X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=variants%2FChakart%2Fclass.js;h=768f50e546d3f4ea3ef7525ee996edac15bc1b12;hb=bc2bc396ec4df092f218b58a0fbf08ba7eb8ca6e;hp=3cc4a1ee00284f0d48bfe932fcb5a8b5d3fadb55;hpb=8f57fbf250093488064401d503f1c621b122e95a;p=xogo.git diff --git a/variants/Chakart/class.js b/variants/Chakart/class.js index 3cc4a1e..768f50e 100644 --- a/variants/Chakart/class.js +++ b/variants/Chakart/class.js @@ -1,14 +1,11 @@ -import ChessRules from "/base_rules"; -import GiveawayRules from "/variants/Giveaway"; +import ChessRules from "/base_rules.js"; +import GiveawayRules from "/variants/Giveaway/class.js"; import { ArrayFun } from "/utils/array.js"; import { Random } from "/utils/alea.js"; import PiPo from "/utils/PiPo.js"; import Move from "/utils/Move.js"; -// TODO + display bonus messages -// + animation + multi-moves for bananas/bombs/mushrooms - -export class ChakartRules extends ChessRules { +export default class ChakartRules extends ChessRules { static get Options() { return { @@ -18,9 +15,9 @@ export class ChakartRules extends ChessRules { variable: "randomness", defaut: 2, options: [ - { label: "Deterministic", value: 0 }, - { label: "Symmetric random", value: 1 }, - { label: "Asymmetric random", value: 2 } + {label: "Deterministic", value: 0}, + {label: "Symmetric random", value: 1}, + {label: "Asymmetric random", value: 2} ] } ] @@ -78,6 +75,16 @@ export class ChakartRules extends ChessRules { return 'm'; } + genRandInitFen(seed) { + const gr = new GiveawayRules( + {mode: "suicide", options: {}, genFenOnly: true}); + return ( + gr.genRandInitFen(seed).slice(0, -17) + + // Add Peach + Mario flags + capture counts + '{"flags":"1111","ccount":"000000000000"}' + ); + } + fen2board(f) { return ( f.charCodeAt() <= 90 @@ -112,56 +119,55 @@ export class ChakartRules extends ChessRules { return super.getFen() + " " + this.getCapturedFen(); } + getFlagsFen() { + return ['w', 'b'].map(c => { + return ['k', 'q'].map(p => this.powerFlags[c][p] ? "1" : "0").join(""); + }).join(""); + } + getCapturedFen() { - const res = ['w', 'b'].map(c => { - Object.values(this.captured[c]) - }); + const res = ['w', 'b'].map(c => Object.values(this.captured[c])); return res[0].concat(res[1]).join(""); } setOtherVariables(fenParsed) { super.setOtherVariables(fenParsed); // Initialize captured pieces' counts from FEN - const allCapts = fenParsed.captured.split("").map(x => parseInt(x, 10)); + const allCapts = fenParsed.ccount.split("").map(x => parseInt(x, 10)); const pieces = ['p', 'r', 'n', 'b', 'q', 'k']; this.captured = { - w: Array.toObject(pieces, allCapts.slice(0, 6)), - b: Array.toObject(pieces, allCapts.slice(6, 12)) + w: ArrayFun.toObject(pieces, allCapts.slice(0, 6)), + b: ArrayFun.toObject(pieces, allCapts.slice(6, 12)) }; - this.effects = []; - } - - - // TODO from here :::::::: - - getFlagsFen() { - let fen = ""; - // Add power flags - for (let c of ["w", "b"]) - for (let p of ['k', 'q']) fen += (this.powerFlags[c][p] ? "1" : "0"); - return fen; - } - - static get RESERVE_PIECES() { - return [V.PAWN, V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.KING]; + this.reserve = { w: {}, b: {} }; //to be replaced by this.captured + this.moveStack = []; + this.egg = null; } - getReserveMoves([x, y]) { - const color = this.turn; - const p = V.RESERVE_PIECES[y]; - if (this.reserve[color][p] == 0) return []; + // For Toadette bonus + getDropMovesFrom([c, p]) { + if (typeof c != "string" || this.reserve[c][p] == 0) + return []; let moves = []; - const start = (color == 'w' && p == V.PAWN ? 1 : 0); - const end = (color == 'b' && p == V.PAWN ? 7 : 8); + const start = (c == 'w' && p == 'p' ? 1 : 0); + const end = (color == 'b' && p == 'p' ? 