play: function(move, received, light, noemit) {
// Freeze while choices are shown:
if (this.$refs["board"].choices.length > 0) return;
+ // The board may show some the possible moves: (TODO: bad solution)
+ this.$refs["board"].resetCurrentAttempt();
if (!!noemit) {
if (this.inPlay) {
// Received moves in observed games can arrive too fast:
const L = this.moves.length;
let move = this.moves[L-1];
if (!Array.isArray(move)) move = [move];
- for (let i=move.length -1; i >= 0; i--) this.vr.undo(move[i]);
+ for (let i = move.length - 1; i >= 0; i--) this.vr.undo(move[i]);
this.moves.pop();
this.cursor--;
- // The board may still show the possible moves: (TODO: bad solution)
- this.$refs["board"].resetCurrentAttempt();
this.inMultimove = false;
},
cancelLastMove: function() {
undo: function(move, light) {
// Freeze while choices are shown:
if (this.$refs["board"].choices.length > 0) return;
+ this.$refs["board"].resetCurrentAttempt();
if (this.inMultimove) {
this.cancelCurrentMultimove();
this.incheck = this.vr.getCheckSquares(this.vr.turn);
if (this.cursor < minCursor) return; //no more moves
move = this.moves[this.cursor];
}
+ this.$refs["board"].resetCurrentAttempt();
undoMove(move, this.vr);
if (light) this.cursor--;
else {
},
gotoMove: function(index) {
if (this.$refs["board"].choices.length > 0) return;
+ this.$refs["board"].resetCurrentAttempt();
if (this.inMultimove) this.cancelCurrentMultimove();
if (index == this.cursor) return;
if (index < this.cursor) {
},
gotoBegin: function() {
if (this.$refs["board"].choices.length > 0) return;
+ this.$refs["board"].resetCurrentAttempt();
if (this.inMultimove) this.cancelCurrentMultimove();
const minCursor =
this.moves.length > 0 && this.moves[0].notation == "..."
},
gotoEnd: function() {
if (this.$refs["board"].choices.length > 0) return;
+ this.$refs["board"].resetCurrentAttempt();
if (this.cursor == this.moves.length - 1) return;
this.gotoMove(this.moves.length - 1);
this.emitFenIfAnalyze();
// Local stack of "action moves"
this.amoves = [];
const amove = V.ParseFen(fen).amove;
- if (amove == "-") this.amoves.push(null);
- else {
+ if (amove != "-") {
const amoveParts = amove.split("/");
let amove = {
// No need for start & end
vanish: []
};
[0, 1].map(i => {
- amoveParts[0].split(".").forEach(av => {
+ amoveParts[i].split(".").forEach(av => {
// Format is "bpe3"
const xy = V.SquareToCoords(av.substr(2));
move[i == 0 ? "appear" : "vanish"].push(
static ParseFen(fen) {
return Object.assign(
ChessRules.ParseFen(fen),
- { cmove: fen.split(" ")[4] }
+ { amove: fen.split(" ")[4] }
);
}
return true;
}
- getAmove(move1, move2) {
- // Just merge (one is action one is move, one may be empty)
- return {
- appear: move1.appear.concat(move2.appear),
- vanish: move1.vanish.concat(move2.vanish)
- }
+ getFen() {
+ return super.getFen() + " " + this.getAmoveFen();
}
- doClick(square) {
- // If subTurn == 2 && square is the final square of last move,
- // then return an empty move
- const L = this.firstMove.length;
- if (
- this.subTurn == 2 &&
- square.x == this.firstMove[L-1].end.x &&
- square.y == this.firstMove[L-1].end.y
- ) {
- return {
- appear: [],
- vanish: []
- };
- }
- return null;
+ getFenForRepeat() {
+ return super.getFenForRepeat() + "_" + this.getAmoveFen();
+ }
+
+ getAmoveFen() {
+ const L = this.amoves.length;
+ return (
+ ["appear","vanish"].map(
+ mpart => {
+ return (
+ this.amoves[L-1][mpart].map(
+ av => {
+ const square = V.CoordsToSquare({ x: av.x, y: av.y });
+ return av.c + av.p + square;
+ }
+ ).join(".")
+ );
+ }
+ ).join("/")
+ );
}
canTake() {
return false;
}
- // TODO: re-think these next 3 methods:
- // Idea = have the info about lastMove in lastMoves[L-1],
- // In particular if moving a piece or doing an action.
