return counts.join("");
}
- setFlags(fenflags) {
- // white a-castle, h-castle, king pos, then same for black.
- this.castleFlags = { w: [-1, -1, -1], b: [-1, -1, -1] };
- for (let i = 0; i < 6; i++) {
- this.castleFlags[i < 3 ? "w" : "b"][i % 3] =
- V.ColumnToCoord(fenflags.charAt(i));
- }
- }
-
static GenRandInitFen(randomness) {
// No randomization here for now (but initial setup choice)
return (
"rnbqkmcbnr/pppppppppp/91/91/91/91/91/91/PPPPPPPPPP/RNBQKMCBNR " +
- "w 0 ajeaje - 00000000000000"
+ "w 0 ajaj - 00000000000000"
);
// TODO later: randomization too --> 2 bishops, not next to each other.
// then knights next to bishops. Then other pieces (...).
if (
this.castleFlags[c][0] < V.size.y ||
this.castleFlags[c][1] < V.size.y
- ) {
- moves = moves.concat(this.getCastleMoves(sq));
- }
- return moves;
- }
-
- getCastleMoves([x, y]) {
- const c = this.getColor(x, y);
- if (
- ((c == 'w' && x == 9) || (c == 'b' && x == 0)) &&
- y == this.castleFlags[c][2]
) {
const finalSquares = [
[1, 2],
[7, 6]
];
- return super.getCastleMoves([x, y], finalSquares, false, [V.ROOK]);
+ moves = moves.concat(super.getCastleMoves(sq, finalSquares));
}
- return [];
+ return moves;
}
isAttacked(sq, color) {
this.postPlay(move);
}
- updateCastleFlags(move, piece) {
- if (piece == V.KING && move.appear.length == 2) {
- // Castling (only move which disable flags)
- this.castleFlags[move.appear[0].c][0] = 10;
- this.castleFlags[move.appear[0].c][1] = 10;
- }
- }
-
postPlay(move) {
if (move.vanish.length == 0 && move.appear.length == 0) return;
super.postPlay(move);
this.reserve[color][V.MayDecode(move.vanish[1].p)]--;
}
- getCurrentScore() {
- const c = this.turn,
- oppCol = V.GetOppCol(this.turn);
- let facingKings = false;
- if (
- this.kingPos[c][0] == this.kingPos[oppCol][0] ||
- this.kingPos[c][1] == this.kingPos[oppCol][1]
- ) {
- facingKings = true;
- let step = [
- this.kingPos[oppCol][0] - this.kingPos[c][0],
- this.kingPos[oppCol][1] - this.kingPos[c][1]
- ];
- if (step[0] != 0) step[0] /= Math.abs(step[0]);
- else step[1] /= Math.abs(step[1]);
- let [x, y] =
- [ this.kingPos[c][0] + step[0], this.kingPos[c][1] + step[1] ];
- while (x != this.kingPos[oppCol][0] || y != this.kingPos[oppCol][1]) {
- if (this.board[x][y] != V.EMPTY) {
- facingKings = false;
- break;
- }
- x += step[0];
- y += step[1];
- }
- }
- if (facingKings) return (c == "w" ? "1-0" : "0-1");
- if (!this.atLeastOneMove()) return (c == "w" ? "0-1" : "1-0");
- return "*";
- }
-
static get VALUES() {
return Object.assign(
{},