X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=public%2Fjavascripts%2Fbase_rules.js;h=79b6a7a3ce468e6f23e64dd798317ff29eb2aaad;hb=dda21a71b6245832a78ca987b14c77176bd15dd6;hp=360f60c53487bb49210ad5ad2d406593d93e7505;hpb=1221ac47836806efb287b0323b92957d9129c653;p=vchess.git
diff --git a/public/javascripts/base_rules.js b/public/javascripts/base_rules.js
index 360f60c5..79b6a7a3 100644
--- a/public/javascripts/base_rules.js
+++ b/public/javascripts/base_rules.js
@@ -124,7 +124,7 @@ class ChessRules
return board;
}
- // Overridable: flags can change a lot
+ // Extract (relevant) flags from fen
setFlags(fen)
{
// white a-castle, h-castle, black a-castle, h-castle
@@ -137,7 +137,6 @@ class ChessRules
///////////////////
// GETTERS, SETTERS
- // Simple useful getters
static get size() { return [8,8]; }
// Two next functions return 'undefined' if called on empty square
getColor(i,j) { return this.board[i][j].charAt(0); }
@@ -199,7 +198,7 @@ class ChessRules
return undefined; //default
}
- // can thing on square1 take thing on square2
+ // Can thing on square1 take thing on square2
canTake([x1,y1], [x2,y2])
{
return this.getColor(x1,y1) != this.getColor(x2,y2);
@@ -291,7 +290,7 @@ class ChessRules
return moves;
}
- // What are the pawn moves from square x,y considering color "color" ?
+ // What are the pawn moves from square x,y ?
getPotentialPawnMoves([x,y])
{
const color = this.turn;
@@ -546,7 +545,7 @@ class ChessRules
return false;
}
- // Check if pieces of color 'colors' are attacking square x,y
+ // Check if pieces of color in array 'colors' are attacking square x,y
isAttacked(sq, colors)
{
return (this.isAttackedByPawn(sq, colors)
@@ -557,7 +556,7 @@ class ChessRules
|| this.isAttackedByKing(sq, colors));
}
- // Is square x,y attacked by pawns of color c ?
+ // Is square x,y attacked by 'colors' pawns ?
isAttackedByPawn([x,y], colors)
{
const [sizeX,sizeY] = VariantRules.size;
@@ -579,28 +578,28 @@ class ChessRules
return false;
}
- // Is square x,y attacked by rooks of color c ?
+ // Is square x,y attacked by 'colors' rooks ?
isAttackedByRook(sq, colors)
{
return this.isAttackedBySlideNJump(sq, colors,
VariantRules.ROOK, VariantRules.steps[VariantRules.ROOK]);
}
- // Is square x,y attacked by knights of color c ?
+ // Is square x,y attacked by 'colors' knights ?
isAttackedByKnight(sq, colors)
{
return this.isAttackedBySlideNJump(sq, colors,
VariantRules.KNIGHT, VariantRules.steps[VariantRules.KNIGHT], "oneStep");
}
- // Is square x,y attacked by bishops of color c ?
+ // Is square x,y attacked by 'colors' bishops ?
isAttackedByBishop(sq, colors)
{
return this.isAttackedBySlideNJump(sq, colors,
VariantRules.BISHOP, VariantRules.steps[VariantRules.BISHOP]);
}
- // Is square x,y attacked by queens of color c ?
+ // Is square x,y attacked by 'colors' queens ?
isAttackedByQueen(sq, colors)
{
const V = VariantRules;
@@ -608,7 +607,7 @@ class ChessRules
V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
}
- // Is square x,y attacked by king of color c ?
+ // Is square x,y attacked by 'colors' king(s) ?
isAttackedByKing(sq, colors)
{
const V = VariantRules;
@@ -617,7 +616,7 @@ class ChessRules
}
// Generic method for non-pawn pieces ("sliding or jumping"):
- // is x,y attacked by piece !of color in colors?
