}
static get CanAnalyze() {
- return true; //false;
+ return false;
}
static get SomeHiddenMoves() {
const end = (color == 'b' && p == V.PAWN ? 7 : 8);
for (let i = start; i < end; i++) {
for (let j = 0; j < V.size.y; j++) {
- const colIJ = this.getColor(i, j);
- if (this.board[i][j] == V.EMPTY || colIJ == 'a') {
- let mv = new Move({
- appear: [
- new PiPo({
- x: i,
- y: j,
- c: color,
- p: p
- })
- ],
- vanish: [],
- start: { x: x, y: y }, //a bit artificial...
- end: { x: i, y: j }
- });
- if (colIJ == 'a') {
- const pieceIJ = this.getPiece(i, j);
- mv.vanish.push(
- new PiPo({
- x: i,
- y: j,
- c: colIJ,
- p: pieceIJ
- })
- );
- if ([V.BANANA, V.BOMB].includes(pieceIJ)) {
- // Apply first effect, remove bonus from board, and then
- // relay to getBasicMove. Finally merge mv.appear/vanish and
- // put back the bonus on the board:
- const bSteps = V.steps[pieceIJ == V.BANANA ? V.ROOK : V.BISHOP];
- const sqEffect = this.getRandomSquare([i, j], bSteps);
- if (sqEffect[0] != i || sqEffect[1] != j) {
- this.board[i][j] = color + p;
- const bMove =
- this.getBasicMove([i, j], [sqEffect[0], sqEffect[1]]);
- this.board[i][j] = 'a' + pieceIJ;
- mv.appear[0].x = bMove.appear[0].x;
- mv.appear[0].y = bMove.appear[0].y;
- for (let k = 1; k < bMove.vanish.length; k++)
- mv.vanish.push(bMove.vanish[k]);
- }
- }
- }
- moves.push(mv);
+ if (this.board[i][j] == V.EMPTY || this.getColor(i, j) == 'a') {
+ let m = this.getBasicMove({ p: p, x: i, y: j});
+ m.start = { x: x, y: y };
+ moves.push(m);
}
}
}
c: colIJ,
p: this.getPiece(i, j)
});
- let mMove = this.getBasicMove([x, y], [i, j]);
+ let mMove = this.getBasicMove({ x: x, y: y }, [i, j]);
mMove.appear.push(movedUnit);
moves.push(mMove);
}
[V.KING, V.QUEEN].includes(piece)
? V.steps[V.ROOK].concat(V.steps[V.BISHOP])
: V.steps[piece];
- if (!Array.isArray(steps)) debugger;
for (let step of steps) {
const [i, j] = [x + step[0], y + step[1]];
if (
return false;
}
- getBasicMove([x1, y1], [x2, y2], tr) {
- // Apply mushroom, bomb or banana effect (hidden to the player).
- // Determine egg effect, too, and apply its first part if possible.
- let move = super.getBasicMove([x1, y1], [x2, y2], tr);
- const color1 = this.getColor(x1, y1);
- const piece1 = this.getPiece(x1, y1);
+ // Apply mushroom, bomb or banana effect (hidden to the player).
+ // Determine egg effect, too, and apply its first part if possible.
