X-Git-Url: https://git.auder.net/?p=xogo.git;a=blobdiff_plain;f=variants%2FChakart%2Fclass.js;h=5bb1bde47411b9efbd645f9c60f078807a69a0cd;hp=a9f11fb957190a3bbc6cc181a2d08ae959344847;hb=7562d2c2ed52fdf07aba48a32549784b8eff62bf;hpb=91339921da57eb47911ac36d159dd408f7752fc3 diff --git a/variants/Chakart/class.js b/variants/Chakart/class.js index a9f11fb..5bb1bde 100644 --- a/variants/Chakart/class.js +++ b/variants/Chakart/class.js @@ -15,9 +15,9 @@ export class ChakartRules extends ChessRules { variable: "randomness", defaut: 2, options: [ - { label: "Deterministic", value: 0 }, - { label: "Symmetric random", value: 1 }, - { label: "Asymmetric random", value: 2 } + {label: "Deterministic", value: 0}, + {label: "Symmetric random", value: 1}, + {label: "Asymmetric random", value: 2} ] } ] @@ -80,7 +80,7 @@ export class ChakartRules extends ChessRules { return ( gr.genRandInitFen(seed).slice(0, -1) + // Add Peach + Mario flags + capture counts - '{"flags": "1111", "ccount": "000000000000"}' + '{"flags":"1111","ccount":"000000000000"}' ); } @@ -141,11 +141,13 @@ export class ChakartRules extends ChessRules { b: Array.toObject(pieces, allCapts.slice(6, 12)) }; this.reserve = { w: {}, b: {} }; //to be replaced by this.captured - this.effect = ""; + this.moveStack = []; } + // For Toadette bonus getDropMovesFrom([c, p]) { - if (this.reserve[c][p] == 0) return []; + if (typeof c != "string" || this.reserve[c][p] == 0) + return []; let moves = []; const start = (c == 'w' && p == 'p' ? 1 : 0); const end = (color == 'b' && p == 'p' ? 7 : 8); @@ -173,600 +175,94 @@ export class ChakartRules extends ChessRules { return moves; } - - - - - - - - - -// TODO: rethink from here: - - getPotentialMovesFrom([x, y]) { + // Moving something. Potential effects resolved after playing + getPotentialMovesFrom([x, y], bonus) { let moves = []; - if (this.subTurn == 1) { - moves = super.getPotentialMovesFrom([x, y]); - const finalPieces = V.PawnSpecs.promotions; - const color = this.turn; - const lastRank = (color == "w" ? 0 : 7); - let pMoves = []; - moves.forEach(m => { - if ( - m.appear.length > 0 && - ['p', 's'].includes(m.appear[0].p) && - m.appear[0].x == lastRank - ) { - for (let i = 1; i < finalPieces.length; i++) { - const piece = finalPieces[i]; - let otherM = JSON.parse(JSON.stringify(m)); - otherM.appear[0].p = - m.appear[0].p == V.PAWN - ? finalPieces[i] - : V.IMMOBILIZE_CODE[finalPieces[i]]; - pMoves.push(otherM); - } - // Finally alter m itself: - m.appear[0].p = - m.appear[0].p == V.PAWN - ? finalPieces[0] - : V.IMMOBILIZE_CODE[finalPieces[0]]; - } - }); - Array.prototype.push.apply(moves, pMoves); - } - else { - // Subturn == 2 - const L = this.effects.length; - switch (this.effects[L-1]) { - case "kingboo": - // Exchange position with any visible piece, - // except pawns if arriving on last rank. - const lastRank = { 'w': 0, 'b': 7 }; - const color = this.turn; - const allowLastRank = (this.getPiece(x, y) != V.PAWN); - for (let i=0; i<8; i++) { - for (let j=0; j<8; j++) { - const colIJ = this.getColor(i, j); - const pieceIJ = this.getPiece(i, j); - if ( - (i != x || j != y) && - this.board[i][j] != V.EMPTY && - pieceIJ != V.INVISIBLE_QUEEN && - colIJ != 'a' - ) { - if ( - (pieceIJ != V.PAWN || x != lastRank[colIJ]) && - (allowLastRank || i != lastRank[color]) - ) { - const movedUnit = new PiPo({ - x: