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2a8a94c9 BA |
1 | import { ArrayFun } from "@/utils/array"; |
2 | import { randInt, shuffle } from "@/utils/alea"; | |
3 | import { ChessRules, PiPo, Move } from "@/base_rules"; | |
4 | ||
5 | export const VariantRules = class EightpiecesRules extends ChessRules { | |
6 | static get JAILER() { | |
7 | return "j"; | |
8 | } | |
9 | static get SENTRY() { | |
10 | return "s"; | |
11 | } | |
12 | static get LANCER() { | |
13 | return "l"; | |
14 | } | |
15 | ||
16 | static get PIECES() { | |
17 | return ChessRules.PIECES.concat([V.JAILER, V.SENTRY, V.LANCER]); | |
18 | } | |
19 | ||
28b32b4f BA |
20 | static get LANCER_DIRS() { |
21 | return { | |
22 | 'c': [-1, 0], //north | |
23 | 'd': [-1, 1], //N-E | |
24 | 'e': [0, 1], //east | |
25 | 'f': [1, 1], //S-E | |
26 | 'g': [1, 0], //south | |
27 | 'h': [1, -1], //S-W | |
28 | 'm': [0, -1], //west | |
29 | 'o': [-1, -1] //N-W | |
30 | }; | |
31 | } | |
32 | ||
33 | getPiece(i, j) { | |
34 | const piece = this.board[i][j].charAt(1); | |
35 | // Special lancer case: 8 possible orientations | |
36 | if (Object.keys(V.LANCER_DIRS).includes(piece)) return V.LANCER; | |
37 | return piece; | |
38 | } | |
39 | ||
2a8a94c9 | 40 | getPpath(b) { |
90e814b6 BA |
41 | if ([V.JAILER, V.SENTRY].concat(Object.keys(V.LANCER_DIRS)).includes(b[1])) |
42 | return "Eightpieces/" + b; | |
43 | return b; | |
44 | } | |
45 | ||
46 | static ParseFen(fen) { | |
47 | const fenParts = fen.split(" "); | |
48 | return Object.assign(ChessRules.ParseFen(fen), { | |
6b7b2cf7 | 49 | sentrypush: fenParts[5] |
90e814b6 BA |
50 | }); |
51 | } | |
52 | ||
53 | getFen() { | |
6b7b2cf7 | 54 | return super.getFen() + " " + this.getSentrypushFen(); |
90e814b6 BA |
55 | } |
56 | ||
57 | getFenForRepeat() { | |
6b7b2cf7 | 58 | return super.getFenForRepeat() + "_" + this.getSentrypushFen(); |
90e814b6 BA |
59 | } |
60 | ||
6b7b2cf7 BA |
61 | getSentrypushFen() { |
62 | const L = this.sentryPush.length; | |
63 | if (!this.sentryPush[L-1]) return "-"; | |
90e814b6 | 64 | let res = ""; |
6b7b2cf7 | 65 | this.sentryPush[L-1].forEach(coords => |
90e814b6 BA |
66 | res += V.CoordsToSquare(coords) + ","); |
67 | return res.slice(0, -1); | |
2a8a94c9 BA |
68 | } |
69 | ||
28b32b4f BA |
70 | setOtherVariables(fen) { |
71 | super.setOtherVariables(fen); | |
72 | // subTurn == 2 only when a sentry moved, and is about to push something | |
73 | this.subTurn = 1; | |
74 | // Stack pieces' forbidden squares after a sentry move at each turn | |
90e814b6 | 75 | const parsedFen = V.ParseFen(fen); |
6b7b2cf7 | 76 | if (parsedFen.sentrypush == "-") this.sentryPush = [null]; |
90e814b6 | 77 | else { |
6b7b2cf7 BA |
78 | this.sentryPush = [ |
79 | parsedFen.sentrypush.split(",").map(sq => { | |
90e814b6 BA |
80 | return V.SquareToCoords(sq); |
81 | }) | |
82 | ]; | |
83 | } | |
2a8a94c9 BA |
84 | } |
85 | ||
28b32b4f BA |
86 | canTake([x1,y1], [x2, y2]) { |
87 | if (this.subTurn == 2) | |
88 | // Sentry push: pieces can capture own color (only) | |
89 | return this.getColor(x1, y1) == this.getColor(x2, y2); | |
90 | return super.canTake([x1,y1], [x2, y2]); | |
2a8a94c9 BA |
91 | } |
92 | ||
93 | static GenRandInitFen(randomness) { | |
9842aca2 BA |
94 | if (randomness == 0) |
95 | // Deterministic: | |
