From: Benjamin Auder Date: Sun, 23 Feb 2020 13:15:15 +0000 (+0100) Subject: Draft Allmate variant X-Git-Url: https://git.auder.net/img/js/doc/DESCRIPTION?a=commitdiff_plain;h=e9b736ee3e72e2ddb9bf4da0c0f1e22a70f7448f;p=vchess.git Draft Allmate variant --- diff --git a/client/src/translations/en.js b/client/src/translations/en.js index 93a0865f..f2495d8f 100644 --- a/client/src/translations/en.js +++ b/client/src/translations/en.js @@ -141,6 +141,7 @@ export const translations = { "Keep antiking in check": "Keep antiking in check", "Laws of attraction": "Laws of attraction", "Lose all pieces": "Lose all pieces", + "Mate any piece": "Mate any piece", "Move twice": "Move twice", "Pawns move diagonally": "Pawns move diagonally", "Reuse pieces": "Reuse pieces", diff --git a/client/src/translations/es.js b/client/src/translations/es.js index 792a208c..d45f870f 100644 --- a/client/src/translations/es.js +++ b/client/src/translations/es.js @@ -141,6 +141,7 @@ export const translations = { "Keep antiking in check": "Mantener el antirey en jaque", "Laws of attraction": "Las leyes de las atracciones", "Lose all pieces": "Perder todas las piezas", + "Mate any piece": "Matar cualquier pieza", "Move twice": "Mover dos veces", "Pawns move diagonally": "Peones se mueven en diagonal", "Reuse pieces": "Reutilizar piezas", diff --git a/client/src/translations/fr.js b/client/src/translations/fr.js index a79597b8..016a2cd8 100644 --- a/client/src/translations/fr.js +++ b/client/src/translations/fr.js @@ -141,6 +141,7 @@ export const translations = { "Keep antiking in check": "Gardez l'antiroi en échec", "Laws of attraction": "Les lois de l'attraction", "Lose all pieces": "Perdez toutes les pièces", + "Mate any piece": "Mater n'importe quelle pièce", "Move twice": "Jouer deux coups", "Pawns move diagonally": "Les pions vont en diagonale", "Reuse pieces": "Réutiliser les pièces", diff --git a/client/src/translations/rules/Allmate/en.pug b/client/src/translations/rules/Allmate/en.pug new file mode 100644 index 00000000..f445290c --- /dev/null +++ b/client/src/translations/rules/Allmate/en.pug @@ -0,0 +1,34 @@ +p.boxed + | If a piece is attacked and cannot move out of attack, it is captured. + +p. + Any piece that is attacked, but which cannot escape capture by moving away, + capturing the attacking piece, or interposing the attacking piece is + considered to be mated, and is removed from the board. + Note that such a move does not need to be played: if a piece is attacked + but not mated, it is not removed. + Thus, kings and other pieces may remain under check. + +p. + Pieces cannot be taken in the normal way, only by the "mate-capture" + described above. + +figure.diagram-container + .diagram + | fen:rnbqkbnr/p1pppppp/8/8/1P6/2N5/P1PPPPPP/RNBQKBNR: + figcaption After 1.b4 b5 2.Nc3X the b5 pawn is "mate-captured" + +p. + Note about moves notation: since captures do not occur on final squares, + an "X" mark is appended to the move to indicate a capture. + To keep notation short the potential list of captured squares is not written. + +h3 End of the game + +p The game ends when a king is "mate-captured". + +h3 Source + +p + a(href="https://www.chessvariants.com/difftaking.dir/allmate.html") Allmate chess + |  on chessvariants.com. diff --git a/client/src/translations/rules/Allmate/es.pug b/client/src/translations/rules/Allmate/es.pug new file mode 100644 index 00000000..0762e50d --- /dev/null +++ b/client/src/translations/rules/Allmate/es.pug @@ -0,0 +1,36 @@ +p.boxed + | Si una pieza es atacada y no puede escapar del ataque, se captura. + +p. + Cualquier pieza atacada que no pueda escapar de la captura moviéndose, + al capturar al atacante o al interponer una pieza se considera mate: + se elimina del juego. + Tenga en cuenta que tal movimiento no tiene que hacerse: cuando una pieza es + atacada pero sin mate, no se elimina. + Por lo tanto, los reyes y otras monedas pueden permanecer en jaque. + +p. + Las piezas no pueden capturar en el sentido habitual, solo a través de + "mate-captura" descrito anteriormente. + +figure.diagram-container + .diagram + | fen:rnbqkbnr/p1pppppp/8/8/1P6/2N5/P1PPPPPP/RNBQKBNR: + figcaption Después de 1.b4 b5 2.Nc3X el peón b5 es "mate-capturado" + +p. + Nota sobre la notación de las jugadas: ya que las capturas no se realizan + en la casilla de llegada, se agrega una marca "X" al movimiento para indicar la captura. + Para evitar las notaciones demasiado largas, la lista potencial de casillas + de captura no está escrita. + +h3 Fin de la partida + +p El juego termina cuando un rey es "mate-capturado". + +h3 Fuente + +p + | La + a(href="https://www.chessvariants.com/difftaking.dir/allmate.html") variante Allmate + |  en chessvariants.com. diff --git a/client/src/translations/rules/Allmate/fr.pug b/client/src/translations/rules/Allmate/fr.pug new file mode 100644 index 00000000..a04418d0 --- /dev/null +++ b/client/src/translations/rules/Allmate/fr.pug @@ -0,0 +1,36 @@ +p.boxed + | Si une pièce est attaquée et ne peut se soustraire à l'attaque, elle est capturée. + +p. + Toute pièce attaquée ne pouvant échapper à la capture en se déplaçant, + en capturant l'attaquant ou en interposant une pièce est considérée matée : + elle est retirée du jeu. + Notez qu'un tel coup n'a pas à être joué : quand une pièce est attaquée mais + non matée, elle n'est pas supprimée. + Ainsi, les rois et autres pièces peuvent rester en échec. + +p. + Les pièces ne peuvent capturer au sens habituel, seulement via la "mat-capture" + décrite ci-dessus. + +figure.diagram-container + .diagram + | fen:rnbqkbnr/p1pppppp/8/8/1P6/2N5/P1PPPPPP/RNBQKBNR: + figcaption Après 1.b4 b5 2.Nc3X le pion b5 est "mat-capturé" + +p. + Note sur la notation des coups: puisque les captures ne s'effectuent pas + sur la case d'arrivée, une marque "X" est ajoutée au coup pour indiquer la capture. + Afin d'éviter les notations à rallonge la liste potentielle des cases de + capture n'est pas écrite. + +h3 Fin de la partie + +p La partie s'achève quand un roi est "mat-capturé". + +h3 Source + +p + | La + a(href="https://www.chessvariants.com/difftaking.dir/allmate.html") variante Allmate + |  sur chessvariants.com. diff --git a/client/src/variants/Allmate.js b/client/src/variants/Allmate.js new file mode 100644 index 00000000..1cfd94a3 --- /dev/null +++ b/client/src/variants/Allmate.js @@ -0,0 +1,223 @@ +import { ChessRules, PiPo, Move } from "@/base_rules"; + +export const VariantRules = class AllmateRules extends ChessRules { + static get HasEnpassant() { + return false; + } + + canTake(sq1, sq2) { + return false; //Captures handled differently + } + + getCheckSquares() { + // No notion of check + return []; + } + + static GenRandInitFen() { + return ChessRules.GenRandInitFen().replace(/ -$/, ""); + } + + getPotentialMovesFrom([x, y]) { + let moves = super.getPotentialMovesFrom([x, y]); + + // Augment moves with "mate-captures": + // TODO: this is coded in