From: Benjamin Auder Date: Tue, 28 Apr 2020 22:47:45 +0000 (+0200) Subject: Fix Chakart X-Git-Url: https://git.auder.net/variants/Dynamo/current/img/css/rpsls.js?a=commitdiff_plain;h=77fc0c65efaa226730bb8dc2323c22810e5d4fc0;p=vchess.git Fix Chakart --- diff --git a/client/src/translations/rules/Chakart/en.pug b/client/src/translations/rules/Chakart/en.pug index 450c487a..5b5847d5 100644 --- a/client/src/translations/rules/Chakart/en.pug +++ b/client/src/translations/rules/Chakart/en.pug @@ -16,11 +16,10 @@ ul possible, then the egg stays on the initial square. li. The rook (Donkey) put a banana on a square diagonally adjacent to the - arrival one, if possible. In case of multiple options the choice is left - to the player (click on a square after your move). + arrival one, at random, if possible. li. The bishop (Wario) put a bomb on a square orthogonally adjacent to the - arrival one, if possible. You can also choose the square. + arrival one, at random, if possible. li. The queen (Mario) can play a stealth move once in the game: choose the empty square when the queen is going to an empty square. After this move, @@ -105,14 +104,9 @@ figure.diagram-container She can capture the king. Bad luck :( p. - Note 1: some bonus might not be applicable. In particular, if no piece was + Note: some bonus might not be applicable. In particular, if no piece was captured "Toadette" cannot be applied. -p. - Note 2: - in the current implementation pieces are unaffected by the objects they let - on the board. This will probably change. - h3 Source p. diff --git a/client/src/translations/rules/Chakart/es.pug b/client/src/translations/rules/Chakart/es.pug index 40532deb..5e2ec285 100644 --- a/client/src/translations/rules/Chakart/es.pug +++ b/client/src/translations/rules/Chakart/es.pug @@ -18,11 +18,10 @@ ul es posible, el huevo se deja en su casilla inicial. li. La torre (Donkey) coloca un plátano en un cuadrado diagonalmente adyacente - a la de llegada, si es posible. En caso de múltiples opciones, la elección - le queda el jugador (haga clic en una casilla después de su movimiento). + a la de llegada, al azar, si es posible. li. El alfil (Wario) coloca una bomba en un cuadrado ortogonalmente adyacente - a la de llegada, si es posible. También puedes elegir la casilla. + a la de llegada, al azar, si es posible. li. La dama (Mario) puede hacer un movimiento sigiloso una vez en el juego: elige la caja vacía cuando la dama se mude a una caja vacía. @@ -113,14 +112,9 @@ figure.diagram-container Este puede capturar al rey: sin suerte :( p. - Nota 1: algunos bonos pueden no ser aplicables. Especialmente si + Nota: algunos bonos pueden no ser aplicables. Especialmente si ninguna pieza fue capturada, "Toadette" no se aplica. -p. - Nota 2: - en la implementación actual, las piezas no se ven afectadas por - objetos que dejan caer. Esto sin duda cambiará. - h3 Fuente p. diff --git a/client/src/translations/rules/Chakart/fr.pug b/client/src/translations/rules/Chakart/fr.pug index d966a406..7369caa2 100644 --- a/client/src/translations/rules/Chakart/fr.pug +++ b/client/src/translations/rules/Chakart/fr.pug @@ -18,12 +18,10 @@ ul pas possible, l'oeuf est laissé sur sa case de départ. li. La tour (Donkey) pose une banane sur une case diagonalement adjacente à - celle d'arrivée, si possible. En cas d'options multiples le choix est - laissé au joueur (cliquez sur une case après votre coup). + celle d'arrivée, au hasard, si possible. li. Le fou (Wario) pose une bombe sur une case orthogonalement adjacente