From: Benjamin Auder Date: Sat, 14 Mar 2020 21:34:37 +0000 (+0100) Subject: A few fixes + remove debug traces (Eightpieces variant) X-Git-Url: https://git.auder.net/doc/DESCRIPTION?a=commitdiff_plain;h=89781a5536c13ca6bb328cc8806657c8445f3bc5;p=vchess.git A few fixes + remove debug traces (Eightpieces variant) --- diff --git a/client/src/variants/Eightpieces.js b/client/src/variants/Eightpieces.js index 1033a5ae..46fe6b8f 100644 --- a/client/src/variants/Eightpieces.js +++ b/client/src/variants/Eightpieces.js @@ -343,8 +343,9 @@ export const VariantRules = class EightpiecesRules extends ChessRules { const color = this.getColor(x, y); let moves = []; const [sizeX, sizeY] = [V.size.x, V.size.y]; - let shiftX = color == "w" ? -1 : 1; + let shiftX = (color == "w" ? -1 : 1); if (this.subTurn == 2) shiftX *= -1; + const firstRank = color == "w" ? sizeX - 1 : 0; const startRank = color == "w" ? sizeX - 2 : 1; const lastRank = color == "w" ? 0 : sizeX - 1; @@ -352,10 +353,9 @@ export const VariantRules = class EightpiecesRules extends ChessRules { if (!V.OnBoard(x + shiftX, y)) return []; const finalPieces = - // No promotions after pushes! - x + shiftX == lastRank && this.subTurn == 1 - ? - Object.keys(V.LANCER_DIRS).concat( + // A push cannot put a pawn on last rank (it goes backward) + x + shiftX == lastRank + ? Object.keys(V.LANCER_DIRS).concat( [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.SENTRY, V.JAILER]) : [V.PAWN]; if (this.board[x + shiftX][y] == V.EMPTY) { @@ -369,7 +369,9 @@ export const VariantRules = class EightpiecesRules extends ChessRules { ); } if ( - x == startRank && + // 2-squares jumps forbidden if pawn push + this.subTurn == 1 && + [startRank, firstRank].includes(x) && this.board[x + 2 * shiftX][y] == V.EMPTY ) { // Two squares jump @@ -395,10 +397,11 @@ export const VariantRules = class EightpiecesRules extends ChessRules { } } - // En passant: + // En passant: only on subTurn == 1 const Lep = this.epSquares.length; const epSquare = this.epSquares[Lep - 1]; if ( + this.subTurn == 1 && !!epSquare && epSquare.x == x + shiftX && Math.abs(epSquare.y - y) == 1 @@ -444,6 +447,7 @@ export const VariantRules = class EightpiecesRules extends ChessRules { // Add all lancer possible orientations, similar to pawn promotions. // Except if just after a push: allow all movements from init square then const L = this.sentryPush.length; + const color = this.getColor(x, y); if (!!this.sentryPush[L-1]) { // Maybe I was pushed const pl = this.sentryPush[L-1].length; @@ -454,7 +458,6 @@ export const VariantRules = class EightpiecesRules extends ChessRules { // I was pushed: allow all directions (for this move only), but // do not change direction after moving, *except* if I keep the // same orientation in which I was pushed. - const color = this.getColor(x, y); const curDir = V.LANCER_DIRS[this.board[x][y].charAt(1)]; Object.values(V.LANCER_DIRS).forEach(step => { const dirCode = Object.keys(V.LANCER_DIRS).find(k => { @@ -507,10 +510,15 @@ export const VariantRules = class EightpiecesRules extends ChessRules { V.OnBoard(x + step[0], y + step[1]) && this.board[x + step[0]][y + step[1]] == V.EMPTY ) { + const newDirCode = Object.keys(V.LANCER_DIRS).find(k => { + const codeStep = V.LANCER_DIRS[k]; + return (codeStep[0] == step[0] && codeStep[1] == step[1]); + }); potentialNudges.push( this.getBasicMove( [x, y], - [x + step[0], y + step[1]] + [x + step[0], y + step[1]], + { c: color, p: newDirCode } ) ); } @@ -728,9 +736,9 @@ export const VariantRules = class EightpiecesRules extends ChessRules { } play(move) { - if (!this.states) this.states = []; - const stateFen = this.getFen(); - this.states.push(stateFen); +// if (!this.states) this.states = []; +// const stateFen = this.getFen(); +// this.states.push(stateFen); this.prePlay(move); move.flags = JSON.stringify(this.aggregateFlags()); @@ -793,9 +801,9 @@ export const VariantRules = class EightpiecesRules extends ChessRules { } this.postUndo(move); - const stateFen = this.getFen(); - if (stateFen != this.states[this.states.length-1]) debugger; - this.states.pop(); +// const stateFen = this.getFen(); +// if (stateFen != this.states[this.states.length-1]) debugger; +// this.states.pop(); } postUndo(move) { @@ -886,11 +894,18 @@ export const VariantRules = class EightpiecesRules extends ChessRules { selfAttack([x1, y1], [x2, y2]) { const color = this.getColor(x1, y1); const sliderAttack = (allowedSteps, lancer) => { - const deltaX = x2 - x1; - const deltaY = y2 - y1; - const step = [ deltaX / Math.abs(deltaX), deltaY / Math.abs(deltaY) ]; - if (allowedSteps.every(st => st[0] != step[0] || st[1] != step[1])) + const deltaX = x2 - x1, + absDeltaX = Math.abs(deltaX); + const deltaY = y2 - y1, + absDeltaY = Math.abs(deltaY); + const step = [ deltaX / absDeltaX, deltaY / absDeltaY ]; + if ( + // Check that the step is a priori valid: + (absDeltaX != absDeltaY && deltaX != 0 && deltaY != 0) || + allowedSteps.every(st => st[0] != step[0] || st[1] != step[1]) + ) { return false; + } let sq = [ x1 + step[0], y1 + step[1] ]; while (sq[0] != x2 && sq[1] != y2) { if (