X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fbase_rules.js;h=e6fd6d73908e3e3250eaa6674e2ec2e6b31383b2;hb=e71161fbfffe53b0f4b174e0467cdd98cc70b7b0;hp=656f7019c5c8f0beac84467b795535e2e2cb7a78;hpb=9bd6786b863c31c3ccd0057b87cf454c90886056;p=vchess.git diff --git a/client/src/base_rules.js b/client/src/base_rules.js index 656f7019..e6fd6d73 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; @@ -180,17 +195,19 @@ export const ChessRules = class ChessRules { } // Argument is a move: const move = moveOrSquare; - const [sx, sy, ex] = [move.start.x, move.start.y, move.end.x]; + const s = move.start, + e = move.end; // NOTE: next conditions are first for Atomic, and last for Checkered if ( move.appear.length > 0 && - Math.abs(sx - ex) == 2 && + Math.abs(s.x - e.x) == 2 && + s.y == e.y && move.appear[0].p == V.PAWN && ["w", "b"].includes(move.appear[0].c) ) { return { - x: (sx + ex) / 2, - y: sy + x: (s.x + e.x) / 2, + y: s.y }; } return undefined; //default @@ -267,12 +284,13 @@ 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 +375,9 @@ 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 +388,6 @@ 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 +396,9 @@ 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 @@ -450,7 +469,7 @@ export const ChessRules = class ChessRules { return { x: 8, y: 8 }; } - // Color of thing on suqare (i,j). 'undefined' if square is empty + // Color of thing on square (i,j). 'undefined' if square is empty getColor(i, j) { return this.board[i][j].charAt(0); } @@ -526,7 +545,7 @@ export const ChessRules = class ChessRules { //////////////////// // MOVES GENERATION - // All possible moves from selected square (assumption: color is OK) + // All possible moves from selected square getPotentialMovesFrom([x, y]) { switch (this.getPiece(x, y)) { case V.PAWN: @@ -578,6 +597,7 @@ export const ChessRules = class ChessRules { }) ); } + return mv; } @@ -617,8 +637,8 @@ 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], { @@ -968,6 +988,8 @@ 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 @@ -978,9 +1000,8 @@ 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; @@ -1055,7 +1076,6 @@ export const ChessRules = class ChessRules { // What is the score ? (Interesting if game is over) getCurrentScore() { if (this.atLeastOneMove()) - // game not over return "*"; // Game over @@ -1104,8 +1124,9 @@ export const ChessRules = class ChessRules { // Some variants may show a bigger moves list to the human (Switching), // thus the argument "computer" below (which is generally ignored) let moves1 = this.getAllValidMoves("computer"); + if (moves1.length == 0) - //TODO: this situation should not happen + // TODO: this situation should not happen return null; // Can I mate in 1 ? (for Magnetic & Extinction) @@ -1192,7 +1213,7 @@ export const ChessRules = class ChessRules { return (color == "w" ? 1 : -1) * (b.eval - a.eval); }); } else return currentBest; - // console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; })); +// console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; })); candidates = [0]; for (let j = 1; j < moves1.length && moves1[j].eval == moves1[0].eval; j++) @@ -1217,8 +1238,9 @@ export const ChessRules = class ChessRules { alpha = Math.max(alpha, v); if (alpha >= beta) break; //beta cutoff } - } //color=="b" + } else { + // color=="b" for (let i = 0; i < moves.length; i++) { this.play(moves[i]); v = Math.min(v, this.alphabeta(depth - 1, alpha, beta)); @@ -1252,7 +1274,7 @@ 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 @@ -1266,10 +1288,10 @@ 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; }