Remove some redundant code [Checkered/Magnetic still buggish]
[vchess.git] / public / javascripts / variants / Checkered.js
index 6ed73a8..4f523ed 100644 (file)
@@ -32,205 +32,71 @@ class CheckeredRules extends ChessRules
                return ChessRules.fen2board(f);
        }
 
-       static GetFlags(fen)
+       setFlags(fen)
        {
-               let flags = [
-                       ChessRules.GetFlags(fen), //castle
-                       {
-                               "w": new Array(8), //pawns can move 2 squares
-                               "b": new Array(8)
-                       }
-               ];
-               const fenFlags = fen.split(" ")[1].substr(4); //skip first 4 digits, for castle
+               super.setFlags(fen); //castleFlags
+               this.pawnFlags =
+               {
+                       "w": new Array(8), //pawns can move 2 squares?
+                       "b": new Array(8)
+               };
+               const flags = fen.split(" ")[1].substr(4); //skip first 4 digits, for castle
                for (let c of ['w','b'])
                {
                        for (let i=0; i<8; i++)
-                               flags[1][c][i] = (fenFlags.charAt((c=='w'?0:8)+i) == '1');
+                               this.pawnFlags[c][i] = (flags.charAt((c=='w'?0:8)+i) == '1');
                }
-               return flags;
        }
 
-       canTake([x1,y1], [x2,y2])
-       {
-               const color1 = this.getColor(x1,y1);
-               const color2 = this.getColor(x2,y2);
-               // Checkered aren't captured
-               return color1 != color2 && color2 != 'c' && (color1 != 'c' || color2 != this.turn);
+       // Aggregates flags into one object
+       get flags() {
+               return [this.castleFlags, this.pawnFlags];
        }
 
-       addCaptures([sx,sy], [ex,ey], moves)
+       // Reverse operation
+       parseFlags(flags)
        {
-               const piece = this.getPiece(sx,sy);
-               if (piece != VariantRules.KING)
-               {
-                       moves.push(this.getBasicMove([sx,sy], [ex,ey], {c:'c',p:piece}));
-                       const takePiece = this.getPiece(ex,ey);
-                       if (takePiece != piece)
-                               moves.push(this.getBasicMove([sx,sy], [ex,ey], {c:'c',p:takePiece}));
-               }
-               else
-                       moves.push(this.getBasicMove([sx,sy], [ex,ey]));
+               this.castleFlags = flags[0];
+               this.pawnFlags = flags[1];
        }
 
