mirror of
https://github.com/arthur-pbty/xiao.git
synced 2026-06-05 13:53:12 +02:00
No need to make new variables when stuff is handled
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@@ -71,7 +71,6 @@ module.exports = class ChessCommand extends Command {
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let blackTime = time === 0 ? Infinity : time * 60000;
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let whitePlayer = msg.author;
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let blackPlayer = opponent;
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let fiftyRuleMove = 0;
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if (resumeGame) {
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await msg.reply(stripIndents`
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You have a saved game, do you want to resume it?
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@@ -86,7 +85,6 @@ module.exports = class ChessCommand extends Command {
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blackTime = data.blackTime === -1 ? Infinity : data.blackTime;
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whitePlayer = data.color === 'white' ? msg.author : opponent;
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blackPlayer = data.color === 'black' ? msg.author : opponent;
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fiftyRuleMove = data.fiftyRuleMove;
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await this.client.redis.del(`chess-${msg.author.id}`);
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} catch {
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await msg.reply('An error occurred reading your saved game. Deleting it and aborting...');
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@@ -95,7 +93,6 @@ module.exports = class ChessCommand extends Command {
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blackTime = time * 60000;
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whitePlayer = msg.author;
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blackPlayer = opponent;
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fiftyRuleMove = 0;
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await this.client.redis.del(`chess-${msg.author.id}`);
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}
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} else {
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@@ -106,8 +103,7 @@ module.exports = class ChessCommand extends Command {
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}
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let prevPieces = null;
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let saved = false;
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let stalemate = false;
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while (!game.exportJson().checkMate && fiftyRuleMove <= 50 && !stalemate) {
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while (!game.exportJson().isFinished && game.exportJson().halfMove <= 50) {
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const gameState = game.exportJson();
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const user = gameState.turn === 'black' ? blackPlayer : whitePlayer;
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const userTime = gameState.turn === 'black' ? blackTime : whiteTime;
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@@ -175,8 +171,7 @@ module.exports = class ChessCommand extends Command {
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game,
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blackTime,
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whiteTime,
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whitePlayer.id === author.id ? 'white' : 'black',
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fiftyRuleMove
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whitePlayer.id === author.id ? 'white' : 'black'
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)
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);
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saved = true;
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@@ -187,18 +182,12 @@ module.exports = class ChessCommand extends Command {
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if (gameState.turn === 'white') whiteTime -= timeTaken - 5000;
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const choice = this.parseSAN(gameState, moves, turn.first().content.toUpperCase().match(turnRegex));
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const pawnMoved = gameState.pieces[choice[0]].toUpperCase() === 'P';
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if (pawnMoved) {
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fiftyRuleMove = 0;
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} else {
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fiftyRuleMove++;
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}
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game.move(choice[0], choice[1]);
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if (pawnMoved && choice[1].endsWith(gameState.turn === 'white' ? '8' : '1')) {
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game.board.configuration.pieces[choice[1]] = gameState.turn === 'white'
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? choice[2]
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: choice[2].toLowerCase();
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}
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if (!Object.keys(game.moves()).length) stalemate = true;
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}
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}
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this.client.games.delete(msg.channel.id);
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@@ -209,15 +198,15 @@ module.exports = class ChessCommand extends Command {
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If you want to delete your saved game, use ${this.client.registry.commands.get('chess-delete').usage()}.
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`);
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}
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if (fiftyRuleMove > 50) return msg.say('Due to the fifty move rule, this game is a draw.');
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const gameState = game.exportJson();
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const winner = gameState.turn === 'black' ? whitePlayer : blackPlayer;
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if (stalemate) {
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if (gameState.halfMove > 50) return msg.say('Due to the fifty move rule, this game is a draw.');
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if (!gameState.isFinished) return msg.say('Game ended due to forfeit.');
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if (!gameState.checkMate && gameState.isFinished) {
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return msg.say('Stalemate! This game is a draw.', {
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files: [{ attachment: this.displayBoard(gameState, prevPieces), name: 'chess.png' }]
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});
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}
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if (!gameState.checkMate) return msg.say('Game ended due to forfeit.');
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const winner = gameState.turn === 'black' ? whitePlayer : blackPlayer;
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return msg.say(`Checkmate! Congrats, ${winner}!`, {
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files: [{ attachment: this.displayBoard(gameState, prevPieces), name: 'chess.png' }]
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});
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@@ -357,13 +346,12 @@ module.exports = class ChessCommand extends Command {
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return { name, color };
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}
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exportGame(game, blackTime, whiteTime, playerColor, fiftyRuleMove) {
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exportGame(game, blackTime, whiteTime, playerColor) {
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return JSON.stringify({
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fen: game.exportFEN(),
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blackTime: blackTime === Infinity ? -1 : blackTime,
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whiteTime: whiteTime === Infinity ? -1 : whiteTime,
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color: playerColor,
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fiftyRuleMove
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color: playerColor
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});
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}
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};
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