X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=public%2Fjavascripts%2Fvariants%2FUltima.js;h=c98822dcbf0e85aa68889faf0f4c338194dd79ef;hp=812d440ba3a5b5d811ea7024b4ff21c19c0064a5;hb=9d218497ab97bc0e94ec4c1f0a40cf02df3ea0d4;hpb=32cfcea44bf00b0c6c4d172cca715823076ff490 diff --git a/public/javascripts/variants/Ultima.js b/public/javascripts/variants/Ultima.js index 812d440b..c98822dc 100644 --- a/public/javascripts/variants/Ultima.js +++ b/public/javascripts/variants/Ultima.js @@ -1,8 +1,527 @@ class UltimaRules extends ChessRules { - // TODO: think about move UI for "removing an immobilized piece from the board" - // (extend game.js and feedback Rules.js with "there was a click, is it a move?") + static getPpath(b) + { + if (b[1] == "m") //'m' for Immobilizer (I is too similar to 1) + return "Ultima/" + b; + return b; //usual piece + } - // TODO: Keep usual pieces names here (but comment with Ultima pieces names) - // Just change moving + capturing modes. + initVariables(fen) + { + this.kingPos = {'w':[-1,-1], 'b':[-1,-1]}; + const fenParts = fen.split(" "); + const position = fenParts[0].split("/"); + for (let i=0; i=0 && i=0 && j=0 && i2=0 && j2=0 && i=0 && j=0 && i=0 + && j { + if (!!byChameleon && m.start.x!=m.end.x && m.start.y!=m.end.y) + return; //chameleon not moving as pawn + // Try capturing in every direction + for (let step of steps) + { + const sq2 = [m.end.x+2*step[0],m.end.y+2*step[1]]; + if (sq2[0]>=0 && sq2[0]=0 && sq2[1] { + // Check piece-king rectangle (if any) corners for enemy pieces + if (m.end.x == kp[0] || m.end.y == kp[1]) + return; //"flat rectangle" + const corner1 = [Math.max(m.end.x,kp[0]), Math.min(m.end.y,kp[1])]; + const corner2 = [Math.min(m.end.x,kp[0]), Math.max(m.end.y,kp[1])]; + for (let [i,j] of [corner1,corner2]) + { + if (this.board[i][j] != VariantRules.EMPTY && this.getColor(i,j) == oppCol) + { + const piece = this.getPiece(i,j); + if (!byChameleon || piece == VariantRules.ROOK) + { + m.vanish.push( new PiPo({ + x:i, + y:j, + p:piece, + c:oppCol + }) ); + } + } + } + }); + } + + // Coordinator + getPotentialRookMoves(sq) + { + let moves = super.getPotentialQueenMoves(sq); + this.addRookCaptures(moves); + return moves; + } + + // Long-leaper + getKnightCaptures(startSquare, byChameleon) + { + // Look in every direction for captures + const V = VariantRules; + const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); + const [sizeX,sizeY] = V.size; + const color = this.turn; + const oppCol = this.getOppCol(color); + let moves = []; + const [x,y] = [startSquare[0],startSquare[1]]; + const piece = this.getPiece(x,y); //might be a chameleon! + outerLoop: + for (let step of steps) + { + let [i,j] = [x+step[0], y+step[1]]; + while (i>=0 && i=0 && j=sizeX || j<0 || j>=sizeY || this.getColor(i,j)==color + || (!!byChameleon && this.getPiece(i,j)!=V.KNIGHT)) + { + continue; + } + // last(thing), cur(thing) : stop if "cur" is our color, or beyond board limits, + // or if "last" isn't empty and cur neither. Otherwise, if cur is empty then + // add move until cur square; if cur is occupied then stop if !!byChameleon and + // the square not occupied by a leaper. + let last = [i,j]; + let cur = [i+step[0],j+step[1]]; + let vanished = [ new PiPo({x:x,y:y,c:color,p:piece}) ]; + while (cur[0]>=0 && cur[0]=0 && cur[1] { + const key = m.end.x + sizeX * m.end.y; + if (!mergedMoves[key]) + mergedMoves[key] = m; + else + { + for (let i=1; i { moves.push(mergedMoves[k]); }); + return moves; + } + + // Withdrawer + addQueenCaptures(moves, byChameleon) + { + if (moves.length == 0) + return; + const [x,y] = [moves[0].start.x,moves[0].start.y]; + const V = VariantRules; + const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); + let capturingDirections = []; + const color = this.turn; + const oppCol = this.getOppCol(color); + const [sizeX,sizeY] = V.size; + adjacentSteps.forEach(step => { + const [i,j] = [x+step[0],y+step[1]]; + if (i>=0 && i=0 && j { + const step = [ + m.end.x!=x ? (m.end.x-x)/Math.abs(m.end.x-x) : 0, + m.end.y!=y ? (m.end.y-y)/Math.abs(m.end.y-y) : 0 + ]; + // NOTE: includes() and even _.isEqual() functions fail... + // TODO: this test should be done only once per direction + if (capturingDirections.some(dir => + { return (dir[0]==-step[0] && dir[1]==-step[1]); })) + { + const [i,j] = [x-step[0],y-step[1]]; + m.vanish.push(new PiPo({ + x:i, + y:j, + p:this.getPiece(i,j), + c:oppCol + })); + } + }); + } + + getPotentialQueenMoves(sq) + { + let moves = super.getPotentialQueenMoves(sq); + this.addQueenCaptures(moves); + return moves; + } + + getPotentialImmobilizerMoves(sq) + { + // Immobilizer doesn't capture + return super.getPotentialQueenMoves(sq); + } + + getPotentialKingMoves(sq) + { + const V = VariantRules; + return this.getSlideNJumpMoves(sq, + V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep"); + } + + atLeastOneMove() + { + if (this.kingPos[this.turn][0] < 0) + return false; + return super.atLeastOneMove(); + } + + underCheck(move) + { + return false; //there is no check + } + + getCheckSquares(move) + { + const c = this.getOppCol(this.turn); //opponent + const saveKingPos = this.kingPos[c]; //king might be taken + this.play(move); + // The only way to be "under check" is to have lost the king (thus game over) + let res = this.kingPos[c][0] < 0 + ? [ JSON.parse(JSON.stringify(saveKingPos)) ] + : [ ]; + this.undo(move); + return res; + } + + updateVariables(move) + { + // Just update king(s) position(s) + const piece = this.getPiece(move.start.x,move.start.y); + const c = this.getColor(move.start.x,move.start.y); + if (piece == VariantRules.KING && move.appear.length > 0) + { + this.kingPos[c][0] = move.appear[0].x; + this.kingPos[c][1] = move.appear[0].y; + } + // Does this move takes opponent's king? + const oppCol = this.getOppCol(c); + for (let i=1; i