X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FEightpieces.js;h=927530c0fae857cbe3d18693488f6027aebe101f;hb=4313762da3237b04f204e121a20cab3ba7bb5dd2;hp=3e1550093bf809264a67d15d2afc71a011fe1167;hpb=7e8a7ea1cb66adb4a987badfb0a3c2f99a21bd0a;p=vchess.git diff --git a/client/src/variants/Eightpieces.js b/client/src/variants/Eightpieces.js index 3e155009..927530c0 100644 --- a/client/src/variants/Eightpieces.js +++ b/client/src/variants/Eightpieces.js @@ -1,4 +1,3 @@ -import { ArrayFun } from "@/utils/array"; import { randInt } from "@/utils/alea"; import { ChessRules, PiPo, Move } from "@/base_rules"; @@ -168,81 +167,58 @@ export class EightpiecesRules extends ChessRules { } } - static GenRandInitFen(randomness) { - if (randomness == 0) - // Deterministic: + static GenRandInitFen(options) { + if (options.randomness == 0) return "jfsqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JDSQKBNR w 0 ahah - -"; - let pieces = { w: new Array(8), b: new Array(8) }; - let flags = ""; - // Shuffle pieces on first (and last rank if randomness == 2) - for (let c of ["w", "b"]) { - if (c == 'b' && randomness == 1) { - const lancerIdx = pieces['w'].findIndex(p => { - return Object.keys(V.LANCER_DIRS).includes(p); - }); - pieces['b'] = - pieces['w'].slice(0, lancerIdx) - .concat(['g']) - .concat(pieces['w'].slice(lancerIdx + 1)); - flags += flags; - break; - } - - let positions = ArrayFun.range(8); - - // Get random squares for bishop and sentry - let randIndex = 2 * randInt(4); - let bishopPos = positions[randIndex]; - // The sentry must be on a square of different color - let randIndex_tmp = 2 * randInt(4) + 1; - let sentryPos = positions[randIndex_tmp]; - if (c == 'b') { - // Check if white sentry is on the same color as ours. - // If yes: swap bishop and sentry positions. - // NOTE: test % 2 == 1 because there are 7 slashes. - if ((pieces['w'].indexOf('s') - sentryPos) % 2 == 1) - [bishopPos, sentryPos] = [sentryPos, bishopPos]; + const baseFen = ChessRules.GenRandInitFen(options); + const fenParts = baseFen.split(' '); + const posParts = fenParts[0].split('/'); + + // Replace one bishop by sentry, so that sentries on different colors + // Also replace one random rook by jailer, + // and one random knight by lancer (facing north/south) + + // "replaced" array contains -2 initially, then either -1 if skipped, + // or (eventually) the index of replacement: + let newPos = { 0: "", 7: "" }; + let sentryOddity = -1; + for (let rank of [0, 7]) { + let replaced = { 'b': -2, 'n': -2, 'r': -2 }; + for (let i = 0; i < 8; i++) { + const curChar = posParts[rank].charAt(i).toLowerCase(); + if (['b', 'n', 'r'].includes(curChar)) { + if ( + replaced[curChar] == -1 || + (curChar == 'b' && rank == 7 && i % 2 == sentryOddity) || + ( + (curChar != 'b' || rank == 0) && + replaced[curChar] == -2 && + randInt(2) == 0 + ) + ) { + replaced[curChar] = i; + if (curChar == 'b') { + if (sentryOddity < 0) sentryOddity = i % 2; + newPos[rank] += 's'; + } + else if (curChar == 'r') newPos[rank] += 'j'; + else + // Lancer: orientation depends on side + newPos[rank] += (rank == 0 ? 'g' : 'c'); + } + else { + if (replaced[curChar] == -2) replaced[curChar]++; + newPos[rank] += curChar; + } + } + else newPos[rank] += curChar; } - positions.splice(Math.max(randIndex, randIndex_tmp), 1); - positions.splice(Math.min(randIndex, randIndex_tmp), 1); - - // Get random squares for knight and lancer - randIndex = randInt(6); - const knightPos = positions[randIndex]; - positions.splice(randIndex, 1); - randIndex = randInt(5); - const lancerPos = positions[randIndex]; - positions.splice(randIndex, 1); - - // Get random square for queen - randIndex = randInt(4); - const queenPos = positions[randIndex]; - positions.splice(randIndex, 1); - - // Rook, jailer and king positions are now almost fixed, - // only the ordering rook->jailer or jailer->rook must be decided. - let rookPos = positions[0]; - let jailerPos = positions[2]; - const kingPos = positions[1]; - flags += V.CoordToColumn(rookPos) + V.CoordToColumn(jailerPos); - if (Math.random() < 0.5) [rookPos, jailerPos] = [jailerPos, rookPos]; - - pieces[c][rookPos] = "r"; - pieces[c][knightPos] = "n"; - pieces[c][bishopPos] = "b"; - pieces[c][queenPos] = "q"; - pieces[c][kingPos] = "k"; - pieces[c][sentryPos] = "s"; - // Lancer faces north for white, and south for black: - pieces[c][lancerPos] = c == 'w' ? 'c' : 'g'; - pieces[c][jailerPos] = "j"; } + return ( - pieces["b"].join("") + - "/pppppppp/8/8/8/8/PPPPPPPP/" + - pieces["w"].join("").toUpperCase() + - " w 0 " + flags + " - -" + newPos[0] + "/" + posParts.slice(1, 7).join('/') + "/" + + newPos[7].toUpperCase() + " " + fenParts.slice(1, 5).join(' ') + " -" ); } @@ -270,45 +246,6 @@ export class EightpiecesRules extends ChessRules { return null; } - // Because of the lancers, getPiece() could be wrong: - // use board[x][y][1] instead (always valid). - getBasicMove([sx, sy], [ex, ey], tr) { - const initColor = this.getColor(sx, sy); - const initPiece = this.board[sx][sy].charAt(1); - let mv = new Move({ - appear: [ - new PiPo({ - x: ex, - y: ey, - c: tr ? tr.c : initColor, - p: tr ? tr.p : initPiece - }) - ], - vanish: [ - new PiPo({ - x: sx, - y: sy, - c: initColor, - p: initPiece - }) - ] - }); - - // The opponent piece disappears if we take it - if (this.board[ex][ey] != V.EMPTY) { - mv.vanish.push( - new PiPo({ - x: ex, - y: ey, - c: this.getColor(ex, ey), - p: this.board[ex][ey].charAt(1) - }) - ); - } - - return mv; - } - canIplay(side, [x, y]) { return ( (this.subTurn == 1 && this.turn == side && this.getColor(x, y) == side) @@ -384,7 +321,8 @@ export class EightpiecesRules extends ChessRules { } return true; }); - } else if (this.subTurn == 2) { + } + else if (this.subTurn == 2) { // Put back the sentinel on board: const color = this.turn; moves.forEach(m => { @@ -733,10 +671,7 @@ export class EightpiecesRules extends ChessRules { getPotentialKingMoves(sq) { const moves = this.getSlideNJumpMoves( - sq, - V.steps[V.ROOK].concat(V.steps[V.BISHOP]), - "oneStep" - ); + sq, V.steps[V.ROOK].concat(V.steps[V.BISHOP]), 1); return ( this.subTurn == 1 ? moves.concat(this.getCastleMoves(sq))