+ getBasicMove_aux(psq1, sq2, tr, initMove) {
+ const [x1, y1] = [psq1.x, psq1.y];
+ const color1 = this.turn;
+ const piece1 = psq1.p || this.getPiece(x1, y1);
const oppCol = V.GetOppCol(color1);
- if ([V.PAWN, V.KNIGHT].includes(piece1)) {
+ if (!sq2) {
+ let move = {
+ appear: [],
+ vanish: []
+ };
+ // banana or bomb defines next square, or the move ends there
+ move.appear = [
+ new PiPo({
+ x: x1,
+ y: y1,
+ c: color1,
+ p: piece1
+ })
+ ];
+ if (this.board[x1][y1] != V.EMPTY) {
+ const initP1 = this.getPiece(x1, y1);
+ move.vanish = [
+ new PiPo({
+ x: x1,
+ y: y1,
+ c: this.getColor(x1, y1),
+ p: initP1
+ })
+ ];
+ if ([V.BANANA, V.BOMB].includes(initP1)) {
+ const steps = V.steps[initP1 == V.BANANA ? V.ROOK : V.BISHOP];
+ move.next = this.getRandomSquare([x1, y1], steps);
+ }
+ }
+ move.end = { x: x1, y: y1 };
+ return move;
+ }
+ const [x2, y2] = [sq2[0], sq2[1]];
+ // The move starts normally, on board:
+ let move = super.getBasicMove([x1, y1], [x2, y2], tr);
+ const L = this.firstMove.length;
+ if (
+ [V.PAWN, V.KNIGHT].includes(piece1) &&
+ !!initMove &&
+ (this.subTurn == 1 || this.firstMove[L-1].end.effect == "daisy")
+ ) {
switch (piece1) {
case V.PAWN: {
const twoSquaresMove = (Math.abs(x2 - x1) == 2);
}
}
}
- // Avoid looping back on effect already applied:
- let usedEffect = ArrayFun.init(8, 8, false);
- const applyBeffect = (steps) => {
- const [x, y] = [move.appear[0].x, move.appear[0].y];
- if (usedEffect[x][y]) return;
- usedEffect[x][y] = true;
- const moveTo = this.getRandomSquare([x, y], steps);
- move.appear[0].x = moveTo[0];
- move.appear[0].y = moveTo[1];
- if (
- this.board[moveTo[0]][moveTo[1]] != V.EMPTY &&
- this.getColor(moveTo[0], moveTo[1]) == 'a'
- ) {
- move.vanish.push(
- new PiPo({
- x: moveTo[0],
- y: moveTo[1],
- c: 'a',
- p: this.getPiece(moveTo[0], moveTo[1])
- })
- );
- // Artificially change direction, before applying new effects:
- x1 = x;
- y1 = y;
- x2 = moveTo[0];
- y2 = moveTo[1];
- switch (this.getPiece(moveTo[0], moveTo[1])) {
- case V.BANANA:
- applyBeffect(V.steps[V.ROOK]);
- break;
- case V.BOMB:
- applyBeffect(V.steps[V.BISHOP]);
- break;
- case V.MUSHROOM:
- applyMushroomEffect();
- break;
- case V.EGG:
- applyEggEffect();
- break;
- }
- }
- };
// For (wa)luigi effect:
const changePieceColor = (color) => {
let pieces = [];
const oppLastRank = (color == 'w' ? 7 : 0);
for (let i=0; i<8; i++) {
for (let j=0; j<8; j++) {
- if (this.board[i][j] != V.EMPTY && this.getColor(i, j) == color) {
+ if (
+ (i != move.vanish[0].x || j != move.vanish[0].y) &&
+ this.board[i][j] != V.EMPTY &&
+ this.getColor(i, j) == color
+ ) {
const piece = this.getPiece(i, j);
if (piece != V.KING && (piece != V.PAWN || i != oppLastRank))
pieces.push({ x: i, y: j, p: piece });
}
}
}
- // Special case of the current piece (temporarily off board):
+ // Special case of the current piece (still at its initial position)
if (color == color1)
pieces.push({ x: move.appear[0].x, y: move.appear[0].y, p: piece1 });
const cp = pieces[randInt(pieces.length)];
})
);
}
- else move.appear.pop();
+ else move.appear.shift();
move.appear.push(
new PiPo({
x: cp.x,
move.appear[0].p == V.PAWN &&
move.appear[0].x == lastRank[color1]
) {
- // Always possible: promote into a queen rook or king
+ // Always possible: promote into a queen, rook or king
canPlayAgain = true;
}
else {
move.end.effect = "daisy";
- this.board[move.start.x][move.start.y] = saveCurrent;
V.PlayOnBoard(this.board, move);
