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0fb43db7 BA |
1 | import { ArrayFun } from "@/utils/array"; |
2 | import { randInt } from "@/utils/alea"; | |
3 | import { ChessRules, PiPo, Move } from "@/base_rules"; | |
4 | ||
5 | export class FullcavalryRules extends ChessRules { | |
6 | ||
7 | static get LANCER() { | |
8 | return "l"; | |
9 | } | |
10 | ||
11 | static get IMAGE_EXTENSION() { | |
12 | // Temporarily, for the time SVG pieces are being designed: | |
13 | return ".png"; | |
14 | } | |
15 | ||
16 | // Lancer directions *from white perspective* | |
17 | static get LANCER_DIRS() { | |
18 | return { | |
19 | 'c': [-1, 0], //north | |
20 | 'd': [-1, 1], //N-E | |
21 | 'e': [0, 1], //east | |
22 | 'f': [1, 1], //S-E | |
23 | 'g': [1, 0], //south | |
24 | 'h': [1, -1], //S-W | |
25 | 'm': [0, -1], //west | |
26 | 'o': [-1, -1] //N-W | |
27 | }; | |
28 | } | |
29 | ||
30 | static get PIECES() { | |
31 | return ChessRules.PIECES.concat(Object.keys(V.LANCER_DIRS)); | |
32 | } | |
33 | ||
34 | getPiece(i, j) { | |
35 | const piece = this.board[i][j].charAt(1); | |
36 | // Special lancer case: 8 possible orientations | |
37 | if (Object.keys(V.LANCER_DIRS).includes(piece)) return V.LANCER; | |
38 | return piece; | |
39 | } | |
40 | ||
41 | getPpath(b, color, score, orientation) { | |
42 | if (Object.keys(V.LANCER_DIRS).includes(b[1])) { | |
43 | if (orientation == 'w') return "Eightpieces/tmp_png/" + b; | |
44 | // Find opposite direction for adequate display: | |
45 | let oppDir = ''; | |
46 | switch (b[1]) { | |
47 | case 'c': | |
48 | oppDir = 'g'; | |
49 | break; | |
50 | case 'g': | |
51 | oppDir = 'c'; | |
52 | break; | |
53 | case 'd': | |
54 | oppDir = 'h'; | |
55 | break; | |
56 | case 'h': | |
57 | oppDir = 'd'; | |
58 | break; | |
59 | case 'e': | |
60 | oppDir = 'm'; | |
61 | break; | |
62 | case 'm': | |
63 | oppDir = 'e'; | |
64 | break; | |
65 | case 'f': | |
66 | oppDir = 'o'; | |
67 | break; | |
68 | case 'o': | |
69 | oppDir = 'f'; | |
70 | break; | |
71 | } | |
72 | return "Eightpieces/tmp_png/" + b[0] + oppDir; | |
73 | } | |
74 | // TODO: after we have SVG pieces, remove the folder and next prefix: | |
75 | return "Eightpieces/tmp_png/" + b; | |
76 | } | |
77 | ||
78 | getPPpath(m, orientation) { | |
a19caec0 BA |
79 | // If castle, show choices on m.appear[1]: |
80 | const index = (m.appear.length == 2 ? 1 : 0); | |
0fb43db7 BA |
81 | return ( |
82 | this.getPpath( | |
a19caec0 | 83 | m.appear[index].c + m.appear[index].p, |
0fb43db7 BA |
84 | null, |
85 | null, | |
86 | orientation | |
87 | ) | |
88 | ); | |
89 | } | |
90 | ||
4313762d BA |
91 | static GenRandInitFen(options) { |
92 | if (options.randomness == 0) | |
0fb43db7 | 93 | // Deterministic: |
c078bb5e | 94 | return "enbqkbnm/pppppppp/8/8/8/8/PPPPPPPP/ENBQKBNM w 0 ahah -"; |
0fb43db7 | 95 | |
4313762d | 96 | const baseFen = ChessRules.GenRandInitFen(options); |
a19caec0 BA |
97 | // Replace rooks by lancers with expected orientation: |
98 | const firstBlackRook = baseFen.indexOf('r'), | |
99 | lastBlackRook = baseFen.lastIndexOf('r'), | |