x, - y: y, - c: colIJ, - p: this.getPiece(i, j) - }); - let mMove = this.getBasicMove({ x: x, y: y }, [i, j]); - mMove.appear.push(movedUnit); - moves.push(mMove); - } - } - } - } - break; - case "toadette": - // Resurrect a captured piece - if (x >= V.size.x) moves = this.getReserveMoves([x, y]); - break; - case "daisy": - // Play again with any piece - moves = super.getPotentialMovesFrom([x, y]); - break; - } - } - return moves; - } - - // Helper for getBasicMove(): banana/bomb effect - getRandomSquare([x, y], steps) { - const validSteps = steps.filter(s => V.OnBoard(x + s[0], y + s[1])); - const step = validSteps[randInt(validSteps.length)]; - return [x + step[0], y + step[1]]; - } - - // Apply mushroom, bomb or banana effect (hidden to the player). - // Determine egg effect, too, and apply its first part if possible. - getBasicMove_aux(psq1, sq2, tr, initMove) { - const [x1, y1] = [psq1.x, psq1.y]; - const color1 = this.turn; - const piece1 = (!!tr ? tr.p : (psq1.p || this.getPiece(x1, y1))); - const oppCol = V.GetOppCol(color1); - if (!sq2) { - let move = { - appear: [], - vanish: [] - }; - // banana or bomb defines next square, or the move ends there - move.appear = [ - new PiPo({ - x: x1, - y: y1, - c: color1, - p: piece1 - }) - ]; - if (this.board[x1][y1] != V.EMPTY) { - const initP1 = this.getPiece(x1, y1); - move.vanish = [ - new PiPo({ - x: x1, - y: y1, - c: this.getColor(x1, y1), - p: initP1 - }) - ]; - if ([V.BANANA, V.BOMB].includes(initP1)) { - const steps = V.steps[initP1 == V.BANANA ? V.ROOK : V.BISHOP]; - move.next = this.getRandomSquare([x1, y1], steps); - } - } - move.end = { x: x1, y: y1 }; - return move; - } - const [x2, y2] = [sq2[0], sq2[1]]; - // The move starts normally, on board: - let move = super.getBasicMove([x1, y1], [x2, y2], tr); - if (!!tr) move.promoteInto = tr.c + tr.p; //in case of (chomped...) - const L = this.effects.length; - if ( - [V.PAWN, V.KNIGHT].includes(piece1) && - !!initMove && - (this.subTurn == 1 || this.effects[L-1] == "daisy") - ) { - switch (piece1) { - case V.PAWN: { - const twoSquaresMove = (Math.abs(x2 - x1) == 2); - const mushroomX = x1 + (twoSquaresMove ? (x2 - x1) / 2 : 0); - move.appear.push( - new PiPo({ - x: mushroomX, - y: y1, - c: 'a', - p: V.MUSHROOM - }) - ); - if (this.getColor(mushroomX, y1) == 'a') { - move.vanish.push( - new PiPo({ - x: mushroomX, - y: y1, - c: 'a', - p: this.getPiece(mushroomX, y1) - }) - ); - } - break; - } - case V.KNIGHT: { - const deltaX = Math.abs(x2 - x1); - const deltaY = Math.abs(y2 - y1); - let eggSquare = [ - x1 + (deltaX == 2 ? (x2 - x1) / 2 : 0), - y1 + (deltaY == 2 ? (y2 - y1) / 2 : 0) - ]; - if ( - this.board[eggSquare[0]][eggSquare[1]] != V.EMPTY && - this.getColor(eggSquare[0], eggSquare[1]) != 'a' - ) { - eggSquare[0] = x1; - eggSquare[1] = y1; - } - move.appear.push( - new PiPo({ - x: eggSquare[0], - y: eggSquare[1], - c: 'a', - p: V.EGG - }) - ); - if (this.getColor(eggSquare[0], eggSquare[1]) == 'a') { - move.vanish.push( - new PiPo({ - x: eggSquare[0], - y: eggSquare[1], - c: 'a', - p: this.getPiece(eggSquare[0], eggSquare[1]) - }) - ); - } - break; - } - } - } - // For (wa)luigi effect: - const changePieceColor = (color) => { - let pieces = []; - const oppLastRank = (color == 'w' ? 