X-Git-Url: https://git.auder.net/?a=blobdiff_plain;ds=sidebyside;f=base_rules.js;h=ced3eedd28d6bf560c48c5161f228fa24f0dd265;hb=6b9320bb6e42ece7694df32f85aab4d2989f6a13;hp=a2e5f61f4f78b4fb524263406c612b5a7016e6ca;hpb=ca8a399316d2496c069ea9c6ccf2dc241aeb70ef;p=xogo.git diff --git a/base_rules.js b/base_rules.js index a2e5f61..ced3eed 100644 --- a/base_rules.js +++ b/base_rules.js @@ -111,6 +111,11 @@ export default class ChessRules { return !!this.options["dark"]; } + // Some variants use only click information + get clickOnly() { + return false; + } + // Some variants use click infos: doClick(coords) { if (typeof coords.x != "number") @@ -903,7 +908,7 @@ export default class ChessRules { const move = this.doClick(cd); if (move) this.buildMoveStack(move, r); - else { + else if (!this.clickOnly) { const [x, y] = Object.values(cd); if (typeof x != "number") startPiece = this.r_pieces[x][y]; @@ -1118,10 +1123,18 @@ export default class ChessRules { } // Piece type on square (i,j) - getPieceType(i, j, p) { + getPieceType(x, y, p) { if (!p) - p = this.getPiece(i, j); - return C.CannibalKings[p] || p; //a cannibal king move as... + p = this.getPiece(x, y); + return this.pieces()[p].moveas || p; + } + + isKing(x, y, p) { + if (!p) + p = this.getPiece(x, y); + if (!this.options["cannibal"]) + return p == 'k'; + return !!C.CannibalKings[p]; } // Get opponent color @@ -1263,12 +1276,8 @@ export default class ChessRules { return segments; } - getStepSpec(color, x, y) { - const allSpecs = this.pieces(color, x, y); - let stepSpec = allSpecs[piece]; - if (stepSpec.moveas) - stepSpec = allSpecs[stepSpec.moveas]; - return stepSpec; + getStepSpec(color, x, y, piece) { + return this.pieces(color, x, y)[piece || this.getPieceType(x, y)]; } // Can thing on square1 capture thing on square2? @@ -1300,8 +1309,8 @@ export default class ChessRules { return false; const color = this.getColor(x, y); const oppCol = C.GetOppCol(color); - const piece = this.getPieceType(x, y); //ok not cannibal king - const stepSpec = this.getStepSpec(color, x, y); + const piece = this.getPieceType(x, y); + const stepSpec = this.getStepSpec(color, x, y, piece); const attacks = stepSpec.attack || stepSpec.moves; for (let a of attacks) { outerLoop: for (let step of a.steps) { @@ -1328,18 +1337,45 @@ export default class ChessRules { // Stop at the first capture found atLeastOneCapture(color) { const oppCol = C.GetOppCol(color); - const allowed = ([x, y]) => { - this.getColor(x, y) == oppCol && - this.filterValid([this.getBasicMove([i, j], [x, y])]).length >= 1 + const allowed = (sq1, sq2) => { + return ( + // NOTE: canTake is reversed for Zen. + // Generally ok because of the symmetry. TODO? + this.canTake(sq1, sq2) && + this.filterValid( + [this.getBasicMove(sq1, sq2)]).length >= 1 + ); }; for (let i=0; i impossible (!Number.isFinite(rx) && !Number.isNaN(rx)) || - (!Number.isFinite(ry) && !Number.isNaN(ry)) + (!Number.isFinite(ry) && !Number.isNaN(ry)) || + // Negative number of step (impossible) + (rx < 0 || ry < 0) || + // Not the same number of steps in both directions: + (!Number.isNaN(rx) && !Number.isNaN(ry) && Math.abs(rx - ry) > epsilon) ) { continue; } let distance = (Number.isNaN(rx) ? ry : rx); - // TODO: 1e-7 here is totally arbitrary - if (Math.abs(distance - Math.round(distance)) > 1e-7) + if (Math.abs(distance - Math.round(distance)) > epsilon) continue; distance = Math.round(distance); //in case of (numerical...) - if (range >= distance) + if (!range || range >= distance) return true; } return false; @@ -1433,7 +1474,7 @@ export default class ChessRules { const color = this.getColor(moves[0].start.x, moves[0].start.y); const oppCol = C.GetOppCol(color); - if (this.options["capture"] && this.atLeastOneCapture()) + if (this.options["capture"] && this.atLeastOneCapture(color)) moves = this.capturePostProcess(moves, oppCol); if (this.options["atomic"]) @@ -1446,13 +1487,9 @@ export default class ChessRules { this.pawnPostProcess(moves, color, oppCol); } - if ( - this.options["cannibal"] && - this.options["rifle"] - ) { + if (this.options["cannibal"] && this.options["rifle"]) // In this case a rifle-capture from last rank may promote a pawn this.riflePromotePostProcess(moves, color); - } return moves; } @@ -1592,21 +1629,22 @@ export default class ChessRules { } // Generic method to find possible moves of "sliding or jumping" pieces - getPotentialMovesOf(piece, [x, y], color) { + getPotentialMovesOf(piece, [x, y]) { const color = this.getColor(x, y); - const specialAttack = !!this.getStepSpec(color, x, y).attack; + const stepSpec = this.getStepSpec(color, x, y, piece); let squares = []; - if (specialAttack) { + if (stepSpec.attack) { squares = this.findDestSquares( [x, y], { attackOnly: true, - segments: this.options["cylinder"] + segments: this.options["cylinder"], + stepSpec: stepSpec }, - ([i, j]) => { + ([i1, j1], [i2, j2]) => { return ( - (!this.options["zen"] || this.getPieceType(i, j) == 'k') && - this.canTake([x, y], [i, j]) + (!this.options["zen"] || this.isKing(i2, j2)) && + this.canTake([i1, j1], [i2, j2]) ); } ); @@ -1614,17 +1652,18 @@ export default class ChessRules { const noSpecials = this.findDestSquares( [x, y], { - moveOnly: specialAttack || this.options["zen"], - segments: this.options["cylinder"] - }, - ([i, j]) => this.board[i][j] == "" || this.canTake([x, y], [i, j]) + moveOnly: !!stepSpec.attack || this.options["zen"], + segments: this.options["cylinder"], + stepSpec: stepSpec + } ); Array.prototype.push.apply(squares, noSpecials); if (this.options["zen"]) { let zenCaptures = this.findCapturesOn( [x, y], - {}, - ([i, j]) => this.getPieceType(i, j) != 'k' + {}, //byCol: default is ok + ([i1, j1], [i2, j2]) => + !this.isKing(i1, j1) && this.canTake([i2, j2], [i1, j1]) ); // Technical step: segments (if any) are reversed if (this.options["cylinder"]) { @@ -1642,10 +1681,11 @@ export default class ChessRules { [x, y], { attackOnly: true, - segments: this.options["cylinder"] + segments: this.options["cylinder"], + stepSpec: stepSpec }, - ([i, j]) => - this.getColor(i, j) == color && this.getPieceType(i, j) != 'k' + ([i1, j1], [i2, j2]) => + this.getColor(i2, j2) == color && !this.isKing(i2, j2) ); Array.prototype.push.apply(squares, selfCaptures); } @@ -1659,7 +1699,7 @@ export default class ChessRules { findDestSquares([x, y], o, allowed) { if (!allowed) - allowed = () => true; + allowed = (sq1, sq2) => this.canTake(sq1, sq2); const apparentPiece = this.getPiece(x, y); //how it looks let res = []; // Next 3 for Cylinder mode: (unused if !o.segments) @@ -1685,15 +1725,11 @@ export default class ChessRules { this.onBoard(i, j) && ((i == x && j == y) || this.canStepOver(i, j, apparentPiece)) ) { - if (!explored[i + "." + j] && (i != x || j != y)) - { + if (!explored[i + "." + j] && (i != x || j != y)) { explored[i + "." + j] = true; if ( - allowed([i, j]) && - ( - !o.captureTarget || - (o.captureTarget[0] == i && o.captureTarget[1] == j) - ) + !o.captureTarget || + (o.captureTarget[0] == i && o.captureTarget[1] == j) ) { if (o.one && !o.attackOnly) return true; @@ -1719,7 +1755,7 @@ export default class ChessRules { const pieceIJ = this.getPieceType(i, j); if (!explored[i + "." + j]) { explored[i + "." + j] = true; - if (allowed([i, j])) { + if (allowed([x, y], [i, j])) { if (o.one && !o.moveOnly) return true; if (!o.moveOnly) @@ -1734,23 +1770,26 @@ export default class ChessRules { } } } + return undefined; //default, but let's explicit it }; if (o.captureTarget) - exploreSteps(o.captureSteps) + return exploreSteps(o.captureSteps) else { - const stepSpec = this.getStepSpec(this.getColor(x, y), x, y); + const stepSpec = + o.stepSpec || this.getStepSpec(this.getColor(x, y), x, y); + let outOne = false; if (!o.attackOnly || !stepSpec.attack) - exploreSteps(stepSpec.moves); - if (!o.moveOnly && !!stepSpec.attack) - exploreSteps(stepSpec.attack); + outOne = exploreSteps(stepSpec.moves); + if (!outOne && !o.moveOnly && !!stepSpec.attack) { + o.attackOnly = true; //ok because o is always a temporary object + outOne = exploreSteps(stepSpec.attack); + } + return (o.one ? outOne : res); } - return o.captureTarget ? null : (o.one ? false : res); } // Search for enemy (or not) pieces attacking [x, y] findCapturesOn([x, y], o, allowed) { - if (!allowed) - allowed = () => true; if (!o.byCol) o.byCol = [C.GetOppCol(this.getColor(x, y) || this.turn)]; let res = []; @@ -1774,27 +1813,28 @@ export default class ChessRules { if (!this.compatibleStep([i, j], [x, y], s, a.range)) continue; // Finally verify that nothing stand in-between - const newSquare = this.findDestSquares( + const out = this.findDestSquares( [i, j], { captureTarget: [x, y], captureSteps: [{steps: [s], range: a.range}], - segments: this.options["cylinder"], - attackOnly: true + segments: o.segments, + attackOnly: true, + one: false //one and captureTarget are mutually exclusive }, - ([ii, jj]) => this.canTake([ii, jj], [x, y]) + allowed ); - if (newSquare) { + if (out) { if (o.one) return true; - res.push(newSquare); + res.push(out); } } } } } } - return (one ? false : res); + return (o.one ? false : res); } // Build a regular move from its initial and destination squares. @@ -1841,9 +1881,9 @@ export default class ChessRules { }) ); if (this.options["cannibal"] && destColor != initColor) { - const lastIdx = mv.vanish.length - 1; + const lastIdx = mv.vanish.length - 1; //think "Rifle+Cannibal" let trPiece = mv.vanish[lastIdx].p; - if (this.getPieceType(sx, sy) == 'k') + if (this.isKing(sx, sy)) trPiece = C.CannibalKingCode[trPiece]; if (mv.appear.length >= 1) mv.appear[0].p = trPiece; @@ -2040,20 +2080,33 @@ export default class ChessRules { // Is piece (or square) at given position attacked by "oppCol" ? underAttack([x, y], oppCol) { - const king = this.getPieceType(x, y) == 'k'; + // An empty square is considered as king, + // since it's used only in getCastleMoves (TODO?) + const king = this.board[x][y] == "" || this.isKing(x, y); return ( ( (!this.options["zen"] || king) && - this.findCapturesOn([x, y], - {byCol: [oppCol], segments: