From: Benjamin Auder Date: Sun, 26 Apr 2020 12:53:17 +0000 (+0200) Subject: Finish Chakart. Debug now X-Git-Url: https://git.auder.net/variants/current/css/img/pieces/common.css?a=commitdiff_plain;h=15d6904394c63102e7865b5537eb3b533e3ac06f;p=vchess.git Finish Chakart. Debug now --- diff --git a/client/src/base_rules.js b/client/src/base_rules.js index cfb8f841..95a90cf7 100644 --- a/client/src/base_rules.js +++ b/client/src/base_rules.js @@ -743,8 +743,7 @@ export const ChessRules = class ChessRules { if (x2 == lastRank) { // promotions arg: special override for Hiddenqueen variant if (!!promotions) finalPieces = promotions; - else if (!!V.PawnSpecs.promotions) - finalPieces = V.PawnSpecs.promotions; + else if (!!V.PawnSpecs.promotions) finalPieces = V.PawnSpecs.promotions; } let tr = null; for (let piece of finalPieces) { @@ -793,10 +792,7 @@ export const ChessRules = class ChessRules { // Captures if (V.PawnSpecs.canCapture) { for (let shiftY of [-1, 1]) { - if ( - y + shiftY >= 0 && - y + shiftY < sizeY - ) { + if (y + shiftY >= 0 && y + shiftY < sizeY) { if ( this.board[x + shiftX][y + shiftY] != V.EMPTY && this.canTake([x, y], [x + shiftX, y + shiftY]) diff --git a/client/src/variants/Chakart.js b/client/src/variants/Chakart.js index a2106e48..cc7affd5 100644 --- a/client/src/variants/Chakart.js +++ b/client/src/variants/Chakart.js @@ -1,5 +1,6 @@ import { ChessRules, Move, PiPo } from "@/base_rules"; import { SuicideRules } from "@/variants/Suicide"; +import { randInt } from "@/utils/alea"; export class ChakartRules extends ChessRules { static get PawnSpecs() { @@ -66,7 +67,7 @@ export class ChakartRules extends ChessRules { // Fictive color 'a', bomb banana mushroom egg static get BOMB() { - // Doesn't collide with bishop because color 'a' + // Doesn't collide with bishop because color is 'a' return 'b'; } static get BANANA() { @@ -145,7 +146,7 @@ export class ChakartRules extends ChessRules { for (let c of ["w", "b"]) { for (let p of ['k', 'q']) { this.powerFlags[c][p] = - fenFlags.charAt((c == "w" ? 0 : 2) + (p == 'k' ? 0 : 1)) == "1"; + fenflags.charAt((c == "w" ? 0 : 2) + (p == 'k' ? 0 : 1)) == "1"; } } } @@ -177,7 +178,10 @@ export class ChakartRules extends ChessRules { return counts.join(""); } + scanKings() {} + setOtherVariables(fen) { + super.setOtherVariables(fen); const fenParsed = V.ParseFen(fen); // Initialize captured pieces' counts from FEN this.captured = { @@ -288,22 +292,312 @@ export class ChakartRules extends ChessRules { } } + // Helper for getBasicMove() + getRandomSquare([x, y], steps) { + const validSteps = steps.filter(s => { + const [i, j] = [x + s[0], y + s[1]]; + return ( + V.OnBoard(i, j) && + (this.board[i][j] == V.EMPTY || this.getColor(i, j) == 'a') + ); + }); + if (validSteps.length == 0) + // Can happen after mushroom jump + return [x, y]; + const step = validSteps[randInt(validSteps.length)]; + return [x + step[0], y + step[1]]; + } + getBasicMove([x1, y1], [x2, y2], tr) { - // TODO: if this.subTurn == 2 :: no mushroom effect - // (first, transformation. then:) // Apply mushroom, bomb or banana effect (hidden to the player). // Determine egg effect, too, and apply its first part if possible. - // add egg + add mushroom for pawns. - let move = super.getBasicMove([x1, y1], [x2, y2]); - // TODO + let move = super.getBasicMove([x1, y1], [x2, y2], tr); + const color1 = this.getColor(x1, y1); + const color2 = this.getColor(x2, y2); + const piece1 = this.getPiece(x1, y1); + const piece2 = this.getPiece(x2, y2); + const oppCol = V.GetOppCol(color1); + if ( + [V.PAWN, V.KNIGHT].includes(piece1) && + (color2 != 'a' || !