| 1 | import { ChessRules, Move } from "@/base_rules"; |
| 2 | import { randInt } from "@/utils/alea"; |
| 3 | |
| 4 | export class DiceRules extends ChessRules { |
| 5 | |
| 6 | static get CanAnalyze() { |
| 7 | return false; |
| 8 | } |
| 9 | |
| 10 | static ParseFen(fen) { |
| 11 | const fenParts = fen.split(" "); |
| 12 | return Object.assign( |
| 13 | ChessRules.ParseFen(fen), |
| 14 | { toplay: fenParts[5] } |
| 15 | ); |
| 16 | } |
| 17 | |
| 18 | setOtherVariables(fen) { |
| 19 | super.setOtherVariables(fen); |
| 20 | this.p2play = []; |
| 21 | const toplay = V.ParseFen(fen).toplay; |
| 22 | if (toplay != "-") this.p2play.push(toplay); |
| 23 | } |
| 24 | |
| 25 | getFen() { |
| 26 | return super.getFen() + " " + this.getToplayFen(); |
| 27 | } |
| 28 | |
| 29 | getFenForRepeat() { |
| 30 | return super.getFenForRepeat() + "_" + this.getToplayFen(); |
| 31 | } |
| 32 | |
| 33 | getToplayFen() { |
| 34 | const L = this.p2play.length; |
| 35 | return (L > 0 ? this.p2play[L-1] : "-"); |
| 36 | } |
| 37 | |
| 38 | static GenRandInitFen(randomness) { |
| 39 | return ChessRules.GenRandInitFen(randomness) + " -"; |
| 40 | } |
| 41 | |
| 42 | canMove(piece, color, [x, y]) { |
| 43 | const oppCol = V.GetOppCol(color); |
| 44 | if (piece == V.PAWN) { |
| 45 | const forward = (color == 'w' ? -1 : 1); |
| 46 | if (this.board[x + forward][y] == V.EMPTY) return true; |
| 47 | for (let shift of [-1, 1]) { |
| 48 | const [i, j] = [x + forward, y + shift]; |
| 49 | if ( |
| 50 | V.OnBoard(i, j) && |
| 51 | this.board[i][j] != V.EMPTY && |
| 52 | this.getColor(i, j) == oppCol |
| 53 | ) { |
| 54 | return true; |
| 55 | } |
| 56 | } |
| 57 | } |
| 58 | else { |
| 59 | const steps = |
| 60 | [V.KING, V.QUEEN].includes(piece) |
| 61 | ? V.steps[V.ROOK].concat(V.steps[V.BISHOP]) |
| 62 | : V.steps[piece]; |
| 63 | for (let s of steps) { |
| 64 | const [i, j] = [x + s[0], y + s[1]]; |
| 65 | if ( |
| 66 | V.OnBoard(i, j) && |
| 67 | (this.board[i][j] == V.EMPTY || this.getColor(i, j) == oppCol) |
| 68 | ) { |
| 69 | return true; |
| 70 | } |
| 71 | } |
| 72 | } |
| 73 | return false; |
| 74 | } |
| 75 | |
| 76 | getRandPiece(color) { |
| 77 | // Find pieces which can move and roll a dice |
| 78 | let canMove = {}; |
| 79 | for (let i=0; i<8; i++) { |
| 80 | for (let j=0; j<8; j++) { |
| 81 | if (this.board[i][j] != V.EMPTY && this.getColor(i, j) == color) { |
| 82 | const piece = this.getPiece(i, j); |
| 83 | if (!canMove[piece] && this.canMove(piece, color, [i, j])) |
| 84 | canMove[piece] = [i, j]; |
| 85 | } |
| 86 | } |
| 87 | } |
| 88 | const options = Object.keys(canMove); |
| 89 | const randPiece = options[randInt(options.length)]; |
| 90 | return [randPiece, canMove[randPiece]]; |
| 91 | } |
| 92 | |
| 93 | getPotentialMovesFrom([x, y]) { |
| 94 | const color = this.turn; |
