const firstMoveColor = parsedFen.turn;
this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2) + 1;
let L = this.moves.length;
- this.moves.forEach(move => {
+ this.moves.forEach((move,idx) => {
// Strategy working also for multi-moves:
if (!Array.isArray(move)) move = [move];
- move.forEach((m,idx) => {
+ const Lm = move.length;
+ move.forEach((m,idxM) => {
m.notation = this.vr.getNotation(m);
m.unambiguous = V.GetUnambiguousNotation(m);
this.vr.play(m);
- if (idx < L - 1 && this.vr.getCheckSquares(this.vr.turn).length > 0)
- m.notation += "+";
+ const checkSquares = this.vr.getCheckSquares();
+ if (checkSquares.length > 0) m.notation += "+";
+ if (idx == L - 1 && idxM == Lm - 1) {
+ this.incheck = checkSquares;
+ const score = this.vr.getCurrentScore();
+ if (["1-0", "0-1"].includes(score)) m.notation += "#";
+ }
});
});
if (firstMoveColor == "b") {
});
L++;
}
- this.positionCursorTo(this.moves.length - 1);
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
- const score = this.vr.getCurrentScore();
- if (L > 0 && this.moves[L - 1].notation != "...") {
- if (["1-0","0-1"].includes(score)) this.moves[L - 1].notation += "#";
- else if (this.incheck.length > 0) this.moves[L - 1].notation += "+";
- }
+ this.positionCursorTo(L - 1);
},
positionCursorTo: function(index) {
this.cursor = index;
- // Caution: last move in moves array might be a multi-move
- if (index >= 0) {
- if (Array.isArray(this.moves[index])) {
- const L = this.moves[index].length;
- this.lastMove = this.moves[index][L - 1];
- } else {
- this.lastMove = this.moves[index];
- }
- } else this.lastMove = null;
+ // Note: last move in moves array might be a multi-move
+ if (index >= 0) this.lastMove = this.moves[index];
+ else this.lastMove = null;
},
analyzePosition: function() {
let newUrl =
// For Analyse mode:
emitFenIfAnalyze: function() {
if (this.game.mode == "analyze") {
- this.$emit(
- "fenchange",
- !!this.lastMove ? this.lastMove.fen : this.game.fenStart
- );
+ let fen = this.game.fenStart;
+ if (!!this.lastMove) {
+ if (Array.isArray(this.lastMove)) {
+ const L = this.lastMove.length;
+ fen = this.lastMove[L-1].fen;
+ }
+ else fen = this.lastMove.fen;
+ }
+ this.$emit("fenchange", fen);
}
},
clickSquare: function(square) {
smove.notation = this.vr.getNotation(smove);
smove.unambiguous = V.GetUnambiguousNotation(smove);
this.vr.play(smove);
- this.lastMove = smove;
+ if (!!this.lastMove) {
+ if (!Array.isArray(this.lastMove))
+ this.lastMove = [this.lastMove, smove];
+ else this.lastMove.push(smove);
+ }
// Is opponent (or me) in check?
