96a53f3640990b32479cce6d424a82a4b3d19e54
1 import ChessRules
from "/base_rules.js";
2 import GiveawayRules
from "/variants/Giveaway/class.js";
3 import {ArrayFun
} from "/utils/array.js";
4 import {Random
} from "/utils/alea.js";
5 import PiPo
from "/utils/PiPo.js";
6 import Move
from "/utils/Move.js";
8 export default class ChakartRules
extends ChessRules
{
10 static get Options() {
15 variable: "randomness",
18 {label: "Deterministic", value: 0},
19 {label: "Symmetric random", value: 1},
20 {label: "Asymmetric random", value: 2}
28 get pawnPromotions() {
29 return ['q', 'r', 'n', 'b', 'k'];
45 static get IMMOBILIZE_CODE() {
56 static get IMMOBILIZE_DECODE() {
67 // Fictive color 'a', bomb banana mushroom egg
72 return 'd'; //"Donkey"
77 static get MUSHROOM() {
81 static get EGG_SURPRISE() {
83 "kingboo", "bowser", "daisy", "koopa",
84 "luigi", "waluigi", "toadette", "chomp"];
89 this.playerColor
!= this.turn
||
90 Object
.keys(V
.IMMOBILIZE_DECODE
).includes(this.getPiece(x
, y
))
94 return this.egg
== "kingboo" || this.getColor(x
, y
) == this.turn
;
99 'i': {"class": "invisible"}, //queen
100 '?': {"class": "mystery"}, //...initial square
101 'e': {"class": "egg"},
102 'm': {"class": "mushroom"},
103 'd': {"class": "banana"},
104 'w': {"class": "bomb"},
105 'z': {"class": "remote-capture"}
108 's': {"class": ["immobilized", "pawn"]},
109 'u': {"class": ["immobilized", "rook"]},
110 'o': {"class": ["immobilized", "knight"]},
111 'c': {"class": ["immobilized", "bishop"]},
112 't': {"class": ["immobilized", "queen"]},
113 'l': {"class": ["immobilized", "king"]}
115 return Object
.assign(
118 // Virtual piece for "king remote shell captures"
122 [0, 1], [0, -1], [1, 0], [-1, 0],
123 [1, 1], [1, -1], [-1, 1], [-1, -1]
129 specials
, bowsered
, super.pieces(color
, x
, y
)
133 genRandInitBaseFen() {
134 const options
= Object
.assign({mode: "suicide"}, this.options
);
135 const gr
= new GiveawayRules({options: options
, genFenOnly: true});
136 let res
= gr
.genRandInitBaseFen();
137 res
.o
["flags"] = "1111"; //Peach + Mario flags
144 ? "w" + f
.toLowerCase()
145 : (['w', 'd', 'e', 'm'].includes(f
) ? "a" : "b") + f
150 // King can send shell? Queen can be invisible?
152 w: {k: false, q: false},
153 b: {k: false, q: false}
155 for (let c
of ['w', 'b']) {
156 for (let p
of ['k', 'q']) {
157 this.powerFlags
[c
][p
] =
158 fenflags
.charAt((c
== "w" ? 0 : 2) + (p
== 'k' ? 0 : 1)) == "1";
164 return this.powerFlags
;
167 disaggregateFlags(flags
) {
168 this.powerFlags
= flags
;
172 return ['w', 'b'].map(c
=> {
173 return ['k', 'q'].map(p
=> this.powerFlags
[c
][p
] ? "1" : "0").join("");
177 setOtherVariables(fenParsed
) {
178 super.setOtherVariables(fenParsed
);
180 // Change seed (after FEN generation!!)
