Draft of Grand chess. Not bad, but style to adjust (10%), and castle + pawn captures...
authorBenjamin Auder <benjamin.auder@somewhere>
Mon, 26 Nov 2018 23:52:03 +0000 (00:52 +0100)
committerBenjamin Auder <benjamin.auder@somewhere>
Mon, 26 Nov 2018 23:52:03 +0000 (00:52 +0100)
public/javascripts/base_rules.js
public/javascripts/variants/Grand.js

index f466624..d4315c7 100644 (file)
@@ -395,7 +395,8 @@ class ChessRules
        getCastleMoves([x,y])
        {
                const c = this.getColor(x,y);
-               if (x != (c=="w" ? 7 : 0) || y != this.INIT_COL_KING[c])
+               const [sizeX,sizeY] = VariantRules.size;
+               if (x != (c=="w" ? sizeX-1 : 0) || y != this.INIT_COL_KING[c])
                        return []; //x isn't first rank, or king has moved (shortcut)
 
                const V = VariantRules;
@@ -404,7 +405,7 @@ class ChessRules
                const oppCol = this.getOppCol(c);
                let moves = [];
                let i = 0;
-               const finalSquares = [ [2,3], [6,5] ]; //king, then rook
+               const finalSquares = [ [2,3], [sizeY-2,sizeY-3] ]; //king, then rook
                castlingCheck:
                for (let castleSide=0; castleSide < 2; castleSide++) //large, then small
                {
@@ -489,8 +490,8 @@ class ChessRules
        {
                const color = this.turn;
                const oppCol = this.getOppCol(color);
-               var potentialMoves = [];
-               let [sizeX,sizeY] = VariantRules.size;
+               let potentialMoves = [];
+               const [sizeX,sizeY] = VariantRules.size;
                for (var i=0; i<sizeX; i++)
                {
                        for (var j=0; j<sizeY; j++)
@@ -510,7 +511,7 @@ class ChessRules
        {
                const color = this.turn;
                const oppCol = this.getOppCol(color);
-               let [sizeX,sizeY] = VariantRules.size;
+               const [sizeX,sizeY] = VariantRules.size;
                for (let i=0; i<sizeX; i++)
                {
                        for (let j=0; j<sizeY; j++)
@@ -666,7 +667,8 @@ class ChessRules
        {
                const piece = this.getPiece(move.start.x,move.start.y);
                const c = this.getColor(move.start.x,move.start.y);
-               const firstRank = (c == "w" ? 7 : 0);
+               const [sizeX,sizeY] = VariantRules.size;
+               const firstRank = (c == "w" ? sizeX-1 : 0);
 
                // Update king position + flags
                if (piece == VariantRules.KING && move.appear.length > 0)
@@ -677,7 +679,7 @@ class ChessRules
                        return;
                }
                const oppCol = this.getOppCol(c);
-               const oppFirstRank = 7 - firstRank;
+               const oppFirstRank = (sizeX-1) - firstRank;
                if (move.start.x == firstRank //our rook moves?
                        && this.INIT_COL_ROOK[c].includes(move.start.y))
                {
index 63108de..faf7f63 100644 (file)
@@ -4,24 +4,39 @@ class GrandRules extends ChessRules
        static getPpath(b)
        {
                const V = VariantRules;
-               return ([V.CAMEL,V.WILDEBEEST].includes(b[1]) ? "Grand/" : "") + b;
+               return ([V.MARSHALL,V.CARDINAL].includes(b[1]) ? "Grand/" : "") + b;
        }
 
+       initVariables(fen)
+       {
+               super.initVariables(fen);
+               this.captures = { "w": {}, "b": {} }; //for promotions
+       }
+
+       static get size() { return [10,10]; }
+
        static get MARSHALL() { return 'm'; } //rook+knight
        static get CARDINAL() { return 'c'; } //bishop+knight
 
-       // ------> pas les règles exactes, on démarre en 2 avec 1,2 ou 3 cases + enPassant comme Wildebeest
-// 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
        }
@@ -39,9 +54,84 @@ class GrandRules extends ChessRules
                }
        }
 
