From: Benjamin Auder Date: Sun, 5 Apr 2020 22:47:00 +0000 (+0200) Subject: Add Checkered1 + fix last move highlights X-Git-Url: https://git.auder.net/assets/%7B%7B%20path%28%27mixstore_store_usecase_delete%27%2C%20%7B%20id:%20ucs.id%20%7D%29%20%7D%7D?a=commitdiff_plain;h=af34341d92d47d14f396e7f4adb81f2a7e9d9a61;p=vchess.git Add Checkered1 + fix last move highlights --- diff --git a/TODO b/TODO index c3dddb58..a4ffcfd7 100644 --- a/TODO +++ b/TODO @@ -1,6 +1,15 @@ Chakart :) -Checkered1 & 2 --> avec switch, coup roi sur roi. +// mode analyse + charger rules dans page modal + ++ bouton analyse en vert ! +// TODO: rules button in Game Page :: modal just show rules text, easy +// // TODO: analyse mode in Game Page :: just stay, pass in analyze, easy +// // --> indicateur isConnected: vérifie aussi que pas en mode analyse ?! non... +// // Attention si coup reçu pendant mode analyse faut d'abord sortir du mode +// // (qu'on soit joueur ou spectateur) + +Ball --> capture ballon prend à distance ?! bof, si on a ballon et capture ennemi : lui passe la balle ? Ambiguous chess https://www.chessvariants.com/mvopponent.dir/ambiguous-chess.html @@ -9,6 +18,6 @@ Also in notation, show only dest square for "opponents ambiguous moves". Similar to Marseille-chess, white first move only 1 subTurn, do not choose a square. Then black has a free first move, then choose a square, and the process goes on. -(Note: could simplify Marseille FEN, just indicate turn) - -[Sittuyin (burmese chess) --> probably not] +Sittuyin (burmese chess) +https://github.com/gbtami/pychess-variants/tree/master/static/images/pieces/sittuyin +https://drive.google.com/open?id=1HIPJLJBU2F6R6vxGziU6j8MHoHu_Kmab diff --git a/client/src/base_rules.js b/client/src/base_rules.js index 167be91f..734af025 100644 --- a/client/src/base_rules.js +++ b/client/src/base_rules.js @@ -263,7 +263,8 @@ export const ChessRules = class ChessRules { } // On which squares is color under check ? (for interface) - getCheckSquares(color) { + getCheckSquares() { + const color = this.turn; return ( this.underCheck(color) // kingPos must be duplicated, because it may change: @@ -468,7 +469,7 @@ export const ChessRules = class ChessRules { return; const fenParsed = V.ParseFen(fen); this.board = V.GetBoard(fenParsed.position); - this.turn = fenParsed.turn[0]; //[0] to work with MarseilleRules + this.turn = fenParsed.turn; this.movesCount = parseInt(fenParsed.movesCount); this.setOtherVariables(fen); } @@ -703,7 +704,7 @@ export const ChessRules = class ChessRules { // Consider all potential promotions: addPawnMoves([x1, y1], [x2, y2], moves, promotions) { let finalPieces = [V.PAWN]; - const color = this.turn; + const color = this.turn; //this.getColor(x1, y1); const lastRank = (color == "w" ? 0 : V.size.x - 1); if (x2 == lastRank) { // promotions arg: special override for Hiddenqueen variant @@ -720,7 +721,7 @@ export const ChessRules = class ChessRules { // What are the pawn moves from square x,y ? getPotentialPawnMoves([x, y], promotions) { - const color = this.turn; + const color = this.turn; //this.getColor(x, y); const [sizeX, sizeY] = [V.size.x, V.size.y]; const pawnShiftX = V.PawnSpecs.directions[color]; const firstRank = (color == "w" ? sizeX - 1 : 0); @@ -1246,10 +1247,11 @@ export const ChessRules = class ChessRules { return 3; } - getComputerMove() { + // 'movesList' arg for some variants to provide a custom list + getComputerMove(movesList) { const maxeval = V.INFINITY; const color = this.turn; - let moves1 = this.getAllValidMoves(); + let moves1 = movesList || this.getAllValidMoves(); if (moves1.length == 0) // TODO: this situation should not happen diff --git a/client/src/components/BaseGame.vue b/client/src/components/BaseGame.vue index 7156670c..572c80ad 100644 --- a/client/src/components/BaseGame.vue +++ b/client/src/components/BaseGame.vue @@ -207,15 +207,21 @@ export default { const firstMoveColor = parsedFen.turn; this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2) + 1; let L = this.moves.length; - this.moves.forEach(move => { + this.moves.forEach((move,idx) => { // Strategy working also for multi-moves: if (!Array.isArray(move)) move = [move]; - move.forEach((m,idx) => { + const Lm = move.length; + move.forEach((m,idxM) => { m.notation = this.vr.getNotation(m); m.unambiguous = V.GetUnambiguousNotation(m); this.vr.play(m); - if (idx < L - 1 && this.vr.getCheckSquares(this.vr.turn).length > 0) - m.notation += "+"; + const checkSquares = this.vr.getCheckSquares(); + if (checkSquares.length > 0) m.notation += "+"; + if (idx == L - 1 && idxM == Lm - 1) { + this.incheck = checkSquares; + const score = this.vr.getCurrentScore(); + if (["1-0", "0-1"].includes(score)) m.notation += "#"; + } }); }); if (firstMoveColor == "b") { @@ -229,25 +235,13 @@ export default { }); L++; } - this.positionCursorTo(this.moves.length - 1); - this.incheck = this.vr.getCheckSquares(this.vr.turn); - const score = this.vr.getCurrentScore(); - if (L > 0 && this.moves[L - 1].notation != "...") { - if (["1-0","0-1"].includes(score)) this.moves[L - 1].notation += "#"; - else if (this.incheck.length > 0) this.moves[L - 1].notation += "+"; - } + this.positionCursorTo(L - 1); }, positionCursorTo: function(index) { this.cursor = index; - // Caution: last move in moves array might be a multi-move - if (index >= 0) { - if (Array.isArray(this.moves[index])) { - const L = this.moves[index].length; - this.lastMove = this.moves[index][L - 1]; - } else { - this.lastMove = this.moves[index]; - } - } else this.lastMove = null; + // Note: last move in moves array might be a multi-move + if (index >= 0) this.lastMove = this.moves[index]; + else this.lastMove = null; }, analyzePosition: function() { let newUrl = @@ -378,10 +372,15 @@ export default { // For Analyse mode: emitFenIfAnalyze: function() { if (this.game.mode == "analyze") { - this.