X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=public%2Fjavascripts%2Fvariants%2FWildebeest.js;h=5bfa87b0538c592ac35615fd64f0e0a9afe9f3f0;hb=9234226104764b91df9d677fb360ad538b98510c;hp=5f706cf1904f1fc65248c024a526a4b54c3bcbd9;hpb=a37076f1ac8f4c19d9b34a60cbe89df86b88fa0b;p=vchess.git diff --git a/public/javascripts/variants/Wildebeest.js b/public/javascripts/variants/Wildebeest.js index 5f706cf1..5bfa87b0 100644 --- a/public/javascripts/variants/Wildebeest.js +++ b/public/javascripts/variants/Wildebeest.js @@ -1,5 +1,4 @@ -//https://www.chessvariants.com/large.dir/wildebeest.html -class GrandRules extends ChessRules +class WildebeestRules extends ChessRules { static getPpath(b) { @@ -7,6 +6,8 @@ class GrandRules extends ChessRules return ([V.CAMEL,V.WILDEBEEST].includes(b[1]) ? "Wildebeest/" : "") + b; } + static get size() { return [10,11]; } + static get CAMEL() { return 'c'; } static get WILDEBEEST() { return 'w'; } @@ -17,17 +18,25 @@ class GrandRules extends ChessRules ); } -// TODO: IN epSquares (return array), not return singleton. Easy. Adapt -// just here for now... + // En-passant after 2-sq or 3-sq jumps getEpSquare(move) { const [sx,sy,ex] = [move.start.x,move.start.y,move.end.x]; - if (this.getPiece(sx,sy) == VariantRules.PAWN && Math.abs(sx - ex) == 2) + if (this.getPiece(sx,sy) == VariantRules.PAWN && Math.abs(sx - ex) >= 2) { - return { - x: (sx + ex)/2, + const step = (ex-sx) / Math.abs(ex-sx); + let res = [{ + x: sx + step, y: sy - }; + }]; + if (sx + 2*step != ex) //3-squares move + { + res.push({ + x: sx + 2*step, + y: sy + }); + } + return res; } return undefined; //default } @@ -45,7 +54,7 @@ class GrandRules extends ChessRules } } - // TODO: several changes (promote to queen or wildebeest) + // Pawns jump 2 or 3 squares, and promote to queen or wildebeest getPotentialPawnMoves([x,y]) { const color = this.turn; @@ -53,9 +62,8 @@ class GrandRules extends ChessRules const V = VariantRules; const [sizeX,sizeY] = VariantRules.size; 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); + const startRanks = (color == "w" ? [sizeX-2,sizeX-3] : [1,2]); + const lastRank = (color == "w" ? 0 : sizeX-1); if (x+shift >= 0 && x+shift < sizeX && x+shift != lastRank) { @@ -63,74 +71,96 @@ class GrandRules extends ChessRules if (this.board[x+shift][y] == V.EMPTY) { moves.push(this.getBasicMove([x,y], [x+shift,y])); - // 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) + if (startRanks.includes(x) && this.board[x+2*shift][y] == V.EMPTY) { // Two squares jump moves.push(this.getBasicMove([x,y], [x+2*shift,y])); + if (x == startRanks[0] && this.board[x+3*shift][y] == V.EMPTY) + { + // 3-squares jump + moves.push(this.getBasicMove([x,y], [x+3*shift,y])); + } } } // Captures - if (y>0 && this.canTake([x,y], [x+shift,y-1]) && this.board[x+shift][y-1] != V.EMPTY) + if (y>0 && this.canTake([x,y], [x+shift,y-1]) + && this.board[x+shift][y-1] != V.EMPTY) + { moves.push(this.getBasicMove([x,y], [x+shift,y-1])); - if (y { // Normal move if (this.board[x+shift][y] == V.EMPTY) moves.push(this.getBasicMove([x,y], [x+shift,y], {c:color,p:p})); // Captures - if (y>0 && this.canTake([x,y], [x+shift,y-1]) && this.board[x+shift][y-1] != V.EMPTY) + if (y>0 && this.canTake([x,y], [x+shift,y-1]) + && this.board[x+shift][y-1] != V.EMPTY) + { moves.push(this.getBasicMove([x,y], [x+shift,y-1], {c:color,p:p})); - if (y0 ? this.epSquares[Lep-1] : undefined; - if (!!epSquare && epSquare.x == x+shift && Math.abs(epSquare.y - y) == 1) + if (!!epSquare) { - let epStep = epSquare.y - y; - var enpassantMove = this.getBasicMove([x,y], [x+shift,y+epStep]); - enpassantMove.vanish.push({ - x: x, - y: y+epStep, - p: 'p', - c: this.getColor(x,y+epStep) - }); - moves.push(enpassantMove); + for (let epsq of epSquare) + { + // TODO: some redundant checks + if (epsq.x == x+shift && Math.abs(epsq.y - y) == 1) + { + let epStep = epsq.y - y; + var enpassantMove = this.getBasicMove([x,y], [x+shift,y+epStep]); + enpassantMove.vanish.push({ + x: x, + y: y+epStep, + p: 'p', + c: this.getColor(x,y+epStep) + }); + moves.push(enpassantMove); + } + } } return moves; } + // TODO: wildebeest castle + getPotentialCamelMoves(sq) { - return this.getSlideNJumpMoves(sq, VariantRules.steps[VariantRules.CAMEL], "oneStep"); + return