181 // so that further calls differ between players:
182 Random
.setSeed(Math
.floor(19840 * Math
.random()));
186 this.reserve
= {}; //to be filled later
191 this.board
[i
][j
] == "" ||
192 ['i', V
.EGG
, V
.MUSHROOM
].includes(this.getPiece(i
, j
))
196 // For Toadette bonus
197 canDrop([c
, p
], [i
, j
]) {
200 this.board
[i
][j
] == "" ||
201 this.getColor(i
, j
) == 'a' ||
202 this.getPiece(i
, j
) == 'i'
205 (p
!= "p" || (c
== 'w' && i
< this.size
.x
- 1) || (c
== 'b' && i
> 0))
209 getPotentialMovesFrom([x
, y
]) {
211 const piece
= this.getPiece(x
, y
);
212 if (this.egg
== "toadette")
213 moves
= this.getDropMovesFrom([x
, y
]);
214 else if (this.egg
== "kingboo") {
215 const color
= this.turn
;
216 const oppCol
= C
.GetOppCol(color
);
217 // Only allow to swap (non-immobilized!) pieces
218 for (let i
=0; i
<this.size
.x
; i
++) {
219 for (let j
=0; j
<this.size
.y
; j
++) {
220 const colIJ
= this.getColor(i
, j
);
221 const pieceIJ
= this.getPiece(i
, j
);
223 (i
!= x
|| j
!= y
) &&
224 ['w', 'b'].includes(colIJ
) &&
225 !Object
.keys(V
.IMMOBILIZE_DECODE
).includes(pieceIJ
) &&
226 // Next conditions = no pawn on last rank
230 (color
!= 'w' || i
!= 0) &&
231 (color
!= 'b' || i
!= this.size
.x
- 1)
238 (colIJ
!= 'w' || x
!= 0) &&
239 (colIJ
!= 'b' || x
!= this.size
.x
- 1)
243 let m
= this.getBasicMove([x
, y
], [i
, j
]);
244 m
.appear
.push(new PiPo({x: x
, y: y
, p: pieceIJ
, c: colIJ
}));
245 m
.kingboo
= true; //avoid some side effects (bananas/bombs)
252 // Normal case (including bonus daisy)
255 moves
= this.getPawnMovesFrom([x
, y
]); //apply promotions
258 moves
= this.getQueenMovesFrom([x
, y
]);
261 moves
= this.getKingMovesFrom([x
, y
]);
264 moves
= this.getKnightMovesFrom([x
, y
]);
268 // Explicitely listing types to avoid moving immobilized piece
269 moves
= super.getPotentialMovesOf(piece
, [x
, y
]);
276 getPawnMovesFrom([x
, y
]) {
277 const color
= this.turn
;
278 const oppCol
= C
.GetOppCol(color
);
279 const shiftX
= (color
== 'w' ? -1 : 1);
280 const firstRank
= (color
== "w" ? this.size
.x
- 1 : 0);
282 const frontPiece
= this.getPiece(x
+ shiftX
, y
);
284 this.board
[x
+ shiftX
][y
] == "" ||
285 this.getColor(x
+ shiftX
, y
) == 'a' ||
288 moves
.push(this.getBasicMove([x
, y
], [x
+ shiftX
, y
]));
290 [firstRank
, firstRank
+ shiftX
].includes(x
) &&
291 ![V
.BANANA
, V
.BOMB
].includes(frontPiece
) &&
293 this.board
[x
+ 2 * shiftX
][y
] == "" ||
294 this.getColor(x
+ 2 * shiftX
, y
) == 'a' ||
295 this.getPiece(x
+ 2 * shiftX
, y
) == 'i'
298 moves
.push(this.getBasicMove([x
, y
], [x
+ 2 * shiftX
, y
]));
301 for (let shiftY
of [-1, 1]) {
302 const nextY
= this.getY(y
+ shiftY
);
305 nextY
< this.size
.y
&&
306 this.board
[x
+ shiftX
][nextY
] != "" &&
307 // Pawns cannot capture invisible queen this way!
