super.setOtherVariables(fen);
// Local stack of non-capturing checkered moves:
this.cmoves = [];
- const cmove = fen.split(" ")[5];
+ const cmove = V.ParseFen(fen).cmove;
if (cmove == "-") this.cmoves.push(null);
else {
this.cmoves.push({
static IsGoodFlags(flags) {
// 4 for castle + 16 for pawns
- return !!flags.match(/^[01]{20,20}$/);
+ return !!flags.match(/^[a-z]{4,4}[01]{16,16}$/);
}
setFlags(fenflags) {
w: [...Array(8).fill(true)], //pawns can move 2 squares?
b: [...Array(8).fill(true)]
};
- const flags = fenflags.substr(4); //skip first 4 digits, for castle
+ const flags = fenflags.substr(4); //skip first 4 letters, for castle
for (let c of ["w", "b"]) {
for (let i = 0; i < 8; i++)
this.pawnFlags[c][i] = flags.charAt((c == "w" ? 0 : 8) + i) == "1";
this.pawnFlags = flags[1];
}
+ getEpSquare(moveOrSquare) {
+ if (typeof moveOrSquare !== "object" || moveOrSquare.appear[0].c != 'c')
+ return super.getEpSquare(moveOrSquare);
+ // Checkered move: no en-passant
+ return undefined;
+ }
+
getCmove(move) {
if (move.appear[0].c == "c" && move.vanish.length == 1)
return { start: move.start, end: move.end };
return moves;
}
+ getPotentialPawnMoves([x, y]) {
+ const color = this.turn;
+ let moves = [];
+ const [sizeX, sizeY] = [V.size.x, V.size.y];
+ const shiftX = color == "w" ? -1 : 1;
+ const startRank = color == "w" ? sizeX - 2 : 1;
+ const lastRank = color == "w" ? 0 : sizeX - 1;
+ const pawnColor = this.getColor(x, y); //can be checkered
+
+ const finalPieces =
+ x + shiftX == lastRank
+ ? [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN]
+ : [V.PAWN];
+ if (this.board[x + shiftX][y] == V.EMPTY) {
+ // One square forward
+ for (let piece of finalPieces) {
+ moves.push(
+ this.getBasicMove([x, y], [x + shiftX, y], {
+ c: pawnColor,
+ p: piece
+ })
+ );
+ }
+ if (
+ x == startRank &&
+ this.board[x + 2 * shiftX][y] == V.EMPTY
+ ) {
+ // Two squares jump
+ moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
+ }
+ }
+ // Captures
+ for (let shiftY of [-1, 1]) {
+ if (
+ y + shiftY >= 0 &&
+ y + shiftY < sizeY &&
+ this.board[x + shiftX][y + shiftY] != V.EMPTY &&
+ this.canTake([x, y], [x + shiftX, y + shiftY])
+ ) {
+ for (let piece of finalPieces) {
+ moves.push(
+ this.getBasicMove([x, y], [x + shiftX, y + shiftY], {
+ c: pawnColor,
+ p: piece
+ })
+ );
+ }
+ }
+ }
+
+ // En passant
+ const Lep = this.epSquares.length;
+ const epSquare = this.epSquares[Lep - 1]; //always at least one element
+ if (
+ !!epSquare &&
+ epSquare.x == x + shiftX &&
+ Math.abs(epSquare.y - y) == 1
+ ) {
+ let enpassantMove = this.getBasicMove([x, y], [epSquare.x, epSquare.y]);
+ enpassantMove.vanish.push({
+ x: x,
+ y: epSquare.y,
+ p: "p",
+ c: this.getColor(x, epSquare.y)
+ });
+ moves.push(enpassantMove);
+ }
+
+ return moves;
+ }
+
canIplay(side, [x, y]) {
return side == this.turn && [side, "c"].includes(this.getColor(x, y));
}
const oppCol = V.GetOppCol(this.turn);
for (let i = 0; i < V.size.x; i++) {
for (let j = 0; j < V.size.y; j++) {
- // NOTE: just testing == color isn't enough because of checkred pieces
+ // NOTE: just testing == color isn't enough because of checkered pieces
if (this.board[i][j] != V.EMPTY && this.getColor(i, j) != oppCol) {
const moves = this.getPotentialMovesFrom([i, j]);
if (moves.length > 0) {
return res;
}
- updateVariables(move) {
- super.updateVariables(move);
+ postPlay(move) {
+ super.postPlay(move);
// Does this move turn off a 2-squares pawn flag?
- const secondRank = [1, 6];
- if (secondRank.includes(move.start.x) && move.vanish[0].p == V.PAWN)
+ 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;
+ this.cmoves.push(this.getCmove(move));
+ }
+
+ postUndo(move) {
+ super.postUndo(move);
+ this.cmoves.pop();
}
getCurrentScore() {
}
static GenRandInitFen(randomness) {
+ // Add 16 pawns flags + empty cmove:
return ChessRules.GenRandInitFen(randomness)
- // Add 16 pawns flags + empty cmove:
- .replace(" w 0 1111", " w 0 11111111111111111111 -");
+ .slice(0, -2) + "1111111111111111 - -";
}
static ParseFen(fen) {
return fen;
}
- // TODO (design): this cmove update here or in (un)updateVariables ?
- play(move) {
- this.cmoves.push(this.getCmove(move));
- super.play(move);
- }
-
- undo(move) {
- this.cmoves.pop();
- super.undo(move);
+ static get SEARCH_DEPTH() {
+ return 2;
}
getNotation(move) {