More clean-up and correctness. More castling work
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parent
44c493c035
commit
4d927e1866
115
src/index.js
115
src/index.js
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@ -28,6 +28,10 @@ const Images = [
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'./black_king.svg',
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];
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function range(n) {
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return Array.from(Array(n).keys());
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}
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function isBlack(piece) {
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return piece != null && piece.color === BLACK;
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}
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@ -231,13 +235,13 @@ class Board extends React.Component {
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}
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if (isPawn(piece)) {
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let pieceIsBlack = isBlack(piece);
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let shift = pieceIsBlack ? -1 : 1;
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let startLine = pieceIsBlack ? 6 : 1;
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const pieceIsBlack = isBlack(piece);
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const shift = pieceIsBlack ? -1 : 1;
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const startLine = pieceIsBlack ? 6 : 1;
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// Check for en passant
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let left = this.pieceAt(x - 1, y);
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let right = this.pieceAt(x + 1, y);
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const left = this.pieceAt(x - 1, y);
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const right = this.pieceAt(x + 1, y);
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if (left != null && left.passantable && left.color !== piece.color) {
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moves.push({x: x - 1, y: y + shift, passant: {x: x - 1, y}})
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}
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@ -268,28 +272,40 @@ class Board extends React.Component {
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addBunch(n => {return x + n;}, n => {return y - n;});
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addBunch(n => {return x - n;}, n => {return y - n;});
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} else if (isQueen(piece)) {
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let [rook, bishop] =
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const [rook, bishop] =
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[new Piece(piece.color, ROOK), new Piece(piece.color, BISHOP)];
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moves = moves.concat(this.getValidMovesAt(rook, x, y));
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moves = moves.concat(this.getValidMovesAt(bishop, x, y));
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} else if (isKnight(piece)) {
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let deltas = [
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[
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[2, 1], [2, -1], [-2, 1], [-2, -1],
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[1, 2], [1, -2], [-1, 2], [-1, -2],
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];
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deltas.forEach(delta => tryAddMove(x + delta[0], y + delta[1]));
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].forEach(delta => tryAddMove(x + delta[0], y + delta[1]));
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} else if (isKing(piece)) {
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let deltas = [
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[1, 1], [1, -1], [-1, 1], [-1, -1], [0, 1], [0, -1], [1, 0], [-1, 0]
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];
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deltas.forEach(delta => tryAddMove(x + delta[0], y + delta[1]));
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[[1, 1], [1, -1], [-1, 1], [-1, -1], [0, 1], [0, -1], [1, 0], [-1, 0]]
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.forEach(delta => tryAddMove(x + delta[0], y + delta[1]));
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if (piece.moves === 0) {
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const [x, y] = this.getXandY(this.findIndex(piece));
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let leftRook = this.pieceAt(0, y);
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if(isRook(leftRook) && leftRook.moves === 0) {
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// Check if between space puts king in check
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// Check if spaces between rook and king are empty
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// add move(x: x - 2, y, castle: [x, y])
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}
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let rightRook = this.pieceAt(7, y);
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if(isRook(rightRook) && rightRook.moves === 0) {
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// Check if between space puts king in check
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// Check if spaces between rook and king are empty
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// add move(x: x + 2, y, castle: [x, y])
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}
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}
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}
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return moves;
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}
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findIndex(piece) {
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for(let i = 0; i < this.squareCount(); i++) {
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let check = this.state.squares[i];
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const check = this.state.squares[i];
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if(check && check.type === piece.type && check.color === piece.color) {
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return i;
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}
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@ -298,8 +314,8 @@ class Board extends React.Component {
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}
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distanceBetween(i1, i2) {
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let [pos1X, pos1Y] = this.getXandY(i1);
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let [pos2X, pos2Y] = this.getXandY(i2);
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const [pos1X, pos1Y] = this.getXandY(i1);
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const [pos2X, pos2Y] = this.getXandY(i2);
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let a = pos1X - pos2X;
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a = a * a;
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@ -311,12 +327,12 @@ class Board extends React.Component {
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}
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inCheck(piece) {
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let kingPos = this.getXandY(this.findIndex(piece));
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const kingPos = this.getXandY(this.findIndex(piece));
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for(let i = 0; i < this.squareCount(); i++) {
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let [x, y] = this.getXandY(i);
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const [x, y] = this.getXandY(i);
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if(this.isEnemyOf(piece, x, y)) {
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let moves = this.getValidMoves(i);
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const moves = this.getValidMoves(i);
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for(let j = 0; j < moves.length; j++) {
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if(moves[j].x === kingPos[0] && moves[j].y === kingPos[1]) {
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return piece;
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@ -329,26 +345,26 @@ class Board extends React.Component {
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}
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whoInCheck() {
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let blackKing = this.inCheck(new Piece(BLACK, KING));
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const blackKing = this.inCheck(new Piece(BLACK, KING));
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return blackKing ? blackKing : this.inCheck(new Piece(WHITE, KING));
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}
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checkmate() {
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let checkedKing = this.whoInCheck();
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const checkedKing = this.whoInCheck();
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if (checkedKing != null) {
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// For each square
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for(let i = 0; i < this.squareCount(); i++) {
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let piece = this.squareAt(i);
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const piece = this.squareAt(i);
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// If that piece is on the checked team
