From 4b5fe3061829e184f9ad86a13d831eda22d95343 Mon Sep 17 00:00:00 2001 From: Benjamin Auder Date: Sun, 18 Nov 2018 01:47:58 +0100 Subject: [PATCH] More robust in-check indications (ready for Antiking) --- TODO | 7 +++---- public/javascripts/base_rules.js | 12 ++++++++++++ public/javascripts/components/game.js | 15 ++++++++------- public/javascripts/variants/Atomic.js | 13 +++++++++++++ sockets.js | 1 + 5 files changed, 37 insertions(+), 11 deletions(-) diff --git a/TODO b/TODO index d4e48b00..006b9153 100644 --- a/TODO +++ b/TODO @@ -1,7 +1,6 @@ Styles must be improved (full width for smartphones, selectable text for PGN...) Tooltip text should fade (even when mouse stay on it, especially for small screens) -Checkered stage 2: switch button at reserve position. +Checkered stage 2: switch button at reserve position (or on top). If a played disconnect right after opponent sent a move, it might be never received: secure this -Think about non-conventional variants with 2 kings for example: undercheck highlight? - --> underCheck should return a vector in this case. Adapt. - --> incheck should be an array of squares, in general. Think AntiKing +Mode expert: game.js, button on top (with online indicator) +Turn indicator on top too (black or white) diff --git a/public/javascripts/base_rules.js b/public/javascripts/base_rules.js index 9a4ef912..b604e797 100644 --- a/public/javascripts/base_rules.js +++ b/public/javascripts/base_rules.js @@ -629,6 +629,7 @@ class ChessRules return false; } + // Is color c under check after move ? underCheck(move, c) { this.play(move); @@ -637,6 +638,17 @@ class ChessRules return res; } + // On which squares is color c under check (after move) ? + getCheckSquares(move, c) + { + this.play(move); + let res = this.isAttacked(this.kingPos[c], this.getOppCol(c)) + ? [ JSON.parse(JSON.stringify(this.kingPos[c])) ] //need to duplicate! + : [ ]; + this.undo(move); + return res; + } + // Apply a move on board static PlayOnBoard(board, move) { diff --git a/public/javascripts/components/game.js b/public/javascripts/components/game.js index 125aeea1..499e473a 100644 --- a/public/javascripts/components/game.js +++ b/public/javascripts/components/game.js @@ -16,7 +16,7 @@ Vue.component('my-game', { oppConnected: false, seek: false, fenStart: "", - incheck: false, + incheck: [], }; }, render(h) { @@ -24,6 +24,9 @@ Vue.component('my-game', { // Precompute hints squares to facilitate rendering let hintSquares = doubleArray(sizeX, sizeY, false); this.possibleMoves.forEach(m => { hintSquares[m.end.x][m.end.y] = true; }); + // Also precompute in-check squares + let incheckSq = doubleArray(sizeX, sizeY, false); + this.incheck.forEach(sq => { incheckSq[sq[0]][sq[1]] = true; }); let elementArray = []; let square00 = document.getElementById("sq-0-0"); let squareWidth = !!square00 @@ -172,8 +175,6 @@ Vue.component('my-game', { } const lm = this.vr.lastMove; const highlight = !!lm && _.isMatch(lm.end, {x:ci,y:cj}); - const incheck = this.incheck - && _.isEqual(this.vr.kingPos[this.vr.turn], [ci,cj]); return h( 'div', { @@ -182,7 +183,7 @@ Vue.component('my-game', { 'light-square': !highlight && (i+j)%2==0, 'dark-square': !highlight && (i+j)%2==1, 'highlight': highlight, - 'incheck': incheck, + 'incheck': incheckSq[ci][cj], }, attrs: { id: this.getSquareId({x:ci,y:cj}), @@ -499,8 +500,8 @@ Vue.component('my-game', { { const oppCol = this.vr.turn; const lastMove = moves[moves.length-1]; - this.vr.undo(lastMove); - this.incheck = this.vr.underCheck(lastMove, oppCol); + this.vr.undo(lastMove, "ingame"); + this.incheck = this.vr.getCheckSquares(lastMove, oppCol); this.vr.play(lastMove, "ingame"); } delete localStorage["newgame"]; @@ -631,7 +632,7 @@ Vue.component('my-game', { return; } const oppCol = this.vr.getOppCol(this.vr.turn); - this.incheck = this.vr.underCheck(move, oppCol); //is opponent in check? + this.incheck = this.vr.getCheckSquares(move, oppCol); //is opponent in check? // Not programmatic, or animation is over if (this.mode == "human" && this.vr.turn == this.mycolor) { diff --git a/public/javascripts/variants/Atomic.js b/public/javascripts/variants/Atomic.js index b7c7504d..bf860df6 100644 --- a/public/javascripts/variants/Atomic.js +++ b/public/javascripts/variants/Atomic.js @@ -131,6 +131,19 @@ class AtomicRules extends ChessRules return res; } + getCheckSquares(move, c) + { + const saveKingPos = this.kingPos[c]; //king might explode + this.play(move); + let res = [ ]; + if (this.kingPos[c][0] < 0) + res = [saveKingPos]; + else if (this.isAttacked(this.kingPos[c], this.getOppCol(c))) + res = [ this.kingPos[c] ] + this.undo(move); + return res; + } + checkGameEnd(color) { const kp = this.kingPos[color]; diff --git a/sockets.js b/sockets.js index c3190aa2..a1818e09 100644 --- a/sockets.js +++ b/sockets.js @@ -20,6 +20,7 @@ module.exports = function(wss) { // TODO: when relaying to opponent, check readyState, potential setTimeout()? + send opponent (re)disconnect // (resign, newgame, newmove). See https://github.com/websockets/ws/blob/master/lib/websocket.js around line 313 + // TODO: awaiting newmove, resign, newgame :: in memory structure wss.on("connection", (socket, req) => { //const params = new URL("http://localhost" + req.url).searchParams; -- 2.44.0