From: Benjamin Auder Date: Mon, 27 Jun 2022 15:15:19 +0000 (+0200) Subject: base_rules.js refactoring. draft state (untested) X-Git-Url: https://git.auder.net/pieces/app_dev.php?a=commitdiff_plain;h=af9c9be34f416500f9e025e28f39fe89a8c7c345;p=xogo.git base_rules.js refactoring. draft state (untested) --- diff --git a/base_rules.js b/base_rules.js index 107b412..ce0de11 100644 --- a/base_rules.js +++ b/base_rules.js @@ -1114,11 +1114,6 @@ export default class ChessRules { return (color == "w" ? "b" : "w"); } - // Can thing on square1 capture (enemy) thing on square2? - canTake([x1, y1], [x2, y2]) { - return (this.getColor(x1, y1) !== this.getColor(x2, y2)); - } - // Is (x,y) on the chessboard? onBoard(x, y) { return (x >= 0 && x < this.size.x && @@ -1214,8 +1209,31 @@ export default class ChessRules { }; } - //////////////////// - // MOVES GENERATION + // NOTE: using special symbols to not interfere with variants' pieces codes + static get CannibalKings() { + return { + "!": "p", + "#": "r", + "$": "n", + "%": "b", + "*": "q", + "k": "k" + }; + } + + static get CannibalKingCode() { + return { + "p": "!", + "r": "#", + "n": "$", + "b": "%", + "q": "*", + "k": "k" + }; + } + + ////////////////////////// + // MOVES GENERATION UTILS // For Cylinder: get Y coordinate getY(y) { @@ -1227,38 +1245,65 @@ export default class ChessRules { return res; } + // Can thing on square1 capture thing on square2? + canTake([x1, y1], [x2, y2]) { + return this.getColor(x1, y1) !== this.getColor(x2, y2); + } + + canStepOver(i, j, p) { + // In some variants, objects on boards don't stop movement (Chakart) + return this.board[i][j] == ""; + } + + // For Madrasi: + // (redefined in Baroque etc, where Madrasi condition doesn't make sense) + isImmobilized([x, y]) { + if (!this.options["madrasi"]) + return false; + const color = this.getColor(x, y); + const oppCol = C.GetOppCol(color); + const piece = this.getPieceType(x, y); //ok not cannibal king + const stepSpec = this.getStepSpec(color, x, y); + const attacks = stepSpec.attack || stepSpec.moves; + for (let a of attacks) { + outerLoop: for (let step of a.steps) { + let [i, j] = [x + step[0], y + step[1]]; + let stepCounter = 1; + while (this.onBoard(i, j) && this.board[i][j] == "") { + if (a.range <= stepCounter++) + continue outerLoop; + i += step[0]; + j = this.getY(j + step[1]); + } + if ( + this.onBoard(i, j) && + this.getColor(i, j) == oppCol && + this.getPieceType(i, j) == piece + ) { + return true; + } + } + } + return false; + } + // Stop at the first capture found atLeastOneCapture(color) { - color = color || this.turn; const oppCol = C.GetOppCol(color); - for (let i = 0; i < this.size.x; i++) { - for (let j = 0; j < this.size.y; j++) { - if (this.board[i][j] != "" && this.getColor(i, j) == color) { - const allSpecs = this.pieces(color, i, j) - let specs = allSpecs[this.getPieceType(i, j)]; - if (specs.moveas) - specs = allSpecs[specs.moveas]; - 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.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.getY(jj + step[1]); - } - if ( - this.onBoard(ii, jj) && - this.getColor(ii, jj) == oppCol && - this.filterValid( - [this.getBasicMove([i, j], [ii, jj])] - ).length >= 1 - ) { - return true; - } - } + const allowed = ([x, y]) => { + this.getColor(x, y) == oppCol && + this.filterValid([this.getBasicMove([i, j], [x, y])]).length >= 1 + }; + for (let i=0; i 1e-7) + continue; + distance = Math.round(distance); //in case of (numerical...) + if (range >= distance) + return true; + } + return false; + } + + //////////////////// + // MOVES GENERATION + getDropMovesFrom([c, p]) { // NOTE: by design, this.reserve[c][p] >= 1 on user click // (but not necessarily otherwise: atLeastOneMove() etc) @@ -1488,121 +1576,125 @@ export default class ChessRules { Array.prototype.push.apply(moves, newMoves); } - // NOTE: using special symbols to not interfere with variants' pieces codes - static get CannibalKings() { - return { - "!": "p", - "#": "r", - "$": "n", - "%": "b", - "*": "q", - "k": "k" - }; - } - - static get CannibalKingCode() { - return { - "p": "!", - "r": "#", - "n": "$", - "b": "%", - "q": "*", - "k": "k" - }; - } - - isKing(symbol) { - return !!C.CannibalKings[symbol]; - } - - // For Madrasi: - // (redefined in Baroque etc, where Madrasi condition doesn't make sense) - isImmobilized([x, y]) { - if (!this.options["madrasi"]) - return false; + // Generic method to find possible moves of "sliding or jumping" pieces + getPotentialMovesOf(piece, [x, y], color) { const color = this.getColor(x, y); - const oppCol = C.GetOppCol(color); - const piece = this.getPieceType(x, y); //ok not cannibal king - const allSpecs = this.pieces(color, x, y); - let stepSpec = allSpecs[piece]; - if (stepSpec.moveas) - stepSpec = allSpecs[stepSpec.moveas]; - const attacks = stepSpec.attack || stepSpec.moves; - for (let a of attacks) { - outerLoop: for (let step of a.steps) { - let [i, j] = [x + step[0], y + step[1]]; - let stepCounter = 1; - while (this.onBoard(i, j) && this.board[i][j] == "") { - if (a.range <= stepCounter++) - continue outerLoop; - i += step[0]; - j = this.getY(j + step[1]); - } - if ( - this.onBoard(i, j) && - this.getColor(i, j) == oppCol && - this.getPieceType(i, j) == piece - ) { - return true; + const specialAttack = !!this.getStepSpec(color, x, y).attack; + let squares = []; + if (specialAttack) { + squares = this.findDestSquares( + [x, y], + { + attackOnly: true, + segments: this.options["cylinder"] + }, + ([i, j]) => { + return ( + (!this.options["zen"] || this.getPieceType(i, j) == 'k') && + this.canTake([x, y], [i, j]) + ); } + ); + } + const noSpecials = this.findDestSquares( + [x, y], + { + moveOnly: specialAttack || this.options["zen"], + segments: this.options["cylinder"] + }, + ([i, j]) => this.board[i][j] == "" || this.canTake([x, y], [i, j]) + ); + Array.prototype.push.apply(squares, noSpecials); + if (this.options["zen"]) { + let zenCaptures = this.findCapturesOn( + [x, y], + {}, + ([i, j]) => this.getPieceType(i, j) != 'k' + ); + // Technical step: segments (if any) are reversed + if (this.options["cylinder"]) { + zenCaptures.forEach(z => { + if (z.segments) + z.segments = z.segments.reverse().map(s => s.reverse()) + }); } + Array.prototype.push.apply(squares, zenCaptures); } - return false; - } - - canStepOver(i, j, p) { - // In some variants, objects on boards don't stop movement (Chakart) - return this.board[i][j] == ""; + if ( + this.options["recycle"] || + (this.options["teleport"] && this.subTurnTeleport == 1) + ) { + const selfCaptures = this.findDestSquares( + [x, y], + { + attackOnly: true, + segments: this.options["cylinder"] + }, + ([i, j]) => + this.getColor(i, j) == color && this.getPieceType(i, j) != 'k' + ); + Array.prototype.push.apply(squares, selfCaptures); + } + return squares.map(s => { + let mv = this.getBasicMove([x, y], s.sq); + if (this.options["cylinder"] && s.segments.length >= 2) + mv.segments = s.segments; + return mv; + }); } - // Generic method to find possible moves of "sliding or jumping" pieces - getPotentialMovesOf(piece, [x, y]) { - const color = this.getColor(x, y); + findDestSquares([x, y], o, allowed) { + if (!allowed) + allowed = () => true; const apparentPiece = this.getPiece(x, y); //how it looks - const allSpecs = this.pieces(color, x, y); - let stepSpec = allSpecs[piece]; - if (stepSpec.moveas) - stepSpec = allSpecs[stepSpec.moveas]; - let moves = []; - // Next 3 for Cylinder mode: + let