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.incheck = this.vr.getCheckSquares();
+ if (this.incheck.length > 0) smove.notation += "+";
if (!this.inMultimove) {
+ // First sub-move:
+ this.lastMove = smove;
// Condition is "!navigate" but we mean "!this.autoplay"
if (!navigate) {
if (this.cursor < this.moves.length - 1)
const computeScore = () => {
const score = this.vr.getCurrentScore();
if (!navigate) {
- if (["1-0","0-1"].includes(score)) this.lastMove.notation += "#";
- else if (this.incheck.length > 0) this.lastMove.notation += "+";
+ if (["1-0","0-1"].includes(score)) {
+ if (Array.isArray(this.lastMove)) {
+ const L = this.lastMove.length;
+ this.lastMove[L - 1].notation += "#";
+ }
+ else this.lastMove.notation += "#";
+ }
}
if (score != "*" && this.game.mode == "analyze") {
const message = getScoreMessage(score);
if (!Array.isArray(move)) move = [move];
for (let i=0; i < move.length; i++) this.vr.play(move[i]);
if (!light) {
- this.lastMove = move[move.length-1];
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.lastMove = move;
+ this.incheck = this.vr.getCheckSquares();
this.score = computeScore();
this.emitFenIfAnalyze();
}
this.$refs["board"].resetCurrentAttempt();
if (this.inMultimove) {
this.cancelCurrentMultimove();
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.incheck = this.vr.getCheckSquares();
} else {
if (!move) {
const minCursor =
if (light) this.cursor--;
else {
this.positionCursorTo(this.cursor - 1);
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.incheck = this.vr.getCheckSquares();
this.emitFenIfAnalyze();
}
}
}
// NOTE: next line also re-assign cursor, but it's very light
this.positionCursorTo(index);
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.incheck = this.vr.getCheckSquares();
this.emitFenIfAnalyze();
},
gotoBegin: function() {
: 0;
while (this.cursor >= minCursor) this.undo(null, null, "light");
this.lastMove = (minCursor == 1 ? this.moves[0] : null);
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.incheck = this.vr.getCheckSquares();
this.emitFenIfAnalyze();
},
gotoEnd: function() {
--- /dev/null
+import { ChessRules, Move, PiPo } from "@/base_rules";
+
+export class Checkered1Rules extends ChessRules {
+ static board2fen(b) {
+ const checkered_codes = {
+ p: "s",
+ q: "t",
+ r: "u",
+ b: "c",
+ n: "o"
+ };
+ if (b[0] == "c") return checkered_codes[b[1]];
+ return ChessRules.board2fen(b);
+ }
+
+ static fen2board(f) {
+ // Tolerate upper-case versions of checkered pieces (why not?)
+ const checkered_pieces = {
+ s: "p",
+ S: "p",
+ t: "q",
+ T: "q",
+ u: "r",
+ U: "r",
+ c: "b",
+ C: "b",
+ o: "n",
+ O: "n"
+ };
+ if (Object.keys(checkered_pieces).includes(f))
+ return "c" + checkered_pieces[f];
+ return ChessRules.fen2board(f);
+ }
+
+ static get PIECES() {
+ return ChessRules.PIECES.concat(["s", "t", "u", "c", "o"]);
+ }
+
+ getPpath(b) {
+ return (b[0] == "c" ? "Checkered/" : "") + b;
+ }
+
+ setOtherVariables(fen) {
+ super.setOtherVariables(fen);
+ // Local stack of non-capturing checkered moves:
+ this.cmoves = [];
+ const cmove = V.ParseFen(fen).cmove;
+ if (cmove == "-") this.cmoves.push(null);
+ else {
+ this.cmoves.push({
+ start: ChessRules.SquareToCoords(cmove.substr(0, 2)),
+ end: ChessRules.SquareToCoords(cmove.substr(2))
+ });
+ }
+ // Stage 1: as Checkered2. Stage 2: checkered pieces are autonomous
+ const stageInfo = V.ParseFen(fen).stage;
+ this.stage = parseInt(stageInfo[0]);
+ this.sideCheckered = (this.stage == 2 ? stageInfo[1] : undefined);
+ }
+
+ static IsGoodFen(fen) {
+ if (!ChessRules.IsGoodFen(fen)) return false;
+ const fenParts = fen.split(" ");
+ if (fenParts.length != 7) return false;
+ if (fenParts[5] != "-" && !fenParts[5].match(/^([a-h][1-8]){2}$/))
+ return false;
+ if (!fenParts[6].match(/^[12][wb]?$/)) return false;
+ return true;
+ }
+
+ static IsGoodFlags(flags) {
+ // 4 for castle + 16 for pawns
+ return !!flags.match(/^[a-z]{4,4}[01]{16,16}$/);
+ }
+
+ setFlags(fenflags) {
+ super.setFlags(fenflags); //castleFlags
+ this.pawnFlags = {
+ w: [...Array(8)], //pawns can move 2 squares?
