From: Benjamin Auder <benjamin.auder@somewhere> Date: Tue, 28 Jun 2022 08:05:59 +0000 (+0200) Subject: Finish base_rules.js refactoring X-Git-Url: https://git.auder.net/doc/html/pieces/img/vendor/index.css?a=commitdiff_plain;h=ca8a399316d2496c069ea9c6ccf2dc241aeb70ef;p=xogo.git Finish base_rules.js refactoring --- diff --git a/base_rules.js b/base_rules.js index ce0de11..a2e5f61 100644 --- a/base_rules.js +++ b/base_rules.js @@ -125,7 +125,7 @@ export default class ChessRules { new PiPo({ x: coords.x, y: coords.y, - c: this.captured.c, //this.turn, + c: this.captured.c, p: this.captured.p }) ], @@ -466,46 +466,9 @@ export default class ChessRules { this.moveStack = []; } - updateEnlightened() { - this.oldEnlightened = this.enlightened; - this.enlightened = ArrayFun.init(this.size.x, this.size.y, false); - // Add pieces positions + all squares reachable by moves (includes Zen): - for (let x=0; x<this.size.x; x++) { - for (let y=0; y<this.size.y; y++) { - if (this.board[x][y] != "" && this.getColor(x, y) == this.playerColor) - { - this.enlightened[x][y] = true; - this.getPotentialMovesFrom([x, y]).forEach(m => { - this.enlightened[m.end.x][m.end.y] = true; - }); - } - } - } - if (this.epSquare) - this.enlightEnpassant(); - } - - // Include square of the en-passant capturing square: - enlightEnpassant() { - // NOTE: shortcut, pawn has only one attack type, doesn't depend on square - const steps = this.pieces(this.playerColor)["p"].attack[0].steps; - for (let step of steps) { - const x = this.epSquare.x - step[0], - y = this.getY(this.epSquare.y - step[1]); - if ( - this.onBoard(x, y) && - this.getColor(x, y) == this.playerColor && - this.getPieceType(x, y) == "p" - ) { - this.enlightened[x][this.epSquare.y] = true; - break; - } - } - } - - // ordering as in pieces() p,r,n,b,q,k (+ count in base 30 if needed) + // ordering as in pieces() p,r,n,b,q,k initReserves(reserveStr) { - const counts = reserveStr.split("").map(c => parseInt(c, 30)); + const counts = reserveStr.split("").map(c => parseInt(c, 36)); this.reserve = { w: {}, b: {} }; const pieceName = ['p', 'r', 'n', 'b', 'q', 'k']; const L = pieceName.length; @@ -524,6 +487,22 @@ export default class ChessRules { this.ispawn = {}; } + //////////////// + // VISUAL UTILS + + getPieceWidth(rwidth) { + return (rwidth / this.size.y); + } + + getReserveSquareSize(rwidth, nbR) { + const sqSize = this.getPieceWidth(rwidth); + return Math.min(sqSize, rwidth / nbR); + } + + getReserveNumId(color, piece) { + return `${this.containerId}|rnum-${color}${piece}`; + } + getNbReservePieces(color) { return ( Object.values(this.reserve[color]).reduce( @@ -539,22 +518,6 @@ export default class ChessRules { (oldV,newV) => oldV + (this.reserve[c][newV] > 0 ? 1 : 0), 0); } - ////////////// - // VISUAL PART - - getPieceWidth(rwidth) { - return (rwidth / this.size.y); - } - - getReserveSquareSize(rwidth, nbR) { - const sqSize = this.getPieceWidth(rwidth); - return Math.min(sqSize, rwidth / nbR); - } - - getReserveNumId(color, piece) { - return `${this.containerId}|rnum-${color}${piece}`; - } - static AddClass_es(piece, class_es) { if (!Array.isArray(class_es)) class_es = [class_es]; @@ -571,6 +534,23 @@ export default class ChessRules { }); } + // Generally light square bottom-right + getSquareColorClass(x, y) { + return ((x+y) % 2 == 0 ? "light-square": "dark-square"); + } + + getMaxDistance(r) { + // Works for all rectangular