X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fbase_rules.js;h=aff47109bed2fd2ae5179b136c8de60e36754c78;hb=7c05a5f2297bea540c700ebceb0cc8b03a7f6775;hp=acf6eff04b612c13ce1b84a2b4583ef48f9541de;hpb=85a1dcbab08bdab51c26c27fb8df95bc461617d4;p=vchess.git diff --git a/client/src/base_rules.js b/client/src/base_rules.js index acf6eff0..aff47109 100644 --- a/client/src/base_rules.js +++ b/client/src/base_rules.js @@ -22,14 +22,15 @@ export const Move = class Move { constructor(o) { this.appear = o.appear; this.vanish = o.vanish; - this.start = o.start ? o.start : { x: o.vanish[0].x, y: o.vanish[0].y }; - this.end = o.end ? o.end : { x: o.appear[0].x, y: o.appear[0].y }; + this.start = o.start || { x: o.vanish[0].x, y: o.vanish[0].y }; + this.end = o.end || { x: o.appear[0].x, y: o.appear[0].y }; } }; // NOTE: x coords = top to bottom; y = left to right // (from white player perspective) export const ChessRules = class ChessRules { + ////////////// // MISC UTILS @@ -111,6 +112,11 @@ export const ChessRules = class ChessRules { return false; } + // Some games are drawn unusually (bottom right corner is black) + static get DarkBottomRight() { + return false; + } + // Some variants require lines drawing static get Lines() { if (V.Monochrome) { @@ -125,6 +131,16 @@ export const ChessRules = class ChessRules { return null; } + // In some variants, the player who repeat a position loses + static get LoseOnRepetition() { + return false; + } + + // At some stages, some games could wait clicks only: + onlyClick() { + return false; + } + // Some variants use click infos: doClick() { return null; @@ -147,7 +163,7 @@ export const ChessRules = class ChessRules { // Turn "p" into "bp" (for board) static fen2board(f) { - return f.charCodeAt() <= 90 ? "w" + f.toLowerCase() : "b" + f; + return f.charCodeAt(0) <= 90 ? "w" + f.toLowerCase() : "b" + f; } // Check if FEN describes a board situation correctly @@ -186,7 +202,7 @@ export const ChessRules = class ChessRules { if (V.PIECES.includes(row[i].toLowerCase())) sumElts++; else { const num = parseInt(row[i], 10); - if (isNaN(num)) return false; + if (isNaN(num) || num <= 0) return false; sumElts += num; } } @@ -264,7 +280,7 @@ export const ChessRules = class ChessRules { // En-passant square, if any getEpSquare(moveOrSquare) { - if (!moveOrSquare) return undefined; + if (!moveOrSquare) return undefined; //TODO: necessary line?! if (typeof moveOrSquare === "string") { const square = moveOrSquare; if (square == "-") return undefined; @@ -426,8 +442,10 @@ export const ChessRules = class ChessRules { // if more than 9 consecutive free spaces, break the integer, // otherwise FEN parsing will fail. if (count <= 9) return count; - // Currently only boards of size up to 11 or 12: - return "9" + (count - 9); + // Most boards of size < 18: + if (count <= 18) return "9" + (count - 9); + // Except Gomoku: + return "99" + (count - 18); }; let position = ""; for (let i = 0; i < V.size.x; i++) { @@ -517,23 +535,20 @@ export const ChessRules = class ChessRules { } // Scan board for kings positions + // TODO: should be done from board, no need for the complete FEN scanKings(fen) { - this.INIT_COL_KING = { w: -1, b: -1 }; // Squares of white and black king: this.kingPos = { w: [-1, -1], b: [-1, -1] }; const fenRows = V.ParseFen(fen).position.split("/"); - const startRow = { 'w': V.size.x - 1, 'b': 0 }; for (let i = 0; i < fenRows.length; i++) { let k = 0; //column index on board for (let j = 0; j < fenRows[i].length; j++) { switch (fenRows[i].charAt(j)) { case "k": this.kingPos["b"] = [i, k]; - this.INIT_COL_KING["b"] = k; break; case "K": this.kingPos["w"] = [i, k]; - this.INIT_COL_KING["w"] = k; break; default: { const num = parseInt(fenRows[i].charAt(j), 10); @@ -645,36 +660,30 @@ export const ChessRules = class ChessRules { // MOVES GENERATION // All possible moves from selected square - getPotentialMovesFrom([x, y]) { - switch (this.getPiece(x, y)) { - case V.PAWN: - return this.getPotentialPawnMoves([x, y]); - case V.ROOK: - return this.getPotentialRookMoves([x, y]); - case V.KNIGHT: - return this.getPotentialKnightMoves([x, y]); - case V.BISHOP: - return this.getPotentialBishopMoves([x, y]); - case V.QUEEN: - return this.getPotentialQueenMoves([x, y]); - case V.KING: - return this.getPotentialKingMoves([x, y]); + getPotentialMovesFrom(sq) { + switch (this.getPiece(sq[0], sq[1])) { + case V.PAWN: return this.getPotentialPawnMoves(sq); + case V.ROOK: return this.getPotentialRookMoves(sq); + case V.KNIGHT: return this.getPotentialKnightMoves(sq); + case V.BISHOP: return this.getPotentialBishopMoves(sq); + case V.QUEEN: return this.getPotentialQueenMoves(sq); + case V.KING: return this.getPotentialKingMoves(sq); } - return []; //never reached + return []; //never reached (but some variants may use