+ b: [...Array(8)]
+ };
+ const flags = fenflags.substr(4); //skip first 4 letters, for castle
+ for (let c of ["w", "b"]) {
+ for (let i = 0; i < 8; i++)
+ this.pawnFlags[c][i] = flags.charAt((c == "w" ? 0 : 8) + i) == "1";
+ }
+ }
+
+ aggregateFlags() {
+ return [this.castleFlags, this.pawnFlags];
+ }
+
+ disaggregateFlags(flags) {
+ this.castleFlags = flags[0];
+ this.pawnFlags = flags[1];
+ }
+
+ getEpSquare(moveOrSquare) {
+ // At stage 2, all pawns can be captured en-passant
+ if (
+ this.stage == 2 ||
+ typeof moveOrSquare !== "object" ||
+ (moveOrSquare.appear.length > 0 && moveOrSquare.appear[0].c != 'c')
+ )
+ return super.getEpSquare(moveOrSquare);
+ // Checkered or switch move: no en-passant
+ return undefined;
+ }
+
+ getCmove(move) {
+ // No checkered move to undo at stage 2:
+ if (this.stage == 1 && move.vanish.length == 1 && move.appear[0].c == "c")
+ return { start: move.start, end: move.end };
+ return null;
+ }
+
+ canTake([x1, y1], [x2, y2]) {
+ const color1 = this.getColor(x1, y1);
+ const color2 = this.getColor(x2, y2);
+ if (this.stage == 2) {
+ // Black & White <-- takes --> Checkered
+ const color1 = this.getColor(x1, y1);
+ const color2 = this.getColor(x2, y2);
+ return color1 != color2 && [color1, color2].includes('c');
+ }
+ // Checkered aren't captured
+ return (
+ color1 != color2 &&
+ color2 != "c" &&
+ (color1 != "c" || color2 != this.turn)
+ );
+ }
+
+ getPotentialMovesFrom([x, y]) {
+ let standardMoves = super.getPotentialMovesFrom([x, y]);
+ if (this.stage == 1) {
+ const color = this.turn;
+ // Post-processing: apply "checkerization" of standard moves
+ const lastRank = (color == "w" ? 0 : 7);
+ let moves = [];
+ // King is treated differently: it never turn checkered
+ if (this.getPiece(x, y) == V.KING) {
+ // If at least one checkered piece, allow switching:
+ if (this.board.some(b => b.some(cell => cell[0] == 'c'))) {
+ const oppCol = V.GetOppCol(color);
+ moves.push(
+ new Move({
+ start: { x: x, y: y },
+ end: { x: this.kingPos[oppCol][0], y: this.kingPos[oppCol][1] },
+ appear: [],
+ vanish: []
+ })
+ );
+ }
+ return standardMoves.concat(moves);
+ }
+ standardMoves.forEach(m => {
+ if (m.vanish[0].p == V.PAWN) {
+ if (
+ Math.abs(m.end.x - m.start.x) == 2 &&
+ !this.pawnFlags[this.turn][m.start.y]
+ ) {
+ return; //skip forbidden 2-squares jumps
+ }
+ if (
+ this.board[m.end.x][m.end.y] == V.EMPTY &&
+ m.vanish.length == 2 &&
+ this.getColor(m.start.x, m.start.y) == "c"
+ ) {
+ return; //checkered pawns cannot take en-passant
+ }
+ }
+ if (m.vanish.length == 1)
+ // No capture
+ moves.push(m);
+ else {
+ // A capture occured (m.vanish.length == 2)
+ m.appear[0].c = "c";
+ moves.push(m);
+ if (
+ // Avoid promotions (already treated):
+ m.appear[0].p != m.vanish[1].p &&
+ (m.vanish[0].p != V.PAWN || m.end.x != lastRank)
+ ) {
+ // Add transformation into captured piece
+ let m2 = JSON.parse(JSON.stringify(m));
+ m2.appear[0].p = m.vanish[1].p;
+ moves.push(m2);
+ }
+ }
+ });
+ return moves;
+ }
+ return standardMoves;
+ }
+
+ getPotentialPawnMoves([x, y]) {
+ const color = this.getColor(x, y);
+ if (this.stage == 2) {
+ const saveTurn = this.turn;
+ if (this.sideCheckered == this.turn) {
+ // Cannot change PawnSpecs.bidirectional, so cheat a little:
+ this.turn = 'w';