96 | return "jsfqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JSDQKBNR w 0 1111 - -"; | |
97 | ||
98 | let pieces = { w: new Array(8), b: new Array(8) }; | |
99 | // Shuffle pieces on first (and last rank if randomness == 2) | |
100 | for (let c of ["w", "b"]) { | |
101 | if (c == 'b' && randomness == 1) { | |
102 | pieces['b'] = pieces['w']; | |
103 | break; | |
104 | } | |
105 | ||
106 | let positions = ArrayFun.range(8); | |
107 | ||
108 | // Get random squares for bishop and sentry | |
109 | let randIndex = 2 * randInt(4); | |
110 | let bishopPos = positions[randIndex]; | |
111 | // The sentry must be on a square of different color | |
112 | let randIndex_tmp = 2 * randInt(4) + 1; | |
113 | let sentryPos = positions[randIndex_tmp]; | |
114 | if (c == 'b') { | |
115 | // Check if white sentry is on the same color as ours. | |
116 | // If yes: swap bishop and sentry positions. | |
117 | if ((pieces['w'].indexOf('s') - sentryPos) % 2 == 0) | |
118 | [bishopPos, sentryPos] = [sentryPos, bishopPos]; | |
119 | } | |
120 | positions.splice(Math.max(randIndex, randIndex_tmp), 1); | |
121 | positions.splice(Math.min(randIndex, randIndex_tmp), 1); | |
122 | ||
123 | // Get random squares for knight and lancer | |
124 | randIndex = randInt(6); | |
125 | const knightPos = positions[randIndex]; | |
126 | positions.splice(randIndex, 1); | |
127 | randIndex = randInt(5); | |
128 | const lancerPos = positions[randIndex]; | |
129 | positions.splice(randIndex, 1); | |
130 | ||
131 | // Get random square for queen | |
132 | randIndex = randInt(4); | |
133 | const queenPos = positions[randIndex]; | |
134 | positions.splice(randIndex, 1); | |
135 | ||
136 | // Rook, jailer and king positions are now almost fixed, | |
137 | // only the ordering rook-> jailer or jailer->rook must be decided. | |
138 | let rookPos = positions[0]; | |
139 | let jailerPos = positions[2]; | |
140 | const kingPos = positions[1]; | |
141 | if (Math.random() < 0.5) [rookPos, jailerPos] = [jailerPos, rookPos]; | |
142 | ||
143 | pieces[c][rookPos] = "r"; | |
144 | pieces[c][knightPos] = "n"; | |
145 | pieces[c][bishopPos] = "b"; | |
146 | pieces[c][queenPos] = "q"; | |
147 | pieces[c][kingPos] = "k"; | |
148 | pieces[c][sentryPos] = "s"; | |
149 | // Lancer faces north for white, and south for black: | |
150 | pieces[c][lancerPos] = c == 'w' ? 'c' : 'g'; | |
151 | pieces[c][jailerPos] = "j"; | |
152 | } | |
153 | return ( | |
154 | pieces["b"].join("") + | |
155 | "/pppppppp/8/8/8/8/PPPPPPPP/" + | |
156 | pieces["w"].join("").toUpperCase() + | |
157 | " w 0 1111 - -" | |
158 | ); | |
2a8a94c9 BA |
159 | } |
160 | ||
90e814b6 | 161 | // Scan kings, rooks and jailers |
28b32b4f | 162 | scanKingsRooks(fen) { |
90e814b6 BA |
163 | this.INIT_COL_KING = { w: -1, b: -1 }; |
164 | this.INIT_COL_ROOK = { w: -1, b: -1 }; | |
165 | this.INIT_COL_JAILER = { w: -1, b: -1 }; | |
28b32b4f BA |
166 | this.kingPos = { w: [-1, -1], b: [-1, -1] }; |
167 | const fenRows = V.ParseFen(fen).position.split("/"); | |
90e814b6 | 168 | const startRow = { 'w': V.size.x - 1, 'b': 0 }; |
28b32b4f | 169 | for (let i = 0; i < fenRows.length; i++) { |
90e814b6 | 170 | let k = 0; |
28b32b4f BA |
171 | for (let j = 0; j < fenRows[i].length; j++) { |
172 | switch (fenRows[i].charAt(j)) { | |
173 | case "k": | |