([V.BANANA, V.BOMB].includes(piece2))) + ) { + switch (piece1) { + case V.PAWN: { + const twoSquaresMove = (Math.abs(x2 - x1) == 2); + const mushroomX = x1 + (twoSquaresMove ? (x2 - x1) / 2 : 0); + move.appear.push( + new PiPo({ + x: mushroomX, + y: y1, + c: 'a', + p: V.MUSHROOM + }) + ); + if (this.getColor(mushroomX, y1) == 'a') { + move.vanish.push( + new PiPo({ + x: mushroomX, + y: y1, + c: 'a', + p: this.getPiece(mushroomX, y1) + }) + ); + } + break; + } + case V.KNIGHT: { + const deltaX = Math.abs(x2 - x1); + const deltaY = Math.abs(y2 - y1); + const eggSquare = [ + x1 + (deltaX == 2 ? (x2 - x1) / 2 : 0), + y1 + (deltaY == 2 ? (y2 - y1) / 2 : 0) + ]; + if ( + this.board[eggSquare[0]][eggSquare[1]] == V.EMPTY || + this.getColor(eggSquare[0], eggSquare[1]) == 'a' + ) { + move.appear.push( + new PiPo({ + x: eggSquare[0], + y: eggSquare[1], + c: 'a', + p: V.EGG + }) + ); + if (this.getColor(eggSquare[0], eggSquare[1]) == 'a') { + move.vanish.push( + new PiPo({ + x: eggSquare[0], + y: eggSquare[1], + c: 'a', + p: this.getPiece(eggSquare[0], eggSquare[1]) + }) + ); + } + } + break; + } + } + } + const applyBeffect = (steps) => { + const [x, y] = [move.appear[0].x, move.appear[0].y]; + const moveTo = this.getRandomSquare([x, y], steps); + move.appear[0].x = moveTo[0]; + move.appear[0].y = moveTo[1]; + }; + // For (wa)luigi effect: + const changePieceColor = (color) => { + let pieces = []; + 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 + ) { + const piece = this.getPiece(i, j); + if (piece != V.KING) + pieces.push({ x: i, y: j, p: piece }); + } + } + } + const cp = pieces[randInt(pieces.length)]; + move.vanish.push( + new PiPo({ + x: cp.x, + y: cp.y, + c: color, + p: cp.p + }) + ); + move.appear.push( + new PiPo({ + x: cp.x, + y: cp.y, + c: V.GetOppCol(color), + p: cp.p + }) + ); + }; + const applyEggEffect = () => { + if (this.subTurn == 1) { + // 1) Determine the effect (some may be impossible) + let effects = ["kingboo", "koopa", "chomp", "bowser"]; + if (this.captured[color1].some(c => c >= 1)) + effects.push("toadette"); + V.PlayOnBoard(this.board, move); + const canPlayAgain = this.getPotentialMovesFrom([x2, y2]).length > 0; + V.UndoOnBoard(this.board, move); + if (canPlayAgain) effects.push("daisy"); + if ( + board.some(b => + b.some(cell => cell[0] == oppCol && cell[1] != V.KING)) + ) { + effects.push("luigi"); + } + if ( + board.some(b => + b.some(cell => cell[0] == color1 && cell[1] != V.KING)) + ) { + effects.push("waluigi"); + } + const effect = effects[randInd(effects.length)]; + // 2) Apply it if possible, or set move.end.effect + if (["kingboo", "toadette", "daisy"].includes(effect)) + move.end.effect = effect; + else { + switch (effect) { + case "koopa": + move.appear[0].x = x1; + move.appear[0].y = y1; + break; + case "chomp": + move.appear.unshift(); + break; + case "bowser": + move.appear[0].p = V.IMMOBILIZE_CODE[piece1]; + break; + case "luigi": + changePieceColor(oppCol); + break; + case "waluigi": + changePieceColor(color1); + break; + } + } + } + }; + const applyMushroomEffect = () => { + if ([V.PAWN, V.KING, V.KNIGHT].includes(piece1)) { + // Just make another similar step, if possible (non-capturing) + const [i, j] = [ + move.appear[0].x + 2 * (x2 - x1), + move.appear[0].y + 2 * (y2 - y1) + ]; + if ( + V.OnBoard(i, j) && + (this.board[i][j] == V.EMPTY || this.getColor(i, j) == 'a') + ) { + move.appear[0].x = i; + move.appear[0].y = j; + if (this.board[i][j] != V.EMPTY) { + const object = this.getPiece(i, j); + move.vanish.push( + new PiPo({ + x: i, + y: j, + c: 'a', + p: object + }) + ); + switch (object) { + case V.BANANA: + applyBeffect(V.steps[V.ROOK]); + break; + case V.BOMB: + applyBeffect(V.steps[V.BISHOP]); + break; + case V.EGG: + applyEggEffect(); + break; + case V.MUSHROOM: + applyMushroomEffect(); + break; + } + } + } + } + else { + // Queen, bishop or rook: + const step = [ + (x2 - x1) / Math.abs(x2 - x1) || 0, + (y2 - y1) / Math.abs(y2 - y1) || 0 + ]; + const next = [move.appear[0].x + step[0], move.appear[0].y + step[1]]; + if ( + V.OnBoard(next[0], next[1]) && + this.board[next[0]][next[1]] != V.EMPTY && + this.getColor(next[0], next[1]) != 'a' + ) { + const afterNext = [next[0] + step[0], next[1] + step[1]]; + if ( + V.OnBoard(afterNext[0], afterNext[1]) && + ( + this.board[afterNext[0]][afterNext[1]] == V.EMPTY || + this.getColor(afterNext[0], afterNext[1]) == 'a' + ) + ) { + move.appear[0].x = afterNext[0]; + move.appear[0].y = afterNext[1]; + if (this.board[afterNext[0]][afterNext[1]] != V.EMPTY) { + const object = this.getPiece(afterNext[0], afterNext[1]); + move.vanish.push( + new PiPo({ + x: afterNext[0], + y: afterNext[0], + c: 'a', + p: object + }) + ); + switch (object) { + case V.BANANA: + applyBeffect(V.steps[V.ROOK]); + break; + case V.BOMB: + applyBeffect(V.steps[V.BISHOP]); + break; + case V.EGG: + applyEggEffect(); + break; + case V.MUSHROOM: + applyMushroomEffect(); + break; + } + } + } + } + } + }; + if (color2 == 'a') { + switch (piece2) { + 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: + if (this.subTurn == 1) { + // No egg effect at subTurn 2 + if ([V.ROOK, V.BISHOP].includes(piece1)) { + // Drop a bomb or banana at random, because even if bonus is + // "play again" nothing can be done after next move. + const steps = V.steps[piece1 == V.ROOK ? V.BISHOP : V.ROOK]; + const object = (piece1 == V.ROOK ? V.BANANA : V.BOMB); + const dropOn = this.getRandomSquare([x, y], steps); + move.appear.push( + new PiPo({ + x: dropOn[0], + y: dropOn[1], + c: 'a', + p: object + }) + ); + } + applyEggEffect(); + } + break; + } + } + else if ( + this.subTurn == 1 && + [V.ROOK, V.BISHOP].includes(piece1) + ) { + move.end.effect = 0; + } return move; - // Infer move type based on its effects (used to decide subTurn 1 --> 2) - // --> impossible étant donné juste first part (egg --> effect?) - // => stocker l'effet (i, ii ou iii) dans le coup directement, - // Pas terrible, mais y'aura pas 36 variantes comme ça. Disons end.effect == 0, 1, 2 ou 3 - // 0 => tour ou fou, pose potentielle. - // If queen can be invisible, add move same start + end but final type changes - // set move.end.effect (if subTurn --> 2) } getEnpassantCaptures([x, y], shiftX) { @@ -327,6 +621,42 @@ export class ChakartRules extends ChessRules { return !!enpassantMove ? [enpassantMove] : []; } + getPotentialPawnMoves([x, y]) { + const color = this.turn; + const oppCol = V.GetOppCol(color); + const [sizeX, sizeY] = [V.size.x, V.size.y]; + const shiftX = V.PawnSpecs.directions[color]; + const firstRank = (color == "w" ? sizeX - 1 : 0); + let moves = []; + if ( + this.board[x + shiftX][y] == V.EMPTY || + this.getColor(x + shiftX, y) == 'a' + ) { + this.addPawnMoves([x, y], [x + shiftX, y], moves); + if ( + [firstRank, firstRank + shiftX].includes(x) && + this.board[x + 2 * shiftX][y] == V.EMPTY + ) { + moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y])); + } + } + for (let shiftY