defaut: false
}
],
- // Game modifiers (using "elementary variants"). Default: false
styles: [
"balance",
"capture",
b: "c",
n: "o"
};
- if (b[0] == "c") return checkered_codes[b[1]];
+ if (b[0] == "c")
+ return checkered_codes[b[1]];
return super.board2fen(b);
}
return super.fen2board(f);
}
- // TODO: pieces()
+ pieces(color, x, y) {
+ let baseRes = super.pieces(color, x, y);
+ if (
+ this.getPiece(x, y) == 'p' &&
+ this.stage == 2 &&
+ this.getColor(x, y) == 'c'
+ ) {
+ // Checkered pawns on stage 2 are bidirectional
+ const initRank = ((color == 'w' && x >= 6) || (color == 'b' && x <= 1));
+ baseRes['p'] = {
+ "class": "pawn",
+ moves: [
+ {
+ steps: [[1, 0], [-1, 0]],
+ range: (initRank ? 2 : 1)
+ }
+ ],
+ attack: [
+ {
+ steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]],
+ range: 1
+ }
+ ]
+ };
+ }
+ const checkered = {
+ 's': {"class": "checkered-pawn", moveas: 'p'},
+ 'u': {"class": "checkered-rook", moveas: 'r'},
+ 'o': {"class": "checkered-knight", moveas: 'n'},
+ 'c': {"class": "checkered-bishop", moveas: 'b'},
+ 't': {"class": "checkered-queen", moveas: 'q'}
+ };
+ return Object.assign(baseRes, checkered);
+ }
setOtherVariables(fenParsed) {
super.setOtherVariables(fenParsed);
const color2 = this.getColor(x2, y2);
return color1 != color2 && [color1, color2].includes('c');
}
- // Checkered aren't captured
return (
color1 != color2 &&
- color2 != "c" &&
+ color2 != "c" && //checkered aren't captured
(color1 != "c" || color2 != this.turn)
);
}
- // TODO::::
- getPotentialMovesFrom([x, y], noswitch) {
- 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.canSwitch && !noswitch &&
- 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);
+ postProcessPotentialMoves(moves) {
+ if (this.stage == 2 || moves.length == 0)
+ return moves;
+ const color = this.turn;
+ // Apply "checkerization" of standard moves
+ const lastRank = (color == "w" ? 0 : 7);
+ const [x, y] = [moves[0].start.x, moves[0].start.y];
+ let moves = [];
+ const piece = this.getPiece(x, y);
+ // King is treated differently: it never turn checkered
+ if (piece == 'k') {
+ // If at least one checkered piece, allow switching:
+ if (
+ this.canSwitch && !noswitch &&
+ this.board.some(b => b.some(cell => cell[0] == 'c'))
+ ) {
+ const oppCol = C.GetOppCol(color);
+ const oppKingPos = this.searchKingPos(oppCol)[0];
+ moves.push(
+ new Move({
+ start: { x: x, y: y },
+ end: { x: oppKingPos[0], y: oppKingPos[1] },
+ appear: [],
+ vanish: []
+ })
+ );
}
- standardMoves.forEach(m => {
- if (m.vanish[0].p == V.PAWN) {
+ return moves;
+ }
+ if (piece == 'p') {
+ // Filter out forbidden pawn moves
+ moves = moves.filter(m => {
+ if (m.vanish[0].p == 'p') {
if (
Math.abs(m.end.x - m.start.x) == 2 &&
!this.pawnFlags[this.turn][m.start.y]
) {
- return; //skip forbidden 2-squares jumps
+ return false; //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 false; //checkered pawns cannot take en-passant
}
}
+ return true;
});
- return moves;
}
- return standardMoves;
- }
-
- // TODO: merge this into pieces() method
- 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);
+ let extraMoves = [];
+ moves.forEach(m => {
+ if (m.vanish.length == 2 && m.appear.length == 1)
+ // A capture occured
+ m.appear[0].c = "c";
+ if (
+ m.appear[0].p != m.vanish[1].p &&
+ // No choice if promotion:
+ (m.vanish[0].p != 'p' || m.end.x != lastRank)
+ ) {
+ // Add transformation into captured piece
+ let m2 = JSON.parse(JSON.stringify(m));
+ m2.appear[0].p = m.vanish[1].p;
+ extraMoves.push(m2);
+ }
}
- // 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;
+ });
+ return moves.concat(extraMoves);
}
canIplay(side, [x, y]) {
// TODO: adapt, merge
filterValid(moves) {
- if (moves.length == 0) return [];
+ 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
+ const oppCol = C.GetOppCol(color);
return moves.filter(m => {
// Checkered cannot be under check (no king)
- if (stage == 2 && this.sideCheckered == color) return true;
- this.play(m);
+ if (stage == 2 && this.sideCheckered == color)
+ return true;
+ this.playOnBoard(m);
let res = true;
if (stage == 1) {
if (m.appear.length == 0 && m.vanish.length == 0) {
this.getAllPotentialMoves().length > 0
);
}
- else res = !this.oppositeMoves(this.cmoves[L - 1], m);
+ else res = !this.oppositeMoves(this.cmove, m);
}
if (res && m.appear.length > 0) res = !this.underCheck(color);
// At stage 2, side with B & W can be undercheck with both kings:
)
)
) {
- const moves = this.getPotentialMovesFrom([i, j], "noswitch");
+ 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;