28b32b4f | 174 | this.kingPos["b"] = [i, k]; |
90e814b6 | 175 | this.INIT_COL_KING["b"] = k; |
28b32b4f BA |
176 | break; |
177 | case "K": | |
28b32b4f | 178 | this.kingPos["w"] = [i, k]; |
90e814b6 BA |
179 | this.INIT_COL_KING["w"] = k; |
180 | break; | |
181 | case "r": | |
182 | if (i == startRow['b'] && this.INIT_COL_ROOK["b"] < 0) | |
183 | this.INIT_COL_ROOK["b"] = k; | |
184 | break; | |
185 | case "R": | |
186 | if (i == startRow['w'] && this.INIT_COL_ROOK["w"] < 0) | |
187 | this.INIT_COL_ROOK["w"] = k; | |
188 | break; | |
189 | case "j": | |
190 | if (i == startRow['b'] && this.INIT_COL_JAILER["b"] < 0) | |
191 | this.INIT_COL_JAILER["b"] = k; | |
192 | break; | |
193 | case "J": | |
194 | if (i == startRow['w'] && this.INIT_COL_JAILER["w"] < 0) | |
195 | this.INIT_COL_JAILER["w"] = k; | |
28b32b4f BA |
196 | break; |
197 | default: { | |
198 | const num = parseInt(fenRows[i].charAt(j)); | |
199 | if (!isNaN(num)) k += num - 1; | |
200 | } | |
201 | } | |
202 | k++; | |
203 | } | |
204 | } | |
2a8a94c9 BA |
205 | } |
206 | ||
6b7b2cf7 BA |
207 | // Is piece on square (x,y) immobilized? |
208 | isImmobilized([x, y]) { | |
209 | const color = this.getColor(x, y); | |
210 | const oppCol = V.GetOppCol(color); | |
211 | for (let step of V.steps[V.ROOK]) { | |
212 | const [i, j] = [x + step[0], y + step[1]]; | |
213 | if ( | |
214 | V.OnBoard(i, j) && | |
215 | this.board[i][j] != V.EMPTY && | |
216 | this.getColor(i, j) == oppCol | |
217 | ) { | |
218 | const oppPiece = this.getPiece(i, j); | |
219 | if (oppPiece == V.JAILER) return [i, j]; | |
220 | } | |
221 | } | |
222 | return null; | |
223 | } | |
224 | ||
225 | getPotentialMovesFrom_aux([x, y]) { | |
226 | switch (this.getPiece(x, y)) { | |
227 | case V.JAILER: | |
228 | return this.getPotentialJailerMoves([x, y]); | |
229 | case V.SENTRY: | |
230 | return this.getPotentialSentryMoves([x, y]); | |
13102cab | 231 | case V.LANCER: |
6b7b2cf7 BA |
232 | return this.getPotentialLancerMoves([x, y]); |
233 | default: | |
234 | return super.getPotentialMovesFrom([x, y]); | |
235 | } | |
236 | } | |
237 | ||
28b32b4f | 238 | getPotentialMovesFrom([x,y]) { |
6b7b2cf7 BA |
239 | if (this.subTurn == 1) { |
240 | if (!!this.isImmobilized([x, y])) return []; | |
241 | return this.getPotentialMovesFrom_aux([x, y]); | |
242 | } | |
243 | // subTurn == 2: only the piece pushed by the sentry is allowed to move, | |
244 | // as if the sentry didn't exist | |
245 | if (x != this.sentryPos.x && y != this.sentryPos.y) return []; | |
9842aca2 | 246 | return this.getPotentialMovesFrom_aux([x, y]); |
6b7b2cf7 BA |
247 | } |
248 | ||
249 | getAllValidMoves() { | |
13102cab | 250 | let moves = super.getAllValidMoves().filter(m => { |
6b7b2cf7 | 251 | // Remove jailer captures |
13102cab BA |
252 | return m.vanish[0].p != V.JAILER || m.vanish.length == 1; |
253 | }); | |
6b7b2cf7 BA |
254 | const L = this.sentryPush.length; |
255 | if (!!this.sentryPush[L-1] && this.subTurn == 1) { | |
256 | // Delete moves walking back on sentry push path | |
257 | moves = moves.filter(m => { | |
258 | if ( | |
259 | m.vanish[0].p != V.PAWN && | |
260 | this.sentryPush[L-1].some(sq => sq.x == m.end.x && sq.y == m.end.y) | |
261 | ) { | |
262 | return false; | |
263 | } | |
264 | return true; | |
265 | }); | |