-       // TODO: quite many changes! Especially promotions, only to friendly pieces already captured. ==> keep track of captured material in initVariables()......
+       // Special pawn rules: promotions to captured friendly pieces,
+       // optional on ranks 8-9 and mandatory on rank 10.
        getPotentialPawnMoves([x,y])
        {
+               const color = this.turn;
+               let moves = [];
+               const V = VariantRules;
+               const [sizeX,sizeY] = VariantRules.size;
+               const shift = (color == "w" ? -1 : 1);
+               const startRanks = (color == "w" ? [sizeY-2,sizeY-3] : [1,2]);
+               const lastRanks = (color == "w" ? [0,1,2] : [sizeY-1,sizeY-2,sizeY-3]);
+
+               if (x+shift >= 0 && x+shift < sizeX && x+shift != lastRanks[0])
+               {
+                       // Normal moves
+                       if (this.board[x+shift][y] == V.EMPTY)
+                       {
+                               moves.push(this.getBasicMove([x,y], [x+shift,y]));
+                               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+2*shift][y] == V.EMPTY)
+                                       {
+                                               // 3-squares jump
+                                               moves.push(this.getBasicMove([x,y], [x+3*shift,y]));
+                                       }
+                               }
+                       }
+                       // Captures
+                       if (y>0 && this.canTake([x,y], [x+shift,y-1]) && this.board[x+shift][y-1] != V.EMPTY)
+                               moves.push(this.getBasicMove([x,y], [x+shift,y-1]));
+                       if (y<sizeY-1 && this.canTake([x,y], [x+shift,y+1]) && this.board[x+shift][y+1] != V.EMPTY)
+                               moves.push(this.getBasicMove([x,y], [x+shift,y+1]));
+               }
+
+               if (lastRanks.includes(x+shift))
+               {
+                       // Promotion
+                       let promotionPieces = [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN];
+                       promotionPieces.forEach(p => {
+                               if (!this.captures[color][p] || this.captures[color][p]==0)
+                                       return;
+                               // Normal move
+                               if (this.board[x+shift][y] == V.EMPTY)
+                                       moves.push(this.getBasicMove([x,y], [x+shift,y], {c:color,p:p}));
+                               // Captures
+                               if (y>0 && this.canTake([x,y], [x+shift,y-1]) && this.board[x+shift][y-1] != V.EMPTY)
+                                       moves.push(this.getBasicMove([x,y], [x+shift,y-1], {c:color,p:p}));
+                               if (y<sizeY-1 && this.canTake([x,y], [x+shift,y+1]) && this.board[x+shift][y+1] != V.EMPTY)
+                                       moves.push(this.getBasicMove([x,y], [x+shift,y+1], {c:color,p:p}));
+                       });
+               }
+
+               // En passant
+               const Lep = this.epSquares.length;
+               const epSquare = Lep>0 ? this.epSquares[Lep-1] : undefined;
+               if (!!epSquare)
+               {
+                       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;
        }
 
        getPotentialMarshallMoves(sq)
@@ -60,7 +150,7 @@ class GrandRules extends ChessRules
 
        isAttacked(sq, colors)
        {
-               return (super.isAttacked(sq, colors)
+               return super.isAttacked(sq, colors)
                        || this.isAttackedByMarshall(sq, colors)
                        || this.isAttackedByCardinal(sq, colors);
        }
@@ -79,6 +169,32 @@ class GrandRules extends ChessRules
                        || this.isAttackedBySlideNJump(sq, colors, V.CARDINAL, V.steps[V.KNIGHT], "oneStep");
        }
 
+       play(move, ingame)
+       {
+               super.play(move, ingame);
+               if (move.vanish.length==2 && move.appear.length==1
+                       && move.vanish[1].p != VariantRules.PAWN)
+               {
+                       // Capture: update this.captures
+                       if (!this.captures[move.vanish[1].c][move.vanish[1].p])
+                               this.captures[move.vanish[1].c][move.vanish[1].p] = 1;
+                       else
+                               this.captures[move.vanish[1].c][move.vanish[1].p]++;
+               }
+       }
+
+       undo(move)
+       {
+               super.undo(move);
+               if (move.vanish.length==2 && move.appear.length==1
+                       && move.vanish[1].p != VariantRules.PAWN)
+               {
+                       // Capture: update this.captures
+                       this.captures[move.vanish[1].c][move.vanish[1].p] =
+                               Math.max(0, this.captures[move.vanish[1].c][move.vanish[1].p]-1);
+               }
+       }
+
        static get VALUES() {
                return Object.assign(
                        ChessRules.VALUES,
@@ -86,8 +202,69 @@ class GrandRules extends ChessRules
                );
        }
 
-       // TODO:
+       // TODO: this function could be generalized and shared better
        static GenRandInitFen()
        {
+               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(10);
+
+                       // Get random squares for bishops
+                       let randIndex = 2 * _.random(4);
+                       let bishop1Pos = positions[randIndex];
+                       // The second bishop must be on a square of different color
+                       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(7);
+                       let knight1Pos = positions[randIndex];
+                       positions.splice(randIndex, 1);
+                       randIndex = _.random(6);
+                       let knight2Pos = positions[randIndex];
+                       positions.splice(randIndex, 1);
+
+                       // Get random square for queen
+                       randIndex = _.random(5);
+                       let queenPos = positions[randIndex];
+                       positions.splice(randIndex, 1);
+
+                       // ...random square for marshall
+                       randIndex = _.random(4);
+                       let marshallPos = positions[randIndex];
+                       positions.splice(randIndex, 1);
+
+                       // ...random square for cardinal
+                       randIndex = _.random(3);
+                       let cardinalPos = 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];
+                       let rook2Pos = positions[2];
+
+                       // Finally put the shuffled pieces in the board array
+                       pieces[c][rook1Pos] = 'r';
+                       pieces[c][knight1Pos] = 'n';
+                       pieces[c][bishop1Pos] = 'b';
+                       pieces[c][queenPos] = 'q';
+                       pieces[c][marshallPos] = 'm';
+                       pieces[c][cardinalPos] = 'c';
+                       pieces[c][kingPos] = 'k';
+                       pieces[c][bishop2Pos] = 'b';
+                       pieces[c][knight2Pos] = 'n';
+                       pieces[c][rook2Pos] = 'r';
+               }
+               let fen = pieces[0].join("") +
+                       "/pppppppppp/10/10/10/10/10/10/PPPPPPPPPP/" +
+                       pieces[1].join("").toUpperCase() +
+                       " 1111";
+               return fen;
        }
 }