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Some fixes, and add 2 variants: Checkless and Parachute
[vchess.git]
/
client
/
src
/
base_rules.js
diff --git
a/client/src/base_rules.js
b/client/src/base_rules.js
index
71fa13c
..
37e756e
100644
(file)
--- a/
client/src/base_rules.js
+++ b/
client/src/base_rules.js
@@
-128,11
+128,11
@@
export const ChessRules = class ChessRules {
if (position.length == 0) return false;
const rows = position.split("/");
if (rows.length != V.size.x) return false;
if (position.length == 0) return false;
const rows = position.split("/");
if (rows.length != V.size.x) return false;
- let kings = {};
+ let kings = {
"k": 0, "K": 0
};
for (let row of rows) {
let sumElts = 0;
for (let i = 0; i < row.length; i++) {
for (let row of rows) {
let sumElts = 0;
for (let i = 0; i < row.length; i++) {
- if (['K','k'].includes(row[i])) kings[row[i]]
= true
;
+ if (['K','k'].includes(row[i])) kings[row[i]]
++
;
if (V.PIECES.includes(row[i].toLowerCase())) sumElts++;
else {
const num = parseInt(row[i]);
if (V.PIECES.includes(row[i].toLowerCase())) sumElts++;
else {
const num = parseInt(row[i]);
@@
-142,8
+142,8
@@
export const ChessRules = class ChessRules {
}
if (sumElts != V.size.y) return false;
}
}
if (sumElts != V.size.y) return false;
}
- // Both kings should be on board
:
- if (Object.
keys(kings).length != 2
) return false;
+ // Both kings should be on board
. Exactly one per color.
+ if (Object.
values(kings).some(v => v != 1)
) return false;
return true;
}
return true;
}
@@
-191,9
+191,9
@@
export const ChessRules = class ChessRules {
return V.CoordToColumn(coords.y) + (V.size.x - coords.x);
}
return V.CoordToColumn(coords.y) + (V.size.x - coords.x);
}
- // Path to pieces
+ // Path to pieces
(standard ones in pieces/ folder)
getPpath(b) {
getPpath(b) {
- return b;
//usual pieces in pieces/ folder
+ return b;
}
// Path to promotion pieces (usually the same)
}
// Path to promotion pieces (usually the same)
@@
-224,9
+224,11
@@
export const ChessRules = class ChessRules {
const s = move.start,
e = move.end;
if (
const s = move.start,
e = move.end;
if (
- Math.abs(s.x - e.x) == 2 &&
s.y == e.y &&
s.y == e.y &&
- move.appear[0].p == V.PAWN
+ Math.abs(s.x - e.x) == 2 &&
+ // Next conditions for variants like Atomic or Rifle, Recycle...
+ (move.appear.length > 0 && move.appear[0].p == V.PAWN) &&
+ (move.vanish.length > 0 && move.vanish[0].p == V.PAWN)
) {
return {
x: (s.x + e.x) / 2,
) {
return {
x: (s.x + e.x) / 2,
@@
-367,6
+369,13
@@
export const ChessRules = class ChessRules {
// Position part of the FEN string
getBaseFen() {
// Position part of the FEN string
getBaseFen() {
+ const format = (count) => {
+ // if more than 9 consecutive free spaces, break the integer,
+ // otherwise FEN parsing will fail.
+ if (count <= 9) return count;
+ // Currently only boards of size up to 11 or 12:
+ return "9" + (count - 9);
+ };
let position = "";
for (let i = 0; i < V.size.x; i++) {
let emptyCount = 0;
let position = "";
for (let i = 0; i < V.size.x; i++) {
let emptyCount = 0;
@@
-375,7
+384,7
@@
export const ChessRules = class ChessRules {
else {
if (emptyCount > 0) {
// Add empty squares in-between
else {
if (emptyCount > 0) {
// Add empty squares in-between
- position +=
emptyCount
;
+ position +=
format(emptyCount)
;
emptyCount = 0;
}
position += V.board2fen(this.board[i][j]);
emptyCount = 0;
}
position += V.board2fen(this.board[i][j]);
@@
-383,7
+392,7
@@
export const ChessRules = class ChessRules {
}
if (emptyCount > 0) {
// "Flush remainder"
}
if (emptyCount > 0) {
// "Flush remainder"
- position +=
emptyCount
;
+ position +=
format(emptyCount)
;
}
if (i < V.size.x - 1) position += "/"; //separate rows
}
}
if (i < V.size.x - 1) position += "/"; //separate rows
}
@@
-672,7
+681,8
@@
export const ChessRules = class ChessRules {
enpassantMove.vanish.push({
x: x,
y: epSquare.y,
enpassantMove.vanish.push({
x: x,
y: epSquare.y,
- p: "p",
+ // Captured piece is usually a pawn, but next line seems harmless
+ p: this.getPiece(x, epSquare.y),
c: this.getColor(x, epSquare.y)
});
}
c: this.getColor(x, epSquare.y)
});
}
@@
-829,7
+839,7
@@
export const ChessRules = class ChessRules {
castleSide++ //large, then small
) {
if (this.castleFlags[c][castleSide] >= V.size.y) continue;
castleSide++ //large, then small
) {
if (this.castleFlags[c][castleSide] >= V.size.y) continue;
- // If this code is reached, rook
s
and king are on initial position
+ // If this code is reached, rook and king are on initial position
// NOTE: in some variants this is not a rook, but let's keep variable name
const rookPos = this.castleFlags[c][castleSide];
// NOTE: in some variants this is not a rook, but let's keep variable name
const rookPos = this.castleFlags[c][castleSide];
@@
-933,6
+943,7
@@
export const ChessRules = class ChessRules {
}
// Stop at the first move found
}
// Stop at the first move found
+ // TODO: not really, it explores all moves from a square but one would suffice.
atLeastOneMove() {
const color = this.turn;
for (let i = 0; i < V.size.x; i++) {
atLeastOneMove() {
const color = this.turn;
for (let i = 0; i < V.size.x; i++) {
@@
-1093,7
+1104,9
@@
export const ChessRules = class ChessRules {
) {
const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1);
this.castleFlags[c][flagIdx] = V.size.y;
) {
const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1);
this.castleFlags[c][flagIdx] = V.size.y;
- } else if (
+ }
+ // NOTE: not "else if" because a rook could take an opposing rook
+ if (
move.end.x == oppFirstRank && //we took opponent rook?
this.castleFlags[oppCol].includes(move.end.y)
) {
move.end.x == oppFirstRank && //we took opponent rook?
this.castleFlags[oppCol].includes(move.end.y)
) {
@@
-1187,7
+1200,7
@@
export const ChessRules = class ChessRules {
return V.INFINITY;
}
return V.INFINITY;
}
- // Search depth: 2 for high branching factor, 4 for small (Loser chess, eg.)
+ // Search depth:
1,
2 for high branching factor, 4 for small (Loser chess, eg.)
static get SEARCH_DEPTH() {
return 3;
}
static get SEARCH_DEPTH() {
return 3;
}
@@
-1274,8
+1287,8
@@
export const ChessRules = class ChessRules {
}
let candidates = [0];
}
let candidates = [0];
- for (let
j = 1; j < moves1.length && moves1[j].eval == moves1[0].eval; j
++)
- candidates.push(
j
);
+ for (let
i = 1; i < moves1.length && moves1[i].eval == moves1[0].eval; i
++)
+ candidates.push(
i
);
return moves1[candidates[randInt(candidates.length)]];
}
return moves1[candidates[randInt(candidates.length)]];
}