X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FBall.js;h=e4a0b2fa3aa729f623e82c8a0dee3bca5c71fa55;hb=af34341d92d47d14f396e7f4adb81f2a7e9d9a61;hp=19b81eded4c30dfdd501603ec2cf2a3c70997781;hpb=616561273f216debfeab7f5fc532d0b0a8bc8e2d;p=vchess.git diff --git a/client/src/variants/Ball.js b/client/src/variants/Ball.js index 19b81ede..e4a0b2fa 100644 --- a/client/src/variants/Ball.js +++ b/client/src/variants/Ball.js @@ -112,14 +112,21 @@ export class BallRules extends ChessRules { } canTake([x1, y1], [x2, y2]) { - // Capture enemy or pass ball to friendly pieces + if (this.getColor(x1, y1) !== this.getColor(x2, y2)) { + // The piece holding the ball cannot capture: + return ( + !(Object.keys(V.HAS_BALL_DECODE) + .includes(this.board[x1][y1].charAt(1))) + ); + } + // Pass: possible only if one of the friendly pieces has the ball return ( - this.getColor(x1, y1) !== this.getColor(x2, y2) || - Object.keys(V.HAS_BALL_DECODE).includes(this.board[x1][y1].charAt(1)) + Object.keys(V.HAS_BALL_DECODE).includes(this.board[x1][y1].charAt(1)) || + Object.keys(V.HAS_BALL_DECODE).includes(this.board[x2][y2].charAt(1)) ); } - getCheckSquares(color) { + getCheckSquares() { return []; } @@ -134,17 +141,26 @@ export class BallRules extends ChessRules { break; } - // Get random squares for every piece, totally freely + // Get random squares for every piece, with bishops and phoenixes + // on different colors: let positions = shuffle(ArrayFun.range(9)); - const composition = ['b', 'b', 'r', 'r', 'n', 'n', 'h', 'h', 'q']; - const rem2 = positions[0] % 2; + const composition = ['b', 'b', 'h', 'h', 'n', 'n', 'r', 'r', 'q']; + let rem2 = positions[0] % 2; if (rem2 == positions[1] % 2) { // Fix bishops (on different colors) - for (let i=2; i<9; i++) { + for (let i=4; i<9; i++) { if (positions[i] % 2 != rem2) [positions[1], positions[i]] = [positions[i], positions[1]]; } } + rem2 = positions[2] % 2; + if (rem2 == positions[3] % 2) { + // Fix phoenixes too: + for (let i=4; i<9; i++) { + if (positions[i] % 2 != rem2) + [positions[3], positions[i]] = [positions[i], positions[3]]; + } + } for (let i = 0; i < 9; i++) pieces[c][positions[i]] = composition[i]; } return ( @@ -229,15 +245,29 @@ export class BallRules extends ChessRules { ); } - // Post-processing: maybe the ball was taken, or a piece + ball + // Post-processing: maybe the ball was taken, or a piece + ball, + // or maybe a pass (ball <--> piece) if (mv.vanish.length == 2) { if ( // Take the ball? mv.vanish[1].c == 'a' || - // Capture a ball-holding piece? + // Capture a ball-holding piece? If friendly one, then adjust Object.keys(V.HAS_BALL_DECODE).includes(mv.vanish[1].p) ) { mv.appear[0].p = V.HAS_BALL_CODE[mv.appear[0].p]; + if (mv.vanish[1].c == mv.vanish[0].c) { + // "Capturing" self => pass + mv.appear[0].x = mv.start.x; + mv.appear[0].y = mv.start.y; + mv.appear.push( + new PiPo({ + x: mv.end.x, + y: mv.end.y, + p: V.HAS_BALL_DECODE[mv.vanish[1].p], + c: mv.vanish[0].c + }) + ); + } } else if (mv.vanish[1].c == mv.vanish[0].c) { // Pass the ball: the passing unit does not disappear mv.appear.push(JSON.parse(JSON.stringify(mv.vanish[0]))); @@ -259,7 +289,7 @@ export class BallRules extends ChessRules { return super.getPotentialMovesFrom([x, y]); } - // "Sliders": at most 2 steps + // "Sliders": at most 3 steps getSlideNJumpMoves([x, y], steps, oneStep) { let moves = []; outerLoop: for (let step of steps) { @@ -268,7 +298,7 @@ export class BallRules extends ChessRules { let stepCount = 1; while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { moves.push(this.getBasicMove([x, y], [i, j])); - if (oneStep || stepCount == 2) continue outerLoop; + if (oneStep || stepCount == 3) continue outerLoop; i += step[0]; j += step[1]; stepCount++;