Remove some redundant code [Checkered/Magnetic still buggish]
[vchess.git] / public / javascripts / base_rules.js
index a400122..f07aaff 100644 (file)
@@ -52,7 +52,7 @@ class ChessRules
                this.moves = moves;
                // Use fen string to initialize variables, flags and board
                this.board = VariantRules.GetBoard(fen);
-               this.flags = VariantRules.GetFlags(fen);
+               this.setFlags(fen);
                this.initVariables(fen);
        }
 
@@ -65,37 +65,37 @@ class ChessRules
                const position = fenParts[0].split("/");
                for (let i=0; i<position.length; i++)
                {
-                       let j = 0;
-                       while (j < position[i].length)
+                       let k = 0; //column index on board
+                       for (let j=0; j<position[i].length; j++)
                        {
                                switch (position[i].charAt(j))
                                {
                                        case 'k':
-                                               this.kingPos['b'] = [i,j];
-                                               this.INIT_COL_KING['b'] = j;
+                                               this.kingPos['b'] = [i,k];
+                                               this.INIT_COL_KING['b'] = k;
                                                break;
                                        case 'K':
-                                               this.kingPos['w'] = [i,j];
-                                               this.INIT_COL_KING['w'] = j;
+                                               this.kingPos['w'] = [i,k];
+                                               this.INIT_COL_KING['w'] = k;
                                                break;
                                        case 'r':
                                                if (this.INIT_COL_ROOK['b'][0] < 0)
-                                                       this.INIT_COL_ROOK['b'][0] = j;
+                                                       this.INIT_COL_ROOK['b'][0] = k;
                                                else
-                                                       this.INIT_COL_ROOK['b'][1] = j;
+                                                       this.INIT_COL_ROOK['b'][1] = k;
                                                break;
                                        case 'R':
                                                if (this.INIT_COL_ROOK['w'][0] < 0)
-                                                       this.INIT_COL_ROOK['w'][0] = j;
+                                                       this.INIT_COL_ROOK['w'][0] = k;
                                                else
-                                                       this.INIT_COL_ROOK['w'][1] = j;
+                                                       this.INIT_COL_ROOK['w'][1] = k;
                                                break;
                                        default:
                                                let num = parseInt(position[i].charAt(j));
                                                if (!isNaN(num))
-                                                       j += (num-1);
+                                                       k += (num-1);
                                }
-                               j++;
+                               k++;
                        }
                }
                const epSq = this.moves.length > 0 ? this.getEpSquare(this.lastMove) : undefined;
@@ -125,14 +125,13 @@ class ChessRules
        }
 
        // Overridable: flags can change a lot
-       static GetFlags(fen)
+       setFlags(fen)
        {
                // white a-castle, h-castle, black a-castle, h-castle
-               let flags = {'w': new Array(2), 'b': new Array(2)};
-               let fenFlags = fen.split(" ")[1]; //flags right after position
+               this.castleFlags = {'w': new Array(2), 'b': new Array(2)};
+               let flags = fen.split(" ")[1]; //flags right after position
                for (let i=0; i<4; i++)
-                       flags[i < 2 ? 'w' : 'b'][i%2] = (fenFlags.charAt(i) == '1');
-               return flags;
+                       this.castleFlags[i < 2 ? 'w' : 'b'][i%2] = (flags.charAt(i) == '1');
        }
 
        ///////////////////
@@ -176,6 +175,17 @@ class ChessRules
                };
        }
 
+       // Aggregates flags into one object
+       get flags() {
+               return this.castleFlags;
+       }
+
+       // Reverse operation
+       parseFlags(flags)
+       {
+               this.castleFlags = flags;
+       }
+
        // En-passant square, if any
        getEpSquare(move)
        {
@@ -222,7 +232,7 @@ class ChessRules
        // Build a regular move from its initial and destination squares; tr: transformation
        getBasicMove([sx,sy], [ex,ey], tr)
        {
-               var mv = new Move({
+               let mv = new Move({
                        appear: [
                                new PiPo({
                                        x: ex,
@@ -260,7 +270,7 @@ class ChessRules
        getSlideNJumpMoves([x,y], steps, oneStep)
        {
                const color = this.getColor(x,y);
-               var moves = [];
+               let moves = [];
                const [sizeX,sizeY] = VariantRules.size;
                outerLoop:
                for (let step of steps)
@@ -284,13 +294,14 @@ class ChessRules
        // What are the pawn moves from square x,y considering color "color" ?
        getPotentialPawnMoves([x,y])
        {
-               const color = this.getColor(x,y);
-               var moves = [];
-               var V = VariantRules;
+               const color = this.turn;
+               let moves = [];
+               const V = VariantRules;
                const [sizeX,sizeY] = VariantRules.size;
-               let shift = (color == "w" ? -1 : 1);
-               let startRank = (color == "w" ? sizeY-2 : 1);
-               let lastRank = (color == "w" ? 0 : sizeY-1);
+               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);
 
