X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FOmega.js;h=29b58e53961097fef71404b0484afb13ab0778db;hb=4313762da3237b04f204e121a20cab3ba7bb5dd2;hp=258bc807abd904ae36ea660c16694e24c28f3485;hpb=e90bafa8fb5fb7641728231bf2398590d96c672a;p=vchess.git diff --git a/client/src/variants/Omega.js b/client/src/variants/Omega.js index 258bc807..29b58e53 100644 --- a/client/src/variants/Omega.js +++ b/client/src/variants/Omega.js @@ -3,6 +3,7 @@ import { ArrayFun } from "@/utils/array"; import { randInt } from "@/utils/alea"; export class OmegaRules extends ChessRules { + static get PawnSpecs() { return Object.assign( {}, @@ -16,6 +17,10 @@ export class OmegaRules extends ChessRules { ); } + static get DarkBottomRight() { + return true; + } + // For space between corners: static get NOTHING() { return "xx"; @@ -48,7 +53,7 @@ export class OmegaRules extends ChessRules { if (['K','k'].includes(row[i])) kings[row[i]]++; if (['x'].concat(V.PIECES).includes(row[i].toLowerCase())) sumElts++; else { - const num = parseInt(row[i]); + const num = parseInt(row[i], 10); if (isNaN(num)) return false; sumElts += num; } @@ -135,8 +140,8 @@ export class OmegaRules extends ChessRules { ); } - static GenRandInitFen(randomness) { - if (randomness == 0) { + static GenRandInitFen(options) { + if (options.randomness == 0) { return ( "wxxxxxxxxxxw/xcrnbqkbnrcx/xppppppppppx/x91x/x91x/x91x/" + "x91x/x91x/x91x/xPPPPPPPPPPx/xCRNBQKBNRCx/WxxxxxxxxxxW " + @@ -148,7 +153,7 @@ export class OmegaRules extends ChessRules { let flags = ""; // Shuffle pieces on first (and last rank if randomness == 2) for (let c of ["w", "b"]) { - if (c == 'b' && randomness == 1) { + if (c == 'b' && options.randomness == 1) { pieces['b'] = pieces['w']; flags += flags; break; @@ -273,12 +278,9 @@ export class OmegaRules extends ChessRules { getPotentialMovesFrom([x, y]) { switch (this.getPiece(x, y)) { - case V.CHAMPION: - return this.getPotentialChampionMoves([x, y]); - case V.WIZARD: - return this.getPotentialWizardMoves([x, y]); - default: - return super.getPotentialMovesFrom([x, y]); + case V.CHAMPION: return this.getPotentialChampionMoves([x, y]); + case V.WIZARD: return this.getPotentialWizardMoves([x, y]); + default: return super.getPotentialMovesFrom([x, y]); } } @@ -307,110 +309,30 @@ export class OmegaRules extends ChessRules { return moves; } + addPawnMoves([x1, y1], [x2, y2], moves) { + const color = this.turn; + const lastRank = (color == "w" ? 1 : V.size.x - 2); + const finalPieces = (x2 == lastRank ? V.PawnSpecs.promotions : [V.PAWN]); + for (let piece of finalPieces) { + const tr = (piece != V.PAWN ? { c: color, p: piece } : null); + moves.push(this.getBasicMove([x1, y1], [x2, y2], tr)); + } + } + getPotentialChampionMoves(sq) { - return this.getSlideNJumpMoves(sq, V.steps[V.CHAMPION], "oneStep"); + return this.getSlideNJumpMoves(sq, V.steps[V.CHAMPION], 1); } getPotentialWizardMoves(sq) { - return this.getSlideNJumpMoves(sq, V.steps[V.WIZARD], "oneStep"); + return this.getSlideNJumpMoves(sq, V.steps[V.WIZARD], 1); } - getCastleMoves([x, y], castleInCheck) { - const c = this.getColor(x, y); - if (x != (c == "w" ? V.size.x - 2 : 1) || y != this.INIT_COL_KING[c]) - return []; //x isn't first rank, or king has moved (shortcut) - - // Castling ? - const oppCol = V.GetOppCol(c); - let moves = []; - let i = 0; - // King, then rook: + getCastleMoves([x, y]) { const finalSquares = [ [4, 5], [8, 7] ]; - castlingCheck: for ( - let castleSide = 0; - castleSide < 2; - castleSide++ //large, then small - ) { - if (this.castleFlags[c][castleSide] >= V.size.y) continue; - // If this code is reached, rook and king are on initial position - - // NOTE: in some variants this is not a rook - const rookPos = this.castleFlags[c][castleSide]; - if (this.board[x][rookPos] == V.EMPTY || this.getColor(x, rookPos) != c) - // Rook is not here, or changed color (see Benedict) - continue; - - // Nothing on the path of the king ? (and no checks) - const castlingPiece = this.getPiece(x, rookPos); - const finDist = finalSquares[castleSide][0] - y; - let step = finDist / Math.max(1, Math.abs(finDist)); - i = y; - do { - if ( - (!castleInCheck && this.isAttacked([x, i], oppCol)) || - (this.board[x][i] != V.EMPTY && - // NOTE: next check is enough, because of chessboard constraints - (this.getColor(x, i) != c || - ![V.KING, castlingPiece].includes(this.getPiece(x, i)))) - ) { - continue castlingCheck; - } - i += step; - } while (i != finalSquares[castleSide][0]); - - // Nothing on the path to the rook? - step = castleSide == 0 ? -1 : 1; - for (i = y + step; i != rookPos; i += step) { - if (this.board[x][i] != V.EMPTY) continue castlingCheck; - } - - // Nothing on final squares, except maybe king and castling rook? - for (i = 0; i < 2; i++) { - if ( - finalSquares[castleSide][i] != rookPos && - this.board[x][finalSquares[castleSide][i]] != V.EMPTY && - ( - this.getPiece(x, finalSquares[castleSide][i]) != V.KING || - this.getColor(x, finalSquares[castleSide][i]) != c - ) - ) { - continue castlingCheck; - } - } - - // If this code is reached, castle is valid - moves.push( - new Move({ - appear: [ - new PiPo({ - x: x, - y: finalSquares[castleSide][0], - p: V.KING, - c: c - }), - new PiPo({ - x: x, - y: finalSquares[castleSide][1], - p: castlingPiece, - c: c - }) - ], - vanish: [ - new PiPo({ x: x, y: y, p: V.KING, c: c }), - new PiPo({ x: x, y: rookPos, p: castlingPiece, c: c }) - ], - end: - Math.abs(y - rookPos) <= 2 - ? { x: x, y: rookPos } - : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } - }) - ); - } - - return moves; + return super.getCastleMoves([x, y], finalSquares); } isAttacked(sq, color) { @@ -424,14 +346,14 @@ export class OmegaRules extends ChessRules { isAttackedByWizard(sq, color) { return ( this.isAttackedBySlideNJump( - sq, color, V.WIZARD, V.steps[V.WIZARD], "oneStep") + sq, color, V.WIZARD, V.steps[V.WIZARD], 1) ); } isAttackedByChampion(sq, color) { return ( this.isAttackedBySlideNJump( - sq, color, V.CHAMPION, V.steps[V.CHAMPION], "oneStep") + sq, color, V.CHAMPION, V.steps[V.CHAMPION], 1) ); } @@ -490,4 +412,5 @@ export class OmegaRules extends ChessRules { } return evaluation; } + };