More robust in-check indications (ready for Antiking)
authorBenjamin Auder <benjamin.auder@somewhere>
Sun, 18 Nov 2018 00:47:58 +0000 (01:47 +0100)
committerBenjamin Auder <benjamin.auder@somewhere>
Sun, 18 Nov 2018 00:47:58 +0000 (01:47 +0100)
TODO
public/javascripts/base_rules.js
public/javascripts/components/game.js
public/javascripts/variants/Atomic.js
sockets.js

diff --git a/TODO b/TODO
index d4e48b0..006b915 100644 (file)
--- a/TODO
+++ b/TODO
@@ -1,7 +1,6 @@
 Styles must be improved (full width for smartphones, selectable text for PGN...)
 Tooltip text should fade (even when mouse stay on it, especially for small screens)
-Checkered stage 2: switch button at reserve position.
+Checkered stage 2: switch button at reserve position (or on top).
 If a played disconnect right after opponent sent a move, it might be never received: secure this
-Think about non-conventional variants with 2 kings for example: undercheck highlight?
-  --> underCheck should return a vector in this case. Adapt.
-       --> incheck should be an array of squares, in general. Think AntiKing
+Mode expert: game.js, button on top (with online indicator)
+Turn indicator on top too (black or white)
index 9a4ef91..b604e79 100644 (file)
@@ -629,6 +629,7 @@ class ChessRules
                return false;
        }
 
+       // Is color c under check after move ?
        underCheck(move, c)
        {
                this.play(move);
@@ -637,6 +638,17 @@ class ChessRules
                return res;
        }
 
+       // On which squares is color c under check (after move) ?
+       getCheckSquares(move, c)
+       {
+               this.play(move);
+               let res = this.isAttacked(this.kingPos[c], this.getOppCol(c))
+                       ? [ JSON.parse(JSON.stringify(this.kingPos[c])) ] //need to duplicate!
+                       : [ ];
+               this.undo(move);
+               return res;
+       }
+
        // Apply a move on board
        static PlayOnBoard(board, move)
        {
index 125aeea..499e473 100644 (file)
@@ -16,7 +16,7 @@ Vue.component('my-game', {
                        oppConnected: false,
                        seek: false,
                        fenStart: "",
-                       incheck: false,
+                       incheck: [],
                };
        },
        render(h) {
@@ -24,6 +24,9 @@ Vue.component('my-game', {
                // Precompute hints squares to facilitate rendering
                let hintSquares = doubleArray(sizeX, sizeY, false);
                this.possibleMoves.forEach(m => { hintSquares[m.end.x][m.end.y] = true; });
+               // Also precompute in-check squares
+               let incheckSq = doubleArray(sizeX, sizeY, false);
+               this.incheck.forEach(sq => { incheckSq[sq[0]][sq[1]] = true; });
                let elementArray = [];
                let square00 = document.getElementById("sq-0-0");
                let squareWidth = !!square00
@@ -172,8 +175,6 @@ Vue.component('my-game', {
                                                        }
                                                        const lm = this.vr.lastMove;
                                                        const highlight = !!lm && _.isMatch(lm.end, {x:ci,y:cj});
-                                                       const incheck = this.incheck
-                                                               && _.isEqual(this.vr.kingPos[this.vr.turn], [ci,cj]);
                                                        return h(
                                                                'div',
                                                                {
@@ -182,7 +183,7 @@ Vue.component('my-game', {
                                                                                'light-square': !highlight && (i+j)%2==0,
                                                                                'dark-square': !highlight && (i+j)%2==1,
                                                                                'highlight': highlight,
-                                                                               'incheck': incheck,
+                                                                               'incheck': incheckSq[ci][cj],
                                                                        },
                                                                        attrs: {
                                                                                id: this.getSquareId({x:ci,y:cj}),
@@ -499,8 +500,8 @@ Vue.component('my-game', {
                                {
                                        const oppCol = this.vr.turn;
                                        const lastMove = moves[moves.length-1];
-                                       this.vr.undo(lastMove);
-                                       this.incheck = this.vr.underCheck(lastMove, oppCol);
+                                       this.vr.undo(lastMove, "ingame");
+                                       this.incheck = this.vr.getCheckSquares(lastMove, oppCol);
                                        this.vr.play(lastMove, "ingame");
                                }
                                delete localStorage["newgame"];
@@ -631,7 +632,7 @@ Vue.component('my-game', {
                                return;
                        }
                        const oppCol = this.vr.getOppCol(this.vr.turn);
-                       this.incheck = this.vr.underCheck(move, oppCol); //is opponent in check?
+                       this.incheck = this.vr.getCheckSquares(move, oppCol); //is opponent in check?
                        // Not programmatic, or animation is over
                        if (this.mode == "human" && this.vr.turn == this.mycolor)
                        {
index b7c7504..bf860df 100644 (file)
@@ -131,6 +131,19 @@ class AtomicRules extends ChessRules
                return res;
        }
 
+       getCheckSquares(move, c)
+       {
+               const saveKingPos = this.kingPos[c]; //king might explode
+               this.play(move);
+               let res = [ ];
+               if (this.kingPos[c][0] < 0)
+                       res = [saveKingPos];
+               else if (this.isAttacked(this.kingPos[c], this.getOppCol(c)))
+                       res = [ this.kingPos[c] ]
+               this.undo(move);
+               return res;
+       }
+
        checkGameEnd(color)
        {
                const kp = this.kingPos[color];
index c3190aa..a1818e0 100644 (file)
@@ -20,6 +20,7 @@ module.exports = function(wss) {
 
        // TODO: when relaying to opponent, check readyState, potential setTimeout()? + send opponent (re)disconnect
        // (resign, newgame, newmove). See https://github.com/websockets/ws/blob/master/lib/websocket.js around line 313
+       // TODO: awaiting newmove, resign, newgame :: in memory structure
 
        wss.on("connection", (socket, req) => {
                //const params = new URL("http://localhost" + req.url).searchParams;