this.compWorker.onmessage = e => {
let compMove = e.data;
// Small delay for the bot to appear "more human"
- const delay = Math.max(500 - (Date.now() - this.timeStart), 0);
+ const minDelay = this.gameInfo.mode == "versus" ? 500 : 1000;
+ const delay = Math.max(minDelay - (Date.now() - this.timeStart), 0);
let self = this;
setTimeout(() => {
if (this.currentUrl != document.location.href) return; //page change
label.modal-close(for="modalContact")
fieldset
label(for="userEmail") {{ st.tr["Email"] }}
- input#userEmail(type="email")
+ input#userEmail(type="email" :value="st.user.email")
fieldset
label(for="mailSubject") {{ st.tr["Subject"] }}
input#mailSubject(type="text")
return seconds;
}
+// Used only if increment, hence live game: no "day" unit
function isLargerUnit(unit1, unit2) {
return (
- (unit1 == "d" && unit2 != "d") ||
(unit1 == "h" && ["s", "m"].includes(unit2)) ||
(unit1 == "m" && unit2 == "s")
);
export function extractTime(cadence) {
let tcParts = cadence.replace(/ /g, "").split("+");
- // Concatenate usual time control suffixes, in case of none is provided
+ // Concatenate usual time control suffix, in case of none is provided
tcParts[0] += "m";
- tcParts[1] += "s";
const mainTimeArray = tcParts[0].match(/^([0-9]+)([smhd]+)$/);
if (!mainTimeArray) return null;
const mainTimeValue = parseInt(mainTimeArray[1]);
const mainTime = timeUnitToSeconds(mainTimeValue, mainTimeUnit);
let increment = 0;
if (tcParts.length >= 2) {
+ tcParts[1] += "s";
const incrementArray = tcParts[1].match(/^([0-9]+)([smhd]+)$/);
if (!incrementArray) return null;
const incrementValue = parseInt(incrementArray[1]);
return false;
}
- canTake(sq1, sq2) {
- return false; //Captures handled differently
- }
-
getCheckSquares() {
// No notion of check
return [];
getPotentialMovesFrom([x, y]) {
let moves = super.getPotentialMovesFrom([x, y]);
+ // Remove standard captures (without removing castling):
+ moves = moves.filter(m => {
+ return m.vanish.length == 1 || m.appear.length == 2;
+ });
// Augment moves with "mate-captures":
// TODO: this is coded in a highly inefficient way...
) {
const oppPiece = this.getPiece(i, j);
if (oppPiece == V.IMMOBILIZER) {
- // Moving is impossible only if this immobilizer is not neutralized
+ // Moving is possible only if this immobilizer is neutralized
for (let step2 of adjacentSteps) {
const [i2, j2] = [i + step2[0], j + step2[1]];
if (i2 == x && j2 == y) continue; //skip initial piece!
}
isAttackedByBishop([x, y], colors) {
- // We cheat a little here: since this function is used exclusively for king,
- // it's enough to check the immediate surrounding of the square.
+ // We cheat a little here: since this function is used exclusively for
+ // the king, it's enough to check the immediate surrounding of the square.
const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
for (let step of adjacentSteps) {
const [i, j] = [x + step[0], y + step[1]];
return false;
}
+ isAttackedByKing([x, y], colors) {
+ const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
+ for (let step of steps) {
+ let rx = x + step[0],
+ ry = y + step[1];
+ if (
+ V.OnBoard(rx, ry) &&
+ this.getPiece(rx, ry) === V.KING &&
+ colors.includes(this.getColor(rx, ry)) &&
+ !this.isImmobilized([rx, ry])
+ ) {
+ return true;
+ }
+ }
+ return false;
+ }
+
static get VALUES() {
return {
p: 1,
// Potential promotions:
const finalPieces = piece == V.PAWN && x + step[0] == lastRank
? [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN]
- : [V.PAWN];
+ : [piece];
for (let p of finalPieces) {
moves.push(
this.getBasicMove([x,y], [x+step[0],y+step[1]], {
import { ChessRules } from "@/base_rules";
-export const VariantRules = class Check3Rules extends ChessRules {
+export const VariantRules = class ThreechecksRules extends ChessRules {
static IsGoodFlags(flags) {
// 4 for castle + 2 for checks (0,1 or 2)
return !!flags.match(/^[01]{4,4}[012]{2,2}$/);
// TODO: !!this.checkFlags condition for printDiagram, but clearly not good.
