From: Benjamin Auder Date: Thu, 3 Dec 2020 22:27:25 +0000 (+0100) Subject: Draft Fullcavalry and Atomic2 (pawn removal). Fix Grand X-Git-Url: https://git.auder.net/%7B%7B%20asset%28%27mixstore/images/css/doc/html/index.css?a=commitdiff_plain;h=0fb43db7c2858201e8410670b90f95ad8b138964;p=vchess.git Draft Fullcavalry and Atomic2 (pawn removal). Fix Grand --- diff --git a/client/src/translations/en.js b/client/src/translations/en.js index 5a70547d..3cde6ed6 100644 --- a/client/src/translations/en.js +++ b/client/src/translations/en.js @@ -195,7 +195,8 @@ export const translations = { "Enter the disco": "Enter the disco", "Exchange pieces' positions": "Exchange pieces' positions", "Exotic captures": "Exotic captures", - "Explosive captures": "Explosive captures", + "Explosive captures (v1)": "Explosive captures (v1)", + "Explosive captures (v2)": "Explosive captures (v2)", "Extra bishops and knights": "Extra bishops and knights", "Faster development": "Faster development", "Four new pieces": "Four new pieces", @@ -213,6 +214,7 @@ export const translations = { "Kings cross the 11x11 board": "Kings cross the 11x11 board", "Knight in pocket": "Knight in pocket", "Knight versus pawns": "Knight versus pawns", + "Lancers everywhere": "Lancers everywhere", "Landing on the board": "Landing on the board", "Laws of attraction": "Laws of attraction", "Long jumps over pieces": "Long jumps over pieces", diff --git a/client/src/translations/es.js b/client/src/translations/es.js index ea64d3fc..612b0e35 100644 --- a/client/src/translations/es.js +++ b/client/src/translations/es.js @@ -195,7 +195,8 @@ export const translations = { "Enter the disco": "Entrar en la discoteca", "Exchange pieces' positions": "Intercambiar posiciones de piezas", "Exotic captures": "Capturas exóticas", - "Explosive captures": "Capturas explosivas", + "Explosive captures (v1)": "Capturas explosivas (v1)", + "Explosive captures (v2)": "Capturas explosivas (v2)", "Extra bishops and knights": "Alfiles y caballos adicionales", "Faster development": "Desarrollo acelerado", "Four new pieces": "Quatro nuevas piezas", @@ -213,6 +214,7 @@ export const translations = { "Kings cross the 11x11 board": "Los reyes cruzan el 11x11 tablero", "Knight in pocket": "Caballo en bolsillo", "Knight versus pawns": "Caballo contra peones", + "Lancers everywhere": "Lanceros por todas partes", "Landing on the board": "Aterrizando en el tablero", "Laws of attraction": "Las leyes de las atracciones", "Long jumps over pieces": "Saltos largos sobre las piezas", diff --git a/client/src/translations/fr.js b/client/src/translations/fr.js index ccd82be3..6163dc45 100644 --- a/client/src/translations/fr.js +++ b/client/src/translations/fr.js @@ -195,7 +195,8 @@ export const translations = { "Enter the disco": "Entrez dans la boîte", "Exchange pieces' positions": "Échangez les positions des pièces", "Exotic captures": "Captures exotiques", - "Explosive captures": "Captures explosives", + "Explosive captures (v1)": "Captures explosives (v1)", + "Explosive captures (v2)": "Captures explosives (v2)", "Extra bishops and knights": "Fous et cavaliers supplémentaires", "Faster development": "Développement accéléré", "Four new pieces": "Quatre nouvelles pièces", @@ -213,6 +214,7 @@ export const translations = { "Kings cross the 11x11 board": "Les rois traversent l'échiquier 11x11", "Knight in pocket": "Cavalier en poche", "Knight versus pawns": "Cavalier contre pions", + "Lancers everywhere": "Lanciers à tous les coins", "Landing on the board": "Débarquement sur l'échiquier", "Laws of attraction": "Les lois de l'attraction", "Long jumps over pieces": "Sauts longs par dessus les pièces", diff --git a/client/src/translations/rules/Atomic/en.pug b/client/src/translations/rules/Atomic1/en.pug similarity index 100% rename from client/src/translations/rules/Atomic/en.pug rename to client/src/translations/rules/Atomic1/en.pug diff --git a/client/src/translations/rules/Atomic/es.pug b/client/src/translations/rules/Atomic1/es.pug similarity index 100% rename from client/src/translations/rules/Atomic/es.pug rename to client/src/translations/rules/Atomic1/es.pug diff --git a/client/src/translations/rules/Atomic/fr.pug b/client/src/translations/rules/Atomic1/fr.pug similarity index 100% rename from client/src/translations/rules/Atomic/fr.pug rename to client/src/translations/rules/Atomic1/fr.pug diff --git a/client/src/translations/rules/Atomic2/en.pug b/client/src/translations/rules/Atomic2/en.pug new file mode 100644 index 