}
}
- static GenRandInitFen(randomness) {
- if (randomness == 0)
+ static GenRandInitFen(options) {
+ if (options.randomness == 0)
return "rnbq1knbr/9/9/9/4a4/9/9/9/RNBQ1KNBR w 0";
let pieces = { w: new Array(8), b: new Array(8) };
for (let c of ["w", "b"]) {
- if (c == 'b' && randomness == 1) {
+ if (c == 'b' && options.randomness == 1) {
pieces['b'] = pieces['w'];
break;
}
V.OnBoard(i, j) &&
this.board[i][j] == V.EMPTY &&
(
- // In a corner? The, allow all ball moves
+ // In a corner? Then, allow all ball moves
([0, 8].includes(bp[0]) && [0, 8].includes(bp[1])) ||
// Do not end near the knight
(Math.abs(i - x) >= 2 || Math.abs(j - y) >= 2)
const moves = super.getPotentialMovesFrom([x, y])
.filter(m => m.end.y != 4 || ![0, 8].includes(m.end.x));
// If bishop stuck in a corner: allow to jump over the next obstacle
- if (moves.length == 0 && piece == V.BISHOP) {
- if (
- x == 0 && y == 0 &&
- this.board[1][1] != V.EMPTY &&
- this.board[2][2] == V.EMPTY
- ) {
- return [super.getBasicMove([x, y], [2, 2])];
- }
- if (
- x == 0 && y == 8 &&
- this.board[1][7] != V.EMPTY &&
- this.board[2][6] == V.EMPTY
- ) {
- return [super.getBasicMove([x, y], [2, 6])];
- }
- if (
- x == 8 && y == 0 &&
- this.board[7][1] != V.EMPTY &&
- this.board[6][2] == V.EMPTY
- ) {
- return [super.getBasicMove([x, y], [6, 2])];
- }
+ if (
+ moves.length == 0 && piece == V.BISHOP &&
+ [0, 8].includes(x) && [0, 8].includes(y)
+ ) {
+ const indX = x == 0 ? [1, 2] : [7, 6];
+ const indY = y == 0 ? [1, 2] : [7, 6];
if (
- x == 8 && y == 8 &&
- this.board[7][7] != V.EMPTY &&
- this.board[6][6] == V.EMPTY
+ this.board[indX[0]][indY[0]] != V.EMPTY &&
+ this.board[indX[1]][indY[1]] == V.EMPTY
) {
- return [super.getBasicMove([x, y], [6, 6])];
+ return [super.getBasicMove([x, y], [indX[1], indY[1]])];
}
}
return moves;
const c = this.turn;
let moves = [];
let kicks = {};
+ let adjacentPieces = false;
for (let s of steps) {
const [i, j] = [x + s[0], y + s[1]];
if (
const kmoves = this.tryKickFrom([i, j]);
kmoves.forEach(km => {
const key = V.CoordsToSquare(km.start) + V.CoordsToSquare(km.end);
- if (!kicks[km]) {
+ if (!kicks[key]) {
moves.push(km);
- kicks[km] = true;
+ kicks[key] = true;
}
});
+ if (!adjacentPieces) adjacentPieces = true;
}
}
- if (Object.keys(kicks).length > 0) {
- // And, always add the "end" move. For computer, keep only one
+ if (adjacentPieces) {
+ // Add the "end" move (even if no valid kicks)
outerLoop: for (let i=0; i < V.size.x; i++) {
for (let j=0; j < V.size.y; j++) {
if (this.board[i][j] != V.EMPTY && this.getColor(i, j) == c) {
moves.push(super.getBasicMove([x, y], [i, j]));
- if (!!computer) break outerLoop;
+ if (computer) break outerLoop; //no choice for computer
}
}
}
return moves;
}
- // No captures:
- getSlideNJumpMoves([x, y], steps, oneStep) {
- let moves = [];
- outerLoop: for (let step of steps) {
- let i = x + step[0];
- let j = y + step[1];
- let stepCount = 1;
- while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
- moves.push(this.getBasicMove([x, y], [i, j]));
- if (!!oneStep) continue outerLoop;
- i += step[0];
- j += step[1];
- stepCount++;
- }
- }
- return moves;
+ canTake() {
+ return false;
}
// Extra arg "computer" to avoid trimming all redundant pass moves: