From: Benjamin Auder Date: Fri, 3 Apr 2020 02:02:57 +0000 (+0200) Subject: Finally first draft of Dynamo variant X-Git-Url: https://git.auder.net/variants/Chakart/doc/html/scripts/mini-custom.min.css?a=commitdiff_plain;h=b2655276e322972b5c052d8c81db78e8cd6c5e2e;p=vchess.git Finally first draft of Dynamo variant --- diff --git a/client/src/variants/Dynamo.js b/client/src/variants/Dynamo.js index 01593a16..25954d57 100644 --- a/client/src/variants/Dynamo.js +++ b/client/src/variants/Dynamo.js @@ -91,116 +91,212 @@ export class DynamoRules extends ChessRules { return false; } - // "pa": piece (as a square) doing this push/pull action - getActionMoves([sx, sy], [ex, ey], pa) { - const color = this.getColor(sx, sy); - const lastRank = (color == 'w' ? 0 : 7); - const piece = this.getPiece(sx, sy); + // Step is right, just add (push/pull) moves in this direction + // Direction is assumed normalized. + getMovesInDirection([x, y], [dx, dy], nbSteps) { + nbSteps = nbSteps || 8; //max 8 steps anyway + let [i, j] = [x + dx, y + dy]; let moves = []; - if (ex == lastRank && piece == V.PAWN) { - // Promotion by push or pull - V.PawnSpecs.promotions.forEach(p => { - let move = super.getBasicMove([sx, sy], [ex, ey], { c: color, p: p }); - moves.push(move); - }); - } else moves.push(super.getBasicMove([sx, sy], [ex, ey])); + const color = this.getColor(x, y); + const piece = this.getPiece(x, y); + const lastRank = (color == 'w' ? 0 : 7); + while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { + if (i == lastRank && piece == V.PAWN) { + // Promotion by push or pull + V.PawnSpecs.promotions.forEach(p => { + let move = super.getBasicMove([x, y], [i, j], { c: color, p: p }); + moves.push(move); + }); + } + else moves.push(super.getBasicMove([x, y], [i, j])); + } + if (!V.OnBoard(i, j) && piece != V.KING) { + // Add special "exit" move, by "taking king" + moves.push( + new Move({ + start: { x: x, y: y }, + end: JSON.parse(JSON.stringify(this.kingPos[color])), + appear: [], + vanish: [{ x: x, y: y, c: color, p: piece }] + }) + ); + } return moves; } - // Actions on piece on square "sq", by color "color" - // NOTE: to push a piece out of the board, make it slide until our piece - // (doing the action, moving or not) - getPactions(sq, color) { - const [x, y] = sq; - let moves = []; - let squares = {}; - const oppCol = V.GetOppCol(color); - // Look in all directions for a "color" piece - for (let step of V.steps[V.KNIGHT]) { - const xx = x + step[0], - yy = y + step[1]; - if ( - V.OnBoard(xx, yy) && - this.getPiece(xx, yy) == V.KNIGHT && - this.getColor(xx, yy) == color - ) { - const px = x - step[0], - py = y - step[1]; - if (V.OnBoard(px, py)) { - if (this.board[px][py] == V.EMPTY) { - const hash = "s" + px + py; - if (!squares[hash]) { - squares[hash] = true; - Array.prototype.push.apply( - moves, - this.getActionMoves([x, y], [px, py], [xx, yy]) - ); - } - else { //add piece doing action - } - } - } else { - const hash = "s" + xx + yy; - if (!squares[hash]) { - squares[hash] = true; - moves.push( - new Move({ - start: { x: x, y: y }, - end: { x: xx, y: yy }, - appear: [], - vanish: [ - new PiPo({ - x: x, - y: y, - p: this.getPiece(x, y), - c: oppCol - }) - ] - }) - ); - } - } + // Normalize direction to know the step + getNormalizedDirection([dx, dy]) { + const absDir = [Math.abs(dx), Math.abs(dy)]; + let divisor = 0; + if (absDir[0] != 0 && absDir[1] != 0 && absDir[0] != absDir[1]) + // Knight + divisor = Math.min(absDir[0], absDir[1]); + else + // Standard slider (or maybe a pawn or king: same) + divisor = Math.max(absDir[0], absDir[1]); + return [dx / divisor, dy / divisor]; + } + + // There is something on x2,y2, maybe our color, pushed/pulled + static IsAprioriValidMove([x1, y1], [x2, y2]) { + const color1 = this.getColor(x1, y1); + const color2 = this.getColor(x2, y2); + const pawnShift = (color1 == 'w' ? -1 : 1); + const pawnStartRank = (color1 == 'w' ? 