$emit( - "fenchange", - !!this.lastMove ? this.lastMove.fen : this.game.fenStart - ); + let fen = this.game.fenStart; + if (!!this.lastMove) { + if (Array.isArray(this.lastMove)) { + const L = this.lastMove.length; + fen = this.lastMove[L-1].fen; + } + else fen = this.lastMove.fen; + } + this.$emit("fenchange", fen); } }, clickSquare: function(square) { @@ -408,10 +407,17 @@ export default { smove.notation = this.vr.getNotation(smove); smove.unambiguous = V.GetUnambiguousNotation(smove); this.vr.play(smove); - this.lastMove = smove; + if (!!this.lastMove) { + if (!Array.isArray(this.lastMove)) + this.lastMove = [this.lastMove, smove]; + else this.lastMove.push(smove); + } // Is opponent (or me) in check? - this.incheck = this.vr.getCheckSquares(this.vr.turn); + this.incheck = this.vr.getCheckSquares(); + if (this.incheck.length > 0) smove.notation += "+"; if (!this.inMultimove) { + // First sub-move: + this.lastMove = smove; // Condition is "!navigate" but we mean "!this.autoplay" if (!navigate) { if (this.cursor < this.moves.length - 1) @@ -458,8 +464,13 @@ export default { const computeScore = () => { const score = this.vr.getCurrentScore(); if (!navigate) { - if (["1-0","0-1"].includes(score)) this.lastMove.notation += "#"; - else if (this.incheck.length > 0) this.lastMove.notation += "+"; + if (["1-0","0-1"].includes(score)) { + if (Array.isArray(this.lastMove)) { + const L = this.lastMove.length; + this.lastMove[L - 1].notation += "#"; + } + else this.lastMove.notation += "#"; + } } if (score != "*" && this.game.mode == "analyze") { const message = getScoreMessage(score); @@ -503,8 +514,8 @@ export default { if (!Array.isArray(move)) move = [move]; for (let i=0; i < move.length; i++) this.vr.play(move[i]); if (!light) { - this.lastMove = move[move.length-1]; - this.incheck = this.vr.getCheckSquares(this.vr.turn); + this.lastMove = move; + this.incheck = this.vr.getCheckSquares(); this.score = computeScore(); this.emitFenIfAnalyze(); } @@ -548,7 +559,7 @@ export default { this.$refs["board"].resetCurrentAttempt(); if (this.inMultimove) { this.cancelCurrentMultimove(); - this.incheck = this.vr.getCheckSquares(this.vr.turn); + this.incheck = this.vr.getCheckSquares(); } else { if (!move) { const minCursor = @@ -563,7 +574,7 @@ export default { if (light) this.cursor--; else { this.positionCursorTo(this.cursor - 1); - this.incheck = this.vr.getCheckSquares(this.vr.turn); + this.incheck = this.vr.getCheckSquares(); this.emitFenIfAnalyze(); } } @@ -584,7 +595,7 @@ export default { } // NOTE: next line also re-assign cursor, but it's very light this.positionCursorTo(index); - this.incheck = this.vr.getCheckSquares(this.vr.turn); + this.incheck = this.vr.getCheckSquares(); this.emitFenIfAnalyze(); }, gotoBegin: function() { @@ -597,7 +608,7 @@ export default { : 0; while (this.cursor >= minCursor) this.undo(null, null, "light"); this.lastMove = (minCursor == 1 ? this.moves[0] : null); - this.incheck = this.vr.getCheckSquares(this.vr.turn); + this.incheck = this.vr.getCheckSquares(); this.emitFenIfAnalyze(); }, gotoEnd: function() { diff --git a/client/src/components/Board.vue b/client/src/components/Board.vue index 6c26722a..e6a0aafd 100644 --- a/client/src/components/Board.vue +++ b/client/src/components/Board.vue @@ -54,7 +54,16 @@ export default { incheckSq[sq[0]][sq[1]] = true; }); - const lm = this.lastMove; + let lm = this.lastMove; + // Precompute lastMove highlighting squares + const lmHighlights = {}; + if (!!lm) { + if (!Array.isArray(lm)) lm = [lm]; + lm.forEach(m => { + lmHighlights[m.start.x + sizeX * m.start.y] = true; + lmHighlights[m.end.x + sizeX * m.end.y] = true; + }); + } const showLight = ( this.settings.highlight && ["all","highlight"].includes(V.ShowMoves) @@ -74,9 +83,7 @@ export default { ); }; const inHighlight = (x, y) => { - return showLight && !!lm && ( - (lm.end.x == x && lm.end.y == y) || - (lm.start.x == x && lm.start.y == y)); + return showLight && !!lmHighlights[x + sizeX * y]; }; const inShadow = (x, y) => { return ( diff --git a/client/src/translations/en.js b/client/src/translations/en.js index 20d8f40d..0aa822f1 100644 --- a/client/src/translations/en.js +++ b/client/src/translations/en.js @@ -214,7 +214,8 @@ export const translations = { "Run forward": "Run forward", "Score a goal": "Score a goal", "Seirawan-Harper Chess": "Seirawan-Harper Chess", - "Shared pieces": "Shared pieces", + "Shared pieces (v1)": "Shared pieces (v1)", + "Shared pieces (v2)": "Shared pieces (v2)", "Shoot pieces": "Shoot pieces", "Squares disappear": "Squares disappear", "Standard rules": "Standard rules", diff --git a/client/src/translations/es.js b/client/src/translations/es.js index fd37ad0e..4c2bb994 100644 --- a/client/src/translations/es.js +++ b/client/src/translations/es.js @@ -214,7 +214,8 @@ export const translations = { "Run forward": "Correr hacia adelante", "Score a goal": "Marcar una meta", "Seirawan-Harper