return false;
}
+ static get HasEnpassant() {
+ return false;
+ }
+
static get CorrConfirm() {
// Because of bonus effects
return false;
const deltaX = Math.abs(fm.appear[0].x - x);
const deltaY = Math.abs(fm.appear[0].y - y);
return (
- (deltaX == 0 && deltaY == 0) ||
+ (this.board[x][y] == V.EMPTY || this.getColor(x, y) == 'a') &&
(
- this.board[x][y] == V.EMPTY &&
- (
- (fm.vanish[0].p == V.ROOK && deltaX == 1 && deltaY == 1) ||
- (fm.vanish[0].p == V.BISHOP && deltaX + deltaY == 1)
- )
+ (fm.vanish[0].p == V.ROOK && deltaX == 1 && deltaY == 1) ||
+ (fm.vanish[0].p == V.BISHOP && deltaX + deltaY == 1)
)
);
}
const fenParts = fen.split(" ");
return Object.assign(
ChessRules.ParseFen(fen),
- { captured: fenParts[5] }
+ { captured: fenParts[4] }
);
}
+ static IsGoodFen(fen) {
+ if (!ChessRules.IsGoodFen(fen)) return false;
+ const captured = V.ParseFen(fen).captured;
+ if (!captured || !captured.match(/^[0-9]{12,12}$/)) return false;
+ return true;
+ }
+
// King can be l or L (immobilized) --> similar to Alice variant
static IsGoodPosition(position) {
if (position.length == 0) return false;
}
getCapturedFen() {
- let counts = [...Array(10).fill(0)];
+ let counts = [...Array(12).fill(0)];
let i = 0;
- for (let p of [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.PAWN]) {
+ for (let p of V.RESERVE_PIECES) {
counts[i] = this.captured["w"][p];
- counts[5 + i] = this.captured["b"][p];
+ counts[6 + i] = this.captured["b"][p];
i++;
}
return counts.join("");
[V.KNIGHT]: parseInt(fenParsed.captured[1]),
[V.BISHOP]: parseInt(fenParsed.captured[2]),
[V.QUEEN]: parseInt(fenParsed.captured[3]),
- [V.PAWN]: parseInt(fenParsed.captured[4]),
+ [V.KING]: parseInt(fenParsed.captured[4]),
+ [V.PAWN]: parseInt(fenParsed.captured[5]),
},
b: {
- [V.ROOK]: parseInt(fenParsed.captured[5]),
- [V.KNIGHT]: parseInt(fenParsed.captured[6]),
- [V.BISHOP]: parseInt(fenParsed.captured[7]),
- [V.QUEEN]: parseInt(fenParsed.captured[8]),
- [V.PAWN]: parseInt(fenParsed.captured[9]),
+ [V.ROOK]: parseInt(fenParsed.captured[6]),
+ [V.KNIGHT]: parseInt(fenParsed.captured[7]),
+ [V.BISHOP]: parseInt(fenParsed.captured[8]),
+ [V.QUEEN]: parseInt(fenParsed.captured[9]),
+ [V.KING]: parseInt(fenParsed.captured[10]),
+ [V.PAWN]: parseInt(fenParsed.captured[11]),
}
};
this.firstMove = [];
return fen;
}
+ getColor(i, j) {
+ if (i >= V.size.x) return i == V.size.x ? "w" : "b";
+ return this.board[i][j].charAt(0);
+ }
+
+ getPiece(i, j) {
+ if (i >= V.size.x) return V.RESERVE_PIECES[j];
+ return this.board[i][j].charAt(1);
+ }
+
getReservePpath(index, color) {
return color + V.RESERVE_PIECES[index];
}
static get RESERVE_PIECES() {
- return [V.PAWN, V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN];
+ return [V.PAWN, V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.KING];
}
getReserveMoves([x, y]) {
const end = (color == 'b' && p == V.PAWN ? 7 : 8);
for (let i = start; i < end; i++) {
for (let j = 0; j < V.size.y; j++) {
- // TODO: allow also to drop on bonus square?
- // No effect if mushroom, but normal (recursive) effect otherwise.