const square = [move.appear[0].x, move.appear[0].y];
canPlayAgain = this.canMove(square, piece1);
V.UndoOnBoard(this.board, move);
- this.board[move.start.x][move.start.y] = V.EMPTY;
delete move.end["effect"];
}
if (canPlayAgain) effects.push("daisy");
}
};
const applyMushroomEffect = () => {
- if (usedEffect[move.appear[0].x][move.appear[0].y]) return;
- usedEffect[move.appear[0].x][move.appear[0].y] = true;
if ([V.PAWN, V.KING, V.KNIGHT].includes(piece1)) {
// Just make another similar step, if possible (non-capturing)
const [i, j] = [
);
switch (object) {
case V.BANANA:
- applyBeffect(V.steps[V.ROOK]);
- break;
case V.BOMB:
- applyBeffect(V.steps[V.BISHOP]);
+ const steps = V.steps[object == V.BANANA ? V.ROOK : V.BISHOP];
+ move.next = this.getRandomSquare([i, j], steps);
break;
case V.EGG:
applyEggEffect();
);
switch (object) {
case V.BANANA:
- applyBeffect(V.steps[V.ROOK]);
- break;
case V.BOMB:
- applyBeffect(V.steps[V.BISHOP]);
+ const steps =
+ V.steps[object == V.BANANA ? V.ROOK : V.BISHOP];
+ move.next = this.getRandomSquare(
+ [afterNext[0], afterNext[1]], steps);
break;
case V.EGG:
applyEggEffect();
};
const color2 = this.getColor(x2, y2);
const piece2 = this.getPiece(x2, y2);
- // In case of (bonus effects might go through initial square):
- // TODO: push the idea further, objects left initially should alter the
- // trajectory or move as well (mushroom or egg).
- const saveCurrent = this.board[move.start.x][move.start.y];
- this.board[move.start.x][move.start.y] = V.EMPTY;
if (color2 == 'a') {
switch (piece2) {
case V.BANANA:
- applyBeffect(V.steps[V.ROOK]);
- break;
case V.BOMB:
- applyBeffect(V.steps[V.BISHOP]);
+ const steps = V.steps[piece2 == V.BANANA ? V.ROOK : V.BISHOP];
+ move.next = this.getRandomSquare([x2, y2], steps);
break;
case V.MUSHROOM:
applyMushroomEffect();
}
if (
this.subTurn == 1 &&
+ !move.next &&
move.appear.length > 0 &&
[V.ROOK, V.BISHOP].includes(piece1)
) {
(this.board[i][j] == V.EMPTY || this.getColor(i, j) == 'a')
);
});
- if (validSteps.length >= 2) move.end.effect = 0;
- else if (validSteps.length == 1) {
+ if (validSteps.length >= 1) {
const [x, y] = [
finalSquare[0] + validSteps[0][0],
finalSquare[1] + validSteps[0][1]
}
}
}
- this.board[move.start.x][move.start.y] = saveCurrent;
- if (
- move.appear.length == 2 &&
- move.appear[0].x == move.appear[1].x &&
- move.appear[0].y == move.appear[1].y
- ) {
- // Arrive on bonus left initially:
- move.appear.pop();
+ return move;
+ }
+
+ getBasicMove(psq1, sq2, tr) {
+ let moves = [];
+ if (Array.isArray(psq1)) psq1 = { x: psq1[0], y: psq1[1] };
+ let m = this.getBasicMove_aux(psq1, sq2, tr, "initMove");
+ while (!!m.next) {
+ // Last move ended on bomb or banana, direction change
+ V.PlayOnBoard(this.board, m);
+ moves.push(m);
+ m = this.getBasicMove_aux(
+ { x: m.appear[0].x, y: m.appear[0].y }, m.next);
+ }
+ for (let i=moves.length-1; i>=0; i--) V.UndoOnBoard(this.board, moves[i]);
+ moves.push(m);
+ // Now merge moves into one
+ let move = {};
+ // start is wrong for Toadette moves --> it's fixed later
+ move.start = { x: psq1.x, y: psq1.y };
+ move.end = !!sq2 ? { x: sq2[0], y: sq2[1] } : { x: psq1.x, y: psq1.y };
+ let lm = moves[moves.length-1];
+ if (this.subTurn == 1 && !!lm.end.effect)
+ move.end.effect = lm.end.effect;
+ if (moves.length == 1) {
+ move.appear = moves[0].appear;
+ move.vanish = moves[0].vanish;
+ }
+ else {
+ // Keep first vanish and last appear (if any)
+ move.appear = lm.appear;
