| 1 | import { ChessRules, Move, PiPo } from "@/base_rules"; |
| 2 | import { ArrayFun } from "@/utils/array"; |
| 3 | import { randInt, sample } from "@/utils/alea"; |
| 4 | |
| 5 | export class CoregalRules extends ChessRules { |
| 6 | static IsGoodPosition(position) { |
| 7 | if (!super.IsGoodPosition(position)) return false; |
| 8 | const rows = position.split("/"); |
| 9 | // Check that at least one queen of each color is there: |
| 10 | let queens = {}; |
| 11 | for (let row of rows) { |
| 12 | for (let i = 0; i < row.length; i++) |
| 13 | if (['Q','q'].includes(row[i])) queens[row[i]] = true; |
| 14 | } |
| 15 | if (Object.keys(queens).length != 2) return false; |
| 16 | return true; |
| 17 | } |
| 18 | |
| 19 | static IsGoodFlags(flags) { |
| 20 | return !!flags.match(/^[a-z]{8,8}$/); |
| 21 | } |
| 22 | |
| 23 | // Scanning king position for faster updates is still interesting, |
| 24 | // but no need for INIT_COL_KING because it's given in castle flags. |
| 25 | scanKings(fen) { |
| 26 | this.kingPos = { w: [-1, -1], b: [-1, -1] }; |
| 27 | const fenRows = V.ParseFen(fen).position.split("/"); |
| 28 | const startRow = { 'w': V.size.x - 1, 'b': 0 }; |
| 29 | for (let i = 0; i < fenRows.length; i++) { |
| 30 | let k = 0; |
| 31 | for (let j = 0; j < fenRows[i].length; j++) { |
| 32 | switch (fenRows[i].charAt(j)) { |
| 33 | case "k": |
| 34 | this.kingPos["b"] = [i, k]; |
| 35 | break; |
| 36 | case "K": |
| 37 | this.kingPos["w"] = [i, k]; |
| 38 | break; |
| 39 | default: { |
| 40 | const num = parseInt(fenRows[i].charAt(j)); |
| 41 | if (!isNaN(num)) k += num - 1; |
| 42 | } |
| 43 | } |
| 44 | k++; |
| 45 | } |
| 46 | } |
| 47 | } |
| 48 | |
| 49 | getCheckSquares(color) { |
| 50 | let squares = []; |
| 51 | const oppCol = V.GetOppCol(color); |
| 52 | if (this.isAttacked(this.kingPos[color], oppCol)) |
| 53 | squares.push(JSON.parse(JSON.stringify(this.kingPos[color]))); |
| 54 | for (let i=0; i<V.size.x; i++) { |
| 55 | for (let j=0; j<V.size.y; j++) { |
| 56 | if ( |
| 57 | this.getColor(i, j) == color && |
| 58 | this.getPiece(i, j) == V.QUEEN && |
| 59 | this.isAttacked([i, j], oppCol) |
| 60 | ) { |
| 61 | squares.push([i, j]); |
| 62 | } |
| 63 | } |
| 64 | } |
| 65 | return squares; |
| 66 | } |
| 67 | |
| 68 | static GenRandInitFen(randomness) { |
| 69 | if (randomness == 0) |
| 70 | // Castle flags here indicate pieces positions (if can castle) |
| 71 | return "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0 adehadeh -"; |
| 72 | |
| 73 | let pieces = { w: new Array(8), b: new Array(8) }; |
| 74 | let flags = ""; |
| 75 | for (let c of ["w", "b"]) { |
| 76 | if (c == 'b' && randomness == 1) { |
| 77 | pieces['b'] = pieces['w']; |
| 78 | flags += flags; |
| 79 | break; |
| 80 | } |
| 81 | |
| 82 | // Get random squares for king and queen between b and g files |
| 83 | let randIndex = randInt(6) + 1; |
| 84 | let kingPos = randIndex; |
| 85 | randIndex = randInt(5) + 1; |
| 86 | if (randIndex >= kingPos) randIndex++; |