100 | firstWhiteRook = baseFen.indexOf('R'), | |
101 | lastWhiteRook = baseFen.lastIndexOf('R'); | |
102 | return ( | |
fe9ba5a0 BA |
103 | baseFen.substring(0, firstBlackRook) + |
104 | (firstBlackRook <= 3 ? 'e' : 'm') + | |
105 | baseFen.substring(firstBlackRook + 1, lastBlackRook) + | |
106 | (lastBlackRook >= 5 ? 'm' : 'e') + | |
de0706e6 BA |
107 | // Subtract 35 = total number of characters before last FEN row: |
108 | // 8x3 (full rows) + 4 (empty rows) + 7 (separators) | |
fe9ba5a0 | 109 | baseFen.substring(lastBlackRook + 1, firstWhiteRook) + |
de0706e6 | 110 | (firstWhiteRook - 35 <= 3 ? 'E' : 'M') + |
fe9ba5a0 | 111 | baseFen.substring(firstWhiteRook + 1, lastWhiteRook) + |
de0706e6 | 112 | (lastWhiteRook - 35 >= 5 ? 'M' : 'E') + |
a19caec0 BA |
113 | baseFen.substring(lastWhiteRook + 1) |
114 | ); | |
0fb43db7 BA |
115 | } |
116 | ||
0fb43db7 BA |
117 | getPotentialMovesFrom([x, y]) { |
118 | if (this.getPiece(x, y) == V.LANCER) | |
119 | return this.getPotentialLancerMoves([x, y]); | |
120 | return super.getPotentialMovesFrom([x, y]); | |
121 | } | |
122 | ||
a19caec0 BA |
123 | getPotentialPawnMoves([x, y]) { |
124 | const color = this.getColor(x, y); | |
a19caec0 | 125 | let shiftX = (color == "w" ? -1 : 1); |
f52671e5 | 126 | const lastRank = (color == "w" ? 0 : 7); |
a19caec0 BA |
127 | let finalPieces = [V.PAWN]; |
128 | if (x + shiftX == lastRank) { | |
129 | // Only allow direction facing inside board: | |
130 | const allowedLancerDirs = | |
131 | lastRank == 0 | |
132 | ? ['e', 'f', 'g', 'h', 'm'] | |
133 | : ['c', 'd', 'e', 'm', 'o']; | |
134 | finalPieces = allowedLancerDirs.concat([V.KNIGHT, V.BISHOP, V.QUEEN]); | |
135 | } | |
f52671e5 | 136 | return super.getPotentialPawnMoves([x, y], finalPieces); |
a19caec0 BA |
137 | } |
138 | ||
0fb43db7 BA |
139 | // Obtain all lancer moves in "step" direction |
140 | getPotentialLancerMoves_aux([x, y], step, tr) { | |
141 | let moves = []; | |
142 | // Add all moves to vacant squares until opponent is met: | |
143 | const color = this.getColor(x, y); | |
144 | const oppCol = V.GetOppCol(color) | |
145 | let sq = [x + step[0], y + step[1]]; | |
146 | while (V.OnBoard(sq[0], sq[1]) && this.getColor(sq[0], sq[1]) != oppCol) { | |
147 | if (this.board[sq[0]][sq[1]] == V.EMPTY) | |
148 | moves.push(this.getBasicMove([x, y], sq, tr)); | |
149 | sq[0] += step[0]; | |
150 | sq[1] += step[1]; | |
151 | } | |
152 | if (V.OnBoard(sq[0], sq[1])) | |
153 | // Add capturing move | |
154 | moves.push(this.getBasicMove([x, y], sq, tr)); | |
155 | return moves; | |
156 | } | |
157 | ||
158 | getPotentialLancerMoves([x, y]) { | |
159 | let moves = []; | |
160 | // Add all lancer possible orientations, similar to pawn promotions. | |
161 | const color = this.getColor(x, y); | |
162 | const dirCode = this.board[x][y][1]; | |
163 | const curDir = V.LANCER_DIRS[dirCode]; | |
164 | const monodirMoves = | |
165 | this.getPotentialLancerMoves_aux([x, y], V.LANCER_DIRS[dirCode]); | |
166 | monodirMoves.forEach(m => { | |
167 | Object.keys(V.LANCER_DIRS).forEach(k => { | |
168 | const newDir = V.LANCER_DIRS[k]; | |
