From: Benjamin Auder Date: Thu, 12 Mar 2020 23:56:36 +0000 (+0100) Subject: Better 8pieces rules. Almost there (still buggish for sentries pushes) X-Git-Url: https://git.auder.net/variants/Chakart/%7B%7B%20asset%28%27mixstore/images/scripts/%7B%7B%20pkg.url%20%7D%7D?a=commitdiff_plain;h=bfed878da7f9f78c955527ab51fe6094adede20f;p=vchess.git Better 8pieces rules. Almost there (still buggish for sentries pushes) --- diff --git a/client/src/variants/Eightpieces.js b/client/src/variants/Eightpieces.js index 8c08b6ae..a799cff1 100644 --- a/client/src/variants/Eightpieces.js +++ b/client/src/variants/Eightpieces.js @@ -86,13 +86,6 @@ export const VariantRules = class EightpiecesRules extends ChessRules { } } - canTake([x1,y1], [x2, y2]) { - if (this.subTurn == 2) - // Sentry push: pieces can capture own color (only) - return this.getColor(x1, y1) == this.getColor(x2, y2); - return super.canTake([x1,y1], [x2, y2]); - } - static GenRandInitFen(randomness) { if (randomness == 0) // Deterministic: @@ -224,8 +217,7 @@ export const VariantRules = class EightpiecesRules extends ChessRules { this.board[i][j] != V.EMPTY && this.getColor(i, j) == oppCol ) { - const oppPiece = this.getPiece(i, j); - if (oppPiece == V.JAILER) return [i, j]; + if (this.getPiece(i, j) == V.JAILER) return [i, j]; } } return null; @@ -268,65 +260,77 @@ export const VariantRules = class EightpiecesRules extends ChessRules { return mv; } - getPotentialMovesFrom_aux([x, y]) { + canIplay(side, [x, y]) { + return ( + (this.subTurn == 1 && this.turn == side && this.getColor(x, y) == side) || + (this.subTurn == 2 && x == this.sentryPos.x && y == this.sentryPos.y) + ); + } + + getPotentialMovesFrom([x,y]) { + // At subTurn == 2, jailers aren't effective (Jeff K) + if (this.subTurn == 1 && !!this.isImmobilized([x, y])) return []; + if (this.subTurn == 2) { + // Temporarily change pushed piece color. + // (Not using getPiece() because of lancers) + var oppCol = this.getColor(x, y); + var color = V.GetOppCol(oppCol); + var saveXYstate = this.board[x][y]; + this.board[x][y] = color + this.board[x][y][1]; + } + let moves = []; switch (this.getPiece(x, y)) { case V.JAILER: - return this.getPotentialJailerMoves([x, y]); + moves = this.getPotentialJailerMoves([x, y]); + break; case V.SENTRY: - return this.getPotentialSentryMoves([x, y]); + moves = this.getPotentialSentryMoves([x, y]); + break; case V.LANCER: - return this.getPotentialLancerMoves([x, y]); + moves = this.getPotentialLancerMoves([x, y]); + break; default: - return super.getPotentialMovesFrom([x, y]); + moves = super.getPotentialMovesFrom([x, y]); + break; } - } - - getPotentialMovesFrom([x,y]) { - if (this.subTurn == 1) { - if (!!this.isImmobilized([x, y])) return []; - let moves = this.getPotentialMovesFrom_aux([x, y]); - const L = this.sentryPush.length; - if (!!this.sentryPush[L-1]) { - // Delete moves walking back on sentry push path - moves = moves.filter(m => { - if ( - m.vanish[0].p != V.PAWN && - this.sentryPush[L-1].some(sq => sq.x == m.end.x && sq.y == m.end.y) - ) { - return false; - } - return true; - }); - } - return moves; + const L = this.sentryPush.length; + if (!!this.sentryPush[L-1]) { + // Delete moves walking back on sentry push path + moves = moves.filter(m => { + if ( + m.vanish[0].p != V.PAWN && + this.sentryPush[L-1].some(sq => sq.x == m.end.x && sq.y == m.end.y) + ) { + return false; + } + return true; + }); } - // subTurn == 2: only the piece pushed by the sentry is allowed