| 87 | let queenPos = randIndex; |
| 88 | |
| 89 | // Get random squares for rooks to the left and right of the queen |
| 90 | // and king: not all squares of the same colors (for bishops). |
| 91 | const minQR = Math.min(kingPos, queenPos); |
| 92 | const maxQR = Math.max(kingPos, queenPos); |
| 93 | let rook1Pos = randInt(minQR); |
| 94 | let rook2Pos = 7 - randInt(7 - maxQR); |
| 95 | |
| 96 | // Now, if we are unlucky all these 4 pieces may be on the same color. |
| 97 | const rem2 = [kingPos, queenPos, rook1Pos, rook2Pos].map(pos => pos % 2); |
| 98 | if (rem2.every(r => r == 0) || rem2.every(r => r == 1)) { |
| 99 | // Shift a random of these pieces to the left or right |
| 100 | switch (randInt(4)) { |
| 101 | case 0: |
| 102 | if (rook1Pos == 0) rook1Pos++; |
| 103 | else rook1Pos--; |
| 104 | break; |
| 105 | case 1: |
| 106 | if (Math.random() < 0.5) kingPos++; |
| 107 | else kingPos--; |
| 108 | break; |
| 109 | case 2: |
| 110 | if (Math.random() < 0.5) queenPos++; |
| 111 | else queenPos--; |
| 112 | break; |
| 113 | case 3: |
| 114 | if (rook2Pos == 7) rook2Pos--; |
| 115 | else rook2Pos++; |
| 116 | break; |
| 117 | } |
| 118 | } |
| 119 | let bishop1Options = { 0: true, 2: true, 4: true, 6: true }; |
| 120 | let bishop2Options = { 1: true, 3: true, 5: true, 7: true }; |
| 121 | [kingPos, queenPos, rook1Pos, rook2Pos].forEach(pos => { |
| 122 | if (!!bishop1Options[pos]) delete bishop1Options[pos]; |
| 123 | else if (!!bishop2Options[pos]) delete bishop2Options[pos]; |
| 124 | }); |
| 125 | const bishop1Pos = parseInt(sample(Object.keys(bishop1Options), 1)[0]); |
| 126 | const bishop2Pos = parseInt(sample(Object.keys(bishop2Options), 1)[0]); |
| 127 | |
| 128 | // Knights' positions are now determined |
| 129 | const forbidden = [ |
| 130 | kingPos, queenPos, rook1Pos, rook2Pos, bishop1Pos, bishop2Pos |
| 131 | ]; |
| 132 | const [knight1Pos, knight2Pos] = |
| 133 | ArrayFun.range(8).filter(pos => !forbidden.includes(pos)); |
| 134 | |
| 135 | pieces[c][rook1Pos] = "r"; |
| 136 | pieces[c][knight1Pos] = "n"; |
| 137 | pieces[c][bishop1Pos] = "b"; |
| 138 | pieces[c][queenPos] = "q"; |
| 139 | pieces[c][kingPos] = "k"; |
| 140 | pieces[c][bishop2Pos] = "b"; |
| 141 | pieces[c][knight2Pos] = "n"; |
| 142 | pieces[c][rook2Pos] = "r"; |
| 143 | flags += |
| 144 | [rook1Pos, queenPos, kingPos, rook2Pos].sort().map(V.CoordToColumn).join(""); |
| 145 | } |
| 146 | // Add turn + flags + enpassant |
| 147 | return ( |
| 148 | pieces["b"].join("") + |
| 149 | "/pppppppp/8/8/8/8/PPPPPPPP/" + |
| 150 | pieces["w"].join("").toUpperCase() + |
| 151 | " w 0 " + flags + " -" |
| 152 | ); |
| 153 | } |
| 154 | |
| 155 | setFlags(fenflags) { |
| 156 | // white pieces positions, then black pieces positions |
| 157 | this.castleFlags = { w: [...Array(4)], b: [...Array(4)] }; |
| 158 | for (let i = 0; i < 8; i++) { |
| 159 | this.castleFlags[i < 4 ? "w" : "b"][i % 4] = |
| 160 | V.ColumnToCoord(fenflags.charAt(i)) |
| 161 | } |
