i += step[0];
j += step[1];
}
- if (i>=0 && i<8 && j>=0 && j<8 && this.canTake([x,y], [i,j]))
+ if (i>=0 && i<sizeX && j>=0 && j<sizeY && this.canTake([x,y], [i,j]))
moves.push(this.getBasicMove([x,y], [i,j]));
}
return moves;
// Is square x,y attacked by pawns of color c ?
isAttackedByPawn([x,y], colors)
{
+ const [sizeX,sizeY] = VariantRules.size;
for (let c of colors)
{
let pawnShift = (c=="w" ? 1 : -1);
- if (x+pawnShift>=0 && x+pawnShift<8)
+ if (x+pawnShift>=0 && x+pawnShift<sizeX)
{
for (let i of [-1,1])
{
- if (y+i>=0 && y+i<8 && this.getPiece(x+pawnShift,y+i)==VariantRules.PAWN
+ if (y+i>=0 && y+i<sizeY && this.getPiece(x+pawnShift,y+i)==VariantRules.PAWN
&& this.getColor(x+pawnShift,y+i)==c)
{
return true;
// Generic method for non-pawn pieces ("sliding or jumping"): is x,y attacked by piece != color ?
isAttackedBySlideNJump([x,y], colors, piece, steps, oneStep)
{
+ const [sizeX,sizeY] = VariantRules.size;
for (let step of steps)
{
let rx = x+step[0], ry = y+step[1];
- while (rx>=0 && rx<8 && ry>=0 && ry<8 && this.board[rx][ry] == VariantRules.EMPTY
- && !oneStep)
+ while (rx>=0 && rx<sizeX && ry>=0 && ry<sizeY
+ && this.board[rx][ry] == VariantRules.EMPTY && !oneStep)
{
rx += step[0];
ry += step[1];
}
- if (rx>=0 && rx<8 && ry>=0 && ry<8 && this.board[rx][ry] != VariantRules.EMPTY
+ if (rx>=0 && rx<sizeX && ry>=0 && ry<sizeY
+ && this.board[rx][ry] != VariantRules.EMPTY
&& this.getPiece(rx,ry) == piece && colors.includes(this.getColor(rx,ry)))
{
return true;
incheck: [],
pgnTxt: "",
expert: document.cookie.length>0 ? document.cookie.substr(-1)=="1" : false,
+ gameId: "", //used to limit computer moves' time
};
},
render(h) {
this.newGame("computer");
},
newGame: function(mode, fenInit, color, oppId, moves, continuation) {
- //const fen = "1n2T1n0/p2pO2p/1s1k1s2/8/3S2p1/2U2cO1/P3PuPP/3K1BR1 0100";
const fen = fenInit || VariantRules.GenRandInitFen();
console.log(fen); //DEBUG
this.score = "*";
}
return;
}
+ // random enough (TODO: function)
+ this.gameId = (Date.now().toString(36) + Math.random().toString(36).substr(2, 7)).toUpperCase();
this.vr = new VariantRules(fen, moves || []);
this.pgnTxt = ""; //redundant with this.score = "*", but cleaner
this.mode = mode;
playComputerMove: function() {
const timeStart = Date.now();
const nbMoves = this.vr.moves.length; //using played moves to know if search finished
+ const gameId = this.gameId; //to know if game was reset before timer end
setTimeout(
() => {
+ if (gameId != this.gameId)
+ return; //game stopped
const L = this.vr.moves.length;
if (nbMoves == L || !this.vr.moves[L-1].notation) //move search didn't finish
this.vr.shouldReturn = true;