}
static GenRandInitFen(randomness) {
- // TODO: special conditions for 960
- return "jsfqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JSDQKBNR w 0 1111 - -";
+ if (randomness == 0)
+ // Deterministic:
+ return "jsfqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JSDQKBNR w 0 1111 - -";
+
+ let pieces = { w: new Array(8), b: new Array(8) };
+ // Shuffle pieces on first (and last rank if randomness == 2)
+ for (let c of ["w", "b"]) {
+ if (c == 'b' && randomness == 1) {
+ pieces['b'] = pieces['w'];
+ break;
+ }
+
+ let positions = ArrayFun.range(8);
+
+ // Get random squares for bishop and sentry
+ let randIndex = 2 * randInt(4);
+ let bishopPos = positions[randIndex];
+ // The sentry must be on a square of different color
+ let randIndex_tmp = 2 * randInt(4) + 1;
+ let sentryPos = positions[randIndex_tmp];
+ if (c == 'b') {
+ // Check if white sentry is on the same color as ours.
+ // If yes: swap bishop and sentry positions.
+ if ((pieces['w'].indexOf('s') - sentryPos) % 2 == 0)
+ [bishopPos, sentryPos] = [sentryPos, bishopPos];
+ }
+ positions.splice(Math.max(randIndex, randIndex_tmp), 1);
+ positions.splice(Math.min(randIndex, randIndex_tmp), 1);
+
+ // Get random squares for knight and lancer
+ randIndex = randInt(6);
+ const knightPos = positions[randIndex];
+ positions.splice(randIndex, 1);
+ randIndex = randInt(5);
+ const lancerPos = positions[randIndex];
+ positions.splice(randIndex, 1);
+
+ // Get random square for queen
+ randIndex = randInt(4);
+ const queenPos = positions[randIndex];
+ positions.splice(randIndex, 1);
+
+ // Rook, jailer and king positions are now almost fixed,
+ // only the ordering rook-> jailer or jailer->rook must be decided.
+ let rookPos = positions[0];
+ let jailerPos = positions[2];
+ const kingPos = positions[1];
+ if (Math.random() < 0.5) [rookPos, jailerPos] = [jailerPos, rookPos];
+
+ pieces[c][rookPos] = "r";
+ pieces[c][knightPos] = "n";
+ pieces[c][bishopPos] = "b";
+ pieces[c][queenPos] = "q";
+ pieces[c][kingPos] = "k";
+ pieces[c][sentryPos] = "s";
+ // Lancer faces north for white, and south for black:
+ pieces[c][lancerPos] = c == 'w' ? 'c' : 'g';
+ pieces[c][jailerPos] = "j";
+ }
+ return (
+ pieces["b"].join("") +
+ "/pppppppp/8/8/8/8/PPPPPPPP/" +
+ pieces["w"].join("").toUpperCase() +
+ " w 0 1111 - -"
+ );
}
// Scan kings, rooks and jailers
// 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]);
+ return this.getPotentialMovesFrom_aux([x, y]);
}
getAllValidMoves() {
filterValid(moves) {
// Disable check tests when subTurn == 2, because the move isn't finished
if (this.subTurn == 2) return moves;
- return super.filterValid(moves);
+ const filteredMoves = super.filterValid(moves);
+ // If at least one full move made, everything is allowed:
+ if (this.movesCount >= 2) return filteredMoves;
+ // Else, forbid check and captures:
+ const oppCol = V.GetOppCol(this.turn);
+ return filteredMoves.filter(m => {
+ if (m.vanish.length == 2 && m.appear.length == 1) return false;
+ this.play(m);
+ const res = !this.underCheck(oppCol);
+ this.undo(m);
+ return res;
+ });
+ }
+
+ // Obtain all lancer moves in "step" direction,
+ // without final re-orientation.
