X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FChakart.js;h=12a84bcae904cb43223d9b95f104faaa0a0556ea;hb=ad030c7d24804fbfa06158e93d89a3f101d2c8b3;hp=ee3695e73f117552f848c92f79815eb669038e53;hpb=90df90bca1a993930a0e1a07a1b4990dd538c6e2;p=vchess.git diff --git a/client/src/variants/Chakart.js b/client/src/variants/Chakart.js index ee3695e7..12a84bca 100644 --- a/client/src/variants/Chakart.js +++ b/client/src/variants/Chakart.js @@ -1,36 +1,119 @@ import { ChessRules } from "@/base_rules"; export class ChakartRules extends ChessRules { - // NOTE: getBasicMove, ajouter les bonus à vanish array - // + déterminer leur effet (si cavalier) ou case (si banane ou bombe) - // (L'effet doit être caché au joueur : devrait être OK) - // - // Saut possible par dessus bonus ou champis mais pas bananes ou bombes -//==> redefinir isAttackedBySlide et getPotentialSlide... - -// keep track of captured pieces: comme Grand; pieces can get back to board with toadette bonus. -// --> pour ce bonus, passer "capture" temporairement en "reserve" pour permettre de jouer le coup. + static get CorrConfirm() { + // Because of bonus effects + return false; + } - // FEN : castle flags + flags peach (power used?) + Mario (invisibility used? --> move notation Q??) - // "pièces" supplémentaires : bananes, bombes, champis, bonus --> + couleur ? - // (Semble mieux sans couleur => couleur spéciale indiquant que c'est pas jouable) - // (Attention: pas jouables cf. getPotentialMoves...) + static get CanAnalyze() { + return false; + } hoverHighlight(x, y) { - // TODO: exact squares - return this.subTurn == 2; //&& this.firstMove.donkey or wario or bonus roi boo + if ( + this.firstMove.appear.length == 0 || + this.firstMove.vanish.length == 0 || + this.board[x][y] != V.EMPTY + ) { + return false; + } + const deltaX = Math.abs(this.firstMove.end.x - x); + const deltaY = Math.abs(this.firstMove.end.y - y); + return ( + this.subTurn == 2 && + // Condition: rook or bishop move, may capture, but no bonus move + [V.ROOK, V.BISHOP].includes(this.firstMove.vanish[0].p) && + ( + this.firstMove.vanish.length == 1 || + ['w', 'b'].includes(this.firstMove.vanish[1].c) + ) && + ( + this.firstMove.vanish[0].p == V.ROOK && deltaX == 1 && deltaY == 1 || + this.firstMove.vanish[0].p == V.BISHOP && deltaX + deltaY == 1 + ) + ); } - // king can be l or L (immobilized) --> copy-paste from Alice variant + static get IMMOBILIZE_CODE() { + return { + 'p': 's', + 'r': 'u', + 'n': 'o', + 'b': 'c', + 'q': 't', + 'k': 'l' + }; + } + + static get IMMOBILIZE_DECODE() { + return { + 's': 'p', + 'u': 'r', + 'o': 'n', + 'c': 'b', + 't': 'q', + 'l': 'k' + }; + } + + static get INVISIBLE_QUEEN() { + return 'i'; + } + + // Fictive color 'a', bomb banana mushroom egg + static get BOMB() { + // Doesn't collide with bishop because color 'a' + return 'b'; + } + static get BANANA() { + return 'n'; + } + static get EGG() { + return 'e'; + } + static get MUSHROOM() { + return 'm'; + } + + static get PIECES() { + return ( + ChessRules.PIECES.concat( + Object.keys(V.IMMOBILIZE_DECODE)).concat( + [V.BANANA, V.BOMB, V.EGG, V.MUSHROOM, V.INVISIBLE_QUEEN]) + ); + } + + getPpath(b) { + let prefix = ""; + if ( + b[0] == 'a' || + b[1] == V.INVISIBLE_QUEEN || + Object.keys(V.IMMOBILIZE_DECODE).includes(b[1]) + ) { + prefix = "Chakart/"; + } + return prefix + b; + } + + static ParseFen(fen) { + const fenParts = fen.split(" "); + return Object.assign( + ChessRules.ParseFen(fen), + { captured: fenParts[5] } + ); + } + + // King can be l or L (immobilized) --> similar to Alice variant static IsGoodPosition(position) { if (position.length == 0) return false; const rows = position.split("/"); if (rows.length != V.size.x) return false; - let kings = { "k": 0, "K": 0 }; + let kings = { "k": 0, "K": 0, 'l': 0, 'L': 0 }; for (let row of rows) { let sumElts = 0; for (let i = 0; i < row.length; i++) { - if (['K','k'].includes(row[i])) kings[row[i]]++; + if (['K','k','L','l'].includes(row[i])) kings[row[i]]++; if (V.PIECES.includes(row[i].toLowerCase())) sumElts++; else { const num = parseInt(row[i]); @@ -40,16 +123,95 @@ export class ChakartRules extends ChessRules { } if (sumElts != V.size.y) return false; } - if (Object.values(kings).some(v => v != 1)) return false; + if (kings['k'] + kings['l'] != 1 || kings['K'] + kings['L'] != 1) + return false; return true; } + static IsGoodFlags(flags) { + // 4 for castle + 4 for Peach + Mario w, b + return !!flags.match(/^[a-z]{4,4}[01]{4,4}$/); + } + + setFlags(fenflags) { + super.setFlags(fenflags); //castleFlags + this.powerFlags = { + w: [...Array(2)], //king can send shell? Queen can be invisible? + b: [...Array(2)] + }; + const flags = fenflags.substr(4); //skip first 4 letters, for castle + for (let c of ["w", "b"]) { + for (let i = 0; i < 2; i++) + this.pawnFlags[c][i] = flags.charAt((c == "w" ? 