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Add Doublearmy. Start thinking about Dynamo
[xogo.git]
/
variants
/
Bario
/
class.js
diff --git
a/variants/Bario/class.js
b/variants/Bario/class.js
index
603aded
..
2dd64d6
100644
(file)
--- a/
variants/Bario/class.js
+++ b/
variants/Bario/class.js
@@
-6,7
+6,8
@@
export default class BarioRules extends ChessRules {
static get Options() {
return {
static get Options() {
return {
- // TODO: Zen too?
+ select: C.Options.select,
+ input: C.Options.input,
styles: [
"atomic", "cannibal", "capture", "cylinder",
"dark", "madrasi", "rifle", "teleport"
styles: [
"atomic", "cannibal", "capture", "cylinder",
"dark", "madrasi", "rifle", "teleport"
@@
-25,12
+26,7
@@
export default class BarioRules extends ChessRules {
pieces(color, x, y) {
return Object.assign(
pieces(color, x, y) {
return Object.assign(
- {
- 'u': {
- "class": "undefined",
- moves: []
- }
- },
+ { 'u': {"class": "undefined"} },
super.pieces(color, x, y)
);
}
super.pieces(color, x, y)
);
}
@@
-164,8
+160,10
@@
export default class BarioRules extends ChessRules {
if (super.underCheck(square_s, oppCol))
return true;
// Check potential specializations of undefined using reserve:
if (super.underCheck(square_s, oppCol))
return true;
// Check potential specializations of undefined using reserve:
+ const inReserve = Object.keys(this.reserve[oppCol])
+ .filter(k => this.reserve[oppCol][k] >= 1);
const allAttacks = Array.prototype.concat.apply(
const allAttacks = Array.prototype.concat.apply(
-
['r', 'n', 'b', 'q'].map(p => this.pieces()[p].moves
[0]));
+
inReserve.map(p => this.pieces()[p].both
[0]));
const [x, y] = square_s[0];
for (let i=0; i<this.size.x; i++) {
for (let j=0; j<this.size.y; j++) {
const [x, y] = square_s[0];
for (let i=0; i<this.size.x; i++) {
for (let j=0; j<this.size.y; j++) {
@@
-235,7
+233,7
@@
export default class BarioRules extends ChessRules {
tryChangeTurn(move, captureUndef) {
this.definition = null;
this.subTurn = captureUndef ? 0 : 1;
tryChangeTurn(move, captureUndef) {
this.definition = null;
this.subTurn = captureUndef ? 0 : 1;
- this.turn = C.GetOpp
Col
(this.turn);
+ this.turn = C.GetOpp
Turn
(this.turn);
this.movesCount++;
}
this.movesCount++;
}