From: Benjamin Auder Date: Fri, 15 Jan 2021 21:36:37 +0000 (+0100) Subject: Football: prevent stuck bishops, forbid goal at move 1 (for 960) X-Git-Url: https://git.auder.net/game/current/doc/html/img/css/rpsls.js?a=commitdiff_plain;h=5c6c52ac1c7bbb2a58c60bf5f389e1be4b76b0c1;p=vchess.git Football: prevent stuck bishops, forbid goal at move 1 (for 960) --- diff --git a/client/src/variants/Football.js b/client/src/variants/Football.js index 2410f0a6..98e2372e 100644 --- a/client/src/variants/Football.js +++ b/client/src/variants/Football.js @@ -191,15 +191,45 @@ export class FootballRules extends ChessRules { let [i, j] = [bp[0] + step[0], bp[1] + step[1]]; const horizontalStepOnGoalRow = ([0, 8].includes(bp[0]) && step.some(s => s == 0)); - if (emptySquare(i, j) && (!horizontalStepOnGoalRow || j != 4)) { + if ( + emptySquare(i, j) && + (this.movesCount >= 2 || j != 4 || ![0, 8].includes(i)) && + (!horizontalStepOnGoalRow || j != 4) + ) { moves.push(super.getBasicMove(bp, [i, j])); if (!oneStep) { do { i += step[0]; j += step[1]; if (!emptySquare(i, j)) break; - if (!horizontalStepOnGoalRow || j != 4) + if ( + (this.movesCount >= 2 || j != 4 || ![0, 8].includes(i)) && + (!horizontalStepOnGoalRow || j != 4) + ) { moves.push(super.getBasicMove(bp, [i, j])); + } + } while (true); + } + } + // Try the other direction (TODO: experimental) + [i, j] = [bp[0] - 2*step[0], bp[1] - 2*step[1]]; + if ( + emptySquare(i, j) && + (this.movesCount >= 2 || j != 4 || ![0, 8].includes(i)) && + (!horizontalStepOnGoalRow || j != 4) + ) { + moves.push(super.getBasicMove(bp, [i, j])); + if (!oneStep) { + do { + i -= step[0]; + j -= step[1]; + if (!emptySquare(i, j)) break; + if ( + (this.movesCount >= 2 || j != 4 || ![0, 8].includes(i)) && + (!horizontalStepOnGoalRow || j != 4) + ) { + moves.push(super.getBasicMove(bp, [i, j])); + } } while (true); } } @@ -210,12 +240,43 @@ export class FootballRules extends ChessRules { } getPotentialMovesFrom([x, y], computer) { - if (V.PIECES.includes(this.getPiece(x, y))) { + const piece = this.getPiece(x, y); + if (V.PIECES.includes(piece)) { if (this.subTurn > 1) return []; - return ( - super.getPotentialMovesFrom([x, y]) - .filter(m => m.end.y != 4 || ![0, 8].includes(m.end.x)) - ); + const moves = super.getPotentialMovesFrom([x, y]) + .filter(m => m.end.y != 4 || ![0, 8].includes(m.end.x)); + // If bishop stuck in a corner: allow to jump over the next obstacle + if (moves.length == 0 && piece == V.BISHOP) { + if ( + x == 0 && y == 0 && + this.board[1][1] != V.EMPTY && + this.board[2][2] == V.EMPTY + ) { + return [super.getBasicMove([x, y], [2, 2])]; + } + if ( + x == 0 && y == 8 && + this.board[1][7] != V.EMPTY && + this.board[2][6] == V.EMPTY + ) { + return [super.getBasicMove([x, y], [2, 6])]; + } + if ( + x == 8 && y == 0 && + this.board[7][1] != V.EMPTY && + this.board[6][2] == V.EMPTY + ) { + return [super.getBasicMove([x, y], [6, 2])]; + } + if ( + x == 8 && y == 8 && + this.board[7][7] != V.EMPTY && + this.board[6][6] == V.EMPTY + ) { + return [super.getBasicMove([x, y], [6, 6])]; + } + } + return moves; } // Kicking the ball: look for adjacent pieces. const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);