of [-1, 1]) { + if ( + y + shiftY >= 0 && + y + shiftY < sizeY && + this.board[x + shiftX][y + shiftY] != V.EMPTY && + this.getColor(x + shiftX, y + shiftY) == oppCol + ) { + this.addPawnMoves([x, y], [x + shiftX, y + shiftY], moves); + } + } + Array.prototype.push.apply( + moves, + this.getEnpassantCaptures([x, y], shiftX) + ); + return moves; + } + getPotentialQueenMoves(sq) { const normalMoves = super.getPotentialQueenMoves(sq); // If flag allows it, add 'invisible movements' @@ -402,8 +732,80 @@ export class ChakartRules extends ChessRules { let moves = []; const L = this.firstMove.length; const fm = this.firstMove[L-1]; - //switch (fm.end.effect) { - // case 0: //... + switch (fm.end.effect) { + case 0: + moves.push({ + start: { x: -1, y: -1 }, + end: { x: -1, y: -1 }, + appear: [], + vanish: [] + }); + for ( + let step of + (fm.vanish[0].p == V.ROOK ? V.steps[V.BISHOP] : V.steps[V.ROOK]) + ) { + const [i, j] = [fm.end.x + step[0], fm.end.y + step[1]]; + if ( + V.OnBoard(i, j) && + (this.board[i][j] == V.EMPTY || this.getColor(i, j) == 'a') + ) { + let m = new Move({ + start: { x: -1, y: -1 }, + end: { x: i, y: j }, + appear: [ + new PiPo({ + x: i, + y: j, + c: 'a', + p: (fm.vanish[0].p == V.ROOK ? V.BANANA : V.BOMB) + }) + ], + vanish: [] + }); + if (this.board[i][j] != V.EMPTY) { + m.vanish.push( + new PiPo({ x: i, y: j, c: 'a', p: this.getPiece(i, j) })); + } + moves.push(m); + } + } + break; + case 1: { + const [x, y] = [fm.end.x, fm.end.y]; + for (let i=0; i<8; i++) { + for (let j=0; j<8; j++) { + const colIJ = this.getColor(i, j); + if ( + i != x && + j != y && + this.board[i][j] != V.EMPTY && + colIJ != 'a' + ) { + const movedUnit = new PiPo({ + x: x, + y: y, + c: colIJ, + p: this.getPiece(i, j) + }); + let mMove = this.getBasicMove([x, y], [i, j]); + mMove.appear.push(movedUnit); + moves.push(mMove); + } + } + } + break; + } + case 2: { + const x = V.size.x + (this.turn == 'w' ? 0 : 1); + for (let y = 0; y < 8; y++) + Array.prototype.push.apply(moves, this.getReserveMoves([x, y])); + break; + } + case 3: + moves = super.getPotentialMovesFrom([fm.end.x, fm.end.y]); + break; + } + return moves; } doClick(square) { @@ -425,13 +827,13 @@ export class ChakartRules extends ChessRules { }; } if ( - this.board[x][y] == V.EMPTY && + (this.board[x][y] == V.EMPTY || this.getColor(x, y) == 'a') && ( (fm.vanish[0].p == V.ROOK && deltaX == 1 && deltaY == 1) || (fm.vanish[0].p == V.BISHOP && deltaX + deltaY == 1) ) ) { - return new Move({ + let m = new Move({ start: { x: -1, y: -1 }, end: { x: x, y: y }, appear: [ @@ -444,6 +846,11 @@ export class ChakartRules extends ChessRules { ], vanish: [] }); + if (this.board[x][y] != V.EMPTY) { + m.vanish.push( + new PiPo({ x: x, y: y, c: 'a', p: this.getPiece(x, y) })); + } + return m; } return null; } @@ -452,43 +859,110 @@ export class ChakartRules extends ChessRules { move.flags = JSON.stringify(this.aggregateFlags()); this.epSquares.push(this.getEpSquare(move)); V.PlayOnBoard(this.board, move); + move.turn = [this.turn, this.subTurn]; if (move.end.effect !