- //
- //Koopa --> shift()
- //
- //Egg: no effect on subTurn == 2 => OK
- //Juste bootstrap banan or bomb effect => getBasicMove otherwise
- //
- //
- if (this.board[i][j] == V.EMPTY) {
+ const colIJ = this.getColor(i, j);
+ if (this.board[i][j] == V.EMPTY || colIJ == 'a') {
let mv = new Move({
appear: [
new PiPo({
start: { x: x, y: y }, //a bit artificial...
end: { x: i, y: j }
});
+ if (colIJ == 'a') {
+ const pieceIJ = this.getPiece(i, j);
+ mv.vanish.push(
+ new PiPo({
+ x: i,
+ y: j,
+ c: colIJ,
+ p: pieceIJ
+ })
+ );
+ if ([V.BANANA, V.BOMB].includes(pieceIJ)) {
+ // Apply first effect, remove bonus from board, and then
+ // relay to getBasicMove. Finally merge mv.appear/vanish and
+ // put back the bonus on the board:
+ const bSteps = V.steps[pieceIJ == V.BANANA ? V.ROOK : V.BISHOP];
+ const sqEffect = this.getRandomSquare([i, j], bSteps);
+ if (sqEffect[0] != i || sqEffect[1] != j) {
+ this.board[i][j] = color + p;
+ const bMove =
+ this.getBasicMove([i, j], [sqEffect[0], sqEffect[1]]);
+ this.board[i][j] = 'a' + pieceIJ;
+ mv.appear[0].x = bMove.appear[0].x;
+ mv.appear[0].y = bMove.appear[0].y;
+ for (let k = 1; k < bMove.vanish.length; k++)
+ mv.vanish.push(bMove.vanish[k]);
+ }
+ }
+ }
moves.push(mv);
}
}
return [x + step[0], y + step[1]];
}
+ canMove([x, y], piece) {
+ const color = this.getColor(x, y);
+ const oppCol = V.GetOppCol(color);
+ piece = piece || this.getPiece(x, y);
+ if (piece == V.PAWN) {
+ const forward = (color == 'w' ? -1 : 1);
+ return (
+ this.board[x + forward][y] != oppCol ||
+ (
+ V.OnBoard(x + forward, y + 1) &&
+ this.board[x + forward][y + 1] != V.EMPTY &&
+ this.getColor[x + forward, y + 1] == oppCol
+ ) ||
+ (
+ V.OnBoard(x + forward, y - 1) &&
+ this.board[x + forward][y - 1] != V.EMPTY &&
+ this.getColor[x + forward, y - 1] == oppCol
+ )
+ );
+ }
+ // Checking one step is enough:
+ const steps =
+ [V.KING, V.QUEEN].includes(piece)
+ ? V.steps[V.ROOK].concat(V.steps[V.BISHOP])
+ : V.steps[piece];
+ if (!Array.isArray(steps)) debugger;
+ for (let step of steps) {
+ const [i, j] = [x + step[0], y + step[1]];
+ if (
+ V.OnBoard(i, j) &&
+ (this.board[i][j] == V.EMPTY || this.getColor(i, j) != color)
+ ) {
+ return true;
+ }
+ }
+ return false;
+ }
+
getBasicMove([x1, y1], [x2, y2], tr) {
// Apply mushroom, bomb or banana effect (hidden to the player).
// Determine egg effect, too, and apply its first part if possible.
