From: Benjamin Auder Date: Thu, 12 Mar 2020 18:59:20 +0000 (+0100) Subject: Debug movesCount for MarseilleChess, complete draft of Eightpieces variant X-Git-Url: https://git.auder.net/doc/html/css/current/scripts/%3C?a=commitdiff_plain;h=9842aca264cf81695a253820ef1efd8e677e1a20;p=vchess.git Debug movesCount for MarseilleChess, complete draft of Eightpieces variant --- diff --git a/client/src/variants/Circular.js b/client/src/variants/Circular.js index df8d9545..a89712d6 100644 --- a/client/src/variants/Circular.js +++ b/client/src/variants/Circular.js @@ -165,8 +165,7 @@ export const VariantRules = class CircularRules extends ChessRules { filterValid(moves) { const filteredMoves = super.filterValid(moves); // If at least one full move made, everything is allowed: - if (this.movesCount >= 2) - return filteredMoves; + if (this.movesCount >= 2) return filteredMoves; // Else, forbid check: const oppCol = V.GetOppCol(this.turn); return filteredMoves.filter(m => { diff --git a/client/src/variants/Eightpieces.js b/client/src/variants/Eightpieces.js index ead98299..21013b8c 100644 --- a/client/src/variants/Eightpieces.js +++ b/client/src/variants/Eightpieces.js @@ -91,8 +91,71 @@ export const VariantRules = class EightpiecesRules extends ChessRules { } static GenRandInitFen(randomness) { - // TODO: special conditions for 960 - return "jsfqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JSDQKBNR w 0 1111 - -"; + if (randomness == 0) + // Deterministic: + return "jsfqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JSDQKBNR w 0 1111 - -"; + + let pieces = { w: new Array(8), b: new Array(8) }; + // Shuffle pieces on first (and last rank if randomness == 2) + for (let c of ["w", "b"]) { + if (c == 'b' && randomness == 1) { + pieces['b'] = pieces['w']; + break; + } + + let positions = ArrayFun.range(8); + + // Get random squares for bishop and sentry + let randIndex = 2 * randInt(4); + let bishopPos = positions[randIndex]; + // The sentry must be on a square of different color + let randIndex_tmp = 2 * randInt(4) + 1; + let sentryPos = positions[randIndex_tmp]; + if (c == 'b') { + // Check if white sentry is on the same color as ours. + // If yes: swap bishop and sentry positions. + if ((pieces['w'].indexOf('s') - sentryPos) % 2 == 0) + [bishopPos, sentryPos] = [sentryPos, bishopPos]; + } + positions.splice(Math.max(randIndex, randIndex_tmp), 1); + positions.splice(Math.min(randIndex, randIndex_tmp), 1); + + // Get random squares for knight and lancer + randIndex = randInt(6); + const knightPos = positions[randIndex]; + positions.splice(randIndex, 1); + randIndex = randInt(5); + const lancerPos = positions[randIndex]; + positions.splice(randIndex, 1); + + // Get random square for queen + randIndex = randInt(4); + const queenPos = positions[randIndex]; + positions.splice(randIndex, 1); + + // Rook, jailer and king positions are now almost fixed, + // only the ordering rook-> jailer or jailer->rook must be decided. + let rookPos = positions[0]; + let jailerPos = positions[2]; + const kingPos = positions[1]; + if (Math.random() < 0.5) [rookPos, jailerPos] = [jailerPos, rookPos]; + + pieces[c][rookPos] = "r"; + pieces[c][knightPos] = "n"; + pieces[c][bishopPos] = "b"; + pieces[c][queenPos] = "q"; + pieces[c][kingPos] = "k"; + pieces[c][sentryPos] = "s"; + // Lancer faces north for white, and south for black: + pieces[c][lancerPos] = c == 'w' ? 