X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FDynamo.js;h=9b29e3ca45f91c16f017fa193ab5b9d77e0950f0;hp=57af913de9dc13863300d44f8c3b355ca8b20c22;hb=9aeba28ad5f7417aaae64b3a863a7dde388dffe5;hpb=266fba4a233d57b79a31b56933333fd672ad0a9d diff --git a/client/src/variants/Dynamo.js b/client/src/variants/Dynamo.js index 57af913d..9b29e3ca 100644 --- a/client/src/variants/Dynamo.js +++ b/client/src/variants/Dynamo.js @@ -2,6 +2,7 @@ import { ChessRules, Move, PiPo } from "@/base_rules"; import { randInt } from "@/utils/alea"; export class DynamoRules extends ChessRules { + // TODO? later, allow to push out pawns on a and h files static get HasEnpassant() { return false; @@ -43,7 +44,6 @@ export class DynamoRules extends ChessRules { }); this.amoves.push(move); } - this.subTurn = 1; // Stack "first moves" (on subTurn 1) to merge and check opposite moves this.firstMove = []; } @@ -440,9 +440,10 @@ export class DynamoRules extends ChessRules { } const getPullExit = () => { // Piece at subTurn 1 exited: can I be pulled? - // Note: pawns and kings cannot suicide, - // so fm.vanish[0].p is neither PAWN or KING + // Note: kings cannot suicide, so fm.vanish[0].p is not KING. + // Could be PAWN though, if a pawn was pushed out of board. if ( + fm.vanish[0].p != V.PAWN && //pawns cannot pull this.isAprioriValidExit( [x, y], [fm.start.x, fm.start.y], @@ -598,6 +599,7 @@ export class DynamoRules extends ChessRules { filterValid(moves) { const color = this.turn; + const La = this.amoves.length; if (this.subTurn == 1) { return moves.filter(m => { // A move is valid either if it doesn't result in a check, @@ -605,13 +607,17 @@ export class DynamoRules extends ChessRules { // (not undoing a potential move + action of the opponent) this.play(m); let res = this.underCheck(color); - if (res) { + let isOpposite = La > 0 && this.oppositeMoves(this.amoves[La-1], m); + if (res || isOpposite) { const moves2 = this.getAllPotentialMoves(); for (let m2 of moves2) { this.play(m2); const res2 = this.underCheck(color); + const amove = this.getAmove(m, m2); + isOpposite = + La > 0 && this.oppositeMoves(this.amoves[La-1], amove); this.undo(m2); - if (!res2) { + if (!res2 && !isOpposite) { res = false; break; } @@ -621,9 +627,8 @@ export class DynamoRules extends ChessRules { return !res; }); } - const Lf = this.firstMove.length; - const La = this.amoves.length; if (La == 0) return super.filterValid(moves); + const Lf = this.firstMove.length; return ( super.filterValid( moves.filter(m => { @@ -682,12 +687,37 @@ export class DynamoRules extends ChessRules { const pawnShift = (color == "w" ? 1 : -1); for (let i of [-1, 1]) { if ( - y + i >= 0 && - y + i < V.size.y && + V.OnBoard(x + pawnShift, y + i) && + this.board[x + pawnShift][y + i] != V.EMPTY && this.getPiece(x + pawnShift, y + i) == V.PAWN && this.getColor(x + pawnShift, y + i) == color ) { - return !V.OnBoard(x - pawnShift, y - i); + if (!V.OnBoard(x - pawnShift, y - i)) return true; + } + } + return false; + } + + static OnTheEdge(x, y) { + return (x == 0 || x == 7 || y == 0 || y == 7); + } + + isAttackedByKing([x, y], color) { + // Attacked if I'm on the edge and the opponent king just next, + // but not on the edge. + if (V.OnTheEdge(x, y)) { + for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) { + const [i, j] = [x + step[0], y + step[1]]; + if ( + V.OnBoard(i, j) && + !V.OnTheEdge(i, j) && + this.board[i][j] != V.EMPTY && + this.getPiece(i, j) == V.KING + // NOTE: since only one king of each color, and (x, y) is occupied + // by