boards: + return Math.sqrt(r.width ** 2 + r.height ** 2); + } + + getDomPiece(x, y) { + return (typeof x == "string" ? this.r_pieces : this.g_pieces)[x][y]; + } + + ////////////////// + // VISUAL METHODS + graphicalInit() { // NOTE: not window.onresize = this.re_drawBoardElts because scope (this) window.onresize = () => this.re_drawBoardElements(); @@ -657,11 +637,6 @@ export default class ChessRules { return board; } - // Generally light square bottom-right - getSquareColorClass(x, y) { - return ((x+y) % 2 == 0 ? "light-square": "dark-square"); - } - setupPieces(r) { if (this.g_pieces) { // Refreshing: delete old pieces first @@ -789,30 +764,6 @@ export default class ChessRules { } } - // Apply diff this.enlightened --> oldEnlightened on board - graphUpdateEnlightened() { - let chessboard = - document.getElementById(this.containerId).querySelector(".chessboard"); - const r = chessboard.getBoundingClientRect(); - const pieceWidth = this.getPieceWidth(r.width); - for (let x=0; x<this.size.x; x++) { - for (let y=0; y<this.size.y; y++) { - if (!this.enlightened[x][y] && this.oldEnlightened[x][y]) { - let elt = document.getElementById(this.coordsToId({x: x, y: y})); - elt.classList.add("in-shadow"); - if (this.g_pieces[x][y]) - this.g_pieces[x][y].classList.add("hidden"); - } - else if (this.enlightened[x][y] && !this.oldEnlightened[x][y]) { - let elt = document.getElementById(this.coordsToId({x: x, y: y})); - elt.classList.remove("in-shadow"); - if (this.g_pieces[x][y]) - this.g_pieces[x][y].classList.remove("hidden"); - } - } - } - } - // Resize board: no need to destroy/recreate pieces rescale(mode) { let chessboard = @@ -1069,6 +1020,70 @@ export default class ChessRules { } } + //////////////// + // DARK METHODS + + updateEnlightened() { + this.oldEnlightened = this.enlightened; + this.enlightened = ArrayFun.init(this.size.x, this.size.y, false); + // Add pieces positions + all squares reachable by moves (includes Zen): + for (let x=0; x<this.size.x; x++) { + for (let y=0; y<this.size.y; y++) { + if (this.board[x][y] != "" && this.getColor(x, y) == this.playerColor) + { + this.enlightened[x][y] = true; + this.getPotentialMovesFrom([x, y]).forEach(m => { + this.enlightened[m.end.x][m.end.y] = true; + }); + } + } + } + if (this.epSquare) + this.enlightEnpassant(); + } + + // Include square of the en-passant capturing square: + enlightEnpassant() { + // NOTE: shortcut, pawn has only one attack type, doesn't depend on square + const steps = this.pieces(this.playerColor)["p"].attack[0].steps; + for (let step of steps) { + const x = this.epSquare.x - step[0], + y = this.getY(this.epSquare.y - step[1]); + if ( + this.onBoard(x, y) && + this.getColor(x, y) == this.playerColor && + this.getPieceType(x, y) == "p" + ) { + this.enlightened[x][this.epSquare.y] = true; + break; + } + } + } + + // Apply diff this.enlightened --> oldEnlightened on board + graphUpdateEnlightened() { + let chessboard = + document.getElementById(this.containerId).querySelector(".chessboard"); + const r = chessboard.getBoundingClientRect(); + const pieceWidth = this.getPieceWidth(r.width); + for (let x=0; x<this.size.x; x++) { + for (let y=0; y<this.size.y; y++) { + if (!this.enlightened[x][y] && this.oldEnlightened[x][y]) { + let elt = document.getElementById(this.coordsToId({x: x, y: y})); + elt.classList.add("in-shadow"); + if (this.g_pieces[x][y]) + this.g_pieces[x][y].classList.add("hidden"); + } + else if (this.enlightened[x][y] && !this.oldEnlightened[x][y]) { + let elt = document.getElementById(this.coordsToId({x: x, y: y})); + elt.classList.remove("in-shadow"); + if (this.g_pieces[x][y]) + this.g_pieces[x][y].classList.remove("hidden"); + } + } + } + } + ////////////// // BASIC UTILS @@ -1080,7 +1095,7 @@ export default class ChessRules { }; } - // Color of thing on square (i,j). 'undefined' if square is empty + // Color of thing on square (i,j). '' if square is empty getColor(i, j) { if (typeof i == "string") return i; //reserves @@ -1095,7 +1110,7 @@ export default class ChessRules { return "other-color"; //unidentified color } - // Assume square i,j isn't empty + // Piece on i,j. '' if square is empty getPiece(i, j) { if (typeof j == "string") return j; //reserves @@ -1148,14 +1163,12 @@ export default class ChessRules { } ] }, - // rook 'r': { "class": "rook", moves: [ {steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]} ] }, - // knight 'n': { "class": "knight", moves: [ @@ -1168,14 +1181,12 @@ export default class ChessRules { } ] }, - // bishop 'b': { "class": "bishop", moves: [ {steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]} ] }, - // queen 'q': { "class": "queen", moves: [ @@ -1187,7 +1198,6 @@ export default class ChessRules { } ] }, - // king 'k': { "class": "king", moves: [ @@ -1245,6 +1255,22 @@ export default class ChessRules { return res; } + getSegments(curSeg, segStart, segEnd) { + if (curSeg.length == 0) + return undefined; + let segments = JSON.parse(JSON.stringify(curSeg)); //not altering + segments.push([[segStart[0], segStart[1]], [segEnd[0], segEnd[1]]]); + return segments; + } + + getStepSpec(color, x, y) { + const allSpecs = this.pieces(color, x, y); + let stepSpec = allSpecs[piece]; + if (stepSpec.moveas) + stepSpec = allSpecs[stepSpec.moveas]; + return stepSpec; + } + // Can thing on square1 capture thing on square2? canTake([x1, y1], [x2, y2]) { return this.getColor(x1, y1) !== this.getColor(x2, y2); @@ -1255,6 +1281,18 @@ export default class ChessRules { return this.board[i][j] == ""; } + canDrop([c, p], [i, j]) { + return ( + this.board[i][j] == "" && + (!this.enlightened || this.enlightened[i][j]) && + ( + p != "p" || + (c == 'w' && i < this.size.x - 1) || + (c == 'b' && i > 0) + ) + ); + } + // For Madrasi: // (redefined in Baroque etc, where Madrasi condition doesn't make sense) isImmobilized([x, y]) { @@ -1311,22 +1349,6 @@ export default class ChessRules { return false; } - getSegments(curSeg, segStart, segEnd) { - if (curSeg.length == 0) - return undefined; - let segments = JSON.parse(JSON.stringify(curSeg)); //not altering - segments.push([[segStart[0], segStart[1]], [segEnd[0], segEnd[1]]]); - return segments; - } - - getStepSpec(color, x, y) { - const allSpecs = this.pieces(color, x, y); - let stepSpec = allSpecs[piece]; - if (stepSpec.moveas) - stepSpec = allSpecs[stepSpec.moveas]; - return stepSpec; - } - compatibleStep([x1, y1], [x2, y2], step, range) { let shifts = [0]; if (this.options["cylinder"]) @@ -1362,23 +1384,22 @@ export default class ChessRules { let moves = []; for (let i=0; i<this.size.x; i++) { for (let j=0; j<this.size.y; j++) { - if ( - this.board[i][j] == "" && - (!this.enlightened || this.enlightened[i][j]) && - ( - p != "p" || - (c == 'w' && i < this.size.x - 1) || - (c == 'b' && i > 0) - ) - ) { - moves.push( - new Move({ - start: {x: