X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fbase_rules.js;h=acf6eff04b612c13ce1b84a2b4583ef48f9541de;hb=85a1dcbab08bdab51c26c27fb8df95bc461617d4;hp=1a4a32d96aaf61649580328802f2e906e143d505;hpb=472c0c4f5aa29d96e080873ebfce2a04f664d852;p=vchess.git diff --git a/client/src/base_rules.js b/client/src/base_rules.js index 1a4a32d9..acf6eff0 100644 --- a/client/src/base_rules.js +++ b/client/src/base_rules.js @@ -80,6 +80,24 @@ export const ChessRules = class ChessRules { return V.ShowMoves; } + // Sometimes moves must remain hidden until game ends + static get SomeHiddenMoves() { + return false; + } + get someHiddenMoves() { + return V.SomeHiddenMoves; + } + + // Generally true, unless the variant includes random effects + static get CorrConfirm() { + return true; + } + + // Used for Monochrome variant (TODO: harmonize: !canFlip ==> showFirstTurn) + get showFirstTurn() { + return false; + } + // Some variants always show the same orientation static get CanFlip() { return true; @@ -88,11 +106,35 @@ export const ChessRules = class ChessRules { return V.CanFlip; } + // For (generally old) variants without checkered board + static get Monochrome() { + return false; + } + + // Some variants require lines drawing + static get Lines() { + if (V.Monochrome) { + let lines = []; + // Draw all inter-squares lines + for (let i = 0; i <= V.size.x; i++) + lines.push([[i, 0], [i, V.size.y]]); + for (let j = 0; j <= V.size.y; j++) + lines.push([[0, j], [V.size.x, j]]); + return lines; + } + return null; + } + // Some variants use click infos: doClick() { return null; } + // Some variants may need to highlight squares on hover (Hamilton, Weiqi...) + hoverHighlight() { + return false; + } + static get IMAGE_EXTENSION() { // All pieces should be in the SVG format return ".svg"; @@ -116,7 +158,7 @@ export const ChessRules = class ChessRules { // 2) Check turn if (!fenParsed.turn || !V.IsGoodTurn(fenParsed.turn)) return false; // 3) Check moves count - if (!fenParsed.movesCount || !(parseInt(fenParsed.movesCount) >= 0)) + if (!fenParsed.movesCount || !(parseInt(fenParsed.movesCount, 10) >= 0)) return false; // 4) Check flags if (V.HasFlags && (!fenParsed.flags || !V.IsGoodFlags(fenParsed.flags))) @@ -143,7 +185,7 @@ export const ChessRules = class ChessRules { if (['K','k'].includes(row[i])) kings[row[i]]++; if (V.PIECES.includes(row[i].toLowerCase())) sumElts++; else { - const num = parseInt(row[i]); + const num = parseInt(row[i], 10); if (isNaN(num)) return false; sumElts += num; } @@ -190,7 +232,7 @@ export const ChessRules = class ChessRules { return { // NOTE: column is always one char => max 26 columns // row is counted from black side => subtraction - x: V.size.x - parseInt(sq.substr(1)), + x: V.size.x - parseInt(sq.substr(1), 10), y: sq[0].charCodeAt() - 97 }; } @@ -263,7 +305,8 @@ 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: @@ -437,7 +480,7 @@ export const ChessRules = class ChessRules { let j = 0; for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++) { const character = rows[i][indexInRow]; - const num = parseInt(character); + const num = parseInt(character, 10); // If num is a number, just shift j: if (!isNaN(num)) j += num; // Else: something at position i,j @@ -468,8 +511,8 @@ 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.movesCount = parseInt(fenParsed.movesCount); + this.turn = fenParsed.turn; + this.movesCount = parseInt(fenParsed.movesCount, 10); this.setOtherVariables(fen); } @@ -493,7 +536,7 @@ export const ChessRules = class ChessRules { this.INIT_COL_KING["w"] = k; break; default: { - const num = parseInt(fenRows[i].charAt(j)); + const num = parseInt(fenRows[i].charAt(j), 10); if (!isNaN(num)) k += num - 1; } } @@ -703,13 +746,12 @@ 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 if (!!promotions) finalPieces = promotions; - else if (!!V.PawnSpecs.promotions) - finalPieces = V.PawnSpecs.promotions; + else if (!!V.PawnSpecs.promotions) finalPieces = V.PawnSpecs.promotions; } let tr = null; for (let piece of finalPieces) { @@ -720,10 +762,11 @@ 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 forward = (color == 'w' ? -1 : 1); // Pawn movements in shiftX direction: const getPawnMoves = (shiftX) => { @@ -731,7 +774,7 @@ export const ChessRules = class ChessRules { // NOTE: next condition is generally true (no pawn on last rank) if (x + shiftX >= 0 && x + shiftX < sizeX) { if (this.board[x + shiftX][y] == V.EMPTY) { - // One square forward + // One square forward (or backward) this.addPawnMoves([x, y], [x + shiftX, y], moves, promotions); // Next