////////////////////
// COORDINATES UTILS
- // a3 --> {x:10, y:3}
+ // 3a --> {x:3, y:10}
static SquareToCoords(sq) {
return ArrayFun.toObject(["x", "y"],
[0, 1].map(i => parseInt(sq[i], 36)));
}
- // {x:1, y:12} --> 1c
+ // {x:11, y:12} --> bc
static CoordsToSquare(cd) {
return Object.values(cd).map(c => c.toString(36)).join("");
}
// Turn "wb" into "B" (for FEN)
board2fen(b) {
- return b[0] == "w" ? b[1].toUpperCase() : b[1];
+ return (b[0] == "w" ? b[1].toUpperCase() : b[1]);
}
// Turn "p" into "bp" (for board)
fen2board(f) {
- return f.charCodeAt(0) <= 90 ? "w" + f.toLowerCase() : "b" + f;
+ return (f.charCodeAt(0) <= 90 ? "w" + f.toLowerCase() : "b" + f);
}
// Setup the initial random-or-not (asymmetric-or-not) position
}
else
this.r_pieces = { 'w': {}, 'b': {} };
- let chessboard =
+ let chessboard =
document.getElementById(this.containerId).querySelector(".chessboard");
if (!r)
r = chessboard.getBoundingClientRect();
for (let x=0; x<this.size.x; x++) {
for (let y=0; y<this.size.y; y++) {
if (!this.enlightened[x][y] && this.oldEnlightened[x][y]) {
- let elt = document.getElementById(this.coordsToId(x, y));
+ let elt = document.getElementById(this.coordsToId({x: x, y: y}));
elt.classList.add("in-shadow");
if (this.g_pieces[x][y])
this.g_pieces[x][y].classList.add("hidden");
}
else if (this.enlightened[x][y] && !this.oldEnlightened[x][y]) {
- let elt = document.getElementById(this.coordsToId(x, y));
+ let elt = document.getElementById(this.coordsToId({x: x, y: y}));
elt.classList.remove("in-shadow");
if (this.g_pieces[x][y])
this.g_pieces[x][y].classList.remove("hidden");
// Piece type on square (i,j)
getPieceType(i, j) {
- const p = (typeof i == "string" ? j : this.board[i][j].charAt(1));
+ const p = this.getPiece(i, j);
return C.CannibalKings[p] || p; //a cannibal king move as...
}
// Am I allowed to move thing at square x,y ?
canIplay(x, y) {
- return (
- this.playerColor == this.turn &&
- (
- (typeof x == "number" && this.getColor(x, y) == this.turn) ||
- (typeof x == "string" && x == this.turn) //reserve
- )
- );
+ return (this.playerColor == this.turn && this.getColor(x, y) == this.turn);
}
////////////////////////
}
}
if (!this.options["rifle"])
- m.appear.pop(); //nothin appears
+ m.appear.pop(); //nothing appears
}
});
}
-// TODO: pawnfall + Cannibal issues
-
pawnPostProcess(moves, color, oppCol) {
let moreMoves = [];
const lastRank = (color == "w" ? 0 : this.size.x - 1);
const initPiece = this.getPiece(moves[0].start.x, moves[0].start.y);
moves.forEach(m => {
- let finalPieces = ["p"];
const [x1, y1] = [m.start.x, m.start.y];
const [x2, y2] = [m.end.x, m.end.y];
const promotionOk = (
return; //nothing to do
if (this.options["pawnfall"]) {
m.appear.shift();
- m.pawnfall = true; //required in prePlay() /// ????????????
