Advance on Ultima variant code
authorBenjamin Auder <benjamin.auder@somewhere>
Wed, 12 Dec 2018 11:43:13 +0000 (12:43 +0100)
committerBenjamin Auder <benjamin.auder@somewhere>
Wed, 12 Dec 2018 11:43:13 +0000 (12:43 +0100)
public/javascripts/variants/Ultima.js

index 4612da1..18afe40 100644 (file)
@@ -52,7 +52,33 @@ class UltimaRules extends ChessRules
 
        getPotentialMovesFrom([x,y])
        {
-               // TODO: pre-check: is thing on this square immobilized? If yes, return []
+               // Pre-check: is thing on this square immobilized?
+               // In this case add potential suicide as a move "taking the immobilizer"
+               const piece = this.getPiece(x,y);
+               const color = this.getColor(x,y);
+               const oppCol = this.getOppCol(color);
+               const V = VariantRules;
+               const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
+               const [sizeX,sizeY] = V.size;
+               for (let step of adjacentSteps)
+               {
+                       const [i,j] = [x+step[0],y+step[1]];
+                       if (i>=0 && i<sizeX && j>=0 && j<sizeY && this.board[i][j] != V.EMPTY
+                               && this.getColor(i,j) == oppCol)
+                       {
+                               const oppPiece = this.getPiece(i,j);
+                               if (oppPiece == V.IMMOBILIZER
+                                       || (oppPiece == V.BISHOP && piece == V.IMMOBILIZER))
+                               {
+                                       return [ new Move({
+                                               appear: [],
+                                               vanish: [{x:x,y:y,p:piece,c:color}],
+                                               start: {x:x,y:y},
+                                               end: {x:i,y:j}
+                                       }) ];
+                               }
+                       }
+               }
                switch (this.getPiece(x,y))
                {
                        case VariantRules.IMMOBILIZER:
@@ -60,11 +86,6 @@ class UltimaRules extends ChessRules
                        default:
                                return super.getPotentialMovesFrom([x,y]);
                }
-               // TODO: add potential suicides as a move "taking the immobilizer"
-               // TODO: add long-leaper captures
-               // TODO: mark matching coordinator/withdrawer/chameleon moves as captures
-               // (will be a bit tedious for chameleons)
-               // --> filter directly in functions below
        }
 
        getSlideNJumpMoves([x,y], steps, oneStep)
@@ -97,29 +118,110 @@ class UltimaRules extends ChessRules
                return moves;
        }
 
+       // "Pincher"
        getPotentialPawnMoves([x,y])
        {
-               return super.getPotentialRookMoves([x,y]);
+               let moves = super.getPotentialRookMoves([x,y]);
+               // Add captures
+               moves.forEach(m => {
+                       if (m
+               });
        }
 
+       // Coordinator
        getPotentialRookMoves(sq)
        {
-               return super.getPotentialQueenMoves(sq);
+               const color = this.getColor(sq);
+               const oppCol = this.getOppCol(color);
+               const kp = this.kingPos[color];
+               let moves = super.getPotentialQueenMoves(sq);
+               moves.forEach(m => {
+                       // Check piece-king rectangle (if any) corners for enemy pieces
+                       if (m.end.x == kp[0] || m.end.y == kp[1])
+                               return; //"flat rectangle"
+                       const corner1 = [Math.max(m.end.x,kp[0]), Math.min(m.end.y,kp[1])];
+                       const corner2 = [Math.min(m.end.x,kp[0]), Math.max(m.end.y,kp[1])];
+                       for (let [i,j] of [corner1,corner2])
+                       {
+                               if (this.board[i][j] != VariantRules.EMPTY && this.getColor(i,j) == oppCol)
+                               {
+                                       m.vanish.push( new PiPo({
+                                               x:i,
+                                               y:j,
+                                               p:this.getPiece(i,j),
+                                               c:oppCol
+                                       }) );
+                               }
+                       }
+               });
+               return moves;
        }
 
-       getPotentialKnightMoves(sq)
+       // Long-leaper
+       getPotentialKnightMoves([x,y])
        {
-               return super.getPotentialQueenMoves(sq);
+               let moves = super.getPotentialQueenMoves(sq);
+               // Look in every direction for captures
+               const V = VariantRules;
+               const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
+               const [sizeX,sizeY] = V.size;
+               const color = this.getColor(x,y);
+               for (let step of steps)
+               {
+                       let [i,j] = [x+step[0], y+step[1]];
+                       while (i>=0 && i<sizeX && j>=0 && j<sizeY && this.board[i][j]==V.EMPTY)
+                       {
+                               i += step[0];
+                               j += step[1];
+                       }
+                       if (i<0 && i>=sizeX || j<0 || j>=sizeY || this.getColor(i,j)==color)
+                               continue;
+                       // Found an enemy piece: potential capture (if empty space behind)
+                       // So, while we find enemy pieces + space in this direction, add captures!
+                       i += step[0];
+                       j += step[1];
+                       while ( ) //TODO: finish........
+               }
+               return moves;
        }
 
        getPotentialBishopMoves(sq)
        {
                return super.getPotentialQueenMoves(sq);
+               // TODO: add captures of coordinators,pinchers,withdrawers... by re-using code
        }
 
-       getPotentialQueenMoves(sq)
+       getPotentialQueenMoves([x,y])
        {
-               return super.getPotentialQueenMoves(sq);
+               let moves = super.getPotentialQueenMoves(sq);
+               const V = VariantRules;
+               const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
+               let capturingDirections = [];
+               const color = this.getColor(x,y);
+               const oppCol = this.getOppCol(color);
+               adjacentSteps.forEach(step => {
+                       const [i,j] = [x+step[0],y+step[1]];
+                       if (this.board[i][j] != V.EMPTY && this.getColor(i,j) == oppCol)
+                               capturingDirections.push(step);
+               });
+               moves.forEach(m => {
+                       const step = [
+                               m.end.x!=x ? (m.end.x-x)/Math.abs(m.end.x-x) : 0,
+                               m.end.y!=y ? (m.end.y-y)/Math.abs(m.end.y-y) : 0
+                       ];
+                       // NOTE: includes() function does not work on complex array elements
+                       // TODO: this test should be done only once per direction
+                       if (capturingDirection.some(dir => _.isEqual(dir, step)))
+                       {
+                               const [i,j] = [x-step[0],y-step[1]];
+                               m.vanish.push(new PiPo({
+                                       x:i,
+                                       y:j,
+                                       p:this.getPiece(i,j),
+                                       c:oppCol
+                               }));
+                       }
+               });
        }
 
        getPotentialImmobilizerMoves(sq)