à - celle d'arrivée, si possible. - Vous pouvez aussi choisir la case. + celle d'arrivée, au hasard, si possible. li. La dame (Mario) peut effectuer un coup furtif une fois dans la partie : choisissez la case vide lorsque la dame se déplace vers une case vide. @@ -111,14 +109,9 @@ figure.diagram-container Celle-ci peut capturer le roi : pas de chance :( p. - Note 1 : certains bonus pourraient ne pas être applicables. En particulier si + Note : certains bonus pourraient ne pas être applicables. En particulier si aucune pièce n'a été capturée "Toadette" ne s'applique pas. -p. - Note 2 : - dans l'implémentation actuelle les pièces ne sont pas affectées par les - objets qu'elles déposent. Cela changera sans doute. - h3 Source p. diff --git a/client/src/variants/Chakart.js b/client/src/variants/Chakart.js index 45230a14..53af2c46 100644 --- a/client/src/variants/Chakart.js +++ b/client/src/variants/Chakart.js @@ -22,7 +22,7 @@ export class ChakartRules extends ChessRules { } static get CanAnalyze() { - return true; //false; + return false; } static get SomeHiddenMoves() { @@ -268,50 +268,10 @@ export class ChakartRules extends ChessRules { const end = (color == 'b' && p == V.PAWN ? 7 : 8); for (let i = start; i < end; i++) { for (let j = 0; j < V.size.y; j++) { - const colIJ = this.getColor(i, j); - if (this.board[i][j] == V.EMPTY || colIJ == 'a') { - let mv = new Move({ - appear: [ - new PiPo({ - x: i, - y: j, - c: color, - p: p - }) - ], - vanish: [], - start: { x: x, y: y }, //a bit artificial... - end: { x: i, y: j } - }); - if (colIJ == 'a') { - const pieceIJ = this.getPiece(i, j); - mv.vanish.push( - new PiPo({ - x: i, - y: j, - c: colIJ, - p: pieceIJ - }) - ); - if ([V.BANANA, V.BOMB].includes(pieceIJ)) { - // Apply first effect, remove bonus from board, and then - // relay to getBasicMove. Finally merge mv.appear/vanish and - // put back the bonus on the board: - const bSteps = V.steps[pieceIJ == V.BANANA ? V.ROOK : V.BISHOP]; - const sqEffect = this.getRandomSquare([i, j], bSteps); - if (sqEffect[0] != i || sqEffect[1] != j) { - this.board[i][j] = color + p; - const bMove = - this.getBasicMove([i, j], [sqEffect[0], sqEffect[1]]); - this.board[i][j] = 'a' + pieceIJ; - mv.appear[0].x = bMove.appear[0].x; - mv.appear[0].y = bMove.appear[0].y; - for (let k = 1; k < bMove.vanish.length; k++) - mv.vanish.push(bMove.vanish[k]); - } - } - } - moves.push(mv); + if (this.board[i][j] == V.EMPTY || this.getColor(i, j) == 'a') { + let m = this.getBasicMove({ p: p, x: i, y: j}); + m.start = { x: x, y: y }; + moves.push(m); } } } @@ -381,7 +341,7 @@ export class ChakartRules extends ChessRules { c: colIJ, p: this.getPiece(i, j) }); - let mMove = this.getBasicMove([x, y], [i, j]); + let mMove = this.getBasicMove({ x: x, y: y }, [i, j]); mMove.appear.push(movedUnit); moves.push(mMove); } @@ -444,7 +404,6 @@ export class ChakartRules extends ChessRules { [V.KING, V.QUEEN].includes(piece) ? V.steps[V.ROOK].concat(V.steps[V.BISHOP]) : V.steps[piece]; - if (!Array.isArray(steps)) debugger; for (let step of steps) { const [i, j] = [x + step[0], y + step[1]]; if ( @@ -457,14 +416,54 @@ export class ChakartRules extends ChessRules { return false; } - getBasicMove([x1, y1], [x2, y2], tr) { - // Apply mushroom, bomb or banana effect (hidden to the player). - // Determine egg effect, too, and apply its first part if possible. - let move = super.getBasicMove([x1, y1], [x2, y2], tr); - const color1 = this.getColor(x1, y1); - const piece1 = this.getPiece(x1, y1); + // Apply mushroom, bomb or