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472c0c4f BA |
1 | import { ChessRules, Move, PiPo } from "@/base_rules"; |
2 | import { ArrayFun } from "@/utils/array"; | |
3 | import { randInt } from "@/utils/alea"; | |
4 | ||
5 | export class OmegaRules extends ChessRules { | |
6 | static get PawnSpecs() { | |
7 | return Object.assign( | |
8 | {}, | |
9 | ChessRules.PawnSpecs, | |
10 | { | |
11 | initShift: { w: 2, b: 2 }, | |
12 | threeSquares: true, | |
13 | promotions: | |
14 | ChessRules.PawnSpecs.promotions.concat([V.CHAMPION, V.WIZARD]) | |
15 | } | |
16 | ); | |
17 | } | |
18 | ||
19 | // For space between corners: | |
20 | static get NOTHING() { | |
21 | return "xx"; | |
22 | } | |
23 | ||
24 | static board2fen(b) { | |
25 | if (b[0] == 'x') return 'x'; | |
26 | return ChessRules.board2fen(b); | |
27 | } | |
28 | ||
29 | static fen2board(f) { | |
30 | if (f == 'x') return V.NOTHING; | |
31 | return ChessRules.fen2board(f); | |
32 | } | |
33 | ||
34 | getPpath(b) { | |
35 | if (b[0] == 'x') return "Omega/nothing"; | |
36 | return ([V.CHAMPION, V.WIZARD].includes(b[1]) ? "Omega/" : "") + b; | |
37 | } | |
38 | ||
e90bafa8 | 39 | // TODO: the wall position should be checked too |
c0b036aa BA |
40 | static IsGoodPosition(position) { |
41 | if (position.length == 0) return false; | |
42 | const rows = position.split("/"); | |
43 | if (rows.length != V.size.x) return false; | |
44 | let kings = { "k": 0, "K": 0 }; | |
45 | for (let row of rows) { | |
46 | let sumElts = 0; | |
47 | for (let i = 0; i < row.length; i++) { | |
48 | if (['K','k'].includes(row[i])) kings[row[i]]++; | |
49 | if (['x'].concat(V.PIECES).includes(row[i].toLowerCase())) sumElts++; | |
50 | else { | |
51 | const num = parseInt(row[i]); | |
52 | if (isNaN(num)) return false; | |
53 | sumElts += num; | |
54 | } | |
55 | } | |
56 | if (sumElts != V.size.y) return false; | |
57 | } | |
58 | if (Object.values(kings).some(v => v != 1)) return false; | |
59 | return true; | |
60 | } | |
61 | ||
472c0c4f BA |
62 | // NOTE: keep this extensive check because the board has holes |
63 | static IsGoodEnpassant(enpassant) { | |
64 | if (enpassant != "-") { | |
65 | const squares = enpassant.split(","); | |
66 | if (squares.length > 2) return false; | |
67 | for (let sq of squares) { | |
68 | const ep = V.SquareToCoords(sq); | |
69 | if (isNaN(ep.x) || !V.OnBoard(ep)) return false; | |
70 | } | |
71 | } | |
72 | return true; | |
73 | } | |
74 | ||
75 | static get size() { | |
76 | return { x: 12, y: 12 }; | |
77 | } | |
78 | ||
79 | static OnBoard(x, y) { | |
80 | return ( | |
81 | (x >= 1 && x <= 10 && y >= 1 && y <= 10) || | |
82 | (x == 11 && [0, 11].includes(y)) || | |
83 | (x == 0 && [0, 11].includes(y)) | |
84 | ); | |
85 | } | |
86 | ||
87 | // Dabbabah + alfil + wazir | |
88 | static get CHAMPION() { | |
89 | return "c"; | |
90 | } | |
91 | ||
92 | // Camel + ferz | |
93 | static get WIZARD() { | |
94 | return "w"; | |
95 | } | |
96 | ||
97 | static get PIECES() { | |
98 | return ChessRules.PIECES.concat([V.CHAMPION, V.WIZARD]); | |
99 | } | |
100 | ||
101 | static get steps() { | |
102 | return Object.assign( | |
103 | {}, | |
104 | ChessRules.steps, | |
105 | { | |
106 | w: [ | |
