X-Git-Url: https://git.auder.net/rpsls.js?a=blobdiff_plain;ds=sidebyside;f=base_rules.js;h=c0d9b60622b163464e3d2a6442b0b700c12d97c4;hb=a46d74c085e79e62716e3fca8a10a22d2ca10056;hp=a8dad15c575141e666b5326289ca7d36fee37a1d;hpb=b57b726c569a1a0f21b7f3ca00956bc2f26a6f3e;p=xogo.git diff --git a/base_rules.js b/base_rules.js index a8dad15..c0d9b60 100644 --- a/base_rules.js +++ b/base_rules.js @@ -97,6 +97,14 @@ export default class ChessRules { return true; } + // Allow to take (moving: not disappearing) own pieces? + get hasSelfCaptures() { + return ( + this.options["recycle"] || + (this.options["teleport"] && this.subTurnTeleport == 1) + ); + } + get hasReserve() { return ( !!this.options["crazyhouse"] || @@ -122,6 +130,11 @@ export default class ChessRules { return false; } + // Some variants do not flip board as black + get flippedBoard() { + return (this.playerColor == 'b'); + } + // Some variants use click infos: doClick(coords) { if (typeof coords.x != "number") @@ -403,14 +416,14 @@ export default class ChessRules { } // Some additional variables from FEN (variant dependant) - setOtherVariables(fenParsed) { + setOtherVariables(fenParsed, pieceArray) { // Set flags and enpassant: if (this.hasFlags) this.setFlags(fenParsed.flags); if (this.hasEnpassant) this.epSquare = this.getEpSquare(fenParsed.enpassant); if (this.hasReserve && !this.isDiagram) - this.initReserves(fenParsed.reserve); + this.initReserves(fenParsed.reserve, pieceArray); if (this.options["crazyhouse"]) this.initIspawn(fenParsed.ispawn); if (this.options["teleport"]) { @@ -566,7 +579,7 @@ export default class ChessRules { // Get SVG board (background, no pieces) getSvgChessboard() { - const flipped = (this.playerColor == 'b'); + const flipped = this.flippedBoard; let board = ` = 6) || (color == 'b' && x <= 1); + } pieces(color, x, y) { - const pawnShift = this.getPawnShift(color); - // NOTE: jump 2 squares from first rank (pawns can be here sometimes) - const initRank = ((color == 'w' && x >= 6) || (color == 'b' && x <= 1)); + const pawnShift = this.getPawnShift(color || 'w'); return { 'p': { "class": "pawn", moves: [ { steps: [[pawnShift, 0]], - range: (initRank ? 2 : 1) + range: (this.isPawnInitRank(x, color) ? 2 : 1) } ], attack: [ @@ -1290,6 +1304,17 @@ export default class ChessRules { res += this.size.y; return res; } + // Circular? + getX(x) { + return x; //generally, no + } + + increment([x, y], step) { + return [ + this.getX(x + step[0]), + this.getY(y + step[1]) + ]; + } getSegments(curSeg, segStart, segEnd) { if (curSeg.length == 0) @@ -1321,6 +1346,11 @@ export default class ChessRules { return this.getColor(x1, y1) !== this.getColor(x2, y2); } + // Teleport & Recycle. Assumption: color(x1,y1) == color(x2,y2) + canSelfTake([x1, y1], [x2, y2]) { + return !this.isKing(x2, y2); + } + canStepOver(i, j, p) { // In some variants, objects on boards don't stop movement (Chakart) return this.board[i][j] == ""; @@ -1350,13 +1380,12 @@ export default class ChessRules { const attacks = stepSpec.both.concat(stepSpec.attack); for (let a of attacks) { outerLoop: for (let step of a.steps) { - let [i, j] = [x + step[0], y + step[1]]; - let stepCounter = 1; + let [i, j] = this.increment([x, y], step); + let stepCounter = 0; while (this.onBoard(i, j) && this.board[i][j] == "") { if (a.range <= stepCounter++) continue outerLoop; - i += step[0]; - j = this.getY(j + step[1]); + [i, j] = this.increment([i, j], step); } if ( this.onBoard(i, j) && @@ -1392,7 +1421,6 @@ export default class ChessRules { { attackOnly: true, one: true, - segments: this.options["cylinder"] }, allowed ) @@ -1403,10 +1431,7 @@ export default class ChessRules { this.options["zen"] && this.findCapturesOn( [i, j], - { - one: true, - segments: this.options["cylinder"] - }, + {one: true}, allowed ) ) @@ -1483,6 +1508,7 @@ export default class ChessRules { } // All possible moves from selected square + // TODO: generalize usage if arg "color" (e.g. Checkered) getPotentialMovesFrom([x, y], color) { if (this.subTurnTeleport == 2) return []; @@ -1564,8 +1590,7 @@ export default class ChessRules { vanish: [] }); for (let step of steps) { - let x = m.end.x + step[0]; - let y = this.getY(m.end.y + step[1]); + let [x, y] = this.increment([m.end.x, m.end.y], step); if ( this.onBoard(x, y) && this.board[x][y] != "" && @@ -1653,7 +1678,7 @@ export default class ChessRules { m.appear[0].p = this.pawnPromotions[0]; for (let i=1; i { @@ -1686,7 +1710,6 @@ export default class ChessRules { [x, y], { moveOnly: !!stepSpec.attack || this.options["zen"], - segments: this.options["cylinder"], stepSpec: stepSpec } ); @@ -1699,32 +1722,31 @@ export default class ChessRules { !this.isKing(i1, j1) && this.canTake([i2, j2], [i1, j1]) ); // Technical step: segments (if any) are reversed - if (this.options["cylinder"]) { - zenCaptures.forEach(z => { + zenCaptures.forEach(z => { + if (!!z.segments) z.segments = z.segments.reverse().map(s => s.reverse()) - }); - } + }); Array.prototype.push.apply(squares, zenCaptures); } - if ( - this.options["recycle"] || - (this.options["teleport"] && this.subTurnTeleport == 1) - ) { + if (this.hasSelfCaptures) { const selfCaptures = this.findDestSquares( [x, y], { attackOnly: true, - segments: this.options["cylinder"], stepSpec: stepSpec }, - ([i1, j1], [i2, j2]) => - this.getColor(i2, j2) == color && !this.isKing(i2, j2) + ([i1, j1], [i2, j2]) => { + return ( + this.getColor(i2, j2) == color && + this.canSelfTake([i1, j1], [i2, j2]) + ); + } ); 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) + if (!!s.segments) mv.segments = s.segments; return mv; }); @@ -1735,23 +1757,21 @@ export default class ChessRules { allowed = (sq1, sq2) => this.canTake(sq1, sq2); const apparentPiece = this.getPiece(x, y); //how it looks let res = []; - // Next 3 for Cylinder mode: (unused if !o.segments) + // Next 3 for Cylinder mode or circular (useless otherwise) let explored = {}; let segments = []; let segStart = []; const addSquare = ([i, j]) => { let elt = {sq: [i, j]}; - if (o.segments) - elt.segments = this.getSegments(segments, segStart, end); + if (segments.length >= 1) + elt.segments = this.getSegments(segments, segStart, [i, j]); res.push(elt); }; const exploreSteps = (stepArray, mode) => { for (let s of stepArray) { outerLoop: for (let step of s.steps) { - if (o.segments) { - segments = []; - segStart = [x, y]; - } + segments = []; + segStart = [x, y]; let [i, j] = [x, y]; let stepCounter = 0; while ( @@ -1775,10 +1795,9 @@ export default class ChessRules { if (s.range <= stepCounter++) continue outerLoop; const oldIJ = [i, j]; - i += step[0]; - j = this.getY(j + step[1]); - if (o.segments && Math.abs(j - oldIJ[1]) > 1) { - // Boundary between segments (cylinder mode) + [i, j] = this.increment([i, j], step); + if (Math.abs(j - oldIJ[1]) > 1 || Math.abs(i - oldIJ[0]) > 1) { + // Boundary between segments (cylinder or circular mode) segments.push([[segStart[0], segStart[1]], oldIJ]); segStart = [i, j]; } @@ -1849,7 +1868,6 @@ export default class ChessRules { { captureTarget: [x, y], captureSteps: [{steps: [s], range: a.range}], - segments: o.segments }, allowed ); @@ -1980,7 +1998,7 @@ export default class ChessRules { const oppCols = this.getOppCols(color); if ( this.epSquare && - this.epSquare.x == x + shiftX && + this.epSquare.x == x + shiftX && //NOTE: epSquare.x not on edge