X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FMagnetic.js;h=0110c49ef88b14c830a99390ad3eebb91badae46;hp=3789de38aee2582630c86d2344b52f9ef4e041fe;hb=6808d7a16ec1e761c6a2dffec2281c96953e4d89;hpb=ae2c49bb0bbaac3953f63be5b720e9c6835f00b6 diff --git a/client/src/variants/Magnetic.js b/client/src/variants/Magnetic.js index 3789de38..0110c49e 100644 --- a/client/src/variants/Magnetic.js +++ b/client/src/variants/Magnetic.js @@ -1,98 +1,92 @@ import { ChessRules, PiPo } from "@/base_rules"; -export const VariantRules = class MagneticRules extends ChessRules -{ - static get HasEnpassant() { return false; } +export const VariantRules = class MagneticRules extends ChessRules { + static get HasEnpassant() { + return false; + } - getPotentialMovesFrom([x,y]) - { - let standardMoves = super.getPotentialMovesFrom([x,y]); + getPotentialMovesFrom([x, y]) { + let standardMoves = super.getPotentialMovesFrom([x, y]); let moves = []; standardMoves.forEach(m => { let newMove_s = this.applyMagneticLaws(m); - if (newMove_s.length == 1) - moves.push(newMove_s[0]); - else //promotion - moves = moves.concat(newMove_s); + if (newMove_s.length == 1) moves.push(newMove_s[0]); + //promotion + else moves = moves.concat(newMove_s); }); return moves; } // Complete a move with magnetic actions // TODO: job is done multiple times for (normal) promotions. - applyMagneticLaws(move) - { - if (move.appear[0].p == V.KING && move.appear.length==1) - return [move]; //kings are not charged - const aIdx = (move.appear[0].p != V.KING ? 0 : 1); //if castling, rook is charged - const [x,y] = [move.appear[aIdx].x, move.appear[aIdx].y]; + applyMagneticLaws(move) { + if (move.appear[0].p == V.KING && move.appear.length == 1) return [move]; //kings are not charged + const aIdx = move.appear[0].p != V.KING ? 0 : 1; //if castling, rook is charged + const [x, y] = [move.appear[aIdx].x, move.appear[aIdx].y]; const color = this.turn; - const lastRank = (color=="w" ? 0 : 7); + const lastRank = color == "w" ? 0 : 7; const standardMove = JSON.parse(JSON.stringify(move)); this.play(standardMove); - for (let step of [[-1,0],[1,0],[0,-1],[0,1]]) - { - let [i,j] = [x+step[0],y+step[1]]; - while (V.OnBoard(i,j)) - { - if (this.board[i][j] != V.EMPTY) - { + for (let step of [ + [-1, 0], + [1, 0], + [0, -1], + [0, 1] + ]) { + let [i, j] = [x + step[0], y + step[1]]; + while (V.OnBoard(i, j)) { + if (this.board[i][j] != V.EMPTY) { // Found something. Same color or not? - if (this.getColor(i,j) != color) - { + if (this.getColor(i, j) != color) { // Attraction - if ((Math.abs(i-x)>=2 || Math.abs(j-y)>=2) && this.getPiece(i,j) != V.KING) - { + if ( + (Math.abs(i - x) >= 2 || Math.abs(j - y) >= 2) && + this.getPiece(i, j) != V.KING + ) { move.vanish.push( new PiPo({ - p:this.getPiece(i,j), - c:this.getColor(i,j), - x:i, - y:j + p: this.getPiece(i, j), + c: this.getColor(i, j), + x: i, + y: j }) ); move.appear.push( new PiPo({ - p:this.getPiece(i,j), - c:this.getColor(i,j), - x:x+step[0], - y:y+step[1] + p: this.getPiece(i, j), + c: this.getColor(i, j), + x: x + step[0], + y: y + step[1] }) ); } - } - else - { + } else { // Repulsion - if (this.getPiece(i,j) != V.KING) - { + if (this.getPiece(i, j) != V.KING) { // Push it until we meet an obstacle or edge of the board - let [ii,jj] = [i+step[0],j+step[1]]; - while (V.OnBoard(ii,jj)) - { - if (this.board[ii][jj] != V.EMPTY) - break; + let [ii, jj] = [i + step[0], j + step[1]]; + while (V.OnBoard(ii, jj)) { + if (this.board[ii][jj] != V.EMPTY) break; ii += step[0]; jj += step[1]; } ii -= step[0]; jj -= step[1]; - if (Math.abs(ii-i)>=1 || Math.abs(jj-j)>=1) - { + if (Math.abs(ii - i) >= 1 || Math.abs(jj - j) >= 1) { move.vanish.push( new PiPo({ - p:this.getPiece(i,j), - c:this.getColor(i,j), - x:i, - y:j + p: this.getPiece(i, j), + c: this.getColor(i, j), + x: i, + y: j }) ); move.appear.push( new PiPo({ - p:this.getPiece(i,j), - c:this.getColor(i,j), - x:ii, - y:jj + p: this.getPiece(i, j), + c: this.getColor(i, j), + x: ii, + y: jj }) ); } @@ -107,15 +101,15 @@ export const VariantRules = class MagneticRules extends ChessRules this.undo(standardMove); let moves = []; // Scan move for pawn (max 1) on 8th rank - for (let i=1; i= 2 && move.vanish[1].p == V.KING) - { + if (move.vanish.length >= 2 && move.vanish[1].p == V.KING) { // We took opponent king ! const oppCol = V.GetOppCol(c); - this.kingPos[oppCol] = [-1,-1]; - this.castleFlags[oppCol] = [false,false]; + this.kingPos[oppCol] = [-1, -1]; + this.castleFlags[oppCol] = [false, false]; } // Did we magnetically move our (init) rooks or opponents' ones ? - const firstRank = (c == "w" ? 7 : 0); + const firstRank = c == "w" ? 7 : 0; const oppFirstRank = 7 - firstRank; const oppCol = V.GetOppCol(c); move.vanish.forEach(psq => { if (psq.x == firstRank && this.INIT_COL_ROOK[c].includes(psq.y)) - this.castleFlags[c][psq.y==this.INIT_COL_ROOK[c][0] ? 0 : 1] = false; - else if (psq.x == oppFirstRank && this.INIT_COL_ROOK[oppCol].includes(psq.y)) - this.castleFlags[oppCol][psq.y==this.INIT_COL_ROOK[oppCol][0] ? 0 : 1] = false; + this.castleFlags[c][psq.y == this.INIT_COL_ROOK[c][0] ? 0 : 1] = false; + else if ( + psq.x == oppFirstRank && + this.INIT_COL_ROOK[oppCol].includes(psq.y) + ) + this.castleFlags[oppCol][ + psq.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1 + ] = false; }); } - unupdateVariables(move) - { + unupdateVariables(move) { super.unupdateVariables(move); const c = move.vanish[0].c; const oppCol = V.GetOppCol(c); - if (this.kingPos[oppCol][0] < 0) - { + if (this.kingPos[oppCol][0] < 0) { // Last move took opponent's king - for (let psq of move.vanish) - { - if (psq.p == 'k') - { + for (let psq of move.vanish) { + if (psq.p == "k") { this.kingPos[oppCol] = [psq.x, psq.y]; break; } @@ -193,19 +183,19 @@ export const VariantRules = class MagneticRules extends ChessRules } } - getCurrentScore() - { + getCurrentScore() { const color = this.turn; const kp = this.kingPos[color]; - if (kp[0] < 0) //king disappeared - return (color == "w" ? "0-1" : "1-0"); - if (this.atLeastOneMove()) // game not over + if (kp[0] < 0) + //king disappeared + return color == "w" ? "0-1" : "1-0"; + if (this.atLeastOneMove()) + // game not over return "*"; return "1/2"; //no moves but kings still there } - static get THRESHOLD_MATE() - { + static get THRESHOLD_MATE() { return 500; //checkmates evals may be slightly below 1000 } -} +};