this.castleFlags[c][flagIdx] = false;
}
else if (move.end.x == oppFirstRank //we took opponent rook?
- && this.INIT_COL_ROOK[c].includes(move.end.y))
+ && this.INIT_COL_ROOK[oppCol].includes(move.end.y))
{
const flagIdx = (move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1);
this.castleFlags[oppCol][flagIdx] = false;
play(move, ingame)
{
- console.log("AVANT " + this.getNotation(move) + " " + this.board[1][5]);
if (!!ingame)
move.notation = this.getNotation(move);
this.moves.pop();
this.unupdateVariables(move);
this.parseFlags(JSON.parse(move.flags));
- console.log("APRES " + this.getNotation(move) + " " + this.board[1][5]);
}
//////////////
// Context: just before move is played, turn hasn't changed
getNotation(move)
{
- if (move.appear.length == 2)
+ if (move.appear.length == 2 && move.appear[0].p == VariantRules.KING)
{
// Castle
if (move.end.y < move.start.y)
};
const socketMessageListener = msg => {
const data = JSON.parse(msg.data);
- console.log("Receive message: " + data.code);
switch (data.code)
{
case "newgame": //opponent found
this.newGame("computer");
},
newGame: function(mode, fenInit, color, oppId, moves, continuation) {
- const fen = "brnbnkrq/pppppppp/8/8/8/8/PPPPPPPP/BNNRKBQR 11111111111111111111";//fenInit || VariantRules.GenRandInitFen();
+ const fen = fenInit || VariantRules.GenRandInitFen();
console.log(fen); //DEBUG
this.score = "*";
if (mode=="human" && !oppId)
getPotentialMovesFrom([x,y])
{
let standardMoves = super.getPotentialMovesFrom([x,y]);
+ const lastRank = this.turn == "w" ? 0 : 7;
if (this.getPiece(x,y) == VariantRules.KING)
return standardMoves; //king has to be treated differently (for castles)
let moves = [];
{
// A capture occured (m.vanish.length == 2)
m.appear[0].c = "c";
- moves.push(JSON.parse(JSON.stringify(m)));
- if (m.appear[0].p != m.vanish[1].p)
+ moves.push(m);
+ if (m.appear[0].p != m.vanish[1].p //avoid promotions:
+ && (m.vanish[0].p != VariantRules.PAWN || m.end.x != lastRank))
{
// Add transformation into captured piece
let m2 = JSON.parse(JSON.stringify(m));
- m2.vanish[1].p = m.appear[0].p;
+ m2.appear[0].p = m.vanish[1].p;
moves.push(m2);
}
}
getPotentialMovesFrom([x,y])
{
- const standardMoves = super.getPotentialMovesFrom([x,y]);
+ let standardMoves = super.getPotentialMovesFrom([x,y]);
let moves = [];
standardMoves.forEach(m => {
let newMove_s = this.applyMagneticLaws(m);
else //promotion
moves = moves.concat(moves, newMove_s);
});
+ return moves;
}
// Complete a move with magnetic actions
- applyMagneticLaws(standardMove)
+ applyMagneticLaws(move)
{
- const [x,y] = [moves.start.x, move.start.y];
- let move = JSON.parse(JSON.stringify(standardMove));
+ const V = VariantRules;
+ if (move.appear[0].p == V.KING && move.appear.length==1)
+ return [move]; //kings are not charged
+ const aIdx = (move.appear[0].p != V.KING ? 0 : 1); //if castling, rook is charged
+ const [x,y] = [move.appear[aIdx].x, move.appear[aIdx].y];
+ const color = this.turn;
+ const lastRank = (color=="w" ? 0 : 7);
+ const standardMove = JSON.parse(JSON.stringify(move));
this.play(standardMove);
- const color = this.getColor(x,y);
- const [sizeX,sizeY] = VariantRules.size;
+ const [sizeX,sizeY] = V.size;
for (let step of [[-1,0],[1,0],[0,-1],[0,1]])
{
let [i,j] = [x+step[0],y+step[1]];
while (i>=0 && i<sizeX && j>=0 && j<sizeY)
{
- if (this.board[i][j] != VariantRules.EMPTY)
+ if (this.board[i][j] != V.EMPTY)
{
// Found something. Same color or not?
if (this.getColor(i,j) != color)
{
// Attraction
if ((Math.abs(i-x)>=2 || Math.abs(j-y)>=2)
- && this.getPiece(i,j) != VariantRules.KING)
+ && this.getPiece(i,j) != V.KING)
{
move.vanish.push(
new PiPo({
else
{
// Repulsion
- if (this.getPiece(i,j) != VariantRules.KING)
+ if (this.getPiece(i,j) != V.KING)
{
// Push it until we meet an obstacle or edge of the board
let [ii,jj] = [i+step[0],j+step[1]];
while (ii>=0 && ii<sizeX && jj>=0 && jj<sizeY)
{
- if (this.board[ii][jj] != VariantRules.EMPTY)
+ if (this.board[ii][jj] != V.EMPTY)
break;
ii += step[0];
jj += step[1];
}
this.undo(standardMove);
let moves = [];
- if (..condition pawn promote)
+ // Scan move for pawn (max 1) on 8th rank
+ for (let i=1; i<move.appear.length; i++)
{
- move. ... = ... //loop
- moves.push(...);
+ if (move.appear[i].p==V.PAWN && move.appear[i].x==lastRank)
+ {
+ move.appear[i].p = V.ROOK;
+ moves.push(move);
+ for (let piece of [V.KNIGHT, V.BISHOP, V.QUEEN])
+ {
+ let cmove = JSON.parse(JSON.stringify(move));
+ cmove.appear[i].p = piece;
+ moves.push(cmove);
+ }
+ // Swap appear[i] and appear[0] for moves presentation (TODO: this is awkward)
+ moves.forEach(m => {
+ let tmp = m.appear[0];
+ m.appear[0] = m.appear[i];
+ m.appear[i] = tmp;
+ });
+ break;
+ }
}
- else
+ if (moves.length == 0) //no pawn on 8th rank
moves.push(move);
return moves;
}