this.options["cylinder"], one: true}, - ([i, j]) => this.canTake([i, j], [x, y])) + this.findCapturesOn( + [x, y], + { + byCol: [oppCol], + segments: this.options["cylinder"], + one: true + } + ) ) || ( - (this.options["zen"] && !king) && - this.findDestSquares([x, y], - {attackOnly: true, segments: this.options["cylinder"], one: true}, - ([i, j]) => this.canTake([i, j], [x, y])) + (!!this.options["zen"] && !king) && + this.findDestSquares( + [x, y], + { + attackOnly: true, + segments: this.options["cylinder"], + one: true + }, + ([i1, j1], [i2, j2]) => this.getColor(i2, j2) == oppCol + ) ) ); } @@ -2068,7 +2121,7 @@ export default class ChessRules { searchKingPos(color) { for (let i=0; i < this.size.x; i++) { for (let j=0; j < this.size.y; j++) { - if (this.getColor(i, j) == color && this.getPieceType(i, j) == 'k') + if (this.getColor(i, j) == color && this.isKing(i, j)) return [i, j]; } } @@ -2088,14 +2141,10 @@ export default class ChessRules { this.playOnBoard(m); let square = kingPos, res = true; //a priori valid - if (m.vanish.some(v => { - return this.getPieceType(0, 0, v.p) == 'k' && v.c == color; - })) { + if (m.vanish.some(v => this.isKing(0, 0, v.p) && v.c == color)) { // Search king in appear array: const newKingIdx = - m.appear.findIndex(a => { - return this.getPieceType(0, 0, a.p) == 'k' && a.c == color; - }); + m.appear.findIndex(a => this.isKing(0, 0, a.p) && a.c == color); if (newKingIdx >= 0) square = [m.appear[newKingIdx].x, m.appear[newKingIdx].y]; else @@ -2131,12 +2180,8 @@ export default class ChessRules { updateCastleFlags(move) { // Update castling flags if start or arrive from/at rook/king locations move.appear.concat(move.vanish).forEach(psq => { - if ( - this.board[psq.x][psq.y] != "" && - this.getPieceType(psq.x, psq.y) == "k" - ) { + if (this.isKing(0, 0, psq.p)) this.castleFlags[psq.c] = [this.size.y, this.size.y]; - } // NOTE: not "else if" because king can capture enemy rook... let c = ""; if (psq.x == 0) @@ -2239,7 +2284,7 @@ export default class ChessRules { this.captured = null; } if (this.isLastMove(move)) { - this.turn = oppCol; + this.turn = C.GetOppCol(color); this.movesCount++; this.subTurn = 1; } @@ -2251,14 +2296,14 @@ export default class ChessRules { if (move.next) return false; const color = this.turn; - const oppCol = C.GetOppCol(color); - const oppKingPos = this.searchKingPos(oppCol); + const oppKingPos = this.searchKingPos(C.GetOppCol(color)); if (oppKingPos[0] < 0 || this.underCheck(oppKingPos, color)) return true; return ( ( !this.options["balance"] || - ![1, 3].includes(this.movesCount) + ![1, 2].includes(this.movesCount) || + this.subTurn == 2 ) && ( @@ -2276,7 +2321,6 @@ export default class ChessRules { // "Stop at the first move found" atLeastOneMove(color) { - color = color || this.turn; for (let i = 0; i < this.size.x; i++) { for (let j = 0; j < this.size.y; j++) { if (this.board[i][j] != "" && this.getColor(i, j) == color) { @@ -2309,10 +2353,10 @@ export default class ChessRules { return (color == "w" ? "0-1" : "1-0"); if (kingPos[1][0] < 0) return (color == "w" ? "1-0" : "0-1"); - if (this.atLeastOneMove()) + if (this.atLeastOneMove(color)) return "*"; // No valid move: stalemate or checkmate? - if (!this.underCheck(kingPos[0], color)) + if (!this.underCheck(kingPos[0], oppCol)) return "1/2"; // OK, checkmate return (color == "w" ? "0-1" : "1-0");