| 1 | import { ArrayFun } from "@/utils/array"; |
| 2 | import { randInt } from "@/utils/alea"; |
| 3 | import { ChessRules, PiPo, Move } from "@/base_rules"; |
| 4 | |
| 5 | export class FullcavalryRules extends ChessRules { |
| 6 | |
| 7 | static get LANCER() { |
| 8 | return "l"; |
| 9 | } |
| 10 | |
| 11 | static get IMAGE_EXTENSION() { |
| 12 | // Temporarily, for the time SVG pieces are being designed: |
| 13 | return ".png"; |
| 14 | } |
| 15 | |
| 16 | // Lancer directions *from white perspective* |
| 17 | static get LANCER_DIRS() { |
| 18 | return { |
| 19 | 'c': [-1, 0], //north |
| 20 | 'd': [-1, 1], //N-E |
| 21 | 'e': [0, 1], //east |
| 22 | 'f': [1, 1], //S-E |
| 23 | 'g': [1, 0], //south |
| 24 | 'h': [1, -1], //S-W |
| 25 | 'm': [0, -1], //west |
| 26 | 'o': [-1, -1] //N-W |
| 27 | }; |
| 28 | } |
| 29 | |
| 30 | static get PIECES() { |
| 31 | return ChessRules.PIECES.concat(Object.keys(V.LANCER_DIRS)); |
| 32 | } |
| 33 | |
| 34 | getPiece(i, j) { |
| 35 | const piece = this.board[i][j].charAt(1); |
| 36 | // Special lancer case: 8 possible orientations |
| 37 | if (Object.keys(V.LANCER_DIRS).includes(piece)) return V.LANCER; |
| 38 | return piece; |
| 39 | } |
| 40 | |
| 41 | getPpath(b, color, score, orientation) { |
| 42 | if (Object.keys(V.LANCER_DIRS).includes(b[1])) { |
| 43 | if (orientation == 'w') return "Eightpieces/tmp_png/" + b; |
| 44 | // Find opposite direction for adequate display: |
| 45 | let oppDir = ''; |
| 46 | switch (b[1]) { |
| 47 | case 'c': |
| 48 | oppDir = 'g'; |
| 49 | break; |
| 50 | case 'g': |
| 51 | oppDir = 'c'; |
| 52 | break; |
| 53 | case 'd': |
| 54 | oppDir = 'h'; |
| 55 | break; |
| 56 | case 'h': |
| 57 | oppDir = 'd'; |
| 58 | break; |
| 59 | case 'e': |
| 60 | oppDir = 'm'; |
| 61 | break; |
| 62 | case 'm': |
| 63 | oppDir = 'e'; |
| 64 | break; |
| 65 | case 'f': |
| 66 | oppDir = 'o'; |
| 67 | break; |
| 68 | case 'o': |
| 69 | oppDir = 'f'; |
| 70 | break; |
| 71 | } |
| 72 | return "Eightpieces/tmp_png/" + b[0] + oppDir; |
| 73 | } |
| 74 | // TODO: after we have SVG pieces, remove the folder and next prefix: |
| 75 | return "Eightpieces/tmp_png/" + b; |
| 76 | } |
| 77 | |
| 78 | getPPpath(m, orientation) { |
| 79 | // If castle, show choices on m.appear[1]: |
| 80 | const index = (m.appear.length == 2 ? 1 : 0); |
| 81 | return ( |
| 82 | this.getPpath( |
| 83 | m.appear[index].c + m.appear[index].p, |
| 84 | null, |
| 85 | null, |
| 86 | orientation |
| 87 | ) |
| 88 | ); |
| 89 | } |
| 90 | |
| 91 | static GenRandInitFen(options) { |
| 92 | if (options.randomness == 0) |
| 93 | // Deterministic: |
| 94 | return "enbqkbnm/pppppppp/8/8/8/8/PPPPPPPP/ENBQKBNM w 0 ahah -"; |
| 95 | |
| 96 | const baseFen = ChessRules.GenRandInitFen(options); |
| 97 | // Replace rooks by lancers with expected orientation: |
| 98 | const firstBlackRook = baseFen.indexOf('r'), |
| 99 | lastBlackRook = baseFen.lastIndexOf('r'), |
| 100 | firstWhiteRook = baseFen.indexOf('R'), |
