{label: "Asymmetric random", value: 2}
]
}
- ]
+ ],
+ styles: ["cylinder"]
};
}
"luigi", "waluigi", "toadette", "chomp"];
}
+ canIplay(x, y) {
+ if (
+ this.playerColor != this.turn ||
+ Object.keys(V.IMMOBILIZE_DECODE).includes(this.getPiece(x, y))
+ ) {
+ return false;
+ }
+ return this.egg == "kingboo" || this.getColor(x, y) == this.turn;
+ }
+
pieces(color, x, y) {
- let specials = {
+ const specials = {
'i': {"class": "invisible"}, //queen
'e': {"class": "egg"},
'm': {"class": "mushroom"},
'd': {"class": "banana"},
- 'w': {"class": "bomb"}
+ 'w': {"class": "bomb"},
+ 'z': {"class": "remote-capture"}
};
- return Object.assign(specials, super.pieces(color, x, y));
+ const bowsered = {
+ 's': {"class": ["immobilized", "pawn"]},
+ 'u': {"class": ["immobilized", "rook"]},
+ 'o': {"class": ["immobilized", "knight"]},
+ 'c': {"class": ["immobilized", "bishop"]},
+ 't': {"class": ["immobilized", "queen"]},
+ 'l': {"class": ["immobilized", "king"]}
+ };
+ return Object.assign({}, specials, bowsered, super.pieces(color, x, y));
}
genRandInitFen(seed) {
this.reserve = {}; //to be filled later
this.egg = null;
this.moveStack = [];
+ // Change seed (after FEN generation!!)
+ // so that further calls differ between players:
+ Random.setSeed(Math.floor(10000 * Math.random()));
}
// For Toadette bonus
return [];
let moves = [];
const start = (c == 'w' && p == 'p' ? 1 : 0);
- const end = (color == 'b' && p == 'p' ? 7 : 8);
+ const end = (c == 'b' && p == 'p' ? 7 : 8);
for (let i = start; i < end; i++) {
for (let j = 0; j < this.size.y; j++) {
const pieceIJ = this.getPiece(i, j);
+ const colIJ = this.getColor(i, j);
if (
this.board[i][j] == "" ||
- this.getColor(i, j) == 'a' ||
+ colIJ == 'a' ||
pieceIJ == V.INVISIBLE_QUEEN
) {
let m = new Move({
start: {x: c, y: p},
- end: {x: i, y: j},
appear: [new PiPo({x: i, y: j, c: c, p: p})],
vanish: []
});
// A drop move may remove a bonus (or hidden queen!)
if (this.board[i][j] != "")
- m.vanish.push(new PiPo({x: i, y: j, c: 'a', p: pieceIJ}));
+ m.vanish.push(new PiPo({x: i, y: j, c: colIJ, p: pieceIJ}));
moves.push(m);
}
}
getPotentialMovesFrom([x, y]) {
let moves = [];
+ const piece = this.getPiece(x, y);
if (this.egg == "toadette")
moves = this.getDropMovesFrom([x, y]);
else if (this.egg == "kingboo") {
- const initPiece = this.getPiece(x, y);
- const color = this.getColor(x, y);
+ const color = this.turn;
const oppCol = C.GetOppCol(color);
- // Only allow to swap pieces
+ // Only allow to swap (non-immobilized!) pieces
for (let i=0; i<this.size.x; i++) {
for (let j=0; j<this.size.y; j++) {
const colIJ = this.getColor(i, j);
if (
(i != x || j != y) &&
['w', 'b'].includes(colIJ) &&
+ !Object.keys(V.IMMOBILIZE_DECODE).includes(pieceIJ) &&
// Next conditions = no pawn on last rank
(
- initPiece != 'p' ||
+ piece != 'p' ||
(
(color != 'w' || i != 0) &&
(color != 'b' || i != this.size.x - 1)
)
) {
let m = this.getBasicMove([x, y], [i, j]);
- m.appear.push(
