| 1 | import { ChessRules, PiPo, Move } from "@/base_rules"; |
| 2 | import { randInt } from "@/utils/alea"; |
| 3 | |
| 4 | export class ConvertRules extends ChessRules { |
| 5 | |
| 6 | static get HasEnpassant() { |
| 7 | return false; |
| 8 | } |
| 9 | |
| 10 | setOtherVariables(fen) { |
| 11 | super.setOtherVariables(fen); |
| 12 | // Stack of "last move" only for intermediate chaining |
| 13 | this.lastMoveEnd = [null]; |
| 14 | } |
| 15 | |
| 16 | static GenRandInitFen(options) { |
| 17 | const baseFen = ChessRules.GenRandInitFen(options); |
| 18 | return ( |
| 19 | baseFen.substr(0, 8) + |
| 20 | "/8/pppppppp/8/8/PPPPPPPP/8/" + |
| 21 | baseFen.substr(35, 17) |
| 22 | ); |
| 23 | } |
| 24 | |
| 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 | |
| 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 | |
| 195 | play(move) { |
| 196 | this.prePlay(move); |
| 197 | const c = this.turn; |
| 198 | move.flags = JSON.stringify(this.aggregateFlags()); |
| 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 | } |
| 211 | super.updateCastleFlags(move, move.appear[0].p, c); |
| 212 | } |
| 213 | |
| 214 | undo(move) { |
| 215 | this.disaggregateFlags(JSON.parse(move.flags)); |
| 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 | } |
| 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 | } |
| 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]); |
| 264 | if (!mv.end.converted) return (mvArray.length > 1 ? mvArray : mvArray[0]); |
| 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 | }; |