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if (piece != null && isBlack(piece) === isBlack(checkedKing)) {
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// For each move of the above piece
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let moves = this.getValidMoves(i)
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for(let move of moves) {
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const moves = this.getValidMoves(i)
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for(const move of moves) {
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// Copy the board
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let board = this.clone();
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const board = this.clone();
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board.state.squares[board.getIndex(move.x, move.y)] = board.state.squares[i];
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board.state.squares[i] = null;
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let check = board.inCheck(checkedKing);
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const check = board.inCheck(checkedKing);
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if (check == null || check.color !== checkedKing.color) {
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return false;
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}
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@ -362,16 +378,16 @@ class Board extends React.Component {
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}
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getValidMoves(source) {
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let [x, y] = this.getXandY(source);
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const [x, y] = this.getXandY(source);
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let piece = this.squareAt(source);
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const piece = this.squareAt(source);
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return this.getValidMovesAt(piece, x, y);
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}
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isValidMove(source, dest) {
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let [destX, destY] = this.getXandY(dest);
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const [destX, destY] = this.getXandY(dest);
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for (let move of this.getValidMoves(source)) {
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for (const move of this.getValidMoves(source)) {
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if (destX === move.x && destY === move.y) {
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return move;
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}
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@ -390,7 +406,7 @@ class Board extends React.Component {
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makeMove(from, to) {
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const squares = this.state.squares.slice();
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let move = this.isValidMove(from, to)
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const move = this.isValidMove(from, to)
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if (move) {
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if (move.passant) {
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squares[this.getIndex(move.passant.x, move.passant.y)] = null;
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@ -404,7 +420,7 @@ class Board extends React.Component {
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if (move.passantable) {
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squares[from].passantable = true;
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}
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let y = this.getXandY(to)[1];
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const y = this.getXandY(to)[1];
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squares[to] = squares[from];
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squares[from] = null;
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if (squares[to].type === PAWN && (y === 0 || y === 7)) {
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@ -433,7 +449,7 @@ class Board extends React.Component {
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board.state.squares[i] = board.state.squares[board.heldPiece()];
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board.state.squares[this.heldPiece()] = null;
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let moversKing = this.state.blackIsNext ?
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const moversKing = this.state.blackIsNext ?
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new Piece(BLACK, KING) : new Piece(WHITE, KING);
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if (board.inCheck(moversKing) != null) {
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return;
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@ -444,7 +460,7 @@ class Board extends React.Component {
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});
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}
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} else if (this.state.squares[i] != null) {
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let isSquareBlack = isBlack(this.state.squares[i]);
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const isSquareBlack = isBlack(this.state.squares[i]);
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if(isSquareBlack === this.state.blackIsNext) {
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this.setHand({
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heldPiece: i,
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@ -454,10 +470,8 @@ class Board extends React.Component {
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}
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renderSquare(i) {
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let plainBg = (i + (Math.floor(i / 8))) % 2 === 0 ?
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"white" : "#666";
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let bgColor = this.heldPiece() === i ?
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"#5D98E6" : plainBg;
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const plainBg = (i + (Math.floor(i / 8))) % 2 === 0 ? "white" : "#666";
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const bgColor = this.heldPiece() === i ? "#5D98E6" : plainBg;
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return (
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<Square
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key={"square-" + i}
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@ -471,32 +485,27 @@ class Board extends React.Component {
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row(r) {
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const i = r * 8;
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return (
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<div className="board-row" key={"row=" + r}> {
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[0, 1, 2, 3, 4, 5, 6, 7]
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.map(n => this.renderSquare(n + i))
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} </div>
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<div className="board-row" key={"row=" + r}>
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{range(8).map(n => this.renderSquare(n + i))}
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</div>
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);
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}
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render() {
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let checkMsg = this.whoInCheck() ? "Check! " : "";
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let isCheckmate = this.checkmate();
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let namedPlayer = isCheckmate ?
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const checkMsg = this.whoInCheck() ? "Check! " : "";
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const isCheckmate = this.checkmate();
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const namedPlayer = isCheckmate ?
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!this.state.blackIsNext : this.state.blackIsNext
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let color = namedPlayer ? 'Black' : 'White';
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const color = namedPlayer ? 'Black' : 'White';
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const status = isCheckmate ? "Checkmate! " + color + " Wins!" :
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checkMsg + color + "'s Turn";
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let texttext =
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return (
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<div style={{textAlign: `center`,}}>
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<div className="status"><h1>{status}</h1></div>
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{[0, 1, 2, 3, 4, 5, 6, 7]
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.map(n => this.row(n))}
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{range(8).map(n => this.row(n))}
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</div>
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;
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return (
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texttext
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);
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}
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}
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