'c' : 'g'; + pieces[c][jailerPos] = "j"; + } + return ( + pieces["b"].join("") + + "/pppppppp/8/8/8/8/PPPPPPPP/" + + pieces["w"].join("").toUpperCase() + + " w 0 1111 - -" + ); } // Scan kings, rooks and jailers @@ -180,7 +243,7 @@ export const VariantRules = class EightpiecesRules extends ChessRules { // subTurn == 2: only the piece pushed by the sentry is allowed to move, // as if the sentry didn't exist if (x != this.sentryPos.x && y != this.sentryPos.y) return []; - return this.getPotentialMovesFrom_aux([x,y]); + return this.getPotentialMovesFrom_aux([x, y]); } getAllValidMoves() { @@ -207,21 +270,88 @@ export const VariantRules = class EightpiecesRules extends ChessRules { filterValid(moves) { // Disable check tests when subTurn == 2, because the move isn't finished if (this.subTurn == 2) return moves; - return super.filterValid(moves); + const filteredMoves = super.filterValid(moves); + // If at least one full move made, everything is allowed: + if (this.movesCount >= 2) return filteredMoves; + // Else, forbid check and captures: + const oppCol = V.GetOppCol(this.turn); + return filteredMoves.filter(m => { + if (m.vanish.length == 2 && m.appear.length == 1) return false; + this.play(m); + const res = !this.underCheck(oppCol); + this.undo(m); + return res; + }); + } + + // Obtain all lancer moves in "step" direction, + // without final re-orientation. + getPotentialLancerMoves_aux([x, y], step) { + let moves = []; + // Add all moves to vacant squares until opponent is met: + const oppCol = V.GetOppCol(this.turn); + let sq = [x + step[0], y + step[1]]; + while (V.OnBoard(sq[0], sq[1]) && this.getColor(sq[0], sq[1]) != oppCol) { + if (this.board[sq[0]][sq[1]] == V.EMPTY) + moves.push(this.getBasicMove([x, y], sq)); + sq[0] += step[0]; + sq[1] += step[1]; + } + if (V.OnBoard(sq[0], sq[1])) + // Add capturing move + moves.push(this.getBasicMove([x, y], sq)); + return moves; } getPotentialLancerMoves([x, y]) { - // TODO: add all lancer possible orientations same as pawn promotions, - // except if just after a push: allow all movements from init square then - return []; + let moves = []; + // Add all lancer possible orientations, similar to pawn promotions. + // Except if just after a push: allow all movements from init square then + if (!!this.sentryPath[L-1]) { + // Maybe I was pushed + const pl = this.sentryPath[L-1].length; + if ( + this.sentryPath[L-1][pl-1].x == x && + this.sentryPath[L-1][pl-1].y == y + ) { + // I was pushed: allow all directions (for this move only), but + // do not change direction after moving. + Object.values(V.LANCER_DIRS).forEach(step => { + Array.prototype.push.apply( + moves, + this.getPotentialLancerMoves_aux([x, y], step) + ); + }); + return moves; + } + } + // I wasn't pushed: standard lancer move + const dirCode = this.board[x][y][1]; + const monodirMoves = + this.getPotentialLancerMoves_aux([x, y], V.LANCER_DIRS[dirCode]); + // Add all possible orientations aftermove: + monodirMoves.forEach(m => { + Object.keys(V.LANCER_DIRS).forEach(k => { + let mk = JSON.parse(JSON.stringify(m)); + mk.appear[0].p = k; + moves.push(mk); + }); + }); + return moves; } getPotentialSentryMoves([x, y]) { // The sentry moves a priori like a bishop: let moves = super.getPotentialBishopMoves([x, y]); // ...but captures are replaced by special move - // "appear = [], vanish = init square" to let the pushed piece move then. - // TODO + moves.forEach(m => { + if (m.vanish.length == 2) { + // Temporarily cancel the sentry capture: + m.appear.pop(); + m.vanish.pop(); + } + }); + return moves; } getPotentialJailerMoves([x, y]) { @@ -329,40 +459,57 @@ export const VariantRules = class EightpiecesRules extends ChessRules { updateVariables(move) { super.updateVariables(move); if (this.subTurn == 2) { - // A piece is pushed: - // TODO: push array of squares between start and end of move, included - // (except if it's a pawn) - this.sentryPush.push([]); //TODO - this.subTurn = 1; - } else { - if (move.appear.length == 0 && move.vanish.length == 1) { - // Special sentry move: subTurn <- 2, and then move pushed piece - this.subTurn = 2; + // A piece is pushed: forbid array of squares between start and end + // of move, included (except if it's a pawn) + let squares = []; + if (move.vanish[0].p != V.PAWN) { + if ([V.KNIGHT,V.KING].insludes(move.vanish[0].p)) + // short-range pieces: just forbid initial square + squares.push(move.start); + else { + const deltaX = move.end.x - move.start.x; + const deltaY = move.end.y - move.start.y; + const step = [ + deltaX / Math.abs(deltaX) || 0, + deltaY / Math.abs(deltaY) || 0 + ]; + for ( + let sq = {x: x, y: y}; + sq.x != move.end.x && sq.y != move.end.y; + sq.x += step[0], sq.y += step[1] + ) { + squares.push(sq); + } + } + // Add end square as well, to know if I was pushed (useful for lancers) + squares.push(move.end); } - // Else: normal move. - } + this.sentryPush.push(squares); + } else this.sentryPush.push(null); } play(move) { move.flags = JSON.stringify(this.aggregateFlags()); this.epSquares.push(this.getEpSquare(move)); V.PlayOnBoard(this.board, move); - // TODO: turn changes only if not a sentry push or subTurn == 2 - //this.turn = V.GetOppCol(this.turn); - this.movesCount++; + if (this.subTurn == 1) this.movesCount++; this.updateVariables(move); + // move.sentryPush indicates that sentry is *about to* push + move.sentryPush = (move.appear.length == 0 && move.vanish.length == 1); + // Turn changes only if not a sentry "pre-push" or subTurn == 2 (push) + if (!move.sentryPush || this.subTurn == 2) + this.turn = V.GetOppCol(this.turn); } undo(move) { this.epSquares.pop(); this.disaggregateFlags(JSON.parse(move.flags)); V.UndoOnBoard(this.board, move); - // TODO: here too, take care of turn. If undoing when subTurn == 2, - // do not change turn (this shouldn't happen anyway). - // ==> normal undo() should be ok. - //this.turn = V.GetOppCol(this.turn); - this.movesCount--; + if (this.subTurn == 2) this.movesCount--; this.unupdateVariables(move); + // Turn changes only if not undoing second part of a sentry push + if (!move.sentryPush || this.subTurn == 1) + this.turn = V.GetOppCol(this.turn); } static get VALUES() { diff --git a/client/src/variants/Marseille.js b/client/src/variants/Marseille.js index 247e2cbe..121bf015 100644 --- a/client/src/variants/Marseille.js +++ b/client/src/variants/Marseille.js @@ -39,7 +39,8 @@ export const VariantRules = class MarseilleRules extends ChessRules { // "w1" or "w2" white subturn 1 or 2, and same for black const fullTurn = V.ParseFen(fen).turn; this.turn = fullTurn[0]; - this.subTurn = fullTurn[1] || 0; //"w0" = special code for first move in game + // At move 1, the subTurn doesn't need to be specified: + this.subTurn = fullTurn[1] || 1; } getPotentialPawnMoves([x, y]) { @@ -134,23 +135,27 @@ export const VariantRules = class MarseilleRules extends ChessRules { move.turn = this.turn + this.subTurn; V.PlayOnBoard(this.board, move); const epSq = this.getEpSquare(move); - if (this.subTurn == 0) { - //first move in game + if (this.movesCount == 0) { + // First move in game this.turn = "b"; - this.subTurn = 1; this.epSquares.push([epSq]); + this.movesCount = 1; } // Does this move give check on subturn 1? If yes, skip subturn 2 else if (this.subTurn == 1 && this.underCheck(V.GetOppCol(this.turn))) { this.turn = V.GetOppCol(this.turn); this.epSquares.push([epSq]); move.checkOnSubturn1 = true; + this.movesCount++; } else { if (this.subTurn == 2) { this.turn = V.GetOppCol(this.turn); let lastEpsq = this.epSquares[this.epSquares.length - 1]; lastEpsq.push(epSq); - } else this.epSquares.push([epSq]); + } else { + this.epSquares.push([epSq]); + this.movesCount++; + } this.subTurn = 3 - this.subTurn; } this.updateVariables(move); @@ -159,10 +164,13 @@ export const VariantRules = class MarseilleRules extends ChessRules { undo(move) { this.disaggregateFlags(JSON.parse(move.flags)); V.UndoOnBoard(this.board, move); - if (move.turn[1] == "0" || move.checkOnSubturn1 || this.subTurn == 2) + if (this.movesCount == 1 || !!move.checkOnSubturn1 || this.subTurn == 2) { + // The move may not be full, but is fully undone: this.epSquares.pop(); - else { - // this.subTurn == 1 + // Moves counter was just incremented: + this.movesCount--; + } else { + // Undo the second half of a move let lastEpsq = this.epSquares[this.epSquares.length - 1]; lastEpsq.pop(); }