Chess": "Ajedrez Seirawan-Harper", - "Shared pieces": "Piezas compartidas", + "Shared pieces (v1)": "Piezas compartidas (v1)", + "Shared pieces (v2)": "Piezas compartidas (v2)", "Shoot pieces": "Tirar de las piezas", "Squares disappear": "Las casillas desaparecen", "Standard rules": "Reglas estandar", diff --git a/client/src/translations/fr.js b/client/src/translations/fr.js index f2dd3ab5..663d4b8a 100644 --- a/client/src/translations/fr.js +++ b/client/src/translations/fr.js @@ -214,7 +214,8 @@ export const translations = { "Run forward": "Courir vers l'avant", "Score a goal": "Marquer un but", "Seirawan-Harper Chess": "Échecs Seirawan-Harper", - "Shared pieces": "Pièces partagées", + "Shared pieces (v1)": "Pièces partagées (v1)", + "Shared pieces (v2)": "Pièces partagées (v2)", "Shoot pieces": "Tirez sur les pièces", "Squares disappear": "Les cases disparaissent", "Standard rules": "Règles usuelles", diff --git a/client/src/translations/rules/Checkered/en.pug b/client/src/translations/rules/Checkered1/en.pug similarity index 94% rename from client/src/translations/rules/Checkered/en.pug rename to client/src/translations/rules/Checkered1/en.pug index ca0af4da..4103caa3 100644 --- a/client/src/translations/rules/Checkered/en.pug +++ b/client/src/translations/rules/Checkered1/en.pug @@ -57,8 +57,6 @@ ul Checkered pawns cannot capture en passant, because while the pawn was "passing" they were of the same color. -p.bold.bigfont If you wanna play, you can stop reading here. - h3 Stalemate or checkmate? p. @@ -82,8 +80,6 @@ p. h2.stageDelimiter Stage 2 -p.warn This stage is not (and probably will never be) implemented. - p. During the game one of the two players can decide to take control of the checkered pieces. @@ -92,7 +88,12 @@ p. tries to eliminate checkered pieces. The checkered side wins by checkmating either the white or black king. -h4 Variant of stage 2 +p. + To take the checkered pieces, play a move that "takes opponent's king" with + your king, and then execute a move. This is possible only if no such move + can capture a king. + +h4 Variant of stage 2 (unimplemented) p. An observer could decide to join the game by taking the checkered pieces at any moment. diff --git a/client/src/translations/rules/Checkered/es.pug b/client/src/translations/rules/Checkered1/es.pug similarity index 94% rename from client/src/translations/rules/Checkered/es.pug rename to client/src/translations/rules/Checkered1/es.pug index 0c66d662..eb1b26f6 100644 --- a/client/src/translations/rules/Checkered/es.pug +++ b/client/src/translations/rules/Checkered1/es.pug @@ -56,8 +56,6 @@ ul Los peones a cuadros no pueden capturar en passant, ya que mientras el peón contrario "pasó" estaban en el mismo campamento. -p.bold.bigfont Para jugar, puedes dejar de leer aquí. - h3 ¿Jaque mate o empate? p. @@ -81,8 +79,6 @@ p. h2.stageDelimiter Fase 2 -p.warn Este paso no se implementa (y probablemente nunca se implementará) aquí. - p. Durante el juego, uno de los dos jugadores puede decidir tomar las piezas a cuadros. Estos luego se vuelven autónomos @@ -91,7 +87,12 @@ p. con el objetivo de eliminar el campo a cuadros. Este último puede ganar si jaque mate a uno de los dos reyes. -h4 Variante de la fase 2 +p. + Para controlar las piezas astilladas, haz un movimiento que "tome al rey + oponente" con tu rey. Esto solo es posible si tal movimiento no puede + capturar a un rey. + +h4 Variante de la fase 2 (no implementado) p. Un observador puede en cualquier momento decidir unirse a la partida, diff --git a/client/src/translations/rules/Checkered/fr.pug b/client/src/translations/rules/Checkered1/fr.pug similarity index 94% rename from client/src/translations/rules/Checkered/fr.pug rename to client/src/translations/rules/Checkered1/fr.pug index 1acf6ae0..380f15ce 100644 --- a/client/src/translations/rules/Checkered/fr.pug +++ b/client/src/translations/rules/Checkered1/fr.pug @@ -61,8 +61,6 @@ ul Les pions échiquetés ne peuvent capturer en passant, puisque pendant que le pion adverse "passait" ils étaient dans le même camp. -p.bold.bigfont Pour jouer, vous pouvez arrêter de lire ici. - h3 Mat ou pat ? p. @@ -85,8 +83,6 @@ p. h2.stageDelimiter Phase 2 -p.warn Cette étape n'est pas (et ne sera probablement jamais) implémentée ici. - p. Au cours de la partie l'un des deux joueurs peut décider de prendre le contrôle des pièces échiquetées. Celles-ci deviennent alors autonomes @@ -95,7 +91,12 @@ p. avec pour but l'élimination du camp échiqueté. Ce dernier peut gagner en matant l'un des deux rois. -h4 Variante de la phase 2 +p. + Pour contrôler les pièces échiquetées, jouez un coup qui "prend le roi + adverse" avec votre roi, puis exécutez un coup. C'est possible seulement + si aucun tel coup ne peut capturer un roi. + +h4 Variante de la phase 2 (non implémentée) p. Un observateur peut à tout moment décider de se joindre à la partie en contrôlant le camp échiqueté. On se retrouve alors dans un jeu à trois diff --git a/client/src/translations/rules/Checkered2/en.pug b/client/src/translations/rules/Checkered2/en.pug new file mode 100644 index 00000000..4c004a35 --- /dev/null +++ b/client/src/translations/rules/Checkered2/en.pug @@ -0,0 +1,10 @@ +p.boxed + | The capture of an enemy piece produces a new "checkered" piece belonging + | to both players. + +p + | This is the + a(href="/variants/Checkered1") Checkered1 variant + | , without