}
}
- canTake([x1,y1], [x2, y2]) {
- if (this.subTurn == 2)
- // Sentry push: pieces can capture own color (only)
- return this.getColor(x1, y1) == this.getColor(x2, y2);
- return super.canTake([x1,y1], [x2, y2]);
- }
-
static GenRandInitFen(randomness) {
if (randomness == 0)
// Deterministic:
this.board[i][j] != V.EMPTY &&
this.getColor(i, j) == oppCol
) {
- const oppPiece = this.getPiece(i, j);
- if (oppPiece == V.JAILER) return [i, j];
+ if (this.getPiece(i, j) == V.JAILER) return [i, j];
}
}
return null;
return mv;
}
- getPotentialMovesFrom_aux([x, y]) {
+ canIplay(side, [x, y]) {
+ return (
+ (this.subTurn == 1 && this.turn == side && this.getColor(x, y) == side) ||
+ (this.subTurn == 2 && x == this.sentryPos.x && y == this.sentryPos.y)
+ );
+ }
+
+ getPotentialMovesFrom([x,y]) {
+ // At subTurn == 2, jailers aren't effective (Jeff K)
+ if (this.subTurn == 1 && !!this.isImmobilized([x, y])) return [];
+ if (this.subTurn == 2) {
+ // Temporarily change pushed piece color.
+ // (Not using getPiece() because of lancers)
+ var oppCol = this.getColor(x, y);
+ var color = V.GetOppCol(oppCol);
+ var saveXYstate = this.board[x][y];
+ this.board[x][y] = color + this.board[x][y][1];
+ }
+ let moves = [];
switch (this.getPiece(x, y)) {
case V.JAILER:
- return this.getPotentialJailerMoves([x, y]);
+ moves = this.getPotentialJailerMoves([x, y]);
+ break;
case V.SENTRY:
- return this.getPotentialSentryMoves([x, y]);
+ moves = this.getPotentialSentryMoves([x, y]);
+ break;
case V.LANCER:
- return this.getPotentialLancerMoves([x, y]);
+ moves = this.getPotentialLancerMoves([x, y]);
+ break;
default:
- return super.getPotentialMovesFrom([x, y]);
+ moves = super.getPotentialMovesFrom([x, y]);
+ break;
}
- }
-
- getPotentialMovesFrom([x,y]) {
- if (this.subTurn == 1) {
- if (!!this.isImmobilized([x, y])) return [];
- let moves = this.getPotentialMovesFrom_aux([x, y]);
- const L = this.sentryPush.length;
- if (!!this.sentryPush[L-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;
+ const L = this.sentryPush.length;
+ if (!!this.sentryPush[L-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;
+ });
}
- // 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 [];
- const moves2 = this.getPotentialMovesFrom_aux([x, y]);
- // Don't forget to re-add the sentry on the board:
- const oppCol = V.GetOppCol(this.turn);
- return moves2.map(m => {
- m.appear.push({x: x, y: y, p: V.SENTRY, c: oppCol});
- return m;
- });
+ if (this.subTurn == 2) {
+ // Don't forget to re-add the sentry on the board:
+ // Also fix color of pushed piece afterward:
+ moves.forEach(m => {
+ m.appear.push({x: x, y: y, p: V.SENTRY, c: color});
+ m.appear[0].c = oppCol;
+ m.vanish[0].c = oppCol;
+ });
+ }
+ return moves;
}
getPotentialPawnMoves([x, y]) {
- const color = this.turn;
+ const color = this.getColor(x, y);
let moves = [];
const [sizeX, sizeY] = [V.size.x, V.size.y];
- let shiftX = color == "w" ? -1 : 1;
- // Special case of a sentry push: pawn goes in the capturer direction
- if (this.subTurn == 2) shiftX *= -1;
+ const shiftX = color == "w" ? -1 : 1;
const startRank = color == "w" ? sizeX - 2 : 1;
const lastRank = color == "w" ? 0 : sizeX - 1;
const finalPieces =
x + shiftX == lastRank
?
