X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FAllmate.js;h=86409c25f1d26112638b63386c28da4a29319d99;hb=eb2d61de8d569470fa329a484efe9bab420b2b82;hp=5636f5682194bf9128dbab0a64b71bf633dee642;hpb=23ecf00824691b5622b468e0409fc543c87d75dc;p=vchess.git diff --git a/client/src/variants/Allmate.js b/client/src/variants/Allmate.js index 5636f568..86409c25 100644 --- a/client/src/variants/Allmate.js +++ b/client/src/variants/Allmate.js @@ -1,25 +1,26 @@ import { ChessRules, PiPo, Move } from "@/base_rules"; -export const VariantRules = class AllmateRules extends ChessRules { +export class AllmateRules extends ChessRules { + static get HasEnpassant() { return false; } - canTake(sq1, sq2) { - return false; //Captures handled differently - } - getCheckSquares() { // No notion of check return []; } - static GenRandInitFen() { - return ChessRules.GenRandInitFen().replace(/ -$/, ""); + static GenRandInitFen(randomness) { + return ChessRules.GenRandInitFen(randomness).slice(0, -2); } getPotentialMovesFrom([x, y]) { let moves = super.getPotentialMovesFrom([x, y]); + // Remove standard captures (without removing castling): + moves = moves.filter(m => { + return m.vanish.length == 1 || m.appear.length == 2; + }); // Augment moves with "mate-captures": // TODO: this is coded in a highly inefficient way... @@ -27,152 +28,105 @@ export const VariantRules = class AllmateRules extends ChessRules { const oppCol = V.GetOppCol(this.turn); moves.forEach(m => { this.play(m); + let allAttacks = []; + + // While something has been captured: + // remove it, and keep looking for captures + outerLoop: while (true) { - // 1) What is attacked? - let attacked = {}; - for (let i=0; i infinite recursion - outerLoop: for (let i=0; i { - const origSq = [sq[0], sq[1]]; - if (om.start.x == sq[0] && om.start.y == sq[1]) - // Piece moved: - sq = [om.appear[0].x, om.appear[0].y]; - if (!this.isAttacked(sq, [color])) - delete attacked[origSq[0]+"_"+origSq[1]]; - }); - V.UndoOnBoard(this.board, om); - if (Object.keys(attacked).length == 0) - // No need to explore more moves - break outerLoop; + // 2) Among attacked pieces, which cannot escape capture? + // Avoid "oppMoves = this.getAllValidMoves();" => infinite recursion + for (let i=0; i { + const origSq = [sq[0], sq[1]]; + if (om.start.x == sq[0] && om.start.y == sq[1]) + // Piece moved: + sq = [om.appear[0].x, om.appear[0].y]; + if (!this.isAttacked(sq, color)) + delete attacked[origSq[0]+"_"+origSq[1]]; + }); + V.UndoOnBoard(this.board, om); + if (Object.keys(attacked).length == 0) + // No need to explore more moves + break outerLoop; + } } } } + + // 3) Add mate-captures and remove pieces from board: + Object.keys(attacked).forEach(k => { + allAttacks.push({ + sq: attacked[k], + p: this.getPiece(attacked[k][0], attacked[k][1]) + }); + this.board[attacked[k][0]][attacked[k][1]] = V.EMPTY; + }); } - // 3) Add mate-captures: - Object.values(attacked).forEach(sq => { - m.vanish.push(new PiPo({ - x: sq[0], - y: sq[1], - c: oppCol, - p: this.getPiece(sq[0], sq[1]) - })); + // Put removed pieces back on board: + allAttacks.forEach(v => { + this.board[v.sq[0]][v.sq[1]] = oppCol + v.p; }); - this.undo(m); + allAttacks.forEach(v => { + m.vanish.push( + new PiPo({ + x: v.sq[0], + y: v.sq[1], + c: oppCol, + p: v.p + }) + ); + }); }); return moves; } // No "under check" conditions in castling - getCastleMoves([x, y]) { - 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] - ]; - castlingCheck: for ( - let castleSide = 0; - castleSide < 2; - castleSide++ //large, then small - ) { - if (!this.castleFlags[c][castleSide]) continue; - // If this code is reached, rooks and king are on initial position - - // Nothing