it: Bario...) } // Build a regular move from its initial and destination squares. // tr: transformation getBasicMove([sx, sy], [ex, ey], tr) { const initColor = this.getColor(sx, sy); - const initPiece = this.getPiece(sx, sy); + const initPiece = this.board[sx][sy].charAt(1); let mv = new Move({ appear: [ new PiPo({ x: ex, y: ey, - c: tr ? tr.c : initColor, - p: tr ? tr.p : initPiece + c: !!tr ? tr.c : initColor, + p: !!tr ? tr.p : initPiece }) ], vanish: [ @@ -694,7 +703,7 @@ export const ChessRules = class ChessRules { x: ex, y: ey, c: this.getColor(ex, ey), - p: this.getPiece(ex, ey) + p: this.board[ex][ey].charAt(1) }) ); } @@ -711,7 +720,7 @@ export const ChessRules = class ChessRules { let j = y + step[1]; while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { moves.push(this.getBasicMove([x, y], [i, j])); - if (oneStep) continue outerLoop; + if (!!oneStep) continue outerLoop; i += step[0]; j += step[1]; } @@ -735,8 +744,7 @@ 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), + p: this.board[x][epSquare.y].charAt(1), c: this.getColor(x, epSquare.y) }); } @@ -879,25 +887,21 @@ export const ChessRules = class ChessRules { V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep" ); - if (V.HasCastle) moves = moves.concat(this.getCastleMoves(sq)); + if (V.HasCastle && this.castleFlags[this.turn].some(v => v < V.size.y)) + moves = moves.concat(this.getCastleMoves(sq)); return moves; } // "castleInCheck" arg to let some variants castle under check - getCastleMoves([x, y], castleInCheck, castleWith) { + getCastleMoves([x, y], finalSquares, 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) // Castling ? const oppCol = V.GetOppCol(c); let moves = []; - let i = 0; // King, then rook: - const finalSquares = [ - [2, 3], - [V.size.y - 2, V.size.y - 3] - ]; + finalSquares = finalSquares || [ [2, 3], [V.size.y - 2, V.size.y - 3] ]; + const castlingKing = this.board[x][y].charAt(1); castlingCheck: for ( let castleSide = 0; castleSide < 2; @@ -908,30 +912,28 @@ export const ChessRules = class ChessRules { // NOTE: in some variants this is not a rook const rookPos = this.castleFlags[c][castleSide]; + const castlingPiece = this.board[x][rookPos].charAt(1); if ( this.board[x][rookPos] == V.EMPTY || this.getColor(x, rookPos) != c || - (!!castleWith && !castleWith.includes(this.getPiece(x, rookPos))) + (!!castleWith && !castleWith.includes(castlingPiece)) ) { // 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); const finDist = finalSquares[castleSide][0] - y; let step = finDist / Math.max(1, Math.abs(finDist)); - i = y; + let i = y; do { 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 && + (!castleInCheck && this.isAttacked([x, i], oppCol)) || + ( + this.board[x][i] != V.EMPTY && // NOTE: next check is enough, because of chessboard constraints - (this.getColor(x, i) != c || - ![V.KING, castlingPiece].includes(this.getPiece(x, i)))) + (this.getColor(x, i) != c || ![y, rookPos].includes(i)) + ) ) { continue castlingCheck; } @@ -950,7 +952,7 @@ export const ChessRules = class ChessRules { finalSquares[castleSide][i] != rookPos && this.board[x][finalSquares[castleSide][i]] != V.EMPTY && ( - this.getPiece(x, finalSquares[castleSide][i]) != V.KING || + finalSquares[castleSide][i] != y || this.getColor(x, finalSquares[castleSide][i]) != c ) ) { @@ -965,7 +967,7 @@ export const ChessRules = class ChessRules { new PiPo({ x: x, y: finalSquares[castleSide][0], - p: V.KING, + p: castlingKing, c: c }), new PiPo({ @@ -976,7 +978,8 @@ export const ChessRules = class ChessRules { }) ], vanish: [ - new PiPo({ x: x, y: y, p: V.KING, c: c }), + // King might be initially disguised (Titan...) + new PiPo({ x: x, y: y, p: castlingKing, c: c }), new PiPo({ x: x, y: rookPos, p: castlingPiece, c: c }) ], end: @@ -1034,6 +1037,9 @@ export const ChessRules = class ChessRules { // Stop at the first move found // TODO: not really, it explores all moves from a square (one is enough). + // Possible fix: add extra arg "oneMove" to getPotentialMovesFrom, + // and then return only boolean true at first move found + // (in all getPotentialXXXMoves() ... for all variants ...) atLeastOneMove() { const color = this.turn; for (let i = 0; i < V.size.x; i++) { @@ -1074,6 +1080,7 @@ export const ChessRules = class ChessRules { } if ( V.OnBoard(rx, ry) && + this.board[rx][ry] != V.EMPTY && this.getPiece(rx, ry) == piece && this.getColor(rx, ry) == color ) { @@ -1175,6 +1182,7 @@ export const ChessRules = class ChessRules { } updateCastleFlags(move, piece, color) { + // TODO: check flags. If already off, no need to always re-evaluate const c = color || V.GetOppCol(this.turn); const firstRank = (c == "w" ? V.size.x - 1 : 0); // Update castling flags if rooks are moved @@ -1479,4 +1487,5 @@ export const ChessRules = class ChessRules { ) ); } + };