| 1 | import { ChessRules, PiPo, Move } from "@/base_rules"; |
| 2 | import { ArrayFun } from "@/utils/array"; |
| 3 | import { randInt } from "@/utils/alea"; |
| 4 | |
| 5 | export class HiddenRules extends ChessRules { |
| 6 | static get HasFlags() { |
| 7 | return false; |
| 8 | } |
| 9 | |
| 10 | static get HasCastle() { |
| 11 | return false; |
| 12 | } |
| 13 | |
| 14 | static get HasEnpassant() { |
| 15 | return false; |
| 16 | } |
| 17 | |
| 18 | // Analyse in Hidden mode makes no sense |
| 19 | static get CanAnalyze() { |
| 20 | return false; |
| 21 | } |
| 22 | |
| 23 | // Moves are revealed only when game ends, but are highlighted on board |
| 24 | static get ShowMoves() { |
| 25 | return "highlight"; |
| 26 | } |
| 27 | |
| 28 | static get HIDDEN_DECODE() { |
| 29 | return { |
| 30 | s: "p", |
| 31 | t: "q", |
| 32 | u: "r", |
| 33 | c: "b", |
| 34 | o: "n", |
| 35 | l: "k" |
| 36 | }; |
| 37 | } |
| 38 | static get HIDDEN_CODE() { |
| 39 | return { |
| 40 | p: "s", |
| 41 | q: "t", |
| 42 | r: "u", |
| 43 | b: "c", |
| 44 | n: "o", |
| 45 | k: "l" |
| 46 | }; |
| 47 | } |
| 48 | |
| 49 | // Turn a hidden piece or revealed piece into revealed piece: |
| 50 | static Decode(p) { |
| 51 | if (Object.keys(V.HIDDEN_DECODE).includes(p)) |
| 52 | return V.HIDDEN_DECODE[p]; |
| 53 | return p; |
| 54 | } |
| 55 | |
| 56 | static get PIECES() { |
| 57 | return ChessRules.PIECES.concat(Object.values(V.HIDDEN_CODE)); |
| 58 | } |
| 59 | |
| 60 | // Pieces can be hidden :) |
| 61 | getPiece(i, j) { |
| 62 | const piece = this.board[i][j].charAt(1); |
| 63 | if (Object.keys(V.HIDDEN_DECODE).includes(piece)) |
| 64 | return V.HIDDEN_DECODE[piece]; |
| 65 | return piece; |
| 66 | } |
| 67 | |
| 68 | getPpath(b, color, score) { |
| 69 | if (Object.keys(V.HIDDEN_DECODE).includes(b[1])) { |
| 70 | // Supposed to be hidden. |
| 71 | if (score == "*" && (!color || color != b[0])) |
| 72 | return "Hidden/" + b[0] + "p"; |
| 73 | // Else: condition OK to show the piece |
| 74 | return b[0] + V.HIDDEN_DECODE[b[1]]; |
| 75 | } |
| 76 | // The piece is already not supposed to be hidden: |
| 77 | return b; |
| 78 | } |
| 79 | |
| 80 | // Scan board for kings positions (no castling) |
| 81 | scanKings(fen) { |
| 82 | this.kingPos = { w: [-1, -1], b: [-1, -1] }; |
| 83 | const fenRows = V.ParseFen(fen).position.split("/"); |
| 84 | for (let i = 0; i < fenRows.length; i++) { |
| 85 | let k = 0; //column index on board |
| 86 | for (let j = 0; j < fenRows[i].length; j++) { |
| 87 | switch (fenRows[i].charAt(j)) { |
| 88 | case "k": |
| 89 | case "l": |
| 90 | this.kingPos["b"] = [i, k]; |
| 91 | break; |
| 92 | case "K": |
| 93 | case "L": |
| 94 | this.kingPos["w"] = [i, k]; |
| 95 | break; |
| 96 | default: { |
| 97 | const num = parseInt(fenRows[i].charAt(j)); |
| 98 | if (!isNaN(num)) k += num - 1; |
| 99 | } |
| 100 | } |
| 101 | k++; |
| 102 | } |
| 103 | } |
| 104 | } |
| 105 | |
| 106 | getBasicMove([sx, sy], [ex, ey], tr) { |
| 107 | if ( |
| 108 | tr && |
| 109 | Object.keys(V.HIDDEN_DECODE).includes(this.board[sx][sy].charAt(1)) |
| 110 | ) { |
| 111 | // The transformed piece is a priori hidden |
| 112 | tr.p = V.HIDDEN_CODE[tr.p]; |
| 113 | } |
| 114 | let mv = new Move({ |
| 115 | appear: [ |
| 116 | new PiPo({ |
| 117 | x: ex, |
| 118 | y: ey, |
| 119 | c: tr ? tr.c : this.getColor(sx, sy), |
| 120 | p: tr ? tr.p : this.board[sx][sy].charAt(1) |
| 121 | }) |
| 122 | ], |
| 123 | vanish: [ |
| 124 | new PiPo({ |
| 125 | x: sx, |
| 126 | y: sy, |
| 127 | c: this.getColor(sx, sy), |
| 128 | p: this.board[sx][sy].charAt(1) |