00000000..dc0e87a0 --- /dev/null +++ b/client/src/translations/rules/Atomic2/en.pug @@ -0,0 +1,23 @@ +p.boxed. + Atomic1, but white's first move is a pawn removal. + +p. + At the very first move of the game, white must remove a pawn, + from either side. + Black then replies, and the game continues normally. + +figure.diagram-container + .diagram + | fen:rnbqkbnr/pppppppp/8/8/8/8/PPPP1PPP/RNBQKBNR: + figcaption. + After 1.e2X, pawn removal at e2. + +h3 More information + +p + | This variant aims at balancing the big white's advantage in Atomic1. + | It was suggested (relayed?) and analyzed recently (2020) by a strong + | Atomic player (Gannet on Discord). See + a(href="https://discord.com/channels/686736099959504907/687076744095858762/762398439043498046") + | the messages + |  on Discord vchess server. diff --git a/client/src/translations/rules/Atomic2/es.pug b/client/src/translations/rules/Atomic2/es.pug new file mode 100644 index 00000000..21203baa --- /dev/null +++ b/client/src/translations/rules/Atomic2/es.pug @@ -0,0 +1 @@ +p.boxed TODO diff --git a/client/src/translations/rules/Atomic2/fr.pug b/client/src/translations/rules/Atomic2/fr.pug new file mode 100644 index 00000000..21203baa --- /dev/null +++ b/client/src/translations/rules/Atomic2/fr.pug @@ -0,0 +1 @@ +p.boxed TODO diff --git a/client/src/translations/rules/Fullcavalry/en.pug b/client/src/translations/rules/Fullcavalry/en.pug new file mode 100644 index 00000000..6bb88da3 --- /dev/null +++ b/client/src/translations/rules/Fullcavalry/en.pug @@ -0,0 +1,23 @@ +p.boxed + | Rooks are replaced by lancers from Eightpieces variant. + +p + | Everything is the same as in orthodox rules, except that rooks are + | replaced by lancers, as defined in the + a(href="/variants/Eightpieces") Eightpieces variant + | . + +p. + White lancers are facing diagonally upward, while black lancers point + diagonally down in the deterministic initial setup. + In the randomized version, to avoid complex setup rules, + all lancers are facing up. + +figure.diagram-container + .diagram + | fen:efbqkbnm/pppppppp/8/8/8/8/PPPPPPPP/EDBQKBNM: + figcaption Initial deterministic position. + +h3 More information + +p TODO diff --git a/client/src/translations/rules/Fullcavalry/es.pug b/client/src/translations/rules/Fullcavalry/es.pug new file mode 100644 index 00000000..21203baa --- /dev/null +++ b/client/src/translations/rules/Fullcavalry/es.pug @@ -0,0 +1 @@ +p.boxed TODO diff --git a/client/src/translations/rules/Fullcavalry/fr.pug b/client/src/translations/rules/Fullcavalry/fr.pug new file mode 100644 index 00000000..2605db40 --- /dev/null +++ b/client/src/translations/rules/Fullcavalry/fr.pug @@ -0,0 +1,24 @@ +p.boxed + | Les tours sont remplacées par des lanciers de la variante Eightpieces. + +p + | Tout se déroule comme aux échecs orthodoxes, sauf en ce qui concerne + | les tours qui sont remplacées par des lanciers comme défini dans la + a(href="variants/Eightpieces") variante Eightpieces + | . + +p. + Les lanciers blancs regarde vers l'avant en diagonale, tandis que les + lanciers noirs pointent vers le sud (toujours en diagonale) dans + l'arrangement initial déterministe. + Dans la version aléatoire, tous les lanciers regardent droit devant afin + d'éviter des règles d'initialisation complexes. + +figure.diagram-container + .diagram + | fen:efbqkbnm/pppppppp/8/8/8/8/PPPPPPPP/EDBQKBNM: + figcaption Position initiale déterministe. + +h3 Plus d'information + +p TODO diff --git a/client/src/translations/rules/Grand/en.pug b/client/src/translations/rules/Grand/en.pug index 5154cdfa..c97096b5 100644 --- a/client/src/translations/rules/Grand/en.pug +++ b/client/src/translations/rules/Grand/en.pug @@ -15,10 +15,7 @@ figure.diagram-container h3 Special moves -p. - Castling is possible as in orthodox 8x8 game. The white king move to c1 or - i1 (one square to the left of bottom-right corner) for large (resp. small) - castle. Same for black on the other side. +p Castling is not permitted. p. Promotion is mandatory for a pawn reaching the last rank. However, they can @@ -30,12 +27,6 @@ p. Pawn promotion is possible (but not forced) on the two ranks before last, only in an already captured (friendly) piece. -p. - Note: I changed the author's starting position, to increase randomness - (and uniformize with other variants). - Thus the castling rule was introduced compared to the rules described - on chessvariants.com. - h3 Source p diff --git a/client/src/translations/rules/Grand/es.pug b/client/src/translations/rules/Grand/es.pug