7 : 8); for (let i = start; i < end; i++) { - for (let j = 0; j < V.size.y; j++) { + for (let j = 0; j < this.size.y; j++) { + const pieceIJ = this.getPiece(i, j); if ( - this.board[i][j] == V.EMPTY || + this.board[i][j] == "" || this.getColor(i, j) == 'a' || - this.getPiece(i, j) == V.INVISIBLE_QUEEN + pieceIJ == V.INVISIBLE_QUEEN ) { - let m = this.getBasicMove({ p: p, x: i, y: j}); - m.start = { x: x, y: y }; + let m = new Move({ + start: {x: c, y: p}, + end: {x: i, y: j}, + appear: [new PiPo({x: i, y: j, c: c, p: p})], + vanish: [] + }); + // A drop move may remove a bonus (or hidden queen!) + if (this.board[i][j] != "") + m.vanish.push(new PiPo({x: i, y: j, c: 'a', p: pieceIJ})); moves.push(m); } } @@ -169,589 +175,115 @@ export class ChakartRules extends ChessRules { return moves; } + // Moving something. Potential effects resolved after playing getPotentialMovesFrom([x, y]) { let moves = []; - if (this.subTurn == 1) { - moves = super.getPotentialMovesFrom([x, y]); - const finalPieces = V.PawnSpecs.promotions; - const color = this.turn; - const lastRank = (color == "w" ? 0 : 7); - let pMoves = []; - moves.forEach(m => { - if ( - m.appear.length > 0 && - ['p', 's'].includes(m.appear[0].p) && - m.appear[0].x == lastRank - ) { - for (let i = 1; i < finalPieces.length; i++) { - const piece = finalPieces[i]; - let otherM = JSON.parse(JSON.stringify(m)); - otherM.appear[0].p = - m.appear[0].p == V.PAWN - ? finalPieces[i] - : V.IMMOBILIZE_CODE[finalPieces[i]]; - pMoves.push(otherM); - } - // Finally alter m itself: - m.appear[0].p = - m.appear[0].p == V.PAWN - ? finalPieces[0] - : V.IMMOBILIZE_CODE[finalPieces[0]]; - } - }); - Array.prototype.push.apply(moves, pMoves); - } - else { - // Subturn == 2 - const L = this.effects.length; - switch (this.effects[L-1]) { - case "kingboo": - // Exchange position with any visible piece, - // except pawns if arriving on last rank. - const lastRank = { 'w': 0, 'b': 7 }; - const color = this.turn; - const allowLastRank = (this.getPiece(x, y) != V.PAWN); - for (let i=0; i<8; i++) { - for (let j=0; j<8; j++) { - const colIJ = this.getColor(i, j); - const pieceIJ = this.getPiece(i, j); - if ( - (i != x || j != y) && - this.board[i][j] != V.EMPTY && - pieceIJ != V.INVISIBLE_QUEEN && - colIJ != 'a' - ) { - if ( - (pieceIJ != V.PAWN || x != lastRank[colIJ]) && - (allowLastRank || i != lastRank[color]) - ) { - const movedUnit = new PiPo({ - x: x, - y: y, - c: colIJ, - p: this.getPiece(i, j) - }); - let mMove = this.getBasicMove({ x: x, y: y }, [i, j]); - mMove.appear.push(movedUnit); - moves.push(mMove); - } - } - } - } - break; - case "toadette": - // Resurrect a captured piece - if (x >= V.size.x) moves = this.getReserveMoves([x, y]); - break; - case "daisy": - // Play again with any piece - moves = super.getPotentialMovesFrom([x, y]); - break; - } - } - return moves; - } - - // Helper for getBasicMove(): banana/bomb effect - getRandomSquare([x, y], steps) { - const validSteps = steps.filter(s => V.OnBoard(x + s[0], y + s[1])); - const step = validSteps[randInt(validSteps.length)]; - return [x + step[0], y + step[1]]; - } - - // Apply mushroom, bomb or banana effect (hidden to the player). - // Determine egg effect, too, and apply its first part if possible. - getBasicMove_aux(psq1, sq2, tr, initMove) { - const [x1, y1] = [psq1.x, psq1.y]; - const color1 = this.turn; - const piece1 = (!!tr ? tr.p : (psq1.p || this.getPiece(x1, y1))); - const oppCol = V.GetOppCol(color1); - if (!sq2) { - let move = { - appear: [], - vanish: [] - }; - // banana or bomb defines next square, or the move ends there - move.appear = [ - new PiPo({ - x: x1, - y: y1, - c: color1, - p: piece1 - }) - ]; - if (this.board[x1][y1] != V.EMPTY) { - const initP1 = this.getPiece(x1, y1); - move.vanish = [ - new PiPo({ - x: x1, - y: y1, - c: this.getColor(x1, y1), - p: initP1 - }) - ]; - if ([V.BANANA, V.BOMB].includes(initP1)) { - const steps = V.steps[initP1 == V.BANANA ? V.ROOK : V.BISHOP]; - move.next = this.getRandomSquare([x1, y1], steps); - } - } - move.end = { x: x1, y: y1 }; - return move; - } - const [x2, y2] = [sq2[0], sq2[1]]; - // The move starts normally, on board: - let move = super.getBasicMove([x1, y1], [x2, y2], tr); - if (!!tr) move.promoteInto = tr.c + tr.p; //in case of (chomped...) - const L = this.effects.length; - if ( - [V.PAWN, V.KNIGHT].includes(piece1) && - !!initMove && - (this.subTurn == 1 || this.effects[L-1] == "daisy") - ) { - switch (piece1) { - case V.PAWN: { - const twoSquaresMove = (Math.abs(x2 - x1) == 2); - const mushroomX = x1 + (twoSquaresMove ? (x2 - x1) / 2 : 0); - move.appear.push( - new PiPo({ - x: mushroomX, - y: y1, - c: 'a', - p: V.MUSHROOM - }) - ); - if (this.getColor(mushroomX, y1) == 'a') { - move.vanish.push( - new PiPo({ - x: mushroomX, - y: y1, - c: 'a', - p: this.getPiece(mushroomX, y1) - }) - ); - } - break; - } - case V.KNIGHT: { - const deltaX = Math.abs(x2 - x1); - const deltaY = Math.abs(y2 - y1); - let eggSquare = [ - x1 + (deltaX == 2 ? (x2 - x1) / 2 : 0), - y1 + (deltaY == 2 ? (y2 - y1) / 2 : 0) - ]; - if ( - this.board[eggSquare[0]][eggSquare[1]] != V.EMPTY && - this.getColor(eggSquare[0], eggSquare[1]) != 'a' - ) { - eggSquare[0] = x1; - eggSquare[1] = y1; - } - move.appear.push( - new PiPo({ - x: eggSquare[0], - y: eggSquare[1], - c: 'a', - p: V.EGG - }) - ); - if (this.getColor(eggSquare[0], eggSquare[1]) == 'a') { - move.vanish.push( - new PiPo({ - x: eggSquare[0], - y: eggSquare[1], - c: 'a', - p: this.getPiece(eggSquare[0], eggSquare[1]) - }) - ); - } - break; - } - } - } - // For (wa)luigi effect: - const changePieceColor = (color) => { - let pieces = []; - const oppLastRank = (color == 'w' ? 7 : 0); - for (let i=0; i<8; i++) { - for (let j=0; j<8; j++) { - const piece = this.getPiece(i, j); - if ( - (i != move.vanish[0].x || j != move.vanish[0].y) && - this.board[i][j] != V.EMPTY && - piece != V.INVISIBLE_QUEEN && - this.getColor(i, j) == color - ) { - if (piece != V.KING && (piece != V.PAWN || i != oppLastRank)) - pieces.push({ x: i, y: j, p: piece }); - } - } - } - // Special case of the current piece (still at its initial position) - if (color == color1) - pieces.push({ x: move.appear[0].x, y: move.appear[0].y, p: piece1 }); - const cp = pieces[randInt(pieces.length)]; - if (move.appear[0].x != cp.x || move.appear[0].y != cp.y) { - move.vanish.push( - new PiPo({ - x: cp.x, - y: cp.y, - c: color, - p: cp.p - }) - ); - } - else move.appear.shift(); - move.appear.push( - new PiPo({ - x: cp.x, - y: cp.y, - c: V.GetOppCol(color), - p: cp.p - }) - ); - }; - const applyEggEffect = () => { - if (this.subTurn == 2) - // No egg effects at subTurn 2 - return; - // 1) Determine the effect (some may be impossible) - let effects = ["kingboo", "koopa", "chomp", "bowser", "daisy"]; - if (Object.values(this.captured[color1]).some(c => c >= 1)) - effects.push("toadette"); - const lastRank = { 'w': 0, 'b': 7 }; - if ( - this.board.some((b,i) => - b.some(cell => { - return ( - cell[0] == oppCol && - cell[1] != V.KING && - (cell[1] != V.PAWN || i != lastRank[color1]) - ); - }) - ) - ) { - effects.push("luigi"); - } - if ( - ( - piece1 != V.KING && - (piece1 != V.PAWN || move.appear[0].x != lastRank[oppCol]) - ) || - this.board.some((b,i) => - b.some(cell => { - return ( - cell[0] == color1 && - cell[1] != V.KING && - (cell[1] != V.PAWN || i != lastRank[oppCol]) - ); - }) - ) - ) { - effects.push("waluigi"); - } - const effect = effects[randInt(effects.length)]; - move.end.effect = effect; - // 2) Apply it if possible - if (!(["kingboo", "toadette", "daisy"].includes(effect))) { - switch (effect) { - case "koopa": - move.appear = []; - // Maybe egg effect was applied after others, - // so just shift vanish array: - move.vanish.shift(); - break; - case "chomp": - move.appear = []; - break; - case "bowser": - move.appear[0].p = V.IMMOBILIZE_CODE[piece1]; - break; - case "luigi": - changePieceColor(oppCol); - break; - case "waluigi": - changePieceColor(color1); - break; - } - } - }; - const applyMushroomEffect = () => { - if ([V.PAWN, V.KING, V.KNIGHT].includes(piece1)) { - // Just make another similar step, if possible (non-capturing) - const [i, j] = [ - move.appear[0].x + (x2 - x1), - move.appear[0].y + (y2 - y1) - ]; - if ( - V.OnBoard(i, j) && - ( - this.board[i][j] == V.EMPTY || - this.getPiece(i, j) == V.INVISIBLE_QUEEN || - this.getColor(i, j) == 'a' - ) - ) { - move.appear[0].x = i; - move.appear[0].y = j; - if (this.board[i][j] != V.EMPTY) { - const object = this.getPiece(i, j); - const color = this.getColor(i, j); - move.vanish.push( - new PiPo({ - x: i, - y: j, - c: color, - p: object - }) - ); - switch (object) { - case V.BANANA: - case V.BOMB: - const steps = V.steps[object == V.BANANA ? V.ROOK : V.BISHOP]; - move.next = this.getRandomSquare([i, j], steps); - break; - case V.EGG: - applyEggEffect(); - break; - case V.MUSHROOM: - applyMushroomEffect(); - break; - } - } - } - } - else { - // Queen, bishop or rook: - const step = [ - (x2 - x1) / Math.abs(x2 - x1) || 0, - (y2 - y1) / Math.abs(y2 - y1) || 0 - ]; - const next = [move.appear[0].x + step[0], move.appear[0].y + step[1]]; - if ( - V.OnBoard(next[0], next[1]) && - this.board[next[0]][next[1]] != V.EMPTY && - this.getPiece(next[0], next[1]) != V.INVISIBLE_QUEEN && - this.getColor(next[0], next[1]) != 'a' - ) { - const afterNext = [next[0] + step[0], next[1] + step[1]]; - if (V.OnBoard(afterNext[0], afterNext[1])) { - const afterColor = this.getColor(afterNext[0], afterNext[1]); - if ( - this.board[afterNext[0]][afterNext[1]] == V.EMPTY || - afterColor == 'a' - ) { - move.appear[0].x = afterNext[0]; - move.appear[0].y = afterNext[1]; - if (this.board[afterNext[0]][afterNext[1]] != V.EMPTY) { - // object = banana, bomb, mushroom or egg - const object = this.getPiece(afterNext[0], afterNext[1]); - move.vanish.push( - new PiPo({ - x: afterNext[0], - y: afterNext[1], - c: afterColor, - p: object - }) - ); - switch (object) { - case V.BANANA: - case V.BOMB: - const steps = - V.steps[object == V.BANANA ? V.ROOK : V.BISHOP]; - move.next = this.getRandomSquare( - [afterNext[0], afterNext[1]], steps); - break; - case V.EGG: - applyEggEffect(); - break; - case V.MUSHROOM: - applyMushroomEffect(); - break; - } - } - } - } - } - } - }; - const color2 = this.getColor(x2, y2); - const piece2 = this.getPiece(x2, y2); - if (color2 == 'a') { - switch (piece2) { - case V.BANANA: - case V.BOMB: - const steps = V.steps[piece2 == V.BANANA ? V.ROOK : V.BISHOP]; - move.next = this.getRandomSquare([x2, y2], steps); - break; - case V.MUSHROOM: - applyMushroomEffect(); - break; - case V.EGG: - if (this.subTurn == 1) - // No egg effect at subTurn 2 - applyEggEffect(); - break; - } - } - if ( - this.subTurn == 1 && - !move.next && - move.appear.length > 0 && - [V.ROOK, V.BISHOP].includes(piece1) - ) { - const finalSquare = [move.appear[0].x, move.appear[0].y]; - if ( - color2 != 'a' || - this.getColor(finalSquare[0], finalSquare[1]) != 'a' || - this.getPiece(finalSquare[0], finalSquare[1]) != V.EGG - ) { - const validSteps = - V.steps[piece1 == V.ROOK ? V.BISHOP : V.ROOK].filter(s => { - const [i, j] = [finalSquare[0] + s[0], finalSquare[1] + s[1]]; - return ( - V.OnBoard(i, j) && - // NOTE: do not place a bomb or banana on the invisible queen! - (this.board[i][j] == V.EMPTY || this.getColor(i, j) == 'a') - ); - }); - if (validSteps.length >= 1) { - const randIdx = randInt(validSteps.length); - const [x, y] = [ - finalSquare[0] + validSteps[randIdx][0], - finalSquare[1] + validSteps[randIdx][1] - ]; - move.appear.push( - new PiPo({ - x: x, - y: y, - c: 'a', - p: (piece1 == V.ROOK ? V.BANANA : V.BOMB) - }) - ); - if (this.board[x][y] != V.EMPTY) { - move.vanish.push( - new PiPo({ x: x, y: y, c: 'a', p: this.getPiece(x, y) })); - } - } - } - } - return move; - } - - getBasicMove(psq1, sq2, tr) { - let moves = []; - if (Array.isArray(psq1)) psq1 = { x: psq1[0], y: psq1[1] }; - let m = this.getBasicMove_aux(psq1, sq2, tr, "initMove"); - while (!!m.next) { - // Last move ended on bomb or banana, direction change - V.PlayOnBoard(this.board, m); - moves.push(m); - m = this.getBasicMove_aux( - { x: m.appear[0].x, y: m.appear[0].y }, m.next); - } - for (let i=moves.length-1; i>=0; i--) V.UndoOnBoard(this.board, moves[i]); - moves.push(m); - // Now merge moves into one - let move = {}; - // start is wrong for Toadette moves --> it's fixed later - move.start = { x: psq1.x, y: psq1.y }; - move.end = !!sq2 ? { x: sq2[0], y: