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e90bafa8 BA |
1 | import { ChessRules, PiPo, Move } from "@/base_rules"; |
2 | import { ArrayFun } from "@/utils/array"; | |
3 | import { shuffle } from "@/utils/alea"; | |
4 | ||
5 | export class MaximaRules extends ChessRules { | |
6 | static get HasFlags() { | |
7 | return false; | |
8 | } | |
9 | ||
10 | static get HasEnpassant() { | |
11 | return false; | |
12 | } | |
13 | ||
14 | static get PIECES() { | |
15 | return ChessRules.PIECES.concat([V.IMMOBILIZER, V.MAGE, V.GUARD]); | |
16 | } | |
17 | ||
18 | getPpath(b) { | |
19 | if (b[0] == 'x') return "Maxima/nothing"; | |
20 | if (['m','d','g'].includes(b[1])) | |
21 | return "Maxima/" + b; | |
22 | return b; | |
23 | } | |
24 | ||
25 | // For space next to the palaces: | |
26 | static get NOTHING() { | |
27 | return "xx"; | |
28 | } | |
29 | ||
30 | static board2fen(b) { | |
31 | if (b[0] == 'x') return 'x'; | |
32 | return ChessRules.board2fen(b); | |
33 | } | |
34 | ||
35 | static fen2board(f) { | |
36 | if (f == 'x') return V.NOTHING; | |
37 | return ChessRules.fen2board(f); | |
38 | } | |
39 | ||
40 | // TODO: the wall position should be checked too | |
41 | static IsGoodPosition(position) { | |
42 | if (position.length == 0) return false; | |
43 | const rows = position.split("/"); | |
44 | if (rows.length != V.size.x) return false; | |
45 | let kings = { "k": 0, "K": 0 }; | |
46 | for (let row of rows) { | |
47 | let sumElts = 0; | |
48 | for (let i = 0; i < row.length; i++) { | |
49 | if (['K','k'].includes(row[i])) kings[row[i]]++; | |
50 | if (['x'].concat(V.PIECES).includes(row[i].toLowerCase())) sumElts++; | |
51 | else { | |
52 | const num = parseInt(row[i]); | |
53 | if (isNaN(num)) return false; | |
54 | sumElts += num; | |
55 | } | |
56 | } | |
57 | if (sumElts != V.size.y) return false; | |
58 | } | |
59 | if (Object.values(kings).some(v => v != 1)) return false; | |
60 | return true; | |
61 | } | |
62 | ||
63 | // No castling, but checks, so keep track of kings | |
64 | setOtherVariables(fen) { | |
65 | this.kingPos = { w: [-1, -1], b: [-1, -1] }; | |
66 | const fenParts = fen.split(" "); | |
67 | const position = fenParts[0].split("/"); | |
68 | for (let i = 0; i < position.length; i++) { | |
69 | let k = 0; | |
70 | for (let j = 0; j < position[i].length; j++) { | |
71 | switch (position[i].charAt(j)) { | |
72 | case "k": | |
73 | this.kingPos["b"] = [i, k]; | |
74 | break; | |
75 | case "K": | |
76 | this.kingPos["w"] = [i, k]; | |
77 | break; | |
78 | default: { | |
79 | const num = parseInt(position[i].charAt(j)); | |
80 | if (!isNaN(num)) k += num - 1; | |
81 | } | |
82 | } | |
83 | k++; | |
84 | } | |
85 | } | |
86 | } | |
87 | ||
88 | static get size() { | |
89 | return { x: 11, y: 8 }; | |
90 | } | |
91 | ||
92 | static OnBoard(x, y) { | |
93 | return ( | |
94 | (x >= 1 && x <= 9 && y >= 0 && y <= 7) || | |
95 | ([3, 4].includes(y) && [0, 10].includes(x)) | |
96 | ); | |
97 | } | |
98 | ||
99 | static get IMMOBILIZER() { | |
100 | return "m"; | |
101 | } | |
102 | static get MAGE() { | |
103 | return 'g'; | |
104 | } | |
105 | static get GUARD() { | |
106 | return 'd'; | |
107 | } | |
108 | // Although other pieces keep their names here for coding simplicity, | |
109 | // keep in mind that: | |
110 | // - a "rook" is a coordinator, capturing by coordinating with the king | |
111 | // - a "knight" is a long-leaper, capturing as in draughts | |
