X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=client%2Fsrc%2Fbase_rules.js;h=0876473dc9b743a24638798d781a5dc3ae4a246e;hp=2c2b705c4c71b90fc052d1018d3a68c80125ca52;hb=10cceb25109739fa39b9b968be2707dee1d25a07;hpb=9a1e3abe33fff07218b17c7c799eb622a730b7c7 diff --git a/client/src/base_rules.js b/client/src/base_rules.js index 2c2b705c..0876473d 100644 --- a/client/src/base_rules.js +++ b/client/src/base_rules.js @@ -22,8 +22,8 @@ export const Move = class Move { constructor(o) { this.appear = o.appear; this.vanish = o.vanish; - this.start = o.start ? o.start : { x: o.vanish[0].x, y: o.vanish[0].y }; - this.end = o.end ? o.end : { x: o.appear[0].x, y: o.appear[0].y }; + this.start = o.start || { x: o.vanish[0].x, y: o.vanish[0].y }; + this.end = o.end || { x: o.appear[0].x, y: o.appear[0].y }; } }; @@ -34,6 +34,34 @@ export const ChessRules = class ChessRules { ////////////// // MISC UTILS + static get Options() { + return { + select: [ + { + label: "Randomness", + variable: "randomness", + defaut: 0, + options: [ + { label: "Deterministic", value: 0 }, + { label: "Symmetric random", value: 1 }, + { label: "Asymmetric random", value: 2 } + ] + } + ], + check: [] + }; + } + + static AbbreviateOptions(opts) { + return ""; + // Randomness is a special option: (TODO?) + //return "R" + opts.randomness; + } + + static IsValidOptions(opts) { + return true; + } + // Some variants don't have flags: static get HasFlags() { return true; @@ -107,11 +135,15 @@ export const ChessRules = class ChessRules { return V.CanFlip; } + // NOTE: these will disappear once each variant has its dedicated SVG board. // For (generally old) variants without checkered board static get Monochrome() { return false; } - + // Some games are drawn unusually (bottom right corner is black) + static get DarkBottomRight() { + return false; + } // Some variants require lines drawing static get Lines() { if (V.Monochrome) { @@ -130,6 +162,19 @@ export const ChessRules = class ChessRules { static get LoseOnRepetition() { return false; } + // And in some others (Iceage), repetitions should be ignored: + static get IgnoreRepetition() { + return false; + } + loseOnRepetition() { + // In some variants, result depends on the position: + return V.LoseOnRepetition; + } + + // At some stages, some games could wait clicks only: + onlyClick() { + return false; + } // Some variants use click infos: doClick() { @@ -153,7 +198,7 @@ export const ChessRules = class ChessRules { // Turn "p" into "bp" (for board) static fen2board(f) { - return f.charCodeAt() <= 90 ? "w" + f.toLowerCase() : "b" + f; + return f.charCodeAt(0) <= 90 ? "w" + f.toLowerCase() : "b" + f; } // Check if FEN describes a board situation correctly @@ -192,7 +237,7 @@ export const ChessRules = class ChessRules { if (V.PIECES.includes(row[i].toLowerCase())) sumElts++; else { const num = parseInt(row[i], 10); - if (isNaN(num)) return false; + if (isNaN(num) || num <= 0) return false; sumElts += num; } } @@ -270,7 +315,7 @@ export const ChessRules = class ChessRules { // En-passant square, if any getEpSquare(moveOrSquare) { - if (!moveOrSquare) return undefined; + if (!moveOrSquare) return undefined; //TODO: necessary line?! if (typeof moveOrSquare === "string") { const square = moveOrSquare; if (square == "-") return undefined; @@ -325,8 +370,8 @@ export const ChessRules = class ChessRules { // FEN UTILS // Setup the initial random (asymmetric) position - static GenRandInitFen(randomness) { - if (randomness == 0) + static GenRandInitFen(options) { + if (!options.randomness || options.randomness == 0) // Deterministic: return "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0 ahah -"; @@ -334,7 +379,7 @@ export const ChessRules = class ChessRules { let flags = ""; // Shuffle pieces on first (and last rank if randomness == 2) for (let c of ["w", "b"]) { - if (c == 'b' && randomness == 1) { + if (c == 'b' && options.randomness == 1) { pieces['b'] = pieces['w']; flags += flags; break; @@ -432,8 +477,10 @@ export const ChessRules = class ChessRules { // if more than 9 consecutive free spaces, break the integer, // otherwise FEN parsing will fail. if (count <= 9) return count; - // Currently only boards of size up to 11 or 12: - return "9" + (count - 9); + // Most boards of size < 18: + if (count <= 18) return "9" + (count - 9); + // Except Gomoku: + return "99" + (count - 18); }; let position = ""; for (let i = 0; i < V.size.x; i++) { @@ -523,11 +570,11 @@ export const ChessRules = class ChessRules { } // Scan board for kings positions + // TODO: should be done from board, no need for the complete FEN scanKings(fen) { // Squares of white and black king: this.kingPos = { w: [-1, -1], b: [-1, -1] }; const fenRows = V.ParseFen(fen).position.split("/"); - const startRow = { 'w': V.size.x - 1, 'b': 0 }; for (let i = 0; i < fenRows.length; i++) { let k = 0; //column index on board for (let j = 0; j < fenRows[i].length; j++) { @@ -648,22 +695,16 @@ export const ChessRules = class ChessRules { // MOVES GENERATION // All possible moves from selected square - getPotentialMovesFrom([x, y]) { - switch (this.getPiece(x, y)) { - case V.PAWN: - return this.getPotentialPawnMoves([x, y]); - case V.ROOK: - return