sq2[1] } : { x: psq1.x, y: psq1.y }; - if (!!tr) move.promoteInto = moves[0].promoteInto; - let lm = moves[moves.length-1]; - if (this.subTurn == 1 && !!lm.end.effect) - move.end.effect = lm.end.effect; - if (moves.length == 1) { - move.appear = moves[0].appear; - move.vanish = moves[0].vanish; - } - else { - // Keep first vanish and last appear (if any) - move.appear = lm.appear; - move.vanish = moves[0].vanish; - if ( - move.vanish.length >= 1 && - move.appear.length >= 1 && - move.vanish[0].x == move.appear[0].x && - move.vanish[0].y == move.appear[0].y - ) { - // Loopback on initial square: - move.vanish.shift(); - move.appear.shift(); - } - for (let i=1; i < moves.length - 1; i++) { - for (let v of moves[i].vanish) { - // Only vanishing objects, not appearing at init move + if (this.egg == "toadette") + return this.getDropMovesFrom([x, y]); + if (this.egg == "kingboo") { + const initPiece = this.getPiece(x, y); + const color = this.getColor(x, y); + const oppCol = C.GetOppCol(color); + // Only allow to swap pieces + for (let i=0; i= 0 && - y + shiftY < sizeY && - this.board[x + shiftX][y + shiftY] != V.EMPTY && + y + shiftY < this.size.y && + this.board[x + shiftX][y + shiftY] != "" && // Pawns cannot capture invisible queen this way! this.getPiece(x + shiftX, y + shiftY) != V.INVISIBLE_QUEEN && ['a', oppCol].includes(this.getColor(x + shiftX, y + shiftY)) ) { - this.addPawnMoves([x, y], [x + shiftX, y + shiftY], moves); + moves.push(this.getBasicMove([x, y], [x + shiftX, y + shiftY])); } } + super.pawnPostProcess(moves, color, oppCol); return moves; } - getPotentialQueenMoves(sq) { - const normalMoves = super.getPotentialQueenMoves(sq); + getQueenMovesFrom(sq) { + const normalMoves = super.getPotentialMovesOf('q', sq); // If flag allows it, add 'invisible movements' let invisibleMoves = []; - if (this.powerFlags[this.turn][V.QUEEN]) { + if (this.powerFlags[this.turn]['q']) { normalMoves.forEach(m => { if ( m.appear.length == 1 && @@ -769,17 +301,16 @@ export class ChakartRules extends ChessRules { return normalMoves.concat(invisibleMoves); } - getPotentialKingMoves([x, y]) { - let moves = super.getPotentialKingMoves([x, y]); - const color = this.turn; + getKingMovesFrom([x, y]) { + let moves = super.getPotentialMovesOf('k', [x, y]); // If flag allows it, add 'remote shell captures' - if (this.powerFlags[this.turn][V.KING]) { - V.steps[V.ROOK].concat(V.steps[V.BISHOP]).forEach(step => { + if (this.powerFlags[this.turn]['k']) { + super.pieces()['k'].moves[0].steps.forEach(step => { let [i, j] = [x + step[0], y + step[1]]; while ( - V.OnBoard(i, j) && + this.onBoard(i, j) && ( - this.board[i][j] == V.EMPTY || + this.board[i][j] == "" || this.getPiece(i, j) == V.INVISIBLE_QUEEN || ( this.getColor(i, j) == 'a' && @@ -790,19 +321,17 @@ export class ChakartRules extends ChessRules { i += step[0]; j += step[1]; } - if (V.OnBoard(i, j)) { + if (this.onBoard(i, j)) { const colIJ = this.getColor(i, j); - if (colIJ != color) { + if (colIJ != this.turn) { // May just destroy a bomb or banana: moves.push( new Move({ - start: { x: x, y: y}, - end: { x: i, y: j }, + start: {x: x, y: y}, + end: {x: i, y: j}, appear: [], vanish: [ - new PiPo({ - x: i, y: j, c: colIJ, p: this.getPiece(i, j) - }) + new PiPo({x: i, y: j, c: colIJ, p: this.getPiece(i, j)}) ] }) ); @@ -813,114 +342,26 @@ export class ChakartRules extends ChessRules { return moves; } - getSlideNJumpMoves([x, y], steps, oneStep) { - let moves = []; - outerLoop: for (let step of steps) { - let i = x + step[0]; - let j = y + step[1]; - while ( - V.OnBoard(i, j) && - ( - this.board[i][j] == V.EMPTY || - this.getPiece(i, j) == V.INVISIBLE_QUEEN || - ( - this.getColor(i, j) == 'a' && - [V.EGG, V.MUSHROOM].includes(this.getPiece(i, j)) - ) - ) - ) { - moves.push(this.getBasicMove({ x: x, y: y }, [i, j])); - if (oneStep) continue outerLoop; - i += step[0]; - j += step[1]; - } - if (V.OnBoard(i, j) && this.canTake([x, y], [i, j])) - moves.push(this.getBasicMove({ x: x, y: y }, [i, j])); - } - return moves; - } - - getAllPotentialMoves() { - if (this.subTurn == 1) return super.getAllPotentialMoves(); - let moves = []; - const color = this.turn; - const L = this.effects.length; - switch (this.effects[L-1]) { - case "kingboo": { - let allPieces = []; - for (let i=0; i<8; i++) { - for (let j=0; j<8; j++) { - const colIJ = this.getColor(i, j); - const pieceIJ = this.getPiece(i, j); - if ( - i != x && j != y && - this.board[i][j] != V.EMPTY && - colIJ != 'a' && - pieceIJ != V.INVISIBLE_QUEEN - ) { - allPieces.push({ x: i, y: j, c: colIJ, p: pieceIJ }); - } - } - } - for (let x=0; x<8; x++) { - for (let y=0; y<8; y++) { - if (this.getColor(i, j) == color) { - // Add exchange with something - allPieces.forEach(pp => { - if (pp.x != i || pp.y != j) { - const movedUnit = new PiPo({ - x: x, - y: y, - c: pp.c, - p: pp.p - }); - let mMove = this.getBasicMove({ x: x, y: y }, [pp.x, pp.y]); - mMove.appear.push(movedUnit); - moves.push(mMove); - } - }); - } - } - } - break; - } - case "toadette": { - const x = V.size.x + (this.turn == 'w' ? 0 : 1); - for (let y = 0; y < 8; y++) - Array.prototype.push.apply(moves, this.getReserveMoves([x, y])); - break; - } - case "daisy": - moves = super.getAllPotentialMoves(); - break; - } - return moves; + getKnightMovesFrom([x, y]) { + // Add egg on initial square: + return super.getPotentialMovesOf('n', [x, y]).map(m => { + m.appear.push(new PiPo({p: "e", c: "a", x: x, y: y})); + return m; + }); } +/// if any of my pieces was immobilized, it's not anymore. + //if play set a piece immobilized, then mark it play(move) { -// if (!this.states) this.states = []; -// const stateFen = this.getFen(); -// this.states.push(stateFen); - - move.flags = JSON.stringify(this.aggregateFlags()); - V.PlayOnBoard(this.board, move); - move.turn = [this.turn, this.subTurn]; - if (["kingboo", "toadette", "daisy"].includes(move.end.effect)) { - this.effects.push(move.end.effect); - this.subTurn = 2; + if (move.effect == "toadette") { + this.reserve = this.captured; + this.re_drawReserve([this.turn]); } - else { - this.turn = V.GetOppCol(this.turn); - this.movesCount++; - this.subTurn = 1; + else if (this.reserve) { + this.reserve = { w: {}, b: {} }; + this.re_drawReserve([this.turn]); } - this.postPlay(move); - } - - postPlay(move) { - if (move.end.effect == "toadette") this.reserve = this.captured; - else this.reserve = undefined; - const color = move.turn[0]; + const color = this.turn; if ( move.vanish.length == 2 && move.vanish[1].c != 'a' && @@ -928,13 +369,15 @@ export class ChakartRules extends ChessRules { ) { // Capture: update this.captured let capturedPiece = move.vanish[1].p; - if (capturedPiece == V.INVISIBLE_QUEEN) capturedPiece = V.QUEEN; + if (capturedPiece == V.INVISIBLE_QUEEN) + capturedPiece = V.QUEEN; else if (Object.keys(V.IMMOBILIZE_DECODE).includes(capturedPiece)) capturedPiece = V.IMMOBILIZE_DECODE[capturedPiece]; this.captured[move.vanish[1].c][capturedPiece]++; } else if (move.vanish.length == 0) { - if (move.appear.length == 0 || move.appear[0].c == 'a') return; + if (move.appear.length == 0 || move.appear[0].c == 'a') + return; // A piece is back on board this.captured[move.appear[0].c][move.appear[0].p]--; } @@ -984,235 +427,110 @@ export class ChakartRules extends ChessRules { } } } - } - - undo(move) { - this.disaggregateFlags(JSON.parse(move.flags)); - V.UndoOnBoard(this.board, move); - if (["kingboo", "toadette", "daisy"].includes(move.end.effect)) - this.effects.pop(); - else this.movesCount--; - this.turn = move.turn[0]; - this.subTurn = move.turn[1]; - this.postUndo(move); - -// const stateFen = this.getFen(); -// if (stateFen != this.states[this.states.length-1]) debugger; -// this.states.pop(); - } - - postUndo(move) { - if (!!move.wasImmobilized) { - const [i, j] = move.wasImmobilized; - this.board[i][j] = - this.getColor(i, j) + V.IMMOBILIZE_CODE[this.getPiece(i, j)]; - } - if (!!move.wasInvisible) { - const [i, j] = move.wasInvisible; - this.board[i][j] = this.getColor(i, j) + V.INVISIBLE_QUEEN; - } - if (move.vanish.length == 2 && move.vanish[1].c != 'a') { - let capturedPiece = move.vanish[1].p; - if (capturedPiece == V.INVISIBLE_QUEEN) capturedPiece = V.QUEEN; - else if (Object.keys(V.IMMOBILIZE_DECODE).includes(capturedPiece)) - capturedPiece = V.IMMOBILIZE_DECODE[capturedPiece]; - this.captured[move.vanish[1].c][capturedPiece]--; + this.playOnBoard(move); + if (["kingboo", "toadette", "daisy"].includes(move.effect)) { + this.effect = move.effect; + this.subTurn = 2; } - else if (move.vanish.length == 0) { - if (move.appear.length == 0 || move.appear[0].c == 'a') return; - // A piece was back on board - this.captured[move.appear[0].c][move.appear[0].p]++; + else { + this.turn = C.GetOppCol(this.turn); + this.movesCount++; + this.subTurn = 1; } - else if (move.appear.length == 0 && move.end.effect == "chomp") - this.captured[move.vanish[0].c][move.vanish[0].p]--; - if (move.vanish.length == 0) this.reserve = this.captured; - else this.reserve = undefined; - } - getCheckSquares() { - return []; - } - getCurrentScore() { - // Find kings (not tracked in this variant) - let kingThere = { w: false, b: false }; - for (let i=0; i<8; i++) { - for (let j=0; j<8; j++) { - if ( - this.board[i][j] != V.EMPTY && - ['k', 'l'].includes(this.getPiece(i, j)) - ) { - kingThere[this.getColor(i, j)] = true; - } - } - } - if (!kingThere['w']) return "0-1"; - if (!kingThere['b']) return "1-0"; - if (!this.atLeastOneMove()) return (this.turn == 'w' ? "0-1" : "1-0"); - return "*"; + if (move.egg) + this.displayBonus(move.egg); + else if (this.egg) + this.egg = null; //the egg is consumed } - genRandInitFen(seed) { - const gr = new GiveawayRules({mode: "suicide"}, true); - return ( - gr.genRandInitFen(seed).slice(0, -1) + - // Add Peach + Mario flags + capture counts - '{"flags": "1111", "ccount": "000000000000"}' - ); + displayBonus(egg) { + alert(egg); //TODO: nicer display } filterValid(moves) { return moves; } - static get VALUES() { - return Object.assign( - {}, - ChessRules.VALUES, - { - s: 1, - u: 5, - o: 3, - c: 3, - t: 9, - l: 1000, - e: 0, - d: 0, - w: 0, - m: 0 + tryMoveFollowup(move, cb) { + // Warning: at this stage, the move is played + if (move.vanish.length == 2 && move.vanish[1].c == 'a') { + // effect, or bonus/malus + const endType = move.vanish[1].p; + switch (endType) { + case V.EGG: + this.applyRandomBonus(move, cb); + break; + case V.BANANA: + case V.BOMB: { + const dest = + this.getRandomSquare([m.end.x, m.end.y], + endType == V.BANANA + ? [[1, 1], [1, -1], [-1, 1], [-1, -1]] + : [[1, 0], [-1, 0], [0, 1], [0, -1]]); + cb(this.getBasicMove([move.end.x, move.end.y], dest)); + break; + } + case V.MUSHROOM: { + let step = [move.end.x - move.start.x, move.end.y - move.start.y]; + if ([0, 1].some(i => step[i] >= 2 && step[1-i] != 1)) { + // Slider, multi-squares: normalize step + for (let j of [0, 1]) + step[j] = step[j] / Math.abs(step[j]) || 0; + } + const nextSquare = [move.end.x + step[0], move.end.y + step[1]]; + if (this.onBoard(nextSquare[0], nextSquare[1])) { + if ( + this.board[nextSquare[0]][nextSquare[1]] != "" && + this.getColor(nextSquare[0], nextSquare[1]) != 'a' + ) { + // (try to) jump + const afterSquare = + [nextSquare[0] + step[0], nextSquare[1] + step[1]]; + if ( + this.onBoard(afterSquare[0], afterSquare[1]) && + this.getColor(afterSquare[0], afterSquare[1]) != this.turn + ) { + cb(this.getBasicMove([move.end.x, move.end.y], afterSquare)); + } + } + else if (!['b', 'r', 'q'].includes(move.vanish[0].p)) + // Take another step forward if not slider move + cb(this.getBasicMove([move.end.x, move.end.y], nextSquare)); + } + break; + } } - ); + } } - static get SEARCH_DEPTH() { - return 1; + applyRandomBonus(move, cb) { + // TODO: determine bonus/malus, and then ... + // if toadette, daisy or kingboo : do not call cb + this.egg = "daisy"; //not calling cb in this case + this.displayBonus(this.egg); + move.egg = this.egg; //for play() by opponent } - getComputerMove() { - const moves = this.getAllValidMoves(); - // Split into "normal" and "random" moves: - // (Next splitting condition is OK because