#1
Posted 14 April 2012 - 07:02 AM
As of this point, Chess is by in large complete, with a few caveats and not a lot of testing. Please report any bugs in this thread, or by personal message.
- A nice UI
- Command parsing to move pieces- uses standard long notation without a piece identifier (e.g. e2-e4, g2xh5, with "quit" and "exit" to quit)
- A list of each move made
- Logic constricting piece movement to standard chess rules
- Local multiplayer (on the same machine)
1100 15/4/2012
- Restrictions on piece movements- all pieces now can only move or take according to standard chess rules
- Support for en passant and castling
- Support for pawn promotion
1400 16/4/2012
- Check acknowledgement
2200 16/4/2012
- A GUI for accessing local and network play, and displaying instruction
0300 19/4/2012
- Monitor support for observation of the board
- Network multiplayer using p2p
- Hook-in for the monitor interface with the rest of the game (6x6 bigscreen)
0000 21/11/2012
- Colour support for the client
Planned updates
- Identifying checkmates and stalemates
I've got an upload of the code on mediafire here:
CLIENT: http://www.mediafire...vy76al1qfttfn3d
MONITOR: http://www.mediafire...s8d4tvxsh780qeu
This might be fun if you want a break from zombie slaying and creeper repairs, and would like a nice gentleman's game to play.
#2
Posted 14 April 2012 - 08:30 AM
#3
Posted 14 April 2012 - 10:05 AM
#4
Posted 14 April 2012 - 10:14 AM
kamnxt, on 14 April 2012 - 10:05 AM, said:
That may be the best way. I wanted to avoid a server situation because that sort of makes updates a complicated process and I'm absolutely sick of message parsing- was planning a simple peer-to-peer host join system that would just fire off moves as a message, and each computer keeps a local copy of the data rather than having a central repository that has to be queried. It's a messy solution but it's far easier to code...
But you may be right. I'll ponder on it, but focussing on local multiplayer for the moment.
#5
Posted 14 April 2012 - 03:16 PM
#6
Posted 14 April 2012 - 03:38 PM
#7
Posted 14 April 2012 - 06:24 PM
#8
Posted 14 April 2012 - 08:10 PM
(Incase you don't get it, its not ment seriusly, it's just that you sort of annoyed us by making a working chess code)
Cool code dude, as CC-Chess is broken atm (1 damn error i can't fix, and seemingly , no-one wants to fix), you currently own the only working code for chess in CC
#9
Posted 14 April 2012 - 08:55 PM
#10
Posted 14 April 2012 - 09:40 PM
You can do it like this: You can send the commands (eg. e2-e3) via rednet and the local computer can run it. I could help..Maybe />
#11
Posted 14 April 2012 - 09:56 PM
#12
Posted 14 April 2012 - 11:42 PM
#13
Posted 15 April 2012 - 12:24 AM
#14
Posted 15 April 2012 - 01:28 AM
Dino2306, on 14 April 2012 - 08:10 PM, said:
Dino2306, I'm really sorry mate I had NO idea there was another team working on computercraft chess!
If it makes you feel any better all I've managed to get so far is some of the rules working (as of right now pieces move on constraints). It's not been an easy job, really it was something a friend suggested on a whim and it sounded like fun. It sort of has been....
I actually haven't posted any of my network code for exactly that reason (among others), I really don't want to tread on anyone's toes.
Wolvan, on 14 April 2012 - 09:40 PM, said:
You can do it like this: You can send the commands (eg. e2-e3) via rednet and the local computer can run it. I could help..Maybe />
Leo Verto, on 15 April 2012 - 12:24 AM, said:
I've added a new update with hopefully a working mediafire link that displays movement rules being enforced by the underlying engine. Checking, checkmating and castling are all that's missing right now. Cool to see a few people interested, genuinely expected little-no interest on this one.
#15
Posted 15 April 2012 - 08:02 AM
But we DO have got the whole system, board, pieces etc running, im currently fixing the connection via rednet, />
if you want to look at the code, https://docs.google....TIBAFm7crE/edit
Just please do not copy-paste code, you are however allowed to use idea's from this code, as we're trying to reach a common goal.
#16
Posted 15 April 2012 - 08:05 AM
Cloudy, on 14 April 2012 - 08:55 PM, said:
It's annoying to work for over a month, and still having the code broken, to then see someone doing it perfectly, it makes you feel stupit, but as I tried to say, its annoying, but not really an issue.
#17
Posted 15 April 2012 - 10:36 AM
Dino2306, on 15 April 2012 - 08:02 AM, said:
I've had a flip over it, myself and your team went about this in wildly different ways! Where you seem to have gone for a piece-centric model I've gone for a board-centric one. I went for that because it meant a bit less looping. Are you using classes? I didn't even know lua had them, this almost looks like C++ code. Something I didn't know..
No idea what's causing the bugs you mentioned but even then I'm so embarrassed I wouldn't dare give you advice at this point!
Oh out curiosity (mingled with self-interest) have you managed to get checkmates working? I can't see any computationally efficient way to do it....
#18
Posted 16 April 2012 - 05:16 AM
While I've been unit testing this program right through development, which has been surprisingly easy thanks to the nice compartmentalization of the game logic (piece logic rarely interferes with one another), I haven't done much large-scale testing simply out of lack of time. If you like the look of the program so far please give it a try and if you'd be so good please report any/all errors you come across. The GUI and parser are both pretty rock solid at this point, so I'm mainly interested in the game logic- the game reporting checks where they're not happening, disallowing illegal moves, allowing illegal ones and so on.
#19
Posted 16 April 2012 - 01:26 PM
#20
Posted 16 April 2012 - 02:04 PM
http://www.mediafire...n4y9vy72woqmbqs
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