let move = super.getBasicMove([x1, y1], [x2, y2], tr);
const color1 = this.getColor(x1, y1);
- const color2 = this.getColor(x2, y2);
const piece1 = this.getPiece(x1, y1);
- const piece2 = this.getPiece(x2, y2);
const oppCol = V.GetOppCol(color1);
if ([V.PAWN, V.KNIGHT].includes(piece1)) {
- //&& (color2 != 'a' || !([V.BANANA, V.BOMB].includes(piece2)))
switch (piece1) {
case V.PAWN: {
const twoSquaresMove = (Math.abs(x2 - x1) == 2);
this.board[moveTo[0]][moveTo[1]] != V.EMPTY &&
this.getColor(moveTo[0], moveTo[1]) == 'a'
) {
+ move.vanish.push(
+ new PiPo({
+ x: moveTo[0],
+ y: moveTo[1],
+ c: 'a',
+ p: this.getPiece(moveTo[0], moveTo[1])
+ })
+ );
// Artificially change direction, before applying new effects:
x1 = x;
y1 = y;
x2 = moveTo[0];
- x2 = moveTo[1];
+ y2 = moveTo[1];
switch (this.getPiece(moveTo[0], moveTo[1])) {
case V.BANANA:
applyBeffect(V.steps[V.ROOK]);
const oppLastRank = (color == 'w' ? 7 : 0);
for (let i=0; i<8; i++) {
for (let j=0; j<8; j++) {
- if (
- this.board[i][j] != V.EMPTY &&
- this.getColor(i, j) == color
- ) {
+ if (this.board[i][j] != V.EMPTY && this.getColor(i, j) == color) {
const piece = this.getPiece(i, j);
if (piece != V.KING && (piece != V.PAWN || i != oppLastRank))
pieces.push({ x: i, y: j, p: piece });
}
}
}
+ // Special case of the current piece (temporarily off board):
+ if (color == color1)
+ pieces.push({ x: move.appear[0].x, y: move.appear[0].y, p: piece1 });
const cp = pieces[randInt(pieces.length)];
- move.vanish.push(
- new PiPo({
- x: cp.x,
- y: cp.y,
- c: color,
- p: cp.p
- })
- );
+ if (move.appear[0].x != cp.x || move.appear[0].y != cp.y) {
+ move.vanish.push(
+ new PiPo({
+ x: cp.x,
+ y: cp.y,
+ c: color,
+ p: cp.p
+ })
+ );
+ }
+ else move.appear.pop();
move.appear.push(
new PiPo({
x: cp.x,
canPlayAgain = true;
}
else {
- move.end.effect = "toadette";
- this.play(move);
- canPlayAgain = this.getPotentialMovesFrom([x2, y2]).length > 0;
- this.undo(move);
+ move.end.effect = "daisy";
+ this.board[move.start.x][move.start.y] = saveCurrent;
+ V.PlayOnBoard(this.board, move);
+ const square = [move.appear[0].x, move.appear[0].y];
+ canPlayAgain = this.canMove(square, piece1);
+ V.UndoOnBoard(this.board, move);
+ this.board[move.start.x][move.start.y] = V.EMPTY;
delete move.end["effect"];
}
if (canPlayAgain) effects.push("daisy");
return (
cell[0] == oppCol &&
cell[1] != V.KING &&
- (cell[1] != V.PAWN || i != lastRank[oppCol])
+ (cell[1] != V.PAWN || i != lastRank[color1])
);
})
)
effects.push("luigi");
}
if (
+ (
+ piece1 != V.KING &&
+ (piece1 != V.PAWN || move.appear[0].x != lastRank[oppCol])
+ ) ||
this.board.some((b,i) =>
b.some(cell => {
return (
cell[0] == color1 &&
cell[1] != V.KING &&
- (cell[1] != V.PAWN || i != lastRank[color1])
+ (cell[1] != V.PAWN || i != lastRank[oppCol])
);
})
)
this.getColor(next[0], next[1]) != 'a'
) {
const afterNext = [next[0] + step[0], next[1] + step[1]];
- if (
- V.OnBoard(afterNext[0], afterNext[1]) &&
- (
+ if (V.OnBoard(afterNext[0], afterNext[1])) {
+ const afterColor = this.getColor(afterNext[0], afterNext[1])
+ if (
this.board[afterNext[0]][afterNext[1]] == V.EMPTY ||
- this.getColor(afterNext[0], afterNext[1]) == 'a'
- )
- ) {
- move.appear[0].x = afterNext[0];
- move.appear[0].y = afterNext[1];
- if (this.board[afterNext[0]][afterNext[1]] != V.EMPTY) {
- const object = this.getPiece(afterNext[0], afterNext[1]);
- move.vanish.push(
- new PiPo({
- x: afterNext[0],
- y: afterNext[0],
- c: 'a',
- p: object
- })
- );
- switch (object) {
- case V.BANANA:
- applyBeffect(V.steps[V.ROOK]);
- break;
- case V.BOMB:
- applyBeffect(V.steps[V.BISHOP]);
- break;
- case V.EGG:
- applyEggEffect();
- break;