308 this.getPiece(x
+ shiftX
, nextY
) != 'i' &&
309 ['a', oppCol
].includes(this.getColor(x
+ shiftX
, nextY
))
311 moves
.push(this.getBasicMove([x
, y
], [x
+ shiftX
, nextY
]));
314 moves
= super.pawnPostProcess(moves
, color
, oppCol
);
315 // Add mushroom on before-last square (+ potential segments)
317 let [mx
, my
] = [x
, y
];
318 if (Math
.abs(m
.end
.x
- m
.start
.x
) == 2)
319 mx
= (m
.start
.x
+ m
.end
.x
) / 2;
320 m
.appear
.push(new PiPo({x: mx
, y: my
, c: 'a', p: 'm'}));
321 if (mx
!= x
&& this.board
[mx
][my
] != "") {
322 m
.vanish
.push(new PiPo({
325 c: this.getColor(mx
, my
),
326 p: this.getPiece(mx
, my
)
329 if (Math
.abs(m
.end
.y
- m
.start
.y
) > 1) {
332 [[m
.end
.x
, m
.end
.y
], [m
.end
.x
, m
.end
.y
]]
339 getKnightMovesFrom([x
, y
]) {
340 // Add egg on initial square:
341 return super.getPotentialMovesOf('n', [x
, y
]).map(m
=> {
342 m
.appear
.push(new PiPo({p: "e", c: "a", x: x
, y: y
}));
347 getQueenMovesFrom(sq
) {
348 const normalMoves
= super.getPotentialMovesOf('q', sq
);
349 // If flag allows it, add 'invisible movements'
350 let invisibleMoves
= [];
351 if (this.powerFlags
[this.turn
]['q']) {
352 normalMoves
.forEach(m
=> {
354 m
.appear
.length
== 1 &&
355 m
.vanish
.length
== 1 &&
356 // Only simple non-capturing moves:
359 let im
= JSON
.parse(JSON
.stringify(m
));
360 im
.appear
[0].p
= 'i';
362 invisibleMoves
.push(im
);
366 return normalMoves
.concat(invisibleMoves
);
369 getKingMovesFrom([x
, y
]) {
370 let moves
= super.getPotentialMovesOf('k', [x
, y
]);
371 // If flag allows it, add 'remote shell captures'
372 if (this.powerFlags
[this.turn
]['k']) {
373 let shellCaptures
= super.getPotentialMovesOf('y', [x
, y
]);
374 shellCaptures
.forEach(sc
=> {
375 sc
.shell
= true; //easier play()
376 sc
.choice
= 'z'; //to display in showChoices()
377 // Fix move (Rifle style):
381 Array
.prototype.push
.apply(moves
, shellCaptures
);
387 const color
= this.turn
;
388 const oppCol
= C
.GetOppCol(color
);
390 if (move.egg
== "toadette") {
391 this.reserve
= { w: {}, b: {} };
392 // Randomly select a piece in pawnPromotions
394 move.toadette
= Random
.sample(this.pawnPromotions
);
395 this.reserve
[color
][move.toadette
] = 1;
396 this.re_drawReserve([color
]);
398 else if (Object
.keys(this.reserve
).length
> 0) {
400 this.re_drawReserve([color
]);
403 this.powerFlags
[color
]['k'] = false;
404 else if (move.appear
.length
> 0 && move.appear
[0].p
== 'i') {
405 this.powerFlags
[move.appear
[0].c
]['q'] = false;
406 if (color
== this.playerColor
) {
408 new PiPo({x: move.start
.x
, y: move.start
.y
, c: color
, p: '?'}));
411 if (color
== this.playerColor
) {
412 // Look for an immobilized piece of my color: it can now move
413 for (let i
=0; i
<8; i
++) {
414 for (let j
=0; j
<8; j
++) {
415 if ((i
!= move.end
.x
|| j
!= move.end
.y
) && this.board
[i
][j
] != "") {
416 const piece
= this.getPiece(i
, j
);
418 this.getColor(i
, j
) == color
&&
419 Object
.keys(V
.IMMOBILIZE_DECODE
).includes(piece
)
421 move.vanish
.push(new PiPo({
422 x: i
, y: j
, c: color
, p: piece
424 move.appear
.push(new PiPo({
425 x: i
, y: j
, c: color
, p: V
.IMMOBILIZE_DECODE
[piece
]
431 // Also make opponent invisible queen visible again, if any
432 for (let i
=0; i
<8; i
++) {
433 for (let j
=0; j
<8; j
++) {
435 this.board
[i
][j
] != "" &&
436 this.getColor(i
, j
) == oppCol
438 const pieceIJ
= this.getPiece(i
, j
);
441 // Ensure that current move doesn't erase invisible queen
442 move.appear
.every(a
=> a
.x
!= i
|| a
.y
!= j
)
444 move.vanish
.push(new PiPo({x: i
, y: j
, c: oppCol
, p: 'i'}));
445 move.appear
.push(new PiPo({x: i
, y: j
, c: oppCol
, p: 'q'}));
447 else if (pieceIJ
== '?')
