X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FAllmate2.js;h=259faa74e628a672765e8b0e03a758b04cdcee50;hp=fe5e98ce1664ebf1e4e860f90a97e4d068dc9da9;hb=6f10b38369cc92057a25cc0150727aeeeaa6f1d1;hpb=188b4a8f2e3edfa86c4e9169ddac9a14ebc12689 diff --git a/client/src/variants/Allmate2.js b/client/src/variants/Allmate2.js index fe5e98ce..259faa74 100644 --- a/client/src/variants/Allmate2.js +++ b/client/src/variants/Allmate2.js @@ -1,6 +1,6 @@ import { ChessRules, PiPo, Move } from "@/base_rules"; -export const VariantRules = class Allmate2Rules extends ChessRules { +export class Allmate2Rules extends ChessRules { static get HasEnpassant() { return false; } @@ -11,7 +11,7 @@ export const VariantRules = class Allmate2Rules extends ChessRules { } static GenRandInitFen(randomness) { - return ChessRules.GenRandInitFen(randomness).replace(/ -$/, ""); + return ChessRules.GenRandInitFen(randomness).slice(0, -2); } getPotentialMovesFrom([x, y]) { @@ -32,13 +32,13 @@ export const VariantRules = class Allmate2Rules extends ChessRules { let attacked = {}; for (let i=0; i without (normal-)capturing: difference with Allmate variant + // --> without (normal-)capturing: difference with Allmate1 variant // Avoid "oppMoves = this.getAllValidMoves();" => infinite recursion outerLoop: for (let i=0; i { @@ -95,88 +101,14 @@ export const VariantRules = class Allmate2Rules extends ChessRules { p: this.getPiece(sq[0], sq[1]) })); }); - - this.undo(m); }); return moves; } // No "under check" conditions in castling - getCastleMoves([x, y]) { - 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] - ]; - castlingCheck: for ( - let castleSide = 0; - castleSide < 2; - castleSide++ //large, then small - ) { - if (!this.castleFlags[c][castleSide]) continue; - // If this code is reached, rooks and king are on initial position - - // 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)); - for (let i = y; i != finalSquares[castleSide][0]; i += step) { - if ( - this.board[x][i] != V.EMPTY && - // NOTE: next check is enough, because of chessboard constraints - (this.getColor(x, i) != c || - ![V.KING, V.ROOK].includes(this.getPiece(x, i))) - ) { - continue castlingCheck; - } - } - - // Nothing on the path to the rook? - step = castleSide == 0 ? -1 : 1; - for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step) { - if (this.board[x][i] != V.EMPTY) continue castlingCheck; - } - const rookPos = this.INIT_COL_ROOK[c][castleSide]; - - // Nothing on final squares, except maybe king and castling rook? - for (i = 0; i < 2; i++) { - if ( - this.board[x][finalSquares[castleSide][i]] != V.EMPTY && - this.getPiece(x, finalSquares[castleSide][i]) != V.KING && - finalSquares[castleSide][i] != rookPos - ) { - continue castlingCheck; - } - } - - // If this code is reached, castle is valid - moves.push( - new Move({ - appear: [ - new PiPo({ x: x, y: finalSquares[castleSide][0], p: V.KING, c: c }), - new PiPo({ x: x, y: finalSquares[castleSide][1], p: V.ROOK, c: c }) - ], - vanish: [ - new PiPo({ x: x, y: y, p: V.KING, c: c }), - new PiPo({ x: x, y: rookPos, p: V.ROOK, c: c }) - ], - end: - Math.abs(y - rookPos) <= 2 - ? { x: x, y: rookPos } - : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } - }) - ); - } - - return moves; + getCastleMoves(sq) { + return super.getCastleMoves(sq, "castleInCheck"); } // TODO: allow pieces to "commit suicide"? (Currently yes except king) @@ -226,7 +158,7 @@ export const VariantRules = class Allmate2Rules extends ChessRules { if (em.start.x == attacked[0] && em.start.y == attacked[1]) // King moved: sq = [em.appear[0].x, em.appear[0].y]; - if (!this.isAttacked(sq, [oppCol])) + if (!this.isAttacked(sq, oppCol)) res = true; V.UndoOnBoard(this.board, em); if (res) @@ -242,34 +174,32 @@ export const VariantRules = class Allmate2Rules extends ChessRules { }); } - updateVariables(move) { - super.updateVariables(move); - const color = V.GetOppCol(this.turn); + postPlay(move) { + super.postPlay(move); if (move.vanish.length >= 2 && move.appear.length == 1) { - move.vanish.forEach(v => { - if (v.c == color) - return; + for (let i = 1; i this.INIT_COL_KING[v.c] - this.castleFlags[v.c][1] = false; + this.castleFlags[v.c][1] = 8; } - }); + } } } - unupdateVariables(move) { - super.unupdateVariables(move); - const color = this.turn; + preUndo(move) { + super.preUndo(move); + const oppCol = this.turn; if (move.vanish.length >= 2 && move.appear.length == 1) { // Did opponent king disappeared? - const psq = move.vanish.find(v => v.p == V.KING && v.c != color) + const psq = move.vanish.find(v => v.p == V.KING && v.c == oppCol) if (psq) this.kingPos[psq.c] = [psq.x, psq.y]; } @@ -281,14 +211,13 @@ export const VariantRules = class Allmate2Rules extends ChessRules { if (kp[0] < 0) // King disappeared return color == "w" ? "0-1" : "1-0"; - if (this.atLeastOneMove()) - return "*"; + if (this.atLeastOneMove()) return "*"; // Kings still there, no moves: return "1/2"; } static get SEARCH_DEPTH() { - return 2; + return 1; } getNotation(move) {