X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=variants%2FBenedict%2Fclass.js;h=e055e8630beff7c9688acadfcd04bdf7ccf7a9ae;hb=65cf1690c6119c949e2ea8feba8835b6e90b79a2;hp=e08a79ca48aadfa096f92484fcf4324f17f38192;hpb=cc2c71836442d7495ec570f8f78c006ea60852e0;p=xogo.git diff --git a/variants/Benedict/class.js b/variants/Benedict/class.js index e08a79c..e055e86 100644 --- a/variants/Benedict/class.js +++ b/variants/Benedict/class.js @@ -6,15 +6,22 @@ export default class BenedictRules extends ChessRules { static get Options() { return { select: C.Options.select, - check: [], - styles: ( - C.Options.styles.filter(s => { - return ( - ["balance", "cylinder", "dark", "doublemove", "progressive", "zen"] - .includes(s) - ); - }) - ) + input: [ + { + label: "Cleopatra", + variable: "cleopatra", + type: "checkbox", + defaut: false + } + ], + styles: [ + "balance", + "cylinder", + "dark", + "doublemove", + "progressive", + "zen" + ] }; } @@ -22,77 +29,117 @@ export default class BenedictRules extends ChessRules { return false; } - get pawnSpecs() { - return Object.assign( - {}, - super.pawnSpecs, - { canCapture: false } - ); - } - canTake() { return false; } + pieces(color, x, y) { + if (!this.options["cleopatra"]) + return super.pieces(color, x, y); + const allSpecs = super.pieces(color, x, y); + return Object.assign({}, + allSpecs, + {'q': Object.assign({}, allSpecs['q'], {"class": "cleopatra"})} + ); + } + // Find potential captures from a square // follow steps from x,y until something is met. findAttacks([x, y]) { const [color, piece] = [this.getColor(x, y), this.getPiece(x, y)]; const oppCol = C.GetOppCol(color); let squares = {}; - const specs = this.pieces(color)[piece]; - const steps = specs.attack || specs.steps; - outerLoop: for (let step of steps) { - let [i, j] = [x + step[0], this.computeY(y + step[1])]; - let nbSteps = 1; - while (this.onBoard(i, j) && this.board[i][j] == "") { - if (specs.range <= nbSteps++) continue outerLoop; - i += step[0]; - j = this.computeY(j + step[1]); + const specs = this.pieces(color, x, y)[piece]; + const attacks = specs.attack || specs.moves; + for (let a of attacks) { + outerLoop: for (let step of a.steps) { + let [i, j] = [x + step[0], this.getY(y + step[1])]; + let nbSteps = 1; + while (this.onBoard(i, j) && this.board[i][j] == "") { + if (a.range <= nbSteps++) + continue outerLoop; + i += step[0]; + j = this.getY(j + step[1]); + } + if ( + this.onBoard(i, j) && this.getColor(i, j) == oppCol && + (!this.options["zen"] || this.getPieceType(i, j) == "k") + ) { + squares[C.CoordsToSquare({x: i, y: j})] = true; + } } - if (this.onBoard(i, j) && this.getColor(i, j) == oppCol) - squares[C.CoordsToSquare({x: i, y: j})] = true; } return Object.keys(squares); } postProcessPotentialMoves(moves) { - if (moves.length == 0) return moves; - const [x, y] = [moves[0].end.x, moves[0].end.y]; - const color = this.getColor(moves[0].start.x, moves[0].start.y); - const oppCol = C.GetOppCol(color); - moves = super.postProcessPotentialMoves(moves); moves.forEach(m => { - this.playOnBoard(m); - let attacks; - if (this.options["zen"]) { - let endSquares = {}; - super.getZenCaptures(x, y).forEach(c => { - endSquares[C.CoordsToSquare(c.end)] = true; + m.flips = []; + if (!this.options["cleopatra"] || m.vanish[0].p == 'q') { + super.playOnBoard(m); + let attacks = this.findAttacks([m.end.x, m.end.y]) + if (this.options["zen"]) { + let endSquares = {}; + super.findCapturesOn([m.end.x, m.end.y], {zen: true}).forEach(c => { + endSquares[C.CoordsToSquare(c.end)] = true; + }); + Array.prototype.push.apply(attacks, Object.keys(endSquares)); + } + super.undoOnBoard(m); + attacks.map(C.SquareToCoords).forEach(a => { + m.flips.push({x: a.x, y: a.y}); }); - attacks = Object.keys(endSquares); } - else attacks = this.findAttacks([m.end.x, m.end.y]) - this.undoOnBoard(m); - attacks.map(C.SquareToCoords).forEach(a => { - const p = this.getPiece(a.x, a.y); - m.appear.push(new PiPo({x: a.x, y: a.y, c: color, p: p})); - m.vanish.push(new PiPo({x: a.x, y: a.y, c: oppCol, p: p})); - }); }); return moves; } - // Moves cannot flip our king's color, so (almost) all are valid + playOnBoard(move) { + super.playOnBoard(move); + this.flipColorOf(move.flips); + } + undoOnBoard(move) { + super.undoOnBoard(move); + this.flipColorOf(move.flips); + } + + flipColorOf(flips) { + for (let xy of flips) { + const newColor = C.GetOppCol(this.getColor(xy.x, xy.y)); + this.board[xy.x][xy.y] = newColor + this.board[xy.x][xy.y][1]; + } + } + + postPlay(move) { + if (this.options["balance"] && [1, 3].includes(this.movesCount)) { + // If enemy king is flipped: game over + const oppCol = C.GetOppCol(move.vanish[0].c); + const oppKingPos = this.searchKingPos(oppCol); + if (oppKingPos[0] < 0) { + this.turn = oppCol; + this.movesCount++; + return; + } + } + super.postPlay(move); + } + + // Moves cannot flip our king's color, so all are valid filterValid(moves) { - if (this.options["balance"] && [1, 3].includes(this.movesCount)) - return moves.filter(m => m.vanish.every(v => v.p != C.KING)); return moves; } - // Since it's used just for the king, and there are no captures: - underCheck(square, color) { + // A king under (regular) check flips color, and the game is over. + underCheck() { return false; } + playVisual(move, r) { + super.playVisual(move, r); + move.flips.forEach(f => { + this.g_pieces[f.x][f.y].classList.toggle("white"); + this.g_pieces[f.x][f.y].classList.toggle("black"); + }); + } + };