-
- // "pa" : piece (as a square) doing this push/pull action
+ // "pa": piece (as a square) doing this push/pull action
getActionMoves([sx, sy], [ex, ey], pa) {
const color = this.getColor(sx, sy);
const lastRank = (color == 'w' ? 0 : 7);
moves.push(move);
});
} else moves.push(super.getBasicMove([sx, sy], [ex, ey]));
- const actionType =
- (
- Math.abs(pa[0] - sx) < Math.abs(pa[0] - ex) ||
- Math.abs(pa[1] - sy) < Math.abs(pa[1] - ey)
- )
- ? "push"
- : "pull";
- moves.forEach(m => m.action = [{ by: pa, type: actionType }]);
return moves;
}
- // TODO: if type is given, consider only actions of this type
- getPactions(sq, color, type) {
+ // Actions on piece on square "sq", by color "color"
+ // NOTE: to push a piece out of the board, make it slide until our piece
+ // (doing the action, moving or not)
+ getPactions(sq, color) {
const [x, y] = sq;
let moves = [];
let squares = {};
- if (!by) {
- const oppCol = V.GetOppCol(color);
- // Look in all directions for a "color" piece
- for (let step of V.steps[V.KNIGHT]) {
- const xx = x + step[0],
- yy = y + step[1];
- if (
- V.OnBoard(xx, yy) &&
- this.getPiece(xx, yy) == V.KNIGHT &&
- this.getColor(xx, yy) == color
- ) {
- const px = x - step[0],
- py = y - step[1];
- if (V.OnBoard(px, py)) {
- if (this.board[px][py] == V.EMPTY) {
- const hash = "s" + px + py;
- if (!squares[hash]) {
- squares[hash] = true;
- Array.prototype.push.apply(
- moves,
- this.getActionMoves([x, y], [px, py], [xx, yy])
- );
- }
- else { //add piece doing action
- }
- }
- } else {
- const hash = "s" + xx + yy;
+ const oppCol = V.GetOppCol(color);
+ // Look in all directions for a "color" piece
+ for (let step of V.steps[V.KNIGHT]) {
+ const xx = x + step[0],
+ yy = y + step[1];
+ if (
+ V.OnBoard(xx, yy) &&
+ this.getPiece(xx, yy) == V.KNIGHT &&
+ this.getColor(xx, yy) == color
+ ) {
+ const px = x - step[0],
+ py = y - step[1];
+ if (V.OnBoard(px, py)) {
+ if (this.board[px][py] == V.EMPTY) {
+ const hash = "s" + px + py;
if (!squares[hash]) {
squares[hash] = true;
- moves.push(
- new Move({
- start: { x: x, y: y },
- end: { x: xx, y: yy },
- appear: [],
- vanish: [
- new PiPo({
- x: x,
- y: y,
- p: this.getPiece(x, y),
- c: oppCol
- })
- ]
- })
+ Array.prototype.push.apply(
+ moves,
+ this.getActionMoves([x, y], [px, py], [xx, yy])
);
}
+ else { //add piece doing action
+ }
+ }
+ } else {
+ const hash = "s" + xx + yy;
+ if (!squares[hash]) {
+ squares[hash] = true;
+ moves.push(
+ new Move({
+ start: { x: x, y: y },
+ end: { x: xx, y: yy },
+ appear: [],
+ vanish: [
+ new PiPo({
+ x: x,
+ y: y,
+ p: this.getPiece(x, y),
+ c: oppCol
+ })
+ ]
+ })
+ );
}
}
}
- for (let step in V.steps[V.ROOK]) {
- // (+ if color is ours, pawn pushes) king, rook and queen
- // --> pawns special case can push from a little distance if on 2nd rank (or 1st rank)
- }
- for (let step in V.steps[V.BISHOP]) {
- // King, bishop, queen, and possibly pawns attacks (if color is enemy)
- }
+ }
+ for (let step in V.steps[V.ROOK]) {
+ // (+ if color is ours, pawn pushes) king, rook and queen
+ // --> pawns special case can push from a little distance if on 2nd rank (or 1st rank)
+ }
+ for (let step in V.steps[V.BISHOP]) {
+ // King, bishop, queen, and possibly pawns attacks (if color is enemy)
}
return moves;
}
- // NOTE: to push a piece out of the board, make it slide until our piece
- // (doing the action, moving or not)
- // TODO: for pushes, play the pushed piece first.