112 | // - a "bishop" is a chameleon, capturing as its prey | |
113 | // - a "queen" is a withdrawer, capturing by moving away from pieces | |
114 | ||
115 | // Is piece on square (x,y) immobilized? | |
116 | isImmobilized([x, y]) { | |
117 | const piece = this.getPiece(x, y); | |
118 | if (piece == V.MAGE) | |
119 | // Mages are not immobilized: | |
120 | return false; | |
121 | const oppCol = V.GetOppCol(this.getColor(x, y)); | |
122 | const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); | |
123 | for (let step of adjacentSteps) { | |
124 | const [i, j] = [x + step[0], y + step[1]]; | |
125 | if ( | |
126 | V.OnBoard(i, j) && | |
127 | this.board[i][j] != V.EMPTY && | |
128 | this.getColor(i, j) == oppCol | |
129 | ) { | |
130 | const oppPiece = this.getPiece(i, j); | |
131 | if (oppPiece == V.IMMOBILIZER) return [i, j]; | |
132 | // Only immobilizers are immobilized by chameleons: | |
133 | if (oppPiece == V.BISHOP && piece == V.IMMOBILIZER) return [i, j]; | |
134 | } | |
135 | } | |
136 | return null; | |
137 | } | |
138 | ||
139 | getPotentialMovesFrom([x, y]) { | |
140 | // Pre-check: is thing on this square immobilized? | |
141 | const imSq = this.isImmobilized([x, y]); | |
142 | const piece = this.getPiece(x, y); | |
143 | if (!!imSq && piece != V.KING) { | |
144 | // Only option is suicide, if I'm not a king: | |
145 | return [ | |
146 | new Move({ | |
147 | start: { x: x, y: y }, | |
148 | end: { x: imSq[0], y: imSq[1] }, | |
149 | appear: [], | |
150 | vanish: [ | |
151 | new PiPo({ | |
152 | x: x, | |
153 | y: y, | |
154 | c: this.getColor(x, y), | |
155 | p: this.getPiece(x, y) | |
156 | }) | |
157 | ] | |
158 | }) | |
159 | ]; | |
160 | } | |
161 | let moves = undefined; | |
162 | switch (piece) { | |
163 | case V.IMMOBILIZER: | |
164 | moves = this.getPotentialImmobilizerMoves([x, y]); | |
165 | break; | |
166 | case V.GUARD: | |
167 | moves = this.getPotentialGuardMoves([x, y]); | |
168 | break; | |
169 | case V.MAGE: | |
170 | moves = this.getPotentialMageMoves([x, y]); | |
171 | break; | |
172 | default: | |
173 | moves = super.getPotentialMovesFrom([x, y]); | |
174 | } | |
175 | const pX = (this.turn == 'w' ? 10 : 0); | |
176 | if (this.board[pX][3] == V.EMPTY && this.board[pX][4] == V.EMPTY) | |
177 | return moves; | |
178 | // Filter out moves resulting in self palace occupation: | |
179 | // NOTE: cannot invade own palace but still check the king there. | |
180 | const pY = (this.board[pX][3] == V.EMPTY ? 4 : 3); | |
181 | return moves.filter(m => m.end.x != pX || m.end.y != pY); | |
182 | } | |
183 | ||
184 | getSlideNJumpMoves([x, y], steps, oneStep, mageInitSquare, onlyTake) { | |
185 | const piece = !mageInitSquare ? this.getPiece(x, y) : V.MAGE; | |
186 | const initSquare = mageInitSquare || [x, y]; | |
187 | let moves = []; | |
188 | outerLoop: for (let step of steps) { | |
189 | let i = x + step[0]; | |
190 | let j = y + step[1]; | |
191 | if (piece == V.KING) j = j % V.size.y; | |
192 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { | |
193 | if (!onlyTake) moves.push(this.getBasicMove(initSquare, [i, j])); | |
194 | if (!!oneStep) continue outerLoop; | |
195 | i += step[0]; | |
196 | j += step[1]; | |
197 | } | |
198 | // Only king, guard and mage + chameleon can take on occupied square: | |
199 | if ( | |
200 | V.OnBoard(i, j) | |
201 | && | |
202 | this.canTake(initSquare, [i, j]) | |
203 | && | |
204 | ( | |
205 | [V.KING, V.GUARD, V.MAGE].includes(piece) || | |
