X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=public%2Fjavascripts%2Fbase_rules.js;h=346eff0df94e3d8a4317c5fc8cd351f4b4e904cb;hb=55eb331d0a9262baafcae5a42258a44d00f38da4;hp=7c52fc1c47e917438cd6b20e195786da2257169b;hpb=1af36beb39aa5d59735483e915fd1040f93eecca;p=vchess.git diff --git a/public/javascripts/base_rules.js b/public/javascripts/base_rules.js index 7c52fc1c..346eff0d 100644 --- a/public/javascripts/base_rules.js +++ b/public/javascripts/base_rules.js @@ -52,7 +52,7 @@ class ChessRules this.moves = moves; // Use fen string to initialize variables, flags and board this.board = VariantRules.GetBoard(fen); - this.flags = VariantRules.GetFlags(fen); + this.setFlags(fen); this.initVariables(fen); } @@ -125,14 +125,13 @@ class ChessRules } // Overridable: flags can change a lot - static GetFlags(fen) + setFlags(fen) { // white a-castle, h-castle, black a-castle, h-castle - let flags = {'w': new Array(2), 'b': new Array(2)}; - let fenFlags = fen.split(" ")[1]; //flags right after position + this.castleFlags = {'w': new Array(2), 'b': new Array(2)}; + let flags = fen.split(" ")[1]; //flags right after position for (let i=0; i<4; i++) - flags[i < 2 ? 'w' : 'b'][i%2] = (fenFlags.charAt(i) == '1'); - return flags; + this.castleFlags[i < 2 ? 'w' : 'b'][i%2] = (flags.charAt(i) == '1'); } /////////////////// @@ -176,6 +175,17 @@ class ChessRules }; } + // Aggregates flags into one object + get flags() { + return this.castleFlags; + } + + // Reverse operation + parseFlags(flags) + { + this.castleFlags = flags; + } + // En-passant square, if any getEpSquare(move) { @@ -222,7 +232,7 @@ class ChessRules // Build a regular move from its initial and destination squares; tr: transformation getBasicMove([sx,sy], [ex,ey], tr) { - var mv = new Move({ + let mv = new Move({ appear: [ new PiPo({ x: ex, @@ -260,7 +270,7 @@ class ChessRules getSlideNJumpMoves([x,y], steps, oneStep) { const color = this.getColor(x,y); - var moves = []; + let moves = []; const [sizeX,sizeY] = VariantRules.size; outerLoop: for (let step of steps) @@ -284,13 +294,14 @@ class ChessRules // What are the pawn moves from square x,y considering color "color" ? getPotentialPawnMoves([x,y]) { - const color = this.getColor(x,y); - var moves = []; - var V = VariantRules; + const color = this.turn; + let moves = []; + const V = VariantRules; const [sizeX,sizeY] = VariantRules.size; - let shift = (color == "w" ? -1 : 1); - let startRank = (color == "w" ? sizeY-2 : 1); - let lastRank = (color == "w" ? 0 : sizeY-1); + const shift = (color == "w" ? -1 : 1); + const firstRank = (color == 'w' ? sizeY-1 : 0); + const startRank = (color == "w" ? sizeY-2 : 1); + const lastRank = (color == "w" ? 0 : sizeY-1); if (x+shift >= 0 && x+shift < sizeX && x+shift != lastRank) { @@ -298,7 +309,8 @@ class ChessRules if (this.board[x+shift][y] == V.EMPTY) { moves.push(this.getBasicMove([x,y], [x+shift,y])); - if (x==startRank && this.board[x+2*shift][y] == V.EMPTY) + // Next condition because variants with pawns on 1st rank generally allow them to jump + if ([startRank,firstRank].includes(x) && this.board[x+2*shift][y] == V.EMPTY) { // Two squares jump moves.push(this.getBasicMove([x,y], [x+2*shift,y])); @@ -394,7 +406,7 @@ class ChessRules castlingCheck: for (let castleSide=0; castleSide < 2; castleSide++) //large, then small { - if (!this.flags[c][castleSide]) + if (!this.castleFlags[c][castleSide]) continue; // If this code is reached, rooks and king are on initial position @@ -658,7 +670,7 @@ class ChessRules { this.kingPos[c][0] = move.appear[0].x; this.kingPos[c][1] = move.appear[0].y; - this.flags[c] = [false,false]; + this.castleFlags[c] = [false,false]; return; } const oppCol = this.getOppCol(c); @@ -666,14 +678,14 @@ class ChessRules if (move.start.x == firstRank //our rook moves? && this.INIT_COL_ROOK[c].includes(move.start.y)) { - const flagIdx = move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1; - this.flags[c][flagIdx] = false; + const flagIdx = (move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1); + this.castleFlags[c][flagIdx] = false; } else if (move.end.x == oppFirstRank //we took opponent rook? - && this.INIT_COL_ROOK[c].includes(move.end.y)) + && this.INIT_COL_ROOK[oppCol].includes(move.end.y)) { - const flagIdx = move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1; - this.flags[oppCol][flagIdx] = false; + const flagIdx = (move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1); + this.castleFlags[oppCol][flagIdx] = false; } } @@ -690,8 +702,7 @@ class ChessRules if (!!ingame) move.notation = this.getNotation(move); - // Save flags (for undo) - move.flags = JSON.stringify(this.flags); //TODO: less costly? + move.flags = JSON.stringify(this.flags); //save flags (for undo) this.updateVariables(move); this.moves.push(move); this.epSquares.push( this.getEpSquare(move) ); @@ -704,7 +715,7 @@ class ChessRules this.epSquares.pop(); this.moves.pop(); this.unupdateVariables(move); - this.flags = JSON.parse(move.flags); + this.parseFlags(JSON.parse(move.flags)); } ////////////// @@ -982,7 +993,7 @@ class ChessRules for (let i of ['w','b']) { for (let j=0; j<2; j++) - fen += this.flags[i][j] ? '1' : '0'; + fen += this.castleFlags[i][j] ? '1' : '0'; } return fen; } @@ -990,7 +1001,7 @@ class ChessRules // Context: just before move is played, turn hasn't changed getNotation(move) { - if (move.appear.length == 2) + if (move.appear.length == 2 && move.appear[0].p == VariantRules.KING) { // Castle if (move.end.y < move.start.y) @@ -1000,18 +1011,18 @@ class ChessRules } // Translate final square - let finalSquare = + const finalSquare = String.fromCharCode(97 + move.end.y) + (VariantRules.size[0]-move.end.x); - let piece = this.getPiece(move.start.x, move.start.y); + const piece = this.getPiece(move.start.x, move.start.y); if (piece == VariantRules.PAWN) { // Pawn move let notation = ""; - if (move.vanish.length > 1) + if (move.vanish.length > move.appear.length) { // Capture - let startColumn = String.fromCharCode(97 + move.start.y); + const startColumn = String.fromCharCode(97 + move.start.y); notation = startColumn + "x" + finalSquare; } else //no capture @@ -1024,7 +1035,8 @@ class ChessRules else { // Piece movement - return piece.toUpperCase() + (move.vanish.length > 1 ? "x" : "") + finalSquare; + return piece.toUpperCase() + + (move.vanish.length > move.appear.length ? "x" : "") + finalSquare; } }