Fix Alice chess
authorBenjamin Auder <benjamin.auder@somewhere>
Mon, 26 Nov 2018 10:25:15 +0000 (11:25 +0100)
committerBenjamin Auder <benjamin.auder@somewhere>
Mon, 26 Nov 2018 10:25:15 +0000 (11:25 +0100)
TODO
public/javascripts/components/game.js
public/javascripts/variants/Alice.js

diff --git a/TODO b/TODO
index 4c56740..372fb25 100644 (file)
--- a/TODO
+++ b/TODO
@@ -1,3 +1,4 @@
 For animation, moves should contains "moving" and "fading" maybe...
 Depth 2 or 3 depending on variant and if we detect smartphone or not?
 (static get SEARCH_DEPTH() { return 2; })
+Sur page d'accueil lien "contact" avec mail + instrus en cas de bug
index b91d72c..3f74fde 100644 (file)
@@ -1,4 +1,3 @@
-// TODO: use indexedDB instead of localStorage? (more flexible: allow several games)
 Vue.component('my-game', {
        data: function() {
                return {
@@ -136,7 +135,8 @@ Vue.component('my-game', {
                                                },
                                                [h('img',
                                                        {
-                                                               attrs: { "src": '/images/pieces/' + VariantRules.getPpath(m.appear[0].c+m.appear[0].p) + '.svg' },
+                                                               attrs: { "src": '/images/pieces/' +
+                                                                       VariantRules.getPpath(m.appear[0].c+m.appear[0].p) + '.svg' },
                                                                'class': { 'choice-piece': true, 'board': true },
                                                                on: { "click": e => { this.play(m); this.choices=[]; } },
                                                        })
@@ -170,10 +170,12 @@ Vue.component('my-game', {
                                                                                {
                                                                                        'class': {
                                                                                                'piece': true,
-                                                                                               'ghost': !!this.selectedPiece && this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj,
+                                                                                               'ghost': !!this.selectedPiece
+                                                                                                       && this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj,
                                                                                        },
                                                                                        attrs: {
-                                                                                               src: "/images/pieces/" + VariantRules.getPpath(this.vr.board[ci][cj]) + ".svg",
+                                                                                               src: "/images/pieces/" +
+                                                                                                       VariantRules.getPpath(this.vr.board[ci][cj]) + ".svg",
                                                                                        },
                                                                                }
                                                                        )
@@ -574,7 +576,7 @@ Vue.component('my-game', {
                        this.newGame("computer");
                },
                newGame: function(mode, fenInit, color, oppId, moves, continuation) {
-                       //const fen = "qrbnkbrn/pppppppp/8/8/8/8/PPPPPPPP/BNNBRKRQ 1111";//fenInit || VariantRules.GenRandInitFen();
+                       //const fen = "1n2T1n0/p2pO2p/1s1k1s2/8/3S2p1/2U2cO1/P3PuPP/3K1BR1 0100";
                        const fen = fenInit || VariantRules.GenRandInitFen();
                        console.log(fen); //DEBUG
                        this.score = "*";
@@ -641,9 +643,11 @@ Vue.component('my-game', {
                        }
                },
                playComputerMove: function() {
+                       const timeStart = Date.now();
                        const compMove = this.vr.getComputerMove();
-                       // HACK: avoid selecting elements before they appear on page:
-                       setTimeout(() => this.play(compMove, "animate"), 500);
+                       // (first move) HACK: avoid selecting elements before they appear on page:
+                       const delay = Math.max(500-(Date.now()-timeStart), 0);
+                       setTimeout(() => this.play(compMove, "animate"), delay);
                },
                // Get the identifier of a HTML table cell from its numeric coordinates o.x,o.y.
                getSquareId: function(o) {
index 9a7cefa..b7f5a3e 100644 (file)
@@ -1,3 +1,4 @@
+// NOTE: alternative implementation, probably cleaner = use only 1 board
 class AliceRules extends ChessRules
 {
        static get ALICE_PIECES()
@@ -82,7 +83,6 @@ class AliceRules extends ChessRules
        }
 