- new PiPo({x: x, y: y, p: this.getPiece(i, j), c: oppCol}));
+ m.appear.push(new PiPo({x: x, y: y, p: pieceIJ, c: colIJ}));
+ m.kingboo = true; //avoid some side effects (bananas/bombs)
moves.push(m);
}
}
}
else {
// Normal case (including bonus daisy)
- const piece = this.getPiece(x, y);
switch (piece) {
case 'p':
moves = this.getPawnMovesFrom([x, y]); //apply promotions
break;
case 'b':
case 'r':
- // explicitely listing types to avoid moving immobilized piece
- moves = this.getRookOrBishopMovesFrom([x, y], piece);
+ // Explicitely listing types to avoid moving immobilized piece
+ moves = super.getPotentialMovesOf(piece, [x, y]);
break;
}
}
- // Set potential random effects, so that play() is deterministic
- moves.forEach(m => {
- switch (this.getPiece(m.end.x, m.end.y)) {
- case V.EGG:
- m.egg = Random.sample(V.EGG_SURPRISE);
- m.next = this.getEggEffect(m);
- break;
- case V.BANANA:
- m.next = this.getRandomSquare(
- [m.end.x, m.end.y], [[1, 1], [1, -1], [-1, 1], [-1, -1]]);
- break;
- case V.BOMB:
- m.next = this.getRandomSquare(
- [m.end.x, m.end.y], [[1, 0], [-1, 0], [0, 1], [0, -1]]);
- break;
- }
- });
return moves;
}
- getEggEffect(move) {
- const getRandomPiece = (c) => {
- let bagOfPieces = [];
- for (let i=0; i<this.size.x; i++) {
- for (let j=0; j<this.size.y; j++) {
- if (this.getColor(i, j) == c && this.getPiece(i, j) != 'k')
- bagOfPieces.push([i, j]);
- }
- }
- if (bagOfPieces.length >= 1)
- return Random.sample(bagOfPieces);
- return null;
- };
- const color = this.turn;
- let em = null;
- switch (move.egg) {
- case "luigi":
- case "waluigi":
- // Change color of friendly or enemy piece, king excepted
- const oldColor = (move.egg == "waluigi" ? color : C.GetOppCol(color));
- const newColor = C.GetOppCol(oldColor);
- const coords = getRandomPiece(oldColor);
- if (coords) {
- const piece = this.getPiece(coords[0], coords[1]);
- em = new Move({
- appear: [
- new PiPo({x: coords[0], y: coords[1], c: newColor, p: piece})
- ],
- vanish: [
- new PiPo({x: coords[0], y: coords[1], c: oldColor, p: piece})
- ]
- });
- }
- break;
- case "bowser":
- em = new Move({
- appear: [
- new PiPo({
- x: move.end.x,
- y: move.end.y,
- c: color,
- p: V.IMMOBILIZED_CODE[move.appear[0].p]
- })
- ],
- vanish: [
- new PiPo({
- x: move.end.x,
- y: move.end.y,
- c: color,
- p: move.appear[0].p
- })
- ]
- });
- break;
- case "koopa":
- // Reverse move
- em = new Move({
- appear: [
- new PiPo({
- x: move.start.x, y: move.start.y, c: color, p: move.appear[0].p
- })
- ],
- vanish: [
- new PiPo({
- x: move.end.x, y: move.end.y, c: color, p: move.appear[0].p
- })
- ]
- });
- break;
- case "chomp":
- // Eat piece
- em = new Move({
- appear: [],
- vanish: [
- new PiPo({
- x: move.end.x, y: move.end.y, c: color, p: move.appear[0].p
- })
- ],
- end: {x: move.end.x, y: move.end.y}
- });
- break;
- }
- return em;
- }
-
- // Helper to set and apply banana/bomb effect
- getRandomSquare([x, y], steps, freeSquare) {