266 | } | |
267 | return moves; | |
268 | } | |
269 | ||
270 | filterValid(moves) { | |
271 | // Disable check tests when subTurn == 2, because the move isn't finished | |
272 | if (this.subTurn == 2) return moves; | |
9842aca2 BA |
273 | const filteredMoves = super.filterValid(moves); |
274 | // If at least one full move made, everything is allowed: | |
275 | if (this.movesCount >= 2) return filteredMoves; | |
276 | // Else, forbid check and captures: | |
277 | const oppCol = V.GetOppCol(this.turn); | |
278 | return filteredMoves.filter(m => { | |
279 | if (m.vanish.length == 2 && m.appear.length == 1) return false; | |
280 | this.play(m); | |
281 | const res = !this.underCheck(oppCol); | |
282 | this.undo(m); | |
283 | return res; | |
284 | }); | |
285 | } | |
286 | ||
287 | // Obtain all lancer moves in "step" direction, | |
288 | // without final re-orientation. | |
289 | getPotentialLancerMoves_aux([x, y], step) { | |
290 | let moves = []; | |
291 | // Add all moves to vacant squares until opponent is met: | |
292 | const oppCol = V.GetOppCol(this.turn); | |
293 | let sq = [x + step[0], y + step[1]]; | |
294 | while (V.OnBoard(sq[0], sq[1]) && this.getColor(sq[0], sq[1]) != oppCol) { | |
295 | if (this.board[sq[0]][sq[1]] == V.EMPTY) | |
296 | moves.push(this.getBasicMove([x, y], sq)); | |
297 | sq[0] += step[0]; | |
298 | sq[1] += step[1]; | |
299 | } | |
300 | if (V.OnBoard(sq[0], sq[1])) | |
301 | // Add capturing move | |
302 | moves.push(this.getBasicMove([x, y], sq)); | |
303 | return moves; | |
6b7b2cf7 BA |
304 | } |
305 | ||
306 | getPotentialLancerMoves([x, y]) { | |
9842aca2 BA |
307 | let moves = []; |
308 | // Add all lancer possible orientations, similar to pawn promotions. | |
309 | // Except if just after a push: allow all movements from init square then | |
310 | if (!!this.sentryPath[L-1]) { | |
311 | // Maybe I was pushed | |
312 | const pl = this.sentryPath[L-1].length; | |
313 | if ( | |
314 | this.sentryPath[L-1][pl-1].x == x && | |
315 | this.sentryPath[L-1][pl-1].y == y | |
316 | ) { | |
317 | // I was pushed: allow all directions (for this move only), but | |
318 | // do not change direction after moving. | |
319 | Object.values(V.LANCER_DIRS).forEach(step => { | |
320 | Array.prototype.push.apply( | |
321 | moves, | |
322 | this.getPotentialLancerMoves_aux([x, y], step) | |
323 | ); | |
324 | }); | |
325 | return moves; | |
326 | } | |
327 | } | |
328 | // I wasn't pushed: standard lancer move | |
329 | const dirCode = this.board[x][y][1]; | |
330 | const monodirMoves = | |
331 | this.getPotentialLancerMoves_aux([x, y], V.LANCER_DIRS[dirCode]); | |
332 | // Add all possible orientations aftermove: | |
333 | monodirMoves.forEach(m => { | |
334 | Object.keys(V.LANCER_DIRS).forEach(k => { | |
335 | let mk = JSON.parse(JSON.stringify(m)); | |
336 | mk.appear[0].p = k; | |
337 | moves.push(mk); | |
338 | }); | |
339 | }); | |
340 | return moves; | |
6b7b2cf7 BA |
341 | } |
342 | ||
343 | getPotentialSentryMoves([x, y]) { | |
344 | // The sentry moves a priori like a bishop: | |
345 | let moves = super.getPotentialBishopMoves([x, y]); | |
346 | // ...but captures are replaced by special move | |
9842aca2 BA |
347 | moves.forEach(m => { |
348 | if (m.vanish.length == 2) { | |
349 | // Temporarily cancel the sentry capture: | |
