No need to make new variables when stuff is handled

This commit is contained in:
Dragon Fire
2021-02-07 14:47:44 -05:00
parent d9b31cca71
commit 86bde7c128
+8 -20
View File
@@ -71,7 +71,6 @@ module.exports = class ChessCommand extends Command {
let blackTime = time === 0 ? Infinity : time * 60000;
let whitePlayer = msg.author;
let blackPlayer = opponent;
let fiftyRuleMove = 0;
if (resumeGame) {
await msg.reply(stripIndents`
You have a saved game, do you want to resume it?
@@ -86,7 +85,6 @@ module.exports = class ChessCommand extends Command {
blackTime = data.blackTime === -1 ? Infinity : data.blackTime;
whitePlayer = data.color === 'white' ? msg.author : opponent;
blackPlayer = data.color === 'black' ? msg.author : opponent;
fiftyRuleMove = data.fiftyRuleMove;
await this.client.redis.del(`chess-${msg.author.id}`);
} catch {
await msg.reply('An error occurred reading your saved game. Deleting it and aborting...');
@@ -95,7 +93,6 @@ module.exports = class ChessCommand extends Command {
blackTime = time * 60000;
whitePlayer = msg.author;
blackPlayer = opponent;
fiftyRuleMove = 0;
await this.client.redis.del(`chess-${msg.author.id}`);
}
} else {
@@ -106,8 +103,7 @@ module.exports = class ChessCommand extends Command {
}
let prevPieces = null;
let saved = false;
let stalemate = false;
while (!game.exportJson().checkMate && fiftyRuleMove <= 50 && !stalemate) {
while (!game.exportJson().isFinished && game.exportJson().halfMove <= 50) {
const gameState = game.exportJson();
const user = gameState.turn === 'black' ? blackPlayer : whitePlayer;
const userTime = gameState.turn === 'black' ? blackTime : whiteTime;
@@ -175,8 +171,7 @@ module.exports = class ChessCommand extends Command {
game,
blackTime,
whiteTime,
whitePlayer.id === author.id ? 'white' : 'black',
fiftyRuleMove
whitePlayer.id === author.id ? 'white' : 'black'
)
);
saved = true;
@@ -187,18 +182,12 @@ module.exports = class ChessCommand extends Command {
if (gameState.turn === 'white') whiteTime -= timeTaken - 5000;
const choice = this.parseSAN(gameState, moves, turn.first().content.toUpperCase().match(turnRegex));
const pawnMoved = gameState.pieces[choice[0]].toUpperCase() === 'P';
if (pawnMoved) {
fiftyRuleMove = 0;
} else {
fiftyRuleMove++;
}
game.move(choice[0], choice[1]);
if (pawnMoved && choice[1].endsWith(gameState.turn === 'white' ? '8' : '1')) {
game.board.configuration.pieces[choice[1]] = gameState.turn === 'white'
? choice[2]
: choice[2].toLowerCase();
}
if (!Object.keys(game.moves()).length) stalemate = true;
}
}
this.client.games.delete(msg.channel.id);
@@ -209,15 +198,15 @@ module.exports = class ChessCommand extends Command {
If you want to delete your saved game, use ${this.client.registry.commands.get('chess-delete').usage()}.
`);
}
if (fiftyRuleMove > 50) return msg.say('Due to the fifty move rule, this game is a draw.');
const gameState = game.exportJson();
const winner = gameState.turn === 'black' ? whitePlayer : blackPlayer;
if (stalemate) {
if (gameState.halfMove > 50) return msg.say('Due to the fifty move rule, this game is a draw.');
if (!gameState.isFinished) return msg.say('Game ended due to forfeit.');
if (!gameState.checkMate && gameState.isFinished) {
return msg.say('Stalemate! This game is a draw.', {
files: [{ attachment: this.displayBoard(gameState, prevPieces), name: 'chess.png' }]
});
}
if (!gameState.checkMate) return msg.say('Game ended due to forfeit.');
const winner = gameState.turn === 'black' ? whitePlayer : blackPlayer;
return msg.say(`Checkmate! Congrats, ${winner}!`, {
files: [{ attachment: this.displayBoard(gameState, prevPieces), name: 'chess.png' }]
});
@@ -357,13 +346,12 @@ module.exports = class ChessCommand extends Command {
return { name, color };
}
exportGame(game, blackTime, whiteTime, playerColor, fiftyRuleMove) {
exportGame(game, blackTime, whiteTime, playerColor) {
return JSON.stringify({
fen: game.exportFEN(),
blackTime: blackTime === Infinity ? -1 : blackTime,
whiteTime: whiteTime === Infinity ? -1 : whiteTime,
color: playerColor,
fiftyRuleMove
color: playerColor
});
}
};