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5e1bc651 BA |
1 | import { ChessRules } from "@/base_rules"; |
2 | import { randInt } from "@/utils/alea"; | |
3 | ||
4 | export class MonsterRules extends ChessRules { | |
5 | static IsGoodFlags(flags) { | |
6 | // Only black can castle | |
7 | return !!flags.match(/^[a-z]{2,2}$/); | |
8 | } | |
9 | ||
10 | static GenRandInitFen(randomness) { | |
11 | if (randomness == 2) randomness--; | |
12 | const fen = ChessRules.GenRandInitFen(randomness); | |
13 | return ( | |
14 | // 26 first chars are 6 rows + 6 slashes | |
15 | fen.substr(0, 26) | |
16 | // En passant available, and "half-castle" | |
dd3ec662 | 17 | .concat("1PPPPPP1/4K3 w 0 ") |
5e1bc651 BA |
18 | .concat(fen.substr(-6, 2)) |
19 | .concat(" -") | |
20 | ); | |
21 | } | |
22 | ||
23 | getFlagsFen() { | |
24 | return this.castleFlags['b'].map(V.CoordToColumn).join(""); | |
25 | } | |
26 | ||
27 | setFlags(fenflags) { | |
28 | this.castleFlags = { 'b': [-1, -1] }; | |
29 | for (let i = 0; i < 2; i++) | |
30 | this.castleFlags['b'][i] = V.ColumnToCoord(fenflags.charAt(i)); | |
31 | } | |
32 | ||
33 | setOtherVariables(fen) { | |
34 | super.setOtherVariables(fen); | |
35 | this.subTurn = 1; | |
36 | } | |
37 | ||
38 | getPotentialKingMoves([x, y]) { | |
39 | if (this.getColor(x, y) == 'b') return super.getPotentialKingMoves([x, y]); | |
40 | // White doesn't castle: | |
41 | return this.getSlideNJumpMoves( | |
42 | [x, y], | |
43 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]), | |
44 | "oneStep" | |
45 | ); | |
46 | } | |
47 | ||
48 | isAttacked(sq, color, castling) { | |
49 | const singleMoveAttack = super.isAttacked(sq, color); | |
50 | if (singleMoveAttack) return true; | |
51 | if (color == 'b' || !!castling) return singleMoveAttack; | |
52 | // Attacks by white: double-move allowed | |
53 | const curTurn = this.turn; | |
54 | this.turn = 'w'; | |
55 | const w1Moves = super.getAllPotentialMoves(); | |
56 | this.turn = curTurn; | |
57 | for (let move of w1Moves) { | |
58 | this.play(move); | |
59 | const res = super.isAttacked(sq, 'w'); | |
60 | this.undo(move); | |
61 | if (res) return res; | |
62 | } | |
63 | return false; | |
64 | } | |
65 | ||
66 | play(move) { | |
67 | move.flags = JSON.stringify(this.aggregateFlags()); | |
68 | if (this.turn == 'b' || this.subTurn == 2) | |
69 | this.epSquares.push(this.getEpSquare(move)); | |
70 | else this.epSquares.push(null); | |
71 | V.PlayOnBoard(this.board, move); | |
72 | if (this.turn == 'w') { | |
73 | if (this.subTurn == 1) this.movesCount++; | |
74 | else this.turn = 'b'; | |
75 | this.subTurn = 3 - this.subTurn; | |
76 | } else { | |
77 | this.turn = 'w'; | |
78 | this.movesCount++; | |
79 | } | |
80 | this.postPlay(move); | |
81 | } | |
82 | ||
83 | updateCastleFlags(move, piece) { | |
84 | // Only black can castle: | |
85 | const firstRank = 0; | |
86 | if (piece == V.KING && move.appear[0].c == 'b') | |
87 | this.castleFlags['b'] = [8, 8]; | |
88 | else if ( | |
89 | move.start.x == firstRank && | |