206 | (piece == V.BISHOP && this.getPiece(i, j) === onlyTake) | |
207 | ) | |
208 | ) { | |
209 | moves.push(this.getBasicMove(initSquare, [i, j])); | |
210 | } | |
211 | } | |
212 | return moves; | |
213 | } | |
214 | ||
215 | // Modify capturing moves among listed pawn moves | |
216 | addPawnCaptures(moves, byChameleon) { | |
217 | const steps = V.steps[V.ROOK]; | |
218 | const color = this.turn; | |
219 | const oppCol = V.GetOppCol(color); | |
220 | moves.forEach(m => { | |
221 | if (!!byChameleon && m.start.x != m.end.x && m.start.y != m.end.y) | |
222 | // Chameleon not moving as pawn | |
223 | return; | |
224 | // Try capturing in every direction | |
225 | for (let step of steps) { | |
226 | const sq2 = [m.end.x + 2 * step[0], m.end.y + 2 * step[1]]; | |
227 | if ( | |
228 | V.OnBoard(sq2[0], sq2[1]) && | |
229 | this.board[sq2[0]][sq2[1]] != V.EMPTY && | |
230 | this.getColor(sq2[0], sq2[1]) == color | |
231 | ) { | |
232 | // Potential capture | |
233 | const sq1 = [m.end.x + step[0], m.end.y + step[1]]; | |
234 | if ( | |
235 | this.board[sq1[0]][sq1[1]] != V.EMPTY && | |
236 | this.getColor(sq1[0], sq1[1]) == oppCol | |
237 | ) { | |
238 | const piece1 = this.getPiece(sq1[0], sq1[1]); | |
239 | if (!byChameleon || piece1 == V.PAWN) { | |
240 | m.vanish.push( | |
241 | new PiPo({ | |
242 | x: sq1[0], | |
243 | y: sq1[1], | |
244 | c: oppCol, | |
245 | p: piece1 | |
246 | }) | |
247 | ); | |
248 | } | |
249 | } | |
250 | } | |
251 | } | |
252 | }); | |
253 | } | |
254 | ||
255 | // "Pincer" | |
256 | getPotentialPawnMoves([x, y]) { | |
257 | let moves = super.getPotentialRookMoves([x, y]); | |
258 | this.addPawnCaptures(moves); | |
259 | return moves; | |
260 | } | |
261 | ||
262 | addRookCaptures(moves, byChameleon) { | |
263 | const color = this.turn; | |
264 | const oppCol = V.GetOppCol(color); | |
265 | const kp = this.kingPos[color]; | |
266 | moves.forEach(m => { | |
267 | // Check piece-king rectangle (if any) corners for enemy pieces | |
268 | if (m.end.x == kp[0] || m.end.y == kp[1]) return; //"flat rectangle" | |
269 | const corner1 = [m.end.x, kp[1]]; | |
270 | const corner2 = [kp[0], m.end.y]; | |
271 | for (let [i, j] of [corner1, corner2]) { | |
272 | if (this.board[i][j] != V.EMPTY && this.getColor(i, j) == oppCol) { | |
273 | const piece = this.getPiece(i, j); | |
274 | if (!byChameleon || piece == V.ROOK) { | |
275 | m.vanish.push( | |
276 | new PiPo({ | |
277 | x: i, | |
278 | y: j, | |
279 | p: piece, | |
280 | c: oppCol | |
281 | }) | |
282 | ); | |
283 | } | |
284 | } | |
285 | } | |
286 | }); | |
287 | } | |
288 | ||
289 | // Coordinator | |
290 | getPotentialRookMoves(sq) { | |
291 | let moves = super.getPotentialQueenMoves(sq); | |
292 | this.addRookCaptures(moves); | |
293 | return moves; | |
294 | } | |
295 | ||
296 | getKnightCaptures(startSquare, byChameleon) { | |
297 | // Look in every direction for captures | |
298 | const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); | |
299 | const color = this.turn; | |
300 | const oppCol = V.GetOppCol(color); | |
301 | let moves = []; | |
302 | const [x, y] = [startSquare[0], startSquare[1]]; | |
303 | const piece = this.getPiece(x, y); //might be a chameleon! | |
304 | outerLoop: for (let step of steps) { | |
305 | let [i, j] = [x + step[0], y + step[1]]; | |
306 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { | |
307 | i += step[0]; | |
308 | j += step[1]; | |
309 | } | |
310 | if ( | |
311 | !V.OnBoard(i, j) || | |