350 | m.appear.pop(); | |
351 | m.vanish.pop(); | |
352 | } | |
353 | }); | |
354 | return moves; | |
6b7b2cf7 BA |
355 | } |
356 | ||
357 | getPotentialJailerMoves([x, y]) { | |
358 | // Captures are removed afterward: | |
359 | return super.getPotentialRookMoves([x, y]); | |
360 | } | |
361 | ||
362 | getPotentialKingMoves([x, y]) { | |
363 | let moves = super.getPotentialKingMoves([x, y]); | |
364 | // Augment with pass move is the king is immobilized: | |
365 | const jsq = this.isImmobilized([x, y]); | |
366 | if (!!jsq) { | |
13102cab BA |
367 | moves.push( |
368 | new Move({ | |
369 | appear: [], | |
370 | vanish: [], | |
371 | start: { x: x, y: y }, | |
372 | end: { x: jsq[0], y: jsq[1] } | |
373 | }) | |
374 | ); | |
6b7b2cf7 BA |
375 | } |
376 | return moves; | |
2a8a94c9 BA |
377 | } |
378 | ||
90e814b6 BA |
379 | // Adapted: castle with jailer possible |
380 | getCastleMoves([x, y]) { | |
381 | const c = this.getColor(x, y); | |
382 | const firstRank = (c == "w" ? V.size.x - 1 : 0); | |
383 | if (x != firstRank || y != this.INIT_COL_KING[c]) | |
384 | return []; | |
385 | ||
386 | const oppCol = V.GetOppCol(c); | |
387 | let moves = []; | |
388 | let i = 0; | |
389 | // King, then rook or jailer: | |
390 | const finalSquares = [ | |
391 | [2, 3], | |
392 | [V.size.y - 2, V.size.y - 3] | |
393 | ]; | |
394 | castlingCheck: for ( | |
395 | let castleSide = 0; | |
396 | castleSide < 2; | |
397 | castleSide++ | |
398 | ) { | |
399 | if (!this.castleFlags[c][castleSide]) continue; | |
400 | // Rook (or jailer) and king are on initial position | |
401 | ||
402 | const finDist = finalSquares[castleSide][0] - y; | |
403 | let step = finDist / Math.max(1, Math.abs(finDist)); | |
404 | i = y; | |
405 | do { | |
406 | if ( | |
407 | this.isAttacked([x, i], [oppCol]) || | |
408 | (this.board[x][i] != V.EMPTY && | |
409 | (this.getColor(x, i) != c || | |
410 | ![V.KING, V.ROOK].includes(this.getPiece(x, i)))) | |
411 | ) { | |
412 | continue castlingCheck; | |
413 | } | |
414 | i += step; | |
415 | } while (i != finalSquares[castleSide][0]); | |
416 | ||
417 | step = castleSide == 0 ? -1 : 1; | |
418 | const rookOrJailerPos = | |
419 | castleSide == 0 | |
420 | ? Math.min(this.INIT_COL_ROOK[c], this.INIT_COL_JAILER[c]) | |
421 | : Math.max(this.INIT_COL_ROOK[c], this.INIT_COL_JAILER[c]); | |
422 | for (i = y + step; i != rookOrJailerPos; i += step) | |
423 | if (this.board[x][i] != V.EMPTY) continue castlingCheck; | |
424 | ||
425 | // Nothing on final squares, except maybe king and castling rook or jailer? | |
426 | for (i = 0; i < 2; i++) { | |
427 | if ( | |
428 | this.board[x][finalSquares[castleSide][i]] != V.EMPTY && | |
429 | this.getPiece(x, finalSquares[castleSide][i]) != V.KING && | |
430 | finalSquares[castleSide][i] != rookOrJailerPos | |
431 | ) { | |
432 | continue castlingCheck; | |
433 | } | |
434 | } | |
435 | ||
436 | // If this code is reached, castle is valid | |
437 | const castlingPiece = this.getPiece(firstRank, rookOrJailerPos); | |
438 | moves.push( | |
439 | new Move({ | |
440 | appear: [ | |
441 | new PiPo({ x: x, y: finalSquares[castleSide][0], p: V.KING, c: c }), | |
442 | new PiPo({ x: x, y: finalSquares[castleSide][1], p: castlingPiece, c: c }) | |
443 | ], | |
444 | vanish: [ | |
