X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=base_rules.js;h=ae2ca80dfa1405239f46806b8124dcea0e9f7d13;hb=3ca478329f818efdfe2e03ce72c0effa6a8b0c0b;hp=e8cf4f4a0032613f4ba5afafe24392e4efbfa34d;hpb=f57232cdb4ea7c7b5fab1c7ef23c26714d26501e;p=xogo.git diff --git a/base_rules.js b/base_rules.js index e8cf4f4..ae2ca80 100644 --- a/base_rules.js +++ b/base_rules.js @@ -97,6 +97,14 @@ export default class ChessRules { return true; } + // Allow to take (moving: not disappearing) own pieces? + get hasSelfCaptures() { + return ( + this.options["recycle"] || + (this.options["teleport"] && this.subTurnTeleport == 1) + ); + } + get hasReserve() { return ( !!this.options["crazyhouse"] || @@ -122,6 +130,11 @@ export default class ChessRules { return false; } + // Some variants do not flip board as black + get flippedBoard() { + return (this.playerColor == 'b'); + } + // Some variants use click infos: doClick(coords) { if (typeof coords.x != "number") @@ -220,9 +233,9 @@ export default class ChessRules { ['r', 'n', 'b', 'q', 'k', 'b', 'n', 'r'], { randomness: this.options["randomness"], - between: {p1: 'k', p2: 'r'}, + between: [{p1: 'k', p2: 'r'}], diffCol: ['b'], - flags: ['r'] + flags: ['r', 'k'] } ); return { @@ -311,7 +324,7 @@ export default class ChessRules { // Flags part of the FEN string getFlagsFen() { - return ["w", "b"].map(c => { + return ['w', 'b'].map(c => { return this.castleFlags[c].map(x => x.toString(36)).join(""); }).join(""); } @@ -327,7 +340,7 @@ export default class ChessRules { if (o.init) return "000000000000"; return ( - ["w","b"].map(c => Object.values(this.reserve[c]).join("")).join("") + ['w', 'b'].map(c => Object.values(this.reserve[c]).join("")).join("") ); } @@ -403,14 +416,14 @@ export default class ChessRules { } // Some additional variables from FEN (variant dependant) - setOtherVariables(fenParsed) { + setOtherVariables(fenParsed, pieceArray) { // Set flags and enpassant: if (this.hasFlags) this.setFlags(fenParsed.flags); if (this.hasEnpassant) this.epSquare = this.getEpSquare(fenParsed.enpassant); if (this.hasReserve && !this.isDiagram) - this.initReserves(fenParsed.reserve); + this.initReserves(fenParsed.reserve, pieceArray); if (this.options["crazyhouse"]) this.initIspawn(fenParsed.ispawn); if (this.options["teleport"]) { @@ -566,7 +579,7 @@ export default class ChessRules { // Get SVG board (background, no pieces) getSvgChessboard() { - const flipped = (this.playerColor == 'b'); + const flipped = this.flippedBoard; let board = ` = 6) || (color == 'b' && x <= 1); + } pieces(color, x, y) { - const pawnShift = this.getPawnShift(color); - // NOTE: jump 2 squares from first rank (pawns can be here sometimes) - const initRank = ((color == 'w' && x >= 6) || (color == 'b' && x <= 1)); + const pawnShift = this.getPawnShift(color || 'w'); return { 'p': { "class": "pawn", moves: [ { steps: [[pawnShift, 0]], - range: (initRank ? 2 : 1) + range: (this.isPawnInitRank(x, color) ? 2 : 1) } ], attack: [ @@ -1290,6 +1304,17 @@ export default class ChessRules { res += this.size.y; return res; } + // Circular? + getX(x) { + return x; //generally, no + } + + increment([x, y], step) { + return [ + this.getX(x + step[0]), + this.getY(y + step[1]) + ]; + } getSegments(curSeg, segStart, segEnd) { if (curSeg.length == 0) @@ -1355,13 +1380,12 @@ export default class ChessRules { const attacks = stepSpec.both.concat(stepSpec.attack); for (let a of attacks) { outerLoop: for (let step of a.steps) { - let [i, j] = [x + step[0], y + step[1]]; - let