312 | this.getColor(i, j) == color || | |
313 | (!!byChameleon && this.getPiece(i, j) != V.KNIGHT) | |
314 | ) { | |
315 | continue; | |
316 | } | |
317 | // last(thing), cur(thing) : stop if "cur" is our color, | |
318 | // or beyond board limits, or if "last" isn't empty and cur neither. | |
319 | // Otherwise, if cur is empty then add move until cur square; | |
320 | // if cur is occupied then stop if !!byChameleon and the square not | |
321 | // occupied by a leaper. | |
322 | let last = [i, j]; | |
323 | let cur = [i + step[0], j + step[1]]; | |
324 | let vanished = [new PiPo({ x: x, y: y, c: color, p: piece })]; | |
325 | while (V.OnBoard(cur[0], cur[1])) { | |
326 | if (this.board[last[0]][last[1]] != V.EMPTY) { | |
327 | const oppPiece = this.getPiece(last[0], last[1]); | |
328 | if (!!byChameleon && oppPiece != V.KNIGHT) continue outerLoop; | |
329 | // Something to eat: | |
330 | vanished.push( | |
331 | new PiPo({ x: last[0], y: last[1], c: oppCol, p: oppPiece }) | |
332 | ); | |
333 | } | |
334 | if (this.board[cur[0]][cur[1]] != V.EMPTY) { | |
335 | if ( | |
336 | this.getColor(cur[0], cur[1]) == color || | |
337 | this.board[last[0]][last[1]] != V.EMPTY | |
338 | ) { | |
339 | //TODO: redundant test | |
340 | continue outerLoop; | |
341 | } | |
342 | } else { | |
343 | moves.push( | |
344 | new Move({ | |
345 | appear: [new PiPo({ x: cur[0], y: cur[1], c: color, p: piece })], | |
346 | vanish: JSON.parse(JSON.stringify(vanished)), //TODO: required? | |
347 | start: { x: x, y: y }, | |
348 | end: { x: cur[0], y: cur[1] } | |
349 | }) | |
350 | ); | |
351 | } | |
352 | last = [last[0] + step[0], last[1] + step[1]]; | |
353 | cur = [cur[0] + step[0], cur[1] + step[1]]; | |
354 | } | |
355 | } | |
356 | return moves; | |
357 | } | |
358 | ||
359 | // Long-leaper | |
360 | getPotentialKnightMoves(sq) { | |
361 | return super.getPotentialQueenMoves(sq).concat(this.getKnightCaptures(sq)); | |
362 | } | |
363 | ||
364 | // Chameleon | |
365 | getPotentialBishopMoves([x, y]) { | |
366 | let moves = super | |
367 | .getPotentialQueenMoves([x, y]) | |
368 | .concat(this.getKnightCaptures([x, y], "asChameleon")) | |
369 | .concat(this.getPotentialGuardMoves([x, y], "asChameleon")) | |
370 | .concat(this.getPotentialMageMoves([x, y], "asChameleon")); | |
371 | // No "king capture" because king cannot remain under check | |
372 | this.addPawnCaptures(moves, "asChameleon"); | |
373 | this.addRookCaptures(moves, "asChameleon"); | |
374 | this.addQueenCaptures(moves, "asChameleon"); | |
375 | // Post-processing: merge similar moves, concatenating vanish arrays | |
376 | let mergedMoves = {}; | |
377 | moves.forEach(m => { | |
378 | const key = m.end.x + V.size.x * m.end.y; | |
379 | if (!mergedMoves[key]) mergedMoves[key] = m; | |
380 | else { | |
381 | for (let i = 1; i < m.vanish.length; i++) | |
382 | mergedMoves[key].vanish.push(m.vanish[i]); | |
383 | } | |
384 | }); | |
385 | return Object.values(mergedMoves); | |
386 | } | |
387 | ||
388 | addQueenCaptures(moves, byChameleon) { | |
389 | if (moves.length == 0) return; | |
390 | const [x, y] = [moves[0].start.x, moves[0].start.y]; | |
391 | const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); | |
392 | let capturingDirections = []; | |
393 | const color = this.turn; | |
394 | const oppCol = V.GetOppCol(color); | |
395 | adjacentSteps.forEach(step => { | |
396 | const [i, j] = [x + step[0], y + step[1]]; | |
397 | if ( | |
398 | V.OnBoard(i, j) && | |
