Fixed bigger board variants. Still buggish
authorBenjamin Auder <benjamin.auder@somewhere>
Tue, 27 Nov 2018 10:05:57 +0000 (11:05 +0100)
committerBenjamin Auder <benjamin.auder@somewhere>
Tue, 27 Nov 2018 10:05:57 +0000 (11:05 +0100)
public/javascripts/components/game.js
public/javascripts/variants/Grand.js
public/javascripts/variants/Wildebeest.js
public/stylesheets/variant.sass

index fcae2f1..aaef522 100644 (file)
@@ -129,7 +129,7 @@ Vue.component('my-game', {
                                                {
                                                        'class': {
                                                                'board': true,
-                                                               ['board'+sizeX]: true,
+                                                               ['board'+sizeY]: true,
                                                        },
                                                        style: {
                                                                'width': (100/this.choices.length) + "%",
@@ -207,7 +207,7 @@ Vue.component('my-game', {
                                                                {
                                                                        'class': {
                                                                                'board': true,
-                                                                               ['board'+sizeX]: true,
+                                                                               ['board'+sizeY]: true,
                                                                                'light-square': (i+j)%2==0 && (this.expert || !highlight),
                                                                                'dark-square': (i+j)%2==1 && (this.expert || !highlight),
                                                                                'highlight': !this.expert && highlight,
index f4e325d..db0543f 100644 (file)
@@ -76,7 +76,7 @@ class GrandRules extends ChessRules
                                {
                                        // Two squares jump
                                        moves.push(this.getBasicMove([x,y], [x+2*shift,y]));
-                                       if (x == startRanks[0] && this.board[x+2*shift][y] == V.EMPTY)
+                                       if (x == startRanks[0] && this.board[x+3*shift][y] == V.EMPTY)
                                        {
                                                // 3-squares jump
                                                moves.push(this.getBasicMove([x,y], [x+3*shift,y]));
@@ -93,7 +93,7 @@ class GrandRules extends ChessRules
                if (lastRanks.includes(x+shift))
                {
                        // Promotion
-                       let promotionPieces = [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN];
+                       let promotionPieces = [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN,V.MARSHALL,V.CARDINAL];
                        promotionPieces.forEach(p => {
                                if (!this.captures[color][p] || this.captures[color][p]==0)
                                        return;
@@ -134,6 +134,8 @@ class GrandRules extends ChessRules
                return moves;
        }
 
+       // TODO: different castle?
+
        getPotentialMarshallMoves(sq)
        {
                const V = VariantRules;
index 330db3f..2ecc01b 100644 (file)
@@ -1,5 +1,5 @@
 //https://www.chessvariants.com/large.dir/wildebeest.html
-class GrandRules extends ChessRules
+class WildebeestRules extends ChessRules
 {
        static getPpath(b)
        {
@@ -7,6 +7,8 @@ class GrandRules extends ChessRules
                return ([V.CAMEL,V.WILDEBEEST].includes(b[1]) ? "Wildebeest/" : "") + b;
        }
 
+       static get size() { return [10,11]; }
+
        static get CAMEL() { return 'c'; }
        static get WILDEBEEST() { return 'w'; }
 
@@ -17,17 +19,25 @@ class GrandRules extends ChessRules
                );
        }
 
-// TODO: IN epSquares (return array), not return singleton. Easy. Adapt
-// just here for now...
+       // En-passant after 2-sq or 3-sq jumps
        getEpSquare(move)
        {
                const [sx,sy,ex] = [move.start.x,move.start.y,move.end.x];
-               if (this.getPiece(sx,sy) == VariantRules.PAWN && Math.abs(sx - ex) == 2)
+               if (this.getPiece(sx,sy) == VariantRules.PAWN && Math.abs(sx - ex) >= 2)
                {
-                       return {
-                               x: (sx + ex)/2,
+                       const step = (ex-sx) / Math.abs(ex-sx);
+                       let res = [{
+                               x: sx + step,
                                y: sy
-                       };
+                       }];
+                       if (sx + 2*step != ex) //3-squares move
+                       {
+                               res.push({
+                                       x: sx + 2*step,
+                                       y: sy
+                               });
+                       }
+                       return res;
                }
                return undefined; //default
        }
@@ -45,7 +55,7 @@ class GrandRules extends ChessRules
                }
        }
 