- [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.SENTRY, V.JAILER]
- .concat(Object.keys(V.LANCER_DIRS))
+ Object.keys(V.LANCER_DIRS).concat(
+ [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.SENTRY, V.JAILER])
: [V.PAWN];
if (this.board[x + shiftX][y] == V.EMPTY) {
// One square forward
}
}
- // En passant: no subTurn consideration here (always == 1)
+ // En passant:
const Lep = this.epSquares.length;
const epSquare = this.epSquares[Lep - 1]; //always at least one element
if (
getPotentialLancerMoves_aux([x, y], step) {
let moves = [];
// Add all moves to vacant squares until opponent is met:
- const oppCol = V.GetOppCol(this.turn);
+ const oppCol = V.GetOppCol(this.getColor(x, y));
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)
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);
+ // Add all possible orientations aftermove except if I'm being pushed
+ if (this.subTurn == 1) {
+ 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;
+ return moves;
+ } else return monodirMoves;
}
getPotentialSentryMoves([x, y]) {
m.vanish.pop();
}
});
- // Can the pushed unit make any move?
- this.subTurn = 2;
+ // Can the pushed unit make any move? ...resulting in a non-self-check?
+ const color = this.getColor(x, y);
const fMoves = moves.filter(m => {
- V.PlayOnBoard(this.board, m);
- let res =
- (this.filterValid(this.getPotentialMovesFrom([x, y])).length > 0);
- V.UndoOnBoard(this.board, m);
- return res;
+ // Sentry push?
+ if (m.appear.length == 0) {
+ let res = false;
+ this.play(m);
+ let moves2 = this.filterValid(
+ this.getPotentialMovesFrom([m.end.x, m.end.y]));
+ for (let m2 of moves2) {
+ this.play(m2);
+ res = !this.underCheck(color);
+ this.undo(m2);
+ if (res) break;
+ }
+ this.undo(m);
+ return res;
+ }
+ return true;
});
- this.subTurn = 1;
return fMoves;
}
}
filterValid(moves) {
- // Disable check tests when subTurn == 2, because the move isn't finished
- if (this.subTurn == 2) return moves;
- const filteredMoves = super.filterValid(moves);
+ // Disable check tests for sentry pushes,
+ // because in this case the move isn't finished
+ let movesWithoutSentryPushes = [];
+ let movesWithSentryPushes = [];
+ moves.forEach(m => {
+ if (m.appear.length > 0) movesWithoutSentryPushes.push(m);
+ else movesWithSentryPushes.push(m);
+ });
+ const filteredMoves = super.filterValid(movesWithoutSentryPushes)
// If at least one full move made, everything is allowed:
- if (this.movesCount >= 2) return filteredMoves;
+ if (this.movesCount >= 2)
+ return filteredMoves.concat(movesWithSentryPushes);
// Else, forbid check and captures:
const oppCol = V.GetOppCol(this.turn);
return filteredMoves.filter(m => {
const res = !this.underCheck(oppCol);
this.undo(m);
return res;
- });
+ }).concat(movesWithSentryPushes);
+ }
+
+ getAllValidMoves() {
+ if (this.subTurn == 1) return super.getAllValidMoves();
+ // Sentry push:
+ const sentrySq = [this.sentryPos.x, this.SentryPos.y];
+ return this.filterValid(this.getPotentialMovesFrom(sentrySq));
}
updateVariables(move) {
// 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))
+ if ([V.KNIGHT,V.KING].includes(move.vanish[0].p))
// short-range pieces: just forbid initial square
squares.push(move.start);
else {
deltaY / Math.abs(deltaY) || 0
];
for (
- let sq = {x: x, y: y};
+ let sq = {x: move.start.x, y: move.start.y};
sq.x != move.end.x && sq.y != move.end.y;
sq.x += step[0], sq.y += step[1]
) {
this.epSquares.push(this.getEpSquare(move));
V.PlayOnBoard(this.board, move);
if (this.subTurn == 1) this.movesCount++;
- this.updateVariables(move);
if (move.appear.length == 0 && move.vanish.length == 1) {
// The sentry is about to push a piece:
this.sentryPos = { x: move.end.x, y: move.end.y };
// Is it a sentry push? (useful for undo)
move.sentryPush = !!this.sentryPush[L-1];
}
+ this.updateVariables(move);
}
undo(move) {
const L = this.sentryPush.length;
// Decrement movesCount except if the move is a sentry push
if (!move.sentryPush) 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);
+ this.unupdateVariables(move);
}
static get VALUES() {