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Prepare Coregal variant
[xogo.git]
/
base_rules.js
diff --git
a/base_rules.js
b/base_rules.js
index
e8cf4f4
..
6078da8
100644
(file)
--- a/
base_rules.js
+++ b/
base_rules.js
@@
-97,6
+97,14
@@
export default class ChessRules {
return true;
}
return true;
}
+ // Allow to take (moving: not disappearing) own pieces?
+ get hasSelfCaptures() {
+ return (
+ this.options["recycle"] ||
+ (this.options["teleport"] && this.subTurnTeleport == 1)
+ );
+ }
+
get hasReserve() {
return (
!!this.options["crazyhouse"] ||
get hasReserve() {
return (
!!this.options["crazyhouse"] ||
@@
-122,6
+130,11
@@
export default class ChessRules {
return false;
}
return false;
}
+ // Some variants do not flip board as black
+ get flippedBoard() {
+ return (this.playerColor == 'b');
+ }
+
// Some variants use click infos:
doClick(coords) {
if (typeof coords.x != "number")
// Some variants use click infos:
doClick(coords) {
if (typeof coords.x != "number")
@@
-220,9
+233,9
@@
export default class ChessRules {
['r', 'n', 'b', 'q', 'k', 'b', 'n', 'r'],
{
randomness: this.options["randomness"],
['r', 'n', 'b', 'q', 'k', 'b', 'n', 'r'],
{
randomness: this.options["randomness"],
- between:
{p1: 'k', p2: 'r'}
,
+ between:
[{p1: 'k', p2: 'r'}]
,
diffCol: ['b'],
diffCol: ['b'],
- flags: ['r']
+ flags: ['r'
, 'k'
]
}
);
return {
}
);
return {
@@
-403,14
+416,14
@@
export default class ChessRules {
}
// Some additional variables from FEN (variant dependant)
}
// Some additional variables from FEN (variant dependant)
- setOtherVariables(fenParsed) {
+ setOtherVariables(fenParsed
, pieceArray
) {
// Set flags and enpassant:
if (this.hasFlags)
this.setFlags(fenParsed.flags);
if (this.hasEnpassant)
this.epSquare = this.getEpSquare(fenParsed.enpassant);
if (this.hasReserve && !this.isDiagram)
// Set flags and enpassant:
if (this.hasFlags)
this.setFlags(fenParsed.flags);
if (this.hasEnpassant)
this.epSquare = this.getEpSquare(fenParsed.enpassant);
if (this.hasReserve && !this.isDiagram)
- this.initReserves(fenParsed.reserve);
+ this.initReserves(fenParsed.reserve
, pieceArray
);
if (this.options["crazyhouse"])
this.initIspawn(fenParsed.ispawn);
if (this.options["teleport"]) {
if (this.options["crazyhouse"])
this.initIspawn(fenParsed.ispawn);
if (this.options["teleport"]) {
@@
-566,7
+579,7
@@
export default class ChessRules {
// Get SVG board (background, no pieces)
getSvgChessboard() {
// Get SVG board (background, no pieces)
getSvgChessboard() {
- const flipped =
(this.playerColor == 'b')
;
+ const flipped =
this.flippedBoard
;
let board = `
<svg
viewBox="0 0 ${10*this.size.y} ${10*this.size.x}"
let board = `
<svg
viewBox="0 0 ${10*this.size.y} ${10*this.size.x}"
@@
-830,7
+843,7
@@
export default class ChessRules {
}
else {
const sqSize = r.width / this.size.y;
}
else {
const sqSize = r.width / this.size.y;
- const flipped =
(this.playerColor == 'b')
;
+ const flipped =
this.flippedBoard
;
x = (flipped ? this.size.y - 1 - j : j) * sqSize;
y = (flipped ? this.size.x - 1 - i : i) * sqSize;
}
x = (flipped ? this.size.y - 1 - j : j) * sqSize;
y = (flipped ? this.size.x - 1 - i : i) * sqSize;
}
@@
-1067,7
+1080,7
@@
export default class ChessRules {
// TODO: (0, 0) is wrong, would need to place an attacker here...
const steps = this.pieces(this.playerColor, 0, 0)["p"].attack[0].steps;
for (let step of steps) {
// TODO: (0, 0) is wrong, would need to place an attacker here...
const steps = this.pieces(this.playerColor, 0, 0)["p"].attack[0].steps;
for (let step of steps) {
- const x = this.epSquare.x - step[0],
+ const x = this.epSquare.x - step[0],
//NOTE: epSquare.x not on edge
y = this.getY(this.epSquare.y - step[1]);
if (
this.onBoard(x, y) &&
y = this.getY(this.epSquare.y - step[1]);
if (
this.onBoard(x, y) &&
@@
-1178,18
+1191,19
@@
export default class ChessRules {
getPawnShift(color) {
return (color == "w" ? -1 : 1);
}
getPawnShift(color) {
return (color == "w" ? -1 : 1);
}
+ isPawnInitRank(x, color) {
+ return (color == 'w' && x >= 6) || (color == 'b' && x <= 1);
+ }
pieces(color, x, y) {
pieces(color, x, y) {
- const pawnShift = this.getPawnShift(color);
- // NOTE: jump 2 squares from first rank (pawns can be here sometimes)
- const initRank = ((color == 'w' && x >= 6) || (color == 'b' && x <= 1));
+ const pawnShift = this.getPawnShift(color || 'w');
return {
'p': {
"class": "pawn",
moves: [
{
steps: [[pawnShift, 0]],
return {
'p': {
"class": "pawn",
moves: [
{
steps: [[pawnShift, 0]],
- range: (
initRank
? 2 : 1)
+ range: (
this.isPawnInitRank(x, color)
? 2 : 1)
}
],
attack: [
}
],
attack: [
@@
-1290,6
+1304,17
@@
export default class ChessRules {
res += this.size.y;
return res;
}
res += this.size.y;
return res;
}
+ // Circular?