return;
}
- //if (!this.options["pawnfall"]) { --> OK
- if (
- this.options["cannibal"] &&
- this.board[x2][y2] != "" &&
- this.getColor(x2, y2) == oppCol
- ) {
- finalPieces = [this.getPieceType(x2, y2)];
- }
- else
- finalPieces = this.pawnPromotions;
- //}
+ let finalPieces = ["p"];
+ if (
+ this.options["cannibal"] &&
+ this.board[x2][y2] != "" &&
+ this.getColor(x2, y2) == oppCol
+ ) {
+ finalPieces = [this.getPieceType(x2, y2)];
+ }
+ else
+ finalPieces = this.pawnPromotions;
m.appear[0].p = finalPieces[0];
if (initPiece == "!") //cannibal king-pawn
m.appear[0].p = C.CannibalKingCode[finalPieces[0]];
for (let i=1; i<finalPieces.length; i++) {
const piece = finalPieces[i];
- let tr = null;
- if (!this.options["pawnfall"]) {
- tr = {
- c: color,
- p: (initPiece != "!" ? piece : C.CannibalKingCode[piece])
- };
- }
+ const tr = {
+ c: color,
+ p: (initPiece != "!" ? piece : C.CannibalKingCode[piece])
+ };
let newMove = this.getBasicMove([x1, y1], [x2, y2], tr);
- if (this.options["pawnfall"]) {
- }
moreMoves.push(newMove);
}
});
m.appear[0].x == m.start.x &&
m.appear[0].y == m.start.y
) {
- const promotionPiece0 = this.pawnSpecs.promotions[0];
m.appear[0].p = this.pawnPromotions[0];
for (let i=1; i<this.pawnPromotions.length; i++) {
let newMv = JSON.parse(JSON.stringify(m));
"#": "r",
"$": "n",
"%": "b",
- "*": "q"
+ "*": "q",
+ "k": "k"
};
}
}
isKing(symbol) {
- return (
- symbol == 'k' ||
- (this.options["cannibal"] && C.CannibalKings[symbol])
- );
+ return !!C.CannibalKings[symbol];
}
// For Madrasi:
let moves = [];
// Find reverse captures (opponent takes)
const color = this.getColor(x, y);
- const pieceType = this.getPieceType(x, y);
const oppCol = C.GetOppCol(color);
for (let i=0; i<this.size.x; i++) {
for (let j=0; j<this.size.y; j++) {
this.canTake([i, j], [x, y]) &&
!this.isImmobilized([i, j])
) {
- const piece = this.getPieceType(i, j);
- if (zen && C.CannibalKingCode[piece])
+ if (zen && this.isKing(this.getPiece(i, j)))
continue; //king not captured in this way
- const stepSpec = this.pieces(oppCol, i, j)[piece];
+ const stepSpec = this.pieces(oppCol, i, j)[this.getPieceType(i, j)];
const attacks = stepSpec.attack || stepSpec.moves;
for (let a of attacks) {
for (let s of a.steps) {
p: this.getPiece(ex, ey)
})
);
- if (this.options["rifle"])
- // Rifle captures are tricky in combination with Atomic etc,
- // so it's useful to mark the move :
- mv.capture = true;
if (this.options["cannibal"] && destColor != initColor) {
const lastIdx = mv.vanish.length - 1;
let trPiece = mv.vanish[lastIdx].p;
let square = kingPos,
res = true; //a priori valid
if (m.vanish.some(v => {
- return (v.p == "k" || C.CannibalKings[v.p]) && v.c == color;
+ return C.CannibalKings[v.p] && v.c == color;
})) {
// Search king in appear array:
const newKingIdx =
m.appear.findIndex(a => {
- return (a.p == "k" || C.CannibalKings[a.p]) && a.c == color;
+ return C.CannibalKings[a.p] && a.c == color;
});
if (newKingIdx >= 0)
square = [m.appear[newKingIdx].x, m.appear[newKingIdx].y];
// Apply a move on board
playOnBoard(move) {
- for (let psq of move.vanish) this.board[psq.x][psq.y] = "";
- for (let psq of move.appear) this.board[psq.x][psq.y] = psq.c + psq.p;
+ for (let psq of move.vanish)
+ this.board[psq.x][psq.y] = "";
+ for (let psq of move.appear)
+ this.board[psq.x][psq.y] = psq.c + psq.p;
}
// Un-apply the played move
undoOnBoard(move) {
- for (let psq of move.appear) this.board[psq.x][psq.y] = "";
- for (let psq of move.vanish) this.board[psq.x][psq.y] = psq.c + psq.p;
+ for (let psq of move.appear)
+ this.board[psq.x][psq.y] = "";
+ for (let psq of move.vanish)
+ this.board[psq.x][psq.y] = psq.c + psq.p;
}
updateCastleFlags(move) {
});
}
-
-// TODO: englober + de cas ici...
