X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FDynamo.js;h=528f8c1b6a492e379d950702c637f25511ec10e9;hb=21704b041240cb440d03cfa64a90ed0be6f28415;hp=35c41c58a81a4fc0b4f9f49b5a175c62b924347e;hpb=f52671e5b5b50b1421474f27dc9c18f701b559f3;p=vchess.git diff --git a/client/src/variants/Dynamo.js b/client/src/variants/Dynamo.js index 35c41c58..528f8c1b 100644 --- a/client/src/variants/Dynamo.js +++ b/client/src/variants/Dynamo.js @@ -67,7 +67,7 @@ export class DynamoRules extends ChessRules { for (let part of amoveParts) { if (part != "-") { for (let psq of part.split(".")) - if (!psq.match(/^[a-r]{3}[1-8]$/)) return false; + if (!psq.match(/^[a-z]{3}[1-8]$/)) return false; } } } @@ -607,19 +607,21 @@ export class DynamoRules extends ChessRules { // (not undoing a potential move + action of the opponent) this.play(m); let res = this.underCheck(color); - let isOpposite = La > 0 && this.oppositeMoves(this.amoves[La-1], m); - if (res || isOpposite) { - const moves2 = this.getAllPotentialMoves(); - for (let m2 of moves2) { - this.play(m2); - const res2 = this.underCheck(color); - const amove = this.getAmove(m, m2); - isOpposite = - La > 0 && this.oppositeMoves(this.amoves[La-1], amove); - this.undo(m2); - if (!res2 && !isOpposite) { - res = false; - break; + if (this.subTurn == 2) { + let isOpposite = La > 0 && this.oppositeMoves(this.amoves[La-1], m); + if (res || isOpposite) { + const moves2 = this.getAllPotentialMoves(); + for (let m2 of moves2) { + this.play(m2); + const res2 = this.underCheck(color); + const amove = this.getAmove(m, m2); + isOpposite = + La > 0 && this.oppositeMoves(this.amoves[La-1], amove); + this.undo(m2); + if (!res2 && !isOpposite) { + res = false; + break; + } } } } @@ -739,6 +741,15 @@ export class DynamoRules extends ChessRules { return potentialMoves; } + getEmptyMove() { + return new Move({ + start: { x: -1, y: -1 }, + end: { x: -1, y: -1 }, + appear: [], + vanish: [] + }); + } + 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 @@ -754,36 +765,60 @@ export class DynamoRules extends ChessRules { !this.underCheck(this.turn) && (La == 0 || !this.oppositeMoves(this.amoves[La-1], this.firstMove[Lf-1])) ) { - return { - start: { x: -1, y: -1 }, - end: { x: -1, y: -1 }, - appear: [], - vanish: [] - }; + return this.getEmptyMove(); } return null; } play(move) { - move.flags = JSON.stringify(this.aggregateFlags()); - V.PlayOnBoard(this.board, move); - // NOTE; if subTurn == 1, there may be no available moves at subTurn == 2. - // However, it's quite easier to wait for a user click. - if (this.subTurn == 2) { + if (this.subTurn == 1 && move.vanish.length == 0) { + // Patch to work with old format: (TODO: remove later) + move.ignore = true; + return; + } + const color = this.turn; + move.subTurn = this.subTurn; //for undo + const gotoNext = (mv) => { const L = this.firstMove.length; - this.amoves.push(this.getAmove(this.firstMove[L-1], move)); - this.turn = V.GetOppCol(this.turn); + this.amoves.push(this.getAmove(this.firstMove[L-1], mv)); + this.turn = V.GetOppCol(color); + this.subTurn = 1; this.movesCount++; + }; + move.flags = JSON.stringify(this.aggregateFlags()); + V.PlayOnBoard(this.board, move); + if (this.subTurn == 2) gotoNext(move); + else { + this.subTurn = 2; + this.firstMove.push(move); + this.toNewKingPos(move); + if ( + // Condition is true on empty arrays: + this.getAllPotentialMoves().every(m => { + V.PlayOnBoard(this.board, m); + this.toNewKingPos(m); + const res = this.underCheck(color); + V.UndoOnBoard(this.board, m); + this.toOldKingPos(m); + return res; + }) + ) { + // No valid move at subTurn 2 + gotoNext(this.getEmptyMove()); + } + this.toOldKingPos(move); } - else this.firstMove.push(move); - this.subTurn = 3 - this.subTurn; this.postPlay(move); } - postPlay(move) { - if (move.start.x < 0) return; + toNewKingPos(move) { for (let a of move.appear) if (a.p == V.KING) this.kingPos[a.c] = [a.x, a.y]; + } + + postPlay(move) { + if (move.start.x < 0) return; + this.toNewKingPos(move); this.updateCastleFlags(move); } @@ -799,6 +834,7 @@ export class DynamoRules extends ChessRules { } undo(move) { + if (!!move.ignore) return; //TODO: remove that later this.disaggregateFlags(JSON.parse(move.flags)); V.UndoOnBoard(this.board, move); if (this.subTurn == 1) { @@ -806,12 +842,12 @@ export class DynamoRules extends ChessRules { this.turn = V.GetOppCol(this.turn); this.movesCount--; } - else this.firstMove.pop(); - this.subTurn = 3 - this.subTurn; - this.postUndo(move); + if (move.subTurn == 1) this.firstMove.pop(); + this.subTurn = move.subTurn; + this.toOldKingPos(move); } - postUndo(move) { + toOldKingPos(move) { // (Potentially) Reset king position for (let v of move.vanish) if (v.p == V.KING) this.kingPos[v.c] = [v.x, v.y]; @@ -831,26 +867,29 @@ export class DynamoRules extends ChessRules { }; moves.forEach(m => { this.play(m); - m.eval = (color == "w" ? -1 : 1) * maxeval; - const moves2 = this.getAllValidMoves().concat([emptyMove]); - m.next = moves2[0]; - moves2.forEach(m2 => { - this.play(m2); - const score = this.getCurrentScore(); - let mvEval = 0; - if (score != "1/2") { - if (score != "*") mvEval = (score == "1-0" ? 1 : -1) * maxeval; - else mvEval = this.evalPosition(); - } - if ( - (color == 'w' && mvEval > m.eval) || - (color == 'b' && mvEval < m.eval) - ) { - m.eval = mvEval; - m.next = m2; - } - this.undo(m2); - }); + if (this.turn != color) m.eval = this.evalPosition(); + else { + m.eval = (color == "w" ? -1 : 1) * maxeval; + const moves2 = this.getAllValidMoves().concat([emptyMove]); + m.next = moves2[0]; + moves2.forEach(m2 => { + this.play(m2); + const score = this.getCurrentScore(); + let mvEval = 0; + if (score != "1/2") { + if (score != "*") mvEval = (score == "1-0" ? 1 : -1) * maxeval; + else mvEval = this.evalPosition(); + } + if ( + (color == 'w' && mvEval > m.eval) || + (color == 'b' && mvEval < m.eval) + ) { + m.eval = mvEval; + m.next = m2; + } + this.undo(m2); + }); + } this.undo(m); }); moves.sort((a, b) => { @@ -860,6 +899,7 @@ export class DynamoRules extends ChessRules { for (let i = 1; i < moves.length && moves[i].eval == moves[0].eval; i++) candidates.push(i); const mIdx = candidates[randInt(candidates.length)]; + if (!moves[mIdx].next) return moves[mIdx]; const move2 = moves[mIdx].next; delete moves[mIdx]["next"]; return [moves[mIdx], move2];