        // NOTE: castle & enPassant https://www.chessvariants.com/other.dir/alice.html
-       // --> Should be OK as is.
        getPotentialMovesFrom([x,y], sideBoard)
        {
                const pieces = Object.keys(VariantRules.ALICE_CODES);
@@ -150,17 +150,12 @@ class AliceRules extends ChessRules
                return res;
        }
 
-       // NOTE: alternative implementation, recompute sideBoard's in this function
-       filterValid(moves, sideBoard)
+       filterValid(moves)
        {
                if (moves.length == 0)
                        return [];
-               const pieces = Object.keys(VariantRules.ALICE_CODES);
-               return moves.filter(m => {
-                       // WARNING: for underCheck(), we need the sideBoard of the arrival world !
-                       const mirrorSide = (pieces.includes(this.getPiece(m.start.x,m.start.y)) ? 2 : 1);
-                       return !this.underCheck(m, !!sideBoard ? sideBoard[mirrorSide-1] : null);
-               });
+               let sideBoard = [this.getSideBoard(1), this.getSideBoard(2)];
+               return moves.filter(m => { return !this.underCheck(m, sideBoard); });
        }
 
        getAllValidMoves()
@@ -186,18 +181,51 @@ class AliceRules extends ChessRules
                return this.filterValid(potentialMoves, sideBoard);
        }
 
-       underCheck(move, sideBoard)
+       // Play on sideboards [TODO: only one sideBoard required]
+       playSide(move, sideBoard)
+       {
+               const pieces = Object.keys(VariantRules.ALICE_CODES);
+               move.vanish.forEach(psq => {
+                       const mirrorSide = (pieces.includes(psq.p) ? 1 : 2);
+                       sideBoard[mirrorSide-1][psq.x][psq.y] = VariantRules.EMPTY;
+               });
+               move.appear.forEach(psq => {
+                       const mirrorSide = (pieces.includes(psq.p) ? 1 : 2);
+                       const piece = (mirrorSide == 1 ? psq.p : VariantRules.ALICE_PIECES[psq.p]);
+                       sideBoard[mirrorSide-1][psq.x][psq.y] = psq.c + piece;
+                       if (piece == VariantRules.KING)
+                               this.kingPos[psq.c] = [psq.x,psq.y];
+               });
+       }
+
+       // Undo on sideboards
+       undoSide(move, sideBoard)
        {
-               const color = this.turn;
-               this.play(move);
                const pieces = Object.keys(VariantRules.ALICE_CODES);
+               move.appear.forEach(psq => {
+                       const mirrorSide = (pieces.includes(psq.p) ? 1 : 2);
+                       sideBoard[mirrorSide-1][psq.x][psq.y] = VariantRules.EMPTY;
+               });
+               move.vanish.forEach(psq => {
+                       const mirrorSide = (pieces.includes(psq.p) ? 1 : 2);
+                       const piece = (mirrorSide == 1 ? psq.p : VariantRules.ALICE_PIECES[psq.p]);
+                       sideBoard[mirrorSide-1][psq.x][psq.y] = psq.c + piece;
+                       if (piece == VariantRules.KING)
+                               this.kingPos[psq.c] = [psq.x,psq.y];
+               });
+       }
+
+       underCheck(move, sideBoard) //sideBoard arg always provided
+       {
+               const color = this.turn;
+               this.playSide(move, sideBoard); //no need to track flags
                const kp = this.kingPos[color];
-               const mirrorSide = (pieces.includes(this.getPiece(kp[0],kp[1])) ? 1 : 2);
+               const mirrorSide = sideBoard[0][kp[0]][kp[1]] != VariantRules.EMPTY ? 1 : 2;
                let saveBoard = this.board;
-               this.board = sideBoard || this.getSideBoard(mirrorSide);
-               let res = this.isAttacked(this.kingPos[color], this.getOppCol(color));
+               this.board = sideBoard[mirrorSide-1];
+               let res = this.isAttacked(kp, this.getOppCol(color));
                this.board = saveBoard;
-               this.undo(move);
+               this.undoSide(move, sideBoard);
                return res;
        }