7 : 0); - for (let i=0; i<8; i++) { - for (let j=0; j<8; j++) { - const piece = this.getPiece(i, j); - if ( - (i != move.vanish[0].x || j != move.vanish[0].y) && - this.board[i][j] != V.EMPTY && - piece != V.INVISIBLE_QUEEN && - this.getColor(i, j) == color - ) { - if (piece != V.KING && (piece != V.PAWN || i != oppLastRank)) - pieces.push({ x: i, y: j, p: piece }); - } - } - } - // Special case of the current piece (still at its initial position) - if (color == color1) - pieces.push({ x: move.appear[0].x, y: move.appear[0].y, p: piece1 }); - const cp = pieces[randInt(pieces.length)]; - if (move.appear[0].x != cp.x || move.appear[0].y != cp.y) { - move.vanish.push( - new PiPo({ - x: cp.x, - y: cp.y, - c: color, - p: cp.p - }) - ); - } - else move.appear.shift(); - move.appear.push( - new PiPo({ - x: cp.x, - y: cp.y, - c: V.GetOppCol(color), - p: cp.p - }) - ); - }; - const applyEggEffect = () => { - if (this.subTurn == 2) - // No egg effects at subTurn 2 - return; - // 1) Determine the effect (some may be impossible) - let effects = ["kingboo", "koopa", "chomp", "bowser", "daisy"]; - if (Object.values(this.captured[color1]).some(c => c >= 1)) - effects.push("toadette"); - const lastRank = { 'w': 0, 'b': 7 }; - if ( - this.board.some((b,i) => - b.some(cell => { - return ( - cell[0] == oppCol && - cell[1] != V.KING && - (cell[1] != V.PAWN || i != lastRank[color1]) - ); - }) - ) - ) { - effects.push("luigi"); - } - if ( - ( - piece1 != V.KING && - (piece1 != V.PAWN || move.appear[0].x != lastRank[oppCol]) - ) || - this.board.some((b,i) => - b.some(cell => { - return ( - cell[0] == color1 && - cell[1] != V.KING && - (cell[1] != V.PAWN || i != lastRank[oppCol]) - ); - }) - ) - ) { - effects.push("waluigi"); - } - const effect = effects[randInt(effects.length)]; - move.end.effect = effect; - // 2) Apply it if possible - if (!(["kingboo", "toadette", "daisy"].includes(effect))) { - switch (effect) { - case "koopa": - move.appear = []; - // Maybe egg effect was applied after others, - // so just shift vanish array: - move.vanish.shift(); - break; - case "chomp": - move.appear = []; - break; - case "bowser": - move.appear[0].p = V.IMMOBILIZE_CODE[piece1]; - break; - case "luigi": - changePieceColor(oppCol); - break; - case "waluigi": - changePieceColor(color1); - break; - } - } - }; - const applyMushroomEffect = () => { - if ([V.PAWN, V.KING, V.KNIGHT].includes(piece1)) { - // Just make another similar step, if possible (non-capturing) - const [i, j] = [ - move.appear[0].x + (x2 - x1), - move.appear[0].y + (y2 - y1) - ]; - if ( - V.OnBoard(i, j) && - ( - this.board[i][j] == V.EMPTY || - this.getPiece(i, j) == V.INVISIBLE_QUEEN || - this.getColor(i, j) == 'a' - ) - ) { - move.appear[0].x = i; - move.appear[0].y = j; - if (this.board[i][j] != V.EMPTY) { - const object = this.getPiece(i, j); - const color = this.getColor(i, j); - move.vanish.push( - new PiPo({ - x: i, - y: j, - c: color, - p: object - }) - ); - switch (object) { - case V.BANANA: - case V.BOMB: - const steps = V.steps[object == V.BANANA ? V.ROOK : V.BISHOP]; - move.next = this.getRandomSquare([i, j], steps); - break; - case V.EGG: - applyEggEffect(); - break; - case V.MUSHROOM: - applyMushroomEffect(); - break; - } - } - } - } - else { - // Queen, bishop or rook: - const step = [ - (x2 - x1) / Math.abs(x2 - x1) || 0, - (y2 - y1) / Math.abs(y2 - y1) || 0 - ]; - const next = [move.appear[0].x + step[0], move.appear[0].y + step[1]]; - if ( - V.OnBoard(next[0], next[1]) && - this.board[next[0]][next[1]] != V.EMPTY && - this.getPiece(next[0], next[1]) != V.INVISIBLE_QUEEN && - this.getColor(next[0], next[1]) != 'a' - ) { - const afterNext = [next[0] + step[0], next[1] + step[1]]; - if (V.OnBoard(afterNext[0], afterNext[1])) { - const afterColor = this.getColor(afterNext[0], afterNext[1]); - if ( - this.board[afterNext[0]][afterNext[1]] == V.EMPTY || - afterColor == 'a' - ) { - move.appear[0].x = afterNext[0]; - move.appear[0].y = afterNext[1]; - if (this.board[afterNext[0]][afterNext[1]] != V.EMPTY) { - // object = banana, bomb, mushroom or egg - const object = this.getPiece(afterNext[0], afterNext[1]); - move.vanish.push( - new PiPo({ - x: afterNext[0], - y: afterNext[1], - c: afterColor, - p: object - }) - ); - switch (object) { - case V.BANANA: - case V.BOMB: - const steps = - V.steps[object == V.BANANA ? V.ROOK : V.BISHOP]; - move.next = this.getRandomSquare( - [afterNext[0], afterNext[1]], steps); - break; - case V.EGG: - applyEggEffect(); - break; - case V.MUSHROOM: - applyMushroomEffect(); - break; - } - } - } - } - } - } - }; - const color2 = this.getColor(x2, y2); - const piece2 = this.getPiece(x2, y2); - if (color2 == 'a') { - switch (piece2) { - case V.BANANA: - case V.BOMB: - const steps = V.steps[piece2 == V.BANANA ? V.ROOK : V.BISHOP]; - move.next = this.getRandomSquare([x2, y2], steps); - break; - case V.MUSHROOM: - applyMushroomEffect(); - break; - case V.EGG: - if (this.subTurn == 1) - // No egg effect at subTurn 2 - applyEggEffect(); - break; - } - } - if ( - this.subTurn == 1 && - !move.next && - move.appear.length > 0 && - [V.ROOK, V.BISHOP].includes(piece1) - ) { - const finalSquare = [move.appear[0].x, move.appear[0].y]; - if ( - color2 != 'a' || - this.getColor(finalSquare[0], finalSquare[1]) != 'a' || - this.getPiece(finalSquare[0], finalSquare[1]) != V.EGG - ) { - const validSteps = - V.steps[piece1 == V.ROOK ? V.BISHOP : V.ROOK].filter(s => { - const [i, j] = [finalSquare[0] + s[0], finalSquare[1] + s[1]]; - return ( - V.OnBoard(i, j) && - // NOTE: do not place a bomb or banana on the invisible queen! - (this.board[i][j] == V.EMPTY || this.getColor(i, j) == 'a') - ); - }); - if (validSteps.length >= 1) { - const randIdx = randInt(validSteps.length); - const [x, y] = [ - finalSquare[0] + validSteps[randIdx][0], - finalSquare[1] + validSteps[randIdx][1] - ]; - move.appear.push( - new PiPo({ - x: x, - y: y, - c: 'a', - p: (piece1 == V.ROOK ? V.BANANA : V.BOMB) - }) - ); - if (this.board[x][y] != V.EMPTY) { - move.vanish.push( - new PiPo({ x: x, y: y, c: 'a', p: this.getPiece(x, y) })); + if (bonus == "toadette") + return this.getDropMovesFrom([x, y]); + if (bonus == "kingboo") { + const initPiece = this.getPiece(x, y); + const color = this.getColor(x, y); + const oppCol = C.GetOppCol(color); + // Only allow to swap pieces (TODO: restrict for pawns) + for (let i=0; i=0; i--) V.UndoOnBoard(this.board, moves[i]); - moves.push(m); - // Now merge moves into one - let move = {}; - // start is wrong for Toadette moves --> it's fixed later - move.start = { x: psq1.x, y: psq1.y }; - move.end = !!sq2 ? { x: sq2[0], y: sq2[1] } : { x: psq1.x, y: psq1.y }; - if (!!tr) move.promoteInto = moves[0].promoteInto; - let lm = moves[moves.length-1]; - if (this.subTurn == 1 && !!lm.end.effect) - move.end.effect = lm.end.effect; - if (moves.length == 1) { - move.appear = moves[0].appear; - move.vanish = moves[0].vanish; - } - else { - // Keep first vanish and last appear (if any) - move.appear = lm.appear; - move.vanish = moves[0].vanish; - if ( - move.vanish.length >= 1 && - move.appear.length >= 1 && - move.vanish[0].x == move.appear[0].x && - move.vanish[0].y == move.appear[0].y - ) { - // Loopback on initial square: - move.vanish.shift(); - move.appear.shift(); - } - for (let i=1; i < moves.length - 1; i++) { - for (let v of moves[i].vanish) { - // Only vanishing objects, not appearing at init move - if ( - v.c == 'a' && - ( - moves[0].appear.length == 1 || - moves[0].appear[1].x != v.x || - moves[0].appear[1].y != v.y - ) - ) { - move.vanish.push(v); - } - } - } - // Final vanish is our piece, but others might be relevant - // (for some egg bonuses at least). - for (let i=1; i < lm.vanish.length; i++) { - if ( - lm.vanish[i].c != 'a' || - moves[0].appear.length == 1 || - moves[0].appear[1].x != lm.vanish[i].x || - moves[0].appear[1].y != lm.vanish[i].y - ) { - move.vanish.push(lm.vanish[i]); - } - } + // Normal case (including bonus daisy) + switch (this.getPiece(x, y)) { + case 'p': + moves = this.getPawnMovesFrom([x, y]); //apply promotions + break; + case 'q': + moves = this.getQueenMovesFrom([x, y]); + break; + case 'k', + moves = this.getKingMovesFrom([x, y]); + break; + case 'n': + moves = this.getKnightMovesFrom([x, y]); + break; + case 'b': + case 'r': + // explicitely listing types to avoid moving immobilized piece + moves = super.getPotentialMovesFrom([x, y]); } - return move; + return moves; } - getPotentialPawnMoves([x, y]) { + getPawnMovesFrom([x, y]) { const color = this.turn; - const oppCol = V.GetOppCol(color); - const [sizeX, sizeY] = [V.size.x, V.size.y]; - const shiftX = V.PawnSpecs.directions[color]; - const firstRank = (color == "w" ? sizeX - 1 : 0); + const oppCol = C.GetOppCol(color); + const shiftX = (color == 'w' ? -1 : 1); + const firstRank = (color == "w" ? this.size.x - 1 : 0); let moves = []; if ( - this.board[x + shiftX][y] == V.EMPTY || + this.board[x + shiftX][y] == "" || this.getColor(x + shiftX, y) == 'a' || this.getPiece(x + shiftX, y) == V.INVISIBLE_QUEEN ) { - this.addPawnMoves([x, y], [x + shiftX, y], moves); + moves.push(this.getBasicMove([x, y], [x + shiftX, y])); if ( [firstRank, firstRank + shiftX].includes(x) && ( - this.board[x + 2 * shiftX][y] == V.EMPTY || + this.board[x + 2 * shiftX][y] == "" || this.getColor(x + 2 * shiftX, y) == 'a' || this.getPiece(x + 2 * shiftX, y) == V.INVISIBLE_QUEEN ) ) { - moves.push(this.getBasicMove({ x: x, y: y }, [x + 2 * shiftX, y])); + moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y])); } } for (let shiftY of [-1, 1]) { if ( y + shiftY >= 0 && y + shiftY < sizeY && - this.board[x + shiftX][y + shiftY] != V.EMPTY && + this.board[x + shiftX][y + shiftY] != "" && // Pawns cannot capture invisible queen this way! this.getPiece(x + shiftX, y + shiftY) != V.INVISIBLE_QUEEN && ['a', oppCol].includes(this.getColor(x + shiftX, y + shiftY)) ) { - this.addPawnMoves([x, y], [x + shiftX, y + shiftY], moves); + moves.push(this.getBasicMove([x, y], [x + shiftX, y + shiftY])); } } + super.pawnPostProcess(moves, color, oppCol); return moves; } - getPotentialQueenMoves(sq) { - const normalMoves = super.getPotentialQueenMoves(sq); + getQueenMovesFrom(sq) { + const