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1006b211 BA |
1 | import { ChessRules, PiPo, Move } from "@/base_rules"; |
2 | import { randInt } from "@/utils/alea"; | |
3 | ||
4 | export class ConvertRules extends ChessRules { | |
5 | ||
eb918ce5 BA |
6 | static get HasEnpassant() { |
7 | return false; | |
8 | } | |
9 | ||
1006b211 BA |
10 | setOtherVariables(fen) { |
11 | super.setOtherVariables(fen); | |
12 | // Stack of "last move" only for intermediate chaining | |
13 | this.lastMoveEnd = [null]; | |
14 | } | |
15 | ||
4313762d BA |
16 | static GenRandInitFen(options) { |
17 | const baseFen = ChessRules.GenRandInitFen(options); | |
eb918ce5 BA |
18 | return ( |
19 | baseFen.substr(0, 8) + | |
20 | "/8/pppppppp/8/8/PPPPPPPP/8/" + | |
21 | baseFen.substr(35, 17) | |
22 | ); | |
23 | } | |
24 | ||
1006b211 BA |
25 | getBasicMove([sx, sy], [ex, ey], tr) { |
26 | const L = this.lastMoveEnd.length; | |
27 | const lm = this.lastMoveEnd[L-1]; | |
28 | const piece = (!!lm ? lm.p : null); | |
29 | const c = this.turn; | |
30 | if (this.board[ex][ey] == V.EMPTY) { | |
31 | if (!!piece && !tr) tr = { c: c, p: piece } | |
32 | let mv = super.getBasicMove([sx, sy], [ex, ey], tr); | |
33 | if (!!piece) mv.vanish.pop(); | |
34 | return mv; | |
35 | } | |
36 | // Capture: initial, or inside a chain | |
37 | const initPiece = (piece || this.getPiece(sx, sy)); | |
38 | const oppCol = V.GetOppCol(c); | |
39 | const oppPiece = this.getPiece(ex, ey); | |
40 | let mv = new Move({ | |
41 | start: { x: sx, y: sy }, | |
42 | end: { x: ex, y: ey }, | |
43 | appear: [ | |
44 | new PiPo({ | |
45 | x: ex, | |
46 | y: ey, | |
47 | c: c, | |
48 | p: (!!tr ? tr.p : initPiece) | |
49 | }) | |
50 | ], | |
51 | vanish: [ | |
52 | new PiPo({ | |
53 | x: ex, | |
54 | y: ey, | |
55 | c: oppCol, | |
56 | p: oppPiece | |
57 | }) | |
58 | ] | |
59 | }); | |
60 | if (!piece) { | |
61 | // Initial capture | |
62 | mv.vanish.unshift( | |
63 | new PiPo({ | |
64 | x: sx, | |
65 | y: sy, | |
66 | c: c, | |
67 | p: initPiece | |
68 | }) | |
69 | ); | |
70 | } | |
71 | // TODO: This "converted" indication isn't needed in fact, | |
72 | // because it can be deduced from the move itself. | |
73 | mv.end.converted = oppPiece; | |
74 | return mv; | |
75 | } | |
76 | ||
77 | getPotentialMovesFrom([x, y], asA) { | |
78 | const L = this.lastMoveEnd.length; | |
79 | if (!!this.lastMoveEnd[L-1]) { | |
80 | if (x != this.lastMoveEnd[L-1].x || y != this.lastMoveEnd[L-1].y) | |
81 | // A capture was played: wrong square | |
82 | return []; | |
83 | asA = this.lastMoveEnd[L-1].p; | |
84 | } | |
85 | switch (asA || this.getPiece(x, y)) { | |
86 | case V.PAWN: return super.getPotentialPawnMoves([x, y]); | |
87 | case V.ROOK: return super.getPotentialRookMoves([x, y]); | |
88 | case V.KNIGHT: return super.getPotentialKnightMoves([x, y]); | |
89 | case V.BISHOP: return super.getPotentialBishopMoves([x, y]); | |
90 | case V.QUEEN: return super.getPotentialQueenMoves([x, y]); | |
91 | case V.KING: return super.getPotentialKingMoves([x, y]); | |
92 | } | |
93 | return []; | |
94 | } | |
95 | ||
96 | getPossibleMovesFrom(sq) { | |
97 | const L = this.lastMoveEnd.length; | |
98 | let asA = undefined; | |
99 | if (!!this.lastMoveEnd[L-1]) { | |
100 | if ( | |
101 | sq[0] != this.lastMoveEnd[L-1].x || | |