our king, no need to check other king's color. + ) { + return true; + } } } return false; @@ -709,53 +739,79 @@ export class DynamoRules extends ChessRules { return potentialMoves; } - getCurrentScore() { - if (this.subTurn == 2) - // Move not over - return "*"; - return super.getCurrentScore(); + getEmptyMove() { + return new Move({ + start: { x: -1, y: -1 }, + end: { x: -1, y: -1 }, + appear: [], + vanish: [] + }); } doClick(square) { // A click to promote a piece on subTurn 2 would trigger this. // For now it would then return [NaN, NaN] because surrounding squares // have no IDs in the promotion modal. TODO: improve this? - if (!square[0]) return null; - // If subTurn == 2 && square is empty && !underCheck, + if (isNaN(square[0])) return null; + // If subTurn == 2 && square is empty && !underCheck && !isOpposite, // then return an empty move, allowing to "pass" subTurn2 + const La = this.amoves.length; + const Lf = this.firstMove.length; if ( this.subTurn == 2 && this.board[square[0]][square[1]] == V.EMPTY && - !this.underCheck(this.turn) + !this.underCheck(this.turn) && + (La == 0 || !this.oppositeMoves(this.amoves[La-1], this.firstMove[Lf-1])) ) { - return { - start: { x: -1, y: -1 }, - end: { x: -1, y: -1 }, - appear: [], - vanish: [] - }; + return this.getEmptyMove(); } return null; } play(move) { - move.flags = JSON.stringify(this.aggregateFlags()); - V.PlayOnBoard(this.board, move); - if (this.subTurn == 2) { + const color = this.turn; + move.subTurn = this.subTurn; //for undo + const gotoNext = (mv) => { const L = this.firstMove.length; - this.amoves.push(this.getAmove(this.firstMove[L-1], move)); - this.turn = V.GetOppCol(this.turn); + this.amoves.push(this.getAmove(this.firstMove[L-1], mv)); + this.turn = V.GetOppCol(color); + this.subTurn = 1; this.movesCount++; + }; + move.flags = JSON.stringify(this.aggregateFlags()); + V.PlayOnBoard(this.board, move); + if (this.subTurn == 2) gotoNext(move); + else { + this.subTurn = 2; + this.firstMove.push(move); + this.toNewKingPos(move); + if ( + // Condition is true on empty arrays: + this.getAllPotentialMoves().every(m => { + V.PlayOnBoard(this.board, m); + this.toNewKingPos(m); + const res = this.underCheck(color); + V.UndoOnBoard(this.board, m); + this.toOldKingPos(m); + return res; + }) + ) { + // No valid move at subTurn 2 + gotoNext(this.getEmptyMove()); + } + this.toOldKingPos(move); } - else this.firstMove.push(move); - this.subTurn = 3 - this.subTurn; this.postPlay(move); } - postPlay(move) { - if (move.start.x < 0) return; + toNewKingPos(move) { for (let a of move.appear) if (a.p == V.KING) this.kingPos[a.c] = [a.x, a.y]; + } + + postPlay(move) { + if (move.start.x < 0) return; + this.toNewKingPos(move); this.updateCastleFlags(move); } @@ -774,15 +830,16 @@ export class DynamoRules extends ChessRules { this.disaggregateFlags(JSON.parse(move.flags)); V.UndoOnBoard(this.board, move); if (this.subTurn == 1) { + this.amoves.pop(); this.turn = V.GetOppCol(this.turn); this.movesCount--; } - else this.firstMove.pop(); - this.subTurn = 3 - this.subTurn; - this.postUndo(move); + if (move.subTurn == 1) this.firstMove.pop(); + this.subTurn = move.subTurn; + this.toOldKingPos(move); } - postUndo(move) { + toOldKingPos(move) { // (Potentially) Reset king position for (let v of move.vanish) if (v.p == V.KING) this.kingPos[v.c] = [v.x, v.y]; @@ -847,4 +904,5 @@ export class DynamoRules extends ChessRules { return initialSquare + "R"; return move.appear[0].p.toUpperCase() + initialSquare + finalSquare; } + };