+ // NOTE: for pushes, play the pushed piece first.
// for pulls: play the piece doing the action first
// If castle, then no options available next (just re-click)
-
getPotentialMovesFrom([x, y]) {
const color = this.turn;
- if (this.getColor(x, y) != color)
- // The only moves possible with enemy pieces are pulls and pushes:
- return this.getPactions([x, y], color);
- // Playing my pieces: either on their own, or pushed by another
- // If subTurn == 2 then we should have a first move,
- // TODO = use it to allow some type of action
- if (this.subTurn == 2) {
+ if (this.subTurn == 1) {
+ // Free to play any move or action:
return (
- this.moveOnSubturn1.isAnAction
- ? super.getPotentialMovesFrom([x, y])
- : this.getPactions([x, y], color, TODO_arg)
+ super.getPotentialMovesFrom([x, y])
+ .concat(this.getPactions([x, y], color))
);
}
- // Both options are possible at subTurn1: normal move, or push
- return (
- super.getPotentialMovesFrom([x, y])
- .concat(this.getPactions([x, y], color, "push"))
- // TODO: discard moves that let the king underCheck, and no second
- // move can counter check. Example: pinned queen pushes pinned pawn.
- .filter(m => {
- this.play(m);
- const res = this.filterMoves(this.getPotentialMoves(/* TODO: args? */)).length > 0;
- this.undo(m);
- return res;
- })
- );
+ // If subTurn == 2 then we should have a first move,
+ // which restrict what we can play now.
+ // Case 1: an opponent's piece moved: we can only move the piece which
+ // did the action, in the moving direction.
+ // Case 2: one of our pieces moved: either by action or by itself.
+ // Just check if it could be a normal move. If yes, allow both.
+ const L = this.firstMove.length;
+ const fm = this.firstMove[L-1];
+ if (fm.vanish[0].c != color) {
+ // Case 1: TODO
+ }
+ else {
+ // Case 2: TODO
+ // Use fm.start.x, fm.start.y, fm.end.x, fm.end.y, fm.vanish[0].c
+ // Search for the piece doing the action "pa": the action type
+ // is deduced from pa relative positon then.
+ }
}
// Does m2 un-do m1 ? (to disallow undoing actions)
);
}
+ getAmove(move1, move2) {
+ // Just merge (one is action one is move, one may be empty)
+ return {
+ appear: move1.appear.concat(move2.appear),
+ vanish: move1.vanish.concat(move2.vanish)
+ }
+ }
+
filterValid(moves) {
- if (this.subTurn == 1)
- // Validity of subTurn 1 should be checked in getPotentialMoves
- return moves;
- const L = this.firstMove.length;
+ const color = this.turn;
+ if (this.subTurn == 1) {
+ return moves.filter(m => {
+ // A move is valid either if it doesn't result in a check,
+ // or if a second move is possible to counter the check
+ // (not undoing a potential move + action of the opponent)
+ this.play(m);
+ let res = this.underCheck(color);
+ if (res) {
+ const moves2 = this.getAllPotentialMoves();
+ for (m2 of moves2) {
+ this.play(m2);
+ const res2 = this.underCheck(color);
+ this.undo(m2);
+ if (!res2) {
+ res = false;
+ break;
+ }
+ }
+ }
+ this.undo(m);
+ return !res;
+ });
+ }
+ const Lf = this.firstMove.length;
+ const La = this.amoves.length;
+ if (La == 0) return super.filterValid(moves);
return (
- super.filterMoves(
+ super.filterValid(
moves.filter(m => {
// Move shouldn't undo another:
- return !this.oppositeMoves(this.firstMove[L-1], m)
+ const amove = this.getAmove(this.firstMove[Lf-1], m);
+ return !this.oppositeMoves(this.amoves[La-1], amove);
})
)
);
return super.getCurrentScore();
}
+ doClick(square) {
+ // If subTurn == 2 && square is the final square of last move,
+ // then return an empty move
+ const L = this.firstMove.length;
+ if (
+ this.subTurn == 2 &&
+ square.x == this.firstMove[L-1].end.x &&
+ square.y == this.firstMove[L-1].end.y
+ ) {
+ return {
+ appear: [],
+ vanish: []
+ };
+ }
+ return null;
+ }
+
play(move) {
move.flags = JSON.stringify(this.aggregateFlags());
V.PlayOnBoard(this.board, move);