// This is just a temporary fix.
if (b[1] == 'k' && this.checkFlags && this.checkFlags[b[0]] > 0)
- return "Check3/" + b[0] + 'k_' + this.checkFlags[b[0]];
+ return "Threechecks/" + b[0] + 'k_' + this.checkFlags[b[0]];
return b;
}
move.move,
"received",
null,
- {addTime:move.addTime});
+ {addTime: move.addTime});
break;
}
case "resign":
data.lastMove.move,
"received",
null,
- {addTime:data.lastMove.addTime, initime:data.initime});
+ {addTime: data.lastMove.addTime, initime: data.initime});
}
if (data.drawSent) this.drawOffer = "received";
if (data.score != "*") {
game.players[0]
];
}
- // corr game: need to compute the clocks + initime
// NOTE: clocks in seconds, initime in milliseconds
- game.clocks = [tc.mainTime, tc.mainTime];
game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
const L = game.moves.length;
if (game.score == "*") {
// Set clocks + initime
+ game.clocks = [tc.mainTime, tc.mainTime];
game.initime = [0, 0];
- if (L >= 3) {
- let addTime = [0, 0];
- for (let i = 2; i < L; i++) {
- addTime[i % 2] +=
- tc.increment -
- (game.moves[i].played - game.moves[i - 1].played) / 1000;
- }
- for (let i = 0; i <= 1; i++) game.clocks[i] += addTime[i];
+ if (L >= 1) {
+ const gameLastupdate = game.moves[L-1].played;
+ game.initime[L % 2] = gameLastupdate;
+ if (L >= 2)
+ game.clocks[L % 2] = Date.now() - gameLastupdate;
}
- if (L >= 1) game.initime[L % 2] = game.moves[L - 1].played;
}
// Sort chat messages from newest to oldest
game.chats.sort((c1, c2) => {
var filtered_move = getFilteredMove(move);
}
// Send move ("newmove" event) to people in the room (if our turn)
- let addTime = data ? data.addTime : 0;
+ let addTime = (data && this.game.type == "live") ? data.addTime : 0;
if (moveCol == this.game.mycolor) {
if (this.drawOffer == "received")
// I refuse draw
this.drawOffer = "";
- if (this.game.movesCount >= 2) {
+ // 'addTime' is irrelevant for corr games:
+ if (this.game.type == "live" && this.game.movesCount >= 2) {
const elapsed = Date.now() - this.game.initime[colorIdx];
// elapsed time is measured in milliseconds
addTime = this.game.increment - elapsed / 1000;
}
const sendMove = {
move: filtered_move,
- addTime: addTime,
+ addTime: addTime, //undefined for corr games
cancelDrawOffer: this.drawOffer == "",
// Players' SID required for /mygames page
// TODO: precompute and add this field to game object?
this.game.movesCount++;
// TODO: notifyTurn
// (add)Time indication: useful in case of lastate infos requested
- this.game.moves.push({move:move, addTime:addTime});
+ this.game.moves.push(this.game.type == "live"
+ ? {move:move, addTime:addTime}
+ : move);
this.game.fen = this.vr.getFen();
- this.game.clocks[colorIdx] += addTime;
+ if (this.game.type == "live") this.game.clocks[colorIdx] += addTime;
+ // In corr games, just reset clock to mainTime:
+ else this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
// data.initime is set only when I receive a "lastate" move from opponent
this.game.initime[nextIdx] = (data && data.initime) ? data.initime : Date.now();
this.re_setClocks();
fieldset
label(for="cadence") {{ st.tr["Cadence"] }} *
div#predefinedCadences
- button(type="button") 5+3
button(type="button") 15+5
button(type="button") 45+30
- button(type="button") 7d+2d
+ button(type="button") 3d
+ button(type="button") 7d
input#cadence(
type="text"
v-model="newchallenge.cadence"
- placeholder="5+0, 1h+30s, 7d+1d ..."
+ placeholder="5+0, 1h+30s, 5d ..."
)
fieldset(v-if="st.user.id > 0")
label(for="selectPlayers") {{ st.tr["Play with?"] }}
('Benedict', 'Change colors'),
('Berolina', 'Pawns move diagonally'),
('Checkered', 'Shared pieces'),
- ('Check3', 'Give three checks'),
('Chess960', 'Standard rules'),
('Circular', 'Run forward'),
('Crazyhouse', 'Captures reborn'),
('Recycle', 'Reuse pieces'),
('Shatranj', 'Ancient rules'),
('Suction', 'Attract opposite king'),
+ ('Threechecks', 'Give three checks'),
('Upsidedown', 'Board upside down'),
('Wildebeest', 'Balanced sliders & leapers'),
('Wormhole', 'Squares disappear'),