6 : 1); + const deltaX = Math.abs(x1 - x2); + const deltaY = Math.abs(y1 - y2); + switch (this.getPiece(x1, y1)) { + case V.PAWN: + return ( + ( + color1 == color2 && + y1 == y2 && + ( + x1 + pawnShift == x2 || + x1 == pawnStartRank && x1 + 2 * pawnShift == x2 + ) + ) + || + ( + color1 != color2 && + deltaY == 1 && + x1 + pawnShift == x2 + ) + ); + case V.ROOK: + return (x1 == x2 || y1 == y2); + case V.KNIGHT: { + return (deltaX + deltaY == 3 && (deltaX == 1 || deltaY == 1)); } + case V.BISHOP: + return (deltaX == deltaY); + case V.QUEEN: + return ( + (deltaX == 0 || deltaY == 0 || deltaX == deltaY) + ); + case V.KING: + return (deltaX <= 1 && deltaY <= 1); } - for (let step in V.steps[V.ROOK]) { - // (+ if color is ours, pawn pushes) king, rook and queen - // --> pawns special case can push from a little distance if on 2nd rank (or 1st rank) - } - for (let step in V.steps[V.BISHOP]) { - // King, bishop, queen, and possibly pawns attacks (if color is enemy) - } - return moves; + return false; } // NOTE: for pushes, play the pushed piece first. // for pulls: play the piece doing the action first - // If castle, then no options available next (just re-click) + // NOTE: to push a piece out of the board, make it slide until its king getPotentialMovesFrom([x, y]) { const color = this.turn; if (this.subTurn == 1) { - // Free to play any move or action: - return ( - super.getPotentialMovesFrom([x, y]) - .concat(this.getPactions([x, y], color)) - ); + // Free to play any move: + const moves = super.getPotentialMovesFrom([x, y]) + // Structure to avoid adding moves twice (can be action & move) + let hashMoves = {}; + moves.forEach(m => { hashMoves[getMoveHash(m)] = true; }); + const getMoveHash = (m) => { + return V.CoordsToSquare(m.start) + V.CoordsToSquare(m.end); + }; + const addMoves = (dir, nbSteps) => { + const newMoves = + this.getMovesInDirection([x, y], [-dir[0], -dir[1]], nbSteps) + .filter(m => !movesHash[getMoveHash(m)]); + newMoves.forEach(m => { hashMoves[getMoveHash(m)] = true; }); + Array.prototype.push.apply(moves, newMoves); + }; + const pawnShift = (color == 'w' ? -1 : 1); + const pawnStartRank = (color == 'w' ? 6 : 1); + // [x, y] is pushed by 'color' + for (let step of V.steps[V.KNIGHT]) { + const [i, j] = [x + step[0], y + step[1]]; + if (V.OnBoard(i, j) && this.board[i][j] != V.EMPTY) { + // Only can move away from a knight (can pull but must move first) + Array.prototype.push.apply( + moves, + this.getMovesInDirection([x, y], [-step[0], -step[1]], 1) + .filter(m => !movesHash[getMoveHash(m)]) + ); + } + } + for (let step in V.steps[V.ROOK].concat(V.steps[V.BISHOP])) { + let [i, j] = [x + step[0], y + step[1]]; + while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { + i += step[0]; + j += step[1]; + } + if ( + V.OnBoard(i, j) && + this.board[i][j] != V.EMPTY && + this.getColor(i, j) == color + ) { + const deltaX = Math.abs(i - x); + const deltaY = Math.abs(j - y); + // Can a priori go both ways, except with pawns + switch (this.getPiece(i, j)) { + case V.PAWN: + if (deltaX <= 2 && deltaY <= 1) { + const pColor = this.getColor(x, y); + if (pColor == color && deltaY == 0) { + // Pushed forward + const maxSteps = (i == pawnStartRank && deltaX == 1 ? 