Some code cleaning + clarifying (TODO: work on variables names)
[vchess.git] / public / javascripts / variants / Crazyhouse.js
index 3733765..b297f1f 100644 (file)
@@ -51,7 +51,7 @@ class CrazyhouseRules extends ChessRules
                return color + VariantRules.RESERVE_PIECES[index];
        }
 
-       // Put an ordering on reserve pieces
+       // Ordering on reserve pieces
        static get RESERVE_PIECES() {
                const V = VariantRules;
                return [V.PAWN,V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN];
@@ -97,7 +97,7 @@ class CrazyhouseRules extends ChessRules
                const sizeX = VariantRules.size[0];
                if (x >= sizeX)
                {
-                       // Reserves, outside of board: x == sizeX
+                       // Reserves, outside of board: x == sizeX(+1)
                        return this.getReserveMoves([x,y]);
                }
                // Standard moves
@@ -138,80 +138,41 @@ class CrazyhouseRules extends ChessRules
                        return; //skip castle
                const color = this.turn;
                const V = VariantRules;
-               // Three types of move:
-               //   1. Rebirth: just update material
-               //   2. Standard move:
-               //     a. check if a promoted piece is moving
-               //     b. check if it's a promotion (mutually exclusive)
-               //   3. Capture:
-               //     a. check if a promoted piece is captured (and mark move)
-               //     b. check if a promoted piece is moving
-               //     c. check if it's a promotion (mutually exclusive with b)
                if (move.vanish.length == 0)
-                       this.reserve[color][move.appear[0].p]--;
-               else if (move.vanish.length == 1)
-               {
-                       if (this.promoted[move.start.x][move.start.y])
-                       {
-                               this.promoted[move.start.x][move.start.y] = false;
-                               this.promoted[move.end.x][move.end.y] = true;
-                       }
-                       else if (move.vanish[0].p == V.PAWN && move.appear[0].p != V.PAWN)
-                               this.promoted[move.end.x][move.end.y] = true;
-               }
-               else //capture
                {
-                       if (this.promoted[move.end.x][move.end.y])
-                       {
-                               move.capturePromoted = true; //required for undo
-                               this.reserve[color][VariantRules.PAWN]++;
-                               this.promoted[move.end.x][move.end.y] = false;
-                       }
-                       else
-                               this.reserve[color][move.vanish[1].p]++;
-                       if (this.promoted[move.start.x][move.start.y])
-                       {
-                               this.promoted[move.start.x][move.start.y] = false;
-                               this.promoted[move.end.x][move.end.y] = true;
-                       }
-                       else if (move.vanish[0].p == V.PAWN && move.appear[0].p != V.PAWN)
-                               this.promoted[move.end.x][move.end.y] = true;
+                       this.reserve[color][move.appear[0].p]--;
+                       return;
                }
+               move.movePromoted = this.promoted[move.start.x][move.start.y];
+               move.capturePromoted = this.promoted[move.end.x][move.end.y]
+               this.promoted[move.start.x][move.start.y] = false;
+               this.promoted[move.end.x][move.end.y] = move.movePromoted
+                       || (move.vanish[0].p == V.PAWN && move.appear[0].p != V.PAWN);
+               if (move.capturePromoted)
+                       this.reserve[color][VariantRules.PAWN]++;
+               else if (move.vanish.length == 2)
+                       this.reserve[color][move.vanish[1].p]++;
        }
 
        unupdateVariables(move)
        {
                super.unupdateVariables(move);
+               if (move.vanish.length == 2 && move.appear.length == 2)
+                       return;
                const color = this.turn;
                const V = VariantRules;
                if (move.vanish.length == 0)
-                       this.reserve[color][move.appear[0].p]++;
-               else if (move.vanish.length == 1)
-               {
-                       if (this.promoted[move.end.x][move.end.y])
-                       {
-                               this.promoted[move.end.x][move.end.y] = false;
-                               if (move.vanish[0].p != V.PAWN || move.appear[0].p == V.PAWN)
-                               {
-                                       // Not a promotion (= promoted piece creation)
-                                       this.promoted[move.start.x][move.start.y] = true;
-                               }
-                       }
-               }
-               else //capture
                {
-                       if (this.promoted[move.end.x][move.end.y])
-                       {
-                               this.promoted[move.end.x][move.end.y] = !!move.capturePromoted;
-                               if (move.vanish[0].p != V.PAWN || move.appear[0].p == V.PAWN)
-                                       this.promoted[move.start.x][move.start.y] = true;
-                       }
-                       // Un-update material:
-                       if (move.capturePromoted)
-                               this.reserve[color][VariantRules.PAWN]--;
-                       else
-                               this.reserve[color][move.vanish[1].p]--;
+                       this.reserve[color][move.appear[0].p]++;
+                       return;
                }
+               if (move.movePromoted)
+                       this.promoted[move.start.x][move.start.y] = true;
+               this.promoted[move.end.x][move.end.y] = move.capturePromoted;
+               if (move.capturePromoted)
+                       this.reserve[color][VariantRules.PAWN]--;
+               else if (move.vanish.length == 2)
+                       this.reserve[color][move.vanish[1].p]--;
        }
 
        static get SEARCH_DEPTH() { return 2; } //high branching factor