X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FTitan.js;h=425e08d8c66b778183889ce44396c15c81d6c42d;hb=4313762da3237b04f204e121a20cab3ba7bb5dd2;hp=9e147cd35684b549a96904c4ba846fa4dd220ee7;hpb=b0d55a053a319e1972c52a3c851dff787f52e015;p=vchess.git diff --git a/client/src/variants/Titan.js b/client/src/variants/Titan.js index 9e147cd3..425e08d8 100644 --- a/client/src/variants/Titan.js +++ b/client/src/variants/Titan.js @@ -1,50 +1,314 @@ -import { ChessRules } from "@/base_rules"; +import { ChessRules, Move, PiPo } from "@/base_rules"; export class TitanRules extends ChessRules { - // Idea: yellow = bishop, orange = knight (for white) - // and, red = bishop + purple = knight (black side) - // (avoid using a bigger board, or complicated drawings) - // TODO: decode if piece + bishop or knight - getPiece() {} + static get IMAGE_EXTENSION() { + // Temporarily, for the time SVG pieces are being designed: + return ".png"; + } + + // Decode if normal piece, or + bishop or knight + getPiece(x, y) { + const piece = this.board[x][y].charAt(1); + if (ChessRules.PIECES.includes(piece)) return piece; + // Augmented piece: + switch (piece) { + case 'a': + case 'c': + return 'b'; + case 'j': + case 'l': + return 'k'; + case 'm': + case 'o': + return 'n'; + case 's': + case 't': + return 'q'; + case 'u': + case 'v': + return 'r'; + } + } // Code: a/c = bishop + knight/bishop j/l for king, // m/o for knight, s/t for queen, u/v for rook static get AUGMENTED_PIECES() { - return { - // ... - }; + return [ + 'a', + 'c', + 'j', + 'l', + 'm', + 'o', + 's', + 't', + 'u', + 'v' + ]; + } + + getPpath(b) { + return "Titan/" + b; } - // or: + + // Decode above notation into additional piece getExtraPiece(symbol) { - // TODO: switch ... case ... return b or n + if (['a','j','m','s','u'].includes(symbol)) + return 'n'; + return 'b'; + } + + // Inverse operation: augment piece + getAugmented(piece) { + const knight = this.movesCount <= 1; + switch (piece) { + case V.ROOK: return (knight ? 'u' : 'v'); + case V.KNIGHT: return (knight ? 'm' : 'o'); + case V.BISHOP: return (knight ? 'a' : 'c'); + case V.QUEEN: return (knight ? 's' : 't'); + case V.KING: return (knight ? 'j' : 'l'); + } + return '_'; //never reached + } + + static IsGoodPosition(position) { + if (position.length == 0) return false; + const rows = position.split("/"); + if (rows.length != V.size.x) return false; + let kings = { "w": 0, "b": 0 }; + const allPiecesCodes = V.PIECES.concat(V.AUGMENTED_PIECES); + const kingBlackCodes = ['j','k','l']; + const kingWhiteCodes = ['J','K','L']; + for (let row of rows) { + let sumElts = 0; + for (let i = 0; i < row.length; i++) { + if (kingBlackCodes.includes(row[i])) kings['b']++; + else if (kingWhiteCodes.includes(row[i])) kings['w']++; + if (allPiecesCodes.includes(row[i].toLowerCase())) sumElts++; + else { + const num = parseInt(row[i], 10); + if (isNaN(num)) return false; + sumElts += num; + } + } + if (sumElts != V.size.y) return false; + } + // Both kings should be on board, only one of each color: + if (Object.values(kings).some(v => v != 1)) return false; + return true; + } + + // Kings may be augmented: + scanKings(fen) { + this.kingPos = { w: [-1, -1], b: [-1, -1] }; + const rows = V.ParseFen(fen).position.split("/"); + for (let i = 0; i < rows.length; i++) { + let k = 0; //column index on board + for (let j = 0; j < rows[i].length; j++) { + const piece = rows[i].charAt(j); + if (['j','k','l'].includes(piece.toLowerCase())) { + const color = (piece.charCodeAt(0) <= 90 ? 'w' : 'b'); + this.kingPos[color] = [i, k]; + } + else { + const num = parseInt(rows[i].charAt(j), 10); + if (!isNaN(num)) k += num - 1; + } + k++; + } + } + } + + canIplay(side, [x, y]) { + if (this.movesCount >= 4) return super.canIplay(side, [x, y]); + return ( + this.turn == side && + ( + (side == 'w' && x == 7) || + (side == 'b' && x == 0) + ) + ); + } + + hoverHighlight([x, y]) { + const c = this.turn; + return ( + this.movesCount <= 3 && + ((c == 'w' && x == 7) || (c == 'b' && x == 0)) + ); + } + + onlyClick([x, y]) { + return ( + this.movesCount <= 3 || + // TODO: next line theoretically shouldn't be required... + (this.movesCount == 4 && this.getColor(x, y) != this.turn) + ); + } + + // Special case of move 1 = choose squares, knight first, then bishop + doClick(square) { + if (this.movesCount >= 4) return null; + const color = this.turn; + const [x, y] = [square[0], square[1]]; + if ((color == 'w' && x != 7) || (color == 'b' && x != 0)) return null; + const selectedPiece = this.board[x][y][1]; + // Prevent re-augmenting a chosen piece: + if (!ChessRules.PIECES.includes(selectedPiece)) return null; + return new Move({ + appear: [ + new PiPo({ + x: x, + y: y, + c: color, + p: this.getAugmented(selectedPiece) + }) + ], + vanish: [ + new PiPo({ + x: x, + y: y, + c: color, + p: selectedPiece + }) + ], + start: { x: x, y: y }, + end: { x: x, y: y } + }); } - // TODO: hook after any move from 1st rank, - // if piece not in usual list, bishop or knight appears. - getPotentialMovesFrom(sq) { - let moves = super.getPotentialMovesFrom(sq); + // If piece not in usual list, bishop or knight appears. + getPotentialMovesFrom([x, y]) { + if (this.movesCount <= 3) { + // Setup stage + const move = this.doClick([x, y]); + return (!move ? [] : [move]); + } + let moves = super.getPotentialMovesFrom([x, y]); + const initialPiece = this.getPiece(x, y); const color = this.turn; if ( - !ChessRules.PIECES.includes(this.board[sq[0]][sq[1]][1]) && - ((color == 'w' && sq[0] == 7) || (color == "b" && sq[0] == 0)) + ((color == 'w' && x == 7) || (color == "b" && x == 0)) && + V.AUGMENTED_PIECES.includes(this.board[x][y][1]) ) { - // (or lookup table) - const newPiece = this.getExtraPiece(this.board[sq[0]][sq[1]][1]) + const newPiece = this.getExtraPiece(this.board[x][y][1]); moves.forEach(m => { + m.appear[0].p = initialPiece; m.appear.push( new PiPo({ p: newPiece, c: color, - x: sq[0], - y: sq[1] + x: x, + y: y }) ); }); + moves.forEach(m => { + if (m.vanish.length <= 1) return; + const [vx, vy] = [m.vanish[1].x, m.vanish[1].y]; + if ( + m.appear.length >= 2 && //3 if the king was also augmented + m.vanish.length == 2 && + m.vanish[1].c == color && + V.AUGMENTED_PIECES.includes(this.board[vx][vy][1]) + ) { + // Castle, rook is an "augmented piece" + m.appear[1].p = V.ROOK; + m.appear.push( + new PiPo({ + p: this.getExtraPiece(this.board[vx][vy][1]), + c: color, + x: vx, + y: vy + }) + ); + } + }); } return moves; } - // TODO: special case of move 1 = choose squares, knight first, then bishop - // (just click ?) + postPlay(move) { + if (this.movesCount > 4) { + let piece = move.vanish[0].p; + if (['j', 'l'].includes(piece)) piece = V.KING; + if (piece == V.KING) + this.kingPos[move.appear[0].c] = [move.appear[0].x, move.appear[0].y]; + this.updateCastleFlags(move, piece); + } + } + + postUndo(move) { + if (this.movesCount >= 4) { + if (['j', 'k', 'l'].includes(this.getPiece(move.start.x, move.start.y))) + this.kingPos[move.vanish[0].c] = [move.start.x, move.start.y]; + } + } + + evalPosition() { + let evaluation = 0; + for (let i = 0; i < V.size.x; i++) { + for (let j = 0; j < V.size.y; j++) { + if (this.board[i][j] != V.EMPTY) { + const sign = this.getColor(i, j) == "w" ? 1 : -1; + const piece = this.getPiece(i, j); + evaluation += sign * V.VALUES[piece]; + const symbol = this.board[i][j][1]; + if (V.AUGMENTED_PIECES.includes(symbol)) { + const extraPiece = this.getExtraPiece(symbol); + evaluation += sign * V.VALUES[extraPiece] + } + } + } + } + return evaluation; + } + + getNotation(move) { + if ( + move.appear[0].x != move.vanish[0].x || + move.appear[0].y != move.vanish[0].y + ) { + if ( + V.AUGMENTED_PIECES.includes(move.vanish[0].p) || + ( + move.appear.length >= 2 && + move.vanish.length >= 2 && + V.AUGMENTED_PIECES.includes(move.vanish[1].p) + ) + ) { + // Simplify move before calling super.getNotation() + let smove = JSON.parse(JSON.stringify(move)); + if (ChessRules.PIECES.includes(move.vanish[0].p)) { + // Castle with an augmented rook + smove.appear.pop(); + smove.vanish[1].p = smove.appear[1].p; + } + else { + // Moving an augmented piece + smove.appear.pop(); + smove.vanish[0].p = smove.appear[0].p; + if ( + smove.vanish.length == 2 && + smove.vanish[0].c == smove.vanish[1].c && + V.AUGMENTED_PIECES.includes(move.vanish[1].p) + ) { + // Castle with an augmented rook + smove.appear.pop(); + smove.vanish[1].p = smove.appear[1].p; + } + } + return super.getNotation(smove); + } + // Else, more common case: + return super.getNotation(move); + } + // First moves in game, placements: + const square = V.CoordsToSquare(move.appear[0]); + const reserve = + (['a','j','m','s','u'].includes(move.appear[0].p) ? 'N' : 'B'); + return '+' + reserve + '@' + square; + } + };