| 101 | lastWhiteRook = baseFen.lastIndexOf('R'); |
| 102 | return ( |
| 103 | baseFen.substring(0, firstBlackRook) + |
| 104 | (firstBlackRook <= 3 ? 'e' : 'm') + |
| 105 | baseFen.substring(firstBlackRook + 1, lastBlackRook) + |
| 106 | (lastBlackRook >= 5 ? 'm' : 'e') + |
| 107 | // Subtract 35 = total number of characters before last FEN row: |
| 108 | // 8x3 (full rows) + 4 (empty rows) + 7 (separators) |
| 109 | baseFen.substring(lastBlackRook + 1, firstWhiteRook) + |
| 110 | (firstWhiteRook - 35 <= 3 ? 'E' : 'M') + |
| 111 | baseFen.substring(firstWhiteRook + 1, lastWhiteRook) + |
| 112 | (lastWhiteRook - 35 >= 5 ? 'M' : 'E') + |
| 113 | baseFen.substring(lastWhiteRook + 1) |
| 114 | ); |
| 115 | } |
| 116 | |
| 117 | getPotentialMovesFrom([x, y]) { |
| 118 | if (this.getPiece(x, y) == V.LANCER) |
| 119 | return this.getPotentialLancerMoves([x, y]); |
| 120 | return super.getPotentialMovesFrom([x, y]); |
| 121 | } |
| 122 | |
| 123 | getPotentialPawnMoves([x, y]) { |
| 124 | const color = this.getColor(x, y); |
| 125 | let shiftX = (color == "w" ? -1 : 1); |
| 126 | const lastRank = (color == "w" ? 0 : 7); |
| 127 | let finalPieces = [V.PAWN]; |
| 128 | if (x + shiftX == lastRank) { |
| 129 | // Only allow direction facing inside board: |
| 130 | const allowedLancerDirs = |
| 131 | lastRank == 0 |
| 132 | ? ['e', 'f', 'g', 'h', 'm'] |
| 133 | : ['c', 'd', 'e', 'm', 'o']; |
| 134 | finalPieces = allowedLancerDirs.concat([V.KNIGHT, V.BISHOP, V.QUEEN]); |
| 135 | } |
| 136 | return super.getPotentialPawnMoves([x, y], finalPieces); |
| 137 | } |
| 138 | |
| 139 | // Obtain all lancer moves in "step" direction |
| 140 | getPotentialLancerMoves_aux([x, y], step, tr) { |
| 141 | let moves = []; |
| 142 | // Add all moves to vacant squares until opponent is met: |
| 143 | const color = this.getColor(x, y); |
| 144 | const oppCol = V.GetOppCol(color) |
| 145 | let sq = [x + step[0], y + step[1]]; |
| 146 | while (V.OnBoard(sq[0], sq[1]) && this.getColor(sq[0], sq[1]) != oppCol) { |
| 147 | if (this.board[sq[0]][sq[1]] == V.EMPTY) |
| 148 | moves.push(this.getBasicMove([x, y], sq, tr)); |
| 149 | sq[0] += step[0]; |
| 150 | sq[1] += step[1]; |
| 151 | } |
| 152 | if (V.OnBoard(sq[0], sq[1])) |
| 153 | // Add capturing move |
| 154 | moves.push(this.getBasicMove([x, y], sq, tr)); |
| 155 | return moves; |
| 156 | } |
| 157 | |
| 158 | getPotentialLancerMoves([x, y]) { |
| 159 | let moves = []; |
| 160 | // Add all lancer possible orientations, similar to pawn promotions. |
| 161 | const color = this.getColor(x, y); |
| 162 | const dirCode = this.board[x][y][1]; |
| 163 | const curDir = V.LANCER_DIRS[dirCode]; |
| 164 | const monodirMoves = |
| 165 | this.getPotentialLancerMoves_aux([x, y], V.LANCER_DIRS[dirCode]); |
| 166 | monodirMoves.forEach(m => { |
| 167 | Object.keys(V.LANCER_DIRS).forEach(k => { |
| 168 | const newDir = V.LANCER_DIRS[k]; |
| 169 | // Prevent orientations toward outer board: |
| 170 | if (V.OnBoard(m.end.x + newDir[0], m.end.y + newDir[1])) { |
