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Fix some bugs
[xogo.git]
/
variants
/
Apocalypse
/
class.js
diff --git
a/variants/Apocalypse/class.js
b/variants/Apocalypse/class.js
index
5f1e7e2
..
1f7cc7a
100644
(file)
--- a/
variants/Apocalypse/class.js
+++ b/
variants/Apocalypse/class.js
@@
-224,8
+224,11
@@
export default class ApocalypseRules extends ChessRules {
for (let c of ['w', 'b']) {
const myMove = res[c + 'm'], oppMove = res[C.GetOppCol(c) + 'm'];
if (
for (let c of ['w', 'b']) {
const myMove = res[c + 'm'], oppMove = res[C.GetOppCol(c) + 'm'];
if (
- myMove.end.x == oppMove.start.x &&
- myMove.end.y == oppMove.start.y
+ // More general test than checking moves ends,
+ // because of potential pawn relocation
+ myMove.vanish.length == 2 &&
+ myMove.vanish[1].x == oppMove.start.x &&
+ myMove.vanish[1].y == oppMove.start.y
) {
// Whatever was supposed to vanish, finally doesn't vanish
myMove.vanish.pop();
) {
// Whatever was supposed to vanish, finally doesn't vanish
myMove.vanish.pop();
@@
-235,8
+238,8
@@
export default class ApocalypseRules extends ChessRules {
// Collision (necessarily on empty square)
if (!res.wm.illegal && !res.bm.illegal) {
if (res.wm.vanish[0].p != res.bm.vanish[0].p) {
// Collision (necessarily on empty square)
if (!res.wm.illegal && !res.bm.illegal) {
if (res.wm.vanish[0].p != res.bm.vanish[0].p) {
- const
c = (res.wm.vanish[0].p == 'n' ? 'w' : 'b
');
- res[
c + 'm'].vanish.push(res[C.GetOppCol(c) + 'm'].appear.shift()
);
+ const
vanishColor = (res.wm.vanish[0].p == 'n' ? 'b' : 'w
');
+ res[
vanishColor + 'm'].appear.shift(
);
}
else {
// Collision of two pieces of same nature: both disappear
}
else {
// Collision of two pieces of same nature: both disappear
@@
-271,7
+274,7
@@
export default class ApocalypseRules extends ChessRules {
return res;
}
return res;
}
- play(move) {
+ play(move
, callback
) {
const color = this.turn;
if (color == 'w')
this.whiteMove.push(move);
const color = this.turn;
if (color == 'w')
this.whiteMove.push(move);
@@
-289,6
+292,7
@@
export default class ApocalypseRules extends ChessRules {
this.playOnBoard(move);
this.playVisual(move);
}
this.playOnBoard(move);
this.playVisual(move);
}
+ callback();
return;
}
if (color == this.playerColor && this.firstMove) {
return;
}
if (color == this.playerColor && this.firstMove) {
@@
-309,7
+313,7
@@
export default class ApocalypseRules extends ChessRules {
if (color == 'b') {
// A full turn just ended
const res = this.resolveSynchroneMove(move);
if (color == 'b') {
// A full turn just ended
const res = this.resolveSynchroneMove(move);
- const
callback
= () => {
+ const
afterAnimate
= () => {
// start + end don't matter for playOnBoard() and playVisual().
// Merging is necessary because moves may overlap.
let toPlay = {appear: [], vanish: []};
// start + end don't matter for playOnBoard() and playVisual().
// Merging is necessary because moves may overlap.
let toPlay = {appear: [], vanish: []};
@@
-321,11
+325,12
@@
export default class ApocalypseRules extends ChessRules {
}
this.playOnBoard(toPlay);
this.playVisual(toPlay);
}
this.playOnBoard(toPlay);
this.playVisual(toPlay);
+ callback();
};
if (res.wm)
};
if (res.wm)
- this.animate(res.wm, () => {if (!res.bm)
callback
();});
+ this.animate(res.wm, () => {if (!res.bm)
afterAnimate
();});
if (res.bm)
if (res.bm)
- this.animate(res.bm,
callback
);
+ this.animate(res.bm,
afterAnimate
);
if (!res.wm && !res.bm) {
this.displayIllegalInfo("both illegal");
['w', 'b'].forEach(c => this.penalties[c]++);
if (!res.wm && !res.bm) {
this.displayIllegalInfo("both illegal");
['w', 'b'].forEach(c => this.penalties[c]++);
@@
-340,6
+345,8
@@
export default class ApocalypseRules extends ChessRules {
}
this.whiteMove = [];
}
}
this.whiteMove = [];
}
+ else
+ callback();
}
displayIllegalInfo(msg) {
}
displayIllegalInfo(msg) {
@@
-370,9
+377,9
@@
export default class ApocalypseRules extends ChessRules {
return "*";
}
// Count footmen: if a side has none, it loses
return "*";
}
// Count footmen: if a side has none, it loses
- let fmCount = {
'w': 0, 'b': 0
};
- for (let i=0; i<
5
; i++) {
- for (let j=0; j<
5
; j++) {
+ let fmCount = {
w: 0, b: 0
};
+ for (let i=0; i<
this.size.x
; i++) {
+ for (let j=0; j<
this.size.y
; j++) {
if (this.board[i][j] != "" && this.getPiece(i, j) == 'p')
fmCount[this.getColor(i, j)]++;
}
if (this.board[i][j] != "" && this.getPiece(i, j) == 'p')
fmCount[this.getColor(i, j)]++;
}