- let validSteps = steps.filter(s => this.onBoard(x + s[0], y + s[1]));
- if (freeSquare) {
- // Square to put banana/bomb cannot be occupied by a piece
- validSteps = validSteps.filter(s => {
- return ["", 'a'].includes(this.getColor(x + s[0], y + s[1]))
- });
- }
- if (validSteps.length == 0)
- return null;
- const step = validSteps[Random.randInt(validSteps.length)];
- return [x + step[0], y + step[1]];
- }
-
- getPotentialMovesOf(piece, [x, y]) {
- const color = this.getColor(x, y);
- const stepSpec = this.pieces(color, x, y)[piece];
- let moves = [];
- const findAddMoves = (type, stepArray) => {
- for (let s of stepArray) {
- outerLoop: for (let step of s.steps) {
- let [i, j] = [x + step[0], y + step[1]];
- let stepCounter = 1;
- while (
- this.onBoard(i, j) &&
- (
- this.board[i][j] == "" ||
- [V.MUSHROOM, V.EGG].includes(this.getPiece(i, j))
- )
- ) {
- if (type != "attack")
- moves.push(this.getBasicMove([x, y], [i, j]));
- if (s.range <= stepCounter++)
- continue outerLoop;
- [i, j] = [i + step[0], j + step[1]];
- }
- if (!this.onBoard(i, j))
- continue;
- const pieceIJ = this.getPiece(i, j);
- if (type != "moveonly" && this.getColor(i, j) != color)
- moves.push(this.getBasicMove([x, y], [i, j]));
- }
- }
- };
- const specialAttack = !!stepSpec.attack;
- if (specialAttack)
- findAddMoves("attack", stepSpec.attack);
- findAddMoves(specialAttack ? "moveonly" : "all", stepSpec.moves);
- return moves;
+ canStepOver(i, j) {
+ return (
+ this.board[i][j] == "" ||
+ [V.MUSHROOM, V.EGG].includes(this.getPiece(i, j)));
}
getPawnMovesFrom([x, y]) {
}
}
this.pawnPostProcess(moves, color, oppCol);
- // Add mushroom on initial square
+ // Add mushroom on before-last square
moves.forEach(m => {
- m.appear.push(new PiPo({x: m.start.x, y: m.start.y, c: 'a', p: 'm'}));
- });
- return moves;
- }
-
- getRookOrBishopMovesFrom([x, y], type) {
- // Add banana if possible, diagonaly
- return this.getPotentialMovesOf(type, [x, y]).map(m => {
- const bs =
- this.getRandomSquare([m.end.x, m.end.y],
- type == 'r'
- ? [[1, 1], [1, -1], [-1, 1], [-1, -1]]
- : [[1, 0], [-1, 0], [0, 1], [0, -1]],
- "freeSquare");
- if (bs) {
- m.appear.push(
- new PiPo({
- x: bs[0],
- y: bs[1],
- c: 'a',
- p: type == 'r' ? 'd' : 'w'
- })
- );
- if (this.board[bs[0]][bs[1]] != "") {
- m.vanish.push(
- new PiPo({
- x: bs[0],
- y: bs[1],
- c: this.getColor(bs[0], bs[1]),
- p: this.getPiece(bs[0], bs[1])
- })
- );
- }
+ let revStep = [m.start.x - m.end.x, m.start.y - m.end.y];
+ for (let i of [0, 1])
+ revStep[i] = revStep[i] / Math.abs(revStep[i]) || 0;
+ const [blx, bly] = [m.end.x + revStep[0], m.end.y + revStep[1]];
+ m.appear.push(new PiPo({x: blx, y: bly, c: 'a', p: 'm'}));
+ if (blx != x && this.board[blx][bly] != "") {
+ m.vanish.push(new PiPo({
+ x: blx,
+ y: bly,
+ c: this.getColor(blx, bly),
+ p: this.getPiece(blx, bly)
+ }));
}
- return m;
});
+ return moves;
}
getKnightMovesFrom([x, y]) {
]
});
shellCapture.shell = true; //easier play()
+ shellCapture.choice = 'z'; //to display in showChoices()