399 | this.board[i][j] != V.EMPTY && | |
400 | this.getColor(i, j) == oppCol && | |
401 | (!byChameleon || this.getPiece(i, j) == V.QUEEN) | |
402 | ) { | |
403 | capturingDirections.push(step); | |
404 | } | |
405 | }); | |
406 | moves.forEach(m => { | |
407 | const step = [ | |
408 | m.end.x != x ? (m.end.x - x) / Math.abs(m.end.x - x) : 0, | |
409 | m.end.y != y ? (m.end.y - y) / Math.abs(m.end.y - y) : 0 | |
410 | ]; | |
411 | // TODO: this test should be done only once per direction | |
412 | if ( | |
413 | capturingDirections.some(dir => { | |
414 | return dir[0] == -step[0] && dir[1] == -step[1]; | |
415 | }) | |
416 | ) { | |
417 | const [i, j] = [x - step[0], y - step[1]]; | |
418 | m.vanish.push( | |
419 | new PiPo({ | |
420 | x: i, | |
421 | y: j, | |
422 | p: this.getPiece(i, j), | |
423 | c: oppCol | |
424 | }) | |
425 | ); | |
426 | } | |
427 | }); | |
428 | } | |
429 | ||
430 | // Withdrawer | |
431 | getPotentialQueenMoves(sq) { | |
432 | let moves = super.getPotentialQueenMoves(sq); | |
433 | this.addQueenCaptures(moves); | |
434 | return moves; | |
435 | } | |
436 | ||
437 | getPotentialImmobilizerMoves(sq) { | |
438 | // Immobilizer doesn't capture | |
439 | return super.getPotentialQueenMoves(sq); | |
440 | } | |
441 | ||
442 | getPotentialKingMoves(sq) { | |
443 | return this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep"); | |
444 | } | |
445 | ||
446 | getPotentialGuardMoves(sq, byChameleon) { | |
447 | const onlyTake = !byChameleon ? null : V.GUARD; | |
448 | return ( | |
449 | this.getSlideNJumpMoves( | |
450 | sq, | |
451 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]), | |
452 | "oneStep", | |
453 | null, | |
454 | onlyTake | |
455 | ) | |
456 | ); | |
457 | } | |
458 | ||
459 | getNextMageSteps(step) { | |
460 | if (step[0] == -1) { | |
461 | if (step[1] == -1) return [[-1, 0], [0, -1]]; | |
462 | return [[-1, 0], [0, 1]]; | |
463 | } | |
464 | if (step[1] == -1) return [[1, 0], [0, -1]]; | |
465 | return [[1, 0], [0, 1]]; | |
466 | } | |
467 | ||
468 | getPotentialMageMoves([x, y], byChameleon) { | |
469 | const oppCol = V.GetOppCol(this.turn); | |
470 | const onlyTake = !byChameleon ? null : V.MAGE; | |
471 | let moves = []; | |
472 | for (let step of V.steps[V.BISHOP]) { | |
473 | let [i, j] = [x + step[0], y + step[1]]; | |
474 | if (!V.OnBoard(i, j)) continue; | |
475 | if (this.board[i][j] != V.EMPTY) { | |
476 | if ( | |
477 | this.getColor(i, j) == oppCol && | |
478 | (!onlyTake || this.getPiece(i, j) == V.MAGE) | |
479 | ) { | |
480 | // Capture | |
481 | moves.push(this.getBasicMove([x, y], [i, j])); | |
482 | } | |
483 | } | |
484 | else { | |
485 | if (!onlyTake) moves.push(this.getBasicMove([x, y], [i, j])); | |
486 | // Continue orthogonally: | |
487 | const stepO = this.getNextMageSteps(step); | |
488 | Array.prototype.push.apply( | |
489 | moves, | |
490 | this.getSlideNJumpMoves([i, j], stepO, null, [x, y], onlyTake) | |
491 | ); | |
492 | } | |
493 | } | |
494 | return moves; | |
495 | } | |
496 | ||
497 | isAttacked(sq, color) { | |
498 | return ( | |
499 | super.isAttacked(sq, color) || | |
500 | this.isAttackedByGuard(sq, color) || | |
501 | this.isAttackedByMage(sq, color) | |
502 | ); | |
503 | } | |
504 | ||
505 | isAttackedByPawn([x, y], color) { | |
506 | // Square (x,y) must be surroundable by two enemy pieces, | |
507 | // and one of them at least should be a pawn (moving). | |
508 | const dirs = [ | |
509 | [1, 0], | |
510 | [0, 1] | |
511 | ]; | |