res = []; + // Next 3 for Cylinder mode: (unused if !o.segments) let explored = {}; let segments = []; let segStart = []; - - const addMove = (start, end) => { - let newMove = this.getBasicMove(start, end); - if (segments.length > 0) { - newMove.segments = JSON.parse(JSON.stringify(segments)); - newMove.segments.push([[segStart[0], segStart[1]], [end[0], end[1]]]); - } - moves.push(newMove); + const addSquare = ([i, j]) => { + let elt = {sq: [i, j]}; + if (o.segments) + elt.segments = this.getSegments(segments, segStart, end); + res.push(elt); }; - - const findAddMoves = (type, stepArray) => { + const exploreSteps = (stepArray) => { for (let s of stepArray) { outerLoop: for (let step of s.steps) { - segments = []; - segStart = [x, y]; + if (o.segments) { + segments = []; + segStart = [x, y]; + } let [i, j] = [x, y]; let stepCounter = 0; while ( this.onBoard(i, j) && ((i == x && j == y) || this.canStepOver(i, j, apparentPiece)) ) { - if ( - type != "attack" && - !explored[i + "." + j] && - (i != x || j != y) - ) { + if (!explored[i + "." + j] && (i != x || j != y)) + { explored[i + "." + j] = true; - addMove([x, y], [i, j]); + if ( + allowed([i, j]) && + ( + !o.captureTarget || + (o.captureTarget[0] == i && o.captureTarget[1] == j) + ) + ) { + if (o.one && !o.attackOnly) + return true; + if (!o.attackOnly) + addSquare(!o.captureTarget ? [i, j] : [x, y]); + if (o.captureTarget) + return res[0]; + } } if (s.range <= stepCounter++) continue outerLoop; const oldIJ = [i, j]; i += step[0]; j = this.getY(j + step[1]); - if (Math.abs(j - oldIJ[1]) > 1) { + if (o.segments && Math.abs(j - oldIJ[1]) > 1) { // Boundary between segments (cylinder mode) segments.push([[segStart[0], segStart[1]], oldIJ]); segStart = [i, j]; @@ -1611,112 +1703,84 @@ export default class ChessRules { if (!this.onBoard(i, j)) continue; const pieceIJ = this.getPieceType(i, j); - if ( - type != "moveonly" && - !explored[i + "." + j] && - ( - !this.options["zen"] || - pieceIJ == "k" - ) && - ( - this.canTake([x, y], [i, j]) || - ( - (this.options["recycle"] || this.options["teleport"]) && - pieceIJ != "k" - ) - ) - ) { + if (!explored[i + "." + j]) { explored[i + "." + j] = true; - addMove([x, y], [i, j]); + if (allowed([i, j])) { + if (o.one && !o.moveOnly) + return true; + if (!o.moveOnly) + addSquare(!o.captureTarget ? [i, j] : [x, y]); + if ( + o.captureTarget && + o.captureTarget[0] == i && o.captureTarget[1] == j + ) { + return res[0]; + } + } } } } }; - - const specialAttack = !!stepSpec.attack; - if (specialAttack) - findAddMoves("attack", stepSpec.attack); - findAddMoves(specialAttack ? "moveonly" : "all", stepSpec.moves); - if (this.options["zen"]) { - Array.prototype.push.apply(moves, - this.findCapturesOn([x, y], {zen: true})); + if (o.captureTarget) + exploreSteps(o.captureSteps) + else { + const stepSpec = this.getStepSpec(this.getColor(x, y), x, y); + if (!o.attackOnly || !stepSpec.attack) + exploreSteps(stepSpec.moves); + if (!o.moveOnly && !!stepSpec.attack) + exploreSteps(stepSpec.attack); } - return moves; + return o.captureTarget ? null : (o.one ? false : res); } // Search for enemy (or not) pieces attacking [x, y] - findCapturesOn([x, y], args) { - let moves = []; - if (!args.oppCol) - args.oppCol = C.GetOppCol(this.getColor(x, y) || this.turn); + findCapturesOn([x, y], o, allowed) { + if (!allowed) + allowed = () => true; + let res = []; + if (!o.byCol) + o.byCol = [C.GetOppCol(this.getColor(x, y) || this.turn)]; for (let i=0; i this.canTake([ii, jj], [x, y]) + ); + if (newSquare) + if (o.one) + return true; + res.push(newSquare); } } } } } } - return moves; - } - - static CompatibleStep([x1, y1], [x2, y2], step, range) { - const rx = (x2 - x1) / step[0], - ry = (y2 - y1) / step[1]; - if ( - (!Number.isFinite(rx) && !Number.isNaN(rx)) || - (!Number.isFinite(ry) && !Number.isNaN(ry)) - ) { - return false; - } - let distance = (Number.isNaN(rx) ? ry : rx); - // TODO: 1e-7 here is totally arbitrary - if (Math.abs(distance - Math.round(distance)) > 1e-7) - return false; - distance = Math.round(distance); //in case of (numerical...) - if (range < distance) - return false; - return true; + return (one ? false : res); } // Build a regular move from its initial and destination squares. @@ -1765,7 +1829,7 @@ export default class ChessRules { if (this.options["cannibal"] && destColor != initColor) { const lastIdx = mv.vanish.length - 1; let trPiece = mv.vanish[lastIdx].p; - if (this.isKing(this.getPiece(sx, sy))) + if (this.getPieceType(sx, sy) == 'k') trPiece = C.CannibalKingCode[trPiece]; if (mv.appear.length >= 1) mv.appear[0].p = trPiece; @@ -1953,50 +2017,48 @@ export default class ChessRules { //////////////////// // MOVES VALIDATION - // Is (king at) given position under check by "oppCol" ? + // Is piece (or square) at given position attacked by "oppCol" ? + underAttack([x, y], oppCol) { + const king = this.getPieceType(x, y) == 'k'; + return ( + ( + (!this.options["zen"] || king) && + this.findCapturesOn([x, y], + {oppCol: oppCol, segments: this.options["cylinder"], one: true}, + ([i, j]) => this.canTake([i, j], [x, y])).length == 1 + ) + || + ( + (this.options["zen"] && !king) && + this.findDestSquares([x, y], + {attackOnly: true, segments: this.options["cylinder"], one: true}, + ([i, j]) => this.canTake([i, j], [x, y])).length == 1 + ) + ); + } + underCheck([x, y], oppCol) { if (this.options["taking"] || this.options["dark"]) return false; - return ( - this.findCapturesOn([x, y], {oppCol: oppCol, one: true}).length >= 1 - ); + return this.underAttack([x, y], oppCol); } // Stop at first king found (TODO: multi-kings) searchKingPos(color) { for (let i=0; i < this.size.x; i++) { for (let j=0; j < this.size.y; j++) { - if (this.getColor(i, j) == color && this.isKing(this.getPiece(i, j))) + if (this.getColor(i, j) == color && this.getPieceType(i, j) == 'k') return [i, j]; } } return [-1, -1]; //king not found } - // Some variants (e.g. Refusal) may need to check opponent moves too + // 'color' arg because some variants (e.g. Refusal) check opponent moves filterValid(moves, color) { - if (moves.length == 0) - return []; if (!color) color = this.turn; const oppCol = C.GetOppCol(color); - if (this.options["balance"] && [1, 3].includes(this.movesCount)) { - // Forbid moves either giving check or exploding opponent's king: - const oppKingPos = this.searchKingPos(oppCol); - moves = moves.filter(m => { - if ( - m.vanish.some(v => v.c == oppCol && v.p == "k") && - m.appear.every(a => a.c != oppCol || a.p != "k") - ) - return false; - this.playOnBoard(m); - const res = !this.underCheck(oppKingPos, color); - this.undoOnBoard(m); - return res; - }); - } - if (this.options["taking"] || this.options["dark"]) - return moves; const kingPos = this.searchKingPos(color); let filtered = {}; //avoid re-checking similar moves (promotions...) return moves.filter(m => { @@ -2006,12 +2068,12 @@ export default class ChessRules { let square = kingPos, res = true; //a priori valid if (m.vanish.some(v => { - return this.isKing(v.p) && v.c == color; + return this.getPieceType(0, 0, v.p) == 'k' && v.c == color; })) { // Search king in appear array: const newKingIdx = m.appear.findIndex(a => { - return this.isKing(a.p) && a.c == color; + return this.getPieceType(0, 0, a.p) == 'k' && a.c == color; }); if (newKingIdx >= 0) square = [m.appear[newKingIdx].x, m.appear[newKingIdx].y]; @@ -2149,14 +2211,13 @@ export default class ChessRules { postPlay(move) { const color = this.turn; - const oppCol = C.GetOppCol(color); if (this.options["dark"]) this.updateEnlightened(); if (this.options["teleport"]) { if ( this.subTurnTeleport == 1 && move.vanish.length > move.appear.length && - move.vanish[move.vanish.length - 1].c == color + move.vanish[1].c == color ) { const v = move.vanish[move.vanish.length - 1]; this.captured = {x: v.x, y: v.y, c: v.c, p: v.p}; @@ -2166,41 +2227,39 @@ export default class ChessRules { this.subTurnTeleport = 1; this.captured = null; } - if ( - !move.next && - ( - ( - this.options["doublemove"] && - this.movesCount >= 1 && - this.subTurn == 1 - ) - || - (this.options["progressive"] && this.subTurn <= this.movesCount) - ) - ) { - const oppKingPos = this.searchKingPos(oppCol); - if ( - oppKingPos[0] >= 0 && - ( - this.options["taking"] || - !this.underCheck(oppKingPos, color) - ) - ) { - this.subTurn++; - return; - } - } if (this.isLastMove(move)) { this.turn = oppCol; this.movesCount++; this.subTurn = 1; } + else if (!move.next) + this.subTurn++; } isLastMove(move) { + if (move.next) + return false; + const color = this.turn; + const oppCol = C.GetOppCol(color); + const oppKingPos = this.searchKingPos(oppCol); + if (oppKingPos[0] < 0 || this.underCheck(oppKingPos, color)) + return true; return ( - (this.options["balance"] && ![1, 3].includes(this.movesCount)) || - !move.next + ( + !this.options["balance"] || + ![1, 3].includes(this.movesCount) + ) + && + ( + !this.options["doublemove"] || + this.movesCount == 0 || + this.subTurn == 2 + ) + && + ( + !this.options["progressive"] || + this.subTurn == this.movesCount + 1 + ) ); } diff --git a/common.css b/common.css index a69f4fb..fbf0e25 100644 --- a/common.css +++ b/common.css @@ -41,7 +41,7 @@ main > div { } @media(max-height: 800px) { - main > div { + #newGameForm, #gameInfos { margin-top: 30px; } } diff --git a/variants/Allmate/class.js b/variants/Allmate/class.js index e46f384..8d31649 100644 --- a/variants/Allmate/class.js +++ b/variants/Allmate/class.js @@ -59,7 +59,7 @@ export default class AllmateRules extends ChessRules { // is piece on square x,y mated by color? isMated(x, y, color) { const myColor = C.GetOppCol(color); - if (!this.underCheck([x, y], color)) + if (!super.underAttack([x, y], color)) return false; for (let i=0; i { m.flips = []; if (!this.options["cleopatra"] || m.vanish[0].p == 'q') { super.playOnBoard(m); - let attacks = this.findAttacks([m.end.x, m.end.y]) + let attacks = super.findDestSquares( + [m.end.x, m.end.y], + {attackOnly: true, segments: false}, + ([x, y] => this.canTake([m.end.x, m.end.y], [x, y])) + ); if (this.options["zen"]) { - let endSquares = {}; - super.findCapturesOn([m.end.x, m.end.y], {zen: true}).forEach(c => { - endSquares[C.CoordsToSquare(c.end)] = true; - }); - Array.prototype.push.apply(attacks, Object.keys(endSquares)); + const zenAttacks = super.findCapturesOn( + [m.end.x, m.end.y], + {segments: false}, + ([x, y] => this.canTake([m.end.x, m.end.y], [x, y])) + ); + Array.prototype.push.apply(attacks, zenAttacks); } super.undoOnBoard(m); - attacks.map(C.SquareToCoords).forEach(a => { - m.flips.push({x: a.x, y: a.y}); - }); + attacks.forEach(a => m.flips.push({x: a.sq[0], y: a.sq[1]})); } }); return moves; @@ -110,20 +84,6 @@ export default class BenedictRules extends ChessRules { } } - postPlay(move) { - if (this.options["balance"] && [1, 3].includes(this.movesCount)) { - // If enemy king is flipped: game over - const oppCol = C.GetOppCol(move.vanish[0].c); - const oppKingPos = this.searchKingPos(oppCol); - if (oppKingPos[0] < 0) { - this.turn = oppCol; - this.movesCount++; - return; - } - } - super.postPlay(move); - } - // Moves cannot flip our king's color, so all are valid filterValid(moves) { return moves;