Math.abs(this.getY(this.epSquare.y - y)) == 1 && // Doublemove (and Progressive?) guards: this.board[this.epSquare.x][this.epSquare.y] == "" && @@ -2119,7 +2137,6 @@ export default class ChessRules { [x, y], { byCol: oppCols, - segments: this.options["cylinder"], one: true } ) @@ -2131,7 +2148,6 @@ export default class ChessRules { [x, y], { attackOnly: true, - segments: this.options["cylinder"], one: true }, ([i1, j1], [i2, j2]) => oppCols.includes(this.getColor(i2, j2)) @@ -2159,6 +2175,35 @@ export default class ChessRules { return res; } + // cb: callback returning a boolean (false if king missing) + trackKingWrap(move, kingPos, cb) { + if (move.appear.length == 0 && move.vanish.length == 0) + return true; + const color = + (move.vanish.length > 0 ? move.vanish[0].c : move.appear[0].c); + let newKingPP = null, + sqIdx = 0, + res = true; //a priori valid + const oldKingPP = + move.vanish.find(v => this.isKing(0, 0, v.p) && v.c == color); + if (oldKingPP) { + // Search king in appear array: + newKingPP = + move.appear.find(a => this.isKing(0, 0, a.p) && a.c == color); + if (newKingPP) { + sqIdx = kingPos.findIndex(kp => + kp[0] == oldKingPP.x && kp[1] == oldKingPP.y); + kingPos[sqIdx] = [newKingPP.x, newKingPP.y]; + } + else + res = false; //king vanished + } + res &&= cb(kingPos); + if (oldKingPP && newKingPP) + kingPos[sqIdx] = [oldKingPP.x, oldKingPP.y]; + return res; + } + // 'color' arg because some variants (e.g. Refusal) check opponent moves filterValid(moves, color) { if (!color) @@ -2167,26 +2212,9 @@ export default class ChessRules { let kingPos = this.searchKingPos(color); return moves.filter(m => { this.playOnBoard(m); - let newKingPP = null, - sqIdx = 0, - res = true; //a priori valid - const oldKingPP = - m.vanish.find(v => this.isKing(0, 0, v.p) && v.c == color); - if (oldKingPP) { - // Search king in appear array: - newKingPP = - m.appear.find(a => this.isKing(0, 0, a.p) && a.c == color); - if (newKingPP) { - sqIdx = kingPos.findIndex(kp => - kp[0] == oldKingPP.x && kp[1] == oldKingPP.y); - kingPos[sqIdx] = [newKingPP.x, newKingPP.y]; - } - else - res = false; //king vanished - } - res &&= !this.underCheck(kingPos, oppCols); - if (oldKingPP && newKingPP) - kingPos[sqIdx] = [oldKingPP.x, oldKingPP.y]; + const res = this.trackKingWrap(m, kingPos, (kp) => { + return !this.underCheck(kp, oppCols); + }); this.undoOnBoard(m); return res; }); @@ -2320,7 +2348,7 @@ export default class ChessRules { tryChangeTurn(move) { if (this.isLastMove(move)) { - this.turn = (this.turn == 'w' ? 'b' : 'w'); + this.turn = C.GetOppTurn(this.turn); this.movesCount++; this.subTurn = 1; } @@ -2362,7 +2390,7 @@ export default class ChessRules { if (this.board[i][j] != "" && this.getColor(i, j) == color) { // NOTE: in fact searching for all potential moves from i,j. // I don't believe this is an issue, for now at least. - const moves = this.getPotentialMovesFrom([i, j]); + const moves = this.getPotentialMovesFrom([i, j], color); if (moves.some(m => this.filterValid([m]).length >= 1)) return true; } @@ -2406,7 +2434,8 @@ export default class ChessRules { playVisual(move, r) { move.vanish.forEach(v => { - this.g_pieces[v.x][v.y].remove(); + if (this.g_pieces[v.x][v.y]) //can be null (e.g. Apocalypse) + this.g_pieces[v.x][v.y].remove(); this.g_pieces[v.x][v.y] = null; }); let chessboard = @@ -2475,6 +2504,10 @@ export default class ChessRules { animateMoving(start, end, drag, segments, cb) { let initPiece = this.getDomPiece(start.x, start.y); + if (!initPiece) { //TODO: shouldn't occur! + cb(); + return; + } // NOTE: cloning often not required, but light enough, and simpler let movingPiece = initPiece.cloneNode(); initPiece.style.opacity = "0";