X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=client%2Fsrc%2Fbase_rules.js;h=448604a46e27233ad8d2e3d73be438f8a5458f01;hp=267b2335d8da4ac163b0970edf6a1b5235fd0846;hb=d54f6261c9e30f4eabb402ad301dd5c5e40fb656;hpb=a68362420a3a92099dfaacea10f6cbd579161183 diff --git a/client/src/base_rules.js b/client/src/base_rules.js index 267b2335..448604a4 100644 --- a/client/src/base_rules.js +++ b/client/src/base_rules.js @@ -85,6 +85,15 @@ export const ChessRules = class ChessRules { return V.CanFlip; } + // Some variants require turn indicator + // (generally when analysis or flip is diabled) + static get ShowTurn() { + return !V.CanAnalyze || V.ShowMoves != "all" || !V.CanFlip; + } + get showTurn() { + return V.ShowTurn; + } + static get IMAGE_EXTENSION() { // All pieces should be in the SVG format return ".svg"; @@ -128,12 +137,11 @@ export const ChessRules = class ChessRules { if (position.length == 0) return false; const rows = position.split("/"); if (rows.length != V.size.x) return false; - let kings = {}; + let kings = { "k": 0, "K": 0 }; for (let row of rows) { let sumElts = 0; for (let i = 0; i < row.length; i++) { - if (['K','k'].includes(row[i])) - kings[row[i]] = true; + if (['K','k'].includes(row[i])) kings[row[i]]++; if (V.PIECES.includes(row[i].toLowerCase())) sumElts++; else { const num = parseInt(row[i]); @@ -143,9 +151,8 @@ export const ChessRules = class ChessRules { } if (sumElts != V.size.y) return false; } - // Both kings should be on board: - if (Object.keys(kings).length != 2) - return false; + // Both kings should be on board. Exactly one per color. + if (Object.values(kings).some(v => v != 1)) return false; return true; } @@ -193,9 +200,9 @@ export const ChessRules = class ChessRules { return V.CoordToColumn(coords.y) + (V.size.x - coords.x); } - // Path to pieces + // Path to pieces (standard ones in pieces/ folder) getPpath(b) { - return b; //usual pieces in pieces/ folder + return b; } // Path to promotion pieces (usually the same) @@ -369,6 +376,13 @@ export const ChessRules = class ChessRules { // Position part of the FEN string getBaseFen() { + const format = (count) => { + // 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); + }; let position = ""; for (let i = 0; i < V.size.x; i++) { let emptyCount = 0; @@ -377,7 +391,7 @@ export const ChessRules = class ChessRules { else { if (emptyCount > 0) { // Add empty squares in-between - position += emptyCount; + position += format(emptyCount); emptyCount = 0; } position += V.board2fen(this.board[i][j]); @@ -385,7 +399,7 @@ export const ChessRules = class ChessRules { } if (emptyCount > 0) { // "Flush remainder" - position += emptyCount; + position += format(emptyCount); } if (i < V.size.x - 1) position += "/"; //separate rows } @@ -433,7 +447,7 @@ export const ChessRules = class ChessRules { // Extract (relevant) flags from fen setFlags(fenflags) { // white a-castle, h-castle, black a-castle, h-castle - this.castleFlags = { w: [true, true], b: [true, true] }; + this.castleFlags = { w: [-1, -1], b: [-1, -1] }; for (let i = 0; i < 4; i++) { this.castleFlags[i < 2 ? "w" : "b"][i % 2] = V.ColumnToCoord(fenflags.charAt(i)); @@ -674,7 +688,8 @@ export const ChessRules = class ChessRules { enpassantMove.vanish.push({ x: x, y: epSquare.y, - p: "p", + // Captured piece is usually a pawn, but next line seems harmless + p: this.getPiece(x, epSquare.y), c: this.getColor(x, epSquare.y) }); } @@ -831,7 +846,7 @@ export const ChessRules = class ChessRules { castleSide++ //large, then small ) { if (this.castleFlags[c][castleSide] >= V.size.y) continue; - // If this code is reached, rooks and king are on initial position + // If this code is reached, rook and king are on initial position // NOTE: in some variants this is not a rook, but let's keep variable name const rookPos = this.castleFlags[c][castleSide]; @@ -1081,19 +1096,23 @@ export const ChessRules = class ChessRules { this.postPlay(move); } - updateCastleFlags(move) { + updateCastleFlags(move, piece) { const c = V.GetOppCol(this.turn); const firstRank = (c == "w" ? V.size.x - 1 : 0); // Update castling flags if rooks are moved const oppCol = V.GetOppCol(c); const oppFirstRank = V.size.x - 1 - firstRank; - if ( + if (piece == V.KING && move.appear.length > 0) + this.castleFlags[c] = [V.size.y, V.size.y]; + else if ( move.start.x == firstRank && //our rook moves? this.castleFlags[c].includes(move.start.y) ) { const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1); this.castleFlags[c][flagIdx] = V.size.y; - } else if ( + } + // NOTE: not "else if" because a rook could take an opposing rook + if ( move.end.x == oppFirstRank && //we took opponent rook? this.castleFlags[oppCol].includes(move.end.y) ) { @@ -1117,10 +1136,9 @@ export const ChessRules = class ChessRules { if (piece == V.KING && move.appear.length > 0) { this.kingPos[c][0] = move.appear[0].x; this.kingPos[c][1] = move.appear[0].y; - if (V.HasCastle) this.castleFlags[c] = [V.size.y, V.size.y]; return; } - if (V.HasCastle) this.updateCastleFlags(move); + if (V.HasCastle) this.updateCastleFlags(move, piece); } preUndo() {} @@ -1154,14 +1172,11 @@ export const ChessRules = class ChessRules { // What is the score ? (Interesting if game is over) getCurrentScore() { - if (this.atLeastOneMove()) - return "*"; - + if (this.atLeastOneMove()) return "*"; // Game over const color = this.turn; // No valid move: stalemate or checkmate? - if (!this.isAttacked(this.kingPos[color], V.GetOppCol(color))) - return "1/2"; + if (!this.underCheck(color)) return "1/2"; // OK, checkmate return (color == "w" ? "0-1" : "1-0"); } @@ -1191,7 +1206,7 @@ export const ChessRules = class ChessRules { return V.INFINITY; } - // Search depth: 2 for high branching factor, 4 for small (Loser chess, eg.) + // Search depth: 1,2 for high branching factor, 4 for small (Loser chess, eg.) static get SEARCH_DEPTH() { return 3; } @@ -1278,8 +1293,8 @@ export const ChessRules = class ChessRules { } let candidates = [0]; - for (let j = 1; j < moves1.length && moves1[j].eval == moves1[0].eval; j++) - candidates.push(j); + for (let i = 1; i < moves1.length && moves1[i].eval == moves1[0].eval; i++) + candidates.push(i); return moves1[candidates[randInt(candidates.length)]]; }