2 : 1); + addMoves(step, maxSteps); + } + else if (pColor != color && deltaY == 1 && deltaX == 1) + // Pushed diagonally + addMoves(step, 1); + } + break; + case V.ROOK: + if (deltaX == 0 || deltaY == 0) addMoves(step); + break; + case V.KNIGHT: + if (deltaX + deltaY == 3 && (deltaX == 1 || deltaY == 1)) + addMoves(step, 1); + break; + case V.BISHOP: + if (deltaX == deltaY) addMoves(step); + break; + case V.QUEEN: + if (deltaX == 0 || deltaY == 0 || deltaX == deltaY) + addMoves(step); + break; + case V.KING: + if (deltaX <= 1 && deltaY <= 1) addMoves(step, 1); + break; + } + } + } + return moves; } // If subTurn == 2 then we should have a first move, - // which restrict what we can play now. - // Case 1: an opponent's piece moved: we can only move the piece which - // did the action, in the moving direction. - // Case 2: one of our pieces moved: either by action or by itself. - // Just check if it could be a normal move. If yes, allow both. + // which restrict what we can play now: only in the first move direction + // NOTE: no need for knight or pawn checks, because the move will be + // naturally limited in those cases. const L = this.firstMove.length; const fm = this.firstMove[L-1]; - if (fm.vanish[0].c != color) { - // Case 1: TODO + if (fm.appear.length == 2 && fm.vanish.length == 2) + // Castle: no real move playable then. + return []; + if (fm.appear.length == 0) { + // Piece at subTurn 1 just exited the board. + // Can I be a piece which caused the exit? + this.undo(fm); + const moveOk = V.IsAprioriValidMove([x, y], [fm.start.x, fm.start.y]); + this.play(fm); + if (moveOk) { + // Seems so: + const dir = this.getNormalizedDirection( + [fm.start.x - x, fm.start.y - y]); + return this.getMovesInDirection([x, y], dir); + } } else { - // Case 2: TODO - // Use fm.start.x, fm.start.y, fm.end.x, fm.end.y, fm.vanish[0].c - // Search for the piece doing the action "pa": the action type - // is deduced from pa relative positon then. + const dirM = this.getNormalizedDirection( + [fm.end.x - fm.start.x, fm.end.y - fm.start.y]); + const dir = this.getNormalizedDirection( + [fm.start.x - x, fm.start.y - y]); + // Normalized directions should match: + if (dir[0] == dirM[0] && dir[1] == dirM[1]) + return this.getMovesInDirection([x, y], dir); } + return []; } // Does m2 un-do m1 ? (to disallow undoing actions) @@ -334,13 +430,12 @@ export class DynamoRules extends ChessRules { } doClick(square) { - // If subTurn == 2 && square is the final square of last move, - // then return an empty move - const L = this.firstMove.length; + // If subTurn == 2 && square is empty && !underCheck, + // then return an empty move, allowing to "pass" subTurn2 if ( this.subTurn == 2 && - square.x == this.firstMove[L-1].end.x && - square.y == this.firstMove[L-1].end.y + this.board[square.x][square.y] == V.EMPTY && + !this.underCheck(this.turn) ) { return { appear: [], diff --git a/client/src/variants/Tencubed.js b/client/src/variants/Tencubed.js index 99bff135..33166254 100644 --- a/client/src/variants/Tencubed.js +++ b/client/src/variants/Tencubed.js @@ -206,11 +206,11 @@ export class TencubedRules extends ChessRules { isAttackedByArchbishop(sq, color) { return ( - this.isAttackedBySlideNJump(sq, color, V.CARDINAL, V.steps[V.BISHOP]) || + this.isAttackedBySlideNJump(sq, color, V.ARCHBISHOP, V.steps[V.BISHOP]) || this.isAttackedBySlideNJump( sq, color, - V.CARDINAL, + V.ARCHBISHOP, V.steps[V.KNIGHT], "oneStep" )