+ getX(x) {
+ return x; //generally, no
+ }
+
+ increment([x, y], step) {
+ return [
+ this.getX(x + step[0]),
+ this.getY(y + step[1])
+ ];
+ }
getSegments(curSeg, segStart, segEnd) {
if (curSeg.length == 0)
getSegments(curSeg, segStart, segEnd) {
if (curSeg.length == 0)
@@
-1355,13
+1380,12
@@
export default class ChessRules {
const attacks = stepSpec.both.concat(stepSpec.attack);
for (let a of attacks) {
outerLoop: for (let step of a.steps) {
const attacks = stepSpec.both.concat(stepSpec.attack);
for (let a of attacks) {
outerLoop: for (let step of a.steps) {
- let [i, j] =
[x + step[0], y + step[1]]
;
- let stepCounter =
1
;
+ let [i, j] =
this.increment([x, y], step)
;
+ let stepCounter =
0
;
while (this.onBoard(i, j) && this.board[i][j] == "") {
if (a.range <= stepCounter++)
continue outerLoop;
while (this.onBoard(i, j) && this.board[i][j] == "") {
if (a.range <= stepCounter++)
continue outerLoop;
- i += step[0];
- j = this.getY(j + step[1]);
+ [i, j] = this.increment([i, j], step);
}
if (
this.onBoard(i, j) &&
}
if (
this.onBoard(i, j) &&
@@
-1397,7
+1421,6
@@
export default class ChessRules {
{
attackOnly: true,
one: true,
{
attackOnly: true,
one: true,
- segments: this.options["cylinder"]
},
allowed
)
},
allowed
)
@@
-1408,10
+1431,7
@@
export default class ChessRules {
this.options["zen"] &&
this.findCapturesOn(
[i, j],
this.options["zen"] &&
this.findCapturesOn(
[i, j],
- {
- one: true,
- segments: this.options["cylinder"]
- },
+ {one: true},
allowed
)
)
allowed
)
)
@@
-1570,8
+1590,7
@@
export default class ChessRules {
vanish: []
});
for (let step of steps) {
vanish: []
});
for (let step of steps) {
- let x = m.end.x + step[0];
- let y = this.getY(m.end.y + step[1]);
+ let [x, y] = this.increment([m.end.x, m.end.y], step);
if (
this.onBoard(x, y) &&
this.board[x][y] != "" &&
if (
this.onBoard(x, y) &&
this.board[x][y] != "" &&
@@
-1659,7
+1678,7
@@
export default class ChessRules {
m.appear[0].p = this.pawnPromotions[0];
for (let i=1; i<this.pawnPromotions.length; i++) {
let newMv = JSON.parse(JSON.stringify(m));
m.appear[0].p = this.pawnPromotions[0];
for (let i=1; i<this.pawnPromotions.length; i++) {
let newMv = JSON.parse(JSON.stringify(m));
- newMv.appear[0].p = this.pawn
Specs.p
romotions[i];
+ newMv.appear[0].p = this.pawn
P
romotions[i];
newMoves.push(newMv);
}
}
newMoves.push(newMv);
}
}
@@
-1677,7
+1696,6
@@
export default class ChessRules {
[x, y],
{
attackOnly: true,
[x, y],
{
attackOnly: true,
- segments: this.options["cylinder"],
stepSpec: stepSpec
},
([i1, j1], [i2, j2]) => {
stepSpec: stepSpec
},
([i1, j1], [i2, j2]) => {
@@
-1692,7
+1710,6
@@
export default class ChessRules {
[x, y],
{
moveOnly: !!stepSpec.attack || this.options["zen"],
[x, y],
{
moveOnly: !!stepSpec.attack || this.options["zen"],
- segments: this.options["cylinder"],
stepSpec: stepSpec
}
);
stepSpec: stepSpec
}
);
@@
-1705,22
+1722,17
@@
export default class ChessRules {
!this.isKing(i1, j1) && this.canTake([i2, j2], [i1, j1])
);
// Technical step: segments (if any) are reversed
!this.isKing(i1, j1) && this.canTake([i2, j2], [i1, j1])
);
// Technical step: segments (if any) are reversed
-
if (this.options["cylinder"])
{
- zenCaptures.forEach(z => {
+
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);
}
Array.prototype.push.apply(squares, zenCaptures);
}
- if (
- this.options["recycle"] ||
- (this.options["teleport"] && this.subTurnTeleport == 1)
- ) {
+ if (this.hasSelfCaptures) {
const selfCaptures = this.findDestSquares(
[x, y],
{
attackOnly: true,
const selfCaptures = this.findDestSquares(
[x, y],
{
attackOnly: true,
- segments: this.options["cylinder"],
stepSpec: stepSpec
},
