import { ChessRules } from "@/base_rules";
export class ChakartRules extends ChessRules {
- // NOTE: getBasicMove, ajouter les bonus à vanish array
- // + déterminer leur effet (si cavalier) ou case (si banane ou bombe)
- // (L'effet doit être caché au joueur : devrait être OK)
- //
- // Saut possible par dessus bonus ou champis mais pas bananes ou bombes
-//==> redefinir isAttackedBySlide et getPotentialSlide...
-
-// keep track of captured pieces: comme Grand; pieces can get back to board with toadette bonus.
-// --> pour ce bonus, passer "capture" temporairement en "reserve" pour permettre de jouer le coup.
+ static get CorrConfirm() {
+ // Because of bonus effects
+ return false;
+ }
- // "pièces" supplémentaires : bananes, bombes, champis, bonus --> + couleur ?
- // (Semble mieux sans couleur => couleur spéciale indiquant que c'est pas jouable)
- // (Attention: pas jouables cf. getPotentialMoves...)
+ static get CanAnalyze() {
+ return false;
+ }
hoverHighlight(x, y) {
- // TODO: exact squares
- return this.subTurn == 2; //&& this.firstMove.donkey or wario or bonus roi boo
+ if (
+ this.firstMove.appear.length == 0 ||
+ this.firstMove.vanish.length == 0 ||
+ this.board[x][y] != V.EMPTY
+ ) {
+ return false;
+ }
+ const deltaX = Math.abs(this.firstMove.end.x - x);
+ const deltaY = Math.abs(this.firstMove.end.y - y);
+ return (
+ this.subTurn == 2 &&
+ // Condition: rook or bishop move, may capture, but no bonus move
+ [V.ROOK, V.BISHOP].includes(this.firstMove.vanish[0].p) &&
+ (
+ this.firstMove.vanish.length == 1 ||
+ ['w', 'b'].includes(this.firstMove.vanish[1].c)
+ ) &&
+ (
+ this.firstMove.vanish[0].p == V.ROOK && deltaX == 1 && deltaY == 1 ||
+ this.firstMove.vanish[0].p == V.BISHOP && deltaX + deltaY == 1
+ )
+ );
}
static get IMMOBILIZE_CODE() {
return 'i';
}
+ // Fictive color 'a', bomb banana mushroom egg
+ static get BOMB() {
+ // Doesn't collide with bishop because color 'a'
+ return 'b';
+ }
+ static get BANANA() {
+ return 'n';
+ }
+ static get EGG() {
+ return 'e';
+ }
+ static get MUSHROOM() {
+ return 'm';
+ }
+
+ static get PIECES() {
+ return (
+ ChessRules.PIECES.concat(
+ Object.keys(V.IMMOBILIZE_DECODE)).concat(
+ [V.BANANA, V.BOMB, V.EGG, V.MUSHROOM, V.INVISIBLE_QUEEN])
+ );
+ }
+
getPpath(b) {
let prefix = "";
if (
+ b[0] == 'a' ||
b[1] == V.INVISIBLE_QUEEN ||
Object.keys(V.IMMOBILIZE_DECODE).includes(b[1])
) {
setFlags(fenflags) {
super.setFlags(fenflags); //castleFlags
this.powerFlags = {
- w: [...Array(2)], //king can send red shell? Queen can be invisible?
+ w: [...Array(2)], //king can send shell? Queen can be invisible?
b: [...Array(2)]
};
const flags = fenflags.substr(4); //skip first 4 letters, for castle
return fen;
}
+ addBonusYoshi() {
+ // TODO
+// --> pour bonus toadette, passer "capture" temporairement en "reserve" pour permettre de jouer le coup.
+ }
+
getPotentialMovesFrom([x, y]) {
+ // TODO: si banane ou bombe ou... alors return [] ?
// TODO: bananes et bombes limitent les déplacements (agissent comme un mur "capturable")
// bananes jaunes et rouges ?! (agissant sur une seule couleur ?) --> mauvaise idée.
if (this.subTurn == 2) {
// TODO: un-immobilize my immobilized piece at the end of this turn, if any
}
+ getBasicMove([x1, y1], [x2, y2]) {
+ // NOTE: getBasicMove, ajouter les bonus à vanish array
+ // + déterminer leur effet (si cavalier) ou case (si banane ou bombe)
+ // (L'effet doit être caché au joueur : devrait être OK)
+ }
+
+ getSlideNJumpMpves(sq, steps, oneStep) {
+ // Saut possible par dessus bonus ou champis mais pas bananes ou bombes
+//==> redefinir isAttackedBySlide et getPotentialSlide...