| 95 | let moves = undefined; |
| 96 | if (this.movesCount == 0) moves = super.getPotentialMovesFrom([x, y]); |
| 97 | else { |
| 98 | const L = this.p2play.length; //L is >= 1 |
| 99 | const piece = this.getPiece(x, y); |
| 100 | if ( |
| 101 | piece == V.PAWN && |
| 102 | this.p2play[L-1] != V.PAWN && |
| 103 | ((color == 'w' && x == 1) || (color == 'b' && x == 6)) |
| 104 | ) { |
| 105 | // The piece is a pawn about to promote |
| 106 | const destX = (color == 'w' ? 0 : 7); |
| 107 | moves = []; |
| 108 | if (this.board[destX][y] == V.EMPTY) { |
| 109 | moves.push( |
| 110 | this.getBasicMove( |
| 111 | [x, y], [destX, y], { c: color, p: this.p2play[L-1] }) |
| 112 | ); |
| 113 | } |
| 114 | for (let shift of [-1, 1]) { |
| 115 | const [i, j] = [destX, y + shift]; |
| 116 | if ( |
| 117 | V.OnBoard(i, j) && |
| 118 | this.board[i][j] != V.EMPTY && |
| 119 | this.getColor(i, j) != color |
| 120 | ) { |
| 121 | moves.push( |
| 122 | this.getBasicMove( |
| 123 | [x, y], [i, j], { c: color, p: this.p2play[L-1] }) |
| 124 | ); |
| 125 | } |
| 126 | } |
| 127 | } |
| 128 | else if (piece != this.p2play[L-1]) |
| 129 | // The piece type must match last p2play |
| 130 | return []; |
| 131 | else moves = super.getPotentialMovesFrom([x, y]); |
| 132 | } |
| 133 | // Decide which piece the opponent will play: |
| 134 | const oppCol = V.GetOppCol(color); |
| 135 | moves.forEach(m => { |
| 136 | V.PlayOnBoard(this.board, m); |
| 137 | const [piece, square] = this.getRandPiece(oppCol); |
| 138 | m.start.toplay = square; |
| 139 | m.end.p = piece; |
| 140 | V.UndoOnBoard(this.board, m); |
| 141 | }); |
| 142 | return moves; |
| 143 | } |
| 144 | |
| 145 | filterValid(moves) { |
| 146 | return moves; |
| 147 | } |
| 148 | |
| 149 | getCheckSquares() { |
| 150 | return []; |
| 151 | } |
| 152 | |
| 153 | getCurrentScore() { |
| 154 | const color = this.turn; |
| 155 | if (this.kingPos[color][0] < 0) return (color == 'w' ? "0-1" : "1-0"); |
| 156 | return "*"; |
| 157 | } |
| 158 | |
| 159 | postPlay(move) { |
| 160 | this.p2play.push(move.end.p); |
| 161 | if (move.vanish.length == 2 && move.vanish[1].p == V.KING) |
| 162 | this.kingPos[move.vanish[1].c] = [-1, -1]; |
| 163 | // Castle flags for captured king won't be updated (not important...) |
| 164 | super.postPlay(move); |
| 165 | } |
| 166 | |
| 167 | postUndo(move) { |
| 168 | this.p2play.pop(); |
| 169 | if (move.vanish.length == 2 && move.vanish[1].p == V.KING) |
| 170 | this.kingPos[move.vanish[1].c] = [move.vanish[1].x, move.vanish[1].y]; |
| 171 | super.postUndo(move); |
| 172 | } |
| 173 | |
| 174 | static get SEARCH_DEPTH() { |
| 175 | return 1; |
| 176 | } |
| 177 | |
| 178 | getNotation(move) { |
| 179 | return super.getNotation(move) + "/" + move.end.p.toUpperCase(); |
| 180 | } |
| 181 | |
| 182 | }; |