Fix Crazyhouse
authorBenjamin Auder <benjamin.auder@somewhere>
Sat, 1 Dec 2018 00:14:00 +0000 (01:14 +0100)
committerBenjamin Auder <benjamin.auder@somewhere>
Sat, 1 Dec 2018 00:14:00 +0000 (01:14 +0100)
public/javascripts/base_rules.js
public/javascripts/variants/Crazyhouse.js

index e886273..6bc3591 100644 (file)
@@ -724,6 +724,8 @@ class ChessRules
                // DEBUG:
 //             if (!this.states) this.states = [];
 //             if (!ingame) this.states.push(JSON.stringify(this.board));
+//             if (!this.rstates) this.rstates = [];
+//             if (!ingame) this.rstates.push(JSON.stringify(this.promoted)+"-"+JSON.stringify(this.reserve));
 
                if (!!ingame)
                        move.notation = [this.getNotation(move), this.getLongNotation(move)];
@@ -745,7 +747,8 @@ class ChessRules
 
                // DEBUG:
 //             let state = this.states.pop();
-//             if (JSON.stringify(this.board) != state)
+//             let rstate = this.rstates.pop();
+//             if (JSON.stringify(this.board) != state || JSON.stringify(this.promoted)+"-"+JSON.stringify(this.reserve) != rstate)
 //                     debugger;
        }
 
index 3733765..88193ed 100644 (file)
@@ -138,80 +138,41 @@ class CrazyhouseRules extends ChessRules
                        return; //skip castle
                const color = this.turn;
                const V = VariantRules;
-               // Three types of move:
-               //   1. Rebirth: just update material
-               //   2. Standard move:
-               //     a. check if a promoted piece is moving
-               //     b. check if it's a promotion (mutually exclusive)
-               //   3. Capture:
-               //     a. check if a promoted piece is captured (and mark move)
-               //     b. check if a promoted piece is moving
-               //     c. check if it's a promotion (mutually exclusive with b)
                if (move.vanish.length == 0)
-                       this.reserve[color][move.appear[0].p]--;
-               else if (move.vanish.length == 1)
-               {
-                       if (this.promoted[move.start.x][move.start.y])
-                       {
-                               this.promoted[move.start.x][move.start.y] = false;
-                               this.promoted[move.end.x][move.end.y] = true;
-                       }
-                       else if (move.vanish[0].p == V.PAWN && move.appear[0].p != V.PAWN)
-                               this.promoted[move.end.x][move.end.y] = true;
-               }
-               else //capture
                {
-                       if (this.promoted[move.end.x][move.end.y])
-                       {
-                               move.capturePromoted = true; //required for undo
-                               this.reserve[color][VariantRules.PAWN]++;
-                               this.promoted[move.end.x][move.end.y] = false;
-                       }
-                       else
-                               this.reserve[color][move.vanish[1].p]++;
-                       if (this.promoted[move.start.x][move.start.y])
-                       {
-                               this.promoted[move.start.x][move.start.y] = false;
-                               this.promoted[move.end.x][move.end.y] = true;
-                       }
-                       else if (move.vanish[0].p == V.PAWN && move.appear[0].p != V.PAWN)
-                               this.promoted[move.end.x][move.end.y] = true;
+                       this.reserve[color][move.appear[0].p]--;
+                       return;
                }
+               move.movePromoted = this.promoted[move.start.x][move.start.y];
+               move.capturePromoted = this.promoted[move.end.x][move.end.y]
+               this.promoted[move.start.x][move.start.y] = false;
+               this.promoted[move.end.x][move.end.y] = move.movePromoted
+                       || (move.vanish[0].p == V.PAWN && move.appear[0].p != V.PAWN);
+               if (move.capturePromoted)
+                       this.reserve[color][VariantRules.PAWN]++;
+               else if (move.vanish.length == 2)
+                       this.reserve[color][move.vanish[1].p]++;
        }
 
        unupdateVariables(move)
        {
                super.unupdateVariables(move);
+               if (move.vanish.length == 2 && move.appear.length == 2)
+                       return;
                const color = this.turn;
                const V = VariantRules;
                if (move.vanish.length == 0)
-                       this.reserve[color][move.appear[0].p]++;
-               else if (move.vanish.length == 1)
-               {
-                       if (this.promoted[move.end.x][move.end.y])
-                       {
-                               this.promoted[move.end.x][move.end.y] = false;
-                               if (move.vanish[0].p != V.PAWN || move.appear[0].p == V.PAWN)
-                               {
-                                       // Not a promotion (= promoted piece creation)
-                                       this.promoted[move.start.x][move.start.y] = true;
-                               }
-                       }
-               }
-               else //capture
                {
-                       if (this.promoted[move.end.x][move.end.y])
-                       {
-                               this.promoted[move.end.x][move.end.y] = !!move.capturePromoted;
-                               if (move.vanish[0].p != V.PAWN || move.appear[0].p == V.PAWN)
-                                       this.promoted[move.start.x][move.start.y] = true;
-                       }
-                       // Un-update material:
-                       if (move.capturePromoted)
-                               this.reserve[color][VariantRules.PAWN]--;
-                       else
-                               this.reserve[color][move.vanish[1].p]--;
+                       this.reserve[color][move.appear[0].p]++;
+                       return;
                }
+               if (move.movePromoted)
+                       this.promoted[move.start.x][move.start.y] = true;
+               this.promoted[move.end.x][move.end.y] = move.capturePromoted;
+               if (move.capturePromoted)
+                       this.reserve[color][VariantRules.PAWN]--;
+               else if (move.vanish.length == 2)
+                       this.reserve[color][move.vanish[1].p]--;
        }
 
        static get SEARCH_DEPTH() { return 2; } //high branching factor