| 162 | } |
| 163 | |
| 164 | getPotentialQueenMoves(sq) { |
| 165 | return super.getPotentialQueenMoves(sq).concat(this.getCastleMoves(sq)); |
| 166 | } |
| 167 | |
| 168 | getCastleMoves([x, y]) { |
| 169 | const c = this.getColor(x, y); |
| 170 | if ( |
| 171 | x != (c == "w" ? V.size.x - 1 : 0) || |
| 172 | !this.castleFlags[c].slice(1, 3).includes(y) |
| 173 | ) { |
| 174 | // x isn't first rank, or piece moved |
| 175 | return []; |
| 176 | } |
| 177 | const castlingPiece = this.getPiece(x, y); |
| 178 | |
| 179 | // Relative position of the selected piece: left or right ? |
| 180 | // If left: small castle left, large castle right. |
| 181 | // If right: usual situation. |
| 182 | const relPos = (this.castleFlags[c][1] == y ? "left" : "right"); |
| 183 | |
| 184 | // Castling ? |
| 185 | const oppCol = V.GetOppCol(c); |
| 186 | let moves = []; |
| 187 | let i = 0; |
| 188 | // Castling piece, then rook: |
| 189 | const finalSquares = { |
| 190 | 0: (relPos == "left" ? [1, 2] : [2, 3]), |
| 191 | 3: (relPos == "right" ? [6, 5] : [5, 4]) |
| 192 | }; |
| 193 | |
| 194 | // Left, then right castle: |
| 195 | castlingCheck: for (let castleSide of [0, 3]) { |
| 196 | if (this.castleFlags[c][castleSide] >= 8) continue; |
| 197 | |
| 198 | // Rook and castling piece are on initial position |
| 199 | const rookPos = this.castleFlags[c][castleSide]; |
| 200 | |
| 201 | // Nothing on the path of the king ? (and no checks) |
| 202 | const finDist = finalSquares[castleSide][0] - y; |
| 203 | let step = finDist / Math.max(1, Math.abs(finDist)); |
| 204 | i = y; |
| 205 | do { |
| 206 | if ( |
| 207 | this.isAttacked([x, i], oppCol) || |
| 208 | (this.board[x][i] != V.EMPTY && |
| 209 | // NOTE: next check is enough, because of chessboard constraints |
| 210 | (this.getColor(x, i) != c || |
| 211 | ![castlingPiece, V.ROOK].includes(this.getPiece(x, i)))) |
| 212 | ) { |
| 213 | continue castlingCheck; |
| 214 | } |
| 215 | i += step; |
| 216 | } while (i != finalSquares[castleSide][0]); |
| 217 | |
| 218 | // Nothing on the path to the rook? |
| 219 | step = castleSide == 0 ? -1 : 1; |
| 220 | for (i = y + step; i != rookPos; i += step) { |
| 221 | if (this.board[x][i] != V.EMPTY) continue castlingCheck; |
| 222 | } |
| 223 | |
| 224 | // Nothing on final squares, except maybe castling piece and rook? |
| 225 | for (i = 0; i < 2; i++) { |
| 226 | if ( |
| 227 | this.board[x][finalSquares[castleSide][i]] != V.EMPTY && |
| 228 | ![y, rookPos].includes(finalSquares[castleSide][i]) |
| 229 | ) { |
| 230 | continue castlingCheck; |
| 231 | } |
| 232 | } |
| 233 | |
| 234 | // If this code is reached, castle is valid |
| 235 | moves.push( |
| 236 | new Move({ |
| 237 | appear: [ |
| 238 | new PiPo({ x: x, y: finalSquares[castleSide][0], p: castlingPiece, c: c }), |
| 239 | new PiPo({ x: x, y: finalSquares[castleSide][1], p: V.ROOK, c: c }) |
| 240 | ], |
| 241 | vanish: [ |
| 242 | new PiPo({ x: x, y: y, p: castlingPiece, c: c }), |
