////////////////////
// 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);
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) {
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: generique start/end board or reserve
-
-
-
prePlay(move) {
if (
this.hasCastle &&
}
}
}
-
- // TODO: robustify this by adding fields
- // "captures" (capts?) and "births" (e.g...) to Move
- // --> store only indices in appear/vanish ?
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);
+ }
}
}
- move.captures.forEach(capt => {
- // TODO
- });
- move.births.forEach(bth => {
- // TODO
- });
}
play(move) {
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