index 38970302..363857cd 100644 --- a/client/src/translations/rules/Grand/es.pug +++ b/client/src/translations/rules/Grand/es.pug @@ -16,11 +16,7 @@ figure.diagram-container h3 Movimientos especiales -p. - El enroque es posible como en un juego con un tablero 8x8. - El rey blanco va a c1 o i1 (un cuadro a la izquierda de la esquina - inferior derecha) para un enroque grande (resp. pequeño). - Lo mismo para las negras del otro lado. +p No se permite el enroque. p. La promoción es obligatoria para los peones que llegan a la última fila, @@ -32,12 +28,6 @@ p. La promoción es posible (pero no obligatoria) en las octava y novena filas, siempre en una pieza amiga capturada. -p. - Nota: cambié la posición inicial planificada por el autor, a - aumentar el alea de la situación inicial (y estandarizar con los demás - variantes). De repente, la regla de enroque se agregó en comparación con las - reglas inicialmente descrito. - h3 Fuente p diff --git a/client/src/translations/rules/Grand/fr.pug b/client/src/translations/rules/Grand/fr.pug index b058b77c..c84d1ae9 100644 --- a/client/src/translations/rules/Grand/fr.pug +++ b/client/src/translations/rules/Grand/fr.pug @@ -16,10 +16,7 @@ figure.diagram-container h3 Coups spéciaux -p. - Le roque est possible comme dans une partie sur un échiquier 8x8. - Le roi blanc va en c1 ou i1 (une case à gauche du coin inférieur droit) - pour un grand (resp. petit) roque. Pareil pour les noirs de l'autre côté. +p Le roque n'est pas autorisé. p. La promotion est obligatoire pour les pions arrivant sur la dernière rangée, @@ -31,12 +28,6 @@ p. La promotion est possible (mais non obligatoire) sur les huitième et neuvième rangées, toujours en une pièce amie déjà capturée. -p. - Note : j'ai changé la position de départ prévue par l'auteur, pour - augmenter l'alea de la situation initiale (et uniformiser avec les autres - variantes). Du coup la règle du roque a été ajoutée comparée aux règles - décrites initialement. - h3 Source p diff --git a/client/src/translations/variants/en.pug b/client/src/translations/variants/en.pug index 2607bcda..e99f97a4 100644 --- a/client/src/translations/variants/en.pug +++ b/client/src/translations/variants/en.pug @@ -113,6 +113,7 @@ p. - var varlist = [ "Eightpieces", + "Fullcavalry", "Grand", "Grasshopper", "Omega", @@ -264,7 +265,8 @@ p ...Or leading to a very different strategy: - var varlist = [ "Antimatter", - "Atomic", + "Atomic1", + "Atomic2", "Checkless" ] ul diff --git a/client/src/translations/variants/es.pug b/client/src/translations/variants/es.pug index 094a85ef..ed3bd7cf 100644 --- a/client/src/translations/variants/es.pug +++ b/client/src/translations/variants/es.pug @@ -120,6 +120,7 @@ p. - var varlist = [ "Eightpieces", + "Fullcavalry", "Grand", "Grasshopper", "Omega", @@ -273,7 +274,8 @@ p ...O conduce a estrategias muy diferentes: - var varlist = [ "Antimatter", - "Atomic", + "Atomic1", + "Atomic2", "Checkless" ] ul diff --git a/client/src/translations/variants/fr.pug b/client/src/translations/variants/fr.pug index 591b725c..b3e3f775 100644 --- a/client/src/translations/variants/fr.pug +++ b/client/src/translations/variants/fr.pug @@ -119,6 +119,7 @@ p. - var varlist = [ "Eightpieces", + "Fullcavalry", "Grand", "Grasshopper", "Omega", @@ -272,7 +273,8 @@ p ...Ou mène à des stratégies très différentes : - var varlist = [ "Antimatter", - "Atomic", + "Atomic1", + "Atomic2", "Checkless" ] ul diff --git a/client/src/variants/Atomic.js b/client/src/variants/Atomic1.js similarity index 92% rename from client/src/variants/Atomic.js rename to client/src/variants/Atomic1.js index e2f4bdf5..27769a7e 100644 --- a/client/src/variants/Atomic.js +++ b/client/src/variants/Atomic1.js @@ -1,6 +1,6 @@ import { ChessRules, PiPo } from "@/base_rules"; -export class AtomicRules extends ChessRules { +export class Atomic1Rules extends ChessRules { getPotentialMovesFrom([x, y]) { let moves = super.getPotentialMovesFrom([x, y]); @@ -79,7 +79,8 @@ export class AtomicRules extends ChessRules { postPlay(move) { super.postPlay(move); - if (move.appear.length == 0) { + // NOTE: (harmless) condition on movesCount for Atomic2 + if (move.appear.length == 0 && this.movesCount >= 2) { // Capture const firstRank = { w: 7, b: 0 }; for (let c of ["w", "b"]) { @@ -107,7 +108,11 @@ export class AtomicRules extends ChessRules { super.postUndo(move); const c = this.turn; const oppCol = V.GetOppCol(c); - if ([this.kingPos[c][0], this.kingPos[oppCol][0]].some(e => e < 0)) { + // NOTE: condition on movesCount for Atomic2 + if ( + this.movesCount >= 1 && + [this.kingPos[c][0], this.kingPos[oppCol][0]].some(e => e < 0) + ) { // There is a chance that last move blowed some king away.. for (let psq of move.vanish) { if (psq.p == "k") diff --git a/client/src/variants/Atomic2.js b/client/src/variants/Atomic2.js new file mode 100644 index 00000000..9ea22961 --- /dev/null +++ b/client/src/variants/Atomic2.js @@ -0,0 +1,56 @@ +import { ChessRules, Move, PiPo } from "@/base_rules"; +import { Atomic1Rules } from "@/variants/Atomic1"; + +export class Atomic2Rules extends Atomic1Rules { + + getPotentialMovesFrom([x, y]) { + if (this.movesCount == 0) { + if ([1, 6].includes(x)) { + const c = this.getColor(x, y); + return [ + new Move({ + appear: [], + vanish: [ + new PiPo({ x: x, y: y, p: V.PAWN, c: c }) + ], + start: { x: x, y: y }, + end: { x: x, y: y } + }) + ]; + } + return []; + } + return super.getPotentialMovesFrom([x, y]); + } + + hoverHighlight(x, y) { + return this.movesCount == 0 && [1, 6].includes(x); + } + + doClick(square) { + if (this.movesCount >= 1) return null; + const [x, y] = [square[0], square[1]]; + if (![1, 6].includes(x)) return null; + return new Move({ + appear: [], + vanish: [ + new PiPo({ + x: x, + y: y, + c: this.getColor(x, y), + p: V.PAWN + }) + ], + start: { x: x, y: y }, + end: { x: x, y: y } + }); + } + + getNotation(move) { + if (move.appear.length == 0 && move.vanish.length == 1) + // First move in game + return V.CoordsToSquare(move.start) + "X"; + return super.getNotation(move); + } + +}; diff --git a/client/src/variants/Eightpieces.js b/client/src/variants/Eightpieces.js index 3e155009..1fbc5d0b 100644 --- a/client/src/variants/Eightpieces.js +++ b/client/src/variants/Eightpieces.js @@ -1,4 +1,3 @@ -import { ArrayFun } from "@/utils/array"; import { randInt } from "@/utils/alea"; import { ChessRules, PiPo, Move } from "@/base_rules"; @@ -170,79 +169,56 @@ export class EightpiecesRules extends ChessRules { static GenRandInitFen(randomness) { if (randomness == 0) - // Deterministic: return "jfsqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JDSQKBNR w 0 ahah - -"; - let pieces = { w: new Array(8), b: new Array(8) }; - let flags = ""; - // Shuffle pieces on first (and last rank if randomness == 2) - for (let c of ["w", "b"]) { - if (c == 'b' && randomness == 1) { - const lancerIdx = pieces['w'].findIndex(p => { - return Object.keys(V.LANCER_DIRS).includes(p); - }); - pieces['b'] = - pieces['w'].slice(0, lancerIdx) - .concat(['g']) - .concat(pieces['w'].slice(lancerIdx + 1)); - flags += flags; - break; - } - - let positions = ArrayFun.range(8); - - // Get random squares for bishop and sentry - let randIndex = 2 * randInt(4); - let bishopPos = positions[randIndex]; - // The sentry must be on a square of different color - let randIndex_tmp = 2 * randInt(4) + 1; - let sentryPos = positions[randIndex_tmp]; - if (c == 'b') { - // Check if white sentry is on the same color as ours. - // If yes: swap bishop and sentry positions. - // NOTE: test % 2 == 1 because there are 7 slashes. - if ((pieces['w'].indexOf('s') - sentryPos) % 2 == 1) - [bishopPos, sentryPos] = [sentryPos, bishopPos]; + const baseFen = ChessRules.GenRandInitFen(randomness); + const fenParts = baseFen.split(' '); + const posParts = fenParts[0].split('/'); + + // Replace one bishop by sentry, so that sentries on different colors + // Also replace one random rook by jailer, + // and one random knight by lancer (facing north/south) + + // "replaced" array contains -2 initially, then either -1 if skipped, + // or (eventually) the index of replacement: + let newPos = { 0: "", 7: "" }; + let sentryOddity = -1; + for (let rank of [0, 7]) { + let replaced = { 'b': -2, 'n': -2, 'r': -2 }; + for (let i = 0; i < 8; i++) { + const curChar = posParts[rank].charAt(i).toLowerCase(); + if (['b', 'n', 'r'].includes(curChar)) { + if ( + replaced[curChar] == -1 || + (curChar == 'b' && rank == 7 && i % 2 == sentryOddity) || + ( + (curChar != 'b' || rank == 0) && + replaced[curChar] == -2 && + randInt(2) == 0 + ) + ) { + replaced[curChar] = i; + if (curChar == 'b') { + if (sentryOddity < 0) sentryOddity = i % 2; + newPos[rank] += 's'; + } + else if (curChar == 'r') newPos[rank] += 'j'; + else + // Lancer: orientation depends on side + newPos[rank] += (rank == 0 ? 