-       // Generic method to find possible moves of non-pawn pieces ("sliding or jumping")
-       getSlideNJumpMoves([x,y], steps, oneStep)
-       {
-               const color = this.getColor(x,y);
-               let moves = [];
-               const [sizeX,sizeY] = VariantRules.size;
-               outerLoop:
-               for (var loop=0; loop<steps.length; loop++)
-               {
-                       let step = steps[loop];
-                       let i = x + step[0];
-                       let j = y + step[1];
-                       while (i>=0 && i<sizeX && j>=0 && j<sizeY && this.board[i][j] == VariantRules.EMPTY)
-                       {
-                               moves.push(this.getBasicMove([x,y], [i,j])); //no capture
-                               if (oneStep !== undefined)
-                                       continue outerLoop;
-                               i += step[0];
-                               j += step[1];
-                       }
-                       if (i>=0 && i<8 && j>=0 && j<8 && this.canTake([x,y], [i,j]))
-                               this.addCaptures([x,y], [i,j], moves);
-               }
-               return moves;
-       }
-
-       // What are the pawn moves from square x,y considering color "color" ?
-       getPotentialPawnMoves([x,y])
+       canTake([x1,y1], [x2,y2])
        {
-               const color = this.getColor(x,y);
-               var moves = [];
-               var V = VariantRules;
-               let [sizeX,sizeY] = VariantRules.size;
-               const c = (color == 'c' ? this.turn : color);
-               const shift = (c == "w" ? -1 : 1);
-               let startRank = (c == "w" ? sizeY-2 : 1);
-               let lastRank = (c == "w" ? 0 : sizeY-1);
-
-               if (x+shift >= 0 && x+shift < sizeX && x+shift != lastRank)
-               {
-                       // Normal moves
-                       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 && this.flags[1][c][y])
-                               {
-                                       // Two squares jump
-                                       moves.push(this.getBasicMove([x,y], [x+2*shift,y]));
-                               }
-                       }
-                       // Captures
-                       if (y>0 && this.canTake([x,y], [x+shift,y-1]) && this.board[x+shift][y-1] != V.EMPTY)
-                               this.addCaptures([x,y], [x+shift,y-1], moves);
-                       if (y<sizeY-1 && this.canTake([x,y], [x+shift,y+1]) && this.board[x+shift][y+1] != V.EMPTY)
-                               this.addCaptures([x,y], [x+shift,y+1], moves);
-               }
-
-               if (x+shift == lastRank)
-               {
-                       // Promotion
-                       let promotionPieces = [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN];
-                       promotionPieces.forEach(p => {
-                               // 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)
-                                       moves.push(this.getBasicMove([x,y], [x+shift,y-1], {c:'c',p:p}));
-                               if (y<sizeY-1 && 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:'c',p:p}));
-                       });
-               }
-
-               // En passant
-               const Lep = this.epSquares.length;
-               const epSquare = Lep>0 ? this.epSquares[Lep-1] : undefined;
-               if (!!epSquare && epSquare.x == x+shift && Math.abs(epSquare.y - y) == 1)
-               {
-                       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)
-                       });
-                       enpassantMove.appear[0].c = 'c';
-                       moves.push(enpassantMove);
-               }
-
-               return moves;
+               const color1 = this.getColor(x1,y1);
+               const color2 = this.getColor(x2,y2);
+               // Checkered aren't captured
+               return color1 != color2 && color2 != 'c' && (color1 != 'c' || color2 != this.turn);
        }
 
-       getCastleMoves([x,y])
+       // Post-processing: apply "checkerization" of standard moves
+       getPotentialMovesFrom([x,y])
        {
-               const c = this.getColor(x,y);
-               if (x != (c=="w" ? 7 : 0) || y != this.INIT_COL_KING[c])
-                       return []; //x isn't first rank, or king has moved (shortcut)
-
-               const V = VariantRules;
-
-               // Castling ?
-               const oppCol = this.getOppCol(c);
+               let standardMoves = super.getPotentialMovesFrom([x,y]);
+               if (this.getPiece(x,y) == VariantRules.KING)
+                       return standardMoves; //king has to be treated differently (for castles)
                let moves = [];
-               let i = 0;
-               const finalSquares = [ [2,3], [6,5] ]; //king, then rook
-               castlingCheck:
-               for (let castleSide=0; castleSide < 2; castleSide++) //large, then small
-               {
-                       if (!this.flags[0][c][castleSide])
-                               continue;
-                       // If this code is reached, rooks and king are on initial position
-
-                       // Nothing on the path of the king (and no checks; OK also if y==finalSquare)?
-                       let step = finalSquares[castleSide][0] < y ? -1 : 1;
-                       for (i=y; i!=finalSquares[castleSide][0]; i+=step)
+               standardMoves.forEach(m => {
+                       if (m.vanish[0].p == VariantRules.PAWN && Math.abs(m.end.x-m.start.x)==2
+                               && !this.pawnFlags[this.turn][m.start.y])
                        {
-                               if (this.isAttacked([x,i], oppCol) || (this.board[x][i] != V.EMPTY &&
-                                       // NOTE: next check is enough, because of chessboard constraints
-                                       (this.getColor(x,i) != c || ![V.KING,V.ROOK].includes(this.getPiece(x,i)))))
-                               {
-                                       continue castlingCheck;
-                               }
+                               return; //skip forbidden 2-squares jumps
                        }
-
-                       // Nothing on the path to the rook?
-                       step = castleSide == 0 ? -1 : 1;
-                       for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step)
-                       {
-                               if (this.board[x][i] != V.EMPTY)
-                                       continue castlingCheck;
-                       }
-                       const rookPos = this.INIT_COL_ROOK[c][castleSide];
-
-                       // Nothing on final squares, except maybe king and castling rook?
-                       for (i=0; i<2; i++)
+                       if (m.vanish.length == 1)
+                               moves.push(m); //no capture
+                       else
                        {
-                               if (this.board[x][finalSquares[castleSide][i]] != V.EMPTY &&
-                                       this.getPiece(x,finalSquares[castleSide][i]) != V.KING &&
-                                       finalSquares[castleSide][i] != rookPos)
+                               // A capture occured (m.vanish.length == 2)
+                               m.appear[0].c = "c";
+                               moves.push(JSON.parse(JSON.stringify(m)));
+                               if (m.appear[0].p != m.vanish[1].p)
                                {
-                                       continue castlingCheck;
+                                       // Add transformation into captured piece
+                                       let m2 = JSON.parse(JSON.stringify(m));
+                                       m2.vanish[1].p = m.appear[0].p;
+                                       moves.push(m2);
                                }
                        }
-
-                       // If this code is reached, castle is valid
-                       moves.push( new Move({
-                               appear: [
-                                       new PiPo({x:x,y:finalSquares[castleSide][0],p:V.KING,c:c}),
-                                       new PiPo({x:x,y:finalSquares[castleSide][1],p:V.ROOK,c:c})],
-                               vanish: [
-                                       new PiPo({x:x,y:y,p:V.KING,c:c}),
-                                       new PiPo({x:x,y:rookPos,p:V.ROOK,c:c})],
-                               end: Math.abs(y - rookPos) <= 2
-                                       ? {x:x, y:rookPos}
-                                       : {x:x, y:y + 2 * (castleSide==0 ? -1 : 1)}
-                       }) );
-               }
-
+               });
                return moves;
        }
 