| 129 | }) |
| 130 | ] |
| 131 | }); |
| 132 | |
| 133 | // The opponent piece disappears if we take it |
| 134 | if (this.board[ex][ey] != V.EMPTY) { |
| 135 | mv.vanish.push( |
| 136 | new PiPo({ |
| 137 | x: ex, |
| 138 | y: ey, |
| 139 | c: this.getColor(ex, ey), |
| 140 | p: this.board[ex][ey].charAt(1) |
| 141 | }) |
| 142 | ); |
| 143 | // Pieces are revealed when they capture |
| 144 | mv.appear[0].p = V.Decode(mv.appear[0].p); |
| 145 | } |
| 146 | |
| 147 | return mv; |
| 148 | } |
| 149 | |
| 150 | filterValid(moves) { |
| 151 | return moves; |
| 152 | } |
| 153 | |
| 154 | // Ignore randomness here: placement is always random asymmetric |
| 155 | static GenRandInitFen() { |
| 156 | let pieces = { w: new Array(8), b: new Array(8) }; |
| 157 | // Shuffle pieces + pawns on two first ranks |
| 158 | for (let c of ["w", "b"]) { |
| 159 | let positions = ArrayFun.range(16); |
| 160 | |
| 161 | // Get random squares for bishops |
| 162 | let randIndex = 2 * randInt(8); |
| 163 | const bishop1Pos = positions[randIndex]; |
| 164 | // The second bishop must be on a square of different color |
| 165 | let randIndex_tmp = 2 * randInt(8) + 1; |
| 166 | const bishop2Pos = positions[randIndex_tmp]; |
| 167 | // Remove chosen squares |
| 168 | positions.splice(Math.max(randIndex, randIndex_tmp), 1); |
| 169 | positions.splice(Math.min(randIndex, randIndex_tmp), 1); |
| 170 | |
| 171 | // Get random squares for knights |
| 172 | randIndex = randInt(14); |
| 173 | const knight1Pos = positions[randIndex]; |
| 174 | positions.splice(randIndex, 1); |
| 175 | randIndex = randInt(13); |
| 176 | const knight2Pos = positions[randIndex]; |
| 177 | positions.splice(randIndex, 1); |
| 178 | |
| 179 | // Get random squares for rooks |
| 180 | randIndex = randInt(12); |
| 181 | const rook1Pos = positions[randIndex]; |
| 182 | positions.splice(randIndex, 1); |
| 183 | randIndex = randInt(11); |
| 184 | const rook2Pos = positions[randIndex]; |
| 185 | positions.splice(randIndex, 1); |
| 186 | |
| 187 | // Get random square for queen |
| 188 | randIndex = randInt(10); |
| 189 | const queenPos = positions[randIndex]; |
| 190 | positions.splice(randIndex, 1); |
| 191 | |
| 192 | // Get random square for king |
| 193 | randIndex = randInt(9); |
| 194 | const kingPos = positions[randIndex]; |
| 195 | positions.splice(randIndex, 1); |
| 196 | |
| 197 | // Pawns position are all remaining slots: |
| 198 | for (let p of positions) |
| 199 | pieces[c][p] = "s"; |
| 200 | |
| 201 | // Finally put the shuffled pieces in the board array |
| 202 | pieces[c][rook1Pos] = "u"; |
| 203 | pieces[c][knight1Pos] = "o"; |
| 204 | pieces[c][bishop1Pos] = "c"; |
| 205 | pieces[c][queenPos] = "t"; |
| 206 | pieces[c][kingPos] = "l"; |
| 207 | pieces[c][bishop2Pos] = "c"; |
| 208 | pieces[c][knight2Pos] = "o"; |
| 209 | pieces[c][rook2Pos] = "u"; |
| 210 | } |
| 211 | let upFen = pieces["b"].join(""); |
| 212 | upFen = upFen.substr(0,8) + "/" + upFen.substr(8).split("").reverse().join(""); |
| 213 | let downFen = pieces["b"].join("").toUpperCase(); |
| 214 | downFen = downFen.substr(0,8) + "/" + downFen.substr(8).split("").reverse().join(""); |
| 215 | return upFen + "/8/8/8/8/" + downFen + " w 0"; |
| 216 | } |
| 217 | |
| 218 | getCheckSquares() { |
| 219 | return []; |
| 220 | } |
| 221 | |
| 222 | postPlay(move) { |
| 223 | super.postPlay(move); |
| 224 | if ( |
| 225 | move.vanish.length >= 2 && |
| 226 | [V.KING,V.HIDDEN_CODE[V.KING]].includes(move.vanish[1].p) |
| 227 | ) { |
| 228 | // We took opponent king |
| 229 | this.kingPos[this.turn] = [-1, -1]; |
