X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FEightpieces.js;h=8240dd2a0ea2ae9f9f5667140a0b6d5df807447a;hp=8fe89359f1ab85778ed40e9e68cb5b130052f88b;hb=90e814b6717b1ba932bba0e52958f54f814a2503;hpb=41c5b662cfbe236402f67f383b40c900b8e7965b diff --git a/client/src/variants/Eightpieces.js b/client/src/variants/Eightpieces.js index 8fe89359..8240dd2a 100644 --- a/client/src/variants/Eightpieces.js +++ b/client/src/variants/Eightpieces.js @@ -38,10 +38,33 @@ export const VariantRules = class EightpiecesRules extends ChessRules { } getPpath(b) { - return ( - ([V.JAILER, V.SENTRY, V.LANCER].includes(b[1]) - ? "Eightpieces/" : "") + b - ); + if ([V.JAILER, V.SENTRY].concat(Object.keys(V.LANCER_DIRS)).includes(b[1])) + return "Eightpieces/" + b; + return b; + } + + static ParseFen(fen) { + const fenParts = fen.split(" "); + return Object.assign(ChessRules.ParseFen(fen), { + sentrypath: fenParts[5] + }); + } + + getFen() { + return super.getFen() + " " + this.getSentrypathFen(); + } + + getFenForRepeat() { + return super.getFenForRepeat() + "_" + this.getSentrypathFen(); + } + + getSentrypathFen() { + const L = this.sentryPath.length; + if (!this.sentryPath[L-1]) return "-"; + let res = ""; + this.sentryPath[L-1].forEach(coords => + res += V.CoordsToSquare(coords) + ","); + return res.slice(0, -1); } setOtherVariables(fen) { @@ -49,7 +72,15 @@ export const VariantRules = class EightpiecesRules extends ChessRules { // subTurn == 2 only when a sentry moved, and is about to push something this.subTurn = 1; // Stack pieces' forbidden squares after a sentry move at each turn - this.sentryPath = []; + const parsedFen = V.ParseFen(fen); + if (parsedFen.sentrypath == "-") this.sentryPath = [null]; + else { + this.sentryPath = [ + parsedFen.sentrypath.split(",").map(sq => { + return V.SquareToCoords(sq); + }) + ]; + } } canTake([x1,y1], [x2, y2]) { @@ -61,23 +92,44 @@ export const VariantRules = class EightpiecesRules extends ChessRules { static GenRandInitFen(randomness) { // TODO: special conditions + return "jsfqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JSDQKBNR w 0 1111 - -"; } - // TODO: rook + jailer + // Scan kings, rooks and jailers scanKingsRooks(fen) { + this.INIT_COL_KING = { w: -1, b: -1 }; + this.INIT_COL_ROOK = { w: -1, b: -1 }; + this.INIT_COL_JAILER = { w: -1, b: -1 }; this.kingPos = { w: [-1, -1], b: [-1, -1] }; const fenRows = V.ParseFen(fen).position.split("/"); + const startRow = { 'w': V.size.x - 1, 'b': 0 }; for (let i = 0; i < fenRows.length; i++) { - let k = 0; //column index on board + let k = 0; for (let j = 0; j < fenRows[i].length; j++) { switch (fenRows[i].charAt(j)) { case "k": - case "l": this.kingPos["b"] = [i, k]; + this.INIT_COL_KING["b"] = k; break; case "K": - case "L": this.kingPos["w"] = [i, k]; + this.INIT_COL_KING["w"] = k; + break; + case "r": + if (i == startRow['b'] && this.INIT_COL_ROOK["b"] < 0) + this.INIT_COL_ROOK["b"] = k; + break; + case "R": + if (i == startRow['w'] && this.INIT_COL_ROOK["w"] < 0) + this.INIT_COL_ROOK["w"] = k; + break; + case "j": + if (i == startRow['b'] && this.INIT_COL_JAILER["b"] < 0) + this.INIT_COL_JAILER["b"] = k; + break; + case "J": + if (i == startRow['w'] && this.INIT_COL_JAILER["w"] < 0) + this.INIT_COL_JAILER["w"] = k; break; default: { const num = parseInt(fenRows[i].charAt(j)); @@ -90,23 +142,137 @@ export const VariantRules = class EightpiecesRules extends ChessRules { } getPotentialMovesFrom([x,y]) { - // if subTurn == 2, allow only + // if subturn == 1, normal situation, allow moves except walking back on sentryPath, + // if last element isn't null in sentryPath array + // if subTurn == 2, allow only the end of the path (occupied by a piece) to move + // + // TODO: special pass move: take jailer with king, only if king immobilized + // Move(appear:[], vanish:[], start == king and end = jailer (for animation)) + // + // TODO: post-processing if sentryPath forbid some moves. + // + add all