'g' : 'c'); + } + else { + if (replaced[curChar] == -2) replaced[curChar]++; + newPos[rank] += curChar; + } + } + else newPos[rank] += curChar; } - positions.splice(Math.max(randIndex, randIndex_tmp), 1); - positions.splice(Math.min(randIndex, randIndex_tmp), 1); - - // Get random squares for knight and lancer - randIndex = randInt(6); - const knightPos = positions[randIndex]; - positions.splice(randIndex, 1); - randIndex = randInt(5); - const lancerPos = positions[randIndex]; - positions.splice(randIndex, 1); - - // Get random square for queen - randIndex = randInt(4); - const queenPos = positions[randIndex]; - positions.splice(randIndex, 1); - - // Rook, jailer and king positions are now almost fixed, - // only the ordering rook->jailer or jailer->rook must be decided. - let rookPos = positions[0]; - let jailerPos = positions[2]; - const kingPos = positions[1]; - flags += V.CoordToColumn(rookPos) + V.CoordToColumn(jailerPos); - if (Math.random() < 0.5) [rookPos, jailerPos] = [jailerPos, rookPos]; - - pieces[c][rookPos] = "r"; - pieces[c][knightPos] = "n"; - pieces[c][bishopPos] = "b"; - pieces[c][queenPos] = "q"; - pieces[c][kingPos] = "k"; - pieces[c][sentryPos] = "s"; - // Lancer faces north for white, and south for black: - pieces[c][lancerPos] = c == 'w' ? 'c' : 'g'; - pieces[c][jailerPos] = "j"; } + return ( - pieces["b"].join("") + - "/pppppppp/8/8/8/8/PPPPPPPP/" + - pieces["w"].join("").toUpperCase() + - " w 0 " + flags + " - -" + newPos[0] + "/" + posParts.slice(1, 7).join('/') + "/" + + newPos[7].toUpperCase() + " " + fenParts.slice(1, 5).join(' ') + " -" ); } @@ -384,7 +360,8 @@ export class EightpiecesRules extends ChessRules { } return true; }); - } else if (this.subTurn == 2) { + } + else if (this.subTurn == 2) { // Put back the sentinel on board: const color = this.turn; moves.forEach(m => { diff --git a/client/src/variants/Fullcavalry.js b/client/src/variants/Fullcavalry.js new file mode 100644 index 00000000..c25f3400 --- /dev/null +++ b/client/src/variants/Fullcavalry.js @@ -0,0 +1,268 @@ +import { ArrayFun } from "@/utils/array"; +import { randInt } from "@/utils/alea"; +import { ChessRules, PiPo, Move } from "@/base_rules"; + +export class FullcavalryRules extends ChessRules { + + static get LANCER() { + return "l"; + } + + static get IMAGE_EXTENSION() { + // Temporarily, for the time SVG pieces are being designed: + return ".png"; + } + + // Lancer directions *from white perspective* + static get LANCER_DIRS() { + return { + 'c': [-1, 0], //north + 'd': [-1, 1], //N-E + 'e': [0, 1], //east + 'f': [1, 1], //S-E + 'g': [1, 0], //south + 'h': [1, -1], //S-W + 'm': [0, -1], //west + 'o': [-1, -1] //N-W + }; + } + + static get PIECES() { + return ChessRules.PIECES.concat(Object.keys(V.LANCER_DIRS)); + } + + getPiece(i, j) { + const piece = this.board[i][j].charAt(1); + // Special lancer case: 8 possible orientations + if (Object.keys(V.LANCER_DIRS).includes(piece)) return V.LANCER; + return piece; + } + + getPpath(b, color, score, orientation) { + if (Object.keys(V.LANCER_DIRS).includes(b[1])) { + if (orientation == 'w') return "Eightpieces/tmp_png/" + b; + // Find opposite direction for adequate display: + let oppDir = ''; + switch (b[1]) { + case 'c': + oppDir = 'g'; + break; + case 'g': + oppDir = 'c'; + break; + case 'd': + oppDir = 'h'; + break; + case 'h': + oppDir = 'd'; + break; + case 'e': + oppDir = 'm'; + break; + case 'm': + oppDir = 'e'; + break; + case 'f': + oppDir = 'o'; + break; + case 'o': + oppDir = 'f'; + break; + } + return "Eightpieces/tmp_png/" + b[0] + oppDir; + } + // TODO: after we have SVG pieces, remove the folder and next prefix: + return "Eightpieces/tmp_png/" + b; + } + + getPPpath(m, orientation) { + return ( + this.getPpath( + m.appear[0].c + m.appear[0].p, + null, + null, + orientation + ) + ); + } + + static GenRandInitFen(randomness) { + if (randomness == 0) + // Deterministic: + return "efbqkbnm/pppppppp/8/8/8/8/PPPPPPPP/EDBQKBNM w 0 ahah -"; + + const baseFen = ChessRules.GenRandInitFen(randomness); + // Replace black rooks by lancers oriented south, + // and white rooks by lancers oriented north: + return baseFen.replace(/r/g, 'g').replace(/R/g, 'C'); + } + + // Because of the lancers, getPiece() could be wrong: + // use board[x][y][1] instead (always valid). + // TODO: base implementation now uses this too (no?) + getBasicMove([sx, sy], [ex, ey], tr) { + const initColor = this.getColor(sx, sy); + const initPiece = this.board[sx][sy].charAt(1); + let mv = new Move({ + appear: [ + new PiPo({ + x: ex, + y: ey, + c: tr ? tr.c : initColor, + p: tr ? tr.p : initPiece + }) + ], + vanish: [ + new PiPo({ + x: sx, + y: sy, + c: initColor, + p: initPiece + }) + ] + }); + + // The opponent piece disappears if we take it + if (this.board[ex][ey] != V.EMPTY) { + mv.vanish.push( + new PiPo({ + x: ex, + y: ey, + c: this.getColor(ex, ey), + p: this.board[ex][ey].charAt(1) + }) + ); + } + + return mv; + } + + getPotentialMovesFrom([x, y]) { + if (this.getPiece(x, y) == V.LANCER) + return this.getPotentialLancerMoves([x, y]); + return super.getPotentialMovesFrom([x, y]); + } + + // Obtain all lancer moves in "step" direction + getPotentialLancerMoves_aux([x, y], step, tr) { + let moves = []; + // Add all moves to vacant squares until opponent is met: + const color = this.getColor(x, y); + const oppCol = V.GetOppCol(color) + let sq = [x + step[0], y + step[1]]; + while (V.OnBoard(sq[0], sq[1]) && this.getColor(sq[0], sq[1]) != oppCol) { + if (this.board[sq[0]][sq[1]] == V.EMPTY) + moves.push(this.getBasicMove([x, y], sq, tr)); + sq[0] += step[0]; + sq[1] += step[1]; + } + if (V.OnBoard(sq[0], sq[1])) + // Add capturing move + moves.push(this.getBasicMove([x, y], sq, tr)); + return moves; + } + + getPotentialLancerMoves([x, y]) { + let moves = []; + // Add all lancer possible orientations, similar to pawn promotions. + const color = this.getColor(x, y); + const dirCode = this.board[x][y][1]; + const curDir = V.LANCER_DIRS[dirCode]; + const monodirMoves = + this.getPotentialLancerMoves_aux([x, y], V.LANCER_DIRS[dirCode]); + monodirMoves.forEach(m => { + Object.keys(V.LANCER_DIRS).forEach(k => { + const newDir = V.LANCER_DIRS[k]; + // Prevent orientations toward outer board: + if (V.OnBoard(m.end.x + newDir[0], m.end.y + newDir[1])) { + let mk = JSON.parse(JSON.stringify(m)); + mk.appear[0].p = k; + moves.push(mk); + } + }); + }); + return moves; + } + + isAttacked(sq, color) { + return ( + super.isAttacked(sq, color) || + this.isAttackedByLancer(sq, color) + ); + } + + isAttackedByLancer([x, y], color) { + for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) { + // If in this direction there are only enemy pieces and empty squares, + // and we meet a lancer: can he reach us? + // NOTE: do not stop at first lancer, there might be several! + let coord = { x: x + step[0], y: y + step[1] }; + let lancerPos = []; + while ( + V.OnBoard(coord.x, coord.y) && + ( + this.board[coord.x][coord.y] == V.EMPTY || + this.getColor(coord.x, coord.y) == color + ) + ) { + if ( + this.getPiece(coord.x, coord.y) == V.LANCER && + !this.isImmobilized([coord.x, coord.y]) + ) { + lancerPos.push({x: coord.x, y: coord.y}); + } + coord.x += step[0]; + coord.y += step[1]; + } + for (let xy of lancerPos) { + const dir = V.LANCER_DIRS[this.board[xy.x][xy.y].charAt(1)]; + if (dir[0] == -step[0] && dir[1] == -step[1]) return true; + } + } + return false; + } + + static get VALUES() { + return Object.assign( + { l: 4.8 }, //Jeff K. estimation (for Eightpieces) + ChessRules.VALUES + ); + } + + // For moves notation: + static get LANCER_DIRNAMES() { + return { + 'c': "N", + 'd': "NE", + 'e': "E", + 'f': "SE", + 'g': "S", + 'h': "SW", + 'm': "W", + 'o': "NW" + }; + } + + filterValid(moves) { + // At move 1, forbid captures (in case of...): + if (this.movesCount >= 2) return moves; + return moves.filter(m => m.vanish.length == 1); + } + + getNotation(move) { + let notation = super.getNotation(move); + if (Object.keys(V.LANCER_DIRNAMES).includes(move.vanish[0].p)) + // Lancer: add direction info + notation += "=" + V.LANCER_DIRNAMES[move.appear[0].p]; + else if ( + move.vanish[0].p == V.PAWN && + Object.keys(V.LANCER_DIRNAMES).includes(move.appear[0].p) + ) { + // Fix promotions in lancer: + notation = notation.slice(0, -1) + + "L:" + V.LANCER_DIRNAMES[move.appear[0].p]; + } + return notation; + } + +}; diff --git a/client/src/variants/Grand.js b/client/src/variants/Grand.js index 398a96cc..5dc355f4 100644 --- a/client/src/variants/Grand.js +++ b/client/src/variants/Grand.js @@ -2,10 +2,12 @@ import { ChessRules } from "@/base_rules"; import { ArrayFun } from "@/utils/array"; import { randInt } from "@/utils/alea"; -// NOTE: initial setup differs from the original; see -// https://www.chessvariants.com/large.dir/freeling.html export class GrandRules extends ChessRules { + static get HasCastle() { + return false; + } + static IsGoodFen(fen) { if (!ChessRules.IsGoodFen(fen)) return false; const fenParsed = V.ParseFen(fen); @@ -24,7 +26,7 @@ export class GrandRules extends ChessRules { const fenParts = fen.split(" "); return Object.assign( ChessRules.ParseFen(fen), - { captured: fenParts[5] } + { captured: fenParts[4] } ); } @@ -97,52 +99,6 @@ export class GrandRules extends ChessRules { return ChessRules.PIECES.concat([V.MARSHALL, V.CARDINAL]); } - // There may be 2 enPassant squares (if pawn jump 3 squares) - getEnpassantFen() { - const L = this.epSquares.length; - if (!this.epSquares[L - 1]) return "-"; //no en-passant - let res = ""; - this.epSquares[L - 1].forEach(sq => { - res += V.CoordsToSquare(sq) + ","; - }); - return res.slice(0, -1); //remove last comma - } - - // En-passant after 2-sq or 3-sq jumps - getEpSquare(moveOrSquare) { - if (!moveOrSquare) return undefined; - if (typeof moveOrSquare === "string") { - const square = moveOrSquare; - if (square == "-") return undefined; - let res = []; - square.split(",").forEach(sq => { - res.push(V.SquareToCoords(sq)); - }); - return res; - } - // Argument is a move: - const move = moveOrSquare; - const [sx, sy, ex] = [move.start.x, move.start.y, move.end.x]; - if (this.getPiece(sx, sy) == V.PAWN && Math.abs(sx - ex) >= 2) { - const step = (ex - sx) / Math.abs(ex - sx); - let res = [ - { - x: sx + step, - y: sy - } - ]; - if (sx + 2 * step != ex) { - // 3-squares jump - res.push({ - x: sx + 2 * step, - y: sy - }); - } - return res; - } - return undefined; //default - } - getPotentialMovesFrom([x, y]) { switch (this.getPiece(x, y)) { case V.MARSHALL: @@ -161,7 +117,7 @@ export class GrandRules extends ChessRules { let moves = []; const [sizeX, sizeY] = [V.size.x, V.size.y]; const shiftX = color == "w" ? -1 : 1; - const startRanks = color == "w" ? [sizeX - 2, sizeX - 3] : [1, 2]; + const startRank = (color == "w" ? sizeX - 3 : 2); const lastRanks = color == "w" ? [0, 1, 2] : [sizeX - 1, sizeX - 2, sizeX - 3]; const promotionPieces = [ @@ -178,23 +134,17 @@ export class GrandRules extends ChessRules { if (lastRanks.includes(x + shiftX)) { finalPieces = promotionPieces.filter(p => this.captured[color][p] > 0); if (x + shiftX != lastRanks[0]) finalPieces.push(V.PAWN); - } else finalPieces = [V.PAWN]; + } + else finalPieces = [V.PAWN]; if (this.board[x + shiftX][y] == V.EMPTY) { // One square forward for (let piece of finalPieces) moves.push( this.getBasicMove([x, y], [x + shiftX, y], { c: color, p: piece }) ); - if (startRanks.includes(x)) { - if (this.board[x + 2 * shiftX][y] == V.EMPTY) { - // Two squares jump - moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y])); - if (x == startRanks[0] && this.board[x + 3 * shiftX][y] == V.EMPTY) { - // Three squares jump - moves.push(this.getBasicMove([x, y], [x + 3 * shiftX, y])); - } - } - } + if (x == startRank && this.board[x + 2 * shiftX][y] == V.EMPTY) + // Two squares jump + moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y])); } // Captures for (let shiftY of [-1, 1]) { @@ -216,32 +166,14 @@ export class GrandRules extends ChessRules { } // En passant - const Lep = this.epSquares.length; - const epSquare = this.epSquares[Lep - 1]; - if (!!epSquare) { - for (let epsq of epSquare) { - // TODO: some redundant checks - if (epsq.x == x + shiftX && Math.abs(epsq.y - y) == 1) { - let enpassantMove = this.getBasicMove([x, y], [epsq.x, epsq.y]); - // WARNING: the captured pawn may be diagonally behind us, - // if it's a 3-squares jump and we take on 1st passing square - const px = this.board[x][epsq.y] != V.EMPTY ? x : x - shiftX; - enpassantMove.vanish.push({ - x: px, - y: epsq.y, - p: "p", - c: this.getColor(px, epsq.y) - }); - moves.push(enpassantMove); - } - } - } + Array.prototype.push.apply( + moves, + this.getEnpassantCaptures([x, y], shiftX) + ); return moves; } - // TODO: different castle? - getPotentialMarshallMoves(sq) { return this.getSlideNJumpMoves(sq, V.steps[V.ROOK]).concat( this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep") @@ -316,64 +248,57 @@ export class GrandRules extends ChessRules { if (randomness == 0) { return ( "r8r/1nbqkmcbn1/pppppppppp/91/91/91/91/PPPPPPPPPP/1NBQKMCBN1/R8R " + - // No castling in the official initial setup - "w 0 zzzz - 00000000000000" + "w 0 - 00000000000000" ); } - let pieces = { w: new Array(10), b: new Array(10) }; - let flags = ""; - // Shuffle pieces on first and last rank + let pieces = { w: new Array(8), b: new Array(8) }; + // Shuffle pieces on second and before-last rank for (let c of ["w", "b"]) { if (c == 'b' && randomness == 1) { pieces['b'] = pieces['w']; - flags += flags; break; } - let positions = ArrayFun.range(10); + let positions = ArrayFun.range(8); // Get random squares for bishops - let randIndex = 2 * randInt(5); + let randIndex = 2 * randInt(4); let bishop1Pos = positions[randIndex]; // The second bishop must be on a square of different color - let randIndex_tmp = 2 * randInt(5) + 1; + let randIndex_tmp = 2 * randInt(4) + 1; let bishop2Pos = positions[randIndex_tmp]; // Remove chosen squares positions.splice(Math.max(randIndex, randIndex_tmp), 1); positions.splice(Math.min(randIndex, randIndex_tmp), 1); // Get random squares for knights - randIndex = randInt(8); + randIndex = randInt(6); let knight1Pos = positions[randIndex]; positions.splice(randIndex, 1); - randIndex = randInt(7); + randIndex = randInt(5); let knight2Pos = positions[randIndex]; positions.splice(randIndex, 1); // Get random square for queen - randIndex = randInt(6); + randIndex = randInt(4); let queenPos = positions[randIndex]; positions.splice(randIndex, 1); // ...random square for marshall - randIndex = randInt(5); + randIndex = randInt(3); let marshallPos = positions[randIndex]; positions.splice(randIndex, 1); // ...random square for cardinal - randIndex = randInt(4); + randIndex = randInt(2); let cardinalPos = positions[randIndex]; positions.splice(randIndex, 1); - // Rooks and king positions are now fixed, - // because of the ordering rook-king-rook - let rook1Pos = positions[0]; - let kingPos = positions[1]; - let rook2Pos = positions[2]; + // King position is now fixed, + let kingPos = positions[0]; // Finally put the shuffled pieces in the board array - pieces[c][rook1Pos] = "r"; pieces[c][knight1Pos] = "n"; pieces[c][bishop1Pos] = "b"; pieces[c][queenPos] = "q"; @@ -382,14 +307,12 @@ export class GrandRules extends ChessRules { pieces[c][kingPos] = "k"; pieces[c][bishop2Pos] = "b"; pieces[c][knight2Pos] = "n"; - pieces[c][rook2Pos] = "r"; - flags += V.CoordToColumn(rook1Pos) + V.CoordToColumn(rook2Pos); } return ( - pieces["b"].join("") + - "/pppppppppp/91/91/91/91/91/91/PPPPPPPPPP/" + - pieces["w"].join("").toUpperCase() + - " w 0 " + flags + " - 00000000000000" + "r8r/1" + pieces["b"].join("") + "1/" + + "pppppppppp/91/91/91/91/PPPPPPPPPP/" + + "1" + pieces["w"].join("").toUpperCase() + "1/R8R" + + " w 0 " + " - 00000000000000" ); } diff --git a/client/src/variants/Losers.js b/client/src/variants/Losers.js index 7bd5e541..ea283809 100644 --- a/client/src/variants/Losers.js +++ b/client/src/variants/Losers.js @@ -35,9 +35,6 @@ export class LosersRules extends ChessRules { getPossibleMovesFrom(sq) { let moves = this.filterValid(this.getPotentialMovesFrom(sq)); const captureMoves = V.KeepCaptures(moves); - -console.log(this.atLeastOneCapture()); - if (captureMoves.length > 0) return captureMoves; if (this.atLeastOneCapture()) return []; return moves; diff --git a/client/src/variants/Titan.js b/client/src/variants/Titan.js index aadc3e70..e9b0594f 100644 --- a/client/src/variants/Titan.js +++ b/client/src/variants/Titan.js @@ -185,6 +185,14 @@ export class TitanRules extends ChessRules { return moves; } + hoverHighlight(x, y) { + const c = this.turn; + return ( + this.movesCount <= 3 && + ((c == 'w' && x == 7) || (c == 'b' && x == 0)) + ); + } + // Special case of move 1 = choose squares, knight first, then bishop doClick(square) { if (this.movesCount >= 4) return null; diff --git a/client/src/views/Analyse.vue b/client/src/views/Analyse.vue index eb36422d..06ef7901 100644 --- a/client/src/views/Analyse.vue +++ b/client/src/views/Analyse.vue @@ -99,7 +99,7 @@ export default { this.alertAndQuit("Analysis disabled for this variant"); else this.loadGame(orientation); }) - .catch((err) => { this.alertAndQuit("Mispelled variant name", true); }); + //.catch((err) => { this.alertAndQuit("Mispelled variant name", true); }); this.rulesContent = afterRawLoad( require( diff --git a/server/db/populate.sql b/server/db/populate.sql index 47ed4a86..7def7a62 100644 --- a/server/db/populate.sql +++ b/server/db/populate.sql @@ -19,7 +19,8 @@ insert or ignore into Variants (name, description) values ('Antiking2', 'Keep antiking in check (v2)'), ('Antimatter', 'Dangerous collisions'), ('Arena', 'Middle battle'), - ('Atomic', 'Explosive captures'), + ('Atomic1', 'Explosive captures (v1)'), + ('Atomic2', 'Explosive captures (v2)'), ('Ball', 'Score a goal'), ('Balaklava', 'Meet the Mammoth'), ('Baroque', 'Exotic captures'), @@ -54,6 +55,7 @@ insert or ignore into Variants (name, description) values ('Football', 'Score a goal'), ('Forward', 'Moving forward'), ('Freecapture', 'Capture both colors'), + ('Fullcavalry', 'Lancers everywhere'), ('Grand', 'Big board'), ('Grasshopper', 'Long jumps over pieces'), ('Gridolina', 'Jump the borders'),