X-Git-Url: https://git.auder.net/rpsls.js?a=blobdiff_plain;f=base_rules.js;h=47f70c2f1be3c2e7ada38dd81d2bec9e35766d68;hb=ecd7d190129bdf5e791e47fcb857d3e0cc9dac92;hp=0c316ebddadbe3516c19601b70e47ac450bcb687;hpb=de1421be3ee53cb4ea8f112834d3de7a863fdd40;p=xogo.git diff --git a/base_rules.js b/base_rules.js index 0c316eb..47f70c2 100644 --- a/base_rules.js +++ b/base_rules.js @@ -122,6 +122,11 @@ 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") @@ -566,7 +571,7 @@ 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)); return { 'p': { "class": "pawn", moves: [ { steps: [[pawnShift, 0]], - range: (initRank ? 2 : 1) + range: (this.isPawnInitRank(x, color) ? 2 : 1) } ], attack: [ @@ -1290,6 +1296,17 @@ 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) @@ -1355,13 +1372,12 @@ 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) && @@ -1397,7 +1413,6 @@ export default class ChessRules { { attackOnly: true, one: true, - segments: this.options["cylinder"] }, allowed ) @@ -1408,10 +1423,7 @@ export default class ChessRules { this.options["zen"] && this.findCapturesOn( [i, j], - { - one: true, - segments: this.options["cylinder"] - }, + {one: true}, allowed ) ) @@ -1570,8 +1582,7 @@ 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] != "" && @@ -1659,7 +1670,7 @@ export default class ChessRules { m.appear[0].p = this.pawnPromotions[0]; for (let i=1; i { @@ -1692,7 +1702,6 @@ export default class ChessRules { [x, y], { moveOnly: !!stepSpec.attack || this.options["zen"], - segments: this.options["cylinder"], stepSpec: stepSpec } ); @@ -1705,11 +1714,10 @@ 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 ( @@ -1720,7 +1728,6 @@ export default class ChessRules { [x, y], { attackOnly: true, - segments: this.options["cylinder"], stepSpec: stepSpec }, ([i1, j1], [i2, j2]) => { @@ -1734,7 +1741,7 @@ export default class ChessRules { } return squares.map(s => { let mv = this.getBasicMove([x, y], s.sq); - if (this.options["cylinder"] && !!s.segments && s.segments.length >= 2) + if (!!s.segments) mv.segments = s.segments; return mv; }); @@ -1745,23 +1752,21 @@ 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) + 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 ( @@ -1785,10 +1790,9 @@ 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]; } @@ -1859,7 +1863,6 @@ export default class ChessRules { { captureTarget: [x, y], captureSteps: [{steps: [s], range: a.range}], - segments: o.segments }, allowed ); @@ -1990,7 +1993,7 @@ 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] == "" && @@ -2129,7 +2132,6 @@ export default class ChessRules { [x, y], { byCol: oppCols, - segments: this.options["cylinder"], one: true } ) @@ -2141,7 +2143,6 @@ export default class ChessRules { [x, y], { attackOnly: true, - segments: this.options["cylinder"], one: true }, ([i1, j1], [i2, j2]) => oppCols.includes(this.getColor(i2, j2)) @@ -2171,6 +2172,10 @@ export default class ChessRules { // 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