X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fbase_rules.js;h=177fc9b606836a99a390b724fa77d444bb297cc0;hb=c7550017d88ff6eb32e2c76a271a7f9edc4a3bf6;hp=f9574004f5973f2e6cef6911a392b04754c9085d;hpb=6f2f94374f1e73c375edf732d9425e575e81fff7;p=vchess.git diff --git a/client/src/base_rules.js b/client/src/base_rules.js index f9574004..177fc9b6 100644 --- a/client/src/base_rules.js +++ b/client/src/base_rules.js @@ -191,14 +191,14 @@ export const ChessRules = class ChessRules { return V.CoordToColumn(coords.y) + (V.size.x - coords.x); } - // Path to pieces + // Path to pieces (standard ones in pieces/ folder) getPpath(b) { - return b; //usual pieces in pieces/ folder + return b; } // Path to promotion pieces (usually the same) - getPPpath(b) { - return this.getPpath(b); + getPPpath(m) { + return this.getPpath(m.appear[0].c + m.appear[0].p); } // Aggregates flags into one object @@ -224,9 +224,11 @@ export const ChessRules = class ChessRules { const s = move.start, e = move.end; if ( - Math.abs(s.x - e.x) == 2 && s.y == e.y && - move.appear[0].p == V.PAWN + Math.abs(s.x - e.x) == 2 && + // Next conditions for variants like Atomic or Rifle, Recycle... + (move.appear.length > 0 && move.appear[0].p == V.PAWN) && + (move.vanish.length > 0 && move.vanish[0].p == V.PAWN) ) { return { x: (s.x + e.x) / 2, @@ -679,6 +681,7 @@ export const ChessRules = class ChessRules { enpassantMove.vanish.push({ x: x, y: epSquare.y, + // Captured piece is usually a pawn, but next line seems harmless p: this.getPiece(x, epSquare.y), c: this.getColor(x, epSquare.y) }); @@ -940,6 +943,7 @@ export const ChessRules = class ChessRules { } // Stop at the first move found + // TODO: not really, it explores all moves from a square but one would suffice. atLeastOneMove() { const color = this.turn; for (let i = 0; i < V.size.x; i++) { @@ -1090,7 +1094,7 @@ export const ChessRules = class ChessRules { const c = V.GetOppCol(this.turn); const firstRank = (c == "w" ? V.size.x - 1 : 0); // Update castling flags if rooks are moved - const oppCol = V.GetOppCol(c); + const oppCol = this.turn; const oppFirstRank = V.size.x - 1 - firstRank; if (piece == V.KING && move.appear.length > 0) this.castleFlags[c] = [V.size.y, V.size.y]; @@ -1100,7 +1104,9 @@ export const ChessRules = class ChessRules { ) { const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1); this.castleFlags[c][flagIdx] = V.size.y; - } else if ( + } + // NOTE: not "else if" because a rook could take an opposing rook + if ( move.end.x == oppFirstRank && //we took opponent rook? this.castleFlags[oppCol].includes(move.end.y) ) { @@ -1281,8 +1287,8 @@ export const ChessRules = class ChessRules { } let candidates = [0]; - for (let j = 1; j < moves1.length && moves1[j].eval == moves1[0].eval; j++) - candidates.push(j); + for (let i = 1; i < moves1.length && moves1[i].eval == moves1[0].eval; i++) + candidates.push(i); return moves1[candidates[randInt(candidates.length)]]; }