lancer possible orientations + // (except if just after a push: allow all movements from init square then) + // Test if last sentryPath ends at our position: if yes, OK } - // getPotentialMoves, isAttacked: TODO - getPotentialCastleMoves(sq) { //TODO: adapt, with jailer + // Adapted: castle with jailer possible + getCastleMoves([x, y]) { + const c = this.getColor(x, y); + const firstRank = (c == "w" ? V.size.x - 1 : 0); + if (x != firstRank || y != this.INIT_COL_KING[c]) + return []; + + const oppCol = V.GetOppCol(c); + let moves = []; + let i = 0; + // King, then rook or jailer: + const finalSquares = [ + [2, 3], + [V.size.y - 2, V.size.y - 3] + ]; + castlingCheck: for ( + let castleSide = 0; + castleSide < 2; + castleSide++ + ) { + if (!this.castleFlags[c][castleSide]) continue; + // Rook (or jailer) and king are on initial position + + const finDist = finalSquares[castleSide][0] - y; + let step = finDist / Math.max(1, Math.abs(finDist)); + i = y; + do { + if ( + this.isAttacked([x, i], [oppCol]) || + (this.board[x][i] != V.EMPTY && + (this.getColor(x, i) != c || + ![V.KING, V.ROOK].includes(this.getPiece(x, i)))) + ) { + continue castlingCheck; + } + i += step; + } while (i != finalSquares[castleSide][0]); + + step = castleSide == 0 ? -1 : 1; + const rookOrJailerPos = + castleSide == 0 + ? Math.min(this.INIT_COL_ROOK[c], this.INIT_COL_JAILER[c]) + : Math.max(this.INIT_COL_ROOK[c], this.INIT_COL_JAILER[c]); + for (i = y + step; i != rookOrJailerPos; i += step) + if (this.board[x][i] != V.EMPTY) continue castlingCheck; + + // Nothing on final squares, except maybe king and castling rook or jailer? + 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] != rookOrJailerPos + ) { + continue castlingCheck; + } + } + + // If this code is reached, castle is valid + const castlingPiece = this.getPiece(firstRank, rookOrJailerPos); + 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: castlingPiece, c: c }) + ], + vanish: [ + new PiPo({ x: x, y: y, p: V.KING, c: c }), + new PiPo({ x: x, y: rookOrJailerPos, p: castlingPiece, c: c }) + ], + end: + Math.abs(y - rookOrJailerPos) <= 2 + ? { x: x, y: rookOrJailerPos } + : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } + }) + ); + } + + return moves; } updateVariables(move) { - // TODO: stack sentryPath if subTurn == 2 --> all squares between move.start et move.end, sauf si c'est un pion + super.updateVariables(move); + if (this.subTurn == 2) { + // A piece is pushed: + // TODO: push array of squares between start and end of move, included + // (except if it's a pawn) + this.sentryPath.push([]); //TODO + this.subTurn = 1; + } else { + if (move.appear.length == 0 && move.vanish.length == 0) { + // Special sentry move: subTurn <- 2, and then move pushed piece + this.subTurn = 2; + } + // Else: normal move. + } } - // TODO: special pass move: take jailer with king + play(move) { + move.flags = JSON.stringify(this.aggregateFlags()); + this.epSquares.push(this.getEpSquare(move)); + V.PlayOnBoard(this.board, move); + // TODO: turn changes only if not a sentry push or subTurn == 2 + //this.turn = V.GetOppCol(this.turn); + this.movesCount++; + this.updateVariables(move); + } - // subTurn : if sentry moved to some enemy piece --> enregistrer déplacement sentry, subTurn == 2, puis déplacer pièce adverse --> 1st 1/2 of turn, vanish sentry tout simplement. - // --> le turn ne change pas ! - // 2nd half: move only - // FEN flag: sentryPath from init pushing to final enemy square --> forbid some moves (getPotentialMoves) + undo(move) { + this.epSquares.pop(); + this.disaggregateFlags(JSON.parse(move.flags)); + V.UndoOnBoard(this.board, move); + // TODO: here too, take care of turn. If undoing when subTurn == 2, + // do not change turn (this shouldn't happen anyway). + // ==> normal undo() should be ok. + //this.turn = V.GetOppCol(this.turn); + this.movesCount--; + this.unupdateVariables(move); + } static get VALUES() { return Object.assign(