this.moves = moves;
// Use fen string to initialize variables, flags and board
this.board = VariantRules.GetBoard(fen);
- this.flags = VariantRules.GetFlags(fen);
+ this.setFlags(fen);
this.initVariables(fen);
}
}
// Overridable: flags can change a lot
- static GetFlags(fen)
+ setFlags(fen)
{
// white a-castle, h-castle, black a-castle, h-castle
- let flags = {'w': new Array(2), 'b': new Array(2)};
- let fenFlags = fen.split(" ")[1]; //flags right after position
+ this.castleFlags = {'w': new Array(2), 'b': new Array(2)};
+ let flags = fen.split(" ")[1]; //flags right after position
for (let i=0; i<4; i++)
- flags[i < 2 ? 'w' : 'b'][i%2] = (fenFlags.charAt(i) == '1');
- return flags;
+ this.castleFlags[i < 2 ? 'w' : 'b'][i%2] = (flags.charAt(i) == '1');
}
///////////////////
};
}
+ // Aggregates flags into one object
+ get flags() {
+ return this.castleFlags;
+ }
+
+ // Reverse operation
+ parseFlags(flags)
+ {
+ this.castleFlags = flags;
+ }
+
// En-passant square, if any
getEpSquare(move)
{
// Build a regular move from its initial and destination squares; tr: transformation
getBasicMove([sx,sy], [ex,ey], tr)
{
- var mv = new Move({
+ let mv = new Move({
appear: [
new PiPo({
x: ex,
getSlideNJumpMoves([x,y], steps, oneStep)
{
const color = this.getColor(x,y);
- var moves = [];
+ let moves = [];
const [sizeX,sizeY] = VariantRules.size;
outerLoop:
for (let step of steps)
// What are the pawn moves from square x,y considering color "color" ?
getPotentialPawnMoves([x,y])
{
- const color = this.getColor(x,y);
- var moves = [];
- var V = VariantRules;
+ const color = this.turn;
+ let moves = [];
+ const V = VariantRules;
const [sizeX,sizeY] = VariantRules.size;
- let shift = (color == "w" ? -1 : 1);
- let startRank = (color == "w" ? sizeY-2 : 1);
- let lastRank = (color == "w" ? 0 : sizeY-1);
+ const shift = (color == "w" ? -1 : 1);
+ const firstRank = (color == 'w' ? sizeY-1 : 0);
+ const startRank = (color == "w" ? sizeY-2 : 1);
+ const lastRank = (color == "w" ? 0 : sizeY-1);
if (x+shift >= 0 && x+shift < sizeX && x+shift != lastRank)
{
if (this.board[x+shift][y] == V.EMPTY)
{
moves.push(this.getBasicMove([x,y], [x+shift,y]));
- if (x==startRank && this.board[x+2*shift][y] == V.EMPTY)
+ // Next condition because variants with pawns on 1st rank generally allow them to jump
+ if ([startRank,firstRank].includes(x) && this.board[x+2*shift][y] == V.EMPTY)
{
// Two squares jump
moves.push(this.getBasicMove([x,y], [x+2*shift,y]));
castlingCheck:
for (let castleSide=0; castleSide < 2; castleSide++) //large, then small
{
- if (!this.flags[c][castleSide])
+ if (!this.castleFlags[c][castleSide])
continue;
// If this code is reached, rooks and king are on initial position
// No: if happen on last 1/2 move, could lead to forbidden moves, wrong evals
return this.filterValid(potentialMoves);
}
-
+
// Stop at the first move found
atLeastOneMove()
{
const color = this.turn;
const oppCol = this.getOppCol(color);
let [sizeX,sizeY] = VariantRules.size;
- for (var i=0; i<sizeX; i++)
+ for (let i=0; i<sizeX; i++)
{
- for (var j=0; j<sizeY; j++)
+ for (let j=0; j<sizeY; j++)
{
if (this.board[i][j] != VariantRules.EMPTY && this.getColor(i,j) != oppCol)
{
const moves = this.getPotentialMovesFrom([i,j]);
if (moves.length > 0)
{
- for (let i=0; i<moves.length; i++)
+ for (let k=0; k<moves.length; k++)
{
- if (this.filterValid([moves[i]]).length > 0)
+ if (this.filterValid([moves[k]]).length > 0)
return true;
}
}
{
this.kingPos[c][0] = move.appear[0].x;
this.kingPos[c][1] = move.appear[0].y;
- this.flags[c] = [false,false];
+ this.castleFlags[c] = [false,false];
return;
}
const oppCol = this.getOppCol(c);
if (move.start.x == firstRank //our rook moves?
