "w"
- ? "0-1"
- : "1-0"
- : "1/2";
- this.turn = V.GetOppCol(this.turn);
+ const oppCol = C.GetOppCol(color);
+ this.turn = oppCol;
+ const kingPos = super.searchKingPos(color)[0];
+ let res = "1/2";
+ if (super.underAttack(kingPos, [oppCol, 'c']))
+ res = (color == "w" ? "0-1" : "1-0");
+ this.turn = color;
return res;
}
// Stage == 2:
- if (this.sideCheckered == this.turn) {
+ if (this.sideCheckered == color) {
// Check if remaining checkered pieces: if none, I lost
if (this.board.some(b => b.some(cell => cell[0] == 'c'))) {
- if (!this.atLeastOneMove()) return "1/2";
+ if (!this.atLeastOneMove(color))
+ return "1/2";
return "*";
}
- return color == 'w' ? "0-1" : "1-0";
+ return (color == 'w' ? "0-1" : "1-0");
}
- if (this.atLeastOneMove()) return "*";
- let res = this.isAttacked(this.kingPos['w'], ["c"]);
- if (!res) res = this.isAttacked(this.kingPos['b'], ["c"]);
- if (res) return color == 'w' ? "0-1" : "1-0";
+ if (this.atLeastOneMove(color))
+ return "*";
+ let res = super.underAttack(super.searchKingPos(color)[0], 'c');
+ if (!res)
+ res = super.underAttack(super.searchKingPos(oppCol)[0], 'c');
+ if (res)
+ return (color == 'w' ? "0-1" : "1-0");
return "1/2";
}
- // TODO: adapt
- static GenRandInitFen(options) {
- const baseFen = ChessRules.GenRandInitFen(options);
- return (
- // Add 16 pawns flags + empty cmove + stage == 1:
- baseFen.slice(0, -2) + "1111111111111111 - - 1" +
- (!options["switch"] ? '-' : "")
- );
- }
- {
- cmove: fenParts[5],
- stage: fenParts[6]
- }
-
- getCmoveFen() {
- const L = this.cmoves.length;
- return (
- !this.cmoves[L - 1]
- ? "-"
- : ChessRules.CoordsToSquare(this.cmoves[L - 1].start) +
- ChessRules.CoordsToSquare(this.cmoves[L - 1].end)
- );
- }
-
- getStageFen() {
- if (this.stage == 1) return "1" + (!this.canSwitch ? '-' : "");
- // Stage == 2:
- return "2" + this.sideCheckered;
- }
-
- getFen() {
- return (
- super.getFen() + " " + this.getCmoveFen() + " " + this.getStageFen()
- );
- }
-
- getFlagsFen() {
- let fen = super.getFlagsFen();
- // Add pawns flags
- for (let c of ["w", "b"])
- for (let i = 0; i < 8; i++) fen += (this.pawnFlags[c][i] ? "1" : "0");
- return fen;
- }
-
};