anneau done

This commit is contained in:
Didictateur 2025-11-22 19:18:51 +01:00
parent c5ad1fdb6d
commit 1ee35a75a4

112
server.js
View file

@ -56,7 +56,7 @@ function buildDefaultDeck(){
['folie','La pièce sélectionnée peut maintenant faire les déplacements du fou en plus'],
['fortification','La pièce sélectionnée peut maintenant faire les déplacements de la tour en plus'],
['fortification','La pièce sélectionnée peut maintenant faire les déplacements de la tour en plus'],
// ["l'anneau","Le plateau devient un anneau pendant un tour"],
["l'anneau","Le plateau devient un anneau pendant un tour"],
// ['brouillard de guerre','Les joueur ne peuvent voir que au alentour de leurs pièces pendant X tours'],
// ['changer la pièce à capturer','Le joueur choisie la nouvelle pièce jouant le rôle de roi sans la révéler'],
// ['trou de ver','Deux cases du plateau deviennent maintenant la même'],
@ -228,8 +228,8 @@ function computeLegalMoves(room, square){
const deltas = [[1,2],[2,1],[-1,2],[-2,1],[1,-2],[2,-1],[-1,-2],[-2,-1]];
deltas.forEach(([dx,dy])=>{
const tx = x + dx, ty = y + dy;
if(!isInside(tx,ty)) return;
const tsq = coordToSquare(tx,ty);
const tsq = resolveSquareWithAnneau(tx, ty);
if(!tsq) return;
// avoid duplicates
if(moves.some(m => m.to === tsq)) return;
const occ = getPieceAt(tsq);
@ -242,14 +242,45 @@ function computeLegalMoves(room, square){
// detect if this specific piece has a permanent fortification effect (grants rook moves)
const hasFortification = (room.activeCardEffects || []).some(e => e.type === 'fortification' && ((e.pieceId && e.pieceId === piece.id) || e.pieceSquare === square));
// detect if the owner of this piece currently has an active 'anneau' effect
const anneauPlayers = (room.activeCardEffects || []).filter(e => e.type === 'anneau').map(e => e.playerId);
const ownerPlayer = (room.players || []).find(p => (p.color && p.color[0]) === piece.color);
const hasAnneau = ownerPlayer && anneauPlayers.indexOf(ownerPlayer.id) !== -1;
// helper to resolve a target square, allowing horizontal wrap when anneau is active for this piece
function resolveSquareWithAnneau(tx, ty){
// inside bounds
if(isInside(tx, ty)) return coordToSquare(tx, ty);
// allow only horizontal wrap (left/right) when anneau is active for this piece's owner
if(!hasAnneau) return null;
if(ty < 0 || ty >= height) return null; // no vertical wrapping
if(tx < 0 || tx >= width){
const wx = ((tx % width) + width) % width;
return coordToSquare(wx, ty);
}
return null;
}
// helper to add diagonal sliding moves when a piece has been "folié"
function addFolieMoves(){
if(!hasFolie) return;
const dirs = [[1,1],[1,-1],[-1,1],[-1,-1]];
dirs.forEach(([dx,dy])=>{
let tx = x + dx, ty = y + dy;
while(isInside(tx,ty)){
const tsq = coordToSquare(tx,ty);
let wrapped = false;
while(true){
// resolve target square with anneau
let tsq = null;
if(isInside(tx,ty)){
tsq = coordToSquare(tx,ty);
} else if(hasAnneau && (tx < 0 || tx >= width) && ty >= 0 && ty < height && !wrapped){
const wx = ((tx % width) + width) % width;
tsq = coordToSquare(wx, ty);
tx = wx;
wrapped = true;
} else {
break;
}
// avoid duplicates
if(!moves.some(m => m.to === tsq)){
const occ = getPieceAt(tsq);
@ -270,8 +301,19 @@ function computeLegalMoves(room, square){
const dirs = [[1,0],[-1,0],[0,1],[0,-1]];
dirs.forEach(([dx,dy])=>{
let tx = x + dx, ty = y + dy;
while(isInside(tx,ty)){
const tsq = coordToSquare(tx,ty);
let wrapped = false;
while(true){
let tsq = null;
if(isInside(tx,ty)){
tsq = coordToSquare(tx,ty);
} else if(hasAnneau && (tx < 0 || tx >= width) && ty >= 0 && ty < height && !wrapped){
const wx = ((tx % width) + width) % width;
tsq = coordToSquare(wx, ty);
tx = wx;
wrapped = true;
} else {
break;
}
if(!moves.some(m => m.to === tsq)){
const occ = getPieceAt(tsq);
if(!occ){ moves.push({ from: square, to: tsq }); }
@ -301,8 +343,8 @@ function computeLegalMoves(room, square){
}
// captures