169 | // Prevent orientations toward outer board: | |
170 | if (V.OnBoard(m.end.x + newDir[0], m.end.y + newDir[1])) { | |
171 | let mk = JSON.parse(JSON.stringify(m)); | |
172 | mk.appear[0].p = k; | |
173 | moves.push(mk); | |
174 | } | |
175 | }); | |
176 | }); | |
177 | return moves; | |
178 | } | |
179 | ||
a19caec0 BA |
180 | getCastleMoves([x, y]) { |
181 | const c = this.getColor(x, y); | |
182 | ||
183 | // Castling ? | |
184 | const oppCol = V.GetOppCol(c); | |
185 | let moves = []; | |
186 | let i = 0; | |
187 | // King, then lancer: | |
188 | const finalSquares = [ [2, 3], [V.size.y - 2, V.size.y - 3] ]; | |
189 | castlingCheck: for ( | |
190 | let castleSide = 0; | |
191 | castleSide < 2; | |
192 | castleSide++ //large, then small | |
193 | ) { | |
194 | if (this.castleFlags[c][castleSide] >= V.size.y) continue; | |
195 | // If this code is reached, lancer and king are on initial position | |
196 | ||
197 | const lancerPos = this.castleFlags[c][castleSide]; | |
198 | const castlingPiece = this.board[x][lancerPos].charAt(1); | |
199 | ||
200 | // Nothing on the path of the king ? (and no checks) | |
201 | const finDist = finalSquares[castleSide][0] - y; | |
202 | let step = finDist / Math.max(1, Math.abs(finDist)); | |
203 | i = y; | |
204 | do { | |
205 | if ( | |
206 | (this.isAttacked([x, i], oppCol)) || | |
207 | ( | |
208 | this.board[x][i] != V.EMPTY && | |
209 | // NOTE: next check is enough, because of chessboard constraints | |
210 | (this.getColor(x, i) != c || ![y, lancerPos].includes(i)) | |
211 | ) | |
212 | ) { | |
213 | continue castlingCheck; | |
214 | } | |
215 | i += step; | |
216 | } while (i != finalSquares[castleSide][0]); | |
217 | ||
218 | // Nothing on final squares, except maybe king and castling lancer? | |
219 | for (i = 0; i < 2; i++) { | |
220 | if ( | |
221 | finalSquares[castleSide][i] != lancerPos && | |
222 | this.board[x][finalSquares[castleSide][i]] != V.EMPTY && | |
223 | ( | |
224 | finalSquares[castleSide][i] != y || | |
225 | this.getColor(x, finalSquares[castleSide][i]) != c | |
226 | ) | |
227 | ) { | |
228 | continue castlingCheck; | |
229 | } | |
230 | } | |
231 | ||
232 | // If this code is reached, castle is valid | |
233 | let allowedLancerDirs = [castlingPiece]; | |
234 | if (finalSquares[castleSide][1] != lancerPos) { | |
235 | // It moved: allow reorientation | |
236 | allowedLancerDirs = | |
237 | x == 0 | |
238 | ? ['e', 'f', 'g', 'h', 'm'] | |
239 | : ['c', 'd', 'e', 'm', 'o']; | |
240 | } | |
241 | allowedLancerDirs.forEach(dir => { | |
242 | moves.push( | |
243 | new Move({ | |
244 | appear: [ | |
245 | new PiPo({ | |
246 | x: x, | |
247 | y: finalSquares[castleSide][0], | |
248 | p: V.KING, | |
249 | c: c | |
250 | }), | |
251 | new PiPo({ | |
252 | x: x, | |
253 | y: finalSquares[castleSide][1], | |
254 | p: dir, | |
255 | c: c | |
256 | }) | |
257 | ], | |
258 | vanish: [ | |
259 | new PiPo({ x: x, y: y, p: V.KING, c: c }), | |
260 | new PiPo({ x: x, y: lancerPos, p: castlingPiece, c: c }) | |
261 | ], | |
262 | end: | |
263 | Math.abs(y - lancerPos) <= 2 | |