this.getPotentialRookMoves([x, y]); - case V.KNIGHT: - return this.getPotentialKnightMoves([x, y]); - case V.BISHOP: - return this.getPotentialBishopMoves([x, y]); - case V.QUEEN: - return this.getPotentialQueenMoves([x, y]); - case V.KING: - return this.getPotentialKingMoves([x, y]); + getPotentialMovesFrom(sq) { + switch (this.getPiece(sq[0], sq[1])) { + case V.PAWN: return this.getPotentialPawnMoves(sq); + case V.ROOK: return this.getPotentialRookMoves(sq); + case V.KNIGHT: return this.getPotentialKnightMoves(sq); + case V.BISHOP: return this.getPotentialBishopMoves(sq); + case V.QUEEN: return this.getPotentialQueenMoves(sq); + case V.KING: return this.getPotentialKingMoves(sq); } - return []; //never reached + return []; //never reached (but some variants may use it: Bario...) } // Build a regular move from its initial and destination squares. @@ -676,8 +717,8 @@ export const ChessRules = class ChessRules { new PiPo({ x: ex, y: ey, - c: tr ? tr.c : initColor, - p: tr ? tr.p : initPiece + c: !!tr ? tr.c : initColor, + p: !!tr ? tr.p : initPiece }) ], vanish: [ @@ -707,14 +748,15 @@ export const ChessRules = class ChessRules { // Generic method to find possible moves of non-pawn pieces: // "sliding or jumping" - getSlideNJumpMoves([x, y], steps, oneStep) { + getSlideNJumpMoves([x, y], steps, nbSteps) { let moves = []; outerLoop: for (let step of steps) { let i = x + step[0]; let j = y + step[1]; + let stepCounter = 0; while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { moves.push(this.getBasicMove([x, y], [i, j])); - if (oneStep) continue outerLoop; + if (nbSteps && ++stepCounter >= nbSteps) continue outerLoop; i += step[0]; j += step[1]; } @@ -755,9 +797,8 @@ export const ChessRules = class ChessRules { if (!!promotions) finalPieces = promotions; else if (!!V.PawnSpecs.promotions) finalPieces = V.PawnSpecs.promotions; } - let tr = null; for (let piece of finalPieces) { - tr = (piece != V.PAWN ? { c: color, p: piece } : null); + const tr = (piece != V.PAWN ? { c: color, p: piece } : null); moves.push(this.getBasicMove([x1, y1], [x2, y2], tr)); } } @@ -857,7 +898,7 @@ export const ChessRules = class ChessRules { // What are the knight moves from square x,y ? getPotentialKnightMoves(sq) { - return this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep"); + return this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], 1); } // What are the bishop moves from square x,y ? @@ -868,19 +909,14 @@ export const ChessRules = class ChessRules { // What are the queen moves from square x,y ? getPotentialQueenMoves(sq) { return this.getSlideNJumpMoves( - sq, - V.steps[V.ROOK].concat(V.steps[V.BISHOP]) - ); + sq, V.steps[V.ROOK].concat(V.steps[V.BISHOP])); } // What are the king moves from square x,y ? getPotentialKingMoves(sq) { // Initialize with normal moves let moves = this.getSlideNJumpMoves( - sq, - V.steps[V.ROOK].concat(V.steps[V.BISHOP]), - "oneStep" - ); + sq, V.steps[V.ROOK].concat(V.steps[V.BISHOP]), 1); if (V.HasCastle && this.castleFlags[this.turn].some(v => v < V.size.y)) moves = moves.concat(this.getCastleMoves(sq)); return moves; @@ -893,7 +929,6 @@ export const ChessRules = class ChessRules { // Castling ? const oppCol = V.GetOppCol(c); let moves = []; - let i = 0; // King, then rook: finalSquares = finalSquares || [ [2, 3], [V.size.y - 2, V.size.y - 3] ]; const castlingKing = this.board[x][y].charAt(1); @@ -920,7 +955,7 @@ export const ChessRules = class ChessRules { // Nothing on the path of the king ? (and no checks) const finDist = finalSquares[castleSide][0] - y; let step = finDist / Math.max(1, Math.abs(finDist)); - i = y; + let i = y; do { if ( (!castleInCheck && this.isAttacked([x, i], oppCol)) || @@ -1032,6 +1067,9 @@ export const ChessRules = class ChessRules { // Stop at the first move found // TODO: not really, it explores all moves from a square (one is enough). + // Possible fix: add extra arg "oneMove" to getPotentialMovesFrom, + // and then return only boolean true at first move found + // (in all getPotentialXXXMoves() ... for all variants ...) atLeastOneMove() { const color = this.turn; for (let i = 0; i < V.size.x; i++) { @@ -1062,16 +1100,22 @@ export const ChessRules = class ChessRules { // Generic method for non-pawn pieces ("sliding or jumping"): // is x,y attacked by a piece of given color ? - isAttackedBySlideNJump([x, y], color, piece, steps, oneStep) { + isAttackedBySlideNJump([x, y], color, piece, steps, nbSteps) { for (let step of steps) { let rx = x + step[0], ry = y + step[1]; - while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) { + let stepCounter = 1; + while ( + V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && + (!nbSteps || stepCounter < nbSteps) + ) { rx += step[0]; ry += step[1]; + stepCounter++; } if ( V.OnBoard(rx, ry) && + this.board[rx][ry] != V.EMPTY && this.getPiece(rx, ry) == piece && this.getColor(rx, ry) == color ) { @@ -1173,6 +1217,7 @@ export const ChessRules = class ChessRules { } updateCastleFlags(move, piece, color) { + // TODO: check flags. If already off, no need to always re-evaluate const c = color || V.GetOppCol(this.turn); const firstRank = (c == "w" ? V.size.x - 1 : 0); // Update castling flags if rooks are moved