@@ -310,40 +176,14 @@ class CheckeredRules extends ChessRules
 
        updateVariables(move)
        {
-               const piece = this.getPiece(move.start.x,move.start.y);
                const c = this.getColor(move.start.x,move.start.y);
-
                if (c != 'c') //checkered not concerned by castle flags
-               {
-                       const firstRank = (c == "w" ? 7 : 0);
-                       // Update king position + flags
-                       if (piece == VariantRules.KING && move.appear.length > 0)
-                       {
-                               this.kingPos[c][0] = move.appear[0].x;
-                               this.kingPos[c][1] = move.appear[0].y;
-                               this.flags[0][c] = [false,false];
-                               return;
-                       }
-                       const oppCol = this.getOppCol(c);
-                       const oppFirstRank = 7 - firstRank;
-                       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[0][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[0][oppCol][flagIdx] = false;
-                       }
-               }
+                       super.updateVariables(move);
 
                // Does it turn off a 2-squares pawn flag?
                const secondRank = [1,6];
                if (secondRank.includes(move.start.x) && move.vanish[0].p == VariantRules.PAWN)
-                       this.flags[1][move.start.x==6 ? "w" : "b"][move.start.y] = false;
+                       this.pawnFlags[move.start.x==6 ? "w" : "b"][move.start.y] = false;
        }
 
        checkGameEnd()
@@ -385,18 +225,12 @@ class CheckeredRules extends ChessRules
 
        getFlagsFen()
        {
-               let fen = "";
-               // Add castling flags
-               for (let c of ['w','b'])
-               {
-                       for (let i=0; i<2; i++)
-                               fen += this.flags[0][c][i] ? '1' : '0';
-               }
+               let fen = super.getFlagsFen();
                // Add pawns flags
                for (let c of ['w','b'])
                {
                        for (let i=0; i<8; i++)
-                               fen += this.flags[1][c][i] ? '1' : '0';
+                               fen += this.pawnFlags[c][i] ? '1' : '0';
                }
                return fen;
        }