c, y: p}, - end: {x: i, y: j}, - appear: [new PiPo({x: i, y: j, c: c, p: p})], - vanish: [] - }) - ); + if (this.canDrop([c, p], [i, j])) { + let mv = new Move({ + start: {x: c, y: p}, + end: {x: i, y: j}, + appear: [new PiPo({x: i, y: j, c: c, p: p})], + vanish: [] + }); + if (this.board[i][j] != "") { + mv.vanish.push(new PiPo({ + x: i, + y: j, + c: this.getColor(i, j), + p: this.getPiece(i, j) + })); + } + moves.push(mv); } } } @@ -1386,28 +1407,22 @@ export default class ChessRules { } // All possible moves from selected square - getPotentialMovesFrom(sq, color) { + getPotentialMovesFrom([x, y], color) { if (this.subTurnTeleport == 2) return []; - if (typeof sq[0] == "string") - return this.getDropMovesFrom(sq); - if (this.isImmobilized(sq)) + if (typeof x == "string") + return this.getDropMovesFrom([x, y]); + if (this.isImmobilized([x, y])) return []; - const piece = this.getPieceType(sq[0], sq[1]); - let moves = this.getPotentialMovesOf(piece, sq); - if ( - piece == "p" && - this.hasEnpassant && - this.epSquare - ) { - Array.prototype.push.apply(moves, this.getEnpassantCaptures(sq)); - } + const piece = this.getPieceType(x, y); + let moves = this.getPotentialMovesOf(piece, [x, y]); + if (piece == "p" && this.hasEnpassant && this.epSquare) + Array.prototype.push.apply(moves, this.getEnpassantCaptures([x, y])); if ( - piece == "k" && - this.hasCastle && + piece == "k" && this.hasCastle && this.castleFlags[color || this.turn].some(v => v < this.size.y) ) { - Array.prototype.push.apply(moves, this.getCastleMoves(sq)); + Array.prototype.push.apply(moves, this.getCastleMoves([x, y])); } return this.postProcessPotentialMoves(moves); } @@ -1614,8 +1629,7 @@ export default class ChessRules { // Technical step: segments (if any) are reversed if (this.options["cylinder"]) { zenCaptures.forEach(z => { - if (z.segments) - z.segments = z.segments.reverse().map(s => s.reverse()) + z.segments = z.segments.reverse().map(s => s.reverse()) }); } Array.prototype.push.apply(squares, zenCaptures); @@ -1737,9 +1751,9 @@ export default class ChessRules { findCapturesOn([x, y], o, allowed) { if (!allowed) allowed = () => true; - let res = []; if (!o.byCol) o.byCol = [C.GetOppCol(this.getColor(x, y) || this.turn)]; + let res = []; for (let i=0; i<this.size.x; i++) { for (let j=0; j<this.size.y; j++) { const colIJ = this.getColor(i, j); @@ -1770,7 +1784,7 @@ export default class ChessRules { }, ([ii, jj]) => this.canTake([ii, jj], [x, y]) ); - if (newSquare) + if (newSquare) { if (o.one) return true; res.push(newSquare); @@ -1874,12 +1888,12 @@ export default class ChessRules { // Next conditions for variants like Atomic or Rifle, Recycle... ( move.appear.length > 0 && - this.getPieceType(0, 0, move.appear[0].p) == "p" + this.getPieceType(0, 0, move.appear[0].p) == 'p' ) && ( move.vanish.length > 0 && - this.getPieceType(0, 0, move.vanish[0].p) == "p" + this.getPieceType(0, 0, move.vanish[0].p) == 'p' ) ) { return { @@ -1895,25 +1909,26 @@ export default class ChessRules { const color = this.getColor(x, y); const shiftX = (color == 'w' ? -1 : 1); const oppCol = C.GetOppCol(color); - let enpassantMove = null; if ( - !!this.epSquare && + this.epSquare && this.epSquare.x == x + shiftX && Math.abs(this.getY(this.epSquare.y - y)) == 1 && - this.getColor(x, this.epSquare.y) == oppCol //Doublemove guard... + // Doublemove (and Progressive?) guards: + this.board[this.epSquare.x][this.epSquare.y] == "" && + this.getColor(x, this.epSquare.y) == oppCol ) { const [epx, epy] = [this.epSquare.x, this.epSquare.y]; - this.board[epx][epy] = oppCol + "p"; - enpassantMove = this.getBasicMove([x, y], [epx, epy]); + this.board[epx][epy] = oppCol + 'p'; + let enpassantMove = this.getBasicMove([x, y], [epx, epy]); this.board[epx][epy] = ""; const lastIdx = enpassantMove.vanish.length - 1; //think Rifle enpassantMove.vanish[lastIdx].x = x; + return [enpassantMove]; } - return !!enpassantMove ? [enpassantMove] : []; + return []; } - // "castleInCheck" arg to let some variants castle under check - getCastleMoves([x, y], finalSquares, castleInCheck, castleWith) { + getCastleMoves([x, y], finalSquares, castleWith) { const c = this.getColor(x, y); // Castling ? @@ -1938,7 +1953,7 @@ export default class ChessRules { if ( this.board[x][rookPos] == "" || this.getColor(x, rookPos) != c || - (!!castleWith && !castleWith.includes(castlingPiece)) + (castleWith && !castleWith.includes(castlingPiece)) ) { // Rook is not here, or changed color (see Benedict) continue; @@ -1949,7 +1964,13 @@ export default class ChessRules { let i = y; do { if ( - (!castleInCheck && this.underCheck([x, i], oppCol)) || + // NOTE: next weird test because underCheck() verification + // will be executed in filterValid() later. + ( + i != finalSquares[castleSide][0] && + this.underCheck([x, i], oppCol) + ) + || ( this.board[x][i] != "" && // NOTE: next check is enough, because of chessboard constraints @@ -1981,7 +2002,7 @@ export default class ChessRules { } } - // If this code is reached, castle is valid + // If this code is reached, castle is potentially valid moves.push( new Move({ appear: [ @@ -2024,15 +2045,15 @@ export default class ChessRules { ( (!this.options["zen"] || king) && this.findCapturesOn([x, y], - {oppCol: oppCol, segments: this.options["cylinder"], one: true}, - ([i, j]) => this.canTake([i, j], [x, y])).length == 1 + {byCol: [oppCol], segments: this.options["cylinder"], one: true}, + ([i, j]) => this.canTake([i, j], [x, y])) ) || ( (this.options["zen"] && !king) && this.findDestSquares([x, y], {attackOnly: true, segments: this.options["cylinder"], one: true}, - ([i, j]) => this.canTake([i, j], [x, y])).length == 1 + ([i, j]) => this.canTake([i, j], [x, y])) ) ); } @@ -2092,16 +2113,6 @@ export default class ChessRules { ///////////////// // MOVES PLAYING - // Aggregate flags into one object - aggregateFlags() { - return this.castleFlags; - } - - // Reverse operation - disaggregateFlags(flags) { - this.castleFlags = flags; - } - // Apply a move on board playOnBoard(move) { for (let psq of move.vanish) @@ -2144,8 +2155,8 @@ export default class ChessRules { if ( this.hasCastle && // If flags already off, no need to re-check: - Object.keys(this.castleFlags).some(c => { - return this.castleFlags[c].some(val => val < this.size.y)}) + Object.values(this.castleFlags).some(cvals => + cvals.some(val => val < this.size.y)) ) { this.updateCastleFlags(move); } @@ -2161,7 +2172,7 @@ export default class ChessRules { const destSquare = C.CoordsToSquare(move.end); if ( this.ispawn[initSquare] || - (move.vanish[0].p == "p" && move.appear[0].p != "p") + (move.vanish[0].p == 'p' && move.appear[0].p != 'p') ) { this.ispawn[destSquare] = true; } @@ -2169,7 +2180,7 @@ export default class ChessRules { this.ispawn[destSquare] && this.getColor(move.end.x, move.end.y) != move.vanish[0].c ) { - move.vanish[1].p = "p"; + move.vanish[1].p = 'p'; delete this.ispawn[destSquare]; } } @@ -2371,15 +2382,6 @@ export default class ChessRules { // Implemented in variants using (automatic) moveStack computeNextMove(move) {} - getMaxDistance(r) { - // Works for all rectangular boards: - return Math.sqrt(r.width ** 2 + r.height ** 2); - } - - getDomPiece(x, y) { - return (typeof x == "string" ? this.r_pieces : this.g_pieces)[x][y]; - } - animateMoving(start, end, drag, segments, cb) { let initPiece = this.getDomPiece(start.x, start.y); // NOTE: cloning often not required, but light enough, and simpler diff --git a/variants/Chakart/class.js b/variants/Chakart/class.js index eab2a36..59e44b1 100644 --- a/variants/Chakart/class.js +++ b/variants/Chakart/class.js @@ -189,31 +189,24 @@ export default class ChakartRules extends ChessRules { this.reserve = {}; //to be filled later } + canStepOver(i, j) { + return ( + this.board[i][j] == "" || + ['i', V.EGG, V.MUSHROOM].includes(this.getPiece(i, j)) + ); + } + // For Toadette bonus - getDropMovesFrom([c, p]) { - if (typeof c != "string" || this.reserve[c][p] == 0) - return []; - let moves = []; - const start = (c == 'w' && p == 'p' ? 1 : 0); - const end = (c == 'b' && p == 'p' ? 7 : 8); - for (let i = start; i < end; i++) { - for (let j = 0; j < this.size.y; j++) { - const pieceIJ = this.getPiece(i, j); - const colIJ = this.getColor(i, j); - if (this.board[i][j] == "" || colIJ == 'a' || pieceIJ == 'i') { - let m = new Move({ - start: {x: c, y: p}, - appear: [new PiPo({x: i, y: j, c: c, p: p})], - vanish: [] - }); - // A drop move may remove a bonus (or hidden queen!) - if (this.board[i][j] != "") - m.vanish.push(new PiPo({x: i, y: j, c: colIJ, p: pieceIJ})); - moves.push(m); - } - } - } - return moves; + canDrop([c, p], [i, j]) { + return ( + ( + this.board[i][j] == "" || + this.getColor(i, j) == 'a' || + this.getPiece(i, j) == 'i' + ) + && + (p != "p" || (c == 'w' && i < this.size.x - 1) || (c == 'b' && i > 0)) + ); } getPotentialMovesFrom([x, y]) { @@ -283,13 +276,6 @@ export default class ChakartRules extends ChessRules { return moves; } - canStepOver(i, j) { - return ( - this.board[i][j] == "" || - ['i', V.EGG, V.MUSHROOM].includes(this.getPiece(i, j)) - ); - } - getPawnMovesFrom([x, y]) { const color = this.turn; const oppCol = C.GetOppCol(color); diff --git a/variants/Hex/class.js b/variants/Hex/class.js index 925507e..8721227 100644 --- a/variants/Hex/class.js +++ b/variants/Hex/class.js @@ -32,7 +32,6 @@ export default class HexRules extends ChessRules { get hasReserve() { return false; } - get noAnimate() { return true; } @@ -161,27 +160,6 @@ export default class HexRules extends ChessRules { } } - initMouseEvents() { - const mousedown = (e) => { - if (e.touches && e.touches.length > 1) - e.preventDefault(); - const cd = this.idToCoords(e.target.id); - if (cd) { - const move = this.doClick(cd); - if (move) - this.buildMoveStack(move); - } - }; - - if ('onmousedown' in window) { - document.addEventListener("mousedown", mousedown); - document.addEventListener("wheel", - (e) => this.rescale(e.deltaY < 0 ? "up" : "down")); - } - if ('ontouchstart' in window) - document.addEventListener("touchstart", mousedown, {passive: false}); - } - get size() { const baseRatio = 1.6191907514450865; //2801.2 / 1730, "widescreen" const rotate = window.innerWidth < window.innerHeight; //"vertical screen"