- case V.MUSHROOM:
- applyMushroomEffect();
- break;
+ afterColor != color1
+ ) {
+ move.appear[0].x = afterNext[0];
+ move.appear[0].y = afterNext[1];
+ if (this.board[afterNext[0]][afterNext[1]] != V.EMPTY) {
+ // The "object" could also be an opponent's piece
+ const object = this.getPiece(afterNext[0], afterNext[1]);
+ move.vanish.push(
+ new PiPo({
+ x: afterNext[0],
+ y: afterNext[1],
+ c: afterColor,
+ p: object
+ })
+ );
+ switch (object) {
+ case V.BANANA:
+ applyBeffect(V.steps[V.ROOK]);
+ break;
+ case V.BOMB:
+ applyBeffect(V.steps[V.BISHOP]);
+ break;
+ case V.EGG:
+ applyEggEffect();
+ break;
+ case V.MUSHROOM:
+ applyMushroomEffect();
+ break;
+ }
}
}
}
}
}
};
+ const color2 = this.getColor(x2, y2);
+ const piece2 = this.getPiece(x2, y2);
+ // In case of (bonus effects might go through initial square):
+ // TODO: push the idea further, objects left initially should alter the
+ // trajectory or move as well (mushroom or egg).
+ const saveCurrent = this.board[move.start.x][move.start.y];
+ this.board[move.start.x][move.start.y] = V.EMPTY;
if (color2 == 'a') {
switch (piece2) {
case V.BANANA:
applyMushroomEffect();
break;
case V.EGG:
- if (this.subTurn == 1) {
+ if (this.subTurn == 1)
// No egg effect at subTurn 2
- if ([V.ROOK, V.BISHOP].includes(piece1)) {
- // Drop a bomb or banana at random, because even if bonus is
- // "play again" nothing can be done after next move.
- const steps = V.steps[piece1 == V.ROOK ? V.BISHOP : V.ROOK];
- const object = (piece1 == V.ROOK ? V.BANANA : V.BOMB);
- const dropOn = this.getRandomSquare([x2, y2], steps);
- move.appear.push(
- new PiPo({
- x: dropOn[0],
- y: dropOn[1],
- c: 'a',
- p: object
- })
- );
- }
applyEggEffect();
- }
break;
}
}
if (
this.subTurn == 1 &&
- (color2 != 'a' || piece2 != V.EGG) &&
+ move.appear.length > 0 &&
[V.ROOK, V.BISHOP].includes(piece1)
) {
- move.end.effect = 0;
+ const finalSquare = [move.appear[0].x, move.appear[0].y];
+ if (
+ color2 != 'a' ||
+ this.getColor(finalSquare[0], finalSquare[1]) != 'a' ||
+ this.getPiece(finalSquare[0], finalSquare[1]) != V.EGG
+ ) {
+ const validSteps =
+ V.steps[piece1 == V.ROOK ? V.BISHOP : V.ROOK].filter(s => {
+ const [i, j] = [finalSquare[0] + s[0], finalSquare[1] + s[1]];
+ return (
+ V.OnBoard(i, j) &&
+ (this.board[i][j] == V.EMPTY || this.getColor(i, j) == 'a')
+ );
+ });
+ if (validSteps.length >= 2) move.end.effect = 0;
+ else if (validSteps.length == 1) {
+ const [x, y] = [
+ finalSquare[0] + validSteps[0][0],
+ finalSquare[1] + validSteps[0][1]
+ ];
+ move.appear.push(
+ new PiPo({
+ x: x,
+ y: y,
+ c: 'a',
+ p: (piece1 == V.ROOK ? V.BANANA : V.BOMB)
+ })
+ );
+ if (this.board[x][y] != V.EMPTY) {
+ move.vanish.push(
+ new PiPo({ x: x, y: y, c: 'a', p: this.getPiece(x, y) }));
+ }
+ }
+ }
}
- return move;
- }
-
- getEnpassantCaptures([x, y], shiftX) {
- const Lep = this.epSquares.length;
- const epSquare = this.epSquares[Lep - 1]; //always at least one element
- let enpassantMove = null;
+ this.board[move.start.x][move.start.y] = saveCurrent;
if (
- !!epSquare &&
- epSquare.x == x + shiftX &&
- Math.abs(epSquare.y - y) == 1
+ move.appear.length == 2 &&
+ move.appear[0].x == move.appear[1].x &&
+ move.appear[0].y == move.appear[1].y
) {
- // Not using this.getBasicMove() because the mushroom has no effect
- enpassantMove = super.getBasicMove([x, y], [epSquare.x, epSquare.y]);
- enpassantMove.vanish.push({
- x: x,
- y: epSquare.y,
- p: V.PAWN,
- c: this.getColor(x, epSquare.y)
- });
+ // Arrive on bonus left initially:
+ move.appear.pop();
}
- return !!enpassantMove ? [enpassantMove] : [];
+ return move;
+ // TODO: if loopback to initial square, simplify move.