cannot take self object - // without a banana or bomb on the way). - const deterministicMoves = moves.filter(m => { - return m.vanish.every(a => a.c != 'a' || a.p == V.MUSHROOM); - }); - const randomMoves = moves.filter(m => { - return m.vanish.some(a => a.c == 'a' && a.p != V.MUSHROOM); - }); - if (Math.random() < deterministicMoves.length / randomMoves.length) - // Play a deterministic one: capture king or material if possible - return super.getComputerMove(deterministicMoves); - // Play a random effect move, at random: - let move1 = randomMoves[randInt(randomMoves.length)]; - this.play(move1); - let move2 = undefined; - if (this.subTurn == 2) { - const moves2 = this.getAllValidMoves(); - move2 = moves2[randInt(moves2.length)]; - } - this.undo(move1); - if (!move2) return move1; - return [move1, move2]; + // Helper to apply banana/bomb effect + getRandomSquare([x, y], steps) { + const validSteps = steps.filter(s => this.onBoard(x + s[0], y + s[1])); + const step = validSteps[Random.randInt(validSteps.length)]; + return [x + step[0], y + step[1]]; } - getNotation(move) { - if (move.vanish.length == 0 && move.appear.length == 0) return "-"; - if ( - !move.end.effect && - move.appear.length > 0 && - move.appear[0].p == V.INVISIBLE_QUEEN - ) { - return "Q??"; - } - const finalSquare = V.CoordsToSquare(move.end); - // Next condition also includes Toadette placements: - if (move.appear.length > 0 && move.vanish.every(a => a.c == 'a')) { - const piece = - move.appear[0].p != V.PAWN ? move.appear[0].p.toUpperCase() : ""; - return piece + "@" + finalSquare; - } - else if (move.appear.length == 0) { - const piece = this.getPiece(move.start.x, move.start.y); - if (piece == V.KING && !move.end.effect) - // King remote capture - return "Kx" + finalSquare; - // Koopa or Chomp, or loopback after bananas, bombs & mushrooms: - return ( - piece.toUpperCase() + "x" + finalSquare + - ( - !!move.end.effect - ? "*" + (move.end.effect == "koopa" ? "K" : "C") - : "" - ) - ); - } - if (move.appear.length == 1 && move.vanish.length == 1) { - const moveStart = move.appear[0].p.toUpperCase() + "@"; - if (move.appear[0].c == 'a' && move.vanish[0].c == 'a') - // Bonus replacement: - return moveStart + finalSquare; - if ( - move.vanish[0].p == V.INVISIBLE_QUEEN && - move.appear[0].x == move.vanish[0].x && - move.appear[0].y == move.vanish[0].y - ) { - // Toadette takes invisible queen - return moveStart + "Q" + finalSquare; - } - } - if ( - move.appear.length == 2 && - move.vanish.length == 2 && - move.appear.every(a => a.c != 'a') && - move.vanish.every(v => v.c != 'a') - ) { - // King Boo exchange - return V.CoordsToSquare(move.start) + finalSquare; - } - const piece = move.vanish[0].p; - let notation = undefined; - if (piece == V.PAWN) { - // Pawn move - if (this.board[move.end.x][move.end.y] != V.EMPTY) { - // Capture - const startColumn = V.CoordToColumn(move.start.y); - notation = startColumn + "x" + finalSquare; - } - else notation = finalSquare; - if (move.appear[0].p != V.PAWN) - // Promotion - notation += "=" + move.appear[0].p.toUpperCase(); - } - else { - notation = - piece.toUpperCase() + - (this.board[move.end.x][move.end.y] != V.EMPTY ? "x" : "") + - finalSquare; - } - if (!!move.end.effect) { - switch (move.end.effect) { - case "kingboo": - notation += "*B"; - break; - case "toadette": - notation += "*T"; - break; - case "daisy": - notation += "*D"; - break; - case "bowser": - notation += "*M"; - break; - case "luigi": - case "waluigi": - const lastAppear = move.appear[move.appear.length - 1]; - const effectOn = - V.CoordsToSquare({ x: lastAppear.x, y : lastAppear.y }); - notation += "*" + move.end.effect[0].toUpperCase() + effectOn; - break; - } - } - return notation; + // Warning: if play() is called, then move.end changed. + playPlusVisual(move, r) { + this.moveStack.push(move); + this.play(move); + this.playVisual(move, r); + this.tryMoveFollowup(move, (nextMove) => { + if (nextMove) + this.playPlusVisual(nextMove, r); + else + this.afterPlay(this.moveStack); + }); } };