New variant idea
[xogo.git] / variants / Hex / class.js
1 import AbstractClickFillRules from "/variants/_ClickFill/class.js";
2 import PiPo from "/utils/PiPo.js";
3 import Move from "/utils/Move.js";
4
5 export default class HexRules extends AbstractClickFillRules {
6
7 static get Options() {
8 return {
9 input: [
10 {
11 label: "Board size",
12 variable: "bsize",
13 type: "number",
14 defaut: 11
15 },
16 {
17 label: "Swap",
18 variable: "swap",
19 type: "checkbox",
20 defaut: true
21 }
22 ]
23 };
24 }
25
26 get hasFlags() {
27 return false;
28 }
29 get hasEnpassant() {
30 return false;
31 }
32 get hasReserve() {
33 return false;
34 }
35 get noAnimate() {
36 return true;
37 }
38 get clickOnly() {
39 return true;
40 }
41
42 doClick(coords) {
43 if (
44 this.playerColor != this.turn ||
45 (
46 this.board[coords.x][coords.y] != "" &&
47 (!this.options["swap"] || this.movesCount >= 2)
48 )
49 ) {
50 return null;
51 }
52 let res = new Move({
53 start: {x: coords.x, y: coords.y},
54 appear: [
55 new PiPo({
56 x: coords.x,
57 y: coords.y,
58 c: this.turn,
59 p: 'p'
60 })
61 ],
62 vanish: []
63 });
64 if (this.board[coords.x][coords.y] != "") {
65 res.vanish.push(
66 new PiPo({
67 x: coords.x,
68 y: coords.y,
69 c: C.GetOppTurn(this.turn),
70 p: 'p'
71 })
72 );
73 }
74 return res;
75 }
76
77 genRandInitBaseFen() {
78 // NOTE: size.x == size.y (square boards)
79 const emptyCount = C.FenEmptySquares(this.size.x);
80 return {
81 fen: (emptyCount + "/").repeat(this.size.x - 1) + emptyCount,
82 o: {}
83 };
84 }
85
86 getSvgChessboard() {
87 // NOTE: with small margin seems nicer
88 let width = 173.2 * this.size.y + 173.2 * (this.size.y-1) / 2 + 30,
89 height = 50 + Math.floor(150 * this.size.x) + 30,
90 min_x = -86.6 - 15,
91 min_y = -100 - 15;
92 if (this.size.ratio < 1) {
93 // Rotate by 30 degrees to display vertically
94 [width, height] = [height, width];
95 [min_x, min_y] = [min_y, min_x];
96 }
97 let board = `
98 <svg
99 viewBox="${min_x} ${min_y} ${width} ${height}"
100 class="chessboard_SVG">
101 <defs>
102 <g id="hexa">
103 <polygon
104 style="stroke:#000000;stroke-width:1"
105 points="0,-100.0 86.6,-50.0 86.6,50.0 0,100.0 -86.6,50.0 -86.6,-50.0"
106 />
107 </g>
108 </defs>`;
109 board += "<g";
110 if (this.size.ratio < 1)
111 board += ` transform="rotate(30)"`
112 board += ">";
113 for (let i=0; i < this.size.x; i++) {
114 for (let j=0; j < this.size.y; j++) {
115 board += `
116 <use
117 href="#hexa"
118 class="neutral-square"
119 id="${this.coordsToId({x: i, y: j})}"
120 x="${173.2*j + 86.6*i}"
121 y="${150*i}"
122 />`;
123 }
124 }
125 board += `</g><g style="fill:none;stroke-width:10"`;
126 if (this.size.ratio < 1)
127 board += ` transform="rotate(30)"`
128 // Goals: up/down/left/right
129 board += `><polyline style="stroke:red" points="`
130 for (let i=0; i<=2*this.size.y; i++)
131 board += ((i-1)*86.6) + ',' + (i % 2 == 0 ? -50 : -100) + ' ';
132 board += `"/><polyline style="stroke:red" points="`;
133 for (let i=1; i<=2*this.size.y; i++) {
134 const jShift = 200 * Math.floor((this.size.y+1)/2) +
135 100 * (Math.floor(this.size.y/2) - 1) +
136 (i % 2 == 0 ? -50 : 0) +
137 (this.size.y % 2 == 0 ? 50 : 0);
138 board += ((i+this.size.y-2)*86.6) + ',' + jShift + ' ';
139 }
140 board += `"/><polyline style="stroke:blue" points="`;
141 let sumY = -100;
142 for (let i=0; i<=2*this.size.x; i++) {
143 board += ((Math.floor(i/2)-1) * 86.6) + ',' +
144 (sumY += (i % 2 == 0 ? 50 : 100)) + ' ';
145 }
146 board += `"/><polyline style="stroke:blue" points="`;
147 sumY = -100;
148 for (let i=0; i<2*this.size.x; i++) {
149 board += (173.2*this.size.x + (Math.floor(i/2)-1) * 86.6) + ',' +
150 (sumY += (i % 2 == 0 ? 50 : 100)) + ' ';
151 }
152 board += `"/></g></svg>`;
153 return board;
154 }
155
156 get size() {
157 const baseRatio = 1.6191907514450865; //2801.2 / 1730, "widescreen"
158 const rc =
159 document.getElementById(this.containerId).getBoundingClientRect();
160 const rotate = rc.width < rc.height; //"vertical screen"
161 return {
162 x: this.options["bsize"],
163 y: this.options["bsize"],
164 ratio: (rotate ? 1 / baseRatio : baseRatio)
165 };
166 }
167
168 play(move) {
169 this.playOnBoard(move);
170 this.movesCount++;
171 this.turn = C.GetOppTurn(this.turn);
172 }
173
174 getCurrentScore() {
175 const oppCol = C.GetOppTurn(this.turn);
176 // Search for connecting path of opp color:
177 let explored = {}, component;
178 let min, max;
179 const getIndex = (x, y) => x + "." + y;
180 // Explore one connected component:
181 const neighborsSearch = ([x, y], index) => {
182 // Let's say "white" connects on x and "black" on y
183 const z = (oppCol == 'w' ? x : y);
184 if (z < min)
185 min = z;
186 if (z > max)
187 max = z;
188 explored[index] = true;
189 component[index] = true;
190 for (let [dx, dy] of super.pieces()['k'].both[0].steps) {
191 const [nx, ny] = [x + dx, y + dy];
192 const nidx = getIndex(nx, ny);
193 if (
194 this.onBoard(nx, ny) &&
195 this.getColor(nx, ny) == oppCol &&
196 !component[nidx]
197 ) {
198 neighborsSearch([nx, ny], nidx);
199 }
200 }
201 };
202 // Explore all components:
203 for (let i=0; i<this.size.x; i++) {
204 for (let j=0; j<this.size.y; j++) {
205 const index = getIndex(i, j);
206 if (this.getColor(i, j) == oppCol && !explored[index]) {
207 component = {};
208 [min, max] = [this.size.x, 0];
209 neighborsSearch([i, j], index);
210 if (max - min == this.size.x - 1)
211 return (oppCol == "w" ? "1-0" : "0-1");
212 }
213 }
214 }
215 return "*";
216 }
217
218 };