1 import { ChessRules
, PiPo
, Move
} from "@/base_rules";
2 import { ArrayFun
} from "@/utils/array";
3 import { randInt
, shuffle
} from "@/utils/alea";
5 export const VariantRules
= class CircularRules
extends ChessRules
{
6 static get HasEnpassant() {
10 static get CanFlip() {
16 w: [...Array(8).fill(true)], //pawns can move 2 squares?
17 b: [...Array(8).fill(true)]
19 for (let c
of ["w", "b"]) {
20 for (let i
= 0; i
< 8; i
++)
21 this.pawnFlags
[c
][i
] = fenflags
.charAt((c
== "w" ? 0 : 8) + i
) == "1";
26 return this.pawnFlags
;
29 disaggregateFlags(flags
) {
30 this.pawnFlags
= flags
;
33 static GenRandInitFen() {
34 let pieces
= { w: new Array(8), b: new Array(8) };
35 // Shuffle pieces on first and fifth rank
36 for (let c
of ["w", "b"]) {
37 let positions
= ArrayFun
.range(8);
39 // Get random squares for bishops
40 let randIndex
= 2 * randInt(4);
41 const bishop1Pos
= positions
[randIndex
];
42 // The second bishop must be on a square of different color
43 let randIndex_tmp
= 2 * randInt(4) + 1;
44 const bishop2Pos
= positions
[randIndex_tmp
];
45 // Remove chosen squares
46 positions
.splice(Math
.max(randIndex
, randIndex_tmp
), 1);
47 positions
.splice(Math
.min(randIndex
, randIndex_tmp
), 1);
49 // Get random squares for knights
50 randIndex
= randInt(6);
51 const knight1Pos
= positions
[randIndex
];
52 positions
.splice(randIndex
, 1);
53 randIndex
= randInt(5);
54 const knight2Pos
= positions
[randIndex
];
55 positions
.splice(randIndex
, 1);
57 // Get random square for queen
58 randIndex
= randInt(4);
59 const queenPos
= positions
[randIndex
];
60 positions
.splice(randIndex
, 1);
62 // Rooks and king positions are now fixed,
63 // because of the ordering rook-king-rook
64 const rook1Pos
= positions
[0];
65 const kingPos
= positions
[1];
66 const rook2Pos
= positions
[2];
68 // Finally put the shuffled pieces in the board array
69 pieces
[c
][rook1Pos
] = "r";
70 pieces
[c
][knight1Pos
] = "n";
71 pieces
[c
][bishop1Pos
] = "b";
72 pieces
[c
][queenPos
] = "q";
73 pieces
[c
][kingPos
] = "k";
74 pieces
[c
][bishop2Pos
] = "b";
75 pieces
[c
][knight2Pos
] = "n";
76 pieces
[c
][rook2Pos
] = "r";
80 pieces
["b"].join("") +
82 pieces
["w"].join("").toUpperCase() +
83 // 16 flags: can pawns advance 2 squares?
84 " w 0 1111111111111111"
88 // Output basically x % 8 (circular board)
90 let res
= x
% V
.size
.x
;
96 getSlideNJumpMoves([x
, y
], steps
, oneStep
) {
98 outerLoop: for (let step
of steps
) {
99 let i
= V
.ComputeX(x
+ step
[0]);
101 while (V
.OnBoard(i
, j
) && this.board
[i
][j
] == V
.EMPTY
) {
102 moves
.push(this.getBasicMove([x
, y
], [i
, j
]));
103 if (oneStep
!== undefined) continue outerLoop
;
104 i
= V
.ComputeX(i
+ step
[0]);
107 if (V
.OnBoard(i
, j
) && this.canTake([x
, y
], [i
, j
]))
108 moves
.push(this.getBasicMove([x
, y
], [i
, j
]));
113 getPotentialPawnMoves([x
, y
]) {
114 const color
= this.turn
;
116 const [sizeX
, sizeY
] = [V
.size
.x
, V
.size
.y
];
117 // All pawns go in the same direction!
119 const startRank
= color
== "w" ? sizeX
- 2 : 2;
121 // One square forward
122 const nextRow
= V
.ComputeX(x
+ shiftX
);
123 if (this.board
[nextRow
][y
] == V
.EMPTY
) {
124 moves
.push(this.getBasicMove([x
, y
], [nextRow
, y
]));
127 this.pawnFlags
[color
][y
] &&
128 this.board
[x
+ 2 * shiftX
][y
] == V
.EMPTY
131 moves
.push(this.getBasicMove([x
, y
], [x
+ 2 * shiftX
, y
]));
135 for (let shiftY
of [-1, 1]) {
138 y
+ shiftY
< sizeY
&&
139 this.board
[nextRow
][y
+ shiftY
] != V
.EMPTY
&&
140 this.canTake([x
, y
], [nextRow
, y
+ shiftY
])
142 moves
.push(this.getBasicMove([x
, y
], [nextRow
, y
+ shiftY
]));
149 getPotentialKingMoves(sq
) {
150 return this.getSlideNJumpMoves(
152 V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
]),
158 const filteredMoves
= super.filterValid(moves
);
159 // If at least one full move made, everything is allowed:
160 if (this.movesCount
>= 2)
161 return filteredMoves
;
162 // Else, forbid check:
163 const oppCol
= V
.GetOppCol(this.turn
);
164 return filteredMoves
.filter(m
=> {
166 const res
= !this.underCheck(oppCol
);
172 isAttackedByPawn([x
, y
], colors
) {
173 for (let c
of colors
) {
175 const attackerRow
= V
.ComputeX(x
+ pawnShift
);
176 for (let i
of [-1, 1]) {
180 this.getPiece(attackerRow
, y
+ i
) == V
.PAWN
&&
181 this.getColor(attackerRow
, y
+ i
) == c
190 isAttackedBySlideNJump([x
, y
], colors
, piece
, steps
, oneStep
) {
191 for (let step
of steps
) {
192 let rx
= V
.ComputeX(x
+ step
[0]),
194 while (V
.OnBoard(rx
, ry
) && this.board
[rx
][ry
] == V
.EMPTY
&& !oneStep
) {
195 rx
= V
.ComputeX(rx
+ step
[0]);
200 this.getPiece(rx
, ry
) === piece
&&
201 colors
.includes(this.getColor(rx
, ry
))
210 // Return pawns flags
212 for (let c
of ["w", "b"]) {
213 for (let i
= 0; i
< 8; i
++) flags
+= this.pawnFlags
[c
][i
] ? "1" : "0";
218 updateVariables(move) {
219 const c
= move.vanish
[0].c
;
220 const secondRank
= {"w":6, "b":2};
221 // Update king position + flags
222 if (move.vanish
[0].p
== V
.KING
&& move.appear
.length
> 0) {
223 this.kingPos
[c
][0] = move.appear
[0].x
;
224 this.kingPos
[c
][1] = move.appear
[0].y
;
226 else if (move.vanish
[0].p
== V
.PAWN
&& secondRank
[c
] == move.start
.x
)
227 // This move turns off a 2-squares pawn flag
228 this.pawnFlags
[c
][move.start
.y
] = false;
231 static get VALUES() {