-       // TODO: several changes (promote to queen or wildebeest)
+       // Pawns jump 2 or 3 squares, and promote to queen or wildebeest
        getPotentialPawnMoves([x,y])
        {
                const color = this.turn;
@@ -53,8 +63,7 @@ class GrandRules extends ChessRules
                const V = VariantRules;
                const [sizeX,sizeY] = VariantRules.size;
                const shift = (color == "w" ? -1 : 1);
-               const firstRank = (color == 'w' ? sizeY-1 : 0);
-               const startRank = (color == "w" ? sizeY-2 : 1);
+               const startRanks = (color == "w" ? [sizeY-2,sizeY-3] : [1,2]);
                const lastRank = (color == "w" ? 0 : sizeY-1);
 
                if (x+shift >= 0 && x+shift < sizeX && x+shift != lastRank)
@@ -63,11 +72,15 @@ class GrandRules extends ChessRules
                        if (this.board[x+shift][y] == V.EMPTY)
                        {
                                moves.push(this.getBasicMove([x,y], [x+shift,y]));
-                               // Next condition because variants with pawns on 1st rank generally allow them to jump
-                               if ([startRank,firstRank].includes(x) && this.board[x+2*shift][y] == V.EMPTY)
+                               if (startRanks.includes(x) && this.board[x+2*shift][y] == V.EMPTY)
                                {
                                        // Two squares jump
                                        moves.push(this.getBasicMove([x,y], [x+2*shift,y]));
+                                       if (x == startRanks[0] && this.board[x+3*shift][y] == V.EMPTY)
+                                       {
+                                               // 3-squares jump
+                                               moves.push(this.getBasicMove([x,y], [x+3*shift,y]));
+                                       }
                                }
                        }
                        // Captures
@@ -80,7 +93,7 @@ class GrandRules extends ChessRules
                if (x+shift == lastRank)
                {
                        // Promotion
-                       let promotionPieces = [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN];
+                       let promotionPieces = [V.QUEEN,V.WILDEBEEST];
                        promotionPieces.forEach(p => {
                                // Normal move
                                if (this.board[x+shift][y] == V.EMPTY)
@@ -96,22 +109,31 @@ class GrandRules extends ChessRules
                // En passant
                const Lep = this.epSquares.length;
                const epSquare = Lep>0 ? this.epSquares[Lep-1] : undefined;
-               if (!!epSquare && epSquare.x == x+shift && Math.abs(epSquare.y - y) == 1)
+               if (!!epSquare)
                {
-                       let epStep = epSquare.y - y;
-                       var enpassantMove = this.getBasicMove([x,y], [x+shift,y+epStep]);
-                       enpassantMove.vanish.push({
-                               x: x,
-                               y: y+epStep,
-                               p: 'p',
-                               c: this.getColor(x,y+epStep)
-                       });
-                       moves.push(enpassantMove);
+                       for (let epsq of epSquare)
+                       {
+                               // TODO: some redundant checks
+                               if (epsq.x == x+shift && Math.abs(epsq.y - y) == 1)
+                               {
+                                       let epStep = epsq.y - y;
+                                       var enpassantMove = this.getBasicMove([x,y], [x+shift,y+epStep]);
+                                       enpassantMove.vanish.push({
+                                               x: x,
+                                               y: y+epStep,
+                                               p: 'p',
+                                               c: this.getColor(x,y+epStep)
+                                       });
+                                       moves.push(enpassantMove);
+                               }
+                       }
                }
 
                return moves;
        }
 
+       // TODO: wildebeest castle
+
        getPotentialCamelMoves(sq)
        {
                return this.getSlideNJumpMoves(sq, VariantRules.steps[VariantRules.CAMEL], "oneStep");
@@ -120,17 +142,12 @@ class GrandRules extends ChessRules
        getPotentialWildebeestMoves(sq)
        {
                const V = VariantRules;
-               return this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT].concat(V.steps[V.CAMEL]));
+               return this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT].concat(V.steps[V.CAMEL]), "oneStep");
        }
 