448 move.vanish
.push(new PiPo({x: i
, y: j
, c: oppCol
, p: '?'}));
453 this.playOnBoard(move);
454 super.postPlay(move);
457 playVisual(move, r
) {
458 super.playVisual(move, r
);
460 this.displayBonus(move);
463 buildMoveStack(move, r
) {
464 const color
= this.turn
;
466 move.appear
.length
> 0 &&
467 move.appear
[0].p
== 'p' &&
469 (color
== 'w' && move.end
.x
== 0) ||
470 (color
== 'b' && move.end
.x
== this.size
.x
- 1)
473 // "Forgotten" promotion, which occurred after some effect
474 let moves
= super.pawnPostProcess([move], color
, C
.GetOppCol(color
));
475 super.showChoices(moves
, r
);
478 super.buildMoveStack(move, r
);
481 computeNextMove(move) {
484 // Set potential random effects, so that play() is deterministic
485 // from opponent viewpoint:
486 const endPiece
= this.getPiece(move.end
.x
, move.end
.y
);
489 move.egg
= Random
.sample(V
.EGG_SURPRISE
);
490 move.next
= this.getEggEffect(move);
493 move.next
= this.getMushroomEffect(move);
497 move.next
= this.getBombBananaEffect(move, endPiece
);
500 // NOTE: Chakart has also some side-effects:
502 !move.next
&& move.appear
.length
> 0 &&
503 !move.kingboo
&& !move.luigiEffect
505 const movingPiece
= move.appear
[0].p
;
506 if (['b', 'r'].includes(movingPiece
)) {
507 // Drop a banana or bomb:
509 this.getRandomSquare([move.end
.x
, move.end
.y
],
511 ? [[1, 1], [1, -1], [-1, 1], [-1, -1]]
512 : [[1, 0], [-1, 0], [0, 1], [0, -1]],
520 p: movingPiece
== 'r' ? 'd' : 'w'
523 if (this.board
[bs
[0]][bs
[1]] != "") {
528 c: this.getColor(bs
[0], bs
[1]),
529 p: this.getPiece(bs
[0], bs
[1])
539 return !move.next
&& !["daisy", "toadette", "kingboo"].includes(move.egg
);
542 // Helper to set and apply banana/bomb effect
543 getRandomSquare([x
, y
], steps
, freeSquare
) {
544 let validSteps
= steps
.filter(s
=> this.onBoard(x
+ s
[0], y
+ s
[1]));
546 // Square to put banana/bomb cannot be occupied by a piece
547 validSteps
= validSteps
.filter(s
=> {
548 return ["", 'a'].includes(this.getColor(x
+ s
[0], y
+ s
[1]))
551 if (validSteps
.length
== 0)
553 const step
= validSteps
[Random
.randInt(validSteps
.length
)];
554 return [x
+ step
[0], y
+ step
[1]];
558 const getRandomPiece
= (c
) => {
559 let bagOfPieces
= [];
560 for (let i
=0; i
<this.size
.x
; i
++) {
561 for (let j
=0; j
<this.size
.y
; j
++) {
562 const pieceIJ
= this.getPiece(i
, j
);
564 this.getColor(i
, j
) == c
&& pieceIJ
!= 'k' &&
566 // The color will change, so pawns on first rank are ineligible
568 (c
== 'w' && i
< this.size
.x
- 1) || (c
== 'b' && i
> 0)
571 bagOfPieces
.push([i
, j
]);
575 if (bagOfPieces
.length
