X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FEightpieces.js;h=fa80824bef1fddef326a51e7e15017531c944b2a;hp=bea261a38ee5829abb8f21b9b678937420715c23;hb=d54f6261c9e30f4eabb402ad301dd5c5e40fb656;hpb=1c58eb76b86d89b9aad29920240b12451f77ab95 diff --git a/client/src/variants/Eightpieces.js b/client/src/variants/Eightpieces.js index bea261a3..fa80824b 100644 --- a/client/src/variants/Eightpieces.js +++ b/client/src/variants/Eightpieces.js @@ -146,7 +146,7 @@ export class EightpiecesRules extends ChessRules { static GenRandInitFen(randomness) { if (randomness == 0) // Deterministic: - return "jsfqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JSDQKBNR w 0 ahah - -"; + return "jfsqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JDSQKBNR w 0 ahah - -"; let pieces = { w: new Array(8), b: new Array(8) }; let flags = ""; @@ -175,7 +175,8 @@ export class EightpiecesRules extends ChessRules { if (c == 'b') { // Check if white sentry is on the same color as ours. // If yes: swap bishop and sentry positions. - if ((pieces['w'].indexOf('s') - sentryPos) % 2 == 0) + // NOTE: test % 2 == 1 because there are 7 slashes. + if ((pieces['w'].indexOf('s') - sentryPos) % 2 == 1) [bishopPos, sentryPos] = [sentryPos, bishopPos]; } positions.splice(Math.max(randIndex, randIndex_tmp), 1); @@ -195,7 +196,7 @@ export class EightpiecesRules extends ChessRules { positions.splice(randIndex, 1); // Rook, jailer and king positions are now almost fixed, - // only the ordering rook-> jailer or jailer->rook must be decided. + // only the ordering rook->jailer or jailer->rook must be decided. let rookPos = positions[0]; let jailerPos = positions[2]; const kingPos = positions[1]; @@ -610,81 +611,6 @@ export class EightpiecesRules extends ChessRules { ); } - // 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] >= 8) 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, V.JAILER].includes(this.getPiece(x, i)))) - ) { - continue castlingCheck; - } - i += step; - } while (i != finalSquares[castleSide][0]); - step = castleSide == 0 ? -1 : 1; - const rookOrJailerPos = this.castleFlags[c][castleSide]; - 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; - } - atLeastOneMove() { // If in second-half of a move, we already know that a move is possible if (this.subTurn == 2) return true; @@ -731,119 +657,12 @@ export class EightpiecesRules extends ChessRules { return this.filterValid(this.getPotentialMovesFrom(sentrySq)); } - prePlay(move) { - if (move.appear.length == 0 && move.vanish.length == 1) - // The sentry is about to push a piece: subTurn goes from 1 to 2 - this.sentryPos = { x: move.end.x, y: move.end.y }; - if (this.subTurn == 2 && move.vanish[0].p != V.PAWN) { - // A piece is pushed: forbid array of squares between start and end - // of move, included (except if it's a pawn) - let squares = []; - if ([V.KNIGHT,V.KING].includes(move.vanish[0].p)) - // short-range pieces: just forbid initial square - squares.push({ x: move.start.x, y: move.start.y }); - else { - const deltaX = move.end.x - move.start.x; - const deltaY = move.end.y - move.start.y; - const step = [ - deltaX / Math.abs(deltaX) || 0, - deltaY / Math.abs(deltaY) || 0 - ]; - for ( - let sq = {x: move.start.x, y: move.start.y}; - sq.x != move.end.x || sq.y != move.end.y; - sq.x += step[0], sq.y += step[1] - ) { - squares.push({ x: sq.x, y: sq.y }); - } - } - // Add end square as well, to know if I was pushed (useful for lancers) - squares.push({ x: move.end.x, y: move.end.y }); - this.sentryPush.push(squares); - } else this.sentryPush.push(null); - } - - play(move) { -// if (!this.states) this.states = []; -// const stateFen = this.getFen(); -// this.states.push(stateFen); - - this.prePlay(move); - move.flags = JSON.stringify(this.aggregateFlags()); - this.epSquares.push(this.getEpSquare(move)); - V.PlayOnBoard(this.board, move); - // Is it a sentry push? (useful for undo) - move.sentryPush = (this.subTurn == 2); - if (this.subTurn == 1) this.movesCount++; - if (move.appear.length == 0 && move.vanish.length == 1) this.subTurn = 2; - else { - // Turn changes only if not a sentry "pre-push" - this.turn = V.GetOppCol(this.turn); - this.subTurn = 1; - } - this.postPlay(move); - } - - postPlay(move) { - if (move.vanish.length == 0 || this.subTurn == 2) - // Special pass move of the king, or sentry pre-push: nothing to update - return; - const c = move.vanish[0].c; - const piece = move.vanish[0].p; - const firstRank = c == "w" ? V.size.x - 1 : 0; - - if (piece == V.KING) { - this.kingPos[c][0] = move.appear[0].x; - this.kingPos[c][1] = move.appear[0].y; - this.castleFlags[c] = [V.size.y, V.size.y]; - return; - } - // Update castling flags if rooks are moved - const oppCol = V.GetOppCol(c); - const oppFirstRank = V.size.x - 1 - firstRank; - 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 ( - move.end.x == oppFirstRank && //we took opponent rook? - this.castleFlags[oppCol].includes(move.end.y) - ) { - const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1); - this.castleFlags[oppCol][flagIdx] = V.size.y; - } - } - - undo(move) { - this.epSquares.pop(); - this.disaggregateFlags(JSON.parse(move.flags)); - V.UndoOnBoard(this.board, move); - // Decrement