From: Benjamin Auder Date: Thu, 7 Jul 2022 14:00:37 +0000 (+0200) Subject: Almost fixed bario X-Git-Url: https://git.auder.net/js/img/current/css/pieces/cr.svg?a=commitdiff_plain;h=182ba661e9c6e30fc641f4e71f29ae76961f4510;p=xogo.git Almost fixed bario --- diff --git a/base_rules.js b/base_rules.js index 11b8b30..88197ea 100644 --- a/base_rules.js +++ b/base_rules.js @@ -779,8 +779,8 @@ export default class ChessRules { piece = "k"; //capturing cannibal king: back to king form const oldCount = this.reserve[color][piece]; this.reserve[color][piece] = count; - // Redrawing is much easier if count==0 - if ([oldCount, count].includes(0)) + // Redrawing is much easier if count==0 (or undefined) + if ([oldCount, count].some(item => !item)) this.re_drawReserve([color]); else { const numId = this.getReserveNumId(color, piece); @@ -2357,6 +2357,10 @@ export default class ChessRules { this.subTurnTeleport = 1; this.captured = null; } + this.tryChangeTurn(move); + } + + tryChangeTurn(move) { if (this.isLastMove(move)) { this.turn = C.GetOppCol(color); this.movesCount++; diff --git a/variants/Antiking1/class.js b/variants/Antiking1/class.js index 323b826..4ef66f2 100644 --- a/variants/Antiking1/class.js +++ b/variants/Antiking1/class.js @@ -48,7 +48,7 @@ export default class Antiking1Rules extends AbstractAntikingRules { getFlagsFen() { return ( - Array.prototype.concat.apply( + Array.prototype.concat.apply([], ['w', 'b'].map(c => { const res = Object.keys(this.kingFlags[c]).join(""); return (c == 'w' ? res.toUpperCase() : res); diff --git a/variants/Bario/class.js b/variants/Bario/class.js index 80a3cce..6a44834 100644 --- a/variants/Bario/class.js +++ b/variants/Bario/class.js @@ -133,8 +133,10 @@ export default class BarioRules extends ChessRules { filterValid(moves) { if (this.movesCount <= 1 || this.subTurn == 0) return moves; + let filterLater = []; if (this.subTurn == 1) { - // Remove defining moves with un-movable def piece + // Remove defining moves with un-movable def piece, + // and separate compatible definitions. moves = moves.filter(m => { if (m.vanish.length >= 2 || m.vanish[0].p != 'u') return true; @@ -142,10 +144,12 @@ export default class BarioRules extends ChessRules { const canMove = super.filterValid( super.getPotentialMovesFrom([m.end.x, m.end.y])).length >= 1; this.undoOnBoard(m); - return canMove; + if (canMove) + filterLater.push(m); + return false; }); } - return super.filterValid(moves); + return super.filterValid(moves).concat(filterLater); } atLeastOneMove(color) { @@ -154,14 +158,13 @@ export default class BarioRules extends ChessRules { return super.atLeastOneMove(color); } - // TODO: this method fails to detect undefined checks underCheck(square_s, oppCol) { if (super.underCheck(square_s, oppCol)) return true; // Check potential specializations of undefined using reserve: const allAttacks = Array.prototype.concat.apply( ['r', 'n', 'b', 'q'].map(p => this.pieces()[p].moves[0])); - const [x, y] = [square_s[0], square_s[1]]; + const [x, y] = square_s[0]; for (let i=0; i { - this.turn = C.GetOppCol(color); - this.movesCount++; - }; - if (this.movesCount <= 1) { - toNextPlayer(); + if (this.movesCount <= 1 || move.reset) { + this.tryChangeTurn(); return; } + if (this.subTurn == 0) + this.captureUndef = null; //already used const captureUndef = ( - move.vanish.length == 2 && + move.vanish.length == 2 && //exclude subTurn == 0 move.vanish[1].c != color && move.vanish[1].p == 'u' ); @@ -215,7 +215,8 @@ export default class BarioRules extends ChessRules { // Normal move (including Teleport) super.postPlay(move); else if (typeof move.start.x == "string") { - this.reserve[color][move.appear[0].p]--; + super.updateReserve( + color, move.appear[0].p, this.reserve[color][move.appear[0].p] - 1); if (move.vanish.length == 1 && move.vanish[0].p == 'u') this.definition = move.end; this.subTurn++; @@ -223,7 +224,64 @@ export default class BarioRules extends ChessRules { else { this.subTurn = 0; this.captureUndef = move.end; - toNextPlayer(); + this.tryChangeTurn(move, captureUndef); + } + } + + // NOTE: not "try" here, we know the turn changes (TODO?) + tryChangeTurn(move, captureUndef) { + this.definition = null; + this.subTurn = captureUndef ? 0 : 1; + this.turn = C.GetOppCol(this.turn); + this.movesCount++; + } + + computeNextMove(move) { + if ( + !this.definition || this.playerColor != this.turn || + this.board.some(row => row.some(cell => + cell.charAt(0) == this.turn && cell.charAt(1) == 'u')) + ) { + return null; + } + const variety = (c) => { + return ( + [...new Set( + Array.prototype.concat.apply([], + this.board.map(row => + row.filter(cell => + cell.charAt(0) == c && !['p', 'k'].includes(cell.charAt(1)) + ).map(cell => cell.charAt(1)) + ) + ) + )].length >= 2 + ); + }; + this.playOnBoard(move); + let next = {start: move.end, end: move.end, vanish: [], appear: []}; + for (let c of ['w', 'b']) { + if (variety(c)) { + for (let i=0; i= 1) { + next.reset = true; + move.next = next; } }