90 | this.castleFlags['b'].includes(move.start.y) | |
91 | ) { | |
92 | const flagIdx = (move.start.y == this.castleFlags['b'][0] ? 0 : 1); | |
93 | this.castleFlags['b'][flagIdx] = 8; | |
94 | } | |
95 | else if ( | |
96 | move.end.x == firstRank && | |
97 | this.castleFlags['b'].includes(move.end.y) | |
98 | ) { | |
99 | const flagIdx = (move.end.y == this.castleFlags['b'][0] ? 0 : 1); | |
100 | this.castleFlags['b'][flagIdx] = 8; | |
101 | } | |
102 | } | |
103 | ||
104 | postPlay(move) { | |
105 | // Definition of 'c' in base class doesn't work: | |
106 | const c = move.vanish[0].c; | |
107 | const piece = move.vanish[0].p; | |
472c0c4f | 108 | if (piece == V.KING) { |
5e1bc651 BA |
109 | this.kingPos[c][0] = move.appear[0].x; |
110 | this.kingPos[c][1] = move.appear[0].y; | |
5e1bc651 BA |
111 | } |
112 | this.updateCastleFlags(move, piece); | |
113 | } | |
114 | ||
115 | undo(move) { | |
116 | this.epSquares.pop(); | |
117 | this.disaggregateFlags(JSON.parse(move.flags)); | |
118 | V.UndoOnBoard(this.board, move); | |
119 | if (this.turn == 'w') { | |
120 | if (this.subTurn == 2) this.subTurn = 1; | |
121 | else this.turn = 'b'; | |
122 | this.movesCount--; | |
123 | } else { | |
124 | this.turn = 'w'; | |
125 | this.subTurn = 2; | |
126 | } | |
127 | this.postUndo(move); | |
128 | } | |
129 | ||
130 | filterValid(moves) { | |
131 | if (this.turn == 'w' && this.subTurn == 1) { | |
132 | return moves.filter(m1 => { | |
133 | this.play(m1); | |
134 | // NOTE: no recursion because next call will see subTurn == 2 | |
135 | const res = super.atLeastOneMove(); | |
136 | this.undo(m1); | |
137 | return res; | |
138 | }); | |
139 | } | |
140 | return super.filterValid(moves); | |
141 | } | |
142 | ||
143 | static get SEARCH_DEPTH() { | |
144 | return 1; | |
145 | } | |
146 | ||
147 | getComputerMove() { | |
148 | const color = this.turn; | |
149 | if (color == 'w') { | |
150 | // Generate all sequences of 2-moves | |
151 | const moves1 = this.getAllValidMoves(); | |
152 | moves1.forEach(m1 => { | |
153 | m1.eval = -V.INFINITY; | |
154 | m1.move2 = null; | |
155 | this.play(m1); | |
156 | const moves2 = this.getAllValidMoves(); | |
157 | moves2.forEach(m2 => { | |
158 | this.play(m2); | |
159 | const eval2 = this.evalPosition(); | |
160 | this.undo(m2); | |
161 | if (eval2 > m1.eval) { | |
162 | m1.eval = eval2; | |
163 | m1.move2 = m2; | |
164 | } | |
165 | }); | |
166 | this.undo(m1); | |
167 | }); | |
168 | moves1.sort((a, b) => b.eval - a.eval); | |
169 | let candidates = [0]; | |
170 | for ( | |
171 | let i = 1; | |
172 | i < moves1.length && moves1[i].eval == moves1[0].eval; | |
173 | i++ | |
174 | ) { | |
175 | candidates.push(i); | |
176 | } | |
177 | const idx = candidates[randInt(candidates.length)]; | |
178 | const move2 = moves1[idx].move2; | |
179 | delete moves1[idx]["move2"]; | |
180 | return [moves1[idx], move2]; | |
181 | } | |
182 | // For black at depth 1, super method is fine: | |
183 | return super.getComputerMove(); | |
184 | } | |
185 | }; |