X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FEightpieces.js;h=583b1c5ac5a14e609324a274136da6d39cea31ec;hb=7f1df0d95d2190fd69ef7c58f5a795aef3f92869;hp=6efb182f3c6302dfb833e21280c715ece3f17e9c;hpb=1b56b73614509d1dca8c4353f18fb78349940cf8;p=vchess.git diff --git a/client/src/variants/Eightpieces.js b/client/src/variants/Eightpieces.js index 6efb182f..583b1c5a 100644 --- a/client/src/variants/Eightpieces.js +++ b/client/src/variants/Eightpieces.js @@ -406,12 +406,18 @@ export class EightpiecesRules extends ChessRules { // Pawns might be pushed on 1st rank and attempt to move again: if (!V.OnBoard(x + shiftX, y)) return []; - const finalPieces = - // A push cannot put a pawn on last rank (it goes backward) - x + shiftX == lastRank - ? Object.keys(V.LANCER_DIRS).concat( - [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.SENTRY, V.JAILER]) - : [V.PAWN]; + // A push cannot put a pawn on last rank (it goes backward) + let finalPieces = [V.PAWN]; + if (x + shiftX == lastRank) { + // Only allow direction facing inside board: + const allowedLancerDirs = + lastRank == 0 + ? ['e', 'f', 'g', 'h', 'm'] + : ['c', 'd', 'e', 'm', 'o']; + finalPieces = + allowedLancerDirs + .concat([V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.SENTRY, V.JAILER]); + } if (this.board[x + shiftX][y] == V.EMPTY) { // One square forward for (let piece of finalPieces) { @@ -557,6 +563,7 @@ export class EightpiecesRules extends ChessRules { const L = this.sentryPush.length; const color = this.getColor(x, y); const dirCode = this.board[x][y][1]; + const curDir = V.LANCER_DIRS[dirCode]; if (!!this.sentryPush[L-1]) { // Maybe I was pushed const pl = this.sentryPush[L-1].length; @@ -567,7 +574,6 @@ export class EightpiecesRules extends ChessRules { // I was pushed: allow all directions (for this move only), but // do not change direction after moving, *except* if I keep the // same orientation in which I was pushed. - const curDir = V.LANCER_DIRS[dirCode]; // Also allow simple reorientation ("capturing king"): if (!V.OnBoard(x + curDir[0], y + curDir[1])) { const kp = this.kingPos[color]; @@ -622,13 +628,18 @@ export class EightpiecesRules extends ChessRules { let chooseMoves = []; dirMoves.forEach(m => { Object.keys(V.LANCER_DIRS).forEach(k => { - let mk = JSON.parse(JSON.stringify(m)); - mk.appear[0].p = k; - moves.push(mk); + const newDir = V.LANCER_DIRS[k]; + // Prevent orientations toward outer board: + if (V.OnBoard(m.end.x + newDir[0], m.end.y + newDir[1])) { + let mk = JSON.parse(JSON.stringify(m)); + mk.appear[0].p = k; + chooseMoves.push(mk); + } }); }); Array.prototype.push.apply(moves, chooseMoves); - } else Array.prototype.push.apply(moves, dirMoves); + } + else Array.prototype.push.apply(moves, dirMoves); }); return moves; } @@ -640,17 +651,23 @@ export class EightpiecesRules extends ChessRules { if (this.subTurn == 1) { monodirMoves.forEach(m => { Object.keys(V.LANCER_DIRS).forEach(k => { - let mk = JSON.parse(JSON.stringify(m)); - mk.appear[0].p = k; - moves.push(mk); + const newDir = V.LANCER_DIRS[k]; + // Prevent orientations toward outer board: + if (V.OnBoard(m.end.x + newDir[0], m.end.y + newDir[1])) { + let mk = JSON.parse(JSON.stringify(m)); + mk.appear[0].p = k; + moves.push(mk); + } }); }); return moves; - } else { - // I'm pushed: add potential nudges + } + else { + // I'm pushed: add potential nudges, except for current orientation let potentialNudges = []; for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) { if ( + (step[0] != curDir[0] || step[1] != curDir[1]) && V.OnBoard(x + step[0], y + step[1]) && this.board[x + step[0]][y + step[1]] == V.EMPTY ) { @@ -842,9 +859,21 @@ export class EightpiecesRules extends ChessRules { coord.x += step[0]; coord.y += step[1]; } + const L = this.sentryPush.length; + const pl = (!!this.sentryPush[L-1] ? this.sentryPush[L-1].length : 0); for (let xy of lancerPos) { const dir = V.LANCER_DIRS[this.board[xy.x][xy.y].charAt(1)]; - if (dir[0] == -step[0] && dir[1] == -step[1]) return true; + if ( + (dir[0] == -step[0] && dir[1] == -step[1]) || + // If the lancer was just pushed, this is an attack too: + ( + !!this.sentryPush[L-1] && + this.sentryPush[L-1][pl-1].x == xy.x && + this.sentryPush[L-1][pl-1].y == xy.y + ) + ) { + return true; + } } } return false;