X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=base_rules.js;h=20ff25eb874e91a26c9963133a2e0dfbf0723034;hb=d621e620e7b568df94c53611f6c71ab318f4ffe3;hp=df49f841d1bbce53205e4d09db153c594809f0af;hpb=9db5050a189571c9f3018d4d25c7d304ca1a22dc;p=xogo.git diff --git a/base_rules.js b/base_rules.js index df49f84..20ff25e 100644 --- a/base_rules.js +++ b/base_rules.js @@ -98,7 +98,7 @@ export default class ChessRules { this.options["teleport"] && this.subTurnTeleport == 2 && this.board[coords.x][coords.y] == "" ) { - return new Move({ + let res = new Move({ start: {x: this.captured.x, y: this.captured.y}, appear: [ new PiPo({ @@ -108,9 +108,10 @@ export default class ChessRules { p: this.captured.p }) ], - vanish: [], - drag: {c: this.captured.c, p: this.captured.p} + vanish: [] }); + res.drag = {c: this.captured.c, p: this.captured.p}; + return res; } return null; } @@ -289,19 +290,20 @@ export default class ChessRules { return fen; } + static FenEmptySquares(count) { + // if more than 9 consecutive free spaces, break the integer, + // otherwise FEN parsing will fail. + if (count <= 9) + return count; + // Most boards of size < 18: + if (count <= 18) + return "9" + (count - 9); + // Except Gomoku: + return "99" + (count - 18); + } + // Position part of the FEN string getPosition() { - const format = (count) => { - // if more than 9 consecutive free spaces, break the integer, - // otherwise FEN parsing will fail. - if (count <= 9) - return count; - // Most boards of size < 18: - if (count <= 18) - return "9" + (count - 9); - // Except Gomoku: - return "99" + (count - 18); - }; let position = ""; for (let i = 0; i < this.size.y; i++) { let emptyCount = 0; @@ -311,7 +313,7 @@ export default class ChessRules { else { if (emptyCount > 0) { // Add empty squares in-between - position += format(emptyCount); + position += C.FenEmptySquares(emptyCount); emptyCount = 0; } position += this.board2fen(this.board[i][j]); @@ -319,7 +321,7 @@ export default class ChessRules { } if (emptyCount > 0) // "Flush remainder" - position += format(emptyCount); + position += C.FenEmptySquares(emptyCount); if (i < this.size.y - 1) position += "/"; //separate rows } @@ -455,7 +457,7 @@ export default class ChessRules { const steps = this.pieces(this.playerColor)["p"].attack[0].steps; for (let step of steps) { const x = this.epSquare.x - step[0], - y = this.computeY(this.epSquare.y - step[1]); + y = this.getY(this.epSquare.y - step[1]); if ( this.onBoard(x, y) && this.getColor(x, y) == this.playerColor && @@ -549,7 +551,7 @@ export default class ChessRules { cbHeight = Math.min(window.innerHeight, 767); cbWidth = cbHeight * this.size.ratio; } - if (this.reserve) { + if (this.hasReserve) { const sqSize = cbWidth / this.size.y; // NOTE: allocate space for reserves (up/down) even if they are empty // Cannot use getReserveSquareSize() here, but sqSize is an upper bound. @@ -648,7 +650,7 @@ export default class ChessRules { } } } - if (this.reserve) + if (this.hasReserve) this.re_drawReserve(['w', 'b'], r); } @@ -788,20 +790,24 @@ export default class ChessRules { chessboard.style.top = newY + "px"; const newR = {x: newX, y: newY, width: newWidth, height: newHeight}; const pieceWidth = this.getPieceWidth(newWidth); - for (let i=0; i < this.size.x; i++) { - for (let j=0; j < this.size.y; j++) { - if (this.g_pieces[i][j]) { - // NOTE: could also use CSS transform "scale" - this.g_pieces[i][j].style.width = pieceWidth + "px"; - this.g_pieces[i][j].style.height = pieceWidth + "px"; - const [ip, jp] = this.getPixelPosition(i, j, newR); - // Translate coordinates to use chessboard as reference: - this.g_pieces[i][j].style.transform = - `translate(${ip - newX}px,${jp - newY}px)`; + // NOTE: next "if" for variants which use squares filling + // instead of "physical", moving pieces + if (this.g_pieces) { + for (let i=0; i < this.size.x; i++) { + for (let j=0; j < this.size.y; j++) { + if (this.g_pieces[i][j]) { + // NOTE: could also use CSS transform "scale" + this.g_pieces[i][j].style.width = pieceWidth + "px"; + this.g_pieces[i][j].style.height = pieceWidth + "px"; + const [ip, jp] = this.getPixelPosition(i, j, newR); + // Translate coordinates to use chessboard as reference: + this.g_pieces[i][j].style.transform = + `translate(${ip - newX}px,${jp - newY}px)`; + } } } } - if (this.reserve) + if (this.hasReserve) this.rescaleReserve(newR); } @@ -1159,7 +1165,7 @@ export default class ChessRules { // MOVES GENERATION // For Cylinder: get Y coordinate - computeY(y) { + getY(y) { if (!this.options["cylinder"]) return y; let res = y % this.size.y; @@ -1180,13 +1186,13 @@ export default class ChessRules { const attacks = specs.attack || specs.moves; for (let a of attacks) { outerLoop: for (let step of a.steps) { - let [ii, jj] = [i + step[0], this.computeY(j + step[1])]; + let [ii, jj] = [i + step[0], this.getY(j + step[1])]; let stepCounter = 1; while (this.onBoard(ii, jj) && this.board[ii][jj] == "") { if (a.range <= stepCounter++) continue outerLoop; ii += step[0]; - jj = this.computeY(jj + step[1]); + jj = this.getY(jj + step[1]); } if ( this.onBoard(ii, jj) && @@ -1207,7 +1213,7 @@ export default class ChessRules { getDropMovesFrom([c, p]) { // NOTE: by design, this.reserve[c][p] >= 1 on user click - // (but not necessarily otherwise) + // (but not necessarily otherwise: atLeastOneMove() etc) if (this.reserve[c][p] == 0) return []; let moves = []; @@ -1323,7 +1329,7 @@ export default class ChessRules { ]; for (let step of steps) { let x = m.end.x + step[0]; - let y = this.computeY(m.end.y + step[1]); + let y = this.getY(m.end.y + step[1]); if ( this.onBoard(x, y) && this.board[x][y] != "" && @@ -1455,7 +1461,7 @@ export default class ChessRules { if (a.range <= stepCounter++) continue outerLoop; i += step[0]; - j = this.computeY(j + step[1]); + j = this.getY(j + step[1]); } if ( this.onBoard(i, j) && @@ -1474,23 +1480,49 @@ export default class ChessRules { const color = this.getColor(x, y); const stepSpec = this.pieces(color, x, y)[piece]; let moves = []; - let explored = {}; //for Cylinder mode + // Next 3 for Cylinder mode: + let explored = {}; + let segments = []; + let segStart = []; + + const addMove = (start, end) => { + let newMove = this.getBasicMove(start, end); + if (segments.length > 0) { + newMove.segments = JSON.parse(JSON.stringify(segments)); + newMove.segments.push([[segStart[0], segStart[1]], [end[0], end[1]]]); + } + moves.push(newMove); + }; const findAddMoves = (type, stepArray) => { for (let s of stepArray) { - // TODO: if jump in y (computeY, Cylinder), move.segments outerLoop: for (let step of s.steps) { - let [i, j] = [x + step[0], this.computeY(y + step[1])]; - let stepCounter = 1; - while (this.onBoard(i, j) && this.board[i][j] == "") { - if (type != "attack" && !explored[i + "." + j]) { + segments = []; + segStart = [x, y]; + let [i, j] = [x, y]; + let stepCounter = 0; + while ( + this.onBoard(i, j) && + (this.board[i][j] == "" || (i == x && j == y)) + ) { + if ( + type != "attack" && + !explored[i + "." + j] && + (i != x || j != y) + ) { explored[i + "." + j] = true; - moves.push(this.getBasicMove([x, y], [i, j])); + addMove([x, y], [i, j]); } if (s.range <= stepCounter++) continue outerLoop; + const oldIJ = [i, j]; i += step[0]; - j = this.computeY(j + step[1]); + j = this.getY(j + step[1]); + if (Math.abs(j - oldIJ[1]) > 1) { + // Boundary between segments (cylinder mode) + segments.push([[segStart[0], segStart[1]], oldIJ]); + segStart = [i, j]; + } } if (!this.onBoard(i, j)) continue; @@ -1511,7 +1543,7 @@ export default class ChessRules { ) ) { explored[i + "." + j] = true; - moves.push(this.getBasicMove([x, y], [i, j])); + addMove([x, y], [i, j]); } } } @@ -1521,26 +1553,29 @@ export default class ChessRules { if (specialAttack) findAddMoves("attack", stepSpec.attack); findAddMoves(specialAttack ? "moveonly" : "all", stepSpec.moves); - if (this.options["zen"]) - Array.prototype.push.apply(moves, this.findCapturesOn([x, y], true)); + if (this.options["zen"]) { + Array.prototype.push.apply(moves, + this.findCapturesOn([x, y], {zen: true})); + } return moves; } - findCapturesOn([x, y], zen) { + // Search for enemy (or not) pieces attacking [x, y] + findCapturesOn([x, y], args) { let moves = []; - // Find reverse captures (opponent takes) - const color = this.getColor(x, y); - const oppCol = C.GetOppCol(color); + if (!args.oppCol) + args.oppCol = C.GetOppCol(this.getColor(x, y) || this.turn); for (let i=0; i= 1); + return ( + this.findCapturesOn([x, y], {oppCol: oppCol, one: true}).length >= 1 + ); } // Stop at first king found (TODO: multi-kings) @@ -2158,6 +2203,12 @@ export default class ChessRules { let container = document.getElementById(this.containerId) const r = container.querySelector(".chessboard").getBoundingClientRect(); + if (typeof move.start.x == "string") { + // Need to bound width/height (was 100% for reserve pieces) + const pieceWidth = this.getPieceWidth(r.width); + movingPiece.style.width = pieceWidth + "px"; + movingPiece.style.height = pieceWidth + "px"; + } const maxDist = this.getMaxDistance(r.width); const pieces = this.pieces(); if (move.drag) { @@ -2185,7 +2236,7 @@ export default class ChessRules { // TODO: unclear why we need this new delay below: setTimeout(() => { movingPiece.style.transitionDuration = duration + "s"; - // movingPiece is child of container: no need to adjust cordinates + // movingPiece is child of container: no need to adjust coordinates movingPiece.style.transform = `translate(${arr[0]}px, ${arr[1]}px)`; setTimeout(cb, duration * 1000); }, 50);