to move, - // as if the sentry didn't exist - if (x != this.sentryPos.x && y != this.sentryPos.y) return []; - const moves2 = this.getPotentialMovesFrom_aux([x, y]); - // Don't forget to re-add the sentry on the board: - const oppCol = V.GetOppCol(this.turn); - return moves2.map(m => { - m.appear.push({x: x, y: y, p: V.SENTRY, c: oppCol}); - return m; - }); + if (this.subTurn == 2) { + // Don't forget to re-add the sentry on the board: + // Also fix color of pushed piece afterward: + moves.forEach(m => { + m.appear.push({x: x, y: y, p: V.SENTRY, c: color}); + m.appear[0].c = oppCol; + m.vanish[0].c = oppCol; + }); + } + return moves; } getPotentialPawnMoves([x, y]) { - const color = this.turn; + const color = this.getColor(x, y); let moves = []; const [sizeX, sizeY] = [V.size.x, V.size.y]; - let shiftX = color == "w" ? -1 : 1; - // Special case of a sentry push: pawn goes in the capturer direction - if (this.subTurn == 2) shiftX *= -1; + const shiftX = color == "w" ? -1 : 1; const startRank = color == "w" ? sizeX - 2 : 1; const lastRank = color == "w" ? 0 : sizeX - 1; const finalPieces = x + shiftX == lastRank ? - [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.SENTRY, V.JAILER] - .concat(Object.keys(V.LANCER_DIRS)) + Object.keys(V.LANCER_DIRS).concat( + [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.SENTRY, V.JAILER]) : [V.PAWN]; if (this.board[x + shiftX][y] == V.EMPTY) { // One square forward @@ -365,7 +369,7 @@ export const VariantRules = class EightpiecesRules extends ChessRules { } } - // En passant: no subTurn consideration here (always == 1) + // En passant: const Lep = this.epSquares.length; const epSquare = this.epSquares[Lep - 1]; //always at least one element if ( @@ -391,7 +395,7 @@ export const VariantRules = class EightpiecesRules extends ChessRules { getPotentialLancerMoves_aux([x, y], step) { let moves = []; // Add all moves to vacant squares until opponent is met: - const oppCol = V.GetOppCol(this.turn); + const oppCol = V.GetOppCol(this.getColor(x, y)); let sq = [x + step[0], y + step[1]]; while (V.OnBoard(sq[0], sq[1]) && this.getColor(sq[0], sq[1]) != oppCol) { if (this.board[sq[0]][sq[1]] == V.EMPTY) @@ -432,15 +436,17 @@ export const VariantRules = class EightpiecesRules extends ChessRules { const dirCode = this.board[x][y][1]; const monodirMoves = this.getPotentialLancerMoves_aux([x, y], V.LANCER_DIRS[dirCode]); - // Add all possible orientations aftermove: - monodirMoves.forEach(m => { - Object.keys(V.LANCER_DIRS).forEach(k => { - let mk = JSON.parse(JSON.stringify(m)); - mk.appear[0].p = k; - moves.push(mk); + // Add all possible orientations aftermove except if I'm being pushed + if (this.subTurn == 1) { + monodirMoves.forEach(m => { + Object.keys(V.LANCER_DIRS).forEach(k => { + let mk = JSON.parse(JSON.stringify(m)); + mk.appear[0].p = k; + moves.push(mk); + }); }); - }); - return moves; + return moves; + } else return monodirMoves; } getPotentialSentryMoves([x, y]) { @@ -455,16 +461,26 @@ export const VariantRules = class EightpiecesRules extends ChessRules { m.vanish.pop(); } }); - // Can the pushed unit make any move? - this.subTurn = 2; + // Can the pushed unit make any move? ...resulting in a non-self-check? + const color = this.getColor(x, y); const fMoves = moves.filter(m => { - V.PlayOnBoard(this.board, m); - let res = - (this.filterValid(this.getPotentialMovesFrom([x, y])).length > 0); - V.UndoOnBoard(this.board, m); - return res; + // Sentry push? + if (m.appear.length == 0) { + let res = false; + this.play(m); + let moves2 = this.filterValid( + this.getPotentialMovesFrom([m.end.x, m.end.y])); + for (let m2 of moves2) { + this.play(m2); + res = !this.underCheck(color); + this.undo(m2); + if (res) break; + } + this.undo(m); + return res; + } + return true; }); - this.subTurn = 1; return fMoves; } @@ -573,11 +589,18 @@ export const VariantRules = class EightpiecesRules extends ChessRules { } filterValid(moves) { - // Disable check tests when subTurn == 2, because the move isn't finished - if (this.subTurn == 2) return moves; - const filteredMoves = super.filterValid(moves); + // Disable check tests for sentry pushes, + // because in this case the move isn't finished + let movesWithoutSentryPushes = []; + let movesWithSentryPushes = []; + moves.forEach(m => { + if (m.appear.length > 0) movesWithoutSentryPushes.push(m); + else movesWithSentryPushes.push(m); + }); + const filteredMoves = super.filterValid(movesWithoutSentryPushes) // If at least one full move made, everything is allowed: - if (this.movesCount >= 2) return filteredMoves; + if (this.movesCount >= 2) + return filteredMoves.concat(movesWithSentryPushes); // Else, forbid check and captures: const oppCol = V.GetOppCol(this.turn); return filteredMoves.filter(m => { @@ -586,7 +609,14 @@ export const VariantRules = class EightpiecesRules extends ChessRules { const res = !this.underCheck(oppCol); this.undo(m); return res; - }); + }).concat(movesWithSentryPushes); + } + + getAllValidMoves() { + if (this.subTurn == 1) return super.getAllValidMoves(); + // Sentry push: + const sentrySq = [this.sentryPos.x, this.SentryPos.y]; + return this.filterValid(this.getPotentialMovesFrom(sentrySq)); } updateVariables(move) { @@ -641,7 +671,7 @@ export const VariantRules = class EightpiecesRules extends ChessRules { // of move, included (except if it's a pawn) let squares = []; if (move.vanish[0].p != V.PAWN) { - if ([V.KNIGHT,V.KING].insludes(move.vanish[0].p)) + if ([V.KNIGHT,V.KING].includes(move.vanish[0].p)) // short-range pieces: just forbid initial square squares.push(move.start); else { @@ -652,7 +682,7 @@ export const VariantRules = class EightpiecesRules extends ChessRules { deltaY / Math.abs(deltaY) || 0 ]; for ( - let sq = {x: x, y: y}; + let sq = {x: move.start.x, y: move.start.y}; sq.x != move.end.x && sq.y != move.end.y; sq.x += step[0], sq.y += step[1] ) { @@ -677,7 +707,6 @@ export const VariantRules = class EightpiecesRules extends ChessRules { this.epSquares.push(this.getEpSquare(move)); V.PlayOnBoard(this.board, move); if (this.subTurn == 1) this.movesCount++; - this.updateVariables(move); if (move.appear.length == 0 && move.vanish.length == 1) { // The sentry is about to push a piece: this.sentryPos = { x: move.end.x, y: move.end.y }; @@ -690,6 +719,7 @@ export const VariantRules = class EightpiecesRules extends ChessRules { // Is it a sentry push? (useful for undo) move.sentryPush = !!this.sentryPush[L-1]; } + this.updateVariables(move); } undo(move) { @@ -699,10 +729,10 @@ export const VariantRules = class EightpiecesRules extends ChessRules { const L = this.sentryPush.length; // Decrement movesCount except if the move is a sentry push if (!move.sentryPush) this.movesCount--; - this.unupdateVariables(move); // Turn changes only if not undoing second part of a sentry push if (!move.sentryPush || this.subTurn == 1) this.turn = V.GetOppCol(this.turn); + this.unupdateVariables(move); } static get VALUES() {