Some code cleaning + clarifying (TODO: work on variables names)
[vchess.git] / public / javascripts / variants / Atomic.js
index bf860df..28ee1f2 100644 (file)
@@ -1,14 +1,14 @@
 class AtomicRules extends ChessRules
 {
-       getPotentialMovesFrom([x,y], c, lastMove)
+       getPotentialMovesFrom([x,y])
        {
-               let moves = super.getPotentialMovesFrom([x,y], c, lastMove);
+               let moves = super.getPotentialMovesFrom([x,y]);
 
                // Handle explosions
                moves.forEach(m => {
                        if (m.vanish.length > 1 && m.appear.length <= 1) //avoid castles
                        {
-                               // Explosion! TODO: drop moves which explode our king here
+                               // Explosion! TODO(?): drop moves which explode our king here
                                let steps = [ [-1,-1],[-1,0],[-1,1],[0,-1],[0,1],[1,-1],[1,0],[1,1] ];
                                for (let step of steps)
                                {
@@ -17,7 +17,8 @@ class AtomicRules extends ChessRules
                                        if (x>=0 && x<8 && y>=0 && y<8 && this.board[x][y] != VariantRules.EMPTY
                                                && this.getPiece(x,y) != VariantRules.PAWN)
                                        {
-                                               m.vanish.push(new PiPo({p:this.getPiece(x,y),c:this.getColor(x,y),x:x,y:y}));
+                                               m.vanish.push(
+                                                       new PiPo({p:this.getPiece(x,y),c:this.getColor(x,y),x:x,y:y}));
                                        }
                                }
                                m.end = {x:m.appear[0].x, y:m.appear[0].y};
@@ -28,78 +29,71 @@ class AtomicRules extends ChessRules
                return moves;
        }
 
-       getPotentialKingMoves(x, y, c)
+       getPotentialKingMoves([x,y])
        {
+               const V = VariantRules;
                // King cannot capture:
                let moves = [];
-               let [sizeX,sizeY] = VariantRules.size;
-               const steps = VariantRules.steps[VariantRules.QUEEN];
+               let [sizeX,sizeY] = V.size;
+               const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
                for (let step of steps)
                {
                        var i = x + step[0];
                        var j = y + step[1];
                        if (i>=0 && i<sizeX && j>=0 && j<sizeY && this.board[i][j] == VariantRules.EMPTY)
-                               moves.push(this.getBasicMove(x, y, i, j));
+                               moves.push(this.getBasicMove([x,y], [i,j]));
                }
-               return moves.concat(this.getCastleMoves(x,y,c));
+               return moves.concat(this.getCastleMoves([x,y]));
        }
 
-       isAttacked(sq, color)
+       isAttacked(sq, colors)
        {
-               if (this.getPiece(sq[0],sq[1]) == VariantRules.KING && this.isAttackedByKing(sq, color))
+               if (this.getPiece(sq[0],sq[1]) == VariantRules.KING
+                       && this.isAttackedByKing(sq, colors))
+               {
                        return false; //king cannot take...
-               return (this.isAttackedByPawn(sq, color)
-                       || this.isAttackedByRook(sq, color)
-                       || this.isAttackedByKnight(sq, color)
-                       || this.isAttackedByBishop(sq, color)
-                       || this.isAttackedByQueen(sq, color));
+               }
+               return (this.isAttackedByPawn(sq, colors)
+                       || this.isAttackedByRook(sq, colors)
+                       || this.isAttackedByKnight(sq, colors)
+                       || this.isAttackedByBishop(sq, colors)
+                       || this.isAttackedByQueen(sq, colors));
        }
 