445 | new PiPo({ x: x, y: y, p: V.KING, c: c }), | |
446 | new PiPo({ x: x, y: rookOrJailerPos, p: castlingPiece, c: c }) | |
447 | ], | |
448 | end: | |
449 | Math.abs(y - rookOrJailerPos) <= 2 | |
450 | ? { x: x, y: rookOrJailerPos } | |
451 | : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } | |
452 | }) | |
453 | ); | |
454 | } | |
455 | ||
456 | return moves; | |
2a8a94c9 BA |
457 | } |
458 | ||
28b32b4f | 459 | updateVariables(move) { |
90e814b6 BA |
460 | super.updateVariables(move); |
461 | if (this.subTurn == 2) { | |
9842aca2 BA |
462 | // A piece is pushed: forbid array of squares between start and end |
463 | // of move, included (except if it's a pawn) | |
464 | let squares = []; | |
465 | if (move.vanish[0].p != V.PAWN) { | |
466 | if ([V.KNIGHT,V.KING].insludes(move.vanish[0].p)) | |
467 | // short-range pieces: just forbid initial square | |
468 | squares.push(move.start); | |
469 | else { | |
470 | const deltaX = move.end.x - move.start.x; | |
471 | const deltaY = move.end.y - move.start.y; | |
472 | const step = [ | |
473 | deltaX / Math.abs(deltaX) || 0, | |
474 | deltaY / Math.abs(deltaY) || 0 | |
475 | ]; | |
476 | for ( | |
477 | let sq = {x: x, y: y}; | |
478 | sq.x != move.end.x && sq.y != move.end.y; | |
479 | sq.x += step[0], sq.y += step[1] | |
480 | ) { | |
481 | squares.push(sq); | |
482 | } | |
483 | } | |
484 | // Add end square as well, to know if I was pushed (useful for lancers) | |
485 | squares.push(move.end); | |
90e814b6 | 486 | } |
9842aca2 BA |
487 | this.sentryPush.push(squares); |
488 | } else this.sentryPush.push(null); | |
2a8a94c9 BA |
489 | } |
490 | ||
90e814b6 BA |
491 | play(move) { |
492 | move.flags = JSON.stringify(this.aggregateFlags()); | |
493 | this.epSquares.push(this.getEpSquare(move)); | |
494 | V.PlayOnBoard(this.board, move); | |
9842aca2 | 495 | if (this.subTurn == 1) this.movesCount++; |
90e814b6 | 496 | this.updateVariables(move); |
9842aca2 BA |
497 | // move.sentryPush indicates that sentry is *about to* push |
498 | move.sentryPush = (move.appear.length == 0 && move.vanish.length == 1); | |
499 | // Turn changes only if not a sentry "pre-push" or subTurn == 2 (push) | |
500 | if (!move.sentryPush || this.subTurn == 2) | |
501 | this.turn = V.GetOppCol(this.turn); | |
90e814b6 | 502 | } |
2a8a94c9 | 503 | |
90e814b6 BA |
504 | undo(move) { |
505 | this.epSquares.pop(); | |
506 | this.disaggregateFlags(JSON.parse(move.flags)); | |
507 | V.UndoOnBoard(this.board, move); | |
9842aca2 | 508 | if (this.subTurn == 2) this.movesCount--; |
90e814b6 | 509 | this.unupdateVariables(move); |
9842aca2 BA |
510 | // Turn changes only if not undoing second part of a sentry push |
511 | if (!move.sentryPush || this.subTurn == 1) | |
512 | this.turn = V.GetOppCol(this.turn); | |
90e814b6 | 513 | } |
2a8a94c9 BA |
514 | |
515 | static get VALUES() { | |
516 | return Object.assign( | |
28b32b4f | 517 | { l: 4.8, s: 2.8, j: 3.8 }, //Jeff K. estimations |
2a8a94c9 BA |
518 | ChessRules.VALUES |
519 | ); | |
520 | } | |
6b7b2cf7 BA |
521 | |
522 | getNotation(move) { | |
523 | // Special case "king takes jailer" is a pass move | |
524 | if (move.appear.length == 0 && move.vanish.length == 0) return "pass"; | |
525 | return super.getNotation(move); | |
526 | } | |
2a8a94c9 | 527 | }; |