+ const wMoves = super.getPotentialPawnMoves([x, y]);
+ this.turn = 'b';
+ const bMoves = super.getPotentialPawnMoves([x, y]);
+ this.turn = saveTurn;
+ return wMoves.concat(bMoves);
+ }
+ // Playing with both colors:
+ this.turn = color;
+ const moves = super.getPotentialPawnMoves([x, y]);
+ this.turn = saveTurn;
+ return moves;
+ }
+ let moves = super.getPotentialPawnMoves([x, y]);
+ // Post-process: set right color for checkered moves
+ if (color == 'c') {
+ moves.forEach(m => {
+ m.appear[0].c = 'c'; //may be done twice if capture
+ m.vanish[0].c = 'c';
+ });
+ }
+ return moves;
+ }
+
+ canIplay(side, [x, y]) {
+ if (this.stage == 2) {
+ const color = this.getColor(x, y);
+ return (
+ this.turn == this.sideCheckered
+ ? color == 'c'
+ : ['w', 'b'].includes(color)
+ );
+ }
+ return side == this.turn && [side, "c"].includes(this.getColor(x, y));
+ }
+
+ // Does m2 un-do m1 ? (to disallow undoing checkered moves)
+ oppositeMoves(m1, m2) {
+ return (
+ !!m1 &&
+ m2.appear[0].c == "c" &&
+ m2.appear.length == 1 &&
+ m2.vanish.length == 1 &&
+ m1.start.x == m2.end.x &&
+ m1.end.x == m2.start.x &&
+ m1.start.y == m2.end.y &&
+ m1.end.y == m2.start.y
+ );
+ }
+
+ filterValid(moves) {
+ if (moves.length == 0) return [];
+ const color = this.turn;
+ const oppCol = V.GetOppCol(color);
+ const L = this.cmoves.length; //at least 1: init from FEN
+ const stage = this.stage; //may change if switch
+ return moves.filter(m => {
+ // Checkered cannot be under check (no king)
+ if (stage == 2 && this.sideCheckered == color) return true;
+ this.play(m);
+ let res = true;
+ if (stage == 1) {
+ if (m.appear.length == 0 && m.vanish.length == 0) {
+ // Special "switch" move: kings must not be attacked by checkered.
+ // Not checking for oppositeMoves here: checkered are autonomous
+ res = (
+ !this.isAttacked(this.kingPos['w'], ['c']) &&
+ !this.isAttacked(this.kingPos['b'], ['c']) &&
+ this.getAllPotentialMoves().length > 0
+ );
+ }
+ else res = !this.oppositeMoves(this.cmoves[L - 1], m);
+ }
+ if (res && m.appear.length > 0) res = !this.underCheck(color);
+ // At stage 2, side with B & W can be undercheck with both kings:
+ if (res && stage == 2) res = !this.underCheck(oppCol);
+ this.undo(m);
+ return res;
+ });
+ }
+
+ getAllPotentialMoves() {
+ const color = this.turn;
+ const oppCol = V.GetOppCol(color);
+ let potentialMoves = [];
+ for (let i = 0; i < V.size.x; i++) {
+ for (let j = 0; j < V.size.y; j++) {
+ const colIJ = this.getColor(i, j);
+ if (
+ this.board[i][j] != V.EMPTY &&
+ (
+ (this.stage == 1 && colIJ != oppCol) ||
+ (this.stage == 2 &&
+ (
+ (this.sideCheckered == color && colIJ == 'c') ||
+ (this.sideCheckered != color && ['w', 'b'].includes(colIJ))
+ )
+ )
+ )
+ ) {
+ Array.prototype.push.apply(
+ potentialMoves,
+ this.getPotentialMovesFrom([i, j])
+ );
+ }
+ }
+ }
+ return potentialMoves;
+ }
+
+ atLeastOneMove() {
+ const color = this.turn;
+ const oppCol = V.GetOppCol(color);
+ for (let i = 0; i < V.size.x; i++) {
+ for (let j = 0; j < V.size.y; j++) {
+ const colIJ = this.getColor(i, j);
+ if (
+ this.board[i][j] != V.EMPTY &&
+ (
+ (this.stage == 1 && colIJ != oppCol) ||
+ (this.stage == 2 &&
+ (
+ (this.sideCheckered == color && colIJ == 'c') ||
+ (this.sideCheckered != color && ['w', 'b'].includes(colIJ))