moves.push(shellCapture);
}
}
}
play(move) {
+ if (!move.nextComputed) {
+ // Set potential random effects, so that play() is deterministic
+ // from opponent viewpoint:
+ const endPiece = this.getPiece(move.end.x, move.end.y);
+ switch (endPiece) {
+ case V.EGG:
+ move.egg = Random.sample(V.EGG_SURPRISE);
+ move.next = this.getEggEffect(move);
+ break;
+ case V.MUSHROOM:
+ move.next = this.getMushroomEffect(move);
+ break;
+ case V.BANANA:
+ case V.BOMB:
+ move.next = this.getBombBananaEffect(move, endPiece);
+ break;
+ }
+ if (!move.next && move.appear.length > 0 && !move.kingboo) {
+ const movingPiece = move.appear[0].p;
+ if (['b', 'r'].includes(movingPiece)) {
+ // Drop a banana or bomb:
+ const bs =
+ this.getRandomSquare([move.end.x, move.end.y],
+ movingPiece == 'r'
+ ? [[1, 1], [1, -1], [-1, 1], [-1, -1]]
+ : [[1, 0], [-1, 0], [0, 1], [0, -1]],
+ "freeSquare");
+ if (bs) {
+ move.appear.push(
+ new PiPo({
+ x: bs[0],
+ y: bs[1],
+ c: 'a',
+ p: movingPiece == 'r' ? 'd' : 'w'
+ })
+ );
+ if (this.board[bs[0]][bs[1]] != "") {
+ move.vanish.push(
+ new PiPo({
+ x: bs[0],
+ y: bs[1],
+ c: this.getColor(bs[0], bs[1]),
+ p: this.getPiece(bs[0], bs[1])
+ })
+ );
+ }
+ }
+ }
+ }
+ move.nextComputed = true;
+ }
this.egg = move.egg;
const color = this.turn;
+ const oppCol = C.GetOppCol(color);
if (move.egg == "toadette") {
this.reserve = { w: {}, b: {} };
// Randomly select a piece in pawnPromotions
- this.reserve[color][Random.sample(this.pawnPromotions)] = 1;
+ if (!move.toadette)
+ move.toadette = Random.sample(this.pawnPromotions);
+ this.reserve[color][move.toadette] = 1;
this.re_drawReserve([color]);
}
else if (Object.keys(this.reserve).length > 0) {
this.reserve = {};
this.re_drawReserve([color]);
}
- if (this.getPiece(move.end.x, move.end.y) == V.MUSHROOM)
- move.next = this.getMushroomEffect(move);
if (move.shell)
this.powerFlags[color]['k'] = false;
- else if (move.appear.length > 0 && move.appear[0].p == V.INVISIBLE_QUEEN)
+ else if (move.appear.length > 0 && move.appear[0].p == V.INVISIBLE_QUEEN) {
this.powerFlags[move.appear[0].c]['q'] = false;
- this.playOnBoard(move);
- // Look for an immobilized piece of my color: it can now move
- for (let i=0; i<8; i++) {
- for (let j=0; j<8; j++) {
- if ((i != move.end.x || j != move.end.y) && this.board[i][j] != "") {
- const piece = this.getPiece(i, j);
- if (
- this.getColor(i, j) == color &&
- Object.keys(V.IMMOBILIZE_DECODE).includes(piece)
- ) {
- this.board[i][j] = color + V.IMMOBILIZE_DECODE[piece];
+ if (color != this.playerColor)
+ alert("Invisible queen!");
+ }
+ if (color == this.playerColor) {
+ // Look for an immobilized piece of my color: it can now move
+ for (let i=0; i<8; i++) {
+ for (let j=0; j<8; j++) {
+ if ((i != move.end.x || j != move.end.y) && this.board[i][j] != "") {
+ const piece = this.getPiece(i, j);
+ if (
+ this.getColor(i, j) == color &&
+ Object.keys(V.IMMOBILIZE_DECODE).includes(piece)
+ ) {
