From: Benjamin Auder Date: Sun, 5 Apr 2020 00:47:18 +0000 (+0200) Subject: Fix Dynamo variant (hopefully...) X-Git-Url: https://git.auder.net/%7B%7B%20asset%28%27mixstore/images/css/img/pieces/cb.svg?a=commitdiff_plain;h=becbc692c46ba04ee1bc8541c1a225c463960541;p=vchess.git Fix Dynamo variant (hopefully...) --- diff --git a/client/src/variants/Dynamo.js b/client/src/variants/Dynamo.js index 5955f641..afa9a88f 100644 --- a/client/src/variants/Dynamo.js +++ b/client/src/variants/Dynamo.js @@ -2,7 +2,7 @@ import { ChessRules, Move, PiPo } from "@/base_rules"; import { randInt } from "@/utils/alea"; export class DynamoRules extends ChessRules { - // TODO: later, allow to push out pawns on a and h files + // TODO? later, allow to push out pawns on a and h files static get HasEnpassant() { return false; } @@ -157,8 +157,8 @@ export class DynamoRules extends ChessRules { return [dx / divisor, dy / divisor]; } - // There was something on x2,y2, maybe our color, pushed/pulled. - isAprioriValidExit([x1, y1], [x2, y2], color2) { + // There was something on x2,y2, maybe our color, pushed or (self)pulled + isAprioriValidExit([x1, y1], [x2, y2], color2, piece2) { const color1 = this.getColor(x1, y1); const pawnShift = (color1 == 'w' ? -1 : 1); const lastRank = (color1 == 'w' ? 0 : 7); @@ -173,13 +173,17 @@ export class DynamoRules extends ChessRules { } return !V.OnBoard(i, j); }; - switch (this.getPiece(x1, y1)) { + switch (piece2 || this.getPiece(x1, y1)) { case V.PAWN: return ( x1 + pawnShift == x2 && ( (color1 == color2 && x2 == lastRank && y1 == y2) || - (color1 != color2 && deltaY == 1 && !V.OnBoard(x2, 2 * y2 - y1)) + ( + color1 != color2 && + deltaY == 1 && + !V.OnBoard(2 * x2 - x1, 2 * y2 - y1) + ) ) ); case V.ROOK: @@ -229,10 +233,12 @@ export class DynamoRules extends ChessRules { getPotentialMovesFrom([x, y]) { const color = this.turn; const sqCol = this.getColor(x, y); + const pawnShift = (color == 'w' ? -1 : 1); + const pawnStartRank = (color == 'w' ? 6 : 1); + const getMoveHash = (m) => { + return V.CoordsToSquare(m.start) + V.CoordsToSquare(m.end); + }; if (this.subTurn == 1) { - const getMoveHash = (m) => { - return V.CoordsToSquare(m.start) + V.CoordsToSquare(m.end); - }; const addMoves = (dir, nbSteps) => { const newMoves = this.getMovesInDirection([x, y], [-dir[0], -dir[1]], nbSteps) @@ -255,8 +261,6 @@ export class DynamoRules extends ChessRules { } return true; }); - const pawnShift = (color == 'w' ? -1 : 1); - const pawnStartRank = (color == 'w' ? 6 : 1); // Structure to avoid adding moves twice (can be action & move) let movesHash = {}; moves.forEach(m => { movesHash[getMoveHash(m)] = true; }); @@ -322,8 +326,6 @@ export class DynamoRules extends ChessRules { } // If subTurn == 2 then we should have a first move, // which restrict what we can play now: only in the first move direction - // NOTE: no need for knight or pawn checks, because the move will be - // naturally limited in those cases. const L = this.firstMove.length; const fm = this.firstMove[L-1]; if ( @@ -333,12 +335,10 @@ export class DynamoRules extends ChessRules { // Castle or again opponent color: no move playable then. return []; } - if (fm.appear.length == 0) { - // Piece at subTurn 1 just exited the board. - // Can I