512 | const steps = V.steps[V.ROOK]; | |
513 | for (let dir of dirs) { | |
514 | const [i1, j1] = [x - dir[0], y - dir[1]]; //"before" | |
515 | const [i2, j2] = [x + dir[0], y + dir[1]]; //"after" | |
516 | if (V.OnBoard(i1, j1) && V.OnBoard(i2, j2)) { | |
517 | if ( | |
518 | ( | |
519 | this.board[i1][j1] != V.EMPTY && | |
520 | this.getColor(i1, j1) == color && | |
521 | this.board[i2][j2] == V.EMPTY | |
522 | ) | |
523 | || | |
524 | ( | |
525 | this.board[i2][j2] != V.EMPTY && | |
526 | this.getColor(i2, j2) == color && | |
527 | this.board[i1][j1] == V.EMPTY | |
528 | ) | |
529 | ) { | |
530 | // Search a movable enemy pawn landing on the empty square | |
531 | for (let step of steps) { | |
532 | let [ii, jj] = this.board[i1][j1] == V.EMPTY ? [i1, j1] : [i2, j2]; | |
533 | let [i3, j3] = [ii + step[0], jj + step[1]]; | |
534 | while (V.OnBoard(i3, j3) && this.board[i3][j3] == V.EMPTY) { | |
535 | i3 += step[0]; | |
536 | j3 += step[1]; | |
537 | } | |
538 | if ( | |
539 | V.OnBoard(i3, j3) && | |
540 | this.getColor(i3, j3) == color && | |
541 | this.getPiece(i3, j3) == V.PAWN && | |
542 | !this.isImmobilized([i3, j3]) | |
543 | ) { | |
544 | return true; | |
545 | } | |
546 | } | |
547 | } | |
548 | } | |
549 | } | |
550 | return false; | |
551 | } | |
552 | ||
553 | isAttackedByRook([x, y], color) { | |
554 | // King must be on same column or row, | |
555 | // and a rook should be able to reach a capturing square | |
556 | const sameRow = x == this.kingPos[color][0]; | |
557 | const sameColumn = y == this.kingPos[color][1]; | |
558 | if (sameRow || sameColumn) { | |
559 | // Look for the enemy rook (maximum 1) | |
560 | for (let i = 0; i < V.size.x; i++) { | |
561 | for (let j = 0; j < V.size.y; j++) { | |
562 | if ( | |
563 | this.board[i][j] != V.EMPTY && | |
564 | this.getColor(i, j) == color && | |
565 | this.getPiece(i, j) == V.ROOK | |
566 | ) { | |
567 | if (this.isImmobilized([i, j])) | |
568 | // Because only one rook: | |
569 | return false; | |
570 | // Can it reach a capturing square? Easy but quite suboptimal way | |
571 | // (TODO: generate all moves (turn is OK)) | |
572 | const moves = this.getPotentialMovesFrom([i, j]); | |
573 | for (let move of moves) { | |
574 | if ( | |
575 | (sameRow && move.end.y == y) || | |
576 | (sameColumn && move.end.x == x) | |
577 | ) { | |
578 | return true; | |
579 | } | |
580 | } | |
581 | } | |
582 | } | |
583 | } | |
584 | } | |
585 | return false; | |
586 | } | |
587 | ||
588 | isAttackedByKnight([x, y], color) { | |
589 | // Square (x,y) must be on same line as a knight, | |
590 | // and there must be empty square(s) behind. | |
591 | const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); | |
592 | outerLoop: for (let step of steps) { | |
593 | const [i0, j0] = [x + step[0], y + step[1]]; | |
594 | if (V.OnBoard(i0, j0) && this.board[i0][j0] == V.EMPTY) { | |
595 | // Try in opposite direction: | |
596 | let [i, j] = [x - step[0], y - step[1]]; | |
597 | while (V.OnBoard(i, j)) { | |
598 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { | |
599 | i -= step[0]; | |
600 | j -= step[1]; | |
601 | } | |
602 | if (V.OnBoard(i, j)) { | |
603 | if (this.getColor(i, j) == color) { | |
604 | if ( | |
605 | this.getPiece(i, j) == V.KNIGHT && | |
606 | !this.isImmobilized([i, j]) | |
607 | ) { | |
608 | return true; | |
609 | } | |
610 | continue outerLoop; | |
611 | } | |
612 | // [else] Our color, | |
613 | // could be captured *if there was an empty space* | |
