X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FBenedict.js;h=eb6214629af473e0e36439efd8a1c6352640ece9;hb=3a2a7b5fd3c6bfd0752838094c27e1fb6172d109;hp=8ce7acdeac154a8905525eae4afe27f35052af2a;hpb=2ceec0ec299f93627fbe9a4e278cdb0d943e2b63;p=vchess.git diff --git a/client/src/variants/Benedict.js b/client/src/variants/Benedict.js index 8ce7acde..eb621462 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] >= 8) continue; + // If this code is reached, rooks and king are on initial position + + const rookPos = this.castleFlags[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 != rookPos; 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]) { @@ -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); + } };