+ )
+ )
+ )
+ ) {
+ const moves = this.getPotentialMovesFrom([i, j]);
+ if (moves.length > 0) {
+ for (let k = 0; k < moves.length; k++)
+ if (this.filterValid([moves[k]]).length > 0) return true;
+ }
+ }
+ }
+ }
+ return false;
+ }
+
+ // colors: array, 'w' and 'c' or 'b' and 'c' at stage 1,
+ // just 'c' (or unused) at stage 2
+ isAttacked(sq, colors) {
+ if (!Array.isArray(colors)) colors = [colors];
+ return (
+ this.isAttackedByPawn(sq, colors) ||
+ this.isAttackedByRook(sq, colors) ||
+ this.isAttackedByKnight(sq, colors) ||
+ this.isAttackedByBishop(sq, colors) ||
+ this.isAttackedByQueen(sq, colors) ||
+ this.isAttackedByKing(sq, colors)
+ );
+ }
+
+ isAttackedByPawn([x, y], colors) {
+ for (let c of colors) {
+ let shifts = [];
+ if (this.stage == 1) {
+ const color = (c == "c" ? this.turn : c);
+ shifts = [color == "w" ? 1 : -1];
+ }
+ else {
+ // Stage 2: checkered pawns are bidirectional
+ if (c == 'c') shifts = [-1, 1];
+ else shifts = [c == "w" ? 1 : -1];
+ }
+ for (let pawnShift of shifts) {
+ if (x + pawnShift >= 0 && x + pawnShift < 8) {
+ for (let i of [-1, 1]) {
+ if (
+ y + i >= 0 &&
+ y + i < 8 &&
+ this.getPiece(x + pawnShift, y + i) == V.PAWN &&
+ this.getColor(x + pawnShift, y + i) == c
+ ) {
+ return true;
+ }
+ }
+ }
+ }
+ }
+ return false;
+ }
+
+ isAttackedBySlideNJump([x, y], colors, piece, steps, oneStep) {
+ for (let step of steps) {
+ let rx = x + step[0],
+ ry = y + step[1];
+ while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) {
+ rx += step[0];
+ ry += step[1];
+ }
+ if (
+ V.OnBoard(rx, ry) &&
+ this.getPiece(rx, ry) === piece &&
+ colors.includes(this.getColor(rx, ry))
+ ) {
+ return true;
+ }
+ }
+ return false;
+ }
+
+ isAttackedByRook(sq, colors) {
+ return this.isAttackedBySlideNJump(sq, colors, V.ROOK, V.steps[V.ROOK]);
+ }
+
+ isAttackedByKnight(sq, colors) {
+ return this.isAttackedBySlideNJump(
+ sq,
+ colors,
+ V.KNIGHT,
+ V.steps[V.KNIGHT],
+ "oneStep"
+ );
+ }
+
+ isAttackedByBishop(sq, colors) {
+ return this.isAttackedBySlideNJump(
+ sq, colors, V.BISHOP, V.steps[V.BISHOP]);
+ }
+
+ isAttackedByQueen(sq, colors) {
+ return this.isAttackedBySlideNJump(
+ sq,
+ colors,
+ V.QUEEN,
+ V.steps[V.ROOK].concat(V.steps[V.BISHOP])
+ );
+ }
+
+ isAttackedByKing(sq, colors) {
+ return this.isAttackedBySlideNJump(
+ sq,
+ colors,
+ V.KING,
+ V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
+ "oneStep"
+ );
+ }
+
+ underCheck(color) {
+ if (this.stage == 1)
+ return this.isAttacked(this.kingPos[color], [V.GetOppCol(color), "c"]);
+ if (color == this.sideCheckered) return false;
+ return (
+ this.isAttacked(this.kingPos['w'], ["c"]) ||
+ this.isAttacked(this.kingPos['b'], ["c"])
+ );
+ }
+
+ getCheckSquares() {
+ const color = this.turn;
+ if (this.stage == 1) {
+ // Artifically change turn, for checkered pawns
+ this.turn = V.GetOppCol(color);
+ const kingAttacked =
+ this.isAttacked(
+ this.kingPos[color],
+ [V.GetOppCol(color), "c"]
+ );
+ let res = kingAttacked
+ ? [JSON.parse(JSON.stringify(this.kingPos[color]))]
+ : [];
+ this.turn = color;
+ return res;
+ }
+ if (this.sideCheckered == color) return [];
+ let res = [];
+ for (let c of ['w', 'b']) {
+ if (this.isAttacked(this.kingPos[c], ['c']))
+ res.push(JSON.parse(JSON.stringify(this.kingPos[c])));