>= 1)
576 return Random
.sample(bagOfPieces
);
579 const color
= this.turn
;
584 // Change color of friendly or enemy piece, king excepted
585 const oldColor
= (move.egg
== "waluigi" ? color : C
.GetOppCol(color
));
586 const newColor
= C
.GetOppCol(oldColor
);
587 const coords
= getRandomPiece(oldColor
);
589 const piece
= this.getPiece(coords
[0], coords
[1]);
592 new PiPo({x: coords
[0], y: coords
[1], c: newColor
, p: piece
})
595 new PiPo({x: coords
[0], y: coords
[1], c: oldColor
, p: piece
})
598 em
.luigiEffect
= true; //avoid dropping bomb/banana by mistake
608 p: V
.IMMOBILIZE_CODE
[move.appear
[0].p
]
626 x: move.start
.x
, y: move.start
.y
, c: color
, p: move.appear
[0].p
631 x: move.end
.x
, y: move.end
.y
, c: color
, p: move.appear
[0].p
635 if (this.board
[move.start
.x
][move.start
.y
] != "") {
636 // Pawn or knight let something on init square
637 em
.vanish
.push(new PiPo({
641 p: this.getPiece(move.start
.x
, move.start
.y
)
644 em
.koopa
= true; //avoid applying effect
652 x: move.end
.x
, y: move.end
.y
, c: color
, p: move.appear
[0].p
655 end: {x: move.end
.x
, y: move.end
.y
}
659 if (em
&& move.egg
!= "koopa")
660 em
.noAnimate
= true; //static move
664 getMushroomEffect(move) {
666 typeof move.start
.x
== "string" || //drop move (toadette)
667 ['b', 'r', 'q'].includes(move.vanish
[0].p
) //slider
671 let step
= [move.end
.x
- move.start
.x
, move.end
.y
- move.start
.y
];
672 if (Math
.abs(step
[0]) == 2 && Math
.abs(step
[1]) == 0)
673 // Pawn initial 2-squares move: normalize step
675 const nextSquare
= [move.end
.x
+ step
[0], move.end
.y
+ step
[1]];
678 this.onBoard(nextSquare
[0], nextSquare
[1]) &&
680 this.board
[nextSquare
[0]][nextSquare
[1]] == "" ||
681 this.getColor(nextSquare
[0], nextSquare
[1]) == 'a'
684 this.playOnBoard(move); //HACK for getBasicMove()
685 nextMove
= this.getBasicMove([move.end
.x
, move.end
.y
], nextSquare
);
686 this.undoOnBoard(move);
691 getBombBananaEffect(move, item
) {
692 const steps
= item
== V
.BANANA
693 ? [[1, 0], [-1, 0], [0, 1], [0, -1]]
694 : [[1, 1], [1, -1], [-1, 1], [-1, -1]];
695 const nextSquare
= this.getRandomSquare([move.end
.x
, move.end
.y
], steps
);
696 this.playOnBoard(move); //HACK for getBasicMove()
697 const res
= this.getBasicMove([move.end
.x
, move.end
.y
], nextSquare
);
698 this.undoOnBoard(move);
703 super.displayMessage(null, move.egg
, "bonus-text", 2000);
714 // Kingboo bonus can be animated better:
715 customAnimate(move, segments
, cb
) {
718 super.animateMoving(move.end
, move.start
, null,
719 segments
.reverse().map(s
=> s
.reverse()), cb
);