X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FApocalypse.js;h=b84fb5badab3ecd7822bf6000c5737c102668795;hb=6ec2feb288c621ffd9a6bf9d3a461f9937b8c9d8;hp=96431c3513b5299380da490d7d4d7ccdee791d43;hpb=1a3cfdc05b40c8ecc79397be02529b35411f073f;p=vchess.git diff --git a/client/src/variants/Apocalypse.js b/client/src/variants/Apocalypse.js index 96431c35..b84fb5ba 100644 --- a/client/src/variants/Apocalypse.js +++ b/client/src/variants/Apocalypse.js @@ -22,13 +22,19 @@ export class ApocalypseRules extends ChessRules { } static get CanAnalyze() { - return false; + return true; //false; } static get ShowMoves() { return "byrow"; } + getPPpath(m) { + // Show the piece taken, if any, and not multiple pawns: + if (m.vanish.length == 1) return "Apocalypse/empty"; + return m.vanish[1].c + m.vanish[1].p; + } + static get PIECES() { return [V.PAWN, V.KNIGHT]; } @@ -112,7 +118,9 @@ export class ApocalypseRules extends ChessRules { } getFlagsFen() { - return this.penaltyFlags.join(""); + return ( + this.penaltyFlags['w'].toString() + this.penaltyFlags['b'].toString() + ); } setOtherVariables(fen) { @@ -126,7 +134,10 @@ export class ApocalypseRules extends ChessRules { } setFlags(fenflags) { - this.penaltyFlags = [0, 1].map(i => parseInt(fenflags[i])); + this.penaltyFlags = { + 'w': parseInt(fenflags[0]), + 'b': parseInt(fenflags[1]) + }; } getWhitemoveFen() { @@ -149,13 +160,17 @@ export class ApocalypseRules extends ChessRules { this.turn = V.GetOppCol(color); const oppMoves = super.getAllValidMoves(); this.turn = color; - // For each opponent's move, generate valid moves [from sq] + // For each opponent's move, generate valid moves [from sq if same color] let speculations = []; oppMoves.forEach(m => { V.PlayOnBoard(this.board, m); const newValidMoves = !!sq - ? super.getPotentialMovesFrom(sq) + ? ( + this.getColor(sq[0], sq[1]) == color + ? super.getPotentialMovesFrom(sq) + : [] + ) : super.getAllValidMoves(); newValidMoves.forEach(vm => { const mHash = "m" + vm.start.x + vm.start.y + vm.end.x + vm.end.y; @@ -190,8 +205,8 @@ export class ApocalypseRules extends ChessRules { // If 0 or 1 horsemen, promote in knight let knightCounter = 0; let emptySquares = []; - for (let i=0; i { - if (sq[0] != lastRank) - moves.push(this.getBasicMove([x1, y1], [sq[0], sq[1]])); + if (sq[0] != lastRank) { + let newMove = this.getBasicMove([x1, y1], [sq[0], sq[1]]); + if (!!capture) newMove.vanish.push(capture); + moves.push(newMove); + } }); return; } @@ -233,41 +260,66 @@ export class ApocalypseRules extends ChessRules { // White and black (partial) moves were played: merge resolveSynchroneMove(move) { - let m = [this.whiteMove, move]; - for (let i of [0, 1]) { - if (!!m[i].illegal) { - // Either an anticipated capture of something which didn't move - // (or not to the right square), or a push through blocus. - if ( - ( - // Push attempt - m[i].start.y == m[i].end.y && - (m[1-i].start.x != m[i].end.x || m[1-i].start.y != m[i].end.y) - ) - || - ( - // Capture attempt - Math.abs(m[i].start.y - m[i].end.y) == 1 && - (m[1-i].end.x != m[i].end.x || m[1-i].end.y != m[i].end.y) - ) - ) { - // Just discard the move, and add a penalty point - this.penaltyFlags[m[i].vanish[0].c]++; - m[i] = null; - } - } + let m1 = this.whiteMove; + let m2 = move; + const movingLikeCapture = (m) => { + const shift = (m.vanish[0].c == 'w' ? -1 : 1); + return ( + m.start.x + shift == m.end.x && + Math.abs(m.end.y - m.start.y) == 1 + ); + }; + const isPossible = (m, other) => { + return ( + ( + m.vanish[0].p == V.KNIGHT && + (m.vanish.length == 1 || m.vanish[1].c != m.vanish[0].c) + ) + || + ( + // Promotion attempt + m.end.x == (m.vanish[0].c == "w" ? 