X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FBenedict.js;h=4a31fceb6a7a5f4e105d6d36aa6f4ef1bc93d0e0;hb=620a88ede2ad25e66d9cbb521388ee53e4a564c0;hp=fbeef895522204565f4ab050f9bcf4bd12fff3c4;hpb=1af00c56319683edd9215457b2c84840215399ab;p=vchess.git diff --git a/client/src/variants/Benedict.js b/client/src/variants/Benedict.js index fbeef895..4a31fceb 100644 --- a/client/src/variants/Benedict.js +++ b/client/src/variants/Benedict.js @@ -132,6 +132,87 @@ export const VariantRules = class BenedictRules extends ChessRules { return noCaptures.concat(this.getCastleMoves(sq)); } + // No "under check" verifications: + 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 + + const rookPos = this.INIT_COL_ROOK[c][castleSide]; + if (this.getColor(x, rookPos) != c) + // Rook is here but changed color + continue; + + // Nothing on the path of the king ? + 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; + } + + // 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; + } + // TODO: appear/vanish description of a move is too verbose for Benedict. // => Would need a new "flipped" array, to be passed in Game.vue... getPotentialMovesFrom([x, y]) { @@ -140,9 +221,9 @@ export const VariantRules = class BenedictRules extends ChessRules { // Get all moves from x,y without captures: let moves = super.getPotentialMovesFrom([x, y]); // Add flips: - let newAppear = []; - let newVanish = []; moves.forEach(m => { + let newAppear = []; + let newVanish = []; V.PlayOnBoard(this.board, m); // If castling, m.appear has 2 elements: m.appear.forEach(a => { @@ -164,9 +245,9 @@ export const VariantRules = class BenedictRules extends ChessRules { newAppear.push(pipoA); newVanish.push(pipoV); }); - Array.prototype.push.apply(m.appear, newAppear); - Array.prototype.push.apply(m.vanish, newVanish); }); + Array.prototype.push.apply(m.appear, newAppear); + Array.prototype.push.apply(m.vanish, newVanish); V.UndoOnBoard(this.board, m); }); return moves; @@ -209,4 +290,15 @@ export const VariantRules = class BenedictRules extends ChessRules { // Stalemate: return "1/2"; } + + getNotation(move) { + // Just remove flips: + const basicMove = { + appear: [move.appear[0]], + vanish: [move.vanish[0]], + start: move.start, + end: move.end + }; + return super.getNotation(basicMove); + } };