X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=client%2Fsrc%2Fbase_rules.js;h=e91a43e86fb5e9654a194229c23a439704dc9e8a;hp=d2bd30adc342f8334c4b4229c9a4d8540a68b83b;hb=173f11dc3119c842a58daa9d1e0afc67eeb0e4e8;hpb=00eef1ca12534a43cb8e2e12155a46c00353eac2 diff --git a/client/src/base_rules.js b/client/src/base_rules.js index d2bd30ad..e91a43e8 100644 --- a/client/src/base_rules.js +++ b/client/src/base_rules.js @@ -30,6 +30,7 @@ export const Move = class Move { // NOTE: x coords = top to bottom; y = left to right // (from white player perspective) export const ChessRules = class ChessRules { + ////////////// // MISC UTILS @@ -111,6 +112,11 @@ export const ChessRules = class ChessRules { 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) { @@ -125,6 +131,11 @@ export const ChessRules = class ChessRules { return null; } + // In some variants, the player who repeat a position loses + static get LoseOnRepetition() { + return false; + } + // Some variants use click infos: doClick() { return null; @@ -158,7 +169,7 @@ export const ChessRules = class ChessRules { // 2) Check turn if (!fenParsed.turn || !V.IsGoodTurn(fenParsed.turn)) return false; // 3) Check moves count - if (!fenParsed.movesCount || !(parseInt(fenParsed.movesCount) >= 0)) + if (!fenParsed.movesCount || !(parseInt(fenParsed.movesCount, 10) >= 0)) return false; // 4) Check flags if (V.HasFlags && (!fenParsed.flags || !V.IsGoodFlags(fenParsed.flags))) @@ -185,8 +196,8 @@ export const ChessRules = class ChessRules { if (['K','k'].includes(row[i])) kings[row[i]]++; if (V.PIECES.includes(row[i].toLowerCase())) sumElts++; else { - const num = parseInt(row[i]); - if (isNaN(num)) return false; + const num = parseInt(row[i], 10); + if (isNaN(num) || num <= 0) return false; sumElts += num; } } @@ -232,7 +243,7 @@ export const ChessRules = class ChessRules { return { // NOTE: column is always one char => max 26 columns // row is counted from black side => subtraction - x: V.size.x - parseInt(sq.substr(1)), + x: V.size.x - parseInt(sq.substr(1), 10), y: sq[0].charCodeAt() - 97 }; } @@ -480,7 +491,7 @@ export const ChessRules = class ChessRules { let j = 0; for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++) { const character = rows[i][indexInRow]; - const num = parseInt(character); + const num = parseInt(character, 10); // If num is a number, just shift j: if (!isNaN(num)) j += num; // Else: something at position i,j @@ -512,13 +523,12 @@ export const ChessRules = class ChessRules { const fenParsed = V.ParseFen(fen); this.board = V.GetBoard(fenParsed.position); this.turn = fenParsed.turn; - this.movesCount = parseInt(fenParsed.movesCount); + this.movesCount = parseInt(fenParsed.movesCount, 10); this.setOtherVariables(fen); } // Scan board for kings positions scanKings(fen) { - this.INIT_COL_KING = { w: -1, b: -1 }; // Squares of white and black king: this.kingPos = { w: [-1, -1], b: [-1, -1] }; const fenRows = V.ParseFen(fen).position.split("/"); @@ -529,14 +539,12 @@ export const ChessRules = class ChessRules { switch (fenRows[i].charAt(j)) { case "k": this.kingPos["b"] = [i, k]; - this.INIT_COL_KING["b"] = k; break; case "K": this.kingPos["w"] = [i, k]; - this.INIT_COL_KING["w"] = k; break; default: { - const num = parseInt(fenRows[i].charAt(j)); + const num = parseInt(fenRows[i].charAt(j), 10); if (!isNaN(num)) k += num - 1; } } @@ -645,20 +653,14 @@ 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 } @@ -667,14 +669,14 @@ export const ChessRules = class ChessRules { // tr: transformation getBasicMove([sx, sy], [ex, ey], tr) { const initColor = this.getColor(sx, sy); - const initPiece = this.getPiece(sx, sy); + const initPiece = this.board[sx][sy].charAt(1); let mv = new Move({ appear: [ 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: [ @@ -694,7 +696,7 @@ export const ChessRules = class ChessRules { x: ex, y: ey, c: this.getColor(ex, ey), - p: this.getPiece(ex, ey) + p: this.board[ex][ey].charAt(1) }) ); } @@ -735,8 +737,7 @@ export const ChessRules = class ChessRules { enpassantMove.vanish.push({ x: x, y: epSquare.y, - // Captured piece is usually a pawn, but next line seems harmless - p: this.getPiece(x, epSquare.y), + p: this.board[x][epSquare.y].charAt(1), c: this.getColor(x, epSquare.y) }); } @@ -766,6 +767,7 @@ export const ChessRules = class ChessRules { const [sizeX, sizeY] = [V.size.x, V.size.y]; const pawnShiftX = V.PawnSpecs.directions[color]; const firstRank = (color == "w" ? sizeX - 1 : 0); + const forward = (color == 'w' ? -1 : 1); // Pawn movements in shiftX direction: const getPawnMoves = (shiftX) => { @@ -773,7 +775,7 @@ export const ChessRules = class ChessRules { // NOTE: next condition is generally true (no pawn on last rank) if (x + shiftX >= 0 && x + shiftX < sizeX) { if (this.board[x + shiftX][y] == V.EMPTY) { - // One square forward + // One square forward (or backward) this.addPawnMoves([x, y], [x + shiftX, y], moves, promotions); // Next condition because pawns on 1st rank can generally jump if ( @@ -784,7 +786,10 @@ export const ChessRules = class ChessRules { (color == 'b' && x <= V.PawnSpecs.initShift['b']) ) ) { - if (this.board[x + 2 * shiftX][y] == V.EMPTY) { + if ( + shiftX == forward && + this.board[x + 2 * shiftX][y] == V.EMPTY + ) { // Two squares jump moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y])); if ( @@ -811,13 +816,13 @@ export const ChessRules = class ChessRules { ); } if ( - V.PawnSpecs.captureBackward && + V.PawnSpecs.captureBackward && shiftX == forward && x - shiftX >= 0 && x - shiftX < V.size.x && this.board[x - shiftX][y + shiftY] != V.EMPTY && this.canTake([x, y], [x - shiftX, y + shiftY]) ) { this.addPawnMoves( - [x, y], [x + shiftX, y + shiftY], + [x, y], [x - shiftX, y + shiftY], moves, promotions ); } @@ -875,25 +880,22 @@ export const ChessRules = class ChessRules { V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep" ); - if (V.HasCastle) moves = moves.concat(this.getCastleMoves(sq)); + if (V.HasCastle && this.castleFlags[this.turn].some(v => v < V.size.y)) + moves = moves.concat(this.getCastleMoves(sq)); return moves; } // "castleInCheck" arg to let some variants castle under check - getCastleMoves([x, y], castleInCheck) { + getCastleMoves([x, y], finalSquares, castleInCheck, castleWith) { const c = this.getColor(x, y); - if (x != (c == "w" ? V.size.x - 1 : 0) || y != this.INIT_COL_KING[c]) - return []; //x isn't first rank, or king has moved (shortcut) // Castling ? const oppCol = V.GetOppCol(c); let moves = []; let i = 0; // King, then rook: - const finalSquares = [ - [2, 3], - [V.size.y - 2, V.size.y - 3] - ]; + finalSquares = finalSquares || [ [2, 3], [V.size.y - 2, V.size.y - 3] ]; + const castlingKing = this.board[x][y].charAt(1); castlingCheck: for ( let castleSide = 0; castleSide < 2; @@ -904,24 +906,28 @@ export const ChessRules = class ChessRules { // NOTE: in some variants this is not a rook const rookPos = this.castleFlags[c][castleSide]; - if (this.board[x][rookPos] == V.EMPTY || this.getColor(x, rookPos) != c) + const castlingPiece = this.board[x][rookPos].charAt(1); + if ( + this.board[x][rookPos] == V.EMPTY || + this.getColor(x, rookPos) != c || + (!!castleWith && !castleWith.includes(castlingPiece)) + ) { // Rook is not here, or changed color (see Benedict) continue; + } // Nothing on the path of the king ? (and no checks) - const castlingPiece = this.getPiece(x, rookPos); const finDist = finalSquares[castleSide][0] - y; let step = finDist / Math.max(1, Math.abs(finDist)); i = y; do { if ( - // NOTE: "castling" arg is used by some variants (Monster), - // where "isAttacked" is overloaded in an infinite-recursive way. - (!castleInCheck && this.isAttacked([x, i], oppCol, "castling")) || - (this.board[x][i] != V.EMPTY && + (!castleInCheck && 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, castlingPiece].includes(this.getPiece(x, i)))) + (this.getColor(x, i) != c || ![y, rookPos].includes(i)) + ) ) { continue castlingCheck; } @@ -940,7 +946,7 @@ export const ChessRules = class ChessRules { finalSquares[castleSide][i] != rookPos && this.board[x][finalSquares[castleSide][i]] != V.EMPTY && ( - this.getPiece(x, finalSquares[castleSide][i]) != V.KING || + finalSquares[castleSide][i] != y || this.getColor(x, finalSquares[castleSide][i]) != c ) ) { @@ -955,7 +961,7 @@ export const ChessRules = class ChessRules { new PiPo({ x: x, y: finalSquares[castleSide][0], - p: V.KING, + p: castlingKing, c: c }), new PiPo({ @@ -966,7 +972,8 @@ export const ChessRules = class ChessRules { }) ], vanish: [ - new PiPo({ x: x, y: y, p: V.KING, c: c }), + // King might be initially disguised (Titan...) + new PiPo({ x: x, y: y, p: castlingKing, c: c }), new PiPo({ x: x, y: rookPos, p: castlingPiece, c: c }) ], end: @@ -1164,8 +1171,8 @@ export const ChessRules = class ChessRules { this.postPlay(move); } - updateCastleFlags(move, piece) { - const c = V.GetOppCol(this.turn); + updateCastleFlags(move, piece, color) { + const c = color || V.GetOppCol(this.turn); const firstRank = (c == "w" ? V.size.x - 1 : 0); // Update castling flags if rooks are moved const oppCol = this.turn; @@ -1201,10 +1208,8 @@ export const ChessRules = class ChessRules { piece = move.appear[0].p; // Update king position + flags - 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 (piece == V.KING && move.appear.length > 0) + this.kingPos[c] = [move.appear[0].x, move.appear[0].y]; if (V.HasCastle) this.updateCastleFlags(move, piece); } @@ -1471,4 +1476,5 @@ export const ChessRules = class ChessRules { ) ); } + };