X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FDynamo.js;h=f2a22c8f9e882a4706f9214a0b81d93e1ea5ea58;hb=7ddfec38b0804bf0bd0c5b5c6972d355902e9fb0;hp=9d47fd8fbd72ebc5cfe89fc42e68c489f38d1be3;hpb=1d92e1e913d216fa96c12a5dc810fe117c384196;p=vchess.git diff --git a/client/src/variants/Dynamo.js b/client/src/variants/Dynamo.js index 9d47fd8f..f2a22c8f 100644 --- a/client/src/variants/Dynamo.js +++ b/client/src/variants/Dynamo.js @@ -1,7 +1,7 @@ import { ChessRules, Move, PiPo } from "@/base_rules"; export class DynamoRules extends ChessRules { - // TODO: later, allow to push out pawns on a and h files? + // TODO: later, allow to push out pawns on a and h files static get HasEnpassant() { return false; } @@ -17,7 +17,7 @@ export class DynamoRules extends ChessRules { // Local stack of "action moves" this.amoves = []; const amove = V.ParseFen(fen).amove; - if (cmove == "-") this.amoves.push(null); + if (amove == "-") this.amoves.push(null); else { const amoveParts = amove.split("/"); let amove = { @@ -59,21 +59,22 @@ export class DynamoRules extends ChessRules { return true; } - getAmove(move) { + // TODO: local stack of "last moves" to know move1 + getAmove(move1, move2) { + // TODO: merge (one is action one is move) if (move.appear.length == 2 && move.vanish.length == 2) return { appear: move.appear, vanish: move.vanish }; return null; } - // TODO: this.firstMove + rooks location in setOtherVariables - // only rooks location in FEN (firstMove is forgotten if quit game and come back) doClick(square) { // If subTurn == 2 && square is the final square of last move, // then return an empty move + const L = this.lastMoves.length; if ( this.subTurn == 2 && - square.x == this.firstMove.end.x && - square.y == this.firstMove.end.y + square.x == this.lastMoves[L-1].end.x && + square.y == this.lastMoves[L-1].end.y ) { return { appear: [], @@ -88,6 +89,10 @@ export class DynamoRules extends ChessRules { return false; } + // TODO: re-think these next 3 methods: + // Idea = have the info about lastMove in lastMoves[L-1], + // In particular if moving a piece or doing an action. + // "pa" : piece (as a square) doing this push/pull action getActionMoves([sx, sy], [ex, ey], pa) { const color = this.getColor(sx, sy); @@ -181,6 +186,8 @@ export class DynamoRules extends ChessRules { // (doing the action, moving or not) // TODO: for pushes, play the pushed piece first. // for pulls: play the piece doing the action first + // If castle, then no options available next (just re-click) + getPotentialMovesFrom([x, y]) { const color = this.turn; if (this.getColor(x, y) != color) @@ -209,15 +216,12 @@ export class DynamoRules extends ChessRules { return res; }) ); - } - - // TODO: track rooks locations, should be a field in FEN, in castleflags? - // --> only useful if castleFlags is still ON - getCastleMoves(sq) { - // TODO: if rook1 isn't at its place (with castleFlags ON), set it off - // same for rook2. - let moves = super.getCastleMoves(sq); - // TODO: restore castleFlags + // Check opposite moves here --> we have lastMoves[L-1], + // which is completed (merged) with current played move if subTurn == 2 +// return moves.filter(m => { +// const L = this.amoves.length; //at least 1: init from FEN +// return !this.oppositeMoves(this.amoves[L - 1], m); +// }); } // Does m2 un-do m1 ? (to disallow undoing actions) @@ -248,13 +252,13 @@ export class DynamoRules extends ChessRules { ); } + // TODO: + // Si on se met en échec au coup 1, peut-on le contrer au coup 2 ? (cf. take n make) filterValid(moves) { - if (moves.length == 0) return []; - const color = this.turn; - return moves.filter(m => { - const L = this.amoves.length; //at least 1: init from FEN - return !this.oppositeMoves(this.amoves[L - 1], m); - }); + if (this.subTurn == 1) + // Validity of subTurn 1 should be checked in getPotentialMoves... + return moves; + return super.filterMoves(moves); } isAttackedBySlideNJump([x, y], color, piece, steps, oneStep) { @@ -316,46 +320,35 @@ export class DynamoRules extends ChessRules { play(move) { move.flags = JSON.stringify(this.aggregateFlags()); V.PlayOnBoard(this.board, move); - if (this.subTurn == 1) { - // TODO: is there a second move possible? - // (if the first move is a normal one, there may be no actions available) - // --> If not, just change turn as ion the else {} section - this.subTurn = 2; - this.movesCount++; - } else { - // subTurn == 2 + if (this.subTurn == 2) { this.turn = V.GetOppCol(this.turn); - this.subTurn = 1; + this.movesCount++; } + this.subTurn = 3 - this.subTurn; this.postPlay(move); } updateCastleFlags(move, piece) { const c = V.GetOppCol(this.turn); const firstRank = (c == "w" ? V.size.x - 1 : 0); - // Update castling flags if rooks are moved (only) - if (piece == V.KING && move.appear.length > 0) - this.castleFlags[c] = [V.size.y, V.size.y]; - else if ( - move.start.x == firstRank && - this.castleFlags[c].includes(move.start.y) - ) { - const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1); - this.castleFlags[c][flagIdx] = V.size.y; + // Update castling flags + if (piece == V.KING) this.castleFlags[c] = [V.size.y, V.size.y]; + for (let v of move.vanish) { + if (v.x == firstRank && this.castleFlags[c].includes(v.y)) { + const flagIdx = (v.y == this.castleFlags[c][0] ? 0 : 1); + this.castleFlags[c][flagIdx] = V.size.y; + } } } undo(move) { this.disaggregateFlags(JSON.parse(move.flags)); V.UndoOnBoard(this.board, move); - if (this.subTurn == 2) { - this.subTurn = 1; - this.movesCount--; - } else { - // subTurn == 1 (after a move played) + if (this.subTurn == 1) { this.turn = V.GetOppCol(this.turn); - this.subTurn = 2; + this.movesCount--; } + this.subTurn = 3 - this.subTurn; this.postUndo(move); } };