+ move.vanish = moves[0].vanish;
+ if (
+ move.vanish.length >= 1 &&
+ move.appear.length >= 1 &&
+ move.vanish[0].x == move.appear[0].x &&
+ move.vanish[0].y == move.appear[0].y
+ ) {
+ // Loopback on initial square:
+ move.vanish.shift();
+ move.appear.shift();
+ }
+ for (let i=1; i < moves.length - 1; i++) {
+ for (let v of moves[i].vanish) {
+ // Only vanishing objects, not appearing at init move
+ if (
+ v.c == 'a' &&
+ (
+ moves[0].appear.length == 1 ||
+ moves[0].appear[1].x != v.x ||
+ moves[0].appear[1].y != v.y
+ )
+ ) {
+ move.vanish.push(v);
+ }
+ }
+ }
+ // Final vanish is our piece, but others might be relevant
+ // (for some egg bonuses at least).
+ for (let i=1; i < lm.vanish.length; i++) {
+ if (
+ lm.vanish[i].c != 'a' ||
+ moves[0].appear.length == 1 ||
+ moves[0].appear[1].x != lm.vanish[i].x ||
+ moves[0].appear[1].y != lm.vanish[i].y
+ ) {
+ move.vanish.push(lm.vanish[i]);
+ }
+ }
}
return move;
- // TODO: if loopback to initial square, simplify move.
}
getPotentialPawnMoves([x, y]) {
this.getColor(x + 2 * shiftX, y) == 'a'
)
) {
- moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
+ moves.push(this.getBasicMove({ x: x, y: y }, [x + 2 * shiftX, y]));
}
}
for (let shiftY of [-1, 1]) {
V.OnBoard(i, j) &&
(
this.board[i][j] == V.EMPTY ||
+ this.getPiece(i, j) == V.INVISIBLE_QUEEN ||
(
this.getColor(i, j) == 'a' &&
[V.EGG, V.MUSHROOM].includes(this.getPiece(i, j))
)
)
) {
- moves.push(this.getBasicMove([x, y], [i, j]));
+ moves.push(this.getBasicMove({ x: x, y: y }, [i, j]));
if (oneStep) continue outerLoop;
i += step[0];
j += step[1];
}
if (V.OnBoard(i, j) && this.canTake([x, y], [i, j]))
- moves.push(this.getBasicMove([x, y], [i, j]));
+ moves.push(this.getBasicMove({ x: x, y: y }, [i, j]));
}
return moves;
}
c: colIJ,
p: this.getPiece(i, j)
});
- let mMove = this.getBasicMove([x, y], [i, j]);
+ let mMove = this.getBasicMove({ x: x, y: y }, [i, j]);
mMove.appear.push(movedUnit);
moves.push(mMove);
}
if (move.end.effect == "toadette") this.reserve = this.captured;
else this.reserve = undefined;
const color = move.turn[0];
- if (move.vanish.length == 2 && move.vanish[1].c != 'a')
+ if (move.vanish.length == 2 && move.vanish[1].c != 'a') {
// Capture: update this.captured
- this.captured[move.vanish[1].c][move.vanish[1].p]++;
+ let capturedPiece = move.vanish[1].p;
+ if (capturedPiece == V.INVISIBLE_QUEEN) capturedPiece = V.QUEEN;
+ else if (Object.keys(V.IMMOBILIZE_DECODE).includes(capturedPiece))
+ capturedPiece = V.IMMOBILIZE_DECODE[capturedPiece];
+ this.captured[move.vanish[1].c][capturedPiece]++;
+ }
else if (move.vanish.length == 0) {
if (move.appear.length == 0 || move.appear[0].c == 'a') return;
// A piece is back on board
const [i, j] = move.wasInvisible;
this.board[i][j] = this.getColor(i, j) + V.INVISIBLE_QUEEN;
}
- if (move.vanish.length == 2 && move.vanish[1].c != 'a')
- this.captured[move.vanish[1].c][move.vanish[1].p]--;
+ if (move.vanish.length == 2 && move.vanish[1].c != 'a') {
+ let capturedPiece = move.vanish[1].p;
+ if (capturedPiece == V.INVISIBLE_QUEEN) capturedPiece = V.QUEEN;
+ else if (Object.keys(V.IMMOBILIZE_DECODE).includes(capturedPiece))
+ capturedPiece = V.IMMOBILIZE_DECODE[capturedPiece];
+ this.captured[move.vanish[1].c][capturedPiece]--;
+ }
else if (move.vanish.length == 0) {
if (move.appear.length == 0 || move.appear[0].c == 'a') return;
// A piece was back on board
return [move1, move2];
}
- // TODO: king chomped, king koopa: notation is incomplete.
