From: Benjamin Auder <benjamin.auder@somewhere> Date: Wed, 12 Dec 2018 02:02:19 +0000 (+0100) Subject: Fix HalfChess, more random Loser initial position, continue draft of Ultima X-Git-Url: https://git.auder.net/variants/Chakart/css/assets/current/pieces/R.css?a=commitdiff_plain;h=2eef6db6cdce30fe785e601b88858c7fc743eee8;p=vchess.git Fix HalfChess, more random Loser initial position, continue draft of Ultima --- diff --git a/public/images/pieces/Ultima/bm.svg b/public/images/pieces/Ultima/bm.svg new file mode 100644 index 00000000..fdc0ee59 --- /dev/null +++ b/public/images/pieces/Ultima/bm.svg @@ -0,0 +1,92 @@ +<?xml version="1.0" encoding="UTF-8" standalone="no"?> +<svg + xmlns:dc="http://purl.org/dc/elements/1.1/" + xmlns:cc="http://creativecommons.org/ns#" + xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" + xmlns:svg="http://www.w3.org/2000/svg" + xmlns="http://www.w3.org/2000/svg" + xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd" + 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920 z" + display="block" + id="path58" + inkscape:connector-curvature="0" /> + <path + style="color:#000000;display:block" + d="M 1314,751 H 734 v 478 h 580 z" + display="block" + id="path60" + inkscape:connector-curvature="0" /> + <path + style="color:#000000;display:block" + d="M 1536,512 V 273 H 1399 V 410 H 1091 V 273 H 956 V 410 H 649 V 273 H 512 v 239 z" + display="block" + id="path62" + inkscape:connector-curvature="0" /> + </g> + <path + style="color:#000000;display:block;fill:#ffffff;fill-rule:nonzero" + d="M 1459,649 1356,751 H 693 L 588,649 Z" + display="block" + id="path66" + inkscape:connector-curvature="0" /> + <path + style="color:#000000;display:block;fill:#ffffff;fill-rule:nonzero" + d="m 1349,1365 127,103 H 572 l 128,-103 z" + display="block" + id="path68" + inkscape:connector-curvature="0" /> +</svg> diff --git a/public/javascripts/base_rules.js b/public/javascripts/base_rules.js index 750cd2d4..8de0176c 100644 --- a/public/javascripts/base_rules.js +++ b/public/javascripts/base_rules.js @@ -1033,11 +1033,10 @@ class ChessRules pieces[c][knight2Pos] = 'n'; pieces[c][rook2Pos] = 'r'; } - let fen = pieces["b"].join("") + + return pieces["b"].join("") + "/pppppppp/8/8/8/8/PPPPPPPP/" + pieces["w"].join("").toUpperCase() + " 1111"; //add flags - return fen; } // Return current fen according to pieces+colors state diff --git a/public/javascripts/components/game.js b/public/javascripts/components/game.js index d76ab011..208e0482 100644 --- a/public/javascripts/components/game.js +++ b/public/javascripts/components/game.js @@ -25,7 +25,6 @@ Vue.component('my-game', { }, render(h) { const [sizeX,sizeY] = VariantRules.size; - console.log(sizeX + " " + sizeY); const smallScreen = (screen.width <= 420); // Precompute hints squares to facilitate rendering let hintSquares = doubleArray(sizeX, sizeY, false); diff --git a/public/javascripts/variants/Half.js b/public/javascripts/variants/Half.js index 2f1174ed..6c6c7ebb 100644 --- a/public/javascripts/variants/Half.js +++ b/public/javascripts/variants/Half.js @@ -1,8 +1,35 @@ +// Standard rules on a 4x8 board with no pawns class HalfRules extends ChessRules { - // Standard rules on a 4x8 board with no pawns - - initVariables(fen) { } //nothing to do + initVariables(fen) + { + this.kingPos = {'w':[-1,-1], 'b':[-1,-1]}; + const fenParts = fen.split(" "); + const position = fenParts[0].split("/"); + for (let i=0; i<position.length; i++) + { + let k = 0; + for (let j=0; j<position[i].length; j++) + { + switch (position[i].charAt(j)) + { + case 'k': + this.kingPos['b'] = [i,k]; + break; + case 'K': + this.kingPos['w'] = [i,k]; + break; + default: + let num = parseInt(position[i].charAt(j)); + if (!isNaN(num)) + k += (num-1); + } + k++; + } + } + // No pawns so no ep., but otherwise we must redefine play() + this.epSquares = []; + } setFlags(fen) { @@ -10,7 +37,7 @@ class HalfRules extends ChessRules this.castleFlags = { "w":[false,false], "b":[false,false] }; } - static get size() { return [8,4]; } + static get size() { return [4,8]; } getPotentialKingMoves(sq) { @@ -29,11 +56,17 @@ class HalfRules extends ChessRules || this.isAttackedByKing(sq, colors)); } - // Unused: - updateVariables(move) { } - unupdateVariables(move) { } - - static get SEARCH_DEPTH() { return 4; } + updateVariables(move) + { + // Just update king position + const piece = this.getPiece(move.start.x,move.start.y); + const c = this.getColor(move.start.x,move.start.y); + if (piece == VariantRules.KING) + { + this.kingPos[c][0] = move.appear[0].x; + this.kingPos[c][1] = move.appear[0].y; + } + } static GenRandInitFen() { @@ -71,18 +104,29 @@ class HalfRules extends ChessRules let queenPos = positions[randIndex]; positions.splice(randIndex, 1); + // Random square for king (no castle) + randIndex = _.random(2); + let kingPos = positions[randIndex]; + positions.splice(randIndex, 1); + // Rooks and king positions: let rook1Pos = positions[0]; - let kingPos = positions[1]; - let rook2Pos = positions[2]; + let rook2Pos = positions[1]; majorPieces[c][rook1Pos] = 'r'; majorPieces[c][rook2Pos] = 'r'; majorPieces[c][kingPos] = 'k'; majorPieces[c][queenPos] = 'q'; } - return majorPieces["b"].join("") + "/" + minorPieces["b"].join("") + "/4/4/4/4/" + - minorPieces["w"].join("").toUpperCase() + "/" + - majorPieces["w"].join("").toUpperCase() + " 0000"; //TODO: flags?! + let fen = ""; + for (let i=0; i<4; i++) + { + fen += majorPieces["b"][i] + minorPieces["b"][i] + "4" + + minorPieces["w"][i].toUpperCase() + majorPieces["w"][i].toUpperCase(); + if (i < 3) + fen += "/"; + } + fen += " 0000"; //TODO: flags?! + return fen; } } diff --git a/public/javascripts/variants/Loser.js b/public/javascripts/variants/Loser.js index da4999fe..6a322b9d 100644 --- a/public/javascripts/variants/Loser.js +++ b/public/javascripts/variants/Loser.js @@ -142,4 +142,60 @@ class LoserRules extends ChessRules { return - super.evalPosition(); //better with less material } + + static GenRandInitFen() + { + let pieces = { "w": new Array(8), "b": new Array(8) }; + // Shuffle pieces on first and last rank + for (let c of ["w","b"]) + { + let positions = _.range(8); + + // Get random squares for bishops + let randIndex = 2 * _.random(3); + let bishop1Pos = positions[randIndex]; + // The second bishop must be on a square of different color + let randIndex_tmp = 2 * _.random(3) + 1; + let bishop2Pos = positions[randIndex_tmp]; + // Remove chosen squares + positions.splice(Math.max(randIndex,randIndex_tmp), 1); + positions.splice(Math.min(randIndex,randIndex_tmp), 1); + + // Get random squares for knights + randIndex = _.random(5); + let knight1Pos = positions[randIndex]; + positions.splice(randIndex, 1); + randIndex = _.random(4); + let knight2Pos = positions[randIndex]; + positions.splice(randIndex, 1); + + // Get random square for queen + randIndex = _.random(3); + let queenPos = positions[randIndex]; + positions.splice(randIndex, 1); + + // Random square for king (no castle) + randIndex = _.random(2); + let kingPos = positions[randIndex]; + positions.splice(randIndex, 1); + + // Rooks positions are now fixed + let rook1Pos = positions[0]; + let rook2Pos = positions[1]; + + // Finally put the shuffled pieces in the board array + pieces[c][rook1Pos] = 'r'; + pieces[c][knight1Pos] = 'n'; + pieces[c][bishop1Pos] = 'b'; + pieces[c][queenPos] = 'q'; + pieces[c][kingPos] = 'k'; + pieces[c][bishop2Pos] = 'b'; + pieces[c][knight2Pos] = 'n'; + pieces[c][rook2Pos] = 'r'; + } + return pieces["b"].join("") + + "/pppppppp/8/8/8/8/PPPPPPPP/" + + pieces["w"].join("").toUpperCase() + + " 0000"; //add flags (TODO?!) + } } diff --git a/public/javascripts/variants/Ultima.js b/public/javascripts/variants/Ultima.js