+ }
+ return res;
+ }
+
+ play(move) {
+ move.flags = JSON.stringify(this.aggregateFlags());
+ this.epSquares.push(this.getEpSquare(move));
+ V.PlayOnBoard(this.board, move);
+ if (move.appear.length > 0 || move.vanish.length > 0)
+ {
+ this.turn = V.GetOppCol(this.turn);
+ this.movesCount++;
+ }
+ this.postPlay(move);
+ }
+
+ updateCastleFlags(move, piece) {
+ const c = V.GetOppCol(this.turn);
+ const firstRank = (c == "w" ? V.size.x - 1 : 0);
+ // Update castling flags if rooks are moved
+ const oppCol = this.turn;
+ const oppFirstRank = V.size.x - 1 - firstRank;
+ if (piece == V.KING && move.appear.length > 0)
+ this.castleFlags[c] = [V.size.y, V.size.y];
+ else if (
+ move.start.x == firstRank && //our rook moves?
+ this.castleFlags[c].includes(move.start.y)
+ ) {
+ const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1);
+ this.castleFlags[c][flagIdx] = V.size.y;
+ }
+ // NOTE: not "else if" because a rook could take an opposing rook
+ if (
+ move.end.x == oppFirstRank && //we took opponent rook?
+ this.castleFlags[oppCol].includes(move.end.y)
+ ) {
+ const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1);
+ this.castleFlags[oppCol][flagIdx] = V.size.y;
+ }
+ }
+
+ postPlay(move) {
+ if (move.appear.length == 0 && move.vanish.length == 0) {
+ this.stage = 2;
+ this.sideCheckered = this.turn;
+ }
+ else {
+ const c = move.vanish[0].c;
+ const piece = move.vanish[0].p;
+ if (piece == V.KING) {
+ this.kingPos[c][0] = move.appear[0].x;
+ this.kingPos[c][1] = move.appear[0].y;
+ }
+ this.updateCastleFlags(move, piece);
+ // Does this move turn off a 2-squares pawn flag?
+ if ([1, 6].includes(move.start.x) && move.vanish[0].p == V.PAWN)
+ this.pawnFlags[move.start.x == 6 ? "w" : "b"][move.start.y] = false;
+ }
+ this.cmoves.push(this.getCmove(move));
+ }
+
+ undo(move) {
+ this.epSquares.pop();
+ this.disaggregateFlags(JSON.parse(move.flags));
+ V.UndoOnBoard(this.board, move);
+ if (move.appear.length > 0 || move.vanish.length > 0)
+ {
+ this.turn = V.GetOppCol(this.turn);
+ this.movesCount--;
+ }
+ this.postUndo(move);
+ }
+
+ postUndo(move) {
+ if (move.appear.length == 0 && move.vanish.length == 0) this.stage = 1;
+ else super.postUndo(move);
+ this.cmoves.pop();
+ }
+
+ getCurrentScore() {
+ const color = this.turn;
+ if (this.stage == 1) {
+ if (this.atLeastOneMove()) return "*";
+ // Artifically change turn, for checkered pawns
+ this.turn = V.GetOppCol(this.turn);
+ const res =
+ this.isAttacked(this.kingPos[color], [V.GetOppCol(color), "c"])
+ ? color == "w"
+ ? "0-1"
+ : "1-0"
+ : "1/2";
+ this.turn = V.GetOppCol(this.turn);
+ return res;
+ }
+ // Stage == 2:
+ if (this.sideCheckered == this.turn) {
+ // Check if remaining checkered pieces: if none, I lost
+ if (this.board.some(b => b.some(cell => cell[0] == 'c'))) {
+ if (!this.atLeastOneMove()) return "1/2";
+ return "*";
+ }
+ return color == 'w' ? "0-1" : "1-0";
+ }
+ if (this.atLeastOneMove()) return "*";
+ let res = this.isAttacked(this.kingPos['w'], ["c"]);
+ if (!res) res = this.isAttacked(this.kingPos['b'], ["c"]);
+ if (res) return color == 'w' ? "0-1" : "1-0";
+ return "1/2";
+ }
+
+ evalPosition() {
+ let evaluation = 0;
+ // Just count material for now, considering checkered neutral at stage 1.