| 171 | let mk = JSON.parse(JSON.stringify(m)); |
| 172 | mk.appear[0].p = k; |
| 173 | moves.push(mk); |
| 174 | } |
| 175 | }); |
| 176 | }); |
| 177 | return moves; |
| 178 | } |
| 179 | |
| 180 | getCastleMoves([x, y]) { |
| 181 | const c = this.getColor(x, y); |
| 182 | |
| 183 | // Castling ? |
| 184 | const oppCol = V.GetOppCol(c); |
| 185 | let moves = []; |
| 186 | let i = 0; |
| 187 | // King, then lancer: |
| 188 | const finalSquares = [ [2, 3], [V.size.y - 2, V.size.y - 3] ]; |
| 189 | castlingCheck: for ( |
| 190 | let castleSide = 0; |
| 191 | castleSide < 2; |
| 192 | castleSide++ //large, then small |
| 193 | ) { |
| 194 | if (this.castleFlags[c][castleSide] >= V.size.y) continue; |
| 195 | // If this code is reached, lancer and king are on initial position |
| 196 | |
| 197 | const lancerPos = this.castleFlags[c][castleSide]; |
| 198 | const castlingPiece = this.board[x][lancerPos].charAt(1); |
| 199 | |
| 200 | // Nothing on the path of the king ? (and no checks) |
| 201 | const finDist = finalSquares[castleSide][0] - y; |
| 202 | let step = finDist / Math.max(1, Math.abs(finDist)); |
| 203 | i = y; |
| 204 | do { |
| 205 | if ( |
| 206 | (this.isAttacked([x, i], oppCol)) || |
| 207 | ( |
| 208 | this.board[x][i] != V.EMPTY && |
| 209 | // NOTE: next check is enough, because of chessboard constraints |
| 210 | (this.getColor(x, i) != c || ![y, lancerPos].includes(i)) |
| 211 | ) |
| 212 | ) { |
| 213 | continue castlingCheck; |
| 214 | } |
| 215 | i += step; |
| 216 | } while (i != finalSquares[castleSide][0]); |
| 217 | |
| 218 | // Nothing on final squares, except maybe king and castling lancer? |
| 219 | for (i = 0; i < 2; i++) { |
| 220 | if ( |
| 221 | finalSquares[castleSide][i] != lancerPos && |
| 222 | this.board[x][finalSquares[castleSide][i]] != V.EMPTY && |
| 223 | ( |
| 224 | finalSquares[castleSide][i] != y || |
| 225 | this.getColor(x, finalSquares[castleSide][i]) != c |
| 226 | ) |
| 227 | ) { |
| 228 | continue castlingCheck; |
| 229 | } |
| 230 | } |
| 231 | |
| 232 | // If this code is reached, castle is valid |
| 233 | let allowedLancerDirs = [castlingPiece]; |
| 234 | if (finalSquares[castleSide][1] != lancerPos) { |
| 235 | // It moved: allow reorientation |
| 236 | allowedLancerDirs = |
| 237 | x == 0 |
| 238 | ? ['e', 'f', 'g', 'h', 'm'] |
| 239 | : ['c', 'd', 'e', 'm', 'o']; |
| 240 | } |
| 241 | allowedLancerDirs.forEach(dir => { |
| 242 | moves.push( |
| 243 | new Move({ |
| 244 | appear: [ |
| 245 | new PiPo({ |
| 246 | x: x, |
| 247 | y: finalSquares[castleSide][0], |
| 248 | p: V.KING, |
| 249 | c: c |
| 250 | }), |
| 251 | new PiPo({ |
| 252 | x: x, |
| 253 | y: finalSquares[castleSide][1], |
| 254 | p: dir, |
| 255 | c: c |
| 256 | }) |
| 257 | ], |
| 258 | vanish: [ |
| 259 | new PiPo({ x: x, y: y, p: V.KING, c: c }), |
| 260 | new PiPo({ x: x, y: lancerPos, p: castlingPiece, c: c }) |
| 261 | ], |
| 262 | end: |
| 263 | Math.abs(y - lancerPos) <= 2 |
| 264 | ? { x: x, y: lancerPos } |
