X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FBenedict.js;h=f0d4f2ba64bdc57574655c358e8d97596be49d0c;hb=c583ef1c1dfd19aee88b22c2175202fbdf4dc1c0;hp=fbeef895522204565f4ab050f9bcf4bd12fff3c4;hpb=1af00c56319683edd9215457b2c84840215399ab;p=vchess.git diff --git a/client/src/variants/Benedict.js b/client/src/variants/Benedict.js index fbeef895..f0d4f2ba 100644 --- a/client/src/variants/Benedict.js +++ b/client/src/variants/Benedict.js @@ -103,33 +103,85 @@ export const VariantRules = class BenedictRules extends ChessRules { return moves; } - getPotentialRookMoves(sq) { - return this.getSlideNJumpMoves(sq, V.steps[V.ROOK]); - } + // 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) - getPotentialKnightMoves(sq) { - return this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep"); - } + // 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 - getPotentialBishopMoves(sq) { - return this.getSlideNJumpMoves(sq, V.steps[V.BISHOP]); - } + const rookPos = this.castleFlags[c][castleSide]; + if (this.getColor(x, rookPos) != c) + // Rook is here but changed color + continue; - getPotentialQueenMoves(sq) { - return this.getSlideNJumpMoves( - sq, - V.steps[V.ROOK].concat(V.steps[V.BISHOP]) - ); - } + // 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; + } - getPotentialKingMoves(sq) { - // Initialize with normal (non-capturing) moves - let noCaptures = this.getSlideNJumpMoves( - sq, - V.steps[V.ROOK].concat(V.steps[V.BISHOP]), - "oneStep" - ); - return noCaptures.concat(this.getCastleMoves(sq)); + // 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. @@ -140,33 +192,38 @@ 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 => { - const flipped = this.findCaptures([a.x, a.y]); - flipped.forEach(sq => { - const piece = this.getPiece(sq[0],sq[1]); - const pipoA = new PiPo({ - x:sq[0], - y:sq[1], - c:color, - p:piece + // If castling, m.appear has 2 elements. + // In this case, consider the attacks of moving units only. + // (Sometimes the king or rook doesn't move). + for (let i = 0; i < m.appear.length; i++) { + const a = m.appear[i]; + if (m.vanish[i].x != a.x || m.vanish[i].y != a.y) { + const flipped = this.findCaptures([a.x, a.y]); + flipped.forEach(sq => { + const piece = this.getPiece(sq[0],sq[1]); + const pipoA = new PiPo({ + x:sq[0], + y:sq[1], + c:color, + p:piece + }); + const pipoV = new PiPo({ + x:sq[0], + y:sq[1], + c:oppCol, + p:piece + }); + newAppear.push(pipoA); + newVanish.push(pipoV); }); - const pipoV = new PiPo({ - x:sq[0], - y:sq[1], - c:oppCol, - p:piece - }); - 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 +266,15 @@ 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); + } };