From: Benjamin Auder Date: Mon, 24 Jul 2023 09:47:11 +0000 (+0200) Subject: Start working on Convert variant X-Git-Url: https://git.auder.net/game/doc/html/current/mini-custom.min.css?a=commitdiff_plain;h=3e72fcf5c0b53fa0ad16114434c7ddd527892297;p=xogo.git Start working on Convert variant --- diff --git a/variants.js b/variants.js index 1b398aa..f3565dd 100644 --- a/variants.js +++ b/variants.js @@ -31,7 +31,7 @@ const variants = [ {name: 'Chess960', disp: "Chess 960", desc: "Standard rules"}, {name: 'Circular', desc: 'Run forward'}, {name: 'Clorange', desc: 'A Clockwork Orange', disp: 'Clockwork Orange'}, -// {name: 'Convert', desc: 'Convert enemy pieces'}, + {name: 'Convert', desc: 'Convert enemy pieces'}, // {name: 'Copycat', desc: 'Borrow powers'}, // {name: 'Coregal', desc: 'Two royal pieces'}, // {name: 'Coronation', desc: 'Long live the Queen'}, diff --git a/variants/Convert/class.js b/variants/Convert/class.js new file mode 100644 index 0000000..1a006e2 --- /dev/null +++ b/variants/Convert/class.js @@ -0,0 +1,224 @@ +import ChessRules from "/base_rules.js"; +import PiPo from "/utils/PiPo.js"; +import Move from "/utils/Move.js"; + +export default class ConvertRules extends ChessRules { + + // TODO + static get Options() { + return { + select: C.Options.select, + input: C.Options.input, + styles: [ + "atomic", "cannibal", "capture", "cylinder", + "dark", "madrasi", "rifle", "teleport" + ] + }; + } + + get hasEnpassant() { + return false; + } + + setOtherVariables(fenParsed, pieceArray) { + super.setOtherVariables(fenParsed, pieceArray); + // Stack of "last move" only for intermediate chaining + this.lastMoveEnd = [null]; + } + + genRandInitBaseFen() { + const baseFen = super.genRandInitBaseFen(); + return { + fen: baseFen.fen.replace("pppppppp/8", "8/pppppppp") + .replace("8/PPPPPPPP", "PPPPPPPP/8"), + o: baseFen.o + }; + } + + getBasicMove([sx, sy], [ex, ey], tr) { + const L = this.lastMoveEnd.length; + const lm = this.lastMoveEnd[L-1]; + const piece = (!!lm ? lm.p : null); + const c = this.turn; + if (this.board[ex][ey] == "") { + if (piece && !tr) + tr = {c: c, p: piece}; + let mv = super.getBasicMove([sx, sy], [ex, ey], tr); + if (piece) + mv.vanish.pop(); + return mv; + } + // Capture: initial, or inside a chain + const initPiece = (piece || this.getPiece(sx, sy)); + const oppCol = C.GetOppTurn(c); + const oppPiece = this.getPiece(ex, ey); + let mv = new Move({ + start: {x: sx, y: sy}, + end: {x: ex, y: ey}, + appear: [ + new PiPo({ + x: ex, + y: ey, + c: c, + p: (!!tr ? tr.p : initPiece) + }) + ], + vanish: [ + new PiPo({ + x: ex, + y: ey, + c: oppCol, + p: oppPiece + }) + ] + }); + if (!piece) { + // Initial capture + mv.vanish.unshift( + new PiPo({ + x: sx, + y: sy, + c: c, + p: initPiece + }) + ); + } + return mv; + } + +// TODO from here + + getPotentialMovesFrom([x, y], asA) { + const L = this.lastMoveEnd.length; + if (!!this.lastMoveEnd[L-1]) { + if (x != this.lastMoveEnd[L-1].x || y != this.lastMoveEnd[L-1].y) + // A capture was played: wrong square + return []; + asA = this.lastMoveEnd[L-1].p; + } + switch (asA || this.getPiece(x, y)) { + case V.PAWN: return