be a piece which caused the exit? + const piece = this.getPiece(x, y); + const getPushExit = () => { + // Piece at subTurn 1 exited: can I have caused the exit? if ( - // Only "turn" color can do actions - sqCol == color && this.isAprioriValidExit( [x, y], [fm.start.x, fm.start.y], @@ -349,27 +349,136 @@ export class DynamoRules extends ChessRules { const dir = this.getNormalizedDirection( [fm.start.x - x, fm.start.y - y]); const nbSteps = - ([V.PAWN,V.KING,V.KNIGHT].includes(this.getPiece(x, y)) ? 1 : null); + [V.PAWN, V.KING, V.KNIGHT].includes(piece) + ? 1 + : null; return this.getMovesInDirection([x, y], dir, nbSteps); } + return []; } - else { + const getPushMoves = () => { + // Piece from subTurn 1 is still on board: const dirM = this.getNormalizedDirection( [fm.end.x - fm.start.x, fm.end.y - fm.start.y]); const dir = this.getNormalizedDirection( [fm.start.x - x, fm.start.y - y]); // Normalized directions should match if (dir[0] == dirM[0] && dir[1] == dirM[1]) { - // If first move is a pawn move, only a queen, rook, or maybe king or - // pawn can follow (need vertical movement option). + // We don't know if first move is a pushed piece or normal move, + // so still must check if the push is valid. + const deltaX = Math.abs(fm.start.x - x); + const deltaY = Math.abs(fm.start.y - y); + switch (piece) { + case V.PAWN: + if (x == pawnStartRank) { + if ( + (fm.start.x - x) * pawnShift < 0 || + deltaX >= 3 || + deltaY >= 2 || + (fm.vanish[0].c == color && deltaY > 0) || + (fm.vanish[0].c != color && deltaY == 0) || + Math.abs(fm.end.x - fm.start.x) > deltaX || + fm.end.y - fm.start.y != fm.start.y - y + ) { + return []; + } + } + else { + if ( + fm.start.x - x != pawnShift || + deltaY >= 2 || + (fm.vanish[0].c == color && deltaY == 1) || + (fm.vanish[0].c != color && deltaY == 0) || + fm.end.x - fm.start.x != pawnShift || + fm.end.y - fm.start.y != fm.start.y - y + ) { + return []; + } + } + break; + case V.KNIGHT: + if ( + (deltaX + deltaY != 3 || (deltaX == 0 && deltaY == 0)) || + (fm.end.x - fm.start.x != fm.start.x - x) || + (fm.end.y - fm.start.y != fm.start.y - y) + ) { + return []; + } + break; + case V.KING: + if ( + (deltaX >= 2 || deltaY >= 2) || + (fm.end.x - fm.start.x != fm.start.x - x) || + (fm.end.y - fm.start.y != fm.start.y - y) + ) { + return []; + } + break; + case V.BISHOP: + if (deltaX != deltaY) return []; + break; + case V.ROOK: + if (deltaX != 0 && deltaY != 0) return []; + break; + case V.QUEEN: + if (deltaX != deltaY && deltaX != 0 && deltaY != 0) return []; + break; + } + // Nothing should stand between [x, y] and the square fm.start + let [i, j] = [x + dir[0], y + dir[1]]; + while ( + (i != fm.start.x || j != fm.start.y) && + this.board[i][j] == V.EMPTY + ) { + i += dir[0]; + j += dir[1]; + } + if (i == fm.start.x && j == fm.start.y) + return this.getMovesInDirection([x, y], dir); + } + return []; + } + const getPullExit = () => { + // Piece at subTurn 1 exited: can I be pulled? + // Note: pawns and kings cannot suicide, + // so fm.vanish[0].p is neither PAWN or KING + if ( + this.isAprioriValidExit( + [x, y], + [fm.start.x, fm.start.y], + fm.vanish[0].c, + fm.vanish[0].p + ) + ) { + // Seems so: + const dir = this.getNormalizedDirection( + [fm.start.x - x, fm.start.y - y]); + const nbSteps = (fm.vanish[0].p == V.KNIGHT ? 