+ // is x,y attacked by a piece of color in array 'colors' ?
isAttackedBySlideNJump([x,y], colors, piece, steps, oneStep)
{
const [sizeX,sizeY] = VariantRules.size;
@@ -640,7 +639,7 @@ class ChessRules
return false;
}
- // Is color c under check after move ?
+ // Is current player under check after his move ?
underCheck(move)
{
const color = this.turn;
@@ -650,7 +649,7 @@ class ChessRules
return res;
}
- // On which squares is color c under check (after move) ?
+ // On which squares is opponent under check after our move ?
getCheckSquares(move)
{
this.play(move);
@@ -711,6 +710,8 @@ class ChessRules
}
}
+ // After move is undo-ed, un-update variables (flags are reset)
+ // TODO: more symmetry, by storing flags increment in move...
unupdateVariables(move)
{
// (Potentially) Reset king position
@@ -721,12 +722,8 @@ class ChessRules
play(move, ingame)
{
- // DEBUG:
-// if (!this.states) this.states = [];
-// if (!ingame) this.states.push(JSON.stringify(this.board));
-
if (!!ingame)
- move.notation = this.getNotation(move);
+ move.notation = [this.getNotation(move), this.getLongNotation(move)];
move.flags = JSON.stringify(this.flags); //save flags (for undo)
this.updateVariables(move);
@@ -742,22 +739,16 @@ class ChessRules
this.moves.pop();
this.unupdateVariables(move);
this.parseFlags(JSON.parse(move.flags));
-
- // DEBUG:
-// let state = this.states.pop();
-// if (JSON.stringify(this.board) != state)
-// debugger;
}
//////////////
// END OF GAME
+ // Basic check for 3 repetitions (in the last moves only)
checkRepetition()
{
- // Check for 3 repetitions
if (this.moves.length >= 8)
{
- // NOTE: crude detection, only moves repetition
const L = this.moves.length;
if (_.isEqual(this.moves[L-1], this.moves[L-5]) &&
_.isEqual(this.moves[L-2], this.moves[L-6]) &&
@@ -770,6 +761,7 @@ class ChessRules
return false;
}
+ // Is game over ? And if yes, what is the score ?
checkGameOver()
{
if (this.checkRepetition())
@@ -897,6 +889,7 @@ class ChessRules
return moves1[_.sample(candidates, 1)];
}
+ // TODO: some optimisations, understand why CH get mated in 2
alphabeta(depth, alpha, beta)
{
const maxeval = VariantRules.INFINITY;
@@ -962,7 +955,7 @@ class ChessRules
////////////
// FEN utils
- // Overridable..
+ // Setup the initial random (assymetric) position
static GenRandInitFen()
{
let pieces = [new Array(8), new Array(8)];
@@ -1022,6 +1015,7 @@ class ChessRules
return this.getBaseFen() + " " + this.getFlagsFen();
}
+ // Position part of the FEN string
getBaseFen()
{
let fen = "";
@@ -1055,7 +1049,7 @@ class ChessRules
return fen;
}
- // Overridable..
+ // Flags part of the FEN string
getFlagsFen()
{
let fen = "";
@@ -1110,6 +1104,16 @@ class ChessRules
}
}
+ // Complete the usual notation, may be required for de-ambiguification
+ getLongNotation(move)
+ {
+ const startSquare =
+ String.fromCharCode(97 + move.start.y) + (VariantRules.size[0]-move.start.x);
+ const finalSquare =
+ String.fromCharCode(97 + move.end.y) + (VariantRules.size[0]-move.end.x);
+ return startSquare + finalSquare; //not encoding move. But short+long is enough
+ }
+
// The score is already computed when calling this function
getPGN(mycolor, score, fenStart, mode)
{
@@ -1124,14 +1128,24 @@ class ChessRules
pgn += '[Fen "' + fenStart + '"]
';
pgn += '[Result "' + score + '"]
';
+ // Standard PGN
for (let i=0; i
";
+ // "Complete moves" PGN (helping in ambiguous cases)
+ for (let i=0; i