on the path of the king ? (and no checks) - const finDist = finalSquares[castleSide][0] - y; - let step = finDist / Math.max(1, Math.abs(finDist)); - for (let i = y; i != finalSquares[castleSide][0]; i += step) { - if ( - this.board[x][i] != V.EMPTY && - // NOTE: next check is enough, because of chessboard constraints - (this.getColor(x, i) != c || - ![V.KING, V.ROOK].includes(this.getPiece(x, i))) - ) { - continue castlingCheck; - } - } - - // Nothing on the path to the rook? - step = castleSide == 0 ? -1 : 1; - for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step) { - if (this.board[x][i] != V.EMPTY) continue castlingCheck; - } - const rookPos = this.INIT_COL_ROOK[c][castleSide]; - - // Nothing on final squares, except maybe king and castling rook? - for (i = 0; i < 2; i++) { - if ( - this.board[x][finalSquares[castleSide][i]] != V.EMPTY && - this.getPiece(x, finalSquares[castleSide][i]) != V.KING && - finalSquares[castleSide][i] != rookPos - ) { - continue castlingCheck; - } - } - - // If this code is reached, castle is valid - moves.push( - new Move({ - appear: [ - new PiPo({ x: x, y: finalSquares[castleSide][0], p: V.KING, c: c }), - new PiPo({ x: x, y: finalSquares[castleSide][1], p: V.ROOK, c: c }) - ], - vanish: [ - new PiPo({ x: x, y: y, p: V.KING, c: c }), - new PiPo({ x: x, y: rookPos, p: V.ROOK, c: c }) - ], - end: - Math.abs(y - rookPos) <= 2 - ? { x: x, y: rookPos } - : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } - }) - ); - } - - return moves; + getCastleMoves(sq) { + return super.getCastleMoves(sq, null, "castleInCheck"); } // TODO: allow pieces to "commit suicide"? (Currently yes except king) @@ -222,7 +176,7 @@ export const VariantRules = class AllmateRules extends ChessRules { if (em.start.x == attacked[0] && em.start.y == attacked[1]) // King moved: sq = [em.appear[0].x, em.appear[0].y]; - if (!this.isAttacked(sq, [oppCol])) + if (!this.isAttacked(sq, oppCol)) res = true; V.UndoOnBoard(this.board, em); if (res) @@ -238,34 +192,32 @@ export const VariantRules = class AllmateRules extends ChessRules { }); } - updateVariables(move) { - super.updateVariables(move); - const color = V.GetOppCol(this.turn); + postPlay(move) { + super.postPlay(move); if (move.vanish.length >= 2 && move.appear.length == 1) { - move.vanish.forEach(v => { - if (v.c == color) - return; + for (let i = 1; i this.INIT_COL_KING[v.c] - this.castleFlags[v.c][1] = false; + // v.y > this.kingPos[v.c][1] + this.castleFlags[v.c][1] = 8; } - }); + } } } - unupdateVariables(move) { - super.unupdateVariables(move); - const color = this.turn; + preUndo(move) { + super.preUndo(move); + const oppCol = this.turn; if (move.vanish.length >= 2 && move.appear.length == 1) { // Did opponent king disappeared? - const psq = move.vanish.find(v => v.p == V.KING && v.c != color) + const psq = move.vanish.find(v => v.p == V.KING && v.c == oppCol) if (psq) this.kingPos[psq.c] = [psq.x, psq.y]; } @@ -277,25 +229,25 @@ export const VariantRules = class AllmateRules extends ChessRules { if (kp[0] < 0) // King disappeared return color == "w" ? "0-1" : "1-0"; - if (this.atLeastOneMove()) - return "*"; + if (this.atLeastOneMove()) return "*"; // Kings still there, no moves: return "1/2"; } static get SEARCH_DEPTH() { - return 2; + return 1; } getNotation(move) { let notation = super.getNotation(move); // Add a capture mark (not describing what is captured...): if (move.vanish.length > 1 && move.appear.length == 1) { - if (notation.match(/^[a-h]x/)) + if (!!(notation.match(/^[a-h]x/))) // Pawn capture: remove initial "b" in bxc4 for example notation = notation.substr(1); notation = notation.replace("x","") + "X"; } return notation; } + };