+ }
+
getPotentialPawnMoves(sq) {
//Toad: pion
// laisse sur sa case de départ un champi turbo permettant à Peach et cavalier et autres pions d'aller
// Profite des accélérateurs posés par les pions (+ 1 case : obligatoire).
}
+ isAttackedBySlideNJump() {
+ // TODO:
+ }
+
atLeastOneMove() {
// TODO: check that
return true;
}
+ getAllPotentialMoves() {
+ // (Attention: objets pas jouables cf. getPotentialMoves...)
+ }
+
play(move) {
// TODO: subTurn passe à 2 si arrivée sur bonus cavalier
// potentiellement pose (tour, fou) ou si choix (reconnaître i (ok), ii (ok) et iii (si coup normal + pas immobilisé) ?)
curDiag: "", //for corr moves confirmation
conn: null,
roomInitialized: false,
- // If newmove has wrong index: ask fullgame again:
- askGameTime: 0,
- gameIsLoading: false,
// If asklastate got no reply, ask again:
gotLastate: false,
gotMoveIdx: -1, //last move index received
this.rematchOffer = "";
this.lastate = undefined;
this.roomInitialized = false;
- this.askGameTime = 0;
- this.gameIsLoading = false;
this.gotLastate = false;
this.gotMoveIdx = -1;
this.opponentGotMove = false;
this.$router.push(
"/game/" + nextGid + "/?next=" + JSON.stringify(this.nextIds));
},
- askGameAgain: function() {
- this.gameIsLoading = true;
- const currentUrl = document.location.href;
- const doAskGame = () => {
- if (document.location.href != currentUrl) return; //page change
- this.fetchGame((game) => {
- if (!!game)
- // This is my game: just reload.
- this.loadGame(game);
- else
- // Just ask fullgame again (once!), this is much simpler.
- // If this fails, the user could just reload page :/
- this.send("askfullgame");
- });
- };
- // Delay of at least 2s between two game requests
- const now = Date.now();
- const delay = Math.max(2000 - (now - this.askGameTime), 0);
- this.askGameTime = now;
- setTimeout(doAskGame, delay);
- },
socketMessageListener: function(msg) {
if (!this.conn) return;
const data = JSON.parse(msg.data);
const movePlus = data.data;
const movesCount = this.game.moves.length;
- if (movePlus.index > movesCount) {
- // This can only happen if I'm an observer and missed a move.
- if (this.gotMoveIdx < movePlus.index)
- this.gotMoveIdx = movePlus.index;
- if (!this.gameIsLoading) this.askGameAgain();
+ if (
+ movePlus.index < movesCount ||
+ this.gotMoveIdx >= movePlus.index
+ ) {
+ // Opponent re-send but we already have the move:
+ // (maybe he didn't receive our pingback...)
+ this.send("gotmove", {data: movePlus.index, target: data.from});
}
else {
- if (
- movePlus.index < movesCount ||
- this.gotMoveIdx >= movePlus.index
- ) {
- // Opponent re-send but we already have the move:
- // (maybe he didn't receive our pingback...)
- this.send("gotmove", {data: movePlus.index, target: data.from});
- } else {
- this.gotMoveIdx = movePlus.index;
- const receiveMyMove = (movePlus.color == this.game.mycolor);
- const moveColIdx = ["w", "b"].indexOf(movePlus.color);
- if (!receiveMyMove && !!this.game.mycolor) {
- // Notify opponent that I got the move:
- this.send(
- "gotmove",
- { data: movePlus.index, target: data.from }
+ this.gotMoveIdx = movePlus.index;
+ const receiveMyMove = (movePlus.color == this.game.mycolor);
+ const moveColIdx = ["w", "b"].indexOf(movePlus.color);
+ if (!receiveMyMove && !!this.game.mycolor) {
+ // Notify opponent that I got the move:
+ this.send(
+ "gotmove",
+ { data: movePlus.index, target: data.from }
+ );
+ // And myself if I'm elsewhere:
+ if (!this.focus) {
+ notify(
+ "New move",
+ {
+ body:
+ (this.game.players[moveColIdx].name || "@nonymous") +
+ " just played."
+ }
);
- // And myself if I'm elsewhere:
- if (!this.focus) {
- notify(
- "New move",
- {
- body:
- (this.game.players[moveColIdx].name || "@nonymous") +
- " just played."