0 : 2) + i) == "1"; + } + } + + aggregateFlags() { + return [this.castleFlags, this.powerFlags]; + } + + disaggregateFlags(flags) { + this.castleFlags = flags[0]; + this.powerFlags = flags[1]; + } + + getFen() { + return super.getFen() + " " + this.getCapturedFen(); + } + + getFenForRepeat() { + return super.getFenForRepeat() + "_" + this.getCapturedFen(); + } + + getCapturedFen() { + let counts = [...Array(10).fill(0)]; + let i = 0; + for (let p of [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.PAWN]) { + counts[i] = this.captured["w"][p]; + counts[5 + i] = this.captured["b"][p]; + i++; + } + return counts.join(""); + } + setOtherVariables(fen) { super.setOtherVariables(fen); + const fenParsed = V.ParseFen(fen); + // Initialize captured pieces' counts from FEN + this.captured = { + w: { + [V.ROOK]: parseInt(fenParsed.captured[0]), + [V.KNIGHT]: parseInt(fenParsed.captured[1]), + [V.BISHOP]: parseInt(fenParsed.captured[2]), + [V.QUEEN]: parseInt(fenParsed.captured[3]), + [V.PAWN]: parseInt(fenParsed.captured[4]), + }, + b: { + [V.ROOK]: parseInt(fenParsed.captured[5]), + [V.KNIGHT]: parseInt(fenParsed.captured[6]), + [V.BISHOP]: parseInt(fenParsed.captured[7]), + [V.QUEEN]: parseInt(fenParsed.captured[8]), + [V.PAWN]: parseInt(fenParsed.captured[9]), + } + }; this.subTurn = 1; } + getFlagsFen() { + let fen = super.getFlagsFen(); + // Add power flags + for (let c of ["w", "b"]) + for (let i = 0; i < 2; i++) fen += (this.powerFlags[c][i] ? "1" : "0"); + return fen; + } + + addBonusYoshi() { + // TODO +// --> pour bonus toadette, passer "capture" temporairement en "reserve" pour permettre de jouer le coup. + } + getPotentialMovesFrom([x, y]) { + // TODO: si banane ou bombe ou... alors return [] ? // TODO: bananes et bombes limitent les déplacements (agissent comme un mur "capturable") // bananes jaunes et rouges ?! (agissant sur une seule couleur ?) --> mauvaise idée. if (this.subTurn == 2) { @@ -57,6 +219,18 @@ export class ChakartRules extends ChessRules { } //Détails : //Si une pièce pose quelque chose sur une case ça remplace ce qui y était déjà. + // TODO: un-immobilize my immobilized piece at the end of this turn, if any + } + + getBasicMove([x1, y1], [x2, y2]) { + // NOTE: getBasicMove, ajouter les bonus à vanish array + // + déterminer leur effet (si cavalier) ou case (si banane ou bombe) + // (L'effet doit être caché au joueur : devrait être OK) + } + + getSlideNJumpMpves(sq, steps, oneStep) { + // Saut possible par dessus bonus ou champis mais pas bananes ou bombes +//==> redefinir isAttackedBySlide et getPotentialSlide... } getPotentialPawnMoves(sq) { @@ -112,11 +286,19 @@ export class ChakartRules extends ChessRules { // Profite des accélérateurs posés par les pions (+ 1 case : obligatoire). } + isAttackedBySlideNJump() { + // TODO: + } + atLeastOneMove() { // TODO: check that return true; } + getAllPotentialMoves() { + // (Attention: objets pas jouables cf. getPotentialMoves...) + } + play(move) { // TODO: subTurn passe à 2 si arrivée sur bonus cavalier // potentiellement pose (tour, fou) ou si choix (reconnaître i (ok), ii (ok) et iii (si coup normal + pas immobilisé) ?) @@ -129,13 +311,10 @@ export class ChakartRules extends ChessRules { } doClick(square) { - // A click to promote a piece on subTurn 2 would trigger this. - // For now it would then return [NaN, NaN] because surrounding squares - // have no IDs in the promotion modal. TODO: improve this? if (isNaN(square[0])) return null; - // If subTurn == 2: + // TODO: If subTurn == 2: // if square is empty && firstMove is compatible, - // complete the move (banana or bomb). + // complete the move (banana or bomb or piece exchange). // if square not empty, just complete with empty move const Lf = this.firstMove.length; if (this.subTurn == 2) { @@ -159,16 +338,39 @@ export class ChakartRules extends ChessRules { // TODO: king may also be "chomped" super.updateCastleFlags(move, piece); } + postPlay(move) { + super.postPlay(move); + if (move.vanish.length == 2 && move.appear.length == 1) + // Capture: update this.captured + this.captured[move.vanish[1].c][move.vanish[1].p]++; + } + + postUndo(move) { + super.postUndo(move); + if (move.vanish.length == 2 && move.appear.length == 1) + this.captured[move.vanish[1].c][move.vanish[1].p]--; + } getCurrentScore() { if (this.kingPos[this.turn][0] < 0) // King captured (or "chomped") return this.turn == "w" ? "0-1" : "1-0"; - //TODO: But = capturer la princesse adverse (téléportation possible donc pas but = arriver de l'autre côté) return '*'; } + static GenRandInitFen(randomness) { + return ( + ChessRules.GenRandInitFen(randomness).slice(0, -2) + + // Add Peach + Mario flags, re-add en-passant + capture counts + "0000 - 0000000000" + ); + } + getComputerMove() { // TODO: random mover } + + getNotation(move) { + // invisibility used? --> move notation Q?? + } };