banana effect (hidden to the player). + // Determine egg effect, too, and apply its first part if possible. + getBasicMove_aux(psq1, sq2, tr, initMove) { + const [x1, y1] = [psq1.x, psq1.y]; + const color1 = this.turn; + const piece1 = psq1.p || this.getPiece(x1, y1); const oppCol = V.GetOppCol(color1); - if ([V.PAWN, V.KNIGHT].includes(piece1)) { + if (!sq2) { + let move = { + appear: [], + vanish: [] + }; + // banana or bomb defines next square, or the move ends there + move.appear = [ + new PiPo({ + x: x1, + y: y1, + c: color1, + p: piece1 + }) + ]; + if (this.board[x1][y1] != V.EMPTY) { + const initP1 = this.getPiece(x1, y1); + move.vanish = [ + new PiPo({ + x: x1, + y: y1, + c: this.getColor(x1, y1), + p: initP1 + }) + ]; + if ([V.BANANA, V.BOMB].includes(initP1)) { + const steps = V.steps[initP1 == V.BANANA ? V.ROOK : V.BISHOP]; + move.next = this.getRandomSquare([x1, y1], steps); + } + } + move.end = { x: x1, y: y1 }; + return move; + } + const [x2, y2] = [sq2[0], sq2[1]]; + // The move starts normally, on board: + let move = super.getBasicMove([x1, y1], [x2, y2], tr); + const L = this.firstMove.length; + if ( + [V.PAWN, V.KNIGHT].includes(piece1) && + !!initMove && + (this.subTurn == 1 || this.firstMove[L-1].end.effect == "daisy") + ) { switch (piece1) { case V.PAWN: { const twoSquaresMove = (Math.abs(x2 - x1) == 2); @@ -525,62 +524,24 @@ export class ChakartRules extends ChessRules { } } } - // Avoid looping back on effect already applied: - let usedEffect = ArrayFun.init(8, 8, false); - const applyBeffect = (steps) => { - const [x, y] = [move.appear[0].x, move.appear[0].y]; - if (usedEffect[x][y]) return; - usedEffect[x][y] = true; - const moveTo = this.getRandomSquare([x, y], steps); - move.appear[0].x = moveTo[0]; - move.appear[0].y = moveTo[1]; - if ( - this.board[moveTo[0]][moveTo[1]] != V.EMPTY && - this.getColor(moveTo[0], moveTo[1]) == 'a' - ) { - move.vanish.push( - new PiPo({ - x: moveTo[0], - y: moveTo[1], - c: 'a', - p: this.getPiece(moveTo[0], moveTo[1]) - }) - ); - // Artificially change direction, before applying new effects: - x1 = x; - y1 = y; - x2 = moveTo[0]; - y2 = moveTo[1]; - switch (this.getPiece(moveTo[0], moveTo[1])) { - case V.BANANA: - applyBeffect(V.steps[V.ROOK]); - break; - case V.BOMB: - applyBeffect(V.steps[V.BISHOP]); - break; - case V.MUSHROOM: - applyMushroomEffect(); - break; - case V.EGG: - applyEggEffect(); - break; - } - } - }; // For (wa)luigi effect: const changePieceColor = (color) => { let pieces = []; const oppLastRank = (color == 'w' ? 7 : 0); for (let i=0; i<8; i++) { for (let j=0; j<8; j++) { - if (this.board[i][j] != V.EMPTY && this.getColor(i, j) == color) { + if ( + (i != move.vanish[0].x || j != move.vanish[0].y) && + this.board[i][j] != V.EMPTY && + this.getColor(i, j) == color + ) { const piece = this.getPiece(i, j); if (piece != V.KING && (piece != V.PAWN || i != oppLastRank)) pieces.push({ x: i, y: j, p: piece }); } } } - // Special case of the current piece (temporarily off board): + // Special case of the current piece (still at its initial position) if (color == color1) pieces.push({ x: move.appear[0].x, y: move.appear[0].y, p: piece1 }); const cp = pieces[randInt(pieces.length)]; @@ -594,7 +555,7 @@ export class ChakartRules extends ChessRules { }) ); } - else move.appear.pop(); + else move.appear.shift(); move.appear.push( new PiPo({ x: cp.x, @@ -618,17 +579,15 @@ export class ChakartRules extends ChessRules { move.appear[0].p == V.PAWN && move.appear[0].x == lastRank[color1] ) { - // Always possible: promote into a queen rook or king + // Always possible: promote into a queen, rook or king canPlayAgain = true; } else { move.end.effect = "daisy"; - this.board[move.start.x][move.start.y] = saveCurrent; V.PlayOnBoard(this.board, move); const square = [move.appear[0].x, move.appear[0].y]; canPlayAgain = this.canMove(square, piece1); V.UndoOnBoard(this.board, move); - this.board[move.start.x][move.start.y] = V.EMPTY; delete move.end["effect"]; } if (canPlayAgain) effects.push("daisy"); @@ -689,8 +648,6 @@ export class ChakartRules extends ChessRules { } }; const applyMushroomEffect = () => { - if (usedEffect[move.appear[0].x][move.appear[0].y]) return; - usedEffect[move.appear[0].x][move.appear[0].y] = true; if ([V.PAWN, V.KING, V.KNIGHT].includes(piece1)) { // Just make another similar step, if possible (non-capturing) const [i, j] = [ @@ -715,10 +672,9 @@ export class ChakartRules extends ChessRules { ); switch (object) { case V.BANANA: - applyBeffect(V.steps[V.ROOK]); - break; case V.BOMB: - applyBeffect(V.steps[V.BISHOP]); + const steps = V.steps[object == V.BANANA ? V.ROOK : V.BISHOP]; + move.next = this.getRandomSquare([i, j], steps); break; case V.EGG: applyEggEffect(); @@ -764,10 +720,11 @@ export class ChakartRules extends ChessRules { ); switch (object) { case V.BANANA: - applyBeffect(V.steps[V.ROOK]); - break; case V.BOMB: - applyBeffect(V.steps[V.BISHOP]); + const steps = + V.steps[object == V.BANANA ? V.ROOK : V.BISHOP]; + move.next = this.getRandomSquare( + [afterNext[0], afterNext[1]], steps); break; case V.EGG: applyEggEffect(); @@ -784,18 +741,12 @@ export class ChakartRules extends ChessRules { }; const color2 = this.getColor(x2, y2); const piece2 = this.getPiece(x2, y2); - // In case of (bonus effects might go through initial square): - // TODO: push the idea further, objects left initially should alter the - // trajectory or move as well (mushroom or egg). - const saveCurrent = this.board[move.start.x][move.start.y]; - this.board[move.start.x][move.start.y] = V.EMPTY; if (color2 == 'a') { switch (piece2) { case V.BANANA: - applyBeffect(V.steps[V.ROOK]); - break; case V.BOMB: - applyBeffect(V.steps[V.BISHOP]); + const steps = V.steps[piece2 == V.BANANA ? V.ROOK : V.BISHOP]; + move.next = this.getRandomSquare([x2, y2], steps); break; case V.MUSHROOM: applyMushroomEffect(); @@ -809,6 +760,7 @@ export class ChakartRules extends ChessRules { } if ( this.subTurn == 1 && + !move.next && move.appear.length > 0 && [V.ROOK, V.BISHOP].includes(piece1) ) { @@ -826,8 +778,7 @@ export class ChakartRules extends ChessRules { (this.board[i][j] == V.EMPTY || this.getColor(i, j) == 'a') ); }); - if (validSteps.length >= 2) move.end.effect = 0; - else if (validSteps.length == 1) { + if (validSteps.length >= 1) { const [x, y] = [ finalSquare[0] + validSteps[0][0], finalSquare[1] + validSteps[0][1] @@ -847,17 +798,77 @@ export class ChakartRules extends ChessRules { } } } - this.board[move.start.x][move.start.y] = saveCurrent; - if ( - move.appear.length == 2 && - move.appear[0].x == move.appear[1].x && - move.appear[0].y == move.appear[1].y - ) { - // Arrive on bonus left initially: - move.appear.pop(); + return move; + } + + getBasicMove(psq1, sq2, tr) { + let moves = []; + if (Array.isArray(psq1)) psq1 = { x: psq1[0], y: psq1[1] }; + let m = this.getBasicMove_aux(psq1, sq2, tr, "initMove"); + while (!!m.next) { + // Last move ended on bomb or banana, direction change + V.PlayOnBoard(this.board, m); + moves.push(m); + m = this.getBasicMove_aux( + { x: m.appear[0].x, y: