Slight change in Ultima rules. TODO: merge with removed code 'isAttacked'
authorBenjamin Auder <benjamin.auder@somewhere>
Thu, 13 Dec 2018 01:44:20 +0000 (02:44 +0100)
committerBenjamin Auder <benjamin.auder@somewhere>
Thu, 13 Dec 2018 01:44:20 +0000 (02:44 +0100)
TODO
public/javascripts/components/game.js
public/javascripts/variants/Magnetic.js
public/javascripts/variants/Ultima.js

diff --git a/TODO b/TODO
index 07cef48..b356853 100644 (file)
--- a/TODO
+++ b/TODO
@@ -1,2 +1,5 @@
 Full detection of repeated positions (including turn)
 In UltimaChess, consider these rules modifications: http://www.inference.org.uk/mackay/ultima/ultima.html
+Reintroduce isAttackedBy in Ultima, and fix it for pawns --> underCheck + stalemate
+--> take into account that an immobilized piece does not give check.
+(chameleons cannot be immobilized)
index 208e048..6af331b 100644 (file)
@@ -1008,7 +1008,7 @@ Vue.component('my-game', {
                        this.endGame(this.mycolor=="w"?"0-1":"1-0");
                },
                newGame: function(mode, fenInit, color, oppId, moves, continuation) {
-                       const fen = fenInit || VariantRules.GenRandInitFen();
+                       const fen = "M7/8/8/3K1k2/8/8/8/8 0000";//fenInit || VariantRules.GenRandInitFen();
                        console.log(fen); //DEBUG
                        if (mode=="human" && !oppId)
                        {
@@ -1066,7 +1066,7 @@ Vue.component('my-game', {
                        }
                        else if (mode == "computer")
                        {
-                               this.mycolor = Math.random() < 0.5 ? 'w' : 'b';
+                               this.mycolor = "w";//Math.random() < 0.5 ? 'w' : 'b';
                                if (this.mycolor == 'b')
                                        setTimeout(this.playComputerMove, 500);
                        }
index b17bb74..ec2c975 100644 (file)
@@ -137,10 +137,11 @@ class MagneticRules extends ChessRules
                return moves;
        }
 
-       // TODO: verify this assertion
        atLeastOneMove()
        {
-               return true; //always at least one possible move
+               if (this.kingPos[this.turn][0] < 0)
+                       return false;
+               return true; //TODO: is it right?
        }
 
        underCheck(move)
@@ -205,19 +206,6 @@ class MagneticRules extends ChessRules
                }
        }
 
-       checkGameOver()
-       {
-               if (this.checkRepetition())
-                       return "1/2";
-
-               const color = this.turn;
-               // TODO: do we need "atLeastOneMove()"?
-               if (this.atLeastOneMove() && this.kingPos[color][0] >= 0)
-                       return "*";
-
-               return this.checkGameEnd();
-       }
-
        checkGameEnd()
        {
                // No valid move: our king disappeared
index 7f9531e..c98822d 100644 (file)
@@ -53,13 +53,13 @@ class UltimaRules extends ChessRules
        getPotentialMovesFrom([x,y])
        {
                // 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;
+               outerLoop:
                for (let step of adjacentSteps)
                {
                        const [i,j] = [x+step[0],y+step[1]];
@@ -67,15 +67,23 @@ class UltimaRules extends ChessRules
                                && this.getColor(i,j) == oppCol)
                        {
                                const oppPiece = this.getPiece(i,j);
-                               if (oppPiece == V.IMMOBILIZER
-                                       || (oppPiece == V.BISHOP && piece == V.IMMOBILIZER))
+                               if (oppPiece == V.BISHOP && piece == V.IMMOBILIZER)
+                                       return [];
+                               if (oppPiece == V.IMMOBILIZER && ![V.BISHOP,V.IMMOBILIZER].includes(piece))
                                {
-                                       return [ new Move({
-                                               appear: [],
-                                               vanish: [new PiPo({x:x,y:y,p:piece,c:color})],
-                                               start: {x:x,y:y},
-                                               end: {x:i,y:j}
-                                       }) ];
+                                       // Moving is impossible only if this immobilizer is not neutralized
+                                       for (let step2 of adjacentSteps)
+                                       {
+                                               const [i2,j2] = [i+step2[0],j+step2[1]];
+                                               if (i2>=0 && i2<sizeX && j2>=0 && j2<sizeY
+                                                       && this.board[i2][j2] != V.EMPTY && this.getColor(i2,j2) == color)
+                                               {
+                                                       const friendlyPiece = this.getPiece(i2,j2);
+                                                       if ([V.BISHOP,V.IMMOBILIZER].includes(friendlyPiece))
+                                                               break outerLoop;
+                                               }
+                                       }
+                                       return []; //immobilizer isn't neutralized
                                }
                        }
                }
@@ -368,6 +376,13 @@ class UltimaRules extends ChessRules
                        V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep");
        }
 
+       atLeastOneMove()
+       {
+               if (this.kingPos[this.turn][0] < 0)
+                       return false;
+               return super.atLeastOneMove();
+       }
+
        underCheck(move)
        {
                return false; //there is no check
@@ -428,18 +443,6 @@ class UltimaRules extends ChessRules
                }
        }
 
-       checkGameOver()
-       {
-               if (this.checkRepetition())
-                       return "1/2";
-
-               const color = this.turn;
-               if (this.atLeastOneMove() && this.kingPos[color][0] >= 0)
-                       return "*";
-
-               return this.checkGameEnd();
-       }
-
        checkGameEnd()
        {
                // Stalemate, or our king disappeared
@@ -521,15 +524,4 @@ class UltimaRules extends ChessRules
        {
                return "0000"; //TODO: or "-" ?
        }
-
-       getNotation(move)
-       {
-               if (move.appear.length == 0)
-               {
-                       const startSquare =
-                               String.fromCharCode(97 + move.start.y) + (VariantRules.size[0]-move.start.x);
-                       return "^" + startSquare; //suicide
-               }
-               return super.getNotation(move);
-       }
 }