super.getPotentialPawnMoves([x, y]); + case V.ROOK: return super.getPotentialRookMoves([x, y]); + case V.KNIGHT: return super.getPotentialKnightMoves([x, y]); + case V.BISHOP: return super.getPotentialBishopMoves([x, y]); + case V.QUEEN: return super.getPotentialQueenMoves([x, y]); + case V.KING: return super.getPotentialKingMoves([x, y]); + } + return []; + } + + getPossibleMovesFrom(sq) { + const L = this.lastMoveEnd.length; + let asA = undefined; + if (!!this.lastMoveEnd[L-1]) { + if ( + sq[0] != this.lastMoveEnd[L-1].x || + sq[1] != this.lastMoveEnd[L-1].y + ) { + return []; + } + asA = this.lastMoveEnd[L-1].p; + } + return this.filterValid(this.getPotentialMovesFrom(sq, asA)); + } + + isAttacked_aux([x, y], color, explored) { + if (explored.some(sq => sq[0] == x && sq[1] == y)) + // Start of an infinite loop: exit + return false; + explored.push([x, y]); + if (super.isAttacked([x, y], color)) return true; + // Maybe indirect "chaining" attack: + const myColor = this.turn + let res = false; + let toCheck = []; //check all but king (no need) + // Pawns: + const shiftToPawn = (myColor == 'w' ? -1 : 1); + for (let yShift of [-1, 1]) { + const [i, j] = [x + shiftToPawn, y + yShift]; + if ( + V.OnBoard(i, j) && + this.board[i][j] != V.EMPTY && + // NOTE: no need to check color (no enemy pawn can take directly) + this.getPiece(i, j) == V.PAWN + ) { + toCheck.push([i, j]); + } + } + // Knights: + V.steps[V.KNIGHT].forEach(s => { + const [i, j] = [x + s[0], y + s[1]]; + if ( + V.OnBoard(i, j) && + this.board[i][j] != V.EMPTY && + this.getPiece(i, j) == V.KNIGHT + ) { + toCheck.push([i, j]); + } + }); + // Sliders: + V.steps[V.ROOK].concat(V.steps[V.BISHOP]).forEach(s => { + let [i, j] = [x + s[0], y + s[1]]; + while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { + i += s[0]; + j += s[1]; + } + if (!V.OnBoard(i, j)) return; + const piece = this.getPiece(i, j); + if ( + piece == V.QUEEN || + (piece == V.ROOK && (s[0] == 0 || s[1] == 0)) || + (piece == V.BISHOP && (s[0] != 0 && s[1] != 0)) + ) { + toCheck.push([i, j]); + } + }); + for (let ij of toCheck) { + if (this.isAttacked_aux(ij, color, explored)) return true; + } + return false; + } + + isAttacked([x, y], color) { + let explored = []; + return this.isAttacked_aux([x, y], color, explored); + } + + filterValid(moves) { + // No "checks" (except to forbid castle) + return moves; + } + + prePlay(move) { + const c = this.turn; + // Extra conditions to avoid tracking converted kings: + if ( + move.appear[0].p == V.KING && + move.vanish.length >= 1 && + move.vanish[0].p == V.KING + ) { + this.kingPos[c][0] = move.appear[0].x; + this.kingPos[c][1] = move.appear[0].y; + } + } + + play(move) { + this.prePlay(move); + const c = this.turn; + move.flags = JSON.stringify(this.aggregateFlags()); + V.PlayOnBoard(this.board, move); + if (!move.end.converted) { + // Not a capture: change turn + this.turn = V.GetOppCol(this.turn); + this.movesCount++; + this.lastMoveEnd.push(null); + } + else { + this.lastMoveEnd.push( + Object.assign({}, move.end, { p: move.end.converted }) + ); + } + super.updateCastleFlags(move, move.appear[0].p, c); + } + +};