107 | [-3, -1], | |
108 | [-3, 1], | |
109 | [-1, -3], | |
110 | [-1, 3], | |
111 | [1, -3], | |
112 | [1, 3], | |
113 | [3, -1], | |
114 | [3, 1], | |
115 | [-1, -1], | |
116 | [-1, 1], | |
117 | [1, -1], | |
118 | [1, 1] | |
119 | ], | |
120 | c: [ | |
121 | [1, 0], | |
122 | [-1, 0], | |
123 | [0, 1], | |
124 | [0, -1], | |
125 | [2, 2], | |
126 | [2, -2], | |
127 | [-2, 2], | |
128 | [-2, -2], | |
129 | [-2, 0], | |
130 | [0, -2], | |
131 | [2, 0], | |
132 | [0, 2] | |
133 | ] | |
134 | } | |
135 | ); | |
136 | } | |
137 | ||
138 | static GenRandInitFen(randomness) { | |
139 | if (randomness == 0) { | |
140 | return ( | |
141 | "wxxxxxxxxxxw/xcrnbqkbnrcx/xppppppppppx/x91x/x91x/x91x/" + | |
142 | "x91x/x91x/x91x/xPPPPPPPPPPx/xCRNBQKBNRCx/WxxxxxxxxxxW " + | |
143 | "w 0 cjcj -" | |
144 | ); | |
145 | } | |
146 | ||
147 | let pieces = { w: new Array(10), b: new Array(10) }; | |
148 | let flags = ""; | |
149 | // Shuffle pieces on first (and last rank if randomness == 2) | |
150 | for (let c of ["w", "b"]) { | |
151 | if (c == 'b' && randomness == 1) { | |
152 | pieces['b'] = pieces['w']; | |
153 | flags += flags; | |
154 | break; | |
155 | } | |
156 | ||
157 | let positions = ArrayFun.range(10); | |
158 | ||
159 | // Get random squares for bishops | |
160 | let randIndex = 2 * randInt(5); | |
161 | const bishop1Pos = positions[randIndex]; | |
162 | // The second bishop must be on a square of different color | |
163 | let randIndex_tmp = 2 * randInt(5) + 1; | |
164 | const bishop2Pos = positions[randIndex_tmp]; | |
472c0c4f BA |
165 | |
166 | // Get random squares for champions | |
e90bafa8 BA |
167 | let randIndexC = 2 * randInt(4); |
168 | if (randIndexC >= bishop1Pos) randIndexC += 2; | |
169 | const champion1Pos = positions[randIndexC]; | |
472c0c4f | 170 | // The second champion must be on a square of different color |
e90bafa8 BA |
171 | let randIndex_tmpC = 2 * randInt(4) + 1; |
172 | if (randIndex_tmpC >= bishop2Pos) randIndex_tmpC += 2; | |
173 | const champion2Pos = positions[randIndex_tmpC]; | |
174 | ||
175 | let usedIndices = [randIndex, randIndex_tmp, randIndexC, randIndex_tmpC]; | |
176 | usedIndices.sort(); | |
177 | for (let i = 3; i >= 0; i--) positions.splice(usedIndices[i], 1); | |
472c0c4f BA |
178 | |
179 | // Get random squares for other pieces | |
180 | randIndex = randInt(6); | |
181 | const knight1Pos = positions[randIndex]; | |
182 | positions.splice(randIndex, 1); | |
183 | randIndex = randInt(5); | |
184 | const knight2Pos = positions[randIndex]; | |
185 | positions.splice(randIndex, 1); | |
186 | ||
187 | randIndex = randInt(4); | |
188 | const queenPos = positions[randIndex]; | |
189 | positions.splice(randIndex, 1); | |
190 | ||
191 | // Rooks and king positions are now fixed | |
192 | const rook1Pos = positions[0]; | |
193 | const kingPos = positions[1]; | |
194 | const rook2Pos = positions[2]; | |
195 | ||
196 | pieces[c][champion1Pos] = "c"; | |
197 | pieces[c][rook1Pos] = "r"; | |
198 | pieces[c][knight1Pos] = "n"; | |
199 | pieces[c][bishop1Pos] = "b"; | |
200 | pieces[c][queenPos] = "q"; | |
201 | pieces[c][kingPos] = "k"; | |
202 | pieces[c][bishop2Pos] = "b"; | |
203 | pieces[c][knight2Pos] = "n"; | |
204 | pieces[c][rook2Pos] = "r"; | |