+ const baseSign = (this.turn == 'w' ? 1 : -1);
+ 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) {
+ const sqColor = this.getColor(i, j);
+ if (this.stage == 1) {
+ if (["w", "b"].includes(sqColor)) {
+ const sign = sqColor == "w" ? 1 : -1;
+ evaluation += sign * V.VALUES[this.getPiece(i, j)];
+ }
+ }
+ else {
+ const sign =
+ this.sideCheckered == this.turn
+ ? (sqColor == 'c' ? 1 : -1) * baseSign
+ : (sqColor == 'c' ? -1 : 1) * baseSign;
+ evaluation += sign * V.VALUES[this.getPiece(i, j)];
+ }
+ }
+ }
+ }
+ return evaluation;
+ }
+
+ static GenRandInitFen(randomness) {
+ // Add 16 pawns flags + empty cmovei + stage == 1:
+ return ChessRules.GenRandInitFen(randomness)
+ .slice(0, -2) + "1111111111111111 - - 1";
+ }
+
+ static ParseFen(fen) {
+ const fenParts = fen.split(" ");
+ return Object.assign(
+ ChessRules.ParseFen(fen),
+ {
+ cmove: fenParts[5],
+ stage: fenParts[6]
+ }
+ );
+ }
+
+ getCmoveFen() {
+ const L = this.cmoves.length;
+ return (
+ !this.cmoves[L - 1]
+ ? "-"
+ : ChessRules.CoordsToSquare(this.cmoves[L - 1].start) +
+ ChessRules.CoordsToSquare(this.cmoves[L - 1].end)
+ );
+ }
+
+ getStageFen() {
+ return (this.stage == 1 ? "1" : "2" + this.sideCheckered);
+ }
+
+ getFen() {
+ return (
+ super.getFen() + " " + this.getCmoveFen() + " " + this.getStageFen()
+ );
+ }
+
+ getFenForRepeat() {
+ return (
+ super.getFenForRepeat() + "_" +
+ this.getCmoveFen() + "_" + this.getStageFen()
+ );
+ }
+
+ getFlagsFen() {
+ let fen = super.getFlagsFen();
+ // Add pawns flags
+ for (let c of ["w", "b"])
+ for (let i = 0; i < 8; i++) fen += (this.pawnFlags[c][i] ? "1" : "0");
+ return fen;
+ }
+
+ static get SEARCH_DEPTH() {
+ return 2;
+ }
+
+ getComputerMove() {
+ // To simplify, prevent the bot from switching (TODO...)
+ return (
+ super.getComputerMove(
+ this.getAllValidMoves().filter(m => m.appear.length > 0)
+ )
+ );
+ }
+
+ getNotation(move) {
+ if (move.appear.length == 0 && move.vanish.length == 0) return "S";
+ if (move.appear.length == 2) {
+ // Castle
+ if (move.end.y < move.start.y) return "0-0-0";
+ return "0-0";
+ }
+
+ const finalSquare = V.CoordsToSquare(move.end);
+ const piece = this.getPiece(move.start.x, move.start.y);
+ let notation = "";
+ if (piece == V.PAWN) {
+ if (move.vanish.length > 1) {
+ const startColumn = V.CoordToColumn(move.start.y);
+ notation = startColumn + "x" + finalSquare;
+ } else notation = finalSquare;
+ } else {
+ // Piece movement
+ notation =
+ piece.toUpperCase() +
+ (move.vanish.length > 1 ? "x" : "") +
+ finalSquare;
+ }
+ if (move.appear[0].p != move.vanish[0].p)
+ notation += "=" + move.appear[0].p.toUpperCase();
+ return notation;
+ }
+};