parse_attribute("blastImmuneTypes", v->blastImmuneTypes, v->pieceToChar);
parse_attribute("mutuallyImmuneTypes", v->mutuallyImmuneTypes, v->pieceToChar);
parse_attribute("petrifyOnCapture", v->petrifyOnCapture);
+ parse_attribute("petrifyBlastPieces", v->petrifyBlastPieces);
parse_attribute("doubleStep", v->doubleStep);
parse_attribute("doubleStepRegionWhite", v->doubleStepRegion[WHITE]);
parse_attribute("doubleStepRegionBlack", v->doubleStepRegion[BLACK]);
}
// Make a wall square where the piece was
- if (var->petrifyOnCapture)
+ if (bsq == to ? var->petrifyOnCapture : var->petrifyBlastPieces)
{
st->wallSquares |= bsq;
byTypeBB[ALL_PIECES] |= bsq;
PieceSet blastImmuneTypes = NO_PIECE_SET;
PieceSet mutuallyImmuneTypes = NO_PIECE_SET;
bool petrifyOnCapture = false;
+ bool petrifyBlastPieces = false;
bool doubleStep = true;
Bitboard doubleStepRegion[COLOR_NB] = {Rank2BB, Rank7BB};
Bitboard tripleStepRegion[COLOR_NB] = {};
# blastImmuneTypes: pieces completely immune to explosions (even at ground zero) [PieceSet] (default: none)
# mutuallyImmuneTypes: pieces that can't capture another piece of same types (e.g., kings (commoners) in atomar) [PieceSet] (default: none)
# petrifyOnCapture: non-pawn pieces are turned into wall squares when capturing [bool] (default: false)
+# petrifyBlastPieces: if petrify and blast combined, should pieces destroyed in the blast be petrified? [bool] (default: false)
# doubleStep: enable pawn double step [bool] (default: true)
# doubleStepRegionWhite: region where pawn double steps are allowed for white [Bitboard] (default: *2)
# doubleStepRegionBlack: region where pawn double steps are allowed for black [Bitboard] (default: *2)
customPiece2 = h:mfWcfFfhmnN
startFen = r8r/3nkqn3/hcb1ii1bch/1hhhhhhhh1/10/10/1HHHHHHHH1/HCB1II1BCH/3NKQN3/R8R
#technically not needed because of initial setup
-##enPassantRegion = 0
+##enPassantRegion = -
##castling = false
#https://boardgamegeek.com/boardgame/32/buffalo-chess
customPiece5 = f:mBpBWDcpB
promotedPieceType = u:w a:w c:f i:f
startFen = lnsgkgsnl/1rci1uab1/p1p1p1p1p/9/9/9/P1P1P1P1P/1BAU1ICR1/LNSGKGSNL[-] w 0 1
+
+#https://www.chessvariants.com/difftaking.dir/deadsquare.html
+[nuclear:atomic]
+#define a piece that looks exactly like a pawn, but is not one. Takes care of major differences:
+#1. Pawns can be petrified.
+#2. Pawns can be destroyed by explosions.
+pawn = -
+customPiece1 = p:fmWfceFifmnD
+pawnTypes = p
+petrifyOnCapture = true
+enPassantRegion = -