- // Also, king boo effect should be better written like "e4Sg1".
- // Toadette placements on bonus square are badly written as well.
getNotation(move) {
- if (move.vanish.length == 0) {
- if (move.appear.length == 0) return "-";
- const piece =
- move.appear[0].p != V.PAWN ? move.appear[0].p.toUpperCase() : "";
- return piece + "@" + V.CoordsToSquare(move.end);
- }
+ if (move.vanish.length == 0 && move.appear.length == 0) return "-";
if (
!move.end.effect &&
move.appear.length > 0 &&
return "Q??";
}
const finalSquare = V.CoordsToSquare(move.end);
- let piece = undefined;
- if (move.appear.length == 0) {
- piece = this.getPiece(move.start.x, move.start.y);
- if (piece == V.KING) return "Kx" + finalSquare;
- // Koopa or Chomp:
+ // Next condition also includes Toadette placements:
+ if (move.appear.length > 0 && move.vanish.every(a => a.c == 'a')) {
+ const piece =
+ move.appear[0].p != V.PAWN ? move.appear[0].p.toUpperCase() : "";
+ return piece + "@" + finalSquare;
+ }
+ else if (move.appear.length == 0) {
+ const piece = this.getPiece(move.start.x, move.start.y);
+ if (piece == V.KING && !move.end.effect)
+ // King remote capture
+ return "Kx" + finalSquare;
+ // Koopa or Chomp, or loopback after bananas, bombs & mushrooms:
return (
piece.toUpperCase() + "x" + finalSquare +
- "*" + (move.end.effect == "koopa" ? "K" : "C")
+ (
+ !!move.end.effect
+ ? "*" + (move.end.effect == "koopa" ? "K" : "C")
+ : ""
+ )
);
}
- else if (
+ if (
move.appear.length == 1 &&
move.vanish.length == 1 &&
move.appear[0].c == 'a' &&
move.vanish[0].c == 'a'
) {
// Bonus replacement:
- piece = move.appear[0].p.toUpperCase();
- return piece + "@" + finalSquare;
+ return move.appear[0].p.toUpperCase() + "@" + finalSquare;
}
- piece = move.vanish[0].p;
+ if (
+ move.appear.length == 2 &&
+ move.vanish.length == 2 &&
+ move.appear.every(a => a.c != 'a') &&
+ move.vanish.every(v => v.c != 'a')
+ ) {
+ // King Boo exchange
+ return move.vanish[1].p.toUpperCase() + finalSquare;
+ }
+ const piece = move.vanish[0].p;
let notation = undefined;
if (piece == V.PAWN) {
// Pawn move
notation += "*M";
break;
case "luigi":
- notation += "*L";
- break;
case "waluigi":
- notation += "*W";
+ const lastAppear = move.appear[move.appear.length - 1];
+ const effectOn =
+ V.CoordsToSquare({ x: lastAppear.x, y : lastAppear.y });
+ notation += "*" + move.end.effect[0].toUpperCase() + effectOn;
break;
}
}