614 | if (this.board[i + step[0]][j + step[1]] != V.EMPTY) | |
615 | continue outerLoop; | |
616 | i -= step[0]; | |
617 | j -= step[1]; | |
618 | } | |
619 | } | |
620 | } | |
621 | } | |
622 | return false; | |
623 | } | |
624 | ||
625 | isAttackedByBishop([x, y], color) { | |
626 | // We cheat a little here: since this function is used exclusively for | |
627 | // the king, it's enough to check the immediate surrounding of the square. | |
628 | const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); | |
629 | for (let step of adjacentSteps) { | |
630 | const [i, j] = [x + step[0], y + step[1]]; | |
631 | if ( | |
632 | V.OnBoard(i, j) && | |
633 | this.board[i][j] != V.EMPTY && | |
634 | this.getColor(i, j) == color && | |
635 | this.getPiece(i, j) == V.BISHOP && | |
636 | !this.isImmobilized([i, j]) | |
637 | ) { | |
638 | return true; | |
639 | } | |
640 | } | |
641 | return false; | |
642 | } | |
643 | ||
644 | isAttackedByQueen([x, y], color) { | |
645 | // Square (x,y) must be adjacent to a queen, and the queen must have | |
646 | // some free space in the opposite direction from (x,y) | |
647 | const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); | |
648 | for (let step of adjacentSteps) { | |
649 | const sq2 = [x + 2 * step[0], y + 2 * step[1]]; | |
650 | if (V.OnBoard(sq2[0], sq2[1]) && this.board[sq2[0]][sq2[1]] == V.EMPTY) { | |
651 | const sq1 = [x + step[0], y + step[1]]; | |
652 | if ( | |
653 | this.board[sq1[0]][sq1[1]] != V.EMPTY && | |
654 | this.getColor(sq1[0], sq1[1]) == color && | |
655 | this.getPiece(sq1[0], sq1[1]) == V.QUEEN && | |
656 | !this.isImmobilized(sq1) | |
657 | ) { | |
658 | return true; | |
659 | } | |
660 | } | |
661 | } | |
662 | return false; | |
663 | } | |
664 | ||
665 | isAttackedByKing([x, y], color) { | |
666 | for (let step of V.steps[V.KNIGHT]) { | |
667 | let rx = x + step[0], | |
668 | // Circular board for king-knight: | |
669 | ry = (y + step[1]) % V.size.y; | |
670 | if ( | |
671 | V.OnBoard(rx, ry) && | |
672 | this.getPiece(rx, ry) === V.KING && | |
673 | this.getColor(rx, ry) == color && | |
674 | !this.isImmobilized([rx, ry]) | |
675 | ) { | |
676 | return true; | |
677 | } | |
678 | } | |
679 | return false; | |
680 | } | |
681 | ||
682 | isAttackedByGuard(sq, color) { | |
683 | return ( | |
684 | super.isAttackedBySlideNJump( | |
685 | sq, | |
686 | color, | |
687 | V.GUARD, | |
688 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]), | |
689 | "oneStep" | |
690 | ) | |
691 | ); | |
692 | } | |
693 | ||
694 | getNextMageCheck(step) { | |
695 | if (step[0] == 0) { | |
696 | if (step[1] == 1) return [[1, 1], [-1, 1]]; | |
697 | return [[-1, -1], [1, -1]]; | |
698 | } | |
699 | if (step[0] == -1) return [[-1, -1], [-1, 1]]; | |
700 | return [[1, 1], [1, -1]]; | |
701 | } | |
702 | ||
703 | isAttackedByMage([x, y], color) { | |
704 | for (let step of V.steps[V.BISHOP]) { | |
705 | const [i, j] = [x + step[0], y + step[1]]; | |
706 | if ( | |
707 | V.OnBoard(i, j) && | |
708 | this.board[i][j] != V.EMPTY && | |
709 | this.getColor(i, j) == color && | |
710 | this.getPiece(i, j) == V.MAGE | |
711 | ) { | |
712 | return true; | |
713 | } | |
714 | } | |
715 | for (let step of V.steps[V.ROOK]) { | |
716 | let [i, j] = [x + step[0], y + step[1]]; | |
717 | const stepM = this.getNextMageCheck(step); | |
718 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { | |
719 | for (let s of stepM) { | |