the stage 2. + | Probably more drawish, but also quite different. + | I think both are interesting. diff --git a/client/src/translations/rules/Checkered2/es.pug b/client/src/translations/rules/Checkered2/es.pug new file mode 100644 index 00000000..a93f5790 --- /dev/null +++ b/client/src/translations/rules/Checkered2/es.pug @@ -0,0 +1,10 @@ +p.boxed + | La captura de una pieza enemiga da lugar al nacimiento de una pieza + | "a cuadros", que pertenece a ambos campos. + +p + | Esta la + a(href="/variants/Checkered1") variante Checkered1 + | , sin fase 2. + | Probablemente más canceladoras, pero también bastante diferente. + | Creo que ambos tienen interés. diff --git a/client/src/translations/rules/Checkered2/fr.pug b/client/src/translations/rules/Checkered2/fr.pug new file mode 100644 index 00000000..5b5de767 --- /dev/null +++ b/client/src/translations/rules/Checkered2/fr.pug @@ -0,0 +1,10 @@ +p.boxed + | La capture d'une pièce ennemie donne lieu à la naissance d'une pièce + | "échiquetée", qui appartient aux deux camps. + +p + | C'est la + a(href="/variants/Checkered1") variante Checkered1 + | , sans la phase 2. + | Sans doute plus annulant, mais aussi assez différente. + | Je pense que les deux ont un intérêt. diff --git a/client/src/variants/Alice.js b/client/src/variants/Alice.js index e193bbd2..d6fb0ac6 100644 --- a/client/src/variants/Alice.js +++ b/client/src/variants/Alice.js @@ -235,7 +235,8 @@ export class AliceRules extends ChessRules { return res; } - getCheckSquares(color) { + getCheckSquares() { + const color = this.turn; const pieces = Object.keys(V.ALICE_CODES); const kp = this.kingPos[color]; const mirrorSide = pieces.includes(this.getPiece(kp[0], kp[1])) ? 1 : 2; diff --git a/client/src/variants/Antiking1.js b/client/src/variants/Antiking1.js index ac28c31c..ab86f69b 100644 --- a/client/src/variants/Antiking1.js +++ b/client/src/variants/Antiking1.js @@ -176,7 +176,8 @@ export class Antiking1Rules extends BerolinaRules { return res; } - getCheckSquares(color) { + getCheckSquares() { + const color = this.turn; let res = []; const oppCol = V.GetOppCol(color); if (this.isAttacked(this.kingPos[color], oppCol)) diff --git a/client/src/variants/Antiking2.js b/client/src/variants/Antiking2.js index 2dad5e49..a7ec2a83 100644 --- a/client/src/variants/Antiking2.js +++ b/client/src/variants/Antiking2.js @@ -117,7 +117,8 @@ export class Antiking2Rules extends ChessRules { return res; } - getCheckSquares(color) { + getCheckSquares() { + const color = this.turn; let res = []; const oppCol = V.GetOppCol(color); if (this.isAttacked(this.kingPos[color], oppCol)) diff --git a/client/src/variants/Apocalypse.js b/client/src/variants/Apocalypse.js index c136ff28..4587be3b 100644 --- a/client/src/variants/Apocalypse.js +++ b/client/src/variants/Apocalypse.js @@ -428,7 +428,7 @@ export class ApocalypseRules extends ChessRules { else this.whiteMove = move.whiteMove; } - getCheckSquares(color) { + getCheckSquares() { return []; } diff --git a/client/src/variants/Atomic.js b/client/src/variants/Atomic.js index 90089e8b..9675c58a 100644 --- a/client/src/variants/Atomic.js +++ b/client/src/variants/Atomic.js @@ -127,7 +127,8 @@ export class AtomicRules extends ChessRules { return res; } - getCheckSquares(color) { + getCheckSquares() { + const color = this.turn; let res = []; if ( this.kingPos[color][0] >= 0 && //king might have exploded diff --git a/client/src/variants/Ball.js b/client/src/variants/Ball.js index e3c8e5ec..e4a0b2fa 100644 --- a/client/src/variants/Ball.js +++ b/client/src/variants/Ball.js @@ -126,7 +126,7 @@ export class BallRules extends ChessRules { ); } - getCheckSquares(color) { + getCheckSquares() { return []; } diff --git a/client/src/variants/Checkered1.js b/client/src/variants/Checkered1.js new file mode 100644 index 00000000..561f02f1 --- /dev/null +++ b/client/src/variants/Checkered1.js @@ -0,0 +1,703 @@ +import { ChessRules, Move, PiPo } from "@/base_rules"; + +export class Checkered1Rules extends ChessRules { + static board2fen(b) { + const checkered_codes = { + p: "s", + q: "t", + r: "u", + b: "c", + n: "o" + }; + if (b[0] == "c") return checkered_codes[b[1]]; + return ChessRules.board2fen(b); + } + + static fen2board(f) { + // Tolerate upper-case versions of checkered pieces (why not?) + const checkered_pieces = { + s: "p", + S: "p", + t: "q", + T: "q", + u: "r", + U: "r", + c: "b", + C: "b", + o: "n", + O: "n" + }; + if (Object.keys(checkered_pieces).includes(f)) + return "c" + checkered_pieces[f]; + return ChessRules.fen2board(f); + } + + static get PIECES() { + return ChessRules.PIECES.concat(["s", "t", "u", "c", "o"]); + } + + getPpath(b) { + return (b[0] == "c" ? "Checkered/" : "") + b; + } + + setOtherVariables(fen) { + super.setOtherVariables(fen); + // Local stack of non-capturing checkered moves: + this.cmoves = []; + const cmove = V.ParseFen(fen).cmove; + if (cmove == "-") this.cmoves.push(null); + else { + this.cmoves.push({ + start: ChessRules.SquareToCoords(cmove.substr(0, 2)), + end: ChessRules.SquareToCoords(cmove.substr(2)) + }); + } + // Stage 1: as Checkered2. Stage 2: checkered pieces are autonomous + const stageInfo = V.ParseFen(fen).stage; + this.stage = parseInt(stageInfo[0]); + this.sideCheckered = (this.stage == 2 ? stageInfo[1] : undefined); + } + + static IsGoodFen(fen) { + if (!ChessRules.IsGoodFen(fen)) return false; + const fenParts = fen.split(" "); + if (fenParts.length != 7) return false; + if (fenParts[5] != "-" && !fenParts[5].match(/^([a-h][1-8]){2}$/)) + return false; + if (!fenParts[6].match(/^[12][wb]?