0 : V.size.x - 1) && + other.vanish.length == 2 && + other.vanish[1].p == V.KNIGHT && + other.vanish[1].c == m.vanish[0].c + ) + || + ( + // Moving attempt + !movingLikeCapture(m) && + other.start.x == m.end.x && + other.start.y == m.end.y + ) + || + ( + // Capture attempt + movingLikeCapture(m) && + other.end.x == m.end.x && + other.end.y == m.end.y + ) + ); + }; + if (!!m1.illegal && !isPossible(m1, m2)) { + // Either an anticipated capture of something which didn't move + // (or not to the right square), or a push through blocus. + // ==> Just discard the move, and add a penalty point + this.penaltyFlags[m1.vanish[0].c]++; + m1.isNull = true; } - + if (!!m2.illegal && !isPossible(m2, m1)) { + this.penaltyFlags[m2.vanish[0].c]++; + m2.isNull = true; + } + if (!!m1.isNull) m1 = null; + if (!!m2.isNull) m2 = null; + // If one move is illegal, just execute the other + if (!m1 && !!m2) return m2; + if (!m2 && !!m1) return m1; // For PlayOnBoard (no need for start / end, irrelevant) let smove = { appear: [], vanish: [] }; - const m1 = m[0], - m2 = m[1]; - // If one move is illegal, just execute the other - if (!m1 && !!m2) return m2; - if (!m2 && !!m1) return m1; if (!m1 && !m2) return smove; // Both move are now legal: smove.vanish.push(m1.vanish[0]); @@ -296,15 +348,27 @@ export class ApocalypseRules extends ChessRules { smove.vanish.push(m2.vanish[1]); } } else { - // Collision: both disappear except if different kinds (knight remains) + // Collision: priority to the anticipated capture, if any. + // If ex-aequo: knight wins (higher risk), or both disappears. + // Then, priority to the knight vs pawn: remains. + // Finally: both disappears. + let remain = null; const p1 = m1.vanish[0].p; const p2 = m2.vanish[0].p; - if ([p1, p2].includes(V.KNIGHT) && [p1, p2].includes(V.PAWN)) { + if (!!m1.illegal && !m2.illegal) remain = { c: 'w', p: p1 }; + else if (!!m2.illegal && !m1.illegal) remain = { c: 'b', p: p2 }; + if (!remain) { + // Either both are illegal or both are legal + if (p1 == V.KNIGHT && p2 == V.PAWN) remain = { c: 'w', p: p1 }; + else if (p2 == V.KNIGHT && p1 == V.PAWN) remain = { c: 'b', p: p2 }; + // If remain is still null: same type same risk, both disappear + } + if (!!remain) { smove.appear.push({ x: m1.end.x, y: m1.end.y, - p: V.KNIGHT, - c: (p1 == V.KNIGHT ? 'w' : 'b') + p: remain.p, + c: remain.c }); } } @@ -312,6 +376,10 @@ export class ApocalypseRules extends ChessRules { } play(move) { + if (!this.states) this.states = []; + const stateFen = this.getFen(); + this.states.push(stateFen); + // Do not play on board (would reveal the move...) move.flags = JSON.stringify(this.aggregateFlags()); this.turn = V.GetOppCol(this.turn); @@ -325,7 +393,6 @@ export class ApocalypseRules extends ChessRules { this.whiteMove = move; return; } - // A full turn just ended: const smove = this.resolveSynchroneMove(move); V.PlayOnBoard(this.board, smove); @@ -342,6 +409,10 @@ export class ApocalypseRules extends ChessRules { this.turn = V.GetOppCol(this.turn); this.movesCount--; this.postUndo(move); + + const stateFen = this.getFen(); + if (stateFen != this.states[this.states.length-1]) debugger; + this.states.pop(); } postUndo(move) { @@ -373,9 +444,9 @@ export class ApocalypseRules extends ChessRules { return "1-0"; //fmCount['b'] == 0 } // Check penaltyFlags: if a side has 2 or more, it loses - if (this.penaltyFlags.every(f => f == 2)) return "1/2"; - if (this.penaltyFlags[0] == 2) return "0-1"; - if (this.penaltyFlags[1] == 2) return "1-0"; + if (Object.values(this.penaltyFlags).every(v => v == 2)) return "1/2"; + if (this.penaltyFlags['w'] == 2) return "0-1"; + if (this.penaltyFlags['b'] == 2) return "1-0"; if (!this.atLeastOneMove('w') || !this.atLeastOneMove('b')) // Stalemate (should be very rare) return "1/2";