102 | sq[1] != this.lastMoveEnd[L-1].y | |
103 | ) { | |
104 | return []; | |
105 | } | |
106 | asA = this.lastMoveEnd[L-1].p; | |
107 | } | |
108 | return this.filterValid(this.getPotentialMovesFrom(sq, asA)); | |
109 | } | |
110 | ||
111 | isAttacked_aux([x, y], color, explored) { | |
112 | if (explored.some(sq => sq[0] == x && sq[1] == y)) | |
113 | // Start of an infinite loop: exit | |
114 | return false; | |
115 | explored.push([x, y]); | |
116 | if (super.isAttacked([x, y], color)) return true; | |
117 | // Maybe indirect "chaining" attack: | |
118 | const myColor = this.turn | |
119 | let res = false; | |
120 | let toCheck = []; //check all but king (no need) | |
121 | // Pawns: | |
122 | const shiftToPawn = (myColor == 'w' ? -1 : 1); | |
123 | for (let yShift of [-1, 1]) { | |
124 | const [i, j] = [x + shiftToPawn, y + yShift]; | |
125 | if ( | |
126 | V.OnBoard(i, j) && | |
127 | this.board[i][j] != V.EMPTY && | |
128 | // NOTE: no need to check color (no enemy pawn can take directly) | |
129 | this.getPiece(i, j) == V.PAWN | |
130 | ) { | |
131 | toCheck.push([i, j]); | |
132 | } | |
133 | } | |
134 | // Knights: | |
135 | V.steps[V.KNIGHT].forEach(s => { | |
136 | const [i, j] = [x + s[0], y + s[1]]; | |
137 | if ( | |
138 | V.OnBoard(i, j) && | |
139 | this.board[i][j] != V.EMPTY && | |
140 | this.getPiece(i, j) == V.KNIGHT | |
141 | ) { | |
142 | toCheck.push([i, j]); | |
143 | } | |
144 | }); | |
145 | // Sliders: | |
146 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]).forEach(s => { | |
147 | let [i, j] = [x + s[0], y + s[1]]; | |
148 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { | |
149 | i += s[0]; | |
150 | j += s[1]; | |
151 | } | |
152 | if (!V.OnBoard(i, j)) return; | |
153 | const piece = this.getPiece(i, j); | |
154 | if ( | |
155 | piece == V.QUEEN || | |
156 | (piece == V.ROOK && (s[0] == 0 || s[1] == 0)) || | |
157 | (piece == V.BISHOP && (s[0] != 0 && s[1] != 0)) | |
158 | ) { | |
159 | toCheck.push([i, j]); | |
160 | } | |
161 | }); | |
162 | for (let ij of toCheck) { | |
163 | if (this.isAttacked_aux(ij, color, explored)) return true; | |
164 | } | |
165 | return false; | |
166 | } | |
167 | ||
168 | isAttacked([x, y], color) { | |
169 | let explored = []; | |
170 | return this.isAttacked_aux([x, y], color, explored); | |
171 | } | |
172 | ||
173 | filterValid(moves) { | |
174 | // No "checks" (except to forbid castle) | |
175 | return moves; | |
176 | } | |
177 | ||
178 | getCheckSquares() { | |
179 | return []; | |
180 | } | |
181 | ||
eb918ce5 BA |
182 | prePlay(move) { |
183 | const c = this.turn; | |
184 | // Extra conditions to avoid tracking converted kings: | |
185 | if ( | |
186 | move.appear[0].p == V.KING && | |
187 | move.vanish.length >= 1 && | |
188 | move.vanish[0].p == V.KING | |
189 | ) { | |
190 | this.kingPos[c][0] = move.appear[0].x; | |
191 | this.kingPos[c][1] = move.appear[0].y; | |
192 | } | |
193 | } | |
194 | ||
1006b211 | 195 | play(move) { |
eb918ce5 BA |
196 | this.prePlay(move); |
197 | const c = this.turn; | |
1006b211 | 198 | move.flags = JSON.stringify(this.aggregateFlags()); |
1006b211 BA |
199 | V.PlayOnBoard(this.board, move); |
200 | if (!move.end.converted) { | |
201 | // Not a capture: change turn | |
202 | this.turn = V.GetOppCol(this.turn); | |