== undefined) { this.firstMove.push(move); this.subTurn = 2; - if (move.end.effect == 2) this.reserve = this.captured; } else { this.turn = V.GetOppCol(this.turn); + this.movesCount++; this.subTurn = 1; - this.reserve = null; } + this.postPlay(move); } postPlay(move) { - if (move.vanish[0].p == V.KING) { } - //si roi et delta >= 2 ou dame et appear invisible queen : turn flag off + if (move.end.effect == 2) this.reserve = this.captured; + else this.reserve = null; if (move.vanish.length == 2 && move.vanish[1].c != 'a') // Capture: update this.captured this.captured[move.vanish[1].c][move.vanish[1].p]++; else if (move.vanish.length == 0) { // A piece is back on board - this.captured[move.vanish[1].c][move.vanish[1].p]++; + this.captured[move.appear[0].c][move.appear[0].p]++; this.reserve = null; } - // si pièce immobilisée de ma couleur : elle redevient utilisable (changer status fin de play) - // TODO: un-immobilize my formerly immobilized piece, if any. - // Make invisible queen visible again, if any opponent invisible queen. + if (this.subTurn == 1) { + // Update flags: + if ( + move.vanish[0].p == V.KING && + ( + Math.abs(move.end.x - move.start.x) >= 2 || + Math.abs(move.end.y - move.start.y) >= 2 + ) + ) { + this.powerFlags[move.vanish[0].c][V.KING] = false; + } + else if ( + move.vanish[0].p == V.QUEEN && + this.getPiece(move.end.x, move.end.y) == V.INVISIBLE_QUEEN + ) { + this.powerFlags[move.vanish[0].c][V.QUEEN] = false; + } + const color = move.vanish[0].c; + const oppCol = V.GetOppCol(color); + if (!(Object.keys(V.IMMOBILIZE_DECODE).includes(move.appear[0].p))) { + // Look for an immobilized piece of my color: it can now move + // Also make opponent invisible queen visible again, if any + for (let i=0; i<8; i++) { + for (let j=0; j<8; j++) { + if (this.board[i][j] != V.EMPTY) { + const colIJ = this.getColor(i, j); + const piece = this.getPiece(i, j); + if ( + colIJ == color && + Object.keys(V.IMMOBILIZE_DECODE).includes(piece) + ) { + this.board[i][j] = color + V.IMMOBILIZE_DECODE[piece]; + move.wasImmobilized = [i, j]; + } + else if ( + colIJ == oppCol && + piece == V.INVISIBLE_QUEEN + ) { + this.board[i][j] = oppCol + V.QUEEN; + move.wasInvisible = [i, j]; + } + } + } + } + } + } } undo(move) { - // TODO: should be easy once end.effect is set in getBasicMove() - if (move.end.effect !== undefined) - this.firstMove.pop(); + this.epSquares.pop(); + this.disaggregateFlags(JSON.parse(move.flags)); + V.UndoOnBoard(this.board, move); + if (move.end.effect !== undefined) this.firstMove.pop(); + else this.movesCount--; + if (this.subTurn == 1) this.movesCount--; + this.turn = move.turn[0]; + this.subTurn = move.turn[1]; + this.postUndo(move); } postUndo(move) { + if (!!move.wasImmobilized) { + const [i, j] = move.wasImmobilized; + this.board[i][j] = + this.getColor(i, j) + V.IMMOBILIZE_CODE[this.getPiece(i, j)]; + } + if (!!move.wasInvisible) { + 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]--; + else if (move.vanish.length == 0) { + // A piece is back on board + this.captured[move.vanish[1].c][move.vanish[1].p]++; + this.reserve = null; + } + if (move.vanish.length == 0) this.reserve = this.captured; + else this.reserve = null; } getCheckSquares() { @@ -524,7 +998,7 @@ export class ChakartRules extends ChessRules { getComputerMove() { // Random mover: const moves = this.getAllValidMoves(); - let move1 = moves[randInt(movs.length)]; + let move1 = moves[randInt(moves.length)]; this.play(move1); let move2 = undefined; if (this.subTurn == 2) { @@ -539,6 +1013,12 @@ export class ChakartRules extends ChessRules { getNotation(move) { // TODO: invisibility used => move notation Q?? // Also, bonus should be clearly indicated + bomb/bananas locations + // TODO: effect name + code to help move notation + if (move.vanish.length == 0) { + const piece = + move.appear[0].p != V.PAWN ? move.appear[0].p.toUpperCase() : ""; + return piece + "@" + V.CoordsToSquare(move.end); + } return super.getNotation(move); } };