+ getPotentialLancerMoves_aux([x, y], step) {
+ let moves = [];
+ // Add all moves to vacant squares until opponent is met:
+ const oppCol = V.GetOppCol(this.turn);
+ let sq = [x + step[0], y + step[1]];
+ while (V.OnBoard(sq[0], sq[1]) && this.getColor(sq[0], sq[1]) != oppCol) {
+ if (this.board[sq[0]][sq[1]] == V.EMPTY)
+ moves.push(this.getBasicMove([x, y], sq));
+ sq[0] += step[0];
+ sq[1] += step[1];
+ }
+ if (V.OnBoard(sq[0], sq[1]))
+ // Add capturing move
+ moves.push(this.getBasicMove([x, y], sq));
+ return 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 [];
+ let moves = [];
+ // Add all lancer possible orientations, similar to pawn promotions.
+ // Except if just after a push: allow all movements from init square then
+ if (!!this.sentryPath[L-1]) {
+ // Maybe I was pushed
+ const pl = this.sentryPath[L-1].length;
+ if (
+ this.sentryPath[L-1][pl-1].x == x &&
+ this.sentryPath[L-1][pl-1].y == y
+ ) {
+ // I was pushed: allow all directions (for this move only), but
+ // do not change direction after moving.
+ Object.values(V.LANCER_DIRS).forEach(step => {
+ Array.prototype.push.apply(
+ moves,
+ this.getPotentialLancerMoves_aux([x, y], step)
+ );
+ });
+ return moves;
+ }
+ }
+ // I wasn't pushed: standard lancer move
+ const dirCode = this.board[x][y][1];
+ const monodirMoves =
+ this.getPotentialLancerMoves_aux([x, y], V.LANCER_DIRS[dirCode]);
+ // Add all possible orientations aftermove:
+ monodirMoves.forEach(m => {
+ Object.keys(V.LANCER_DIRS).forEach(k => {
+ let mk = JSON.parse(JSON.stringify(m));
+ mk.appear[0].p = k;
+ moves.push(mk);
+ });
+ });
+ return moves;
}
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
+ moves.forEach(m => {
+ if (m.vanish.length == 2) {
+ // Temporarily cancel the sentry capture:
+ m.appear.pop();
+ m.vanish.pop();
+ }
+ });
+ return moves;
}
getPotentialJailerMoves([x, y]) {
updateVariables(move) {
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;
+ // A piece is pushed: forbid array of squares between start and end
+ // of move, included (except if it's a pawn)
+ let squares = [];
+ if (move.vanish[0].p != V.PAWN) {
+ if ([V.KNIGHT,V.KING].insludes(move.vanish[0].p))
+ // short-range pieces: just forbid initial square
+ squares.push(move.start);
+ else {
+ const deltaX = move.end.x - move.start.x;
+ const deltaY = move.end.y - move.start.y;
+ const step = [
+ deltaX / Math.abs(deltaX) || 0,
+ deltaY / Math.abs(deltaY) || 0
+ ];
+ for (
+ let sq = {x: x, y: y};
+ sq.x != move.end.x && sq.y != move.end.y;
+ sq.x += step[0], sq.y += step[1]
+ ) {
+ squares.push(sq);
+ }
+ }
+ // Add end square as well, to know if I was pushed (useful for lancers)
+ squares.push(move.end);
}
- // Else: normal move.
- }
+ this.sentryPush.push(squares);
+ } else this.sentryPush.push(null);
}
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++;
+ if (this.subTurn == 1) this.movesCount++;
this.updateVariables(move);
+ // move.sentryPush indicates that sentry is *about to* push
+ move.sentryPush = (move.appear.length == 0 && move.vanish.length == 1);
+ // Turn changes only if not a sentry "pre-push" or subTurn == 2 (push)
+ if (!move.sentryPush || this.subTurn == 2)
+ this.turn = V.GetOppCol(this.turn);
}
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--;
+ if (this.subTurn == 2) this.movesCount--;
this.unupdateVariables(move);
+ // Turn changes only if not undoing second part of a sentry push
+ if (!move.sentryPush || this.subTurn == 1)
+ this.turn = V.GetOppCol(this.turn);
}
static get VALUES() {