-       // TODO: getCastleMoves, generalize a bit to include castleSquares as static variables
-       // ==> but this won't be exactly Wildebeest... think about it.
-
-       // TODO: also generalize lastRank ==> DO NOT HARDCODE 7 !!!
-
        isAttacked(sq, colors)
        {
-               return (super.isAttacked(sq, colors)
+               return super.isAttacked(sq, colors)
                        || this.isAttackedByCamel(sq, colors)
                        || this.isAttackedByWildebeest(sq, colors);
        }
@@ -157,38 +174,50 @@ class GrandRules extends ChessRules
 
        static get SEARCH_DEPTH() { return 2; }
 
-       // TODO:
        static GenRandInitFen()
        {
-               let pieces = [new Array(8), new Array(8)];
+               let pieces = [new Array(10), new Array(10)];
                // Shuffle pieces on first and last rank
                for (let c = 0; c <= 1; c++)
                {
-                       let positions = _.range(8);
+                       let positions = _.range(11);
 
                        // Get random squares for bishops
-                       let randIndex = 2 * _.random(3);
+                       let randIndex = 2 * _.random(5);
                        let bishop1Pos = positions[randIndex];
                        // The second bishop must be on a square of different color
-                       let randIndex_tmp = 2 * _.random(3) + 1;
+                       let randIndex_tmp = 2 * _.random(4) + 1;
                        let bishop2Pos = positions[randIndex_tmp];
                        // Remove chosen squares
                        positions.splice(Math.max(randIndex,randIndex_tmp), 1);
                        positions.splice(Math.min(randIndex,randIndex_tmp), 1);
 
                        // Get random squares for knights
-                       randIndex = _.random(5);
+                       randIndex = _.random(8);
                        let knight1Pos = positions[randIndex];
                        positions.splice(randIndex, 1);
-                       randIndex = _.random(4);
+                       randIndex = _.random(7);
                        let knight2Pos = positions[randIndex];
                        positions.splice(randIndex, 1);
 
                        // Get random square for queen
-                       randIndex = _.random(3);
+                       randIndex = _.random(6);
                        let queenPos = positions[randIndex];
                        positions.splice(randIndex, 1);
 
+                       // ...random square for camels
+                       randIndex = _.random(5);
+                       let camel1Pos = positions[randIndex];
+                       positions.splice(randIndex, 1);
+                       randIndex = _.random(4);
+                       let camel2Pos = positions[randIndex];
+                       positions.splice(randIndex, 1);
+
+                       // ...random square for wildebeest
+                       randIndex = _.random(3);
+                       let wildebeestPos = positions[randIndex];
+                       positions.splice(randIndex, 1);
+
                        // Rooks and king positions are now fixed, because of the ordering rook-king-rook
                        let rook1Pos = positions[0];
                        let kingPos = positions[1];
@@ -199,15 +228,18 @@ class GrandRules extends ChessRules
                        pieces[c][knight1Pos] = 'n';
                        pieces[c][bishop1Pos] = 'b';
                        pieces[c][queenPos] = 'q';
+                       pieces[c][camel1Pos] = 'c';
+                       pieces[c][camel2Pos] = 'c';
+                       pieces[c][wildebeestPos] = 'w';
                        pieces[c][kingPos] = 'k';
                        pieces[c][bishop2Pos] = 'b';
                        pieces[c][knight2Pos] = 'n';
                        pieces[c][rook2Pos] = 'r';
                }
                let fen = pieces[0].join("") +
-                       "/pppppppp/8/8/8/8/PPPPPPPP/" +
+                       "/ppppppppppp/11/11/11/11/11/11/PPPPPPPPPPP/" +
                        pieces[1].join("").toUpperCase() +
-                       " 1111"; //add flags
+                       " 1111";
                return fen;
        }
 }
index e28bc84..7318185 100644 (file)
@@ -86,7 +86,7 @@ div.board10
   padding-bottom: 10%
 
 div.board11
-  width: 9.1%
+  width: 9.09%
   padding-bottom: 9.1%
 
 .game