}
getPpath(b) {
- return (
- ([V.JAILER, V.SENTRY, V.LANCER].includes(b[1])
- ? "Eightpieces/" : "") + b
- );
+ if ([V.JAILER, V.SENTRY].concat(Object.keys(V.LANCER_DIRS)).includes(b[1]))
+ return "Eightpieces/" + b;
+ return b;
+ }
+
+ static ParseFen(fen) {
+ const fenParts = fen.split(" ");
+ return Object.assign(ChessRules.ParseFen(fen), {
+ sentrypush: fenParts[5]
+ });
+ }
+
+ getFen() {
+ return super.getFen() + " " + this.getSentrypushFen();
+ }
+
+ getFenForRepeat() {
+ return super.getFenForRepeat() + "_" + this.getSentrypushFen();
+ }
+
+ getSentrypushFen() {
+ const L = this.sentryPush.length;
+ if (!this.sentryPush[L-1]) return "-";
+ let res = "";
+ this.sentryPush[L-1].forEach(coords =>
+ res += V.CoordsToSquare(coords) + ",");
+ return res.slice(0, -1);
}
setOtherVariables(fen) {
// subTurn == 2 only when a sentry moved, and is about to push something
this.subTurn = 1;
// Stack pieces' forbidden squares after a sentry move at each turn
- this.sentryPath = [];
+ const parsedFen = V.ParseFen(fen);
+ if (parsedFen.sentrypush == "-") this.sentryPush = [null];
+ else {
+ this.sentryPush = [
+ parsedFen.sentrypush.split(",").map(sq => {
+ return V.SquareToCoords(sq);
+ })
+ ];
+ }
}
canTake([x1,y1], [x2, y2]) {
}
static GenRandInitFen(randomness) {
- // TODO: special conditions
+ // TODO: special conditions for 960
+ return "jsfqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JSDQKBNR w 0 1111 - -";
}
- // TODO: rook + jailer
+ // Scan kings, rooks and jailers
scanKingsRooks(fen) {
+ this.INIT_COL_KING = { w: -1, b: -1 };
+ this.INIT_COL_ROOK = { w: -1, b: -1 };
+ this.INIT_COL_JAILER = { w: -1, b: -1 };
this.kingPos = { w: [-1, -1], b: [-1, -1] };
const fenRows = V.ParseFen(fen).position.split("/");
+ const startRow = { 'w': V.size.x - 1, 'b': 0 };
for (let i = 0; i < fenRows.length; i++) {
- let k = 0; //column index on board
+ let k = 0;
for (let j = 0; j < fenRows[i].length; j++) {
switch (fenRows[i].charAt(j)) {
case "k":
- case "l":
this.kingPos["b"] = [i, k];
+ this.INIT_COL_KING["b"] = k;
break;
case "K":
- case "L":
this.kingPos["w"] = [i, k];
+ this.INIT_COL_KING["w"] = k;
+ break;
+ case "r":
+ if (i == startRow['b'] && this.INIT_COL_ROOK["b"] < 0)
+ this.INIT_COL_ROOK["b"] = k;
+ break;
+ case "R":
+ if (i == startRow['w'] && this.INIT_COL_ROOK["w"] < 0)
+ this.INIT_COL_ROOK["w"] = k;
+ break;
+ case "j":
+ if (i == startRow['b'] && this.INIT_COL_JAILER["b"] < 0)
+ this.INIT_COL_JAILER["b"] = k;
+ break;
+ case "J":
+ if (i == startRow['w'] && this.INIT_COL_JAILER["w"] < 0)
+ this.INIT_COL_JAILER["w"] = k;
break;
default: {
const num = parseInt(fenRows[i].charAt(j));
}
}
+ // Is piece on square (x,y) immobilized?
