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1 | import { ChessRules } from "@/base_rules"; |
2 | import { ArrayFun } from "@/utils/array"; | |
3 | import { randInt, shuffle } from "@/utils/alea"; | |
4 | ||
5 | export const VariantRules = class RoyalraceRules extends ChessRules { | |
6 | static get HasFlags() { | |
7 | return false; | |
8 | } | |
9 | ||
10 | static get HasEnpassant() { | |
11 | return false; | |
12 | } | |
13 | ||
14 | static get CanFlip() { | |
15 | return false; | |
16 | } | |
17 | ||
18 | static get size() { | |
19 | return { x: 11, y: 11 }; | |
20 | } | |
21 | ||
7ba4a5bc | 22 | static GenRandInitFen(randomness) { |
7ba4a5bc | 23 | if (randomness == 0) |
6b7b2cf7 | 24 | return "11/11/11/11/11/11/11/11/11/qrbnp1PNBRQ/krbnp1PNBRK w 0"; |
7ba4a5bc | 25 | |
0ba6420d BA |
26 | let pieces = { w: new Array(10), b: new Array(10) }; |
27 | // Shuffle pieces on first and second rank | |
28 | for (let c of ["w", "b"]) { | |
7ba4a5bc BA |
29 | if (c == 'b' && randomness == 1) { |
30 | pieces['b'] = JSON.parse(JSON.stringify(pieces['w'])).reverse(); | |
31 | pieces['b'] = | |
32 | pieces['b'].splice(5,10).reverse().concat( | |
33 | pieces['b'].splice(0,5).reverse()); | |
34 | break; | |
35 | } | |
36 | ||
0ba6420d BA |
37 | // Reserve 4 and 5 which are pawns positions |
38 | let positions = ArrayFun.range(10).filter(i => i != 4 && i != 5); | |
39 | ||
40 | // Get random squares for bishops | |
41 | let randIndex = 2 * randInt(4); | |
42 | const bishop1Pos = positions[randIndex]; | |
43 | // The second bishop must be on a square of different color | |
44 | let randIndex_tmp = 2 * randInt(4) + 1; | |
45 | const bishop2Pos = positions[randIndex_tmp]; | |
46 | // Remove chosen squares | |
47 | positions.splice(Math.max(randIndex, randIndex_tmp), 1); | |
48 | positions.splice(Math.min(randIndex, randIndex_tmp), 1); | |
49 | ||
50 | // Place the king at random on (remaining squares of) first row | |
51 | let maxIndex = 4; | |
52 | if (positions[maxIndex-1] >= 4) | |
53 | maxIndex--; | |
54 | if (positions[maxIndex-1] >= 4) | |
55 | maxIndex--; | |
56 | randIndex = randInt(maxIndex); | |
57 | const kingPos = positions[randIndex]; | |
58 | positions.splice(randIndex, 1); | |
59 | ||
60 | // Get random squares for knights | |
61 | randIndex = randInt(5); | |
62 | const knight1Pos = positions[randIndex]; | |
63 | positions.splice(randIndex, 1); | |
64 | randIndex = randInt(4); | |
65 | const knight2Pos = positions[randIndex]; | |
66 | positions.splice(randIndex, 1); | |
67 | ||
68 | // Get random squares for rooks | |
69 | randIndex = randInt(3); | |
70 | const rook1Pos = positions[randIndex]; | |
71 | positions.splice(randIndex, 1); | |
72 | randIndex = randInt(2); | |
73 | const rook2Pos = positions[randIndex]; | |
74 | positions.splice(randIndex, 1); | |
75 | ||
76 | // Queen position is now determined, | |
77 | // because pawns are not placed at random | |
78 | const queenPos = positions[0]; | |
79 | ||
80 | // Finally put the shuffled pieces in the board array | |
81 | pieces[c][rook1Pos] = "r"; | |
82 | pieces[c][knight1Pos] = "n"; | |
83 | pieces[c][bishop1Pos] = "b"; | |
84 | pieces[c][queenPos] = "q"; | |
85 | pieces[c][kingPos] = "k"; | |
86 | pieces[c][bishop2Pos] = "b"; | |
87 | pieces[c][knight2Pos] = "n"; | |
88 | pieces[c][rook2Pos] = "r"; | |
89 | pieces[c][4] = "p"; | |
90 | pieces[c][5] = "p"; | |
91 | } | |
92 | const whiteFen = pieces["w"].join("").toUpperCase(); | |
93 | const blackFen = pieces["b"].join(""); | |
94 | return ( | |
95 | "11/11/11/11/11/11/11/11/11/" + | |
6b7b2cf7 | 96 | blackFen.substr(5).split("").reverse().join("") + |
0ba6420d | 97 | "1" + |
6b7b2cf7 | 98 | whiteFen.substr(5).split("").join("") + |
0ba6420d | 99 | "/" + |
6b7b2cf7 | 100 | blackFen.substr(0,5) + |