| 243 | new PiPo({ x: x, y: rookPos, p: V.ROOK, c: c }) |
| 244 | ], |
| 245 | // In this variant, always castle by playing onto the rook |
| 246 | end: { x: x, y: rookPos } |
| 247 | }) |
| 248 | ); |
| 249 | } |
| 250 | |
| 251 | return moves; |
| 252 | } |
| 253 | |
| 254 | underCheck(color) { |
| 255 | const oppCol = V.GetOppCol(color); |
| 256 | if (this.isAttacked(this.kingPos[color], oppCol)) return true; |
| 257 | for (let i=0; i<V.size.x; i++) { |
| 258 | for (let j=0; j<V.size.y; j++) { |
| 259 | if ( |
| 260 | this.getColor(i, j) == color && |
| 261 | this.getPiece(i, j) == V.QUEEN && |
| 262 | this.isAttacked([i, j], oppCol) |
| 263 | ) { |
| 264 | return true; |
| 265 | } |
| 266 | } |
| 267 | } |
| 268 | return false; |
| 269 | } |
| 270 | |
| 271 | // "twoKings" arg for the similar Twokings variant. |
| 272 | updateCastleFlags(move, piece, twoKings) { |
| 273 | const c = V.GetOppCol(this.turn); |
| 274 | const firstRank = (c == "w" ? V.size.x - 1 : 0); |
| 275 | // Update castling flags if castling pieces moved or were captured |
| 276 | const oppCol = V.GetOppCol(c); |
| 277 | const oppFirstRank = V.size.x - 1 - firstRank; |
| 278 | if (move.start.x == firstRank) { |
| 279 | if (piece == V.KING || (!twoKings && piece == V.QUEEN)) { |
| 280 | if (this.castleFlags[c][1] == move.start.y) |
| 281 | this.castleFlags[c][1] = 8; |
| 282 | else if (this.castleFlags[c][2] == move.start.y) |
| 283 | this.castleFlags[c][2] = 8; |
| 284 | // Else: the flag is already turned off |
| 285 | } |
| 286 | } |
| 287 | else if ( |
| 288 | move.start.x == firstRank && //our rook moves? |
| 289 | [this.castleFlags[c][0], this.castleFlags[c][3]].includes(move.start.y) |
| 290 | ) { |
| 291 | const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 3); |
| 292 | this.castleFlags[c][flagIdx] = 8; |
| 293 | } else if ( |
| 294 | move.end.x == oppFirstRank && //we took opponent rook? |
| 295 | [this.castleFlags[oppCol][0], this.castleFlags[oppCol][3]].includes(move.end.y) |
| 296 | ) { |
| 297 | const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 3); |
| 298 | this.castleFlags[oppCol][flagIdx] = 8; |
| 299 | } |
| 300 | } |
| 301 | |
| 302 | // NOTE: do not set queen value to 1000 or so, because there may be several. |
| 303 | |
| 304 | static get SEARCH_DEPTH() { |
| 305 | return 2; |
| 306 | } |
| 307 | |
| 308 | getNotation(move) { |
| 309 | if (move.appear.length == 2) { |
| 310 | // Castle: determine the right notation |
| 311 | const color = move.appear[0].c; |
| 312 | let symbol = (move.appear[0].p == V.QUEEN ? "Q" : "") + "0-0"; |
| 313 | if ( |
| 314 | ( |
| 315 | this.castleFlags[color][1] == move.vanish[0].y && |
| 316 | move.end.y > move.start.y |
| 317 | ) |
| 318 | || |
| 319 | ( |
| 320 | this.castleFlags[color][2] == move.vanish[0].y && |
| 321 | move.end.y < move.start.y |
| 322 | ) |
| 323 | ) { |
| 324 | symbol += "-0"; |
| 325 | } |
| 326 | return symbol; |
| 327 | } |
| 328 | return super.getNotation(move); |
| 329 | } |
| 330 | }; |