+ move.vanish.push(new PiPo({
+ x: i, y: j, c: color, p: piece
+ }));
+ move.appear.push(new PiPo({
+ x: i, y: j, c: color, p: V.IMMOBILIZE_DECODE[piece]
+ }));
+ }
}
}
}
- }
- // Also make opponent invisible queen visible again, if any
- const oppCol = C.GetOppCol(color);
- for (let i=0; i<8; i++) {
- for (let j=0; j<8; j++) {
- if (
- this.board[i][j] != "" &&
- this.getColor(i, j) == oppCol &&
- this.getPiece(i, j) == V.INVISIBLE_QUEEN
- ) {
- this.board[i][j] = oppCol + V.QUEEN;
+ // Also make opponent invisible queen visible again, if any
+ for (let i=0; i<8; i++) {
+ for (let j=0; j<8; j++) {
+ if (
+ this.board[i][j] != "" &&
+ this.getColor(i, j) == oppCol &&
+ this.getPiece(i, j) == V.INVISIBLE_QUEEN
+ ) {
+ move.vanish.push(new PiPo({
+ x: i, y: j, c: oppCol, p: V.INVISIBLE_QUEEN
+ }));
+ move.appear.push(new PiPo({
+ x: i, y: j, c: oppCol, p: 'q'
+ }));
+ }
}
}
}
}
if (move.egg)
this.displayBonus(move.egg);
+ this.playOnBoard(move);
this.nextMove = move.next;
}
- displayBonus(egg) {
- alert(egg); //TODO: nicer display
+ // Helper to set and apply banana/bomb effect
+ getRandomSquare([x, y], steps, freeSquare) {
+ let validSteps = steps.filter(s => this.onBoard(x + s[0], y + s[1]));
+ if (freeSquare) {
+ // Square to put banana/bomb cannot be occupied by a piece
+ validSteps = validSteps.filter(s => {
+ return ["", 'a'].includes(this.getColor(x + s[0], y + s[1]))
+ });
+ }
+ if (validSteps.length == 0)
+ return null;
+ const step = validSteps[Random.randInt(validSteps.length)];
+ return [x + step[0], y + step[1]];
}
- filterValid(moves) {
- return moves;
+ getEggEffect(move) {
+ const getRandomPiece = (c) => {
+ let bagOfPieces = [];
+ for (let i=0; i<this.size.x; i++) {
+ for (let j=0; j<this.size.y; j++) {
+ if (this.getColor(i, j) == c && this.getPiece(i, j) != 'k')
+ bagOfPieces.push([i, j]);
+ }
+ }
+ if (bagOfPieces.length >= 1)
+ return Random.sample(bagOfPieces);
+ return null;
+ };
+ const color = this.turn;
+ let em = null;
+ switch (move.egg) {
+ case "luigi":
+ case "waluigi":
+ // Change color of friendly or enemy piece, king excepted
+ const oldColor = (move.egg == "waluigi" ? color : C.GetOppCol(color));
+ const newColor = C.GetOppCol(oldColor);
+ const coords = getRandomPiece(oldColor);
+ if (coords) {
+ const piece = this.getPiece(coords[0], coords[1]);
+ em = new Move({
+ appear: [
+ new PiPo({x: coords[0], y: coords[1], c: newColor, p: piece})
+ ],
+ vanish: [
+ new PiPo({x: coords[0], y: coords[1], c: oldColor, p: piece})
+ ]
+ });
+ }
+ break;
+ case "bowser":
+ em = new Move({
+ appear: [
+ new PiPo({
+ x: move.end.x,
+ y: move.end.y,
+ c: color,
+ p: V.IMMOBILIZE_CODE[move.appear[0].p]
+ })
+ ],
+ vanish: [
+ new PiPo({
+ x: move.end.x,
+ y: move.end.y,
+ c: color,
+ p: move.appear[0].p
+ })
+ ]
+ });
+ break;
+ case "koopa":
+ // Reverse move
+ em = new Move({
+ appear: [
+ new PiPo({
+ x: move.start.x, y: move.start.y, c: color, p: move.appear[0].p
+ })
+ ],
+ vanish: [