}
getPotentialPawnMoves([x, y]) {
y + shiftY >= 0 &&
y + shiftY < sizeY &&
this.board[x + shiftX][y + shiftY] != V.EMPTY &&
- this.getColor(x + shiftX, y + shiftY) == oppCol
+ ['a', oppCol].includes(this.getColor(x + shiftX, y + shiftY))
) {
this.addPawnMoves([x, y], [x + shiftX, y + shiftY], moves);
}
}
- Array.prototype.push.apply(
- moves,
- this.getEnpassantCaptures([x, y], shiftX)
- );
return moves;
}
let invisibleMoves = [];
if (this.powerFlags[this.turn][V.QUEEN]) {
normalMoves.forEach(m => {
- if (m.vanish.length == 1) {
+ if (
+ m.appear.length == 1 &&
+ m.vanish.length == 1 &&
+ // Only simple non-capturing moves:
+ m.vanish[0].c != 'a'
+ ) {
let im = JSON.parse(JSON.stringify(m));
im.appear[0].p = V.INVISIBLE_QUEEN;
im.end.noHighlight = true;
// If flag allows it, add 'remote shell captures'
if (this.powerFlags[this.turn][V.KING]) {
V.steps[V.ROOK].concat(V.steps[V.BISHOP]).forEach(step => {
+ const [nextX, nextY] = [x + step[0], y + step[1]];
if (
- V.OnBoard(x + step[0], y + step[1]) &&
- this.board[x + step[0]][y + step[1]] == V.EMPTY
+ V.OnBoard(nextX, nextY) &&
+ (
+ this.board[nextX][nextY] == V.EMPTY ||
+ (
+ this.getColor(nextX, nextY) == 'a' &&
+ [V.EGG, V.MUSHROOM].includes(this.getPiece(nextX, nextY))
+ )
+ )
) {
let [i, j] = [x + 2 * step[0], y + 2 * step[1]];
while (
}
doClick(square) {
- if (isNaN(square[0])) return null;
- if (this.subTurn == 1) return null;
const L = this.firstMove.length;
- const fm = this.firstMove[L-1];
- if (fm.end.effect != 0) return null;
+ const fm = (L > 0 ? this.firstMove[L-1] : null);
+ if (
+ isNaN(square[0]) ||
+ this.subTurn == 1 ||
+ !([0, "daisy"].includes(fm.end.effect))
+ ) {
+ return null;
+ }
const [x, y] = [square[0], square[1]];
const deltaX = Math.abs(fm.appear[0].x - x);
const deltaY = Math.abs(fm.appear[0].y - y);
- if (deltaX == 0 && deltaY == 0) {
- // Empty move:
- return {
- start: { x: -1, y: -1 },
- end: { x: -1, y: -1 },
- appear: [],
- vanish: []
- };
- }
if (
+ fm.end.effect == 0 &&
(this.board[x][y] == V.EMPTY || this.getColor(x, y) == 'a') &&
(
(fm.vanish[0].p == V.ROOK && deltaX == 1 && deltaY == 1) ||
}
return m;
}
+ else if (
+ fm.end.effect == "daisy" &&
+ deltaX == 0 && deltaY == 0 &&
+ !this.canMove([x, y])
+ ) {
+ // No possible move: return empty move
+ return {
+ start: { x: -1, y: -1 },
+ end: { x: -1, y: -1 },
+ appear: [],
+ vanish: []
+ };
+ }
return null;
}
play(move) {
+// if (!this.states) this.states = [];
+// const stateFen = this.getFen();
+// this.states.push(stateFen);
+
move.flags = JSON.stringify(this.aggregateFlags());
- this.epSquares.push(this.getEpSquare(move));
V.PlayOnBoard(this.board, move);
move.turn = [this.turn, this.subTurn];
if ([0, "kingboo", "toadette", "daisy"].includes(move.end.effect)) {
postPlay(move) {
if (move.end.effect == "toadette") this.reserve = this.captured;