([i1, j1], [i2, j2]) => {
stepSpec: stepSpec
},
([i1, j1], [i2, j2]) => {
@@
-1734,7
+1746,7
@@
export default class ChessRules {
}
return squares.map(s => {
let mv = this.getBasicMove([x, y], s.sq);
}
return squares.map(s => {
let mv = this.getBasicMove([x, y], s.sq);
- if (
this.options["cylinder"] && !!s.segments && s.segments.length >= 2
)
+ if (
!!s.segments
)
mv.segments = s.segments;
return mv;
});
mv.segments = s.segments;
return mv;
});
@@
-1745,23
+1757,21
@@
export default class ChessRules {
allowed = (sq1, sq2) => this.canTake(sq1, sq2);
const apparentPiece = this.getPiece(x, y); //how it looks
let res = [];
allowed = (sq1, sq2) => this.canTake(sq1, sq2);
const apparentPiece = this.getPiece(x, y); //how it looks
let res = [];
- // Next 3 for Cylinder mode
: (unused if !o.segments
)
+ // Next 3 for Cylinder mode
or circular (useless otherwise
)
let explored = {};
let segments = [];
let segStart = [];
const addSquare = ([i, j]) => {
let elt = {sq: [i, j]};
let explored = {};
let segments = [];
let segStart = [];
const addSquare = ([i, j]) => {
let elt = {sq: [i, j]};
- if (
o.segments
)
+ if (
segments.length >= 1
)
elt.segments = this.getSegments(segments, segStart, [i, j]);
res.push(elt);
};
const exploreSteps = (stepArray, mode) => {
for (let s of stepArray) {
outerLoop: for (let step of s.steps) {
elt.segments = this.getSegments(segments, segStart, [i, j]);
res.push(elt);
};
const exploreSteps = (stepArray, mode) => {
for (let s of stepArray) {
outerLoop: for (let step of s.steps) {
- if (o.segments) {
- segments = [];
- segStart = [x, y];
- }
+ segments = [];
+ segStart = [x, y];
let [i, j] = [x, y];
let stepCounter = 0;
while (
let [i, j] = [x, y];
let stepCounter = 0;
while (
@@
-1785,10
+1795,9
@@
export default class ChessRules {
if (s.range <= stepCounter++)
continue outerLoop;
const oldIJ = [i, j];
if (s.range <= stepCounter++)
continue outerLoop;
const oldIJ = [i, j];
- i += step[0];
- j = this.getY(j + step[1]);
- if (o.segments && Math.abs(j - oldIJ[1]) > 1) {
- // Boundary between segments (cylinder mode)
+ [i, j] = this.increment([i, j], step);
+ if (Math.abs(j - oldIJ[1]) > 1 || Math.abs(i - oldIJ[0]) > 1) {
+ // Boundary between segments (cylinder or circular mode)
segments.push([[segStart[0], segStart[1]], oldIJ]);
segStart = [i, j];
}
segments.push([[segStart[0], segStart[1]], oldIJ]);
segStart = [i, j];
}
@@
-1859,7
+1868,6
@@
export default class ChessRules {
{
captureTarget: [x, y],
captureSteps: [{steps: [s], range: a.range}],
{
captureTarget: [x, y],
captureSteps: [{steps: [s], range: a.range}],
- segments: o.segments
},
allowed
);
},
allowed
);
@@
-1990,7
+1998,7
@@
export default class ChessRules {
const oppCols = this.getOppCols(color);
if (
this.epSquare &&
const oppCols = this.getOppCols(color);
if (
this.epSquare &&
- this.epSquare.x == x + shiftX &&
+ this.epSquare.x == x + shiftX &&
//NOTE: epSquare.x not on edge
Math.abs(this.getY(this.epSquare.y - y)) == 1 &&
// Doublemove (and Progressive?) guards:
this.board[this.epSquare.x][this.epSquare.y] == "" &&
Math.abs(this.getY(this.epSquare.y - y)) == 1 &&
// Doublemove (and Progressive?) guards:
this.board[this.epSquare.x][this.epSquare.y] == "" &&
@@
-2129,7
+2137,6
@@
export default class ChessRules {
[x, y],
{
byCol: oppCols,
[x, y],
{
byCol: oppCols,
- segments: this.options["cylinder"],
one: true
}
)
one: true
}
)
@@
-2141,7
+2148,6
@@
export default class ChessRules {
[x, y],
{
attackOnly: true,
[x, y],
{
attackOnly: true,
- segments: this.options["cylinder"],
one: true
},
([i1, j1], [i2, j2]) => oppCols.includes(this.getColor(i2, j2))
one: true
},
([i1, j1], [i2, j2]) => oppCols.includes(this.getColor(i2, j2))