normalMoves = super.getPotentialMovesOf('q', sq); // If flag allows it, add 'invisible movements' let invisibleMoves = []; - if (this.powerFlags[this.turn][V.QUEEN]) { + if (this.powerFlags[this.turn]['q']) { normalMoves.forEach(m => { if ( m.appear.length == 1 && @@ -784,17 +280,16 @@ export class ChakartRules extends ChessRules { return normalMoves.concat(invisibleMoves); } - getPotentialKingMoves([x, y]) { - let moves = super.getPotentialKingMoves([x, y]); - const color = this.turn; + getKingMovesFrom([x, y]) { + let moves = super.getPotentialMovesOf('k', [x, y]); // If flag allows it, add 'remote shell captures' - if (this.powerFlags[this.turn][V.KING]) { - V.steps[V.ROOK].concat(V.steps[V.BISHOP]).forEach(step => { + if (this.powerFlags[this.turn]['k']) { + super.pieces()['k'].moves[0].steps.forEach(step => { let [i, j] = [x + step[0], y + step[1]]; while ( - V.OnBoard(i, j) && + this.onBoard(i, j) && ( - this.board[i][j] == V.EMPTY || + this.board[i][j] == "" || this.getPiece(i, j) == V.INVISIBLE_QUEEN || ( this.getColor(i, j) == 'a' && @@ -805,19 +300,17 @@ export class ChakartRules extends ChessRules { i += step[0]; j += step[1]; } - if (V.OnBoard(i, j)) { + if (this.onBoard(i, j)) { const colIJ = this.getColor(i, j); - if (colIJ != color) { + if (colIJ != this.turn) { // May just destroy a bomb or banana: moves.push( new Move({ - start: { x: x, y: y}, - end: { x: i, y: j }, + start: {x: x, y: y}, + end: {x: i, y: j}, appear: [], vanish: [ - new PiPo({ - x: i, y: j, c: colIJ, p: this.getPiece(i, j) - }) + new PiPo({x: i, y: j, c: colIJ, p: this.getPiece(i, j)}) ] }) ); @@ -828,105 +321,25 @@ export class ChakartRules extends ChessRules { return moves; } - getSlideNJumpMoves([x, y], steps, oneStep) { - let moves = []; - outerLoop: for (let step of steps) { - let i = x + step[0]; - let j = y + step[1]; - while ( - V.OnBoard(i, j) && - ( - this.board[i][j] == V.EMPTY || - this.getPiece(i, j) == V.INVISIBLE_QUEEN || - ( - this.getColor(i, j) == 'a' && - [V.EGG, V.MUSHROOM].includes(this.getPiece(i, j)) - ) - ) - ) { - moves.push(this.getBasicMove({ x: x, y: y }, [i, j])); - if (oneStep) continue outerLoop; - i += step[0]; - j += step[1]; - } - if (V.OnBoard(i, j) && this.canTake([x, y], [i, j])) - moves.push(this.getBasicMove({ x: x, y: y }, [i, j])); - } - return moves; - } - - getAllPotentialMoves() { - if (this.subTurn == 1) return super.getAllPotentialMoves(); - let moves = []; - const color = this.turn; - const L = this.effects.length; - switch (this.effects[L-1]) { - case "kingboo": { - let allPieces = []; - for (let i=0; i<8; i++) { - for (let j=0; j<8; j++) { - const colIJ = this.getColor(i, j); - const pieceIJ = this.getPiece(i, j); - if ( - i != x && j != y && - this.board[i][j] != V.EMPTY && - colIJ != 'a' && - pieceIJ != V.INVISIBLE_QUEEN - ) { - allPieces.push({ x: i, y: j, c: colIJ, p: pieceIJ }); - } - } - } - for (let x=0; x<8; x++) { - for (let y=0; y<8; y++) { - if (this.getColor(i, j) == color) { - // Add exchange with something - allPieces.forEach(pp => { - if (pp.x != i || pp.y != j) { - const movedUnit = new PiPo({ - x: x, - y: y, - c: pp.c, - p: pp.p - }); - let mMove = this.getBasicMove({ x: x, y: y }, [pp.x, pp.y]); - mMove.appear.push(movedUnit); - moves.push(mMove); - } - }); - } - } - } - break; - } - case "toadette": { - const x = V.size.x + (this.turn == 'w' ? 