else this.reserve = undefined;
+ const color = move.turn[0];
if (move.vanish.length == 2 && move.vanish[1].c != 'a')
// Capture: update this.captured
this.captured[move.vanish[1].c][move.vanish[1].p]++;
// A piece is back on board
this.captured[move.appear[0].c][move.appear[0].p]--;
}
-
-
-
-
-// TODO: simplify and fix this
-
-
-
- if (this.subTurn == 1) {
- // Update flags:
- if (
- this.board[move.start.x][move.start.y] != V.EMPTY &&
- this.getPiece(move.start.x, move.start.y) == V.KING &&
- (
- Math.abs(move.end.x - move.start.x) >= 2 ||
- Math.abs(move.end.y - move.start.y) >= 2
- )
- ) {
- const myColor = this.getColor(move.start.x, move.start.y);
- this.powerFlags[myColor][V.KING] = false;
- }
- else if (
- move.vanish[0].p == V.QUEEN &&
- this.getPiece(move.end.x, move.end.y) == V.INVISIBLE_QUEEN
- ) {
- this.powerFlags[move.vanish[0].c][V.QUEEN] = false;
- }
- const color = move.vanish[0].c;
+ if (move.appear.length == 0) {
+ // Three cases: king "shell capture", Chomp or Koopa
+ if (this.getPiece(move.start.x, move.start.y) == V.KING)
+ // King remote capture:
+ this.powerFlags[color][V.KING] = false;
+ else if (move.end.effect == "chomp")
+ this.captured[color][move.vanish[0].p]++;
+ }
+ else if (move.appear[0].p == V.INVISIBLE_QUEEN)
+ this.powerFlags[move.appear[0].c][V.QUEEN] = false;
+ if (move.turn[1] == 2) return;
+ if (
+ move.appear.length == 0 ||
+ !(Object.keys(V.IMMOBILIZE_DECODE).includes(move.appear[0].p))
+ ) {
+ // Look for an immobilized piece of my color: it can now move
+ // Also make opponent invisible queen visible again, if any
const oppCol = V.GetOppCol(color);
- if (!(Object.keys(V.IMMOBILIZE_DECODE).includes(move.appear[0].p))) {
- // Look for an immobilized piece of my color: it can now move
- // Also make opponent invisible queen visible again, if any
- for (let i=0; i<8; i++) {
- for (let j=0; j<8; j++) {
- if (this.board[i][j] != V.EMPTY) {
- const colIJ = this.getColor(i, j);
- const piece = this.getPiece(i, j);
- if (
- colIJ == color &&
- Object.keys(V.IMMOBILIZE_DECODE).includes(piece)
- ) {
- this.board[i][j] = color + V.IMMOBILIZE_DECODE[piece];
- move.wasImmobilized = [i, j];
- }
- else if (
- colIJ == oppCol &&
- piece == V.INVISIBLE_QUEEN
- ) {
- this.board[i][j] = oppCol + V.QUEEN;
- move.wasInvisible = [i, j];
- }
+ for (let i=0; i<8; i++) {
+ for (let j=0; j<8; j++) {
+ if (this.board[i][j] != V.EMPTY) {
+ const colIJ = this.getColor(i, j);
+ const piece = this.getPiece(i, j);
+ if (
+ colIJ == color &&
+ Object.keys(V.IMMOBILIZE_DECODE).includes(piece)
+ ) {
+ this.board[i][j] = color + V.IMMOBILIZE_DECODE[piece];
+ move.wasImmobilized = [i, j];
+ }
+ else if (
+ colIJ == oppCol &&
+ piece == V.INVISIBLE_QUEEN
+ ) {
+ this.board[i][j] = oppCol + V.QUEEN;
+ move.wasInvisible = [i, j];