movesCount except if the move is a sentry push - if (!move.sentryPush) this.movesCount--; - if (this.subTurn == 2) this.subTurn = 1; - else { - this.turn = V.GetOppCol(this.turn); - if (move.sentryPush) this.subTurn = 2; - } - this.postUndo(move); - -// const stateFen = this.getFen(); -// if (stateFen != this.states[this.states.length-1]) debugger; -// this.states.pop(); - } - - postUndo(move) { - super.postUndo(move); - this.sentryPush.pop(); - } - isAttacked(sq, color) { return ( super.isAttacked(sq, color) || this.isAttackedByLancer(sq, color) || this.isAttackedBySentry(sq, color) + // The jailer doesn't capture. ); } @@ -919,6 +738,7 @@ export class EightpiecesRules extends ChessRules { // Helper to check sentries attacks: selfAttack([x1, y1], [x2, y2]) { const color = this.getColor(x1, y1); + const oppCol = V.GetOppCol(color); const sliderAttack = (allowedSteps, lancer) => { const deltaX = x2 - x1, absDeltaX = Math.abs(deltaX); @@ -937,7 +757,7 @@ export class EightpiecesRules extends ChessRules { if ( // NOTE: no need to check OnBoard in this special case (!lancer && this.board[sq[0]][sq[1]] != V.EMPTY) || - (!!lancer && this.getColor(sq[0], sq[1]) != color) + (!!lancer && this.getColor(sq[0], sq[1]) == oppCol) ) { return false; } @@ -1017,6 +837,106 @@ export class EightpiecesRules extends ChessRules { // Jailer doesn't capture or give check + prePlay(move) { + if (move.appear.length == 0 && move.vanish.length == 1) + // The sentry is about to push a piece: subTurn goes from 1 to 2 + this.sentryPos = { x: move.end.x, y: move.end.y }; + if (this.subTurn == 2 && move.vanish[0].p != V.PAWN) { + // A piece is pushed: forbid array of squares between start and end + // of move, included (except if it's a pawn) + let squares = []; + if ([V.KNIGHT,V.KING].includes(move.vanish[0].p)) + // short-range pieces: just forbid initial square + squares.push({ x: move.start.x, y: move.start.y }); + else { + const deltaX = move.end.x - move.start.x; + const deltaY = move.end.y - move.start.y; + const step = [ + deltaX / Math.abs(deltaX) || 0, + deltaY / Math.abs(deltaY) || 0 + ]; + for ( + let sq = {x: move.start.x, y: move.start.y}; + sq.x != move.end.x || sq.y != move.end.y; + sq.x += step[0], sq.y += step[1] + ) { + squares.push({ x: sq.x, y: sq.y }); + } + } + // Add end square as well, to know if I was pushed (useful for lancers) + squares.push({ x: move.end.x, y: move.end.y }); + this.sentryPush.push(squares); + } else this.sentryPush.push(null); + } + + play(move) { + this.prePlay(move); + move.flags = JSON.stringify(this.aggregateFlags()); + this.epSquares.push(this.getEpSquare(move)); + V.PlayOnBoard(this.board, move); + // Is it a sentry push? (useful for undo) + move.sentryPush = (this.subTurn == 2); + if (this.subTurn == 1) this.movesCount++; + if (move.appear.length == 0 && move.vanish.length == 1) this.subTurn = 2; + else { + // Turn changes only if not a sentry "pre-push" + this.turn = V.GetOppCol(this.turn); + this.subTurn = 1; + } + this.postPlay(move); + } + + postPlay(move) { + if (move.vanish.length == 0 || this.subTurn == 2) + // Special pass move of the king, or sentry pre-push: nothing to update + return; + const c = move.vanish[0].c; + const piece = move.vanish[0].p; + const firstRank = c == "w" ? V.size.x - 1 : 0; + + if (piece == V.KING) { + this.kingPos[c][0] = move.appear[0].x; + this.kingPos[c][1] = move.appear[0].y; + this.castleFlags[c] = [V.size.y, V.size.y]; + return; + } + // Update castling flags if rooks are moved + const oppCol = V.GetOppCol(c); + const oppFirstRank = V.size.x - 1 - firstRank; + 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 ( + move.end.x == oppFirstRank && //we took opponent rook? + this.castleFlags[oppCol].includes(move.end.y) + ) { + const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1); + this.castleFlags[oppCol][flagIdx] = V.size.y; + } + } + + undo(move) { + this.epSquares.pop(); + this.disaggregateFlags(JSON.parse(move.flags)); + V.UndoOnBoard(this.board, move); + // Decrement movesCount except if the move is a sentry push + if (!move.sentryPush) this.movesCount--; + if (this.subTurn == 2) this.subTurn = 1; + else { + this.turn = V.GetOppCol(this.turn); + if (move.sentryPush) this.subTurn = 2; + } + this.postUndo(move); + } + + postUndo(move) { + super.postUndo(move); + this.sentryPush.pop(); + } + static get VALUES() { return Object.assign( { l: 4.8, s: 2.8, j: 3.8 }, //Jeff K. estimations @@ -1111,6 +1031,13 @@ export class EightpiecesRules extends ChessRules { if (Object.keys(V.LANCER_DIRNAMES).includes(move.vanish[0].p)) // Lancer: add direction info notation += "=" + V.LANCER_DIRNAMES[move.appear[0].p]; + else if ( + move.vanish[0].p == V.PAWN && + Object.keys(V.LANCER_DIRNAMES).includes(move.appear[0].p) + ) { + // Fix promotions in lancer: + notation = notation.slice(0, -1) + "L:" + V.LANCER_DIRNAMES[move.appear[0].p]; + } return notation; } };