static get Options() {
return {
- // TODO: Zen too?
+ select: C.Options.select,
+ input: C.Options.input,
styles: [
"atomic", "cannibal", "capture", "cylinder",
"dark", "madrasi", "rifle", "teleport"
pieces(color, x, y) {
return Object.assign(
- {
- 'u': {
- "class": "undefined",
- moves: []
- }
- },
+ { 'u': {"class": "undefined"} },
super.pieces(color, x, y)
);
}
case 0:
if (typeof x == "string")
moves = this.getDropMovesFrom([x, y]);
+ // Empty move: just start + end
+ moves.forEach(m => {m.vanish.pop(); m.appear.pop();});
break;
case 1:
// Both normal move (from defined piece) and definition allowed
if (super.underCheck(square_s, oppCol))
return true;
// Check potential specializations of undefined using reserve:
+ const inReserve = Object.keys(this.reserve[oppCol])
+ .filter(k => this.reserve[oppCol][k] >= 1);
const allAttacks = Array.prototype.concat.apply(
- ['r', 'n', 'b', 'q'].map(p => this.pieces()[p].moves[0]));
+ inReserve.map(p => this.pieces()[p].both[0]));
const [x, y] = square_s[0];
for (let i=0; i<this.size.x; i++) {
for (let j=0; j<this.size.y; j++) {
postPlay(move) {
const color = this.turn;
if (this.movesCount <= 1 || move.reset || move.next) {
- this.tryChangeTurn();
+ if (!move.next)
+ this.tryChangeTurn();
return;
}
if (this.subTurn == 0)
super.postPlay(move);
else if (typeof move.start.x == "string") {
super.updateReserve(
- color, move.appear[0].p, this.reserve[color][move.appear[0].p] - 1);
+ color, move.start.y, this.reserve[color][move.start.y] - 1);
if (move.vanish.length == 1 && move.vanish[0].p == 'u')
this.definition = move.end;
this.subTurn++;
else {
this.subTurn = 0;
this.captureUndef = move.end;
- this.tryChangeTurn(move, captureUndef);
+ this.tryChangeTurn(null, captureUndef);
}
}
+ // NOTE: not "trying", the turn always change here (TODO?)
tryChangeTurn(move, captureUndef) {
- if (!move.next) {
- this.definition = null;
- this.subTurn = captureUndef ? 0 : 1;
- this.turn = C.GetOppCol(this.turn);
- this.movesCount++;
- }
+ this.definition = null;
+ this.subTurn = captureUndef ? 0 : 1;
+ this.turn = C.GetOppCol(this.turn);
+ this.movesCount++;
}
computeNextMove(move) {