stepCounter = 1; + let [i, j] = this.increment([x, y], step); + let stepCounter = 0; while (this.onBoard(i, j) && this.board[i][j] == "") { if (a.range <= stepCounter++) continue outerLoop; - i += step[0]; - j = this.getY(j + step[1]); + [i, j] = this.increment([i, j], step); } if ( this.onBoard(i, j) && @@ -1397,7 +1421,6 @@ export default class ChessRules { { attackOnly: true, one: true, - segments: this.options["cylinder"] }, allowed ) @@ -1408,10 +1431,7 @@ export default class ChessRules { this.options["zen"] && this.findCapturesOn( [i, j], - { - one: true, - segments: this.options["cylinder"] - }, + {one: true}, allowed ) ) @@ -1500,12 +1520,8 @@ export default class ChessRules { let moves = this.getPotentialMovesOf(piece, [x, y]); if (piece == "p" && this.hasEnpassant && this.epSquare) Array.prototype.push.apply(moves, this.getEnpassantCaptures([x, y])); - if ( - this.isKing(0, 0, piece) && this.hasCastle && - this.castleFlags[color || this.turn].some(v => v < this.size.y) - ) { + if (this.isKing(0, 0, piece) && this.hasCastle) Array.prototype.push.apply(moves, this.getCastleMoves([x, y])); - } return this.postProcessPotentialMoves(moves); } @@ -1570,8 +1586,7 @@ export default class ChessRules { vanish: [] }); for (let step of steps) { - let x = m.end.x + step[0]; - let y = this.getY(m.end.y + step[1]); + let [x, y] = this.increment([m.end.x, m.end.y], step); if ( this.onBoard(x, y) && this.board[x][y] != "" && @@ -1659,7 +1674,7 @@ export default class ChessRules { m.appear[0].p = this.pawnPromotions[0]; for (let i=1; i { @@ -1692,7 +1706,6 @@ export default class ChessRules { [x, y], { moveOnly: !!stepSpec.attack || this.options["zen"], - segments: this.options["cylinder"], stepSpec: stepSpec } ); @@ -1705,22 +1718,17 @@ export default class ChessRules { !this.isKing(i1, j1) && this.canTake([i2, j2], [i1, j1]) ); // Technical step: segments (if any) are reversed - if (this.options["cylinder"]) { - zenCaptures.forEach(z => { + zenCaptures.forEach(z => { + if (!!z.segments) z.segments = z.segments.reverse().map(s => s.reverse()) - }); - } + }); Array.prototype.push.apply(squares, zenCaptures); } - if ( - this.options["recycle"] || - (this.options["teleport"] && this.subTurnTeleport == 1) - ) { + if (this.hasSelfCaptures) { const selfCaptures = this.findDestSquares( [x, y], { attackOnly: true, - segments: this.options["cylinder"], stepSpec: stepSpec }, ([i1, j1], [i2, j2]) => { @@ -1734,7 +1742,7 @@ export default class ChessRules { } return squares.map(s => { let mv = this.getBasicMove([x, y], s.sq); - if (this.options["cylinder"] && !!s.segments && s.segments.length >= 2) + if (!!s.segments) mv.segments = s.segments; return mv; }); @@ -1745,23 +1753,21 @@ export default class ChessRules { 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) + // Next 3 for Cylinder mode or circular (useless otherwise) let explored = {}; let segments = []; let segStart = []; const addSquare = ([i, j]) => { let elt = {sq: [i, j]}; - if (o.segments) + if (segments.length >= 1) elt.segments = this.getSegments(segments, segStart, [i, j]); res.push(elt); }; const exploreSteps = (stepArray, mode) => { for (let s of stepArray) { outerLoop: for (let step of s.steps) { - if (o.segments) { - segments = []; - segStart = [x, y]; - } + segments = []; + segStart = [x, y]; let [i, j] = [x, y]; let stepCounter = 0; while ( @@ -1785,10 +1791,9 @@ export default class ChessRules { if (s.range <= stepCounter++) continue outerLoop; const oldIJ = [i, j]; - i += step[0]; - j = this.getY(j + step[1]); - if (o.segments && Math.abs(j - oldIJ[1]) > 1) { - // Boundary between segments (cylinder mode) + [i, j] = this.increment([i, j], step); + if (Math.abs(j - oldIJ[1]) > 1 || Math.abs(i - oldIJ[0]) > 1) { + // Boundary between segments (cylinder or circular mode) segments.push([[segStart[0], segStart[1]], oldIJ]); segStart = [i, j]; } @@ -1859,7 +1864,6 @@ export default class ChessRules { { captureTarget: [x, y], captureSteps: [{steps: [s], range: a.range}], - segments: o.segments }, allowed ); @@ -1990,7 +1994,7 @@ export default class ChessRules { const oppCols = this.getOppCols(color); if ( this.epSquare && - this.epSquare.x == x + shiftX && + this.epSquare.x == x + shiftX && //NOTE: epSquare.x not on edge Math.abs(this.getY(this.epSquare.y - y)) == 1 && // Doublemove (and Progressive?) guards: this.board[this.epSquare.x][this.epSquare.y] == "" && @@ -2007,8 +2011,9 @@ export default class ChessRules { return []; } - getCastleMoves([x, y], finalSquares, castleWith) { + getCastleMoves([x, y], finalSquares, castleWith, castleFlags) { const c = this.getColor(x, y); + castleFlags = castleFlags || this.castleFlags[c]; // Castling ? const oppCols = this.getOppCols(c); @@ -2022,12 +2027,12 @@ export default class ChessRules { castleSide < 2; castleSide++ //large, then small ) { - if (this.castleFlags[c][castleSide] >= this.size.y) + if (castleFlags[castleSide] >= this.size.y) continue; // If this code is reached, rook and king are on initial position // NOTE: in some variants this is not a rook - const rookPos = this.castleFlags[c][castleSide]; + const rookPos = castleFlags[castleSide]; const castlingPiece = this.getPiece(x, rookPos); if ( this.board[x][rookPos] == "" || @@ -2129,7 +2134,6 @@ export default class ChessRules { [x, y], { byCol: oppCols, - segments: this.options["cylinder"], one: true } ) @@ -2141,7 +2145,6 @@ export default class ChessRules { [x, y], { attackOnly: true, - segments: this.options["cylinder"], one: true }, ([i1, j1], [i2, j2]) => oppCols.includes(this.getColor(i2, j2)) @@ -2232,11 +2235,20 @@ export default class ChessRules { this.board[psq.x][psq.y] = psq.c + psq.p; } - updateCastleFlags(move) { + // NOTE: arg "castleFlags" for Coregal or Twokings + updateCastleFlags(move, castleFlags, king) { + castleFlags = castleFlags || this.castleFlags; + // If flags already off, no need to re-check: + if ( + Object.values(castleFlags).every(cvals => + cvals.every(val => val >= this.size.y)) + ) { + return; + } // Update castling flags if start or arrive from/at rook/king locations move.appear.concat(move.vanish).forEach(psq => { - if (this.isKing(0, 0, psq.p)) - this.castleFlags[psq.c] = [this.size.y, this.size.y]; + if ((!!king && psq.p == king) || this.isKing(0, 0, psq.p)) + 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) @@ -2244,22 +2256,16 @@ export default class ChessRules { else if (psq.x == this.size.x - 1) c = "w"; if (c != "") { - const fidx = this.castleFlags[c].findIndex(f => f == psq.y); + const fidx = castleFlags[c].findIndex(f => f == psq.y); if (fidx >= 0) - this.castleFlags[c][fidx] = this.size.y; + castleFlags[c][fidx] = this.size.y; } }); } prePlay(move) { - if ( - this.hasCastle && - // If flags already off, no need to re-check: - Object.values(this.castleFlags).some(cvals => - cvals.some(val => val < this.size.y)) - ) { + if (this.hasCastle) this.updateCastleFlags(move); - } if (this.options["crazyhouse"]) { move.vanish.forEach(v => { const square = C.CoordsToSquare({x: v.x, y: v.y});