X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=base_rules.js;h=7191c563b1a416903d4ccc1acefd61f06bd698ec;hb=adf7c6595b5e41e7ecbb3d40cb33b21996e6b16c;hp=07084bf1df622b0126883aa3537c52847b25868f;hpb=082e639a3ed0a38a91fbe8d0e8bfa7b262b5227d;p=xogo.git diff --git a/base_rules.js b/base_rules.js index 07084bf..7191c56 100644 --- a/base_rules.js +++ b/base_rules.js @@ -455,7 +455,7 @@ 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 && @@ -1159,7 +1159,7 @@ 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 +1180,13 @@ 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) && @@ -1323,7 +1323,7 @@ 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 +1455,7 @@ 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 +1474,49 @@ 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 +1537,7 @@ export default class ChessRules { ) ) { explored[i + "." + j] = true; - moves.push(this.getBasicMove([x, y], [i, j])); + addMove([x, y], [i, j]); } } } @@ -1551,7 +1577,7 @@ export default class ChessRules { if (!C.CompatibleStep([i, j], [x, y], s, a.range)) continue; // Finally verify that nothing stand in-between - let [ii, jj] = [i + s[0], this.computeY(j + s[1])]; + let [ii, jj] = [i + s[0], this.getY(j + s[1])]; let stepCounter = 1; while ( this.onBoard(ii, jj) && @@ -1559,7 +1585,7 @@ export default class ChessRules { (ii != x || jj != y) //condition to attack empty squares too ) { ii += s[0]; - jj = this.computeY(jj + s[1]); + jj = this.getY(jj + s[1]); } if (ii == x && jj == y) { if (args.zen) @@ -1706,7 +1732,7 @@ export default class ChessRules { if ( !!this.epSquare && this.epSquare.x == x + shiftX && - Math.abs(this.computeY(this.epSquare.y - y)) == 1 && + Math.abs(this.getY(this.epSquare.y - y)) == 1 && this.getColor(x, this.epSquare.y) == oppCol //Doublemove guard... ) { const [epx, epy] = [this.epSquare.x, this.epSquare.y]; @@ -2204,7 +2230,7 @@ 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);