X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=base_rules.js;h=0c316ebddadbe3516c19601b70e47ac450bcb687;hb=de1421be3ee53cb4ea8f112834d3de7a863fdd40;hp=aa499f84f9275a5d1a980ac2bc6c98e9c6f78bc9;hpb=ceeac4e82346ffba2d87d763df3cffcddaec912a;p=xogo.git diff --git a/base_rules.js b/base_rules.js index aa499f8..0c316eb 100644 --- a/base_rules.js +++ b/base_rules.js @@ -640,7 +640,7 @@ export default class ChessRules { const color = this.getColor(i, j); const piece = this.getPiece(i, j); addPiece(i, j, "g_pieces", this.pieces(color, i, j)[piece]["class"]); - this.g_pieces[i][j].classList.add(C.GetColorClass(color)); + this.g_pieces[i][j].classList.add(V.GetColorClass(color)); if (this.enlightened && !this.enlightened[i][j]) this.g_pieces[i][j].classList.add("hidden"); } @@ -707,7 +707,7 @@ export default class ChessRules { rcontainer.appendChild(r_cell); let piece = document.createElement("piece"); C.AddClass_es(piece, this.pieces(c, c, p)[p]["class"]); - piece.classList.add(C.GetColorClass(c)); + piece.classList.add(V.GetColorClass(c)); piece.style.width = "100%"; piece.style.height = "100%"; this.r_pieces[c][p] = piece; @@ -1016,7 +1016,7 @@ export default class ChessRules { const cdisp = moves[i].choice || moves[i].appear[0].p; C.AddClass_es(piece, this.pieces(color, moves[i].end.x, moves[i].end.y)[cdisp]["class"]); - piece.classList.add(C.GetColorClass(color)); + piece.classList.add(V.GetColorClass(color)); piece.style.width = "100%"; piece.style.height = "100%"; choice.appendChild(piece); @@ -1321,6 +1321,11 @@ export default class ChessRules { return this.getColor(x1, y1) !== this.getColor(x2, y2); } + // Teleport & Recycle. Assumption: color(x1,y1) == color(x2,y2) + canSelfTake([x1, y1], [x2, y2]) { + return !this.isKing(x2, y2); + } + canStepOver(i, j, p) { // In some variants, objects on boards don't stop movement (Chakart) return this.board[i][j] == ""; @@ -1483,6 +1488,7 @@ export default class ChessRules { } // All possible moves from selected square + // TODO: generalize usage if arg "color" (e.g. Checkered) getPotentialMovesFrom([x, y], color) { if (this.subTurnTeleport == 2) return []; @@ -1717,14 +1723,18 @@ export default class ChessRules { segments: this.options["cylinder"], stepSpec: stepSpec }, - ([i1, j1], [i2, j2]) => - this.getColor(i2, j2) == color && !this.isKing(i2, j2) + ([i1, j1], [i2, j2]) => { + return ( + this.getColor(i2, j2) == color && + this.canSelfTake([i1, j1], [i2, j2]) + ); + } ); Array.prototype.push.apply(squares, selfCaptures); } return squares.map(s => { let mv = this.getBasicMove([x, y], s.sq); - if (this.options["cylinder"] && s.segments.length >= 2) + if (this.options["cylinder"] && !!s.segments && s.segments.length >= 2) mv.segments = s.segments; return mv; }); @@ -1742,7 +1752,7 @@ export default class ChessRules { const addSquare = ([i, j]) => { let elt = {sq: [i, j]}; if (o.segments) - elt.segments = this.getSegments(segments, segStart, end); + elt.segments = this.getSegments(segments, segStart, [i, j]); res.push(elt); }; const exploreSteps = (stepArray, mode) => { @@ -1849,9 +1859,7 @@ export default class ChessRules { { captureTarget: [x, y], captureSteps: [{steps: [s], range: a.range}], - segments: o.segments, - attackOnly: true, - one: false //one and captureTarget are mutually exclusive + segments: o.segments }, allowed ); @@ -1989,7 +1997,7 @@ export default class ChessRules { oppCols.includes(this.getColor(x, this.epSquare.y)) ) { const [epx, epy] = [this.epSquare.x, this.epSquare.y]; - this.board[epx][epy] = this.board[x][this.epSquares.y]; + this.board[epx][epy] = this.board[x][this.epSquare.y]; let enpassantMove = this.getBasicMove([x, y], [epx, epy]); this.board[epx][epy] = ""; const lastIdx = enpassantMove.vanish.length - 1; //think Rifle @@ -2161,42 +2169,44 @@ export default class ChessRules { return res; } + // cb: callback returning a boolean (false if king missing) + trackKingWrap(move, kingPos, cb) { + let newKingPP = null, + sqIdx = 0, + res = true; //a priori valid + const oldKingPP = + move.vanish.find(v => this.isKing(0, 0, v.p) && v.c == color); + if (oldKingPP) { + // Search king in appear array: + newKingPP = + move.appear.find(a => this.isKing(0, 0, a.p) && a.c == color); + if (newKingPP) { + sqIdx = kingPos.findIndex(kp => + kp[0] == oldKingPP.x && kp[1] == oldKingPP.y); + kingPos[sqIdx] = [newKingPP.x, newKingPP.y]; + } + else + res = false; //king vanished + } + res &&= cb(kingPos); + if (oldKingPP && newKingPP) + kingPos[sqIdx] = [oldKingPP.x, oldKingPP.y]; + return res; + } + // 'color' arg because some variants (e.g. Refusal) check opponent moves filterValid(moves, color) { if (!color) color = this.turn; const oppCols = this.getOppCols(color); let kingPos = this.searchKingPos(color); - let filtered = {}; //avoid re-checking similar moves (promotions...) return moves.filter(m => { - const key = m.start.x + m.start.y + '.' + m.end.x + m.end.y; - if (!filtered[key]) { - this.playOnBoard(m); - let newKingPP = null, - sqIdx = 0, - res = true; //a priori valid - const oldKingPP = - m.vanish.find(v => this.isKing(0, 0, v.p) && v.c == color); - if (oldKingPP) { - // Search king in appear array: - newKingPP = - m.appear.find(a => this.isKing(0, 0, a.p) && a.c == color); - if (newKingPP) { - sqIdx = kingPos.findIndex(kp => - kp[0] == oldKingPP.x && kp[1] == oldKingPP.y); - kingPos[sqIdx] = [newKingPP.x, newKingPP.y]; - } - else - res = false; //king vanished - } - res &&= !this.underCheck(kingPos, oppCols); - if (oldKingPP && newKingPP) - kingPos[sqIdx] = [oldKingPP.x, oldKingPP.y]; - this.undoOnBoard(m); - filtered[key] = res; - return res; - } - return filtered[key]; + this.playOnBoard(m); + const res = this.trackKingWrap(m, kingPos, (kp) => { + return !this.underCheck(kp, oppCols); + }); + this.undoOnBoard(m); + return res; }); } @@ -2328,7 +2338,7 @@ export default class ChessRules { tryChangeTurn(move) { if (this.isLastMove(move)) { - this.turn = (this.turn == 'w' ? 'b' : 'w'); + this.turn = C.GetOppTurn(this.turn); this.movesCount++; this.subTurn = 1; } @@ -2370,7 +2380,7 @@ export default class ChessRules { if (this.board[i][j] != "" && this.getColor(i, j) == color) { // NOTE: in fact searching for all potential moves from i,j. // I don't believe this is an issue, for now at least. - const moves = this.getPotentialMovesFrom([i, j]); + const moves = this.getPotentialMovesFrom([i, j], color); if (moves.some(m => this.filterValid([m]).length >= 1)) return true; } @@ -2400,9 +2410,9 @@ export default class ChessRules { if (kingPos[this.turn].length == 0 && kingPos[oppTurn].length == 0) return "1/2"; if (kingPos[this.turn].length == 0) - return (color == "w" ? "0-1" : "1-0"); + return (this.turn == "w" ? "0-1" : "1-0"); if (kingPos[oppTurn].length == 0) - return (color == "w" ? "1-0" : "0-1"); + return (this.turn == "w" ? "1-0" : "0-1"); if (this.atLeastOneMove(this.turn)) return "*"; // No valid move: stalemate or checkmate? @@ -2414,7 +2424,8 @@ export default class ChessRules { playVisual(move, r) { move.vanish.forEach(v => { - this.g_pieces[v.x][v.y].remove(); + if (this.g_pieces[v.x][v.y]) //can be null (e.g. Apocalypse) + this.g_pieces[v.x][v.y].remove(); this.g_pieces[v.x][v.y] = null; }); let chessboard = @@ -2426,7 +2437,7 @@ export default class ChessRules { this.g_pieces[a.x][a.y] = document.createElement("piece"); C.AddClass_es(this.g_pieces[a.x][a.y], this.pieces(a.c, a.x, a.y)[a.p]["class"]); - this.g_pieces[a.x][a.y].classList.add(C.GetColorClass(a.c)); + this.g_pieces[a.x][a.y].classList.add(V.GetColorClass(a.c)); this.g_pieces[a.x][a.y].style.width = pieceWidth + "px"; this.g_pieces[a.x][a.y].style.height = pieceWidth + "px"; const [ip, jp] = this.getPixelPosition(a.x, a.y, r); @@ -2483,6 +2494,10 @@ export default class ChessRules { animateMoving(start, end, drag, segments, cb) { let initPiece = this.getDomPiece(start.x, start.y); + if (!initPiece) { //TODO: shouldn't occur! + cb(); + return; + } // NOTE: cloning often not required, but light enough, and simpler let movingPiece = initPiece.cloneNode(); initPiece.style.opacity = "0"; @@ -2503,8 +2518,8 @@ export default class ChessRules { C.RemoveClass_es(movingPiece, pieces[startCode]["class"]); C.AddClass_es(movingPiece, pieces[drag.p]["class"]); if (apparentColor != drag.c) { - movingPiece.classList.remove(C.GetColorClass(apparentColor)); - movingPiece.classList.add(C.GetColorClass(drag.c)); + movingPiece.classList.remove(V.GetColorClass(apparentColor)); + movingPiece.classList.add(V.GetColorClass(drag.c)); } } container.appendChild(movingPiece);