f446ee64 | 101 | "1" + |
6b7b2cf7 | 102 | whiteFen.substr(0,5).split("").reverse().join("") + |
0ba6420d BA |
103 | " w 0" |
104 | ); | |
105 | } | |
106 | ||
107 | getPotentialPawnMoves([x, y]) { | |
108 | // Normal moves (as a rook) | |
109 | let moves = | |
110 | this.getSlideNJumpMoves([x, y], V.steps[V.ROOK]).filter(m => { | |
111 | // Remove captures. Alt: redefine canTake | |
112 | return m.vanish.length == 1; | |
113 | }); | |
114 | ||
f446ee64 BA |
115 | // Captures (in both directions) |
116 | for (let shiftX of [-1, 1]) { | |
117 | for (let shiftY of [-1, 1]) { | |
118 | if ( | |
119 | V.OnBoard(x + shiftX, y + shiftY) && | |
120 | this.board[x + shiftX][y + shiftY] != V.EMPTY && | |
121 | this.canTake([x, y], [x + shiftX, y + shiftY]) | |
122 | ) { | |
123 | moves.push(this.getBasicMove([x, y], [x + shiftX, y + shiftY])); | |
124 | } | |
0ba6420d BA |
125 | } |
126 | } | |
127 | ||
128 | return moves; | |
129 | } | |
130 | ||
131 | getPotentialKnightMoves(sq) { | |
132 | // Knight becomes knightrider: | |
133 | return this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT]); | |
134 | } | |
135 | ||
136 | // What are the king moves from square x,y ? | |
137 | getPotentialKingMoves(sq) { | |
138 | return this.getSlideNJumpMoves( | |
139 | sq, | |
140 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]), | |
141 | "oneStep" | |
142 | ); | |
143 | } | |
144 | ||
145 | filterValid(moves) { | |
146 | if (moves.length == 0) return []; | |
147 | const color = this.turn; | |
148 | const oppCol = V.GetOppCol(color); | |
149 | return moves.filter(m => { | |
150 | this.play(m); | |
151 | // Giving check is forbidden as well: | |
152 | const res = !this.underCheck(color) && !this.underCheck(oppCol); | |
153 | this.undo(m); | |
154 | return res; | |
155 | }); | |
156 | } | |
157 | ||
158 | isAttackedByPawn([x, y], colors) { | |
159 | const pawnShift = 1; | |
160 | if (x + pawnShift < V.size.x) { | |
161 | for (let c of colors) { | |
162 | for (let i of [-1, 1]) { | |
163 | if ( | |
164 | y + i >= 0 && | |
165 | y + i < V.size.y && | |
166 | this.getPiece(x + pawnShift, y + i) == V.PAWN && | |
167 | this.getColor(x + pawnShift, y + i) == c | |
168 | ) { | |
169 | return true; | |
170 | } | |
171 | } | |
172 | } | |
173 | } | |
174 | return false; | |
175 | } | |
176 | ||
177 | isAttackedByKnight(sq, colors) { | |
178 | return this.isAttackedBySlideNJump( | |
179 | sq, | |
180 | colors, | |
181 | V.KNIGHT, | |
182 | V.steps[V.KNIGHT] | |
183 | ); | |
184 | } | |
185 | ||
186 | getCurrentScore() { | |
187 | // Turn has changed: | |
188 | const color = V.GetOppCol(this.turn); | |
189 | if (this.kingPos[color][0] == 0) | |
190 | // The opposing edge is reached! | |
191 | return color == "w" ? "1-0" : "0-1"; | |
6b7b2cf7 | 192 | if (this.atLeastOneMove()) return "*"; |
c3a86f01 BA |
193 | // Stalemate (will probably never happen) |
194 | return "1/2"; | |
0ba6420d BA |
195 | } |
196 | ||
197 | static get SEARCH_DEPTH() { | |
198 | return 2; | |
199 | } | |
200 | ||
201 | static get VALUES() { | |
202 | return { | |
203 | p: 2, | |
204 | r: 5, | |
205 | n: 3, | |
206 | b: 3, | |
207 | q: 9, | |
208 | k: 1000 | |
209 | }; | |
210 | } | |
211 | ||
212 | evalPosition() { | |
213 | // Count material: | |
214 | let evaluation = super.evalPosition(); | |
215 | // Ponder with king position: | |
216 | return evaluation/5 + this.kingPos["b"][0] - this.kingPos["w"][0]; | |
217 | } | |
218 | ||
219 | getNotation(move) { | |
220 | // Since pawns are much more mobile, treat them as other pieces: | |
221 | return ( | |
222 | move.vanish[0].p.toUpperCase() + | |
223 | (move.vanish.length > move.appear.length ? "x" : "") + | |
224 | V.CoordsToSquare(move.end) | |
225 | ); | |
226 | } | |
227 | }; |