m.appear[0].y }, m.next); + } + for (let i=moves.length-1; i>=0; i--) V.UndoOnBoard(this.board, moves[i]); + moves.push(m); + // Now merge moves into one + let move = {}; + // start is wrong for Toadette moves --> it's fixed later + move.start = { x: psq1.x, y: psq1.y }; + move.end = !!sq2 ? { x: sq2[0], y: sq2[1] } : { x: psq1.x, y: psq1.y }; + let lm = moves[moves.length-1]; + if (this.subTurn == 1 && !!lm.end.effect) + move.end.effect = lm.end.effect; + if (moves.length == 1) { + move.appear = moves[0].appear; + move.vanish = moves[0].vanish; + } + else { + // Keep first vanish and last appear (if any) + move.appear = lm.appear; + move.vanish = moves[0].vanish; + if ( + move.vanish.length >= 1 && + move.appear.length >= 1 && + move.vanish[0].x == move.appear[0].x && + move.vanish[0].y == move.appear[0].y + ) { + // Loopback on initial square: + move.vanish.shift(); + move.appear.shift(); + } + for (let i=1; i < moves.length - 1; i++) { + for (let v of moves[i].vanish) { + // Only vanishing objects, not appearing at init move + if ( + v.c == 'a' && + ( + moves[0].appear.length == 1 || + moves[0].appear[1].x != v.x || + moves[0].appear[1].y != v.y + ) + ) { + move.vanish.push(v); + } + } + } + // Final vanish is our piece, but others might be relevant + // (for some egg bonuses at least). + for (let i=1; i < lm.vanish.length; i++) { + if ( + lm.vanish[i].c != 'a' || + moves[0].appear.length == 1 || + moves[0].appear[1].x != lm.vanish[i].x || + moves[0].appear[1].y != lm.vanish[i].y + ) { + move.vanish.push(lm.vanish[i]); + } + } } return move; - // TODO: if loopback to initial square, simplify move. } getPotentialPawnMoves([x, y]) { @@ -879,7 +890,7 @@ export class ChakartRules extends ChessRules { this.getColor(x + 2 * shiftX, y) == 'a' ) ) { - moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y])); + moves.push(this.getBasicMove({ x: x, y: y }, [x + 2 * shiftX, y])); } } for (let shiftY of [-1, 1]) { @@ -981,19 +992,20 @@ export class ChakartRules extends ChessRules { V.OnBoard(i, j) && ( this.board[i][j] == V.EMPTY || + this.getPiece(i, j) == V.INVISIBLE_QUEEN || ( this.getColor(i, j) == 'a' && [V.EGG, V.MUSHROOM].includes(this.getPiece(i, j)) ) ) ) { - moves.push(this.getBasicMove([x, y], [i, j])); + moves.push(this.getBasicMove({ x: x, y: y }, [i, j])); if (oneStep) continue outerLoop; i += step[0]; j += step[1]; } if (V.OnBoard(i, j) && this.canTake([x, y], [i, j])) - moves.push(this.getBasicMove([x, y], [i, j])); + moves.push(this.getBasicMove({ x: x, y: y }, [i, j])); } return moves; } @@ -1058,7 +1070,7 @@ export class ChakartRules extends ChessRules { c: colIJ, p: this.getPiece(i, j) }); - let mMove = this.getBasicMove([x, y], [i, j]); + let mMove = this.getBasicMove({ x: x, y: y }, [i, j]); mMove.appear.push(movedUnit); moves.push(mMove); } @@ -1159,9 +1171,14 @@ export class ChakartRules extends ChessRules { if (move.end.effect == "toadette") this.reserve = this.captured; else this.reserve = undefined; const color = move.turn[0]; - if (move.vanish.length == 2 && move.vanish[1].c != 'a') + if (move.vanish.length == 2 && move.vanish[1].c != 'a') { // Capture: update this.captured - this.captured[move.vanish[1].c][move.vanish[1].p]++; + let capturedPiece = move.vanish[1].p; + if (capturedPiece == V.INVISIBLE_QUEEN) capturedPiece = V.QUEEN; + else if (Object.keys(V.IMMOBILIZE_DECODE).includes(capturedPiece)) + capturedPiece = V.IMMOBILIZE_DECODE[capturedPiece]; + this.captured[move.vanish[1].c][capturedPiece]++; + } else if (move.vanish.length == 0) { if (move.appear.length == 0 || move.appear[0].c == 'a') return; // A piece is back on board @@ -1235,8 +1252,13 @@ export class ChakartRules extends ChessRules { const [i, j] = move.wasInvisible; this.board[i][j] = this.getColor(i, j) + V.INVISIBLE_QUEEN; } - if (move.vanish.length == 2 && move.vanish[1].c != 'a') - this.captured[move.vanish[1].c][move.vanish[1].p]--; + if (move.vanish.length == 2 && move.vanish[1].c != 'a') { + let capturedPiece = move.vanish[1].p; + if (capturedPiece == V.INVISIBLE_QUEEN) capturedPiece = V.QUEEN; + else if (Object.keys(V.IMMOBILIZE_DECODE).includes(capturedPiece)) + capturedPiece = V.IMMOBILIZE_DECODE[capturedPiece]; + this.captured[move.vanish[1].c][capturedPiece]--; + } else if (move.vanish.length == 0) { if (move.appear.length == 0 || move.appear[0].c == 'a') return; // A piece was back on board @@ -1298,16 +1320,8 @@ export class ChakartRules extends ChessRules { return [move1, move2]; } - // TODO: king chomped, king koopa: notation is incomplete. - // Also, king boo effect should be better written like "e4Sg1". - // Toadette placements on bonus square are badly written as well. getNotation(move) { - if (move.vanish.length == 0) { - if (move.appear.length == 0) return "-"; - const piece = - move.appear[0].p != V.PAWN ? move.appear[0].p.toUpperCase() : ""; - return piece + "@" + V.CoordsToSquare(move.end); - } + if (move.vanish.length == 0 && move.appear.length == 0) return "-"; if ( !move.end.effect && move.appear.length > 0 && @@ -1316,27 +1330,46 @@ export class ChakartRules extends ChessRules { return "Q??"; } const finalSquare = V.CoordsToSquare(move.end); - let piece = undefined; - if (move.appear.length == 0) { - piece = this.getPiece(move.start.x, move.start.y); - if (piece == V.KING) return "Kx" + finalSquare; - // Koopa or Chomp: + // Next condition also includes Toadette placements: + if (move.appear.length > 0 && move.vanish.every(a => a.c == 'a')) { + const piece = + move.appear[0].p != V.PAWN ? move.appear[0].p.toUpperCase() : ""; + return piece + "@" + finalSquare; + } + else if (move.appear.length == 0) { + const piece = this.getPiece(move.start.x, move.start.y); + if (piece == V.KING && !move.end.effect) + // King remote capture + return "Kx" + finalSquare; + // Koopa or Chomp, or loopback after bananas, bombs & mushrooms: return ( piece.toUpperCase() + "x" + finalSquare + - "*" + (move.end.effect == "koopa" ? "K" : "C") + ( + !!move.end.effect + ? "*" + (move.end.effect == "koopa" ? "K" : "C") + : "" + ) ); } - else if ( + if ( move.appear.length == 1 && move.vanish.length == 1 && move.appear[0].c == 'a' && move.vanish[0].c == 'a' ) { // Bonus replacement: - piece = move.appear[0].p.toUpperCase(); - return piece + "@" + finalSquare; + return move.appear[0].p.toUpperCase() + "@" + finalSquare; } - piece = move.vanish[0].p; + if ( + move.appear.length == 2 && + move.vanish.length == 2 && + move.appear.every(a => a.c != 'a') && + move.vanish.every(v => v.c != 'a') + ) { + // King Boo exchange + return move.vanish[1].p.toUpperCase() + finalSquare; + } + const piece = move.vanish[0].p; let notation = undefined; if (piece == V.PAWN) { // Pawn move @@ -1371,10 +1404,11 @@ export class ChakartRules extends ChessRules { notation += "*M"; break; case "luigi": - notation += "*L"; - break; case "waluigi": - notation += "*W"; + const lastAppear = move.appear[move.appear.length - 1]; + const effectOn = + V.CoordsToSquare({ x: lastAppear.x, y : lastAppear.y }); + notation += "*" + move.end.effect[0].toUpperCase() + effectOn; break; } }