condition because pawns on 1st rank can generally jump if ( @@ -742,7 +785,10 @@ export const ChessRules = class ChessRules { (color == 'b' && x <= V.PawnSpecs.initShift['b']) ) ) { - if (this.board[x + 2 * shiftX][y] == V.EMPTY) { + if ( + shiftX == forward && + this.board[x + 2 * shiftX][y] == V.EMPTY + ) { // Two squares jump moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y])); if ( @@ -758,10 +804,7 @@ export const ChessRules = class ChessRules { // Captures if (V.PawnSpecs.canCapture) { for (let shiftY of [-1, 1]) { - if ( - y + shiftY >= 0 && - y + shiftY < sizeY - ) { + if (y + shiftY >= 0 && y + shiftY < sizeY) { if ( this.board[x + shiftX][y + shiftY] != V.EMPTY && this.canTake([x, y], [x + shiftX, y + shiftY]) @@ -772,13 +815,13 @@ export const ChessRules = class ChessRules { ); } if ( - V.PawnSpecs.captureBackward && + V.PawnSpecs.captureBackward && shiftX == forward && x - shiftX >= 0 && x - shiftX < V.size.x && this.board[x - shiftX][y + shiftY] != V.EMPTY && this.canTake([x, y], [x - shiftX, y + shiftY]) ) { this.addPawnMoves( - [x, y], [x + shiftX, y + shiftY], + [x, y], [x - shiftX, y + shiftY], moves, promotions ); } @@ -841,7 +884,7 @@ export const ChessRules = class ChessRules { } // "castleInCheck" arg to let some variants castle under check - getCastleMoves([x, y], castleInCheck) { + getCastleMoves([x, y], castleInCheck, castleWith) { const c = this.getColor(x, y); if (x != (c == "w" ? V.size.x - 1 : 0) || y != this.INIT_COL_KING[c]) return []; //x isn't first rank, or king has moved (shortcut) @@ -865,9 +908,14 @@ export const ChessRules = class ChessRules { // NOTE: in some variants this is not a rook const rookPos = this.castleFlags[c][castleSide]; - if (this.board[x][rookPos] == V.EMPTY || this.getColor(x, rookPos) != c) + if ( + this.board[x][rookPos] == V.EMPTY || + this.getColor(x, rookPos) != c || + (!!castleWith && !castleWith.includes(this.getPiece(x, rookPos))) + ) { // Rook is not here, or changed color (see Benedict) continue; + } // Nothing on the path of the king ? (and no checks) const castlingPiece = this.getPiece(x, rookPos); @@ -878,6 +926,7 @@ export const ChessRules = class ChessRules { if ( // NOTE: "castling" arg is used by some variants (Monster), // where "isAttacked" is overloaded in an infinite-recursive way. + // TODO: not used anymore (Monster + Doublemove2 are simplified). (!castleInCheck && this.isAttacked([x, i], oppCol, "castling")) || (this.board[x][i] != V.EMPTY && // NOTE: next check is enough, because of chessboard constraints @@ -966,7 +1015,7 @@ export const ChessRules = class ChessRules { 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]) @@ -989,12 +1038,11 @@ export const ChessRules = class ChessRules { const color = this.turn; 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) { const moves = this.getPotentialMovesFrom([i, j]); if (moves.length > 0) { - for (let k = 0; k < moves.length; k++) { + for (let k = 0; k < moves.length; k++) if (this.filterValid([moves[k]]).length > 0) return true; - } } } } @@ -1036,21 +1084,15 @@ export const ChessRules = class ChessRules { } // Is square x,y attacked by 'color' pawns ? - isAttackedByPawn([x, y], color) { + isAttackedByPawn(sq, color) { const pawnShift = (color == "w" ? 1 : -1); - if (x + pawnShift >= 0 && x + pawnShift < V.size.x) { - for (let i of [-1, 1]) { - if ( - y + i >= 0 && - y + i < V.size.y && - this.getPiece(x + pawnShift, y + i) == V.PAWN && - this.getColor(x + pawnShift, y + i) == color - ) { - return true; - } - } - } - return false; + return this.isAttackedBySlideNJump( + sq, + color, + V.PAWN, + [[pawnShift, 1], [pawnShift, -1]], + "oneStep" + ); } // Is square x,y attacked by 'color' rooks ? @@ -1132,8 +1174,8 @@ export const ChessRules = class ChessRules { this.postPlay(move); } - updateCastleFlags(move, piece) { - const c = V.GetOppCol(this.turn); + updateCastleFlags(move, piece, color) { + const c = color || V.GetOppCol(this.turn); const firstRank = (c == "w" ? V.size.x - 1 : 0); // Update castling flags if rooks are moved const oppCol = this.turn; @@ -1169,10 +1211,8 @@ export const ChessRules = class ChessRules { piece = move.appear[0].p; // Update king position + flags - if (piece == V.KING && move.appear.length > 0) { - this.kingPos[c][0] = move.appear[0].x; - this.kingPos[c][1] = move.appear[0].y; - } + if (piece == V.KING && move.appear.length > 0) + this.kingPos[c] = [move.appear[0].x, move.appear[0].y]; if (V.HasCastle) this.updateCastleFlags(move, piece); } @@ -1246,10 +1286,11 @@ 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