- // + generique start/end board or reserve
- // + bien séparer les options... ?
-
prePlay(move) {
if (
- typeof move.start.x == "number" &&
- (!this.options["teleport"] || this.subTurnTeleport == 1)
+ this.hasCastle &&
+ // If flags already off, no need to re-check:
+ Object.keys(this.castleFlags).some(c => {
+ return this.castleFlags[c].some(val => val < this.size.y)})
) {
- // OK, not a drop move
- if (
- this.hasCastle &&
- // If flags already off, no need to re-check:
- Object.keys(this.castleFlags).some(c => {
- return this.castleFlags[c].some(val => val < this.size.y)})
- ) {
- this.updateCastleFlags(move);
- }
- const initSquare = C.CoordsToSquare(move.start);
- if (
- this.options["crazyhouse"] &&
- (!this.options["rifle"] || !move.capture)
- ) {
+ this.updateCastleFlags(move);
+ }
+ if (this.options["crazyhouse"]) {
+ move.vanish.forEach(v => {
+ const square = C.CoordsToSquare({x: v.x, y: v.y});
+ if (this.ispawn[square])
+ delete this.ispawn[square];
+ });
+ if (move.appear.length > 0 && move.vanish.length > 0) {
+ // Assumption: something is moving
+ const initSquare = C.CoordsToSquare(move.start);
const destSquare = C.CoordsToSquare(move.end);
- if (this.ispawn[initSquare]) {
- delete this.ispawn[initSquare];
- this.ispawn[destSquare] = true;
- }
- else if (
- move.vanish[0].p == "p" &&
- move.appear[0].p != "p"
+ if (
+ this.ispawn[initSquare] ||
+ (move.vanish[0].p == "p" && move.appear[0].p != "p")
) {
this.ispawn[destSquare] = true;
}
}
}
const minSize = Math.min(move.appear.length, move.vanish.length);
- if (this.hasReserve && !move.pawnfall) {
+ if (
+ this.hasReserve &&
+ // Warning; atomic pawn removal isn't a capture
+ (!this.options["atomic"] || !this.rempawn || this.movesCount >= 1)
+ ) {
const color = this.turn;
for (let i=minSize; i<move.appear.length; i++) {
// Something appears = dropped on board (some exceptions, Chakart...)
- const piece = move.appear[i].p;
- this.updateReserve(color, piece, this.reserve[color][piece] - 1);
+ if (move.appear[i].c == color) {
+ const piece = move.appear[i].p;
+ this.updateReserve(color, piece, this.reserve[color][piece] - 1);
+ }
}
for (let i=minSize; i<move.vanish.length; i++) {
// Something vanish: add to reserve except if recycle & opponent
- const piece = move.vanish[i].p;
- if (this.options["crazyhouse"] || move.vanish[i].c == color)
+ if (
+ this.options["crazyhouse"] ||
+ (this.options["recycle"] && move.vanish[i].c == color)
+ ) {
+ const piece = move.vanish[i].p;
this.updateReserve(color, piece, this.reserve[color][piece] + 1);
+ }
}
}
}
return (color == "w" ? "0-1" : "1-0");
}
- // NOTE: quite suboptimal for eg. Benedict (not a big deal I think)
playVisual(move, r) {
move.vanish.forEach(v => {
// TODO: next "if" shouldn't be required