import { sample, shuffle } from "@/utils/alea";
export class ShogiRules extends ChessRules {
+
static get HasFlags() {
return false;
}
return true;
}
+ get showFirstTurn() {
+ return true;
+ }
+
static get Notoodark() {
return true;
}
+ loseOnRepetition() {
+ // If current side is under check: lost
+ return this.underCheck(this.turn);
+ }
+
static IsGoodFen(fen) {
if (!ChessRules.IsGoodFen(fen)) return false;
const fenParsed = V.ParseFen(fen);
);
}
- static GenRandInitFen(randomness) {
- if (randomness == 0) {
+ static GenRandInitFen(options) {
+ if (options.randomness == 0) {
return (
"lnsgkgsnl/1r5b1/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL " +
"w 0 00000000000000"
let pieces1 = { w: new Array(4), b: new Array(4) };
let positions2 = { w: new Array(2), b: new Array(2) };
for (let c of ["w", "b"]) {
- if (c == 'b' && randomness == 1) {
+ if (c == 'b' && options.randomness == 1) {
pieces1['b'] = JSON.parse(JSON.stringify(pieces1['w'])).reverse();
positions2['b'] =
JSON.parse(JSON.stringify(positions2['w'])).reverse()
if (p == V.PAWN) {
// Do not drop on checkmate:
this.play(mv);
- const res = (this.underCheck(oppCol) && !this.atLeastOneMove());
+ const res = (
+ this.underCheck(oppCol) && !this.atLeastOneMove("noReserve")
+ );
this.undo(mv);
if (res) continue;
}
case V.LANCE:
return this.getPotentialLanceMoves([x, y]);
case V.KING:
- return this.getPotentialKingMoves([x, y]);
+ return super.getPotentialKingMoves([x, y]);
case V.P_ROOK:
return this.getPotentialDragonMoves([x, y]);
case V.P_BISHOP:
const forward = (this.turn == 'w' ? -1 : 1);
return this.getSlideNJumpMoves(
sq,
- [[forward, 0]],
+ [ [forward, 0] ],
{
promote: V.P_LANCE,
force: true
);
}
- getPotentialKingMoves(sq) {
- return this.getSlideNJumpMoves(
- sq,
- V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
- { oneStep: true }
- );
- }
-
isAttacked(sq, color) {
return (
this.isAttackedByPawn(sq, color) ||
return false;
}
- isAttackedBySilver([x, y], color) {
+ isAttackedBySilver(sq, color) {
const shift = (color == 'w' ? 1 : -1);
- for (let step of V.steps[V.BISHOP].concat([[shift, 0]])) {
- const [i, j] = [x + step[0], y + step[1]];
- if (
- V.OnBoard(i, j) &&
- this.board[i][j] != V.EMPTY &&
- this.getColor(i, j) == color &&
- this.getPiece(i, j) == V.SILVER_G
- ) {
- return true;
- }
- }
- return false;
+ return this.isAttackedBySlideNJump(
+ sq, color, V.SILVER, V.steps[V.BISHOP].concat([ [shift, 0] ]), 1);
}
- isAttackedByPawn([x, y], color) {
+ isAttackedByPawn(sq, color) {
const shift = (color == 'w' ? 1 : -1);
- const [i, j] = [x + shift, y];
- return (
- V.OnBoard(i, j) &&
- this.board[i][j] != V.EMPTY &&
- this.getColor(i, j) == color &&
- this.getPiece(i, j) == V.PAWN
- );
+ return this.isAttackedBySlideNJump(sq, color, V.PAWN, [ [shift, 0] ], 1);
}
isAttackedByKnight(sq, color) {
const forward = (color == 'w' ? 2 : -2);
return this.isAttackedBySlideNJump(
- sq, color, V.KNIGHT, [[forward, 1], [forward, -1]], "oneStep");
+ sq, color, V.KNIGHT, [ [forward, 1], [forward, -1] ], 1);
}
isAttackedByLance(sq, color) {
isAttackedByDragon(sq, color) {
return (
this.isAttackedBySlideNJump(sq, color, V.P_ROOK, V.steps[V.ROOK]) ||
- this.isAttackedBySlideNJump(
- sq, color, V.P_ROOK, V.steps[V.BISHOP], "oneStep")
+ this.isAttackedBySlideNJump(sq, color, V.P_ROOK, V.steps[V.BISHOP], 1)
);
}
isAttackedByHorse(sq, color) {
return (
this.isAttackedBySlideNJump(sq, color, V.P_BISHOP, V.steps[V.BISHOP]) ||
- this.isAttackedBySlideNJump(
- sq, color, V.P_BISHOP, V.steps[V.ROOK], "oneStep")
+ this.isAttackedBySlideNJump(sq, color, V.P_BISHOP, V.steps[V.ROOK], 1)
);
}
return this.filterValid(moves);
}
- atLeastOneMove() {
+ atLeastOneMove(noReserve) {
if (!super.atLeastOneMove()) {
- // Search one reserve move
- for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
- let moves = this.filterValid(
- this.getReserveMoves([V.size.x + (this.turn == "w" ? 0 : 1), i])
- );
- if (moves.length > 0) return true;
+ if (!noReserve) {
+ // Search one reserve move
+ for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
+ let moves = this.filterValid(
+ this.getReserveMoves([V.size.x + (this.turn == "w" ? 0 : 1), i])
+ );
+ if (moves.length > 0) return true;
+ }
}
return false;
}
)
);
}
+
};