- }
- );
- }
}
- if (movePlus.cancelDrawOffer) {
- // Opponent refuses draw
- this.drawOffer = "";
- // NOTE for corr games: drawOffer reset by player in turn
- if (
- this.game.type == "live" &&
- !!this.game.mycolor &&
- !receiveMyMove
- ) {
- GameStorage.update(this.gameRef, { drawOffer: "" });
- }
+ }
+ if (movePlus.cancelDrawOffer) {
+ // Opponent refuses draw
+ this.drawOffer = "";
+ // NOTE for corr games: drawOffer reset by player in turn
+ if (
+ this.game.type == "live" &&
+ !!this.game.mycolor &&
+ !receiveMyMove
+ ) {
+ GameStorage.update(this.gameRef, { drawOffer: "" });
}
- this.$refs["basegame"].play(movePlus.move, "received");
- // Freeze time while the move is being play
- // (TODO: a callback would be cleaner here)
- clearInterval(this.clockUpdate);
- this.clockUpdate = null;
- const freezeDuration = ["all", "highlight"].includes(V.ShowMoves)
- // 250 = length of animation, 500 = delay between sub-moves
- ? 250 + 750 *
- (Array.isArray(movePlus.move) ? movePlus.move.length - 1 : 0)
- // Incomplete information: no move animation
- : 0;
- setTimeout(
- () => {
- this.game.clocks[moveColIdx] = movePlus.clock;
- this.processMove(
- movePlus.move,
- { receiveMyMove: receiveMyMove }
- );
- },
- freezeDuration
- );
}
+ this.$refs["basegame"].play(movePlus.move, "received");
+ // Freeze time while the move is being play
+ // (TODO: a callback would be cleaner here)
+ clearInterval(this.clockUpdate);
+ this.clockUpdate = null;
+ const freezeDuration = ["all", "highlight"].includes(V.ShowMoves)
+ // 250 = length of animation, 500 = delay between sub-moves
+ ? 250 + 750 *
+ (Array.isArray(movePlus.move) ? movePlus.move.length - 1 : 0)
+ // Incomplete information: no move animation
+ : 0;
+ setTimeout(
+ () => {
+ this.game.clocks[moveColIdx] = movePlus.clock;
+ this.processMove(
+ movePlus.move,
+ { receiveMyMove: receiveMyMove }
+ );
+ },
+ freezeDuration
+ );
}
break;
}
game
);
this.$refs["basegame"].re_setVariables(this.game);
- if (!this.gameIsLoading) {
- // Initial loading:
- this.gotMoveIdx = game.moves.length - 1;
- // If we arrive here after 'nextGame' action, the board might be hidden
- let boardDiv = document.querySelector(".game");
- if (!!boardDiv && boardDiv.style.visibility == "hidden")
- boardDiv.style.visibility = "visible";
- }
+ // Initial loading:
+ this.gotMoveIdx = game.moves.length - 1;
+ // If we arrive here after 'nextGame' action, the board might be hidden
+ let boardDiv = document.querySelector(".game");
+ if (!!boardDiv && boardDiv.style.visibility == "hidden")
+ boardDiv.style.visibility = "visible";
this.re_setClocks();
this.$nextTick(() => {
this.game.rendered = true;
this.lastateAsked = false;
this.sendLastate(game.oppsid);
}
- if (this.gameIsLoading) {
- this.gameIsLoading = false;
- if (this.gotMoveIdx >= game.moves.length)
- // Some moves arrived meanwhile...
- this.askGameAgain();
- }
if (!!callback) callback();
},
loadVariantThenGame: async function(game, callback) {
this.opponentGotMove = false;
this.send("newmove", {data: sendMove});
// If the opponent doesn't reply gotmove soon enough, re-send move:
- // Do this at most 2 times, because mpore would mean network issues,
+ // Do this at most 2 times, because more would mean network issues,
// opponent would then be expected to disconnect/reconnect.
let counter = 1;
const currentUrl = document.location.href;
};
if (
this.game.type == "corr" &&
+ V.CorrConfirm &&
moveCol == this.game.mycolor &&
!data.receiveMyMove
) {
});
document.querySelector("#confirmDiv > .card").style.width =
boardDiv.offsetWidth + "px";
- } else {
+ }
+ else {
// Incomplete information: just ask confirmation
// Hide the board, because otherwise it could reveal infos
boardDiv.style.visibility = "hidden";