1 : null); + return this.getMovesInDirection([x, y], dir, nbSteps); + } + return []; + }; + const getPullMoves = () => { + if (fm.vanish[0].p == V.PAWN) + // pawns cannot pull + return []; + const dirM = this.getNormalizedDirection( + [fm.end.x - fm.start.x, fm.end.y - fm.start.y]); + const dir = this.getNormalizedDirection( + [fm.start.x - x, fm.start.y - y]); + // Normalized directions should match + if (dir[0] == dirM[0] && dir[1] == dirM[1]) { + // Am I at the right distance? + const deltaX = Math.abs(x - fm.start.x); + const deltaY = Math.abs(y - fm.start.y); if ( - fm.vanish[0].p == V.PAWN && - fm.vanish[0].c == color && - !this.isAprioriValidVertical([x, y], fm.start.x) + (fm.vanish[0].p == V.KING && (deltaX > 1 || deltaY > 1)) || + (fm.vanish[0].p == V.KNIGHT && + (deltaX + deltaY != 3 || deltaX == 0 || deltaY == 0)) ) { return []; } - // And nothing should stand between [x, y] and the square fm.start + // Nothing should stand between [x, y] and the square fm.start let [i, j] = [x + dir[0], y + dir[1]]; while ( (i != fm.start.x || j != fm.start.y) && @@ -381,6 +490,34 @@ export class DynamoRules extends ChessRules { if (i == fm.start.x && j == fm.start.y) return this.getMovesInDirection([x, y], dir); } + return []; + }; + if (fm.vanish[0].c != color) { + // Only possible action is a push: + if (fm.appear.length == 0) return getPushExit(); + return getPushMoves(); + } + else if (sqCol != color) { + // Only possible action is a pull, considering moving piece abilities + if (fm.appear.length == 0) return getPullExit(); + return getPullMoves(); + } + else { + // My color + my color: both actions possible + // Structure to avoid adding moves twice (can be action & move) + let movesHash = {}; + if (fm.appear.length == 0) { + const pushes = getPushExit(); + pushes.forEach(m => { movesHash[getMoveHash(m)] = true; }); + return ( + pushes.concat(getPullExit().filter(m => !movesHash[getMoveHash(m)])) + ); + } + const pushes = getPushMoves(); + pushes.forEach(m => { movesHash[getMoveHash(m)] = true; }); + return ( + pushes.concat(getPullMoves().filter(m => !movesHash[getMoveHash(m)])) + ); } return []; } @@ -541,10 +678,7 @@ export class DynamoRules extends ChessRules { } isAttackedByPawn([x, y], color) { - const lastRank = (color == 'w' ? 0 : 7); - if (x != lastRank) - // The king can be pushed out by a pawn only on last rank - return false; + // The king can be pushed out by a pawn on last rank or near the edge const pawnShift = (color == "w" ? 1 : -1); for (let i of [-1, 1]) { if ( @@ -553,7 +687,7 @@ export class DynamoRules extends ChessRules { this.getPiece(x + pawnShift, y + i) == V.PAWN && this.getColor(x + pawnShift, y + i) == color ) { - return true; + return !V.OnBoard(x - pawnShift, y - i); } } return false; @@ -583,6 +717,10 @@ export class DynamoRules extends ChessRules { } doClick(square) { + // A click to promote a piece on subTurn 2 would trigger this. + // For now it would then return [NaN, NaN] because surrounding squares + // have no IDs in the promotion modal. TODO: improve this? + if (!square[0]) return null; // If subTurn == 2 && square is empty && !underCheck, // then return an empty move, allowing to "pass" subTurn2 if (