[[x-1, y+forward],[x+1, y+forward]].forEach(([tx,ty])=>{
if(!isInside(tx,ty)) return;
const tsq = coordToSquare(tx,ty);
const tsq = resolveSquareWithAnneau(tx, ty);
if(!tsq) return;
const occ = getPieceAt(tsq);
if(occ && occ.color !== color) moves.push({ from: square, to: tsq });
});
@ -314,8 +356,8 @@ function computeLegalMoves(room, square){
const deltas = [[1,2],[2,1],[-1,2],[-2,1],[1,-2],[2,-1],[-1,-2],[-2,-1]];
deltas.forEach(([dx,dy])=>{
const tx = x + dx, ty = y + dy;
if(!isInside(tx,ty)) return;
const tsq = coordToSquare(tx,ty);
const tsq = resolveSquareWithAnneau(tx, ty);
if(!tsq) return;
const occ = getPieceAt(tsq);
if(!occ || occ.color !== color) moves.push({ from: square, to: tsq });
});
@ -333,12 +375,34 @@ function computeLegalMoves(room, square){
directions.forEach(([dx0,dy0])=>{
if(!hasRebond){
// standard sliding behavior
// standard sliding behavior, with optional single horizontal wrap when anneau is active
let tx = x + dx0, ty = y + dy0;
while(isInside(tx,ty)){
const cont = pushIfEmptyOrCapture(tx,ty);
if(!cont) break;
let wrapped = false;
while(true){
// resolve target taking anneau into account
let tsq = null;
if(isInside(tx,ty)){
tsq = coordToSquare(tx,ty);
} else if(hasAnneau && (tx < 0 || tx >= width) && ty >= 0 && ty < height && !wrapped){
const wx = ((tx % width) + width) % width;
tsq = coordToSquare(wx, ty);
// set tx to wrapped coordinate so further increments continue correctly
tx = wx;
wrapped = true;
} else {
break;
}
const occ = getPieceAt(tsq);
if(!occ){
moves.push({ from: square, to: tsq });
// advance current position along the direction
tx += dx0; ty += dy0;
continue;
}
// occupied
if(occ.color !== color) moves.push({ from: square, to: tsq });
break;
}
} else {
// sliding with a single bounce on edges (mirror reflection once)
@ -379,8 +443,8 @@ function computeLegalMoves(room, square){
for(let dx=-1; dx<=1; dx++) for(let dy=-1; dy<=1; dy++){
if(dx === 0 && dy === 0) continue;
const tx = x + dx, ty = y + dy;
if(!isInside(tx,ty)) continue;
const tsq = coordToSquare(tx,ty);
const tsq = resolveSquareWithAnneau(tx, ty);
if(!tsq) continue;
const occ = getPieceAt(tsq);
if(!occ || occ.color !== color) moves.push({ from: square, to: tsq });
}
@ -563,6 +627,11 @@ io.on('connection', (socket) => {
board.version = (board.version || 0) + 1;
board.turn = (board.turn === 'w') ? 'b' : 'w';
// remove any anneau effects that belonged to the player who just finished their turn
try{
room.activeCardEffects = (room.activeCardEffects || []).filter(e => !(e.type === 'anneau' && e.playerId === senderId));
}catch(e){ console.error('clearing anneau effects error', e); }
// at this point the board has been updated and the turn flipped
// determine next player and perform their draw BEFORE broadcasting the move, so the draw happens at the start of their turn
const moved = { playerId: senderId, from, to, boardState: board };
@ -903,6 +972,15 @@ io.on('connection', (socket) => {
played.payload = Object.assign({}, payload, { applied: 'fortification', appliedTo: target });
}catch(e){ console.error('fortification effect error', e); }
}
// anneau: make the board horizontally wrap for the playing player's pieces for this turn
else if(cardId === 'anneau' || (typeof cardId === 'string' && cardId.indexOf('anneau') !== -1)){
try{
// record an anneau effect scoped to the player so their pieces gain wrap behavior
room.activeCardEffects = room.activeCardEffects || [];
room.activeCardEffects.push({ id: played.id, type: 'anneau', playerId: senderId, ts: Date.now() });
played.payload = Object.assign({}, payload, { applied: 'anneau' });
}catch(e){ console.error('anneau effect error', e); }
}
// rebondir: grant a one-time bounce ability to a specific piece (targetSquare required in payload)
else if(cardId === 'rebondir_sur_les_bords' || cardId === 'rebondir' || (typeof cardId === 'string' && cardId.indexOf('rebondir') !== -1)){
try{