720 | const [ii, jj] = [i + s[0], j + s[1]]; | |
721 | if ( | |
722 | V.OnBoard(ii, jj) && | |
723 | this.board[ii][jj] != V.EMPTY && | |
724 | this.getColor(ii, jj) == color && | |
725 | this.getPiece(ii, jj) == V.MAGE | |
726 | ) { | |
727 | return true; | |
728 | } | |
729 | } | |
730 | i += step[0]; | |
731 | j += step[1]; | |
732 | } | |
733 | } | |
734 | return false; | |
735 | } | |
736 | ||
737 | getCurrentScore() { | |
738 | const color = this.turn; | |
739 | const getScoreLost = () => { | |
740 | // Result if I lose: | |
741 | return color == "w" ? "0-1" : "1-0"; | |
742 | }; | |
743 | if (!this.atLeastOneMove()) { | |
744 | // No valid move: I lose or draw | |
745 | if (this.underCheck(color)) return getScoreLost(); | |
746 | return "1/2"; | |
747 | } | |
748 | // I lose also if no pieces left (except king) | |
749 | let piecesLeft = 0; | |
750 | outerLoop: for (let i=0; i<V.size.x; i++) { | |
751 | for (let j=0; j<V.size.y; j++) { | |
752 | if ( | |
753 | this.board[i][j] != V.EMPTY && | |
754 | this.getColor(i, j) == color && | |
755 | this.getPiece(i,j) != V.KING | |
756 | ) { | |
757 | piecesLeft++; | |
758 | } | |
759 | } | |
760 | } | |
761 | if (piecesLeft == 0) return getScoreLost(); | |
762 | // Check if my palace is invaded: | |
763 | const pX = (color == 'w' ? 10 : 0); | |
764 | const oppCol = V.GetOppCol(color); | |
765 | if ( | |
766 | this.board[pX][3] != V.EMPTY && | |
767 | this.getColor(pX, 3) == oppCol && | |
768 | this.board[pX][4] != V.EMPTY && | |
769 | this.getColor(pX, 4) == oppCol | |
770 | ) { | |
771 | return getScoreLost(); | |
772 | } | |
773 | return "*"; | |
774 | } | |
775 | ||
776 | static GenRandInitFen() { | |
777 | // Always deterministic: | |
778 | return ( | |
779 | "xxx2xxx/1g1qk1g1/1bnmrnb1/dppppppd/8/8/8/" + | |
780 | "DPPPPPPD/1BNMRNB1/1G1QK1G1/xxx2xxx w 0" | |
781 | ); | |
782 | } | |
783 | ||
784 | static get VALUES() { | |
785 | return { | |
786 | p: 1, | |
787 | r: 2, | |
788 | n: 5, | |
789 | b: 4, | |
790 | q: 2, | |
791 | m: 5, | |
792 | g: 7, | |
793 | d: 4, | |
794 | k: 1000 | |
795 | }; | |
796 | } | |
797 | ||
798 | static get SEARCH_DEPTH() { | |
799 | return 2; | |
800 | } | |
801 | ||
802 | evalPosition() { | |
803 | let evaluation = 0; | |
804 | for (let i = 0; i < V.size.x; i++) { | |
805 | for (let j = 0; j < V.size.y; j++) { | |
806 | if (![V.EMPTY,V.NOTHING].includes(this.board[i][j])) { | |
807 | const sign = this.getColor(i, j) == "w" ? 1 : -1; | |
808 | evaluation += sign * V.VALUES[this.getPiece(i, j)]; | |
809 | } | |
810 | } | |
811 | } | |
812 | return evaluation; | |
813 | } | |
814 | ||
815 | getNotation(move) { | |
816 | const initialSquare = V.CoordsToSquare(move.start); | |
817 | const finalSquare = V.CoordsToSquare(move.end); | |
818 | if (move.appear.length == 0) | |
819 | // Suicide 'S' | |
820 | return initialSquare + "S"; | |
821 | let notation = undefined; | |
822 | if (move.appear[0].p == V.PAWN) { | |
823 | // Pawn: generally ambiguous short notation, so we use full description | |
824 | notation = "P" + initialSquare + finalSquare; | |
825 | } else if (move.appear[0].p == V.KING) | |
826 | notation = "K" + (move.vanish.length > 1 ? "x" : "") + finalSquare; | |
827 | else notation = move.appear[0].p.toUpperCase() + finalSquare; | |
828 | // Add a capture mark (not describing what is captured...): | |
829 | if (move.vanish.length > 1 && move.appear[0].p != V.KING) notation += "X"; | |
830 | return notation; | |
831 | } | |
832 | }; |