Finish Ultima rules. Seems ok (still potential bugs)
authorBenjamin Auder <benjamin.auder@somewhere>
Thu, 13 Dec 2018 14:10:03 +0000 (15:10 +0100)
committerBenjamin Auder <benjamin.auder@somewhere>
Thu, 13 Dec 2018 14:10:03 +0000 (15:10 +0100)
public/javascripts/variants/Ultima.js

index 57f3e25..d5b9f88 100644 (file)
@@ -53,36 +53,6 @@ class UltimaRules extends ChessRules
        // Is piece on square (x,y) immobilized?
        isImmobilized([x,y])
        {
-                                       // Final check: is this knight immobilized?
-                                       let foundImmobilizer = false;
-                                       let neutralized = false;
-                                       outerLoop:
-                                       for (let step of steps)
-                                       {
-                                               const [i2,j2] = [i+step[0],j+step[1]];
-                                               if (i2>=0 && i2<sizeX && j2>=0 && j2<sizeY
-                                                       && this.board[i2][j2] != V.EMPTY
-                                                       && this.getColor(i2,j2) == oppCol
-                                                       && this.getPiece(i2,j2) == V.IMMOBILIZER)
-                                               {
-                                                       foundImmobilizer = true;
-                                                       // Moving is possible only if this immobilizer is neutralized
-                                                       for (let step2 of steps)
-                                                       {
-                                                               const [i3,j3] = [i2+step2[0],j2+step2[1]];
-                                                               if (i3>=0 && i3<sizeX && j3>=0 && j3<sizeY
-                                                                       && this.board[i3][j3] != V.EMPTY && this.getColor(i3,j3) == color
-                                                                       && [V.BISHOP,V.IMMOBILIZER].includes(this.getPiece(i3,j3)))
-                                                               {
-                                                                       neutralized = true;
-                                                                       break outerLoop;
-                                                               }
-                                                       }
-                                               }
-                                       }
-                                       if (!foundImmobilizer || neutralized)
-                                               return false;
-               
                const piece = this.getPiece(x,y);
                const color = this.getColor(x,y);
                const oppCol = this.getOppCol(color);
@@ -98,7 +68,7 @@ class UltimaRules extends ChessRules
                        {
                                const oppPiece = this.getPiece(i,j);
                                if (oppPiece == V.BISHOP && piece == V.IMMOBILIZER)
-                                       return [];
+                                       return true;
                                if (oppPiece == V.IMMOBILIZER && ![V.BISHOP,V.IMMOBILIZER].includes(piece))
                                {
                                        // Moving is impossible only if this immobilizer is not neutralized
@@ -108,15 +78,15 @@ class UltimaRules extends ChessRules
                                                if (i2>=0 && i2<sizeX && j2>=0 && j2<sizeY
                                                        && this.board[i2][j2] != V.EMPTY && this.getColor(i2,j2) == color)
                                                {
-                                                       const friendlyPiece = this.getPiece(i2,j2);
-                                                       if ([V.BISHOP,V.IMMOBILIZER].includes(friendlyPiece))
-                                                               break outerLoop;
+                                                       if ([V.BISHOP,V.IMMOBILIZER].includes(this.getPiece(i2,j2)))
+                                                               return false;
                                                }
                                        }
-                                       return []; //immobilizer isn't neutralized
+                                       return true; //immobilizer isn't neutralized
                                }
                        }
                }
+               return false;
        }
 
        getPotentialMovesFrom([x,y])
@@ -412,59 +382,82 @@ class UltimaRules extends ChessRules
 