&& this.INIT_COL_ROOK[c].includes(move.start.y))
{
- const flagIdx = move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1;
- this.flags[c][flagIdx] = false;
+ const flagIdx = (move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1);
+ this.castleFlags[c][flagIdx] = false;
}
else if (move.end.x == oppFirstRank //we took opponent rook?
- && this.INIT_COL_ROOK[c].includes(move.end.y))
+ && this.INIT_COL_ROOK[oppCol].includes(move.end.y))
{
- const flagIdx = move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1;
- this.flags[oppCol][flagIdx] = false;
+ const flagIdx = (move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1);
+ this.castleFlags[oppCol][flagIdx] = false;
}
}
if (!!ingame)
move.notation = this.getNotation(move);
- // Save flags (for undo)
- move.flags = JSON.stringify(this.flags); //TODO: less costly?
+ move.flags = JSON.stringify(this.flags); //save flags (for undo)
this.updateVariables(move);
this.moves.push(move);
this.epSquares.push( this.getEpSquare(move) );
this.epSquares.pop();
this.moves.pop();
this.unupdateVariables(move);
- this.flags = JSON.parse(move.flags);
+ this.parseFlags(JSON.parse(move.flags));
}
//////////////
for (let j=1; j<moves1.length && moves1[j].eval == moves1[0].eval; j++)
candidates.push(j);
- //console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; }));
+// console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; }));
return moves1[_.sample(candidates, 1)];
}
for (let i of ['w','b'])
{
for (let j=0; j<2; j++)
- fen += this.flags[i][j] ? '1' : '0';
+ fen += this.castleFlags[i][j] ? '1' : '0';
}
return fen;
}
// Context: just before move is played, turn hasn't changed
getNotation(move)
{
- if (move.appear.length == 2)
+ if (move.appear.length == 2 && move.appear[0].p == VariantRules.KING)
{
// Castle
if (move.end.y < move.start.y)
}
// Translate final square
- let finalSquare =
+ const finalSquare =
String.fromCharCode(97 + move.end.y) + (VariantRules.size[0]-move.end.x);
- let piece = this.getPiece(move.start.x, move.start.y);
+ const piece = this.getPiece(move.start.x, move.start.y);
if (piece == VariantRules.PAWN)
{
// Pawn move
let notation = "";
- if (move.vanish.length > 1)
+ if (move.vanish.length > move.appear.length)
{
// Capture
- let startColumn = String.fromCharCode(97 + move.start.y);
+ const startColumn = String.fromCharCode(97 + move.start.y);
notation = startColumn + "x" + finalSquare;
}
else //no capture
else
{
// Piece movement
- return piece.toUpperCase() + (move.vanish.length > 1 ? "x" : "") + finalSquare;
+ return piece.toUpperCase() +
+ (move.vanish.length > move.appear.length ? "x" : "") + finalSquare;
}
}
pgn += '[Site "vchess.club"]<br>';
const d = new Date();
const opponent = mode=="human" ? "Anonymous" : "Computer";
+ pgn += '[Variant "' + variant + '"]<br>';
pgn += '[Date "' + d.getFullYear() + '-' + (d.getMonth()+1) + '-' + d.getDate() + '"]<br>';
pgn += '[White "' + (mycolor=='w'?'Myself':opponent) + '"]<br>';
pgn += '[Black "' + (mycolor=='b'?'Myself':opponent) + '"]<br>';