203 | this.movesCount++; | |
204 | this.lastMoveEnd.push(null); | |
205 | } | |
206 | else { | |
207 | this.lastMoveEnd.push( | |
208 | Object.assign({}, move.end, { p: move.end.converted }) | |
209 | ); | |
210 | } | |
eb918ce5 | 211 | super.updateCastleFlags(move, move.appear[0].p, c); |
1006b211 BA |
212 | } |
213 | ||
214 | undo(move) { | |
215 | this.disaggregateFlags(JSON.parse(move.flags)); | |
1006b211 BA |
216 | this.lastMoveEnd.pop(); |
217 | V.UndoOnBoard(this.board, move); | |
218 | if (!move.end.converted) { | |
219 | this.turn = V.GetOppCol(this.turn); | |
220 | this.movesCount--; | |
221 | } | |
eb918ce5 BA |
222 | this.postUndo(move); |
223 | } | |
224 | ||
225 | postUndo(move) { | |
226 | const c = this.getColor(move.start.x, move.start.y); | |
227 | if ( | |
228 | move.appear[0].p == V.KING && | |
229 | move.vanish.length >= 1 && | |
230 | move.vanish[0].p == V.KING | |
231 | ) { | |
232 | this.kingPos[c] = [move.start.x, move.start.y]; | |
233 | } | |
1006b211 BA |
234 | } |
235 | ||
236 | getCurrentScore() { | |
237 | const color = this.turn; | |
238 | const kp = this.kingPos[color]; | |
239 | if (this.getColor(kp[0], kp[1]) != color) | |
240 | return (color == "w" ? "0-1" : "1-0"); | |
241 | if (!super.atLeastOneMove()) return "1/2"; | |
242 | return "*"; | |
243 | } | |
244 | ||
245 | getComputerMove() { | |
246 | let initMoves = this.getAllValidMoves(); | |
247 | if (initMoves.length == 0) return null; | |
248 | // Loop until valid move is found (no blocked pawn conversion...) | |
249 | while (true) { | |
250 | let moves = JSON.parse(JSON.stringify(initMoves)); | |
251 | let mvArray = []; | |
252 | let mv = null; | |
253 | // Just play random moves (for now at least. TODO?) | |
254 | while (moves.length > 0) { | |
255 | mv = moves[randInt(moves.length)]; | |
256 | mvArray.push(mv); | |
257 | this.play(mv); | |
258 | if (!!mv.end.converted) | |
259 | // A piece was just converted | |
260 | moves = this.getPotentialMovesFrom([mv.end.x, mv.end.y]); | |
261 | else break; | |
262 | } | |
263 | for (let i = mvArray.length - 1; i >= 0; i--) this.undo(mvArray[i]); | |
1f9d1d4a | 264 | if (!mv.end.converted) return (mvArray.length > 1 ? mvArray : mvArray[0]); |
1006b211 BA |
265 | } |
266 | return null; //never reached | |
267 | } | |
268 | ||
269 | getNotation(move) { | |
270 | if (move.appear.length == 2 && move.appear[0].p == V.KING) | |
271 | return (move.end.y < move.start.y ? "0-0-0" : "0-0"); | |
272 | const c = this.turn; | |
273 | const L = this.lastMoveEnd.length; | |
274 | const lm = this.lastMoveEnd[L-1]; | |
275 | const piece = (!lm ? move.appear[0].p : lm.p); | |
276 | // Basic move notation: | |
277 | let notation = piece.toUpperCase(); | |
278 | if ( | |
279 | this.board[move.end.x][move.end.y] != V.EMPTY || | |
280 | (piece == V.PAWN && move.start.y != move.end.y) | |
281 | ) { | |
282 | notation += "x"; | |
283 | } | |
284 | const finalSquare = V.CoordsToSquare(move.end); | |
285 | notation += finalSquare; | |
286 | ||
287 | // Add potential promotion indications: | |
288 | const firstLastRank = (c == 'w' ? [7, 0] : [0, 7]); | |
289 | if (move.end.x == firstLastRank[1] && piece == V.PAWN) | |
290 | notation += "=" + move.appear[0].p.toUpperCase(); | |
291 | return notation; | |
292 | } | |
293 | ||
294 | }; |