264 | ? { x: x, y: lancerPos } | |
265 | : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } | |
266 | }) | |
267 | ); | |
268 | }); | |
269 | } | |
270 | ||
271 | return moves; | |
272 | } | |
273 | ||
0fb43db7 BA |
274 | isAttacked(sq, color) { |
275 | return ( | |
276 | super.isAttacked(sq, color) || | |
277 | this.isAttackedByLancer(sq, color) | |
278 | ); | |
279 | } | |
280 | ||
281 | isAttackedByLancer([x, y], color) { | |
282 | for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) { | |
283 | // If in this direction there are only enemy pieces and empty squares, | |
284 | // and we meet a lancer: can he reach us? | |
285 | // NOTE: do not stop at first lancer, there might be several! | |
286 | let coord = { x: x + step[0], y: y + step[1] }; | |
287 | let lancerPos = []; | |
288 | while ( | |
289 | V.OnBoard(coord.x, coord.y) && | |
290 | ( | |
291 | this.board[coord.x][coord.y] == V.EMPTY || | |
292 | this.getColor(coord.x, coord.y) == color | |
293 | ) | |
294 | ) { | |
f52671e5 | 295 | if (this.getPiece(coord.x, coord.y) == V.LANCER) |
0fb43db7 | 296 | lancerPos.push({x: coord.x, y: coord.y}); |
0fb43db7 BA |
297 | coord.x += step[0]; |
298 | coord.y += step[1]; | |
299 | } | |
300 | for (let xy of lancerPos) { | |
301 | const dir = V.LANCER_DIRS[this.board[xy.x][xy.y].charAt(1)]; | |
302 | if (dir[0] == -step[0] && dir[1] == -step[1]) return true; | |
303 | } | |
304 | } | |
305 | return false; | |
306 | } | |
307 | ||
308 | static get VALUES() { | |
309 | return Object.assign( | |
310 | { l: 4.8 }, //Jeff K. estimation (for Eightpieces) | |
311 | ChessRules.VALUES | |
312 | ); | |
313 | } | |
314 | ||
315 | // For moves notation: | |
316 | static get LANCER_DIRNAMES() { | |
317 | return { | |
318 | 'c': "N", | |
319 | 'd': "NE", | |
320 | 'e': "E", | |
321 | 'f': "SE", | |
322 | 'g': "S", | |
323 | 'h': "SW", | |
324 | 'm': "W", | |
325 | 'o': "NW" | |
326 | }; | |
327 | } | |
328 | ||
329 | filterValid(moves) { | |
330 | // At move 1, forbid captures (in case of...): | |
c078bb5e | 331 | if (this.movesCount >= 2) return super.filterValid(moves); |
0fb43db7 BA |
332 | return moves.filter(m => m.vanish.length == 1); |
333 | } | |
334 | ||
f52671e5 BA |
335 | static get SEARCH_DEPTH() { |
336 | return 2; | |
337 | } | |
338 | ||
0fb43db7 BA |
339 | getNotation(move) { |
340 | let notation = super.getNotation(move); | |
341 | if (Object.keys(V.LANCER_DIRNAMES).includes(move.vanish[0].p)) | |
342 | // Lancer: add direction info | |
343 | notation += "=" + V.LANCER_DIRNAMES[move.appear[0].p]; | |
a19caec0 BA |
344 | else if (move.appear.length == 2 && move.vanish[1].p != move.appear[1].p) |
345 | // Same after castle: | |
346 | notation += "+L:" + V.LANCER_DIRNAMES[move.appear[1].p]; | |
0fb43db7 BA |
347 | else if ( |
348 | move.vanish[0].p == V.PAWN && | |
349 | Object.keys(V.LANCER_DIRNAMES).includes(move.appear[0].p) | |
350 | ) { | |
351 | // Fix promotions in lancer: | |
352 | notation = notation.slice(0, -1) + | |
353 | "L:" + V.LANCER_DIRNAMES[move.appear[0].p]; | |
354 | } | |
355 | return notation; | |
356 | } | |
357 | ||
358 | }; |