this.getSlideNJumpMoves( + sq, VariantRules.steps[VariantRules.CAMEL], "oneStep"); } getPotentialWildebeestMoves(sq) { const V = VariantRules; - return this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT].concat(V.steps[V.CAMEL])); + return this.getSlideNJumpMoves( + sq, V.steps[V.KNIGHT].concat(V.steps[V.CAMEL]), "oneStep"); } - // TODO: getCastleMoves, generalize a bit to include castleSquares as static variables - // ==> but this won't be exactly Wildebeest... think about it. - - // TODO: also generalize lastRank ==> DO NOT HARDCODE 7 !!! - isAttacked(sq, colors) { - return (super.isAttacked(sq, colors) + return super.isAttacked(sq, colors) || this.isAttackedByCamel(sq, colors) || this.isAttackedByWildebeest(sq, colors); } @@ -138,14 +168,20 @@ class GrandRules extends ChessRules isAttackedByCamel(sq, colors) { return this.isAttackedBySlideNJump(sq, colors, - VariantRules.CAMEL, VariantRules.steps[VariantRules.CAMEL]); + VariantRules.CAMEL, VariantRules.steps[VariantRules.CAMEL], "oneStep"); } isAttackedByWildebeest(sq, colors) { const V = VariantRules; return this.isAttackedBySlideNJump(sq, colors, V.WILDEBEEST, - V.steps[V.KNIGHT].concat(V.steps[V.CAMEL])); + V.steps[V.KNIGHT].concat(V.steps[V.CAMEL]), "oneStep"); + } + + checkGameEnd() + { + // No valid move: game is lost (stalemate is a win) + return this.turn == "w" ? "0-1" : "1-0"; } static get VALUES() { @@ -155,57 +191,65 @@ class GrandRules extends ChessRules ); } - // TODO: + static get SEARCH_DEPTH() { return 2; } + static GenRandInitFen() { - let pieces = [new Array(8), new Array(8)]; - // Shuffle pieces on first and last rank - for (let c = 0; c <= 1; c++) + let pieces = { "w": new Array(10), "b": new Array(10) }; + for (let c of ["w","b"]) { - let positions = _.range(8); - - // Get random squares for bishops - let randIndex = 2 * _.random(3); - let bishop1Pos = positions[randIndex]; - // The second bishop must be on a square of different color - let randIndex_tmp = 2 * _.random(3) + 1; - let bishop2Pos = positions[randIndex_tmp]; - // Remove chosen squares - positions.splice(Math.max(randIndex,randIndex_tmp), 1); - positions.splice(Math.min(randIndex,randIndex_tmp), 1); - - // Get random squares for knights - randIndex = _.random(5); + let positions = _.range(11); + + // Get random squares for bishops + camels (different colors) + let randIndexes = _.sample(_.range(6), 2).map(i => { return 2*i; }); + let bishop1Pos = positions[randIndexes[0]]; + let camel1Pos = positions[randIndexes[1]]; + // The second bishop (camel) must be on a square of different color + let randIndexes_tmp = _.sample(_.range(5), 2).map(i => { return 2*i+1; }); + let bishop2Pos = positions[randIndexes_tmp[0]]; + let camel2Pos = positions[randIndexes_tmp[1]]; + for (let idx of randIndexes.concat(randIndexes_tmp) + .sort((a,b) => { return b-a; })) //largest indices first + { + positions.splice(idx, 1); + } + + let randIndex = _.random(6); let knight1Pos = positions[randIndex]; positions.splice(randIndex, 1); - randIndex = _.random(4); + randIndex = _.random(5); let knight2Pos = positions[randIndex]; positions.splice(randIndex, 1); - // Get random square for queen - randIndex = _.random(3); + randIndex = _.random(4); let queenPos = positions[randIndex]; positions.splice(randIndex, 1); - // Rooks and king positions are now fixed, because of the ordering rook-king-rook + // Random square for wildebeest + randIndex = _.random(3); + let wildebeestPos = positions[randIndex]; + positions.splice(randIndex, 1); + let rook1Pos = positions[0]; let kingPos = positions[1]; let rook2Pos = positions[2]; - // Finally put the shuffled pieces in the board array pieces[c][rook1Pos] = 'r'; pieces[c][knight1Pos] = 'n'; pieces[c][bishop1Pos] = 'b'; pieces[c][queenPos] = 'q'; + pieces[c][camel1Pos] = 'c'; + pieces[c][camel2Pos] = 'c'; + pieces[c][wildebeestPos] = 'w'; pieces[c][kingPos] = 'k'; pieces[c][bishop2Pos] = 'b'; pieces[c][knight2Pos] = 'n'; pieces[c][rook2Pos] = 'r'; } - let fen = pieces[0].join("") + - "/pppppppp/8/8/8/8/PPPPPPPP/" + - pieces[1].join("").toUpperCase() + - " 1111"; //add flags + let fen = pieces["b"].join("") + + "/ppppppppppp/11/11/11/11/11/11/PPPPPPPPPPP/" + + pieces["w"].join("").toUpperCase() + + " 1111"; return fen; } }