205 | pieces[c][champion2Pos] = "c"; | |
e90bafa8 | 206 | flags += V.CoordToColumn(rook1Pos+1) + V.CoordToColumn(rook2Pos+1); |
472c0c4f BA |
207 | } |
208 | // Add turn + flags + enpassant | |
209 | return ( | |
210 | "wxxxxxxxxxxw/" + | |
211 | "x" + pieces["b"].join("") + | |
212 | "x/xppppppppppx/x91x/x91x/x91x/x91x/x91x/x91x/xPPPPPPPPPPx/x" + | |
213 | pieces["w"].join("").toUpperCase() + "x" + | |
214 | "/WxxxxxxxxxxW " + | |
215 | "w 0 " + flags + " -" | |
216 | ); | |
217 | } | |
218 | ||
219 | // There may be 2 enPassant squares (if pawn jump 3 squares) | |
220 | getEnpassantFen() { | |
221 | const L = this.epSquares.length; | |
222 | if (!this.epSquares[L - 1]) return "-"; //no en-passant | |
223 | let res = ""; | |
224 | this.epSquares[L - 1].forEach(sq => { | |
225 | res += V.CoordsToSquare(sq) + ","; | |
226 | }); | |
227 | return res.slice(0, -1); //remove last comma | |
228 | } | |
229 | ||
e0953a57 BA |
230 | canTake([x1, y1], [x2, y2]) { |
231 | return ( | |
232 | // Cannot take wall :) | |
e90bafa8 | 233 | // NOTE: this check is useful only for pawns where OnBoard() isn't used |
e0953a57 BA |
234 | this.board[x2][y2] != V.NOTHING && |
235 | this.getColor(x1, y1) !== this.getColor(x2, y2) | |
236 | ); | |
237 | } | |
238 | ||
472c0c4f BA |
239 | // En-passant after 2-sq or 3-sq jumps |
240 | getEpSquare(moveOrSquare) { | |
241 | if (!moveOrSquare) return undefined; | |
242 | if (typeof moveOrSquare === "string") { | |
243 | const square = moveOrSquare; | |
244 | if (square == "-") return undefined; | |
245 | let res = []; | |
246 | square.split(",").forEach(sq => { | |
247 | res.push(V.SquareToCoords(sq)); | |
248 | }); | |
249 | return res; | |
250 | } | |
251 | // Argument is a move: | |
252 | const move = moveOrSquare; | |
253 | const [sx, sy, ex] = [move.start.x, move.start.y, move.end.x]; | |
254 | if (this.getPiece(sx, sy) == V.PAWN && Math.abs(sx - ex) >= 2) { | |
255 | const step = (ex - sx) / Math.abs(ex - sx); | |
256 | let res = [ | |
257 | { | |
258 | x: sx + step, | |
259 | y: sy | |
260 | } | |
261 | ]; | |
262 | if (sx + 2 * step != ex) { | |
263 | // 3-squares jump | |
264 | res.push({ | |
265 | x: sx + 2 * step, | |
266 | y: sy | |
267 | }); | |
268 | } | |
269 | return res; | |
270 | } | |
271 | return undefined; //default | |
272 | } | |
273 | ||
274 | getPotentialMovesFrom([x, y]) { | |
275 | switch (this.getPiece(x, y)) { | |
276 | case V.CHAMPION: | |
277 | return this.getPotentialChampionMoves([x, y]); | |
278 | case V.WIZARD: | |
279 | return this.getPotentialWizardMoves([x, y]); | |
280 | default: | |
281 | return super.getPotentialMovesFrom([x, y]); | |
282 | } | |
283 | } | |
284 | ||
f6c6d0c3 | 285 | getEnpassantCaptures([x, y], shiftX) { |
472c0c4f BA |
286 | const Lep = this.epSquares.length; |
287 | const epSquare = this.epSquares[Lep - 1]; | |
288 | let moves = []; | |
289 | if (!!epSquare) { | |
290 | for (let epsq of epSquare) { | |
291 | // TODO: some redundant checks | |
292 | if (epsq.x == x + shiftX && Math.abs(epsq.y - y) == 1) { | |
293 | let enpassantMove = this.getBasicMove([x, y], [epsq.x, epsq.y]); | |
294 | // WARNING: the captured pawn may be diagonally behind us, | |