$/)) return false; + return true; + } + + static IsGoodFlags(flags) { + // 4 for castle + 16 for pawns + return !!flags.match(/^[a-z]{4,4}[01]{16,16}$/); + } + + setFlags(fenflags) { + super.setFlags(fenflags); //castleFlags + this.pawnFlags = { + w: [...Array(8)], //pawns can move 2 squares? + b: [...Array(8)] + }; + const flags = fenflags.substr(4); //skip first 4 letters, for castle + for (let c of ["w", "b"]) { + for (let i = 0; i < 8; i++) + this.pawnFlags[c][i] = flags.charAt((c == "w" ? 0 : 8) + i) == "1"; + } + } + + aggregateFlags() { + return [this.castleFlags, this.pawnFlags]; + } + + disaggregateFlags(flags) { + this.castleFlags = flags[0]; + this.pawnFlags = flags[1]; + } + + getEpSquare(moveOrSquare) { + // At stage 2, all pawns can be captured en-passant + if ( + this.stage == 2 || + typeof moveOrSquare !== "object" || + (moveOrSquare.appear.length > 0 && moveOrSquare.appear[0].c != 'c') + ) + return super.getEpSquare(moveOrSquare); + // Checkered or switch move: no en-passant + return undefined; + } + + getCmove(move) { + // No checkered move to undo at stage 2: + if (this.stage == 1 && move.vanish.length == 1 && move.appear[0].c == "c") + return { start: move.start, end: move.end }; + return null; + } + + canTake([x1, y1], [x2, y2]) { + const color1 = this.getColor(x1, y1); + const color2 = this.getColor(x2, y2); + if (this.stage == 2) { + // Black & White <-- takes --> Checkered + const color1 = this.getColor(x1, y1); + const color2 = this.getColor(x2, y2); + return color1 != color2 && [color1, color2].includes('c'); + } + // Checkered aren't captured + return ( + color1 != color2 && + color2 != "c" && + (color1 != "c" || color2 != this.turn) + ); + } + + getPotentialMovesFrom([x, y]) { + let standardMoves = super.getPotentialMovesFrom([x, y]); + if (this.stage == 1) { + const color = this.turn; + // Post-processing: apply "checkerization" of standard moves + const lastRank = (color == "w" ? 0 : 7); + let moves = []; + // King is treated differently: it never turn checkered + if (this.getPiece(x, y) == V.KING) { + // If at least one checkered piece, allow switching: + if (this.board.some(b => b.some(cell => cell[0] == 'c'))) { + const oppCol = V.GetOppCol(color); + moves.push( + new Move({ + start: { x: x, y: y }, + end: { x: this.kingPos[oppCol][0], y: this.kingPos[oppCol][1] }, + appear: [], + vanish: [] + }) + ); + } + return standardMoves.concat(moves); + } + standardMoves.forEach(m => { + if (m.vanish[0].p == V.PAWN) { + if ( + Math.abs(m.end.x - m.start.x) == 2 && + !this.pawnFlags[this.turn][m.start.y] + ) { + return; //skip forbidden 2-squares jumps + } + if ( + this.board[m.end.x][m.end.y] == V.EMPTY && + m.vanish.length == 2 && + this.getColor(m.start.x, m.start.y) == "c" + ) { + return; //checkered pawns cannot take en-passant + } + } + if (m.vanish.length == 1) + // No capture + moves.push(m); + else { + // A capture occured (m.vanish.length == 2) + m.appear[0].c = "c"; + moves.push(m); + if ( + // Avoid promotions (already treated): + m.appear[0].p != m.vanish[1].p && + (m.vanish[0].p != V.PAWN || m.end.x != lastRank) + ) { + // Add transformation into captured piece + let m2 = JSON.parse(JSON.stringify(m)); + m2.appear[0].p = m.vanish[1].p; + moves.push(m2); + } + } + }); + return moves; + } + return standardMoves; + } + + getPotentialPawnMoves([x, y]) { + const color = this.getColor(x, y); + if (this.stage == 2) { + const saveTurn = this.turn; + if (this.sideCheckered == this.turn) { + // Cannot change PawnSpecs.bidirectional, so cheat a little: + this.turn = 'w'; + const wMoves = super.getPotentialPawnMoves([x, y]); + this.turn = 'b'; + const bMoves = super.getPotentialPawnMoves([x, y]); + this.turn = saveTurn; + return wMoves.concat(bMoves); + } + // Playing with both colors: + this.turn = color; + const moves = super.getPotentialPawnMoves([x, y]); + this.turn = saveTurn; + return moves; + } + let moves = super.getPotentialPawnMoves([x, y]); + // Post-process: set right color for checkered moves + if (color == 'c') { + moves.forEach(m => { + m.appear[0].c = 'c'; //may be done twice if capture + m.vanish[0].c = 'c'; + }); + } + return moves; + } + + canIplay(side, [x, y]) { + if (this.stage == 2) { + const color = this.getColor(x, y); + return ( + this.turn == this.sideCheckered + ? color == 'c' + : ['w', 'b'].includes(color) + ); + } + return side == this.turn && [side, "c"].includes(this.getColor(x, y)); + } + + // Does m2 un-do m1 ? (to disallow undoing checkered moves) + oppositeMoves(m1, m2) { + return ( + !!m1 && + m2.appear[0].c == "c" && + m2.appear.length == 1 && + m2.vanish.length == 1 && + m1.start.x == m2.end.x && + m1.end.x == m2.start.x && + m1.start.y == m2.end.y && + m1.end.y == m2.start.y + ); + } + + filterValid(moves) { + if (moves.length == 0) return []; + const color = this.turn; + const oppCol = V.GetOppCol(color); + const L = this.cmoves.length; //at least 1: init from FEN + const stage = this.stage; //may change if switch + return moves.filter(m => { + // Checkered cannot be under check (no king) + if (stage == 2 && this.sideCheckered == color) return true; + this.play(m); + let res = true; + if (stage == 1) { + if (m.appear.length == 0 && m.vanish.length == 0) { + // Special "switch" move: kings must not be attacked by checkered. + // Not checking for oppositeMoves here: checkered are autonomous + res = ( + !this.isAttacked(this.kingPos['w'], ['c']) && + !this.isAttacked(this.kingPos['b'], ['c']) && + this.getAllPotentialMoves().length > 0 + ); + } + else res = !this.oppositeMoves(this.cmoves[L - 1], m); + } + if (res && m.appear.length > 0) res = !this.underCheck(color); + // At stage 2, side with B & W can be undercheck with both kings: + if (res && stage == 2) res = !this.underCheck(oppCol); + this.undo(m); + return res; + }); + } + + getAllPotentialMoves() { + const color = this.turn; + const oppCol = V.GetOppCol(color); + let potentialMoves = []; + for (let i = 0; i < V.size.x; i++) { + for (let j = 0; j < V.size.y; j++) { + const colIJ = this.getColor(i, j); + if ( + this.board[i][j] != V.EMPTY && + ( + (this.stage == 1 && colIJ != oppCol) || + (this.stage == 2 && + ( + (this.sideCheckered == color && colIJ == 'c') || + (this.sideCheckered != color && ['w', 'b'].includes(colIJ)) + ) + ) + ) + ) { + Array.prototype.push.apply( + potentialMoves, + this.getPotentialMovesFrom([i, j]) + ); + } + } + } + return potentialMoves; + } + + atLeastOneMove() { + const color = this.turn; + const oppCol = V.GetOppCol(color); + for (let i = 0; i < V.size.x; i++) { + for (let j = 0; j < V.size.y; j++) { + const colIJ = this.getColor(i, j); + if ( + this.board[i][j] != V.EMPTY && + ( + (this.stage == 1 && colIJ != oppCol) || + (this.stage == 2 && + ( + (this.sideCheckered == color && colIJ == 'c') || + (this.sideCheckered != color && ['w', 'b'].includes(colIJ)) + ) + ) + ) + ) { + const moves = this.getPotentialMovesFrom([i, j]); + if (moves.length > 0) { + for (let k = 0; k < moves.length; k++) + if (this.filterValid([moves[k]]).length > 0) return true; + } + } + } + } + return false; + } + + // colors: array, 'w' and 'c' or 'b' and 'c' at stage 1, + // just 'c' (or unused) at stage 2 + isAttacked(sq, colors) { + if (!Array.isArray(colors)) colors = [colors]; + return ( + this.isAttackedByPawn(sq, colors) || + this.isAttackedByRook(sq, colors) || + this.isAttackedByKnight(sq, colors) || + this.isAttackedByBishop(sq, colors) || + this.isAttackedByQueen(sq, colors) || + this.isAttackedByKing(sq, colors) + ); + } + + isAttackedByPawn([x, y], colors) { + for (let c of colors) { + let shifts = []; + if (this.stage == 1) { + const color = (c == "c" ? this.turn : c); + shifts = [color == "w" ? 1 : -1]; + } + else { + // Stage 2: checkered pawns are bidirectional + if (c == 'c') shifts = [-1, 1]; + else shifts = [c == "w" ? 1 : -1]; + } + for (let pawnShift of shifts) { + if (x + pawnShift >= 0 && x + pawnShift < 8) { + for (let i of [-1, 1]) { + if ( + y + i >= 0 && + y + i < 8 && + this.getPiece(x + pawnShift, y + i) == V.PAWN && + this.getColor(x + pawnShift, y + i) == c + ) { + return true; + } + } + } + } + } + return false; + } + + isAttackedBySlideNJump([x, y], colors, piece, steps, oneStep) { + for (let step of steps) { + let rx = x + step[0], + ry = y + step[1]; + while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) { + rx += step[0]; + ry += step[1]; + } + if ( + V.OnBoard(rx, ry) && + this.getPiece(rx, ry) === piece && + colors.includes(this.getColor(rx, ry)) + ) { + return true; + } + } + return false; + } + + isAttackedByRook(sq, colors) { + return this.isAttackedBySlideNJump(sq, colors, V.ROOK, V.steps[V.ROOK]); + } + + isAttackedByKnight(sq, colors) { + return this.isAttackedBySlideNJump( + sq, + colors, + V.KNIGHT, + V.steps[V.KNIGHT], + "oneStep" + ); + } + + isAttackedByBishop(sq, colors) { + return this.isAttackedBySlideNJump( + sq, colors, V.BISHOP, V.steps[V.BISHOP]); + } + + isAttackedByQueen(sq, colors) { + return this.isAttackedBySlideNJump( + sq, + colors, + V.QUEEN, + V.steps[V.ROOK].concat(V.steps[V.BISHOP]) + ); + } + + isAttackedByKing(sq, colors) { + return this.isAttackedBySlideNJump( + sq, + colors, + V.KING, + V.steps[V.ROOK].concat(V.steps[V.BISHOP]), + "oneStep" + ); + } + + underCheck(color) { + if (this.stage == 1) + return this.isAttacked(this.kingPos[color], [V.GetOppCol(color), "c"]); + if (color == this.sideCheckered) return false; + return ( + this.isAttacked(this.kingPos['w'], ["c"]) || + this.isAttacked(this.kingPos['b'], ["c"]) + ); + } + + getCheckSquares() { + const color = this.turn; + if (this.stage == 1) { + // Artifically change turn, for checkered pawns + this.turn = V.GetOppCol(color); + const kingAttacked = + this.isAttacked( + this.kingPos[color], + [V.GetOppCol(color), "c"] + ); + let res = kingAttacked + ? [JSON.parse(JSON.stringify(this.kingPos[color]))] + : []; + this.turn = color; + return res; + } + if (this.sideCheckered == color) return []; + let res = []; + for (let c of ['w', 'b']) { + if (this.isAttacked(this.kingPos[c], ['c'])) + res.push(JSON.parse(JSON.stringify(this.kingPos[c]))); + } + return res; + } + + play(move) { + move.flags = JSON.stringify(this.aggregateFlags()); + this.epSquares.push(this.getEpSquare(move)); + V.PlayOnBoard(this.board, move); + if (move.appear.length > 0 || move.vanish.length > 0) + { + this.turn = V.GetOppCol(this.turn); + this.movesCount++; + } + this.postPlay(move); + } + + updateCastleFlags(move, piece) { + const c = V.GetOppCol(this.turn); + const firstRank = (c == "w" ? V.size.x - 1 : 0); + // Update castling flags if rooks are moved + const