        // isAttacked() is OK because the immobilizer doesn't take
 
-       // TODO: check if any pawn can reach capturing square + !immobilized
        isAttackedByPawn([x,y], colors)
        {
-               // Square (x,y) must be surrounded by two enemy pieces,
-               // and one of them at least should be a pawn.
+               // Square (x,y) must be surroundable by two enemy pieces,
+               // and one of them at least should be a pawn (moving).
                const dirs = [ [1,0],[0,1],[1,1],[-1,1] ];
+               const steps = VariantRules.steps[VariantRules.ROOK]
+                       .concat(VariantRules.steps[VariantRules.BISHOP]);
                const [sizeX,sizeY] = VariantRules.size;
                for (let dir of dirs)
                {
                        const [i1,j1] = [x-dir[0],y-dir[1]]; //"before"
                        const [i2,j2] = [x+dir[0],y+dir[1]]; //"after"
                        if (i1>=0 && i1<sizeX && i2>=0 && i2<sizeX
-                               && j1>=0 && j1<sizeY && j2>=0 && j2<sizeY
-                               && this.board[i1][j1]!=VariantRules.EMPTY
-                               && this.board[i2][j2]!=VariantRules.EMPTY
-                               && colors.includes(this.getColor(i1,j1))
-                               && colors.includes(this.getColor(i2,j2))
-                               && [this.getPiece(i1,j1),this.getPiece(i2,j2)].includes(VariantRules.PAWN))
+                               && j1>=0 && j1<sizeY && j2>=0 && j2<sizeY)
                        {
-                               return true;
+                               if ((this.board[i1][j1]!=VariantRules.EMPTY
+                                       && colors.includes(this.getColor(i1,j1))
+                                       && this.board[i2][j2]==VariantRules.EMPTY)
+                                               ||
+                                       (this.board[i2][j2]!=VariantRules.EMPTY
+                                       && colors.includes(this.getColor(i2,j2))
+                                       && this.board[i1][j1]==VariantRules.EMPTY))
+                               {
+                                       // Search a movable enemy pawn landing on the empty square
+                                       for (let step of steps)
+                                       {
+                                               let [ii,jj] = (this.board[i1][j1]==VariantRules.EMPTY ? [i1,j1] : [i2,j2]);
+                                               let [i3,j3] = [ii+step[0],jj+step[1]];
+                                               while (i3>=0 && i3<sizeX && j3>=0 && j3<sizeY
+                                                       && this.board[i3][j3]==VariantRules.EMPTY)
+                                               {
+                                                       i3 += step[0];
+                                                       j3 += step[1];
+                                               }
+                                               if (i3>=0 && i3<sizeX && j3>=0 && j3<sizeY
+                                                       && this.getPiece(i3,j3) == VariantRules.PAWN
+                                                       && !this.isImmobilized([i3,j3]))
+                                               {
+                                                       return true;
+                                               }
+                                       }
+                               }
                        }
                }
                return false;
        }
 
-       // TODO: check if enemy's rook can reach capturing squares + !immobilized
        isAttackedByRook([x,y], colors)
        {
+               // King must be on same column or row,
+               // and a rook should be able to reach a capturing square
                const [sizeX,sizeY] = VariantRules.size;
-               // King must be on same column and a rook on same row (or reverse)
-               if (x == this.kingPos[colors[0]][0]) //using colors[0], only element in this case
-               {
-                       // Look for enemy rook on this column
-                       for (let i=0; i<sizeY; i++)
-                       {
-                               if (this.board[x][i] != VariantRules.EMPTY
-                                       && colors.includes(this.getColor(x,i))
-                                       && this.getPiece(x,i) == VariantRules.ROOK)
-                               {
-                                       return true;
-                               }
-                       }
-               }
-               else if (y == this.kingPos[colors[0]][1])
+               // colors contains only one element, giving the oppCol and thus king position
+               const sameRow = (x == this.kingPos[colors[0]][0]);
+               const sameColumn = (y == this.kingPos[colors[0]][1]);
+               if (sameRow || sameColumn)
                {
-                       // Look for enemy rook on this row
+                       // Look for the enemy rook (maximum 1)
                        for (let i=0; i<sizeX; i++)
                        {
-                               if (this.board[i][y] != VariantRules.EMPTY
-                                       && colors.includes(this.getColor(i,y))
-                                       && this.getPiece(i,y) == VariantRules.ROOK)
+                               for (let j=0; j<sizeY; j++)
                                {
-                                       return true;
+                                       if (this.board[i][j] != VariantRules.EMPTY
+                                               && this.getPiece(i,j) == VariantRules.ROOK)
+                                       {
+                                               if (this.isImmobilized([i,j]))
+                                                       return false; //because only one rook
+                                               // Can it reach a capturing square?
+                                               // Easy but quite suboptimal way (TODO): generate all moves (turn is OK)
+                                               const moves = this.getPotentialMovesFrom([i,j]);
+                                               for (let move of moves)
+                                               {
+                                                       if (sameRow && move.end.y == y || sameColumn && move.end.x == x)
+                                                               return true;
+                                               }
+                                       }
                                }
                        }
                }