+ isImmobilized([x, y]) {
+ const color = this.getColor(x, y);
+ const oppCol = V.GetOppCol(color);
+ for (let step of V.steps[V.ROOK]) {
+ const [i, j] = [x + step[0], y + step[1]];
+ if (
+ V.OnBoard(i, j) &&
+ this.board[i][j] != V.EMPTY &&
+ this.getColor(i, j) == oppCol
+ ) {
+ const oppPiece = this.getPiece(i, j);
+ if (oppPiece == V.JAILER) return [i, j];
+ }
+ }
+ return null;
+ }
+
+ getPotentialMovesFrom_aux([x, y]) {
+ switch (this.getPiece(x, y)) {
+ case V.JAILER:
+ return this.getPotentialJailerMoves([x, y]);
+ case V.SENTRY:
+ return this.getPotentialSentryMoves([x, y]);
+ case V.LANCER
+ return this.getPotentialLancerMoves([x, y]);
+ default:
+ return super.getPotentialMovesFrom([x, y]);
+ }
+ }
+
getPotentialMovesFrom([x,y]) {
- // if subTurn == 2, allow only
+ if (this.subTurn == 1) {
+ if (!!this.isImmobilized([x, y])) return [];
+ return this.getPotentialMovesFrom_aux([x, y]);
+ }
+ // subTurn == 2: only the piece pushed by the sentry is allowed to move,
+ // as if the sentry didn't exist
+ if (x != this.sentryPos.x && y != this.sentryPos.y) return [];
+ return this.getPotentialMovesFrom_aux([x,y]);
+ }
+
+ getAllValidMoves() {
+ let moves = super.getAllValidMoves().filter(m =>
+ // Remove jailer captures
+ m.vanish[0].p != V.JAILER || m.vanish.length == 1;
+ );
+ const L = this.sentryPush.length;
+ if (!!this.sentryPush[L-1] && this.subTurn == 1) {
+ // Delete moves walking back on sentry push path
+ moves = moves.filter(m => {
+ if (
+ m.vanish[0].p != V.PAWN &&
+ this.sentryPush[L-1].some(sq => sq.x == m.end.x && sq.y == m.end.y)
+ ) {
+ return false;
+ }
+ return true;
+ });
+ }
+ return moves;
}
- // getPotentialMoves, isAttacked: TODO
- getPotentialCastleMoves(sq) { //TODO: adapt, with jailer
+ filterValid(moves) {
+ // Disable check tests when subTurn == 2, because the move isn't finished
+ if (this.subTurn == 2) return moves;
+ return super.filterValid(moves);
+ }
+
+ getPotentialLancerMoves([x, y]) {
+ // TODO: add all lancer possible orientations same as pawn promotions,
+ // except if just after a push: allow all movements from init square then
+ return [];
+ }
+
+ getPotentialSentryMoves([x, y]) {
+ // The sentry moves a priori like a bishop:
+ let moves = super.getPotentialBishopMoves([x, y]);
+ // ...but captures are replaced by special move
+ // "appear = [], vanish = init square" to let the pushed piece move then.
+ // TODO
+ }
+
+ getPotentialJailerMoves([x, y]) {
+ // Captures are removed afterward:
+ return super.getPotentialRookMoves([x, y]);
+ }
+
+ getPotentialKingMoves([x, y]) {
+ let moves = super.getPotentialKingMoves([x, y]);
+ // Augment with pass move is the king is immobilized:
+ const jsq = this.isImmobilized([x, y]);
+ if (!!jsq) {
+ moves.push(new Move({
+ appear: [],
+ vanish: [],
+ start: { x: x, y: y },
+ end: { x: jsq[0], y: jsq[1] }
+ });
+ }
+ return moves;
+ }
+
+ // Adapted: castle with jailer possible
+ getCastleMoves([x, y]) {
+ const c = this.getColor(x, y);
+ const firstRank = (c == "w" ? V.size.x - 1 : 0);
+ if (x != firstRank || y != this.INIT_COL_KING[c])
+ return [];
+
+ const oppCol = V.GetOppCol(c);
+ let moves = [];
+ let i = 0;
+ // King, then rook or jailer:
+ const finalSquares = [
+ [2, 3],
+ [V.size.y - 2, V.size.y - 3]
+ ];
+ castlingCheck: for (
+ let castleSide = 0;
+ castleSide < 2;
+ castleSide++
+ ) {
+ if (!this.castleFlags[c][castleSide]) continue;
+ // Rook (or jailer) and king are on initial position
+
+ const finDist = finalSquares[castleSide][0] - y;
+ let step = finDist / Math.max(1, Math.abs(finDist));
+ i = y;
+ do {
+ if (
+ this.isAttacked([x, i], [oppCol]) ||
+ (this.board[x][i] != V.EMPTY &&
+ (this.getColor(x, i) != c ||
+ ![V.KING, V.ROOK].includes(this.getPiece(x, i))))
+ ) {
+ continue castlingCheck;
+ }
+ i += step;
+ } while (i != finalSquares[castleSide][0]);
+
+ step = castleSide == 0 ? -1 : 1;
+ const rookOrJailerPos =
+ castleSide == 0
+ ? Math.min(this.INIT_COL_ROOK[c], this.INIT_COL_JAILER[c])
+ : Math.max(this.INIT_COL_ROOK[c], this.INIT_COL_JAILER[c]);
+ for (i = y + step; i != rookOrJailerPos; i += step)
+ if (this.board[x][i] != V.EMPTY) continue castlingCheck;
+
+ // Nothing on final squares, except maybe king and castling rook or jailer?