        updateVariables(move)
        {
                super.updateVariables(move);
-
-               const c = this.getColor(move.start.x,move.start.y);
-               // Next condition to avoid conflicts with harmless castle moves
-               if (c != this.getColor(move.end.x,move.end.y)
-                       && this.board[move.end.x][move.end.y] != VariantRules.EMPTY)
+               const color = this.getColor(move.start.x,move.start.y);
+               if (move.appear.length == 0) //capture
                {
-                       const oppCol = this.getOppCol(c);
-                       const oppFirstRank = (oppCol == "w" ? 7 : 0);
-
-                       // Did we explode our king ? (TODO: remove move earlier)
-                       if (Math.abs(this.kingPos[c][0]-move.end.x) <= 1
-                               && Math.abs(this.kingPos[c][1]-move.end.y) <= 1)
-                       {
-                               this.kingPos[c] = [-1,-1];
-                               this.flags[c] = [false,false];
-                       }
-
-                       // Did we explode opponent king ?
-                       if (Math.abs(this.kingPos[oppCol][0]-move.end.x) <= 1
-                               && Math.abs(this.kingPos[oppCol][1]-move.end.y) <= 1)
+                       const firstRank = {"w": 7, "b": 0};
+                       for (let c of ["w","b"])
                        {
-                               this.kingPos[oppCol] = [-1,-1];
-                               this.flags[oppCol] = [false,false];
-                       }
-                       else
-                       {
-                               // Now check if opponent init rook(s) exploded
-                               if (Math.abs(move.end.x-oppFirstRank) <= 1)
+                               // Did we explode king of color c ? (TODO: remove move earlier)
+                               if (Math.abs(this.kingPos[c][0]-move.end.x) <= 1
+                                       && Math.abs(this.kingPos[c][1]-move.end.y) <= 1)
                                {
-                                       if (Math.abs(move.end.y-this.INIT_COL_ROOK[oppCol][0]) <= 1)
-                                               this.flags[oppCol][0] = false;
-                                       if (Math.abs(move.end.y-this.INIT_COL_ROOK[oppCol][1]) <= 1)
-                                               this.flags[oppCol][1] = false;
+                                       this.kingPos[c] = [-1,-1];
+                                       this.castleFlags[c] = [false,false];
+                               }
+                               else
+                               {
+                                       // Now check if init rook(s) exploded
+                                       if (Math.abs(move.end.x-firstRank[c]) <= 1)
+                                       {
+                                               if (Math.abs(move.end.y-this.INIT_COL_ROOK[c][0]) <= 1)
+                                                       this.castleFlags[c][0] = false;
+                                               if (Math.abs(move.end.y-this.INIT_COL_ROOK[c][1]) <= 1)
+                                                       this.castleFlags[c][1] = false;
+                                       }
                                }
                        }
                }
        }
 
-       undo(move)
+       unupdateVariables(move)
        {
-               super.undo(move);
-
+               super.unupdateVariables(move);
                const c = this.getColor(move.start.x,move.start.y);
                const oppCol = this.getOppCol(c);
                if ([this.kingPos[c][0],this.kingPos[oppCol][0]].some(e => { return e < 0; }))
@@ -113,8 +107,9 @@ class AtomicRules extends ChessRules
                }
        }
 
-       underCheck(move, c)
+       underCheck(move)
        {
+               const c = this.turn;
                const oppCol = this.getOppCol(c);
                this.play(move);
                let res = undefined;
@@ -126,32 +121,34 @@ class AtomicRules extends ChessRules
                        res = false;
                // Otherwise, if we remain under check, move is not valid
                else
-                       res = this.isAttacked(this.kingPos[c], oppCol);
+                       res = this.isAttacked(this.kingPos[c], [oppCol]);
                this.undo(move);
                return res;
        }
 
-       getCheckSquares(move, c)
+       getCheckSquares(move)
        {
-               const saveKingPos = this.kingPos[c]; //king might explode
+               const c = this.getOppCol(this.turn);
+               // King might explode:
+               const saveKingPos = JSON.parse(JSON.stringify(this.kingPos[c]));
                this.play(move);
                let res = [ ];
                if (this.kingPos[c][0] < 0)
                        res = [saveKingPos];
-               else if (this.isAttacked(this.kingPos[c], this.getOppCol(c)))
-                       res = [ this.kingPos[c] ]
+               else if (this.isAttacked(this.kingPos[c], [this.getOppCol(c)]))
+                       res = [ JSON.parse(JSON.stringify(this.kingPos[c])) ]
                this.undo(move);
                return res;
        }
 
-       checkGameEnd(color)
+       checkGameEnd()
        {
+               const color = this.turn;
                const kp = this.kingPos[color];
                if (kp[0] < 0) //king disappeared
                        return color == "w" ? "0-1" : "1-0";
-               if (!this.isAttacked(kp, this.getOppCol(color)))
+               if (!this.isAttacked(kp, [this.getOppCol(color)]))
                        return "1/2";
-               // Checkmate
-               return color == "w" ? "0-1" : "1-0";
+               return color == "w" ? "0-1" : "1-0"; //checkmate
        }
 }