| 230 | } |
| 231 | } |
| 232 | |
| 233 | postUndo(move) { |
| 234 | super.postUndo(move); |
| 235 | const c = move.vanish[0].c; |
| 236 | const oppCol = V.GetOppCol(c); |
| 237 | if (this.kingPos[oppCol][0] < 0) |
| 238 | // Last move took opponent's king: |
| 239 | this.kingPos[oppCol] = [move.vanish[1].x, move.vanish[1].y]; |
| 240 | } |
| 241 | |
| 242 | getCurrentScore() { |
| 243 | const color = this.turn; |
| 244 | const kp = this.kingPos[color]; |
| 245 | if (kp[0] < 0) |
| 246 | // King disappeared |
| 247 | return color == "w" ? "0-1" : "1-0"; |
| 248 | // Assume that stalemate is impossible: |
| 249 | return "*"; |
| 250 | } |
| 251 | |
| 252 | getComputerMove() { |
| 253 | const color = this.turn; |
| 254 | let moves = this.getAllValidMoves(); |
| 255 | for (let move of moves) { |
| 256 | move.eval = 0; //a priori... |
| 257 | |
| 258 | // Can I take something ? If yes, do it with some probability |
| 259 | if (move.vanish.length == 2 && move.vanish[1].c != color) { |
| 260 | // OK this isn't a castling move |
| 261 | const myPieceVal = V.VALUES[move.appear[0].p]; |
| 262 | const hisPieceVal = Object.keys(V.HIDDEN_DECODE).includes(move.vanish[1].p) |
| 263 | ? undefined |
| 264 | : V.VALUES[move.vanish[1].p]; |
| 265 | if (!hisPieceVal) { |
| 266 | // Opponent's piece is unknown: do not take too much risk |
| 267 | move.eval = -myPieceVal + 1.5; //so that pawns always take |
| 268 | } |
| 269 | // Favor captures |
| 270 | else if (myPieceVal <= hisPieceVal) |
| 271 | move.eval = hisPieceVal - myPieceVal + 1; |
| 272 | else { |
| 273 | // Taking a pawn with minor piece, |
| 274 | // or minor piece or pawn with a rook, |
| 275 | // or anything but a queen with a queen, |
| 276 | // or anything with a king. |
| 277 | move.eval = hisPieceVal - myPieceVal; |
| 278 | } |
| 279 | } else { |
| 280 | // If no capture, favor small step moves, |
| 281 | // but sometimes move the knight anyway |
| 282 | const penalty = V.Decode(move.vanish[0].p) != V.KNIGHT |
| 283 | ? Math.abs(move.end.x - move.start.x) + Math.abs(move.end.y - move.start.y) |
| 284 | : (Math.random() < 0.5 ? 3 : 1); |
| 285 | move.eval -= penalty / (V.size.x + V.size.y - 1); |
| 286 | } |
| 287 | |
| 288 | // TODO: also favor movements toward the center? |
| 289 | } |
| 290 | |
| 291 | moves.sort((a, b) => b.eval - a.eval); |
| 292 | let candidates = [0]; |
| 293 | for (let j = 1; j < moves.length && moves[j].eval == moves[0].eval; j++) |
| 294 | candidates.push(j); |
| 295 | return moves[candidates[randInt(candidates.length)]]; |
| 296 | } |
| 297 | |
| 298 | getNotation(move) { |
| 299 | // Translate final square |
| 300 | const finalSquare = V.CoordsToSquare(move.end); |
| 301 | |
| 302 | const piece = this.getPiece(move.start.x, move.start.y); |
| 303 | if (piece == V.PAWN) { |
| 304 | // Pawn move |
| 305 | let notation = ""; |
| 306 | if (move.vanish.length > move.appear.length) { |
| 307 | // Capture |
| 308 | const startColumn = V.CoordToColumn(move.start.y); |
| 309 | notation = startColumn + "x" + finalSquare; |
| 310 | } |
| 311 | else notation = finalSquare; |
| 312 | if (move.appear.length > 0 && !["p","s"].includes(move.appear[0].p)) { |
| 313 | // Promotion |
| 314 | const appearPiece = V.Decode(move.appear[0].p); |
| 315 | notation += "=" + appearPiece.toUpperCase(); |
| 316 | } |
| 317 | return notation; |
| 318 | } |
| 319 | // Piece movement |
| 320 | return ( |
| 321 | piece.toUpperCase() + |
| 322 | (move.vanish.length > move.appear.length ? "x" : "") + |
| 323 | finalSquare |
| 324 | ); |
| 325 | } |
| 326 | }; |