}
}
}
}
undo(move) {
- this.epSquares.pop();
this.disaggregateFlags(JSON.parse(move.flags));
V.UndoOnBoard(this.board, move);
if ([0, "kingboo", "toadette", "daisy"].includes(move.end.effect))
this.turn = move.turn[0];
this.subTurn = move.turn[1];
this.postUndo(move);
+
+// const stateFen = this.getFen();
+// if (stateFen != this.states[this.states.length-1]) debugger;
+// this.states.pop();
}
postUndo(move) {
}
if (!!move.wasInvisible) {
const [i, j] = move.wasInvisible;
- this.board[i][j] =
- this.getColor(i, j) + V.INVISIBLE_QUEEN;
+ this.board[i][j] = this.getColor(i, j) + V.INVISIBLE_QUEEN;
}
if (move.vanish.length == 2 && move.vanish[1].c != 'a')
this.captured[move.vanish[1].c][move.vanish[1].p]--;
// A piece was back on board
this.captured[move.appear[0].c][move.appear[0].p]++;
}
+ else if (move.appear.length == 0 && move.end.effect == "chomp")
+ this.captured[move.vanish[0].c][move.vanish[0].p]--;
if (move.vanish.length == 0) this.reserve = this.captured;
else this.reserve = undefined;
}
static GenRandInitFen(randomness) {
return (
SuicideRules.GenRandInitFen(randomness).slice(0, -1) +
- // Add Peach + Mario flags, re-add en-passant + capture counts
- "1111 - 0000000000"
+ // Add Peach + Mario flags + capture counts
+ "1111 000000000000"
);
}
if (this.subTurn == 2) {
const moves2 = this.getAllValidMoves();
move2 = moves2[randInt(moves2.length)];
-console.log(move2);
-
}
this.undo(move1);
if (!move2) return move1;
return [move1, move2];
}
+ // TODO: king chomped, king koopa: notation is incomplete.
+ // Also, king boo effect should be better written like "e4Sg1".
+ // Toadette placements on bonus square are badly written as well.
getNotation(move) {
if (move.vanish.length == 0) {
if (move.appear.length == 0) return "-";
return "Q??";
}
const finalSquare = V.CoordsToSquare(move.end);
- const piece = move.vanish[0].p;
+ let piece = undefined;
if (move.appear.length == 0) {
- // Koopa or Chomp
+ piece = this.getPiece(move.start.x, move.start.y);
+ if (piece == V.KING) return "Kx" + finalSquare;
+ // Koopa or Chomp:
return (
piece.toUpperCase() + "x" + finalSquare +
"*" + (move.end.effect == "koopa" ? "K" : "C")
);
}
+ else if (
+ move.appear.length == 1 &&
+ move.vanish.length == 1 &&
+ move.appear[0].c == 'a' &&
+ move.vanish[0].c == 'a'
+ ) {
+ // Bonus replacement:
+ piece = move.appear[0].p.toUpperCase();
+ return piece + "@" + finalSquare;
+ }
+ piece = move.vanish[0].p;
let notation = undefined;
if (piece == V.PAWN) {
// Pawn move
break;
}
}
- else if (move.vanish.length >= 2 && move.vanish[1].c == 'a') {
- let symbol = "";
- switch (move.vanish[1].p) {
- case V.MUSHROOM:
- symbol = 'M';
- break;
- case V.BANANA:
- symbol = 'B';
- break;
- case V.BOMB:
- symbol = 'X';
- break;
- }
- notation.replace('x', 'x' + symbol);
- }
return notation;
}
};