X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=client%2Fsrc%2Fbase_rules.js;h=0876473dc9b743a24638798d781a5dc3ae4a246e;hp=43f9f266353a9dd6749478005471fd43258dac31;hb=10cceb25109739fa39b9b968be2707dee1d25a07;hpb=eb2d61de8d569470fa329a484efe9bab420b2b82 diff --git a/client/src/base_rules.js b/client/src/base_rules.js index 43f9f266..0876473d 100644 --- a/client/src/base_rules.js +++ b/client/src/base_rules.js @@ -40,7 +40,7 @@ export const ChessRules = class ChessRules { { label: "Randomness", variable: "randomness", - defaut: 2, + defaut: 0, options: [ { label: "Deterministic", value: 0 }, { label: "Symmetric random", value: 1 }, @@ -58,6 +58,10 @@ export const ChessRules = class ChessRules { //return "R" + opts.randomness; } + static IsValidOptions(opts) { + return true; + } + // Some variants don't have flags: static get HasFlags() { return true; @@ -131,16 +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) { @@ -745,14 +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]; } @@ -894,7 +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 ? @@ -905,19 +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; @@ -1101,13 +1100,18 @@ 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) &&