oppCol = this.turn; + const oppFirstRank = V.size.x - 1 - firstRank; + if (piece == V.KING && move.appear.length > 0) + this.castleFlags[c] = [V.size.y, V.size.y]; + else if ( + move.start.x == firstRank && //our rook moves? + this.castleFlags[c].includes(move.start.y) + ) { + const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1); + this.castleFlags[c][flagIdx] = V.size.y; + } + // NOTE: not "else if" because a rook could take an opposing rook + if ( + move.end.x == oppFirstRank && //we took opponent rook? + this.castleFlags[oppCol].includes(move.end.y) + ) { + const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1); + this.castleFlags[oppCol][flagIdx] = V.size.y; + } + } + + postPlay(move) { + if (move.appear.length == 0 && move.vanish.length == 0) { + this.stage = 2; + this.sideCheckered = this.turn; + } + else { + const c = move.vanish[0].c; + const piece = move.vanish[0].p; + if (piece == V.KING) { + this.kingPos[c][0] = move.appear[0].x; + this.kingPos[c][1] = move.appear[0].y; + } + this.updateCastleFlags(move, piece); + // Does this move turn off a 2-squares pawn flag? + if ([1, 6].includes(move.start.x) && move.vanish[0].p == V.PAWN) + this.pawnFlags[move.start.x == 6 ? "w" : "b"][move.start.y] = false; + } + this.cmoves.push(this.getCmove(move)); + } + + undo(move) { + this.epSquares.pop(); + this.disaggregateFlags(JSON.parse(move.flags)); + V.UndoOnBoard(this.board, move); + if (move.appear.length > 0 || move.vanish.length > 0) + { + this.turn = V.GetOppCol(this.turn); + this.movesCount--; + } + this.postUndo(move); + } + + postUndo(move) { + if (move.appear.length == 0 && move.vanish.length == 0) this.stage = 1; + else super.postUndo(move); + this.cmoves.pop(); + } + + getCurrentScore() { + const color = this.turn; + if (this.stage == 1) { + if (this.atLeastOneMove()) return "*"; + // Artifically change turn, for checkered pawns + this.turn = V.GetOppCol(this.turn); + const res = + this.isAttacked(this.kingPos[color], [V.GetOppCol(color), "c"]) + ? color == "w" + ? "0-1" + : "1-0" + : "1/2"; + this.turn = V.GetOppCol(this.turn); + return res; + } + // Stage == 2: + if (this.sideCheckered == this.turn) { + // Check if remaining checkered pieces: if none, I lost + if (this.board.some(b => b.some(cell => cell[0] == 'c'))) { + if (!this.atLeastOneMove()) return "1/2"; + return "*"; + } + return color == 'w' ? "0-1" : "1-0"; + } + if (this.atLeastOneMove()) return "*"; + let res = this.isAttacked(this.kingPos['w'], ["c"]); + if (!res) res = this.isAttacked(this.kingPos['b'], ["c"]); + if (res) return color == 'w' ? "0-1" : "1-0"; + return "1/2"; + } + + evalPosition() { + let evaluation = 0; + // Just count material for now, considering checkered neutral at stage 1. + const baseSign = (this.turn == 'w' ? 1 : -1); + for (let i = 0; i < V.size.x; i++) { + for (let j = 0; j < V.size.y; j++) { + if (this.board[i][j] != V.EMPTY) { + const sqColor = this.getColor(i, j); + if (this.stage == 1) { + if (["w", "b"].includes(sqColor)) { + const sign = sqColor == "w" ? 1 : -1; + evaluation += sign * V.VALUES[this.getPiece(i, j)]; + } + } + else { + const sign = + this.sideCheckered == this.turn + ? (sqColor == 'c' ? 1 : -1) * baseSign + : (sqColor == 'c' ? -1 : 1) * baseSign; + evaluation += sign * V.VALUES[this.getPiece(i, j)]; + } + } + } + } + return evaluation; + } + + static GenRandInitFen(randomness) { + // Add 16 pawns flags + empty cmovei + stage == 1: + return ChessRules.GenRandInitFen(randomness) + .slice(0, -2) + "1111111111111111 - - 1"; + } + + static ParseFen(fen) { + const fenParts = fen.split(" "); + return Object.assign( + ChessRules.ParseFen(fen), + { + cmove: fenParts[5], + stage: fenParts[6] + } + ); + } + + getCmoveFen() { + const L = this.cmoves.length; + return ( + !this.cmoves[L - 1] + ? "-" + : ChessRules.CoordsToSquare(this.cmoves[L - 1].start) + + ChessRules.CoordsToSquare(this.cmoves[L - 1].end) + ); + } + + getStageFen() { + return (this.stage == 1 ? "1" : "2" + this.sideCheckered); + } + + getFen() { + return ( + super.getFen() + " " + this.getCmoveFen() + " " + this.getStageFen() + ); + } + + getFenForRepeat() { + return ( + super.getFenForRepeat() + "_" + + this.getCmoveFen() + "_" + this.getStageFen() + ); + } + + getFlagsFen() { + let fen = super.getFlagsFen(); + // Add pawns flags + for (let c of ["w", "b"]) + for (let i = 0; i < 8; i++) fen += (this.pawnFlags[c][i] ? "1" : "0"); + return fen; + } + + static get SEARCH_DEPTH() { + return 2; + } + + getComputerMove() { + // To simplify, prevent the bot from switching (TODO...) + return ( + super.getComputerMove( + this.getAllValidMoves().filter(m => m.appear.length > 0) + ) + ); + } + + getNotation(move) { + if (move.appear.length == 0 && move.vanish.length == 0) return "S"; + if (move.appear.length == 2) { + // Castle + if (move.end.y < move.start.y) return "0-0-0"; + return "0-0"; + } + + const finalSquare = V.CoordsToSquare(move.end); + const piece = this.getPiece(move.start.x, move.start.y); + let notation = ""; + if (piece == V.PAWN) { + if (move.vanish.length > 1) { + const startColumn = V.CoordToColumn(move.start.y); + notation = startColumn + "x" + finalSquare; + } else notation = finalSquare; + } else { + // Piece movement + notation = + piece.toUpperCase() + + (move.vanish.length > 1 ? "x" : "") + + finalSquare; + } + if (move.appear[0].p != move.vanish[0].p) + notation += "=" + move.appear[0].p.toUpperCase(); + return notation; + } +}; diff --git a/client/src/variants/Checkered.js b/client/src/variants/Checkered2.js similarity index 95% rename from client/src/variants/Checkered.js rename to client/src/variants/Checkered2.js index ecf25817..db288766 100644 --- a/client/src/variants/Checkered.js +++ b/client/src/variants/Checkered2.js @@ -1,6 +1,6 @@ import { ChessRules, Move, PiPo } from "@/base_rules"; -export class CheckeredRules extends ChessRules { +export class Checkered2Rules extends ChessRules { static board2fen(b) { const checkered_codes = { p: "s", @@ -162,11 +162,12 @@ export class CheckeredRules extends ChessRules { getPotentialPawnMoves([x, y]) { let moves = super.getPotentialPawnMoves([x, y]); // Post-process: set right color for checkered moves - if (this.getColor(x, y) == 'c') + if (this.getColor(x, y) == 'c') { moves.forEach(m => { m.appear[0].c = 'c'; //may be done twice if capture m.vanish[0].c = 'c'; }); + } return moves; } @@ -206,7 +207,7 @@ export class CheckeredRules extends ChessRules { let potentialMoves = []; for (let i = 0; i < V.size.x; i++) { for (let j = 0; j < V.size.y; j++) { - // NOTE: just testing == color isn't enough because of checkred pieces + // NOTE: just testing == color isn't enough because of checkered pieces if (this.board[i][j] != V.EMPTY && this.getColor(i, j) != oppCol) { Array.prototype.push.apply( potentialMoves, @@ -330,13 +331,15 @@ export class CheckeredRules extends ChessRules { return this.isAttacked(this.kingPos[color], [V.GetOppCol(color), "c"]); } - getCheckSquares(color) { + getCheckSquares() { + const color = this.turn; // Artifically change turn, for checkered pawns this.turn = V.GetOppCol(color); - const kingAttacked = this.isAttacked(this.kingPos[color], [ - V.GetOppCol(color), - "c" - ]); + const kingAttacked = + this.isAttacked( + this.kingPos[color], + [this.turn, 'c'] + ); let res = kingAttacked ? [JSON.parse(JSON.stringify(this.kingPos[color]))] : []; @@ -401,14 +404,22 @@ export class CheckeredRules extends ChessRules { ); } - getFen() { + getCmoveFen() { const L = this.cmoves.length; - const cmoveFen = + return ( !this.cmoves[L - 1] ? "-" : ChessRules.CoordsToSquare(this.cmoves[L - 1].start) + - ChessRules.CoordsToSquare(this.cmoves[L - 1].end); - return super.getFen() + " " + cmoveFen; + ChessRules.CoordsToSquare(this.cmoves[L - 1].end) + ); + } + + getFen() { + return super.getFen() + " " + this.getCmoveFen(); + } + + getFenForRepeat() { + return super.getFenForRepeat() + "_" + this.getCmoveFen(); } getFlagsFen() { diff --git a/client/src/variants/Coregal.js b/client/src/variants/Coregal.js index 43775bfd..d6c736f8 100644 --- a/client/src/variants/Coregal.js +++ b/client/src/variants/Coregal.js @@ -46,7 +46,8 @@ export class CoregalRules extends ChessRules { } } - getCheckSquares(color) { + getCheckSquares() { + const color = this.turn; let squares = []; const oppCol = V.GetOppCol(color); if (this.isAttacked(this.kingPos[color], oppCol)) diff --git a/client/src/variants/Horde.js b/client/src/variants/Horde.js index 6305c412..aac4d27a 100644 --- a/client/src/variants/Horde.js +++ b/client/src/variants/Horde.js @@ -51,8 +51,8 @@ export class HordeRules extends ChessRules { return super.filterValid(moves); } - getCheckSquares(color) { - if (color == 'w') return []; + getCheckSquares() { + if (this.turn == 'w') return []; return ( this.underCheck('b') ? [JSON.parse(JSON.stringify(this.kingPos['b']))] diff --git a/client/src/variants/Marseille.js b/client/src/variants/Marseille.js index 940d9ba9..90084dc2 100644 --- a/client/src/variants/Marseille.js +++ b/client/src/variants/Marseille.js @@ -14,10 +14,6 @@ export class MarseilleRules extends ChessRules { return true; } - getTurnFen() { - return this.turn + this.subTurn; - } - // There may be 2 enPassant squares (if 2 pawns jump 2 squares in same turn) getEnpassantFen() { return this.epSquares[this.epSquares.length - 1].map( @@ -37,10 +33,8 @@ export class MarseilleRules extends ChessRules { this.scanKings(fen); // Extract subTurn from turn indicator: "w" (first move), or // "w1" or "w2" white subturn 1 or 2, and same for black - const fullTurn = V.ParseFen(fen).turn; - this.turn = fullTurn[0]; - // At move 1, the subTurn doesn't need to be specified: - this.subTurn = fullTurn[1] || 1; + this.turn = parsedFen.turn; + this.subTurn = 1; } getEnpassantCaptures([x, y], shiftX) { diff --git a/client/src/variants/Synchrone.js b/client/src/variants/Synchrone.js index 07929019..c8f2be57 100644 --- a/client/src/variants/Synchrone.js +++ b/client/src/variants/Synchrone.js @@ -433,7 +433,8 @@ export class SynchroneRules extends ChessRules { } else this.whiteMove = move.whiteMove; } - getCheckSquares(color) { + getCheckSquares() { + const color = this.turn; if (color == 'b') { // kingPos must be reset for appropriate highlighting: var lastMove = JSON.parse(JSON.stringify(this.whiteMove)); diff --git a/client/src/variants/Twokings.js b/client/src/variants/Twokings.js index 68910e74..52aebc32 100644 --- a/client/src/variants/Twokings.js +++ b/client/src/variants/Twokings.js @@ -36,7 +36,8 @@ export class TwokingsRules extends CoregalRules { // Not scanning king positions. In this variant, scan the board everytime. scanKings() {} - getCheckSquares(color) { + getCheckSquares() { + const color = this.turn; let squares = []; const oppCol = V.GetOppCol(color); for (let i=0; i