X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fbase_rules.js;h=734af025a31e4fb9e09171fc7df4263200a631b7;hb=af34341d92d47d14f396e7f4adb81f2a7e9d9a61;hp=d35a91865eeb5f0eed7b5a140599817a62732594;hpb=616561273f216debfeab7f5fc532d0b0a8bc8e2d;p=vchess.git diff --git a/client/src/base_rules.js b/client/src/base_rules.js index d35a9186..734af025 100644 --- a/client/src/base_rules.js +++ b/client/src/base_rules.js @@ -47,7 +47,9 @@ export const ChessRules = class ChessRules { static get PawnSpecs() { return { directions: { 'w': -1, 'b': 1 }, + initShift: { w: 1, b: 1 }, twoSquares: true, + threeSquares: false, promotions: [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN], canCapture: true, captureBackward: false, @@ -164,6 +166,7 @@ export const ChessRules = class ChessRules { return !!flags.match(/^[a-z]{4,4}$/); } + // NOTE: not with regexp to adapt to different board sizes. (TODO?) static IsGoodEnpassant(enpassant) { if (enpassant != "-") { const ep = V.SquareToCoords(enpassant); @@ -260,7 +263,8 @@ export const ChessRules = class ChessRules { } // On which squares is color under check ? (for interface) - getCheckSquares(color) { + getCheckSquares() { + const color = this.turn; return ( this.underCheck(color) // kingPos must be duplicated, because it may change: @@ -465,7 +469,7 @@ export const ChessRules = class ChessRules { return; const fenParsed = V.ParseFen(fen); this.board = V.GetBoard(fenParsed.position); - this.turn = fenParsed.turn[0]; //[0] to work with MarseilleRules + this.turn = fenParsed.turn; this.movesCount = parseInt(fenParsed.movesCount); this.setOtherVariables(fen); } @@ -700,7 +704,7 @@ export const ChessRules = class ChessRules { // Consider all potential promotions: addPawnMoves([x1, y1], [x2, y2], moves, promotions) { let finalPieces = [V.PAWN]; - const color = this.turn; + const color = this.turn; //this.getColor(x1, y1); const lastRank = (color == "w" ? 0 : V.size.x - 1); if (x2 == lastRank) { // promotions arg: special override for Hiddenqueen variant @@ -717,11 +721,10 @@ export const ChessRules = class ChessRules { // What are the pawn moves from square x,y ? getPotentialPawnMoves([x, y], promotions) { - const color = this.turn; + const color = this.turn; //this.getColor(x, y); const [sizeX, sizeY] = [V.size.x, V.size.y]; const pawnShiftX = V.PawnSpecs.directions[color]; const firstRank = (color == "w" ? sizeX - 1 : 0); - const startRank = (color == "w" ? sizeX - 2 : 1); // Pawn movements in shiftX direction: const getPawnMoves = (shiftX) => { @@ -734,11 +737,23 @@ export const ChessRules = class ChessRules { // Next condition because pawns on 1st rank can generally jump if ( V.PawnSpecs.twoSquares && - [startRank, firstRank].includes(x) && - this.board[x + 2 * shiftX][y] == V.EMPTY + ( + (color == 'w' && x >= V.size.x - 1 - V.PawnSpecs.initShift['w']) + || + (color == 'b' && x <= V.PawnSpecs.initShift['b']) + ) ) { - // Two squares jump - moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y])); + if (this.board[x + 2 * shiftX][y] == V.EMPTY) { + // Two squares jump + moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y])); + if ( + V.PawnSpecs.threeSquares && + this.board[x + 3 * shiftX][y] == V.EMPTY + ) { + // Three squares jump + moves.push(this.getBasicMove([x, y], [x + 3 * shiftX, y])); + } + } } } // Captures @@ -862,7 +877,9 @@ export const ChessRules = class ChessRules { i = y; do { if ( - (!castleInCheck && this.isAttacked([x, i], oppCol)) || + // NOTE: "castling" arg is used by some variants (Monster), + // where "isAttacked" is overloaded in an infinite-recursive way. + (!castleInCheck && this.isAttacked([x, i], oppCol, "castling")) || (this.board[x][i] != V.EMPTY && // NOTE: next check is enough, because of chessboard constraints (this.getColor(x, i) != c || @@ -882,9 +899,12 @@ export const ChessRules = class ChessRules { // Nothing on final squares, except maybe king and castling rook? for (i = 0; i < 2; i++) { if ( + finalSquares[castleSide][i] != rookPos && this.board[x][finalSquares[castleSide][i]] != V.EMPTY && - this.getPiece(x, finalSquares[castleSide][i]) != V.KING && - finalSquares[castleSide][i] != rookPos + ( + this.getPiece(x, finalSquares[castleSide][i]) != V.KING || + this.getColor(x, finalSquares[castleSide][i]) != c + ) ) { continue castlingCheck; } @@ -942,14 +962,12 @@ export const ChessRules = class ChessRules { }); } - // Search for all valid moves considering current turn - // (for engine and game end) - getAllValidMoves() { + getAllPotentialMoves() { const color = this.turn; let potentialMoves = []; for (let i = 0; i < V.size.x; i++) { for (let j = 0; j < V.size.y; j++) { - if (this.getColor(i, j) == color) { + if (this.board[i][j] != V.EMPTY && this.getColor(i, j) == color) { Array.prototype.push.apply( potentialMoves, this.getPotentialMovesFrom([i, j]) @@ -957,7 +975,13 @@ export const ChessRules = class ChessRules { } } } - return this.filterValid(potentialMoves); + return potentialMoves; + } + + // Search for all valid moves considering current turn + // (for engine and game end) + getAllValidMoves() { + return this.filterValid(this.getAllPotentialMoves()); } // Stop at the first move found @@ -1149,7 +1173,6 @@ export const ChessRules = class ChessRules { if (piece == V.KING && move.appear.length > 0) { this.kingPos[c][0] = move.appear[0].x; this.kingPos[c][1] = move.appear[0].y; - return; } if (V.HasCastle) this.updateCastleFlags(move, piece); } @@ -1224,10 +1247,11 @@ export const ChessRules = class ChessRules { return 3; } - getComputerMove() { + // 'movesList' arg for some variants to provide a custom list + getComputerMove(movesList) { const maxeval = V.INFINITY; const color = this.turn; - let moves1 = this.getAllValidMoves(); + let moves1 = movesList || this.getAllValidMoves(); if (moves1.length == 0) // TODO: this situation should not happen