+ for (i = 0; i < 2; i++) {
+ if (
+ this.board[x][finalSquares[castleSide][i]] != V.EMPTY &&
+ this.getPiece(x, finalSquares[castleSide][i]) != V.KING &&
+ finalSquares[castleSide][i] != rookOrJailerPos
+ ) {
+ continue castlingCheck;
+ }
+ }
+
+ // If this code is reached, castle is valid
+ const castlingPiece = this.getPiece(firstRank, rookOrJailerPos);
+ moves.push(
+ new Move({
+ appear: [
+ new PiPo({ x: x, y: finalSquares[castleSide][0], p: V.KING, c: c }),
+ new PiPo({ x: x, y: finalSquares[castleSide][1], p: castlingPiece, c: c })
+ ],
+ vanish: [
+ new PiPo({ x: x, y: y, p: V.KING, c: c }),
+ new PiPo({ x: x, y: rookOrJailerPos, p: castlingPiece, c: c })
+ ],
+ end:
+ Math.abs(y - rookOrJailerPos) <= 2
+ ? { x: x, y: rookOrJailerPos }
+ : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) }
+ })
+ );
+ }
+
+ return moves;
}
updateVariables(move) {
- // TODO: stack sentryPath if subTurn == 2 --> all squares between move.start et move.end, sauf si c'est un pion
+ super.updateVariables(move);
+ if (this.subTurn == 2) {
+ // A piece is pushed:
+ // TODO: push array of squares between start and end of move, included
+ // (except if it's a pawn)
+ this.sentryPush.push([]); //TODO
+ this.subTurn = 1;
+ } else {
+ if (move.appear.length == 0 && move.vanish.length == 1) {
+ // Special sentry move: subTurn <- 2, and then move pushed piece
+ this.subTurn = 2;
+ }
+ // Else: normal move.
+ }
}
- // TODO: special pass move: take jailer with king
+ play(move) {
+ move.flags = JSON.stringify(this.aggregateFlags());
+ this.epSquares.push(this.getEpSquare(move));
+ V.PlayOnBoard(this.board, move);
+ // TODO: turn changes only if not a sentry push or subTurn == 2
+ //this.turn = V.GetOppCol(this.turn);
+ this.movesCount++;
+ this.updateVariables(move);
+ }
- // subTurn : if sentry moved to some enemy piece --> enregistrer déplacement sentry, subTurn == 2, puis déplacer pièce adverse --> 1st 1/2 of turn, vanish sentry tout simplement.
- // --> le turn ne change pas !
- // 2nd half: move only
- // FEN flag: sentryPath from init pushing to final enemy square --> forbid some moves (getPotentialMoves)
+ undo(move) {
+ this.epSquares.pop();
+ this.disaggregateFlags(JSON.parse(move.flags));
+ V.UndoOnBoard(this.board, move);
+ // TODO: here too, take care of turn. If undoing when subTurn == 2,
+ // do not change turn (this shouldn't happen anyway).
+ // ==> normal undo() should be ok.
+ //this.turn = V.GetOppCol(this.turn);
+ this.movesCount--;
+ this.unupdateVariables(move);
+ }
static get VALUES() {
return Object.assign(
ChessRules.VALUES
);
}
+
+ getNotation(move) {
+ // Special case "king takes jailer" is a pass move
+ if (move.appear.length == 0 && move.vanish.length == 0) return "pass";
+ return super.getNotation(move);
+ }
};