index 812d440b..9212afba 100644 --- a/public/javascripts/variants/Ultima.js +++ b/public/javascripts/variants/Ultima.js @@ -1,8 +1,247 @@ class UltimaRules extends ChessRules { - // TODO: think about move UI for "removing an immobilized piece from the board" - // (extend game.js and feedback Rules.js with "there was a click, is it a move?") + static getPpath(b) + { + if (b[1] == "m") //'m' for Immobilizer (I is too similar to 1) + return "Ultima/" + b; + return b; //usual piece + } - // TODO: Keep usual pieces names here (but comment with Ultima pieces names) - // Just change moving + capturing modes. + initVariables(fen) + { + this.kingPos = {'w':[-1,-1], 'b':[-1,-1]}; + const fenParts = fen.split(" "); + const position = fenParts[0].split("/"); + for (let i=0; i<position.length; i++) + { + let k = 0; + for (let j=0; j<position[i].length; j++) + { + switch (position[i].charAt(j)) + { + case 'k': + this.kingPos['b'] = [i,k]; + break; + case 'K': + this.kingPos['w'] = [i,k]; + break; + default: + let num = parseInt(position[i].charAt(j)); + if (!isNaN(num)) + k += (num-1); + } + k++; + } + } + this.epSquares = []; //no en-passant here + } + + setFlags(fen) + { + // TODO: for compatibility? + this.castleFlags = {"w":[false,false], "b":[false,false]}; + } + + static get IMMOBILIZER() { return 'm'; } + // Although other pieces keep their names here for coding simplicity, + // keep in mind that: + // - a "rook" is a coordinator, capturing by coordinating with the king + // - a "knight" is a long-leaper, capturing as in draughts + // - a "bishop" is a chameleon, capturing as its prey + // - a "queen" is a withdrawer, capturing by moving away from pieces + + getPotentialMovesFrom([x,y]) + { + switch (this.getPiece(x,y)) + { + case VariantRules.IMMOBILIZER: + return this.getPotentialImmobilizerMoves([x,y]); + default: + return super.getPotentialMovesFrom([x,y]); + } + // TODO: add potential suicides as a move "taking the immobilizer" + // TODO: add long-leaper captures + // TODO: mark matching coordinator/withdrawer/chameleon moves as captures + // (will be a bit tedious for chameleons) + // --> filter directly in functions below + } + + getSlideNJumpMoves([x,y], steps, oneStep) + { + const color = this.getColor(x,y); + const piece = this.getPiece(x,y); + let moves = []; + const [sizeX,sizeY] = VariantRules.size; + outerLoop: + for (let step of steps) + { + let i = x + step[0]; + let j = y + step[1]; + while (i>=0 && i<sizeX && j>=0 && j<sizeY + && this.board[i][j] == VariantRules.EMPTY) + { + moves.push(this.getBasicMove([x,y], [i,j])); + if (oneStep !== undefined) + continue outerLoop; + i += step[0]; + j += step[1]; + } + // Only king can take on occupied square: + if (piece==VariantRules.KING && i>=0 && i<sizeX && j>=0 + && j<sizeY && this.canTake([x,y], [i,j])) + { + moves.push(this.getBasicMove([x,y], [i,j])); + } + } + return moves; + } + + getPotentialPawnMoves([x,y]) + { + return super.getPotentialRookMoves([x,y]); + } + + getPotentialRookMoves(sq) + { + return super.getPotentialQueenMoves(sq); + } + + getPotentialKnightMoves(sq) + { + return super.getPotentialQueenMoves(sq); + } + + getPotentialBishopMoves(sq) + { + return super.getPotentialQueenMoves(sq); + } + + getPotentialQueenMoves(sq) + { + return super.getPotentialQueenMoves(sq); + } + + getPotentialKingMoves(sq) + { + const V = VariantRules; + return this.getSlideNJumpMoves(sq, + V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep"); + } + + // isAttacked() is OK because the immobilizer doesn't take + + isAttackedByPawn([x,y], colors) + { + // Square (x,y) must be surrounded by two enemy pieces, + // and one of them at least should be a pawn + return false; + } + + isAttackedByRook(sq, colors) + { + // Enemy king must be on same file and a rook on same row (or reverse) + } + + isAttackedByKnight(sq, colors) + { + // Square (x,y) must be on same line as a knight, + // and there must be empty square(s) behind. + } + + isAttackedByBishop(sq, colors) + { + // switch on piece nature on square sq: a chameleon attack as this piece + // ==> call the appropriate isAttackedBy... (exception of immobilizers) + // Other exception: a chameleon cannot attack a chameleon (seemingly...) + } + + isAttackedByQueen(sq, colors) + { + // Square (x,y) must be adjacent to a queen, and the queen must have + // some free space in the opposite direction from (x,y) + } + + updateVariables(move) + { + // Just update king position + const piece = this.getPiece(move.start.x,move.start.y); + const c = this.getColor(move.start.x,move.start.y); + if (piece == VariantRules.KING && move.appear.length > 0) + { + this.kingPos[c][0] = move.appear[0].x; + this.kingPos[c][1] = move.appear[0].y; + } + } + + static get VALUES() { //TODO: totally experimental! + return { + 'p': 1, + 'r': 2, + 'n': 5, + 'b': 3, + 'q': 3, + 'm': 5, + 'k': 1000 + }; + } + + static get SEARCH_DEPTH() { return 2; } //TODO? + + static GenRandInitFen() + { + let pieces = { "w": new Array(8), "b": new Array(8) }; + // Shuffle pieces on first and last rank + for (let c of ["w","b"]) + { + let positions = _.range(8); + // Get random squares for every piece, totally freely + + let randIndex = _.random(7); + const bishop1Pos = positions[randIndex]; + positions.splice(randIndex, 1); + + randIndex = _.random(6); + const bishop2Pos = positions[randIndex]; + positions.splice(randIndex, 1); + + randIndex = _.random(5); + const knight1Pos = positions[randIndex]; + positions.splice(randIndex, 1); + + randIndex = _.random(4); + const knight2Pos = positions[randIndex]; + positions.splice(randIndex, 1); + + randIndex = _.random(3); + const queenPos = positions[randIndex]; + positions.splice(randIndex, 1); + + randIndex = _.random(2); + const kingPos = positions[randIndex]; + positions.splice(randIndex, 1); + + randIndex = _.random(1); + const rookPos = positions[randIndex]; + positions.splice(randIndex, 1); + const immobilizerPos = positions[2]; + + pieces[c][bishop1Pos] = 'b'; + pieces[c][bishop2Pos] = 'b'; + pieces[c][knight1Pos] = 'n'; + pieces[c][knight2Pos] = 'n'; + pieces[c][queenPos] = 'q'; + pieces[c][kingPos] = 'k'; + pieces[c][rookPos] = 'r'; + pieces[c][immobilizerPos] = 'm'; + } + return pieces["b"].join("") + + "/pppppppp/8/8/8/8/PPPPPPPP/" + + pieces["w"].join("").toUpperCase() + + " 0000"; //TODO: flags?! + } + + getFlagsFen() + { + return "0000"; //TODO: or "-" ? + } } diff --git a/public/stylesheets/variant.sass b/public/stylesheets/variant.sass index 8839c342..3eec2900 100644 --- a/public/stylesheets/variant.sass +++ b/public/stylesheets/variant.sass @@ -81,10 +81,6 @@ div.board display: inline-block position: relative -div.board4 - width: 25% - padding-bottom: 25% - div.board8 width: 12.5% padding-bottom: 12.5% diff --git a/views/rules/Half.pug b/views/rules/Half.pug index 605eda4b..91b4a4e2 100644 --- a/views/rules/Half.pug +++ b/views/rules/Half.pug @@ -1,15 +1,15 @@ p.boxed - | 8x4 board with no pawns. Orthodox rules. + | 4x8 board with no pawns. Orthodox rules. figure.diagram-container .diagram - | fen:rkqr/nbbn/4/4/4/4/NBBN/RKQR: + | fen:rn4NR/kb4BK/qb4BQ/rn4NR: figcaption Initial position (non-random) h3 Specifications ul - li Chessboard: 8x4 (see diagram). + li Chessboard: 4x8 (see diagram). li Material: no pawns. li Non-capturing moves: standard. li Special moves: none. diff --git a/views/rules/Ultima.pug b/views/rules/Ultima.pug index 77bfd093..0a3cc7f0 100644 --- a/views/rules/Ultima.pug +++ b/views/rules/Ultima.pug @@ -1,7 +1,7 @@ p.boxed | Pieces look the same but behave very differently. | They generally move like an orthodox queen, - | but capturing rules are complex: you need to read on :) + | but capturing rules are complex. h3 Specifications