X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FCircular.js;h=d1f8230b1de6d9197e0b387e52aabf8be026b8a3;hb=2c5d7b20742b802d9c47916915c1114bcfc9a9c3;hp=df8d95456230da5d57da09ab9722f76945f59371;hpb=b83a675a3066c67cc7843ae27ad8aeffd15b0976;p=vchess.git diff --git a/client/src/variants/Circular.js b/client/src/variants/Circular.js index df8d9545..d1f8230b 100644 --- a/client/src/variants/Circular.js +++ b/client/src/variants/Circular.js @@ -1,8 +1,12 @@ import { ChessRules, PiPo, Move } from "@/base_rules"; import { ArrayFun } from "@/utils/array"; -import { randInt, shuffle } from "@/utils/alea"; +import { shuffle } from "@/utils/alea"; + +export class CircularRules extends ChessRules { + static get HasCastle() { + return false; + } -export const VariantRules = class CircularRules extends ChessRules { static get HasEnpassant() { return false; } @@ -31,57 +35,31 @@ export const VariantRules = class CircularRules extends ChessRules { } static GenRandInitFen(randomness) { - if (randomness == 0) - return "8/8/pppppppp/rnbqkbnr/8/8/PPPPPPPP/RNBQKBNR w 0 1111111111111111"; + if (randomness == 0) { + return "8/8/pppppppp/rnbqkbnr/8/8/PPPPPPPP/RNBQKBNR " + + "w 0 1111111111111111"; + } let pieces = { w: new Array(8), b: new Array(8) }; - // Shuffle pieces on first and fifth rank + // Shuffle pieces on first and last rank for (let c of ["w", "b"]) { if (c == 'b' && randomness == 1) { pieces['b'] = pieces['w']; break; } - let positions = ArrayFun.range(8); - - // Get random squares for bishops - let randIndex = 2 * randInt(4); - const bishop1Pos = positions[randIndex]; - // The second bishop must be on a square of different color - let randIndex_tmp = 2 * randInt(4) + 1; - const bishop2Pos = positions[randIndex_tmp]; - // Remove chosen squares - positions.splice(Math.max(randIndex, randIndex_tmp), 1); - positions.splice(Math.min(randIndex, randIndex_tmp), 1); - - // Get random squares for knights - randIndex = randInt(6); - const knight1Pos = positions[randIndex]; - positions.splice(randIndex, 1); - randIndex = randInt(5); - const knight2Pos = positions[randIndex]; - positions.splice(randIndex, 1); - - // Get random square for queen - randIndex = randInt(4); - const queenPos = positions[randIndex]; - positions.splice(randIndex, 1); - - // Rooks and king positions are now fixed, - // because of the ordering rook-king-rook - const rook1Pos = positions[0]; - const kingPos = positions[1]; - const rook2Pos = positions[2]; - - // Finally put the shuffled pieces in the board array - pieces[c][rook1Pos] = "r"; - pieces[c][knight1Pos] = "n"; - pieces[c][bishop1Pos] = "b"; - pieces[c][queenPos] = "q"; - pieces[c][kingPos] = "k"; - pieces[c][bishop2Pos] = "b"; - pieces[c][knight2Pos] = "n"; - pieces[c][rook2Pos] = "r"; + // Get random squares for every piece, totally freely + let positions = shuffle(ArrayFun.range(8)); + const composition = ['b', 'b', 'r', 'r', 'n', 'n', 'k', 'q']; + const rem2 = positions[0] % 2; + if (rem2 == positions[1] % 2) { + // Fix bishops (on different colors) + for (let i=2; i<8; i++) { + if (positions[i] % 2 != rem2) + [positions[1], positions[i]] = [positions[i], positions[1]]; + } + } + for (let i = 0; i < 8; i++) pieces[c][positions[i]] = composition[i]; } return ( "8/8/pppppppp/" + @@ -103,7 +81,10 @@ export const VariantRules = class CircularRules extends ChessRules { getSlideNJumpMoves([x, y], steps, oneStep) { let moves = []; + // Don't add move twice when running on an infinite file: + let infiniteSteps = {}; outerLoop: for (let step of steps) { + if (!!infiniteSteps[(-step[0]) + "." + (-step[1])]) continue; let i = V.ComputeX(x + step[0]); let j = y + step[1]; while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { @@ -112,8 +93,13 @@ export const VariantRules = class CircularRules extends ChessRules { i = V.ComputeX(i + step[0]); j += step[1]; } - if (V.OnBoard(i, j) && this.canTake([x, y], [i, j])) - moves.push(this.getBasicMove([x, y], [i, j])); + if (V.OnBoard(i, j)) { + if (i == x && j == y) + // Looped back onto initial square + infiniteSteps[step[0] + "." + step[1]] = true; + else if (this.canTake([x, y], [i, j])) + moves.push(this.getBasicMove([x, y], [i, j])); + } } return moves; } @@ -154,19 +140,10 @@ export const VariantRules = class CircularRules extends ChessRules { return moves; } - getPotentialKingMoves(sq) { - return this.getSlideNJumpMoves( - sq, - V.steps[V.ROOK].concat(V.steps[V.BISHOP]), - "oneStep" - ); - } - filterValid(moves) { const filteredMoves = super.filterValid(moves); // If at least one full move made, everything is allowed: - if (this.movesCount >= 2) - return filteredMoves; + if (this.movesCount >= 2) return filteredMoves; // Else, forbid check: const oppCol = V.GetOppCol(this.turn); return filteredMoves.filter(m => { @@ -177,25 +154,23 @@ export const VariantRules = class CircularRules extends ChessRules { }); } - isAttackedByPawn([x, y], colors) { - const pawnShift = 1; - const attackerRow = V.ComputeX(x + pawnShift); - for (let c of colors) { - for (let i of [-1, 1]) { - if ( - y + i >= 0 && - y + i < V.size.y && - this.getPiece(attackerRow, y + i) == V.PAWN && - this.getColor(attackerRow, y + i) == c - ) { - return true; - } + isAttackedByPawn([x, y], color) { + // pawn shift is always 1 (all pawns go the same way) + const attackerRow = V.ComputeX(x + 1); + for (let i of [-1, 1]) { + if ( + y + i >= 0 && + y + i < V.size.y && + this.getPiece(attackerRow, y + i) == V.PAWN && + this.getColor(attackerRow, y + i) == color + ) { + return true; } } return false; } - isAttackedBySlideNJump([x, y], colors, piece, steps, oneStep) { + isAttackedBySlideNJump([x, y], color, piece, steps, oneStep) { for (let step of steps) { let rx = V.ComputeX(x + step[0]), ry = y + step[1]; @@ -205,8 +180,8 @@ export const VariantRules = class CircularRules extends ChessRules { } if ( V.OnBoard(rx, ry) && - this.getPiece(rx, ry) === piece && - colors.includes(this.getColor(rx, ry)) + this.getPiece(rx, ry) == piece && + this.getColor(rx, ry) == color ) { return true; } @@ -223,15 +198,11 @@ export const VariantRules = class CircularRules extends ChessRules { return flags; } - updateVariables(move) { + postPlay(move) { + super.postPlay(move); const c = move.vanish[0].c; - const secondRank = {"w":6, "b":2}; - // Update king position + flags - if (move.vanish[0].p == V.KING && move.appear.length > 0) { - this.kingPos[c][0] = move.appear[0].x; - this.kingPos[c][1] = move.appear[0].y; - } - else if (move.vanish[0].p == V.PAWN && secondRank[c] == move.start.x) + const secondRank = { "w": 6, "b": 2 }; + if (move.vanish[0].p == V.PAWN && secondRank[c] == move.start.x) // This move turns off a 2-squares pawn flag this.pawnFlags[c][move.start.y] = false; }