+ new PiPo({
+ x: move.end.x, y: move.end.y, c: color, p: move.appear[0].p
+ })
+ ]
+ });
+ if (this.board[move.start.x][move.start.y] != "") {
+ // Pawn or knight let something on init square
+ em.vanish.push(new PiPo({
+ x: move.start.x,
+ y: move.start.y,
+ c: 'a',
+ p: this.getPiece(move.start.x, move.start.y)
+ }));
+ }
+ break;
+ case "chomp":
+ // Eat piece
+ em = new Move({
+ appear: [],
+ vanish: [
+ new PiPo({
+ x: move.end.x, y: move.end.y, c: color, p: move.appear[0].p
+ })
+ ],
+ end: {x: move.end.x, y: move.end.y}
+ });
+ break;
+ }
+ if (em && move.egg != "koopa")
+ em.noAnimate = true; //static move
+ return em;
}
getMushroomEffect(move) {
let step = [move.end.x - move.start.x, move.end.y - move.start.y];
- if ([0, 1].some(i => step[i] >= 2 && step[1-i] != 1)) {
+ if ([0, 1].some(i => Math.abs(step[i]) >= 2 && Math.abs(step[1-i]) != 1)) {
// Slider, multi-squares: normalize step
for (let j of [0, 1])
step[j] = step[j] / Math.abs(step[j]) || 0;
const afterSquare =
[nextSquare[0] + step[0], nextSquare[1] + step[1]];
let nextMove = null;
+ this.playOnBoard(move); //HACK for getBasicMove() below
if (
this.onBoard(nextSquare[0], nextSquare[1]) &&
- this.board[nextSquare[0]][nextSquare[1]] == "" &&
- ['k', 'p', 'n'].includes(move.vanish[0].p)
+ ['k', 'p', 'n'].includes(move.vanish[0].p) &&
+ !['w', 'b'].includes(this.getColor(nextSquare[0], nextSquare[1]))
) {
// Speed up non-sliders
nextMove = this.getBasicMove([move.end.x, move.end.y], nextSquare);
) {
nextMove = this.getBasicMove([move.end.x, move.end.y], afterSquare);
}
+ this.undoOnBoard(move);
return nextMove;
}
+ getBombBananaEffect(move, item) {
+ const steps = item == V.BANANA
+ ? [[1, 0], [-1, 0], [0, 1], [0, -1]]
+ : [[1, 1], [1, -1], [-1, 1], [-1, -1]];
+ const nextSquare = this.getRandomSquare([move.end.x, move.end.y], steps);
+ this.playOnBoard(move); //HACK for getBasicMove()
+ const res = this.getBasicMove([move.end.x, move.end.y], nextSquare);
+ this.undoOnBoard(move);
+ return res;
+ }
+
+ displayBonus(egg) {
+ alert(egg); //TODO: nicer display
+ }
+
+ atLeastOneMove() {
+ return true;
+ }
+
+ filterValid(moves) {
+ return moves;
+ }
+
playPlusVisual(move, r) {
this.moveStack.push(move);
- this.play(move);
- this.playVisual(move, r);
- if (this.nextMove)
- this.playPlusVisual(this.nextMove, r);
+ const nextLines = () => {
+ this.play(move);
+ this.playVisual(move, r);
+ if (this.nextMove)
+ this.playPlusVisual(this.nextMove, r);
+ else {
+ this.afterPlay(this.moveStack);
+ this.moveStack = [];
+ }
+ };
+ if (this.moveStack.length == 1)
+ nextLines();
else
- this.afterPlay(this.moveStack);
+ this.animate(move, nextLines);
}
- // TODO: set some special moves (effects) as noAnimate
- // TODO: put bomb/banana only at final location of a move ? Seems more logical
- // + fix bishop takes mushroom and jump
- // Also improve showChoices for invisible queen + king shell
- // + fix turn issues after multimove (like bishop put bomb)
-
};