From: Benjamin Auder Date: Fri, 27 May 2022 08:23:52 +0000 (+0200) Subject: Started to refactor cylinder / move / segments X-Git-Url: https://git.auder.net/js/css/%7B%7B%20path%28%27fos_user_profile_show%27%29%20%7D%7D?a=commitdiff_plain;h=d262cff4c4e1247c1f9680970846cfc61f21b59f;p=xogo.git Started to refactor cylinder / move / segments --- diff --git a/base_rules.js b/base_rules.js index 07084bf..d431030 100644 --- a/base_rules.js +++ b/base_rules.js @@ -455,7 +455,7 @@ export default class ChessRules { const steps = this.pieces(this.playerColor)["p"].attack[0].steps; for (let step of steps) { const x = this.epSquare.x - step[0], - y = this.computeY(this.epSquare.y - step[1]); + y = this.getY(this.epSquare.y - step[1]); if ( this.onBoard(x, y) && this.getColor(x, y) == this.playerColor && @@ -1158,16 +1158,22 @@ export default class ChessRules { //////////////////// // MOVES GENERATION - // For Cylinder: get Y coordinate - computeY(y) { + // Return negative y to say "h to a" or "a to h" + getY_withSign(y) { if (!this.options["cylinder"]) return y; let res = y % this.size.y; if (res < 0) - res += this.size.y; + // Off-board, "teleportation" marked with negative sign: + return - (res + this.size.y); return res; } + // For Cylinder: get Y coordinate + getY(y) { + return Math.abs(this.getY_withSign(y)); + } + // Stop at the first capture found atLeastOneCapture(color) { color = color || this.turn; @@ -1180,13 +1186,13 @@ export default class ChessRules { const attacks = specs.attack || specs.moves; for (let a of attacks) { outerLoop: for (let step of a.steps) { - let [ii, jj] = [i + step[0], this.computeY(j + step[1])]; + let [ii, jj] = [i + step[0], this.getY(j + step[1])]; let stepCounter = 1; while (this.onBoard(ii, jj) && this.board[ii][jj] == "") { if (a.range <= stepCounter++) continue outerLoop; ii += step[0]; - jj = this.computeY(jj + step[1]); + jj = this.getY(jj + step[1]); } if ( this.onBoard(ii, jj) && @@ -1323,7 +1329,7 @@ export default class ChessRules { ]; for (let step of steps) { let x = m.end.x + step[0]; - let y = this.computeY(m.end.y + step[1]); + let y = this.getY(m.end.y + step[1]); if ( this.onBoard(x, y) && this.board[x][y] != "" && @@ -1455,7 +1461,7 @@ export default class ChessRules { if (a.range <= stepCounter++) continue outerLoop; i += step[0]; - j = this.computeY(j + step[1]); + j = this.getY(j + step[1]); } if ( this.onBoard(i, j) && @@ -1478,19 +1484,47 @@ export default class ChessRules { const findAddMoves = (type, stepArray) => { for (let s of stepArray) { - // TODO: if jump in y (computeY, Cylinder), move.segments outerLoop: for (let step of s.steps) { - let [i, j] = [x + step[0], this.computeY(y + step[1])]; - let stepCounter = 1; - while (this.onBoard(i, j) && this.board[i][j] == "") { - if (type != "attack" && !explored[i + "." + j]) { + let segments = []; + let segStart = [x, y], + segEnd = []; + let [i, j] = [x, y]; + let stepCounter = 0; + while ( + this.onBoard(i, j) && + (this.board[i][j] == "" || (i == x && j == y)) + ) { + if ( + type != "attack" && + !explored[i + "." + j] && + (i != x || j != y) + ) { explored[i + "." + j] = true; - moves.push(this.getBasicMove([x, y], [i, j])); + moves.push( + + + + +///////////// + + + + this.getBasicMove([x, y], [i, j])); } if (s.range <= stepCounter++) continue outerLoop; + const oldIJ = [i, j]; i += step[0]; - j = this.computeY(j + step[1]); + j = this.getY_withSign(j + step[1]); + if (j < 0) { + // Boundary between segments (cylinder mode) + j = -j; + segEnd = oldIJ; + segments.push(JSON.parse(JSON.stringify([segStart, segEnd]))); + segStart = []; + } + else if (segStart.length == 0) + segStart = oldIJ; } if (!this.onBoard(i, j)) continue; @@ -1551,7 +1585,7 @@ export default class ChessRules { if (!C.CompatibleStep([i, j], [x, y], s, a.range)) continue; // Finally verify that nothing stand in-between - let [ii, jj] = [i + s[0], this.computeY(j + s[1])]; + let [ii, jj] = [i + s[0], this.getY(j + s[1])]; let stepCounter = 1; while ( this.onBoard(ii, jj) && @@ -1559,7 +1593,7 @@ export default class ChessRules { (ii != x || jj != y) //condition to attack empty squares too ) { ii += s[0]; - jj = this.computeY(jj + s[1]); + jj = this.getY(jj + s[1]); } if (ii == x && jj == y) { if (args.zen) @@ -1706,7 +1740,7 @@ export default class ChessRules { if ( !!this.epSquare && this.epSquare.x == x + shiftX && - Math.abs(this.computeY(this.epSquare.y - y)) == 1 && + Math.abs(this.getY(this.epSquare.y - y)) == 1 && this.getColor(x, this.epSquare.y) == oppCol //Doublemove guard... ) { const [epx, epy] = [this.epSquare.x, this.epSquare.y];