From: Benjamin Auder Date: Sun, 22 Mar 2020 12:25:26 +0000 (+0100) Subject: Fix duplicated moves in Cylinder and Circular chess X-Git-Url: https://git.auder.net/variants/img/pieces/scripts/doc/DESCRIPTION?a=commitdiff_plain;h=a8f0bbcb3808c8a8af548ab335c61674cffcb6c3;p=vchess.git Fix duplicated moves in Cylinder and Circular chess --- diff --git a/client/src/variants/Circular.js b/client/src/variants/Circular.js index 4338c91f..73f87aaa 100644 --- a/client/src/variants/Circular.js +++ b/client/src/variants/Circular.js @@ -79,7 +79,10 @@ export class CircularRules extends ChessRules { getSlideNJumpMoves([x, y], steps, oneStep) { let moves = []; + // Don't add move twice when running on an infinite file: + let infiniteSteps = {}; outerLoop: for (let step of steps) { + if (!!infiniteSteps[(-step[0]) + "." + (-step[1])]) continue; let i = V.ComputeX(x + step[0]); let j = y + step[1]; while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { @@ -88,8 +91,13 @@ export class CircularRules extends ChessRules { i = V.ComputeX(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])); + if (V.OnBoard(i, j)) { + if (i == x && j == y) + // Looped back onto initial square + infiniteSteps[step[0] + "." + step[1]] = true; + else if (this.canTake([x, y], [i, j])) + moves.push(this.getBasicMove([x, y], [i, j])); + } } return moves; } diff --git a/client/src/variants/Cylinder.js b/client/src/variants/Cylinder.js index f26f3e62..2324bdcf 100644 --- a/client/src/variants/Cylinder.js +++ b/client/src/variants/Cylinder.js @@ -13,7 +13,10 @@ export class CylinderRules extends ChessRules { getSlideNJumpMoves([x, y], steps, oneStep) { let moves = []; + // Don't add move twice when running on an infinite rank: + let infiniteSteps = {}; outerLoop: for (let step of steps) { + if (!!infiniteSteps[(-step[0]) + "." + (-step[1])]) continue; let i = x + step[0]; let j = V.ComputeY(y + step[1]); while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { @@ -22,8 +25,13 @@ export class CylinderRules extends ChessRules { i += step[0]; j = V.ComputeY(j + step[1]); } - if (V.OnBoard(i, j) && this.canTake([x, y], [i, j])) - moves.push(this.getBasicMove([x, y], [i, j])); + if (V.OnBoard(i, j)) { + if (i == x && j == y) + // Looped back onto initial square + infiniteSteps[step[0] + "." + step[1]] = true; + else if (this.canTake([x, y], [i, j])) + moves.push(this.getBasicMove([x, y], [i, j])); + } } return moves; }