X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fbase_rules.js;h=d5849f3bfbd0a2af05378d05917b7403540468de;hb=71ef1664983cd58db3c3bbfdf6cb7c362474e9a5;hp=350e0de642f59a78536af55c3fab92a3278f0853;hpb=d7c00f6a7d6ad573df2a27965bf763b3bb1d0c18;p=vchess.git diff --git a/client/src/base_rules.js b/client/src/base_rules.js index 350e0de6..d5849f3b 100644 --- a/client/src/base_rules.js +++ b/client/src/base_rules.js @@ -46,16 +46,26 @@ export const ChessRules = class ChessRules { static get CanAnalyze() { return true; } + // Patch: issues with javascript OOP, objects can't access static fields. + get canAnalyze() { + return V.CanAnalyze; + } // Some variants show incomplete information, // and thus show only a partial moves list or no list at all. static get ShowMoves() { return "all"; } + get showMoves() { + return V.ShowMoves; + } - // Path to pieces - static getPpath(b) { - return b; //usual pieces in pieces/ folder + // Some variants always show the same orientation + static get CanFlip() { + return true; + } + get canFlip() { + return V.CanFlip; } // Turn "wb" into "B" (for FEN) @@ -160,6 +170,11 @@ export const ChessRules = class ChessRules { return V.CoordToColumn(coords.y) + (V.size.x - coords.x); } + // Path to pieces + getPpath(b) { + return b; //usual pieces in pieces/ folder + } + // Aggregates flags into one object aggregateFlags() { return this.castleFlags; @@ -267,12 +282,13 @@ export const ChessRules = class ChessRules { pieces[c][knight2Pos] = "n"; pieces[c][rook2Pos] = "r"; } + // Add turn + flags + enpassant return ( pieces["b"].join("") + "/pppppppp/8/8/8/8/PPPPPPPP/" + pieces["w"].join("").toUpperCase() + " w 0 1111 -" - ); //add turn + flags + enpassant + ); } // "Parse" FEN: just return untransformed string data @@ -357,9 +373,9 @@ export const ChessRules = class ChessRules { for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++) { const character = rows[i][indexInRow]; const num = parseInt(character); + // If num is a number, just shift j: if (!isNaN(num)) j += num; - //just shift j - //something at position i,j + // Else: something at position i,j else board[i][j++] = V.fen2board(character); } } @@ -370,7 +386,6 @@ export const ChessRules = class ChessRules { setFlags(fenflags) { // white a-castle, h-castle, black a-castle, h-castle this.castleFlags = { w: [true, true], b: [true, true] }; - if (!fenflags) return; for (let i = 0; i < 4; i++) this.castleFlags[i < 2 ? "w" : "b"][i % 2] = fenflags.charAt(i) == "1"; } @@ -379,7 +394,9 @@ export const ChessRules = class ChessRules { // INITIALIZATION constructor(fen) { - this.re_init(fen); + // In printDiagram() fen isn't supply because only getPpath() is used + if (fen) + this.re_init(fen); } // Fen string fully describes the game state @@ -435,7 +452,7 @@ export const ChessRules = class ChessRules { if (V.HasEnpassant) { const epSq = parsedFen.enpassant != "-" - ? V.SquareToCoords(parsedFen.enpassant) + ? this.getEpSquare(parsedFen.enpassant) : undefined; this.epSquares = [epSq]; } @@ -617,8 +634,8 @@ export const ChessRules = class ChessRules { x + shiftX == lastRank ? [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN] : [V.PAWN]; - // One square forward if (this.board[x + shiftX][y] == V.EMPTY) { + // One square forward for (let piece of finalPieces) { moves.push( this.getBasicMove([x, y], [x + shiftX, y], { @@ -722,10 +739,11 @@ export const ChessRules = class ChessRules { 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] - ]; //king, then rook + ]; castlingCheck: for ( let castleSide = 0; castleSide < 2; @@ -967,6 +985,8 @@ export const ChessRules = class ChessRules { // After move is played, update variables + flags updateVariables(move) { let piece = undefined; + // TODO: update variables before move is played, and just use this.turn ? + // (doesn't work in general, think MarseilleChess) let c = undefined; if (move.vanish.length >= 1) { // Usual case, something is moved @@ -977,9 +997,8 @@ export const ChessRules = class ChessRules { piece = move.appear[0].p; c = move.appear[0].c; } - if (c == "c") { - //if (!["w","b"].includes(c)) - // 'c = move.vanish[0].c' doesn't work for Checkered + if (!['w','b'].includes(c)) { + // Checkered, for example c = V.GetOppCol(this.turn); } const firstRank = c == "w" ? V.size.x - 1 : 0; @@ -1022,9 +1041,9 @@ export const ChessRules = class ChessRules { play(move) { // DEBUG: - // if (!this.states) this.states = []; - // const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen(); - // this.states.push(stateFen); +// if (!this.states) this.states = []; +// const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen(); +// this.states.push(stateFen); if (V.HasFlags) move.flags = JSON.stringify(this.aggregateFlags()); //save flags (for undo) if (V.HasEnpassant) this.epSquares.push(this.getEpSquare(move)); @@ -1043,9 +1062,9 @@ export const ChessRules = class ChessRules { this.unupdateVariables(move); // DEBUG: - // const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen(); - // if (stateFen != this.states[this.states.length-1]) debugger; - // this.states.pop(); +// const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen(); +// if (stateFen != this.states[this.states.length-1]) debugger; +// this.states.pop(); } /////////////// @@ -1054,7 +1073,6 @@ export const ChessRules = class ChessRules { // What is the score ? (Interesting if game is over) getCurrentScore() { if (this.atLeastOneMove()) - // game not over return "*"; // Game over @@ -1251,7 +1269,7 @@ export const ChessRules = class ChessRules { // TODO: un-ambiguous notation (switch on piece type, check directions...) getNotation(move) { if (move.appear.length == 2 && move.appear[0].p == V.KING) - //castle + // Castle return move.end.y < move.start.y ? "0-0-0" : "0-0"; // Translate final square @@ -1265,10 +1283,10 @@ export const ChessRules = class ChessRules { // Capture const startColumn = V.CoordToColumn(move.start.y); notation = startColumn + "x" + finalSquare; - } //no capture + } else notation = finalSquare; if (move.appear.length > 0 && move.appear[0].p != V.PAWN) - //promotion + // Promotion notation += "=" + move.appear[0].p.toUpperCase(); return notation; }