295 | // if it's a 3-squares jump and we take on 1st passing square | |
296 | const px = this.board[x][epsq.y] != V.EMPTY ? x : x - shiftX; | |
297 | enpassantMove.vanish.push({ | |
298 | x: px, | |
299 | y: epsq.y, | |
300 | p: "p", | |
301 | c: this.getColor(px, epsq.y) | |
302 | }); | |
303 | moves.push(enpassantMove); | |
304 | } | |
305 | } | |
306 | } | |
307 | return moves; | |
308 | } | |
309 | ||
310 | getPotentialChampionMoves(sq) { | |
311 | return this.getSlideNJumpMoves(sq, V.steps[V.CHAMPION], "oneStep"); | |
312 | } | |
313 | ||
314 | getPotentialWizardMoves(sq) { | |
315 | return this.getSlideNJumpMoves(sq, V.steps[V.WIZARD], "oneStep"); | |
316 | } | |
317 | ||
318 | getCastleMoves([x, y], castleInCheck) { | |
319 | const c = this.getColor(x, y); | |
320 | if (x != (c == "w" ? V.size.x - 2 : 1) || y != this.INIT_COL_KING[c]) | |
321 | return []; //x isn't first rank, or king has moved (shortcut) | |
322 | ||
323 | // Castling ? | |
324 | const oppCol = V.GetOppCol(c); | |
325 | let moves = []; | |
326 | let i = 0; | |
327 | // King, then rook: | |
328 | const finalSquares = [ | |
329 | [4, 5], | |
330 | [8, 7] | |
331 | ]; | |
332 | castlingCheck: for ( | |
333 | let castleSide = 0; | |
334 | castleSide < 2; | |
335 | castleSide++ //large, then small | |
336 | ) { | |
337 | if (this.castleFlags[c][castleSide] >= V.size.y) continue; | |
338 | // If this code is reached, rook and king are on initial position | |
339 | ||
340 | // NOTE: in some variants this is not a rook | |
341 | const rookPos = this.castleFlags[c][castleSide]; | |
342 | if (this.board[x][rookPos] == V.EMPTY || this.getColor(x, rookPos) != c) | |
343 | // Rook is not here, or changed color (see Benedict) | |
344 | continue; | |
345 | ||
346 | // Nothing on the path of the king ? (and no checks) | |
347 | const castlingPiece = this.getPiece(x, rookPos); | |
348 | const finDist = finalSquares[castleSide][0] - y; | |
349 | let step = finDist / Math.max(1, Math.abs(finDist)); | |
350 | i = y; | |
351 | do { | |
352 | if ( | |
353 | (!castleInCheck && this.isAttacked([x, i], oppCol)) || | |
354 | (this.board[x][i] != V.EMPTY && | |
355 | // NOTE: next check is enough, because of chessboard constraints | |
356 | (this.getColor(x, i) != c || | |
357 | ![V.KING, castlingPiece].includes(this.getPiece(x, i)))) | |
358 | ) { | |
359 | continue castlingCheck; | |
360 | } | |
361 | i += step; | |
362 | } while (i != finalSquares[castleSide][0]); | |
363 | ||
364 | // Nothing on the path to the rook? | |
365 | step = castleSide == 0 ? -1 : 1; | |
366 | for (i = y + step; i != rookPos; i += step) { | |
367 | if (this.board[x][i] != V.EMPTY) continue castlingCheck; | |
368 | } | |
369 | ||
370 | // Nothing on final squares, except maybe king and castling rook? | |
371 | for (i = 0; i < 2; i++) { | |
372 | if ( | |
373 | finalSquares[castleSide][i] != rookPos && | |
374 | this.board[x][finalSquares[castleSide][i]] != V.EMPTY && | |
375 | ( | |
376 | this.getPiece(x, finalSquares[castleSide][i]) != V.KING || | |
377 | this.getColor(x, finalSquares[castleSide][i]) != c | |
378 | ) | |
379 | ) { | |
380 | continue castlingCheck; | |
381 | } | |
382 | } | |
383 | ||
384 | // If this code is reached, castle is valid | |