a highly inefficient way... + const color = this.turn; + const oppCol = V.GetOppCol(this.turn); + moves.forEach(m => { + this.play(m); + + // 1) What is attacked? + let attacked = {}; + for (let i=0; i infinite recursion + outerLoop: for (let i=0; i { + const origSq = [sq[0], sq[1]]; + if (om.start.x == sq[0] && om.start.y == sq[1]) + // Piece moved: + sq = [om.appear[0].x, om.appear[0].y]; + if (!this.isAttacked(sq, [color])) + delete attacked[origSq[0]+"_"+origSq[1]]; + }); + V.UndoOnBoard(this.board, om); + if (Object.keys(attacked).length == 0) + // No need to explore more moves + break outerLoop; + } + } + } + } + + // 3) Add mate-captures: + Object.values(attacked).forEach(sq => { + m.vanish.push(new PiPo({ + x: sq[0], + y: sq[1], + c: oppCol, + p: this.getPiece(sq[0], sq[1]) + })); + }); + + this.undo(m); + }); + + return moves; + } + + // No "under check" conditions in castling + getCastleMoves([x, y]) { + const c = this.getColor(x, y); + if (x != (c == "w" ? V.size.x - 1 : 0) || y != this.INIT_COL_KING[c]) + return []; //x isn't first rank, or king has moved (shortcut) + + // Castling ? + const oppCol = V.GetOppCol(c); + let moves = []; + let i = 0; + // King, then rook: + const finalSquares = [ + [2, 3], + [V.size.y - 2, V.size.y - 3] + ]; + castlingCheck: for ( + let castleSide = 0; + castleSide < 2; + castleSide++ //large, then small + ) { + if (!this.castleFlags[c][castleSide]) continue; + // If this code is reached, rooks and king are on initial position + + // Nothing on the path of the king ? (and no checks) + const finDist = finalSquares[castleSide][0] - y; + let step = finDist / Math.max(1, Math.abs(finDist)); + for (let i = y; i != finalSquares[castleSide][0]; i += step) { + if ( + this.board[x][i] != V.EMPTY && + // NOTE: next check is enough, because of chessboard constraints + (this.getColor(x, i) != c || + ![V.KING, V.ROOK].includes(this.getPiece(x, i))) + ) { + continue castlingCheck; + } + } + + // Nothing on the path to the rook? + step = castleSide == 0 ? -1 : 1; + for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step) { + if (this.board[x][i] != V.EMPTY) continue castlingCheck; + } + const rookPos = this.INIT_COL_ROOK[c][castleSide]; + + // Nothing on final squares, except maybe king and castling rook? + for (i = 0; i < 2; i++) { + if ( + this.board[x][finalSquares[castleSide][i]] != V.EMPTY && + this.getPiece(x, finalSquares[castleSide][i]) != V.KING && + finalSquares[castleSide][i] != rookPos + ) { + continue castlingCheck; + } + } + + // If this code is reached, castle is valid + moves.push( + new Move({ + appear: [ + new PiPo({ x: x, y: finalSquares[castleSide][0], p: V.KING, c: c }), + new PiPo({ x: x, y: finalSquares[castleSide][1], p: V.ROOK, c: c }) + ], + vanish: [ + new PiPo({ x: x, y: y, p: V.KING, c: c }), + new PiPo({ x: x, y: rookPos, p: V.ROOK, c: c }) + ], + end: + Math.abs(y - rookPos) <= 2 + ? { x: x, y: rookPos } + : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } + }) + ); + } + + return moves; + } + + filterValid(moves) { + return moves; + } + + updateVariables(move) { + super.updateVariables(move); + if (move.vanish.length == 2 && move.appear.length == 1) { + // Did opponent king disappeared? + if (move.vanish[1].p == V.KING) + this.kingPos[this.turn] = [-1, -1]; + } + } + + unupdateVariables(move) { + super.unupdateVariables(move); + if (move.vanish.length == 2 && move.appear.length == 1) { + // Did opponent king disappeared? + if (move.vanish[1].p == V.KING) + this.kingPos[move.vanish[1].c] = [move.vanish[1].x,move.vanish[1].y]; + } + } + + getCurrentScore() { + const color = this.turn; + const kp = this.kingPos[color]; + if (kp[0] < 0) + // King disappeared + return color == "w" ? "0-1" : "1-0"; + if (this.atLeastOneMove()) + return "*"; + // Kings still there, no moves: + return "1/2"; + } + + static get SEARCH_DEPTH() { + return 2; + } + + getNotation(move) { + let notation = super.getNotation(move); + // Add a capture mark (not describing what is captured...): + if (move.vanish.length > 1 && move.appear[0].p != V.KING) + notation = notation.replace("x","") + "X"; + return notation; + } +}; diff --git a/client/src/variants/Atomic.js b/client/src/variants/Atomic.js index 2fcb5a6b..35def3fa 100644 --- a/client/src/variants/Atomic.js +++ b/client/src/variants/Atomic.js @@ -76,7 +76,7 @@ export const VariantRules = class AtomicRules extends ChessRules { updateVariables(move) { super.updateVariables(move); if (move.appear.length == 0) { - //capture + // Capture const firstRank = { w: 7, b: 0 }; for (let c of ["w", "b"]) { // Did we explode king of color c ? (TODO: remove move earlier) @@ -143,10 +143,9 @@ export const VariantRules = class AtomicRules extends ChessRules { const color = this.turn; const kp = this.kingPos[color]; if (kp[0] < 0) - //king disappeared + // King disappeared return color == "w" ? "0-1" : "1-0"; if (this.atLeastOneMove()) - // game not over return "*"; if (!this.isAttacked(kp, [V.GetOppCol(color)])) return "1/2"; return color == "w" ? "0-1" : "1-0"; //checkmate diff --git a/client/src/variants/Baroque.js b/client/src/variants/Baroque.js index 5687e22c..6557b380 100644 --- a/client/src/variants/Baroque.js +++ b/client/src/variants/Baroque.js @@ -591,7 +591,8 @@ export const VariantRules = class BaroqueRules extends ChessRules { } else if (move.appear[0].p == V.KING) notation = "K" + (move.vanish.length > 1 ? "x" : "") + finalSquare; else notation = move.appear[0].p.toUpperCase() + finalSquare; - if (move.vanish.length > 1 && move.appear[0].p != V.KING) notation += "X"; //capture mark (not describing what is captured...) + // Add a capture mark (not describing what is captured...): + if (move.vanish.length > 1 && move.appear[0].p != V.KING) notation += "X"; return notation; } }; diff --git a/client/src/variants/Benedict.js b/client/src/variants/Benedict.js index 8ce7acde..e87827f4 100644 --- a/client/src/variants/Benedict.js +++ b/client/src/variants/Benedict.js @@ -132,6 +132,87 @@ export const VariantRules = class BenedictRules extends ChessRules { return noCaptures.concat(this.getCastleMoves(sq)); } + // No "under check" verifications: + getCastleMoves([x, y]) { + const c = this.getColor(x, y); + if (x != (c == "w" ? V.size.x - 1 : 0) || y != this.INIT_COL_KING[c]) + return []; //x isn't first rank, or king has moved (shortcut) + + // Castling ? + const oppCol = V.GetOppCol(c); + let moves = []; + let i = 0; + // King, then rook: + const finalSquares = [ + [2, 3], + [V.size.y - 2, V.size.y - 3] + ]; + castlingCheck: for ( + let castleSide = 0; + castleSide < 2; + castleSide++ //large, then small + ) { + if (!this.castleFlags[c][castleSide]) continue; + // If this code is reached, rooks and king are on initial position + + const rookPos = this.INIT_COL_ROOK[c][castleSide]; + if (this.getColor(x, rookPos) != c) + // Rook is here but changed color + continue; + + // Nothing on the path of the king ? + const finDist = finalSquares[castleSide][0] - y; + let step = finDist / Math.max(1, Math.abs(finDist)); + for (let i = y; i != finalSquares[castleSide][0]; i += step) { + if ( + this.board[x][i] != V.EMPTY && + // NOTE: next check is enough, because of chessboard constraints + (this.getColor(x, i) != c || + ![V.KING, V.ROOK].includes(this.getPiece(x, i))) + ) { + continue castlingCheck; + } + } + + // Nothing on the path to the rook? + step = castleSide == 0 ? -1 : 1; + for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step) { + if (this.board[x][i] != V.EMPTY) continue castlingCheck; + } + + // Nothing on final squares, except maybe king and castling rook? + for (i = 0; i < 2; i++) { + if ( + this.board[x][finalSquares[castleSide][i]] != V.EMPTY && + this.getPiece(x, finalSquares[castleSide][i]) != V.KING && + finalSquares[castleSide][i] != rookPos + ) { + continue castlingCheck; + } + } + + // If this code is reached, castle is valid + moves.push( + new Move({ + appear: [ + new PiPo({ x: x, y: finalSquares[castleSide][0], p: V.KING, c: c }), + new PiPo({ x: x, y: finalSquares[castleSide][1], p: V.ROOK, c: c }) + ], + vanish: [ + new PiPo({ x: x, y: y, p: V.KING, c: c }), + new PiPo({ x: x, y: rookPos, p: V.ROOK, c: c }) + ], + end: + Math.abs(y - rookPos) <= 2 + ? { x: x, y: rookPos } + : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } + }) + ); + } + + return moves; + } + // TODO: appear/vanish description of a move is too verbose for Benedict. // => Would need a new "flipped" array, to be passed in Game.vue... getPotentialMovesFrom([x, y]) { diff --git a/client/src/variants/Zen.js b/client/src/variants/Zen.js index a6067f9c..bc51e6ad 100644 --- a/client/src/variants/Zen.js +++ b/client/src/variants/Zen.js @@ -88,45 +88,14 @@ export const VariantRules = class ZenRules extends ChessRules { return moves; } - getPotentialPawnMoves([x, y]) { - const color = this.getColor(x, y); - let moves = []; - const sizeY = V.size.y; - const shift = color == "w" ? -1 : 1; - const startRank = color == "w" ? sizeY - 2 : 1; - const firstRank = color == "w" ? sizeY - 1 : 0; - const lastRank = color == "w" ? 0 : sizeY - 1; - - if (x + shift != lastRank) { - // Normal moves - if (this.board[x + shift][y] == V.EMPTY) { - moves.push(this.getBasicMove([x, y], [x + shift, y])); - if ( - [startRank, firstRank].includes(x) && - this.board[x + 2 * shift][y] == V.EMPTY - ) { - // Two squares jump - moves.push(this.getBasicMove([x, y], [x + 2 * shift, y])); - } - } - } - else { - // Promotion - let promotionPieces = [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN]; - promotionPieces.forEach(p => { - // Normal move - if (this.board[x + shift][y] == V.EMPTY) - moves.push( - this.getBasicMove([x, y], [x + shift, y], { c: color, p: p }) - ); - }); - } - - // No en passant here + canTake(sq1, sq2) { + return false; //captures handled separately + } + getPotentialPawnMoves([x, y]) { + let moves = super.getPotentialPawnMoves([x, y]); // Add "zen" captures Array.prototype.push.apply(moves, this.findCaptures([x, y])); - return moves; } diff --git a/server/db/populate.sql b/server/db/populate.sql index 6a847d28..80f2e0b3 100644 --- a/server/db/populate.sql +++ b/server/db/populate.sql @@ -2,6 +2,7 @@ insert or ignore into Variants (name,description) values ('Alice', 'Both sides of the mirror'), + ('Allmate', 'Mate any piece'), ('Antiking', 'Keep antiking in check'), ('Antimatter', 'Dangerous collisions'), ('Atomic', 'Explosive captures'),