X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=public%2Fjavascripts%2Fvariants%2FMagnetic.js;h=8adb1babd4cbcc5b75f3ba27674c5bd9ab4b2ad3;hb=26b8e4f7c71030d49e44fe1d89632ef91b886d67;hp=e94153229532d42acaf32dd1c06ea6f7ae0717de;hpb=1af36beb39aa5d59735483e915fd1040f93eecca;p=vchess.git diff --git a/public/javascripts/variants/Magnetic.js b/public/javascripts/variants/Magnetic.js index e9415322..8adb1bab 100644 --- a/public/javascripts/variants/Magnetic.js +++ b/public/javascripts/variants/Magnetic.js @@ -1,167 +1,182 @@ -class MagneticRules +class MagneticRules extends ChessRules { - getEpSquare(move) - { - return undefined; //no en-passant - } - - // Complete a move with magnetic actions - applyMagneticLaws([x,y], move) - { - // TODO - } + static get HasEnpassant() { return false; } - getBasicMove([sx,sy], [ex,ey], tr) + getPotentialMovesFrom([x,y]) { - var mv = new Move({ - appear: [ - new PiPo({ - x: ex, - y: ey, - c: !!tr ? tr.c : this.getColor(sx,sy), - p: !!tr ? tr.p : this.getPiece(sx,sy) - }) - ], - vanish: [ - new PiPo({ - x: sx, - y: sy, - c: this.getColor(sx,sy), - p: this.getPiece(sx,sy) - }) - ] + let standardMoves = super.getPotentialMovesFrom([x,y]); + let moves = []; + standardMoves.forEach(m => { + let newMove_s = this.applyMagneticLaws(m); + if (newMove_s.length == 1) + moves.push(newMove_s[0]); + else //promotion + moves = moves.concat(newMove_s); }); - - if (this.board[ex][ey] != VariantRules.EMPTY) - { - mv.vanish.push( - new PiPo({ - x: ex, - y: ey, - c: this.getColor(ex,ey), - p: this.getPiece(ex,ey) - }) - ); - } - this.applyMagneticLaws([ex,ey], mv); - return mv; + return moves; } - getCastleMoves([x,y]) + // Complete a move with magnetic actions + // TODO: job is done multiple times for (normal) promotions. + applyMagneticLaws(move) { - const c = this.getColor(x,y); - if (x != (c=="w" ? 7 : 0) || y != this.INIT_COL_KING[c]) - return []; //x isn't first rank, or king has moved (shortcut) - - const V = VariantRules; - - // Castling ? - const oppCol = this.getOppCol(c); - let moves = []; - let i = 0; - const finalSquares = [ [2,3], [6,5] ]; //king, then rook - castlingCheck: - for (let castleSide=0; castleSide < 2; castleSide++) //large, then small + if (move.appear[0].p == V.KING && move.appear.length==1) + return [move]; //kings are not charged + const aIdx = (move.appear[0].p != V.KING ? 0 : 1); //if castling, rook is charged + const [x,y] = [move.appear[aIdx].x, move.appear[aIdx].y]; + const color = this.turn; + const lastRank = (color=="w" ? 0 : 7); + const standardMove = JSON.parse(JSON.stringify(move)); + this.play(standardMove); + for (let step of [[-1,0],[1,0],[0,-1],[0,1]]) { - if (!this.flags[c][castleSide]) - continue; - // If this code is reached, rooks and king are on initial position - - // Nothing on the path of the king (and no checks; OK also if y==finalSquare)? - let step = finalSquares[castleSide][0] < y ? -1 : 1; - for (i=y; i!=finalSquares[castleSide][0]; i+=step) + let [i,j] = [x+step[0],y+step[1]]; + while (V.OnBoard(i,j)) { - if (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,V.ROOK].includes(this.getPiece(x,i))))) + if (this.board[i][j] != V.EMPTY) { - continue castlingCheck; + // Found something. Same color or not? + if (this.getColor(i,j) != color) + { + // Attraction + if ((Math.abs(i-x)>=2 || Math.abs(j-y)>=2) && this.getPiece(i,j) != V.KING) + { + move.vanish.push( + new PiPo({ + p:this.getPiece(i,j), + c:this.getColor(i,j), + x:i, + y:j + }) + ); + move.appear.push( + new PiPo({ + p:this.getPiece(i,j), + c:this.getColor(i,j), + x:x+step[0], + y:y+step[1] + }) + ); + } + } + else + { + // Repulsion + if (this.getPiece(i,j) != V.KING) + { + // Push it until we meet an obstacle or edge of the board + let [ii,jj] = [i+step[0],j+step[1]]; + while (V.OnBoard(ii,jj)) + { + if (this.board[ii][jj] != V.EMPTY) + break; + ii += step[0]; + jj += step[1]; + } + ii -= step[0]; + jj -= step[1]; + if (Math.abs(ii-i)>=1 || Math.abs(jj-j)>=1) + { + move.vanish.push( + new PiPo({ + p:this.getPiece(i,j), + c:this.getColor(i,j), + x:i, + y:j + }) + ); + move.appear.push( + new PiPo({ + p:this.getPiece(i,j), + c:this.getColor(i,j), + x:ii, + y:jj + }) + ); + } + } + } + break; } + i += step[0]; + j += step[1]; } - - // Nothing on the path to the rook? - step = castleSide == 0 ? -1 : 1; - for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step) - { - if (this.board[x][i] != V.EMPTY) - continue castlingCheck; - } - const rookPos = this.INIT_COL_ROOK[c][castleSide]; - - // Nothing on final squares, except maybe king and castling rook? - for (i=0; i<2; i++) + } + this.undo(standardMove); + let moves = []; + // Scan move for pawn (max 1) on 8th rank + for (let i=1; i { + let tmp = m.appear[0]; + m.appear[0] = m.appear[i]; + m.appear[i] = tmp; + }); + break; } - - // If this code is reached, castle is valid - let cmove = 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:V.ROOK,c:c})], - vanish: [ - new PiPo({x:x,y:y,p:V.KING,c:c}), - new PiPo({x:x,y:rookPos,p:V.ROOK,c:c})], - end: Math.abs(y - rookPos) <= 2 - ? {x:x, y:rookPos} - : {x:x, y:y + 2 * (castleSide==0 ? -1 : 1)} - }); - this.applyMagneticLaws([x,finalSquares[castleSide][1]], cmove); - moves.push(cmove); } - + if (moves.length == 0) //no pawn on 8th rank + moves.push(move); return moves; } - // TODO: verify this assertion -// atLeastOneMove() -// { -// return true; //always at least one possible move -// } + atLeastOneMove() + { + if (this.kingPos[this.turn][0] < 0) + return false; + return true; //TODO: is it right? + } - underCheck(move) + underCheck(color) { return false; //there is no check } getCheckSquares(move) { - const c = this.getOppCol(this.turn); //opponent - const saveKingPos = this.kingPos[c]; //king might be taken - this.play(move); - // The only way to be "under check" is to have lost the king (thus game over) - let res = this.kingPos[c][0] < 0; - ? [ JSON.parse(JSON.stringify(saveKingPos)) ] - : [ ]; - this.undo(move); - return res; + return []; } updateVariables(move) { super.updateVariables(move); - const c = this.getColor(move.start.x,move.start.y); - if (c != this.getColor(move.end.x,move.end.y) - && this.board[move.end.x][move.end.y] != VariantRules.EMPTY - && this.getPiece(move.end.x,move.end.y) == VariantRules.KING) + const c = move.vanish[0].c; + if (move.vanish.length >= 2 && move.vanish[1].p == V.KING) { // We took opponent king ! - const oppCol = this.getOppCol(c); + const oppCol = V.GetOppCol(c); this.kingPos[oppCol] = [-1,-1]; - this.flags[oppCol] = [false,false]; + this.castleFlags[oppCol] = [false,false]; } + // Did we magnetically move our (init) rooks or opponents' ones ? + const firstRank = (c == "w" ? 7 : 0); + const oppFirstRank = 7 - firstRank; + const oppCol = V.GetOppCol(c); + move.vanish.forEach(psq => { + if (psq.x == firstRank && this.INIT_COL_ROOK[c].includes(psq.y)) + this.castleFlags[c][psq.y==this.INIT_COL_ROOK[c][0] ? 0 : 1] = false; + else if (psq.x == oppFirstRank && this.INIT_COL_ROOK[oppCol].includes(psq.y)) + this.castleFlags[oppCol][psq.y==this.INIT_COL_ROOK[oppCol][0] ? 0 : 1] = false; + }); } unupdateVariables(move) { super.unupdateVariables(move); - const c = this.getColor(move.start.x,move.start.y); - const oppCol = this.getOppCol(c); + const c = move.vanish[0].c; + const oppCol = V.GetOppCol(c); if (this.kingPos[oppCol][0] < 0) { // Last move took opponent's king @@ -176,22 +191,16 @@ class MagneticRules } } - checkGameOver() - { - if (this.checkRepetition()) - return "1/2"; - - const color = this.turn; - // TODO: do we need "atLeastOneMove()"? - if (this.atLeastOneMove() && this.kingPos[color][0] >= 0) - return "*"; - - return this.checkGameEnd(); - } - checkGameEnd() { // No valid move: our king disappeared return this.turn == "w" ? "0-1" : "1-0"; } + + static get THRESHOLD_MATE() + { + return 500; //checkmates evals may be slightly below 1000 + } } + +const VariantRules = MagneticRules;