| 265 | : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } |
| 266 | }) |
| 267 | ); |
| 268 | }); |
| 269 | } |
| 270 | |
| 271 | return moves; |
| 272 | } |
| 273 | |
| 274 | isAttacked(sq, color) { |
| 275 | return ( |
| 276 | super.isAttacked(sq, color) || |
| 277 | this.isAttackedByLancer(sq, color) |
| 278 | ); |
| 279 | } |
| 280 | |
| 281 | isAttackedByLancer([x, y], color) { |
| 282 | for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) { |
| 283 | // If in this direction there are only enemy pieces and empty squares, |
| 284 | // and we meet a lancer: can he reach us? |
| 285 | // NOTE: do not stop at first lancer, there might be several! |
| 286 | let coord = { x: x + step[0], y: y + step[1] }; |
| 287 | let lancerPos = []; |
| 288 | while ( |
| 289 | V.OnBoard(coord.x, coord.y) && |
| 290 | ( |
| 291 | this.board[coord.x][coord.y] == V.EMPTY || |
| 292 | this.getColor(coord.x, coord.y) == color |
| 293 | ) |
| 294 | ) { |
| 295 | if (this.getPiece(coord.x, coord.y) == V.LANCER) |
| 296 | lancerPos.push({x: coord.x, y: coord.y}); |
| 297 | coord.x += step[0]; |
| 298 | coord.y += step[1]; |
| 299 | } |
| 300 | for (let xy of lancerPos) { |
| 301 | const dir = V.LANCER_DIRS[this.board[xy.x][xy.y].charAt(1)]; |
| 302 | if (dir[0] == -step[0] && dir[1] == -step[1]) return true; |
| 303 | } |
| 304 | } |
| 305 | return false; |
| 306 | } |
| 307 | |
| 308 | static get VALUES() { |
| 309 | return Object.assign( |
| 310 | { l: 4.8 }, //Jeff K. estimation (for Eightpieces) |
| 311 | ChessRules.VALUES |
| 312 | ); |
| 313 | } |
| 314 | |
| 315 | // For moves notation: |
| 316 | static get LANCER_DIRNAMES() { |
| 317 | return { |
| 318 | 'c': "N", |
| 319 | 'd': "NE", |
| 320 | 'e': "E", |
| 321 | 'f': "SE", |
| 322 | 'g': "S", |
| 323 | 'h': "SW", |
| 324 | 'm': "W", |
| 325 | 'o': "NW" |
| 326 | }; |
| 327 | } |
| 328 | |
| 329 | filterValid(moves) { |
| 330 | // At move 1, forbid captures (in case of...): |
| 331 | if (this.movesCount >= 2) return super.filterValid(moves); |
| 332 | return moves.filter(m => m.vanish.length == 1); |
| 333 | } |
| 334 | |
| 335 | static get SEARCH_DEPTH() { |
| 336 | return 2; |
| 337 | } |
| 338 | |
| 339 | getNotation(move) { |
| 340 | let notation = super.getNotation(move); |
| 341 | if (Object.keys(V.LANCER_DIRNAMES).includes(move.vanish[0].p)) |
| 342 | // Lancer: add direction info |
| 343 | notation += "=" + V.LANCER_DIRNAMES[move.appear[0].p]; |
| 344 | else if (move.appear.length == 2 && move.vanish[1].p != move.appear[1].p) |
| 345 | // Same after castle: |
| 346 | notation += "+L:" + V.LANCER_DIRNAMES[move.appear[1].p]; |
| 347 | else if ( |
| 348 | move.vanish[0].p == V.PAWN && |
| 349 | Object.keys(V.LANCER_DIRNAMES).includes(move.appear[0].p) |
| 350 | ) { |
| 351 | // Fix promotions in lancer: |
| 352 | notation = notation.slice(0, -1) + |
| 353 | "L:" + V.LANCER_DIRNAMES[move.appear[0].p]; |
| 354 | } |
| 355 | return notation; |
| 356 | } |
| 357 | |
| 358 | }; |