                if (x+shift >= 0 && x+shift < sizeX && x+shift != lastRank)
                {
@@ -298,7 +309,8 @@ class ChessRules
                        if (this.board[x+shift][y] == V.EMPTY)
                        {
                                moves.push(this.getBasicMove([x,y], [x+shift,y]));
-                               if (x==startRank && this.board[x+2*shift][y] == V.EMPTY)
+                               // 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)
                                {
                                        // Two squares jump
                                        moves.push(this.getBasicMove([x,y], [x+2*shift,y]));
@@ -394,7 +406,7 @@ class ChessRules
                castlingCheck:
                for (let castleSide=0; castleSide < 2; castleSide++) //large, then small
                {
-                       if (!this.flags[c][castleSide])
+                       if (!this.castleFlags[c][castleSide])
                                continue;
                        // If this code is reached, rooks and king are on initial position
 
@@ -621,7 +633,7 @@ class ChessRules
        getCheckSquares(move)
        {
                this.play(move);
-               const color = this.turn;
+               const color = this.turn; //opponent
                let res = this.isAttacked(this.kingPos[color], this.getOppCol(color))
                        ? [ JSON.parse(JSON.stringify(this.kingPos[color])) ] //need to duplicate!
                        : [ ];
@@ -658,7 +670,7 @@ class ChessRules
                {
                        this.kingPos[c][0] = move.appear[0].x;
                        this.kingPos[c][1] = move.appear[0].y;
-                       this.flags[c] = [false,false];
+                       this.castleFlags[c] = [false,false];
                        return;
                }
                const oppCol = this.getOppCol(c);
@@ -666,14 +678,14 @@ class ChessRules
                if (move.start.x == firstRank //our rook moves?
                        && this.INIT_COL_ROOK[c].includes(move.start.y))
                {
-                       const flagIdx = move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1;
-                       this.flags[c][flagIdx] = false;
+                       const flagIdx = (move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1);
+                       this.castleFlags[c][flagIdx] = false;
                }
                else if (move.end.x == oppFirstRank //we took opponent rook?
                        && this.INIT_COL_ROOK[c].includes(move.end.y))
                {
-                       const flagIdx = move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1;
-                       this.flags[oppCol][flagIdx] = false;
+                       const flagIdx = (move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1);
+                       this.castleFlags[oppCol][flagIdx] = false;
                }
        }
 
@@ -687,11 +699,11 @@ class ChessRules
 
        play(move, ingame)
        {
+               console.log("AVANT " + this.getNotation(move) + " "  + this.board[1][5]);
                if (!!ingame)
                        move.notation = this.getNotation(move);
 
-               // Save flags (for undo)
-               move.flags = JSON.stringify(this.flags); //TODO: less costly?
+               move.flags = JSON.stringify(this.flags); //save flags (for undo)
                this.updateVariables(move);
                this.moves.push(move);
                this.epSquares.push( this.getEpSquare(move) );
@@ -704,13 +716,14 @@ class ChessRules
                this.epSquares.pop();
                this.moves.pop();
                this.unupdateVariables(move);
-               this.flags = JSON.parse(move.flags);
+               this.parseFlags(JSON.parse(move.flags));
+               console.log("APRES " + this.getNotation(move) + " "  + this.board[1][5]);
        }
 
        //////////////
        // END OF GAME
 
-       checkGameOver()
+       checkRepetition()
        {
                // Check for 3 repetitions
                if (this.moves.length >= 8)
@@ -722,15 +735,19 @@ class ChessRules
                                _.isEqual(this.moves[L-3], this.moves[L-7]) &&
                                _.isEqual(this.moves[L-4], this.moves[L-8]))
                        {
-                               return "1/2 (repetition)";
+                               return true;
                        }
                }
+               return false;
+       }
 
-               if (this.atLeastOneMove())
-               {
-                       // game not over
+       checkGameOver()
+       {
+               if (this.checkRepetition())
+                       return "1/2";
+
+               if (this.atLeastOneMove()) // game not over
                        return "*";
-               }
 
                // Game over
                return this.checkGameEnd();
@@ -978,7 +995,7 @@ class ChessRules
                for (let i of ['w','b'])
                {
                        for (let j=0; j<2; j++)
-                               fen += this.flags[i][j] ? '1' : '0';
+                               fen += this.castleFlags[i][j] ? '1' : '0';
                }
                return fen;
        }