0 : 1); - for (let y = 0; y < 8; y++) - Array.prototype.push.apply(moves, this.getReserveMoves([x, y])); - break; - } - case "daisy": - moves = super.getAllPotentialMoves(); - break; - } - return moves; + getKnightMovesFrom([x, y]) { + // Add egg on initial square: + return super.getPotentialMovesOf('n', [x, y]).map(m => { + m.appear.push(new PiPo({p: "e", c: "a", x: x, y: y})); + return m; + }); } - - - - - - - - - - - prePlay(move) { - if (move.effect == "toadette") +/// if any of my pieces was immobilized, it's not anymore. + //if play set a piece immobilized, then mark it + play(move) { + if (move.effect == "toadette") { this.reserve = this.captured; - else - this.reserve = { w: {}, b: {} };; + this.re_drawReserve([this.turn]); + } + else if (this.reserve) { + this.reserve = { w: {}, b: {} }; + this.re_drawReserve([this.turn]); + } const color = this.turn; if ( move.vanish.length == 2 && @@ -942,7 +355,8 @@ export class ChakartRules extends ChessRules { this.captured[move.vanish[1].c][capturedPiece]++; } else if (move.vanish.length == 0) { - if (move.appear.length == 0 || move.appear[0].c == 'a') return; + if (move.appear.length == 0 || move.appear[0].c == 'a') + return; // A piece is back on board this.captured[move.appear[0].c][move.appear[0].p]--; } @@ -992,10 +406,6 @@ export class ChakartRules extends ChessRules { } } } - } - - play(move) { - this.prePlay(move); this.playOnBoard(move); if (["kingboo", "toadette", "daisy"].includes(move.effect)) { this.effect = move.effect; @@ -1012,7 +422,63 @@ export class ChakartRules extends ChessRules { return moves; } - // TODO + display bonus messages - // + animation + multi-moves for bananas/bombs/mushrooms + // idée : on joue le coup, puis son effet est déterminé, puis la suite (si suite) + // est jouée automatiquement ou demande action utilisateur, etc jusqu'à coup terminal. + tryMoveFollowup(move, cb) { + if (this.getColor(move.end.x, move.end.y) == 'a') { + // effect, or bonus/malus + const endType = this.getPiece(m.end.x, m.end.y); + switch (endType) { + case V.EGG: + this.applyRandomBonus(move, cb); + break; + case V.BANANA: + case V.BOMB: { + const dest = + this.getRandomSquare([m.end.x, m.end.y], + endType == V.BANANA + ? [[1, 1], [1, -1], [-1, 1], [-1, -1]] + : [[1, 0], [-1, 0], [0, 1], [0, -1]]); + const nextMove = this.getBasicMove([move.end.x, move.end.y], dest); + cb(nextMove); + break; + } + case V.MUSHROOM: + // aller dans direction, saut par dessus pièce adverse + // ou amie (tjours), new step si roi caval pion + break; + } + } + } + + playVisual(move, r) { + super.playVisual(move, r); + if (move.bonus) + alert(move.bonus); //TODO: nicer display + } + + applyRandomBonus(move, cb) { + // TODO: determine bonus/malus, and then + } + + // Helper to apply banana/bomb effect + getRandomSquare([x, y], steps) { + const validSteps = steps.filter(s => this.onBoard(x + s[0], y + s[1])); + const step = validSteps[Random.randInt(validSteps.length)]; + return [x + step[0], y + step[1]]; + } + + // Warning: if play() is called, then move.end changed. + playPlusVisual(move, r) { + this.moveStack.push(move); + this.play(move); + this.playVisual(move, r); + this.tryMoveFollowup(move, (nextMove) => { + if (nextMove) + this.playPlusVisual(nextMove, r); + else + this.afterPlay(this.moveStack); + }); + } };