385 | moves.push( | |
386 | new Move({ | |
387 | appear: [ | |
388 | new PiPo({ | |
389 | x: x, | |
390 | y: finalSquares[castleSide][0], | |
391 | p: V.KING, | |
392 | c: c | |
393 | }), | |
394 | new PiPo({ | |
395 | x: x, | |
396 | y: finalSquares[castleSide][1], | |
397 | p: castlingPiece, | |
398 | c: c | |
399 | }) | |
400 | ], | |
401 | vanish: [ | |
402 | new PiPo({ x: x, y: y, p: V.KING, c: c }), | |
403 | new PiPo({ x: x, y: rookPos, p: castlingPiece, c: c }) | |
404 | ], | |
405 | end: | |
406 | Math.abs(y - rookPos) <= 2 | |
407 | ? { x: x, y: rookPos } | |
408 | : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } | |
409 | }) | |
410 | ); | |
411 | } | |
412 | ||
413 | return moves; | |
414 | } | |
415 | ||
416 | isAttacked(sq, color) { | |
417 | return ( | |
418 | super.isAttacked(sq, color) || | |
419 | this.isAttackedByChampion(sq, color) || | |
420 | this.isAttackedByWizard(sq, color) | |
421 | ); | |
422 | } | |
423 | ||
424 | isAttackedByWizard(sq, color) { | |
425 | return ( | |
426 | this.isAttackedBySlideNJump( | |
427 | sq, color, V.WIZARD, V.steps[V.WIZARD], "oneStep") | |
428 | ); | |
429 | } | |
430 | ||
431 | isAttackedByChampion(sq, color) { | |
432 | return ( | |
433 | this.isAttackedBySlideNJump( | |
434 | sq, color, V.CHAMPION, V.steps[V.CHAMPION], "oneStep") | |
435 | ); | |
436 | } | |
437 | ||
438 | updateCastleFlags(move, piece) { | |
439 | const c = V.GetOppCol(this.turn); | |
440 | const firstRank = (c == "w" ? V.size.x - 2 : 1); | |
441 | // Update castling flags if rooks are moved | |
442 | const oppCol = this.turn; | |
443 | const oppFirstRank = V.size.x - 1 - firstRank; | |
444 | if (piece == V.KING) | |
445 | this.castleFlags[c] = [V.size.y, V.size.y]; | |
446 | else if ( | |
447 | move.start.x == firstRank && //our rook moves? | |
448 | this.castleFlags[c].includes(move.start.y) | |
449 | ) { | |
450 | const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1); | |
451 | this.castleFlags[c][flagIdx] = V.size.y; | |
452 | } | |
453 | // NOTE: not "else if" because a rook could take an opposing rook | |
454 | if ( | |
455 | move.end.x == oppFirstRank && //we took opponent rook? | |
456 | this.castleFlags[oppCol].includes(move.end.y) | |
457 | ) { | |
458 | const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1); | |
459 | this.castleFlags[oppCol][flagIdx] = V.size.y; | |
460 | } | |
461 | } | |
462 | ||
463 | static get SEARCH_DEPTH() { | |
464 | return 2; | |
465 | } | |
466 | ||
467 | // Values taken from https://omegachess.com/strategy.htm | |
468 | static get VALUES() { | |
469 | return { | |
470 | p: 1, | |
471 | n: 2, | |
472 | b: 4, | |
473 | r: 6, | |
474 | q: 12, | |
475 | w: 4, | |
476 | c: 4, | |
477 | k: 1000 | |
478 | }; | |
479 | } | |
f92d56d6 BA |
480 | |
481 | evalPosition() { | |
482 | let evaluation = 0; | |
483 | for (let i = 0; i < V.size.x; i++) { | |
484 | for (let j = 0; j < V.size.y; j++) { | |
485 | if (![V.EMPTY,V.NOTHING].includes(this.board[i][j])) { | |
486 | const sign = this.getColor(i, j) == "w" ? 1 : -1; | |
487 | evaluation += sign * V.VALUES[this.getPiece(i, j)]; | |
488 | } | |
489 | } | |
490 | } | |
491 | return evaluation; | |
492 | } | |
472c0c4f | 493 | }; |