| 1 | import { ChessRules, PiPo, Move } from "@/base_rules"; |
| 2 | import { ArrayFun } from "@/utils/array"; |
| 3 | import { randInt } from "@/utils/alea"; |
| 4 | |
| 5 | export const VariantRules = class HiddenRules extends ChessRules { |
| 6 | static get HasFlags() { |
| 7 | return false; |
| 8 | } |
| 9 | |
| 10 | static get HasEnpassant() { |
| 11 | return false; |
| 12 | } |
| 13 | |
| 14 | // Analyse in Hidden mode makes no sense |
| 15 | static get CanAnalyze() { |
| 16 | return false; |
| 17 | } |
| 18 | |
| 19 | // Moves are revealed only when game ends |
| 20 | static get ShowMoves() { |
| 21 | return "none"; |
| 22 | } |
| 23 | |
| 24 | static get HIDDEN_DECODE() { |
| 25 | return { |
| 26 | s: "p", |
| 27 | t: "q", |
| 28 | u: "r", |
| 29 | c: "b", |
| 30 | o: "n", |
| 31 | l: "k" |
| 32 | }; |
| 33 | } |
| 34 | static get HIDDEN_CODE() { |
| 35 | return { |
| 36 | p: "s", |
| 37 | q: "t", |
| 38 | r: "u", |
| 39 | b: "c", |
| 40 | n: "o", |
| 41 | k: "l" |
| 42 | }; |
| 43 | } |
| 44 | |
| 45 | static get PIECES() { |
| 46 | return ChessRules.PIECES.concat(Object.values(V.HIDDEN_CODE)); |
| 47 | } |
| 48 | |
| 49 | // Pieces can be hidden :) |
| 50 | getPiece(i, j) { |
| 51 | const piece = this.board[i][j].charAt(1); |
| 52 | if (Object.keys(V.HIDDEN_DECODE).includes(piece)) |
| 53 | return V.HIDDEN_DECODE[piece]; |
| 54 | return piece; |
| 55 | } |
| 56 | |
| 57 | // Scan board for kings positions (no castling) |
| 58 | scanKingsRooks(fen) { |
| 59 | this.kingPos = { w: [-1, -1], b: [-1, -1] }; |
| 60 | const fenRows = V.ParseFen(fen).position.split("/"); |
| 61 | for (let i = 0; i < fenRows.length; i++) { |
| 62 | let k = 0; //column index on board |
| 63 | for (let j = 0; j < fenRows[i].length; j++) { |
| 64 | switch (fenRows[i].charAt(j)) { |
| 65 | case "k": |
| 66 | case "l": |
| 67 | this.kingPos["b"] = [i, k]; |
| 68 | break; |
| 69 | case "K": |
| 70 | case "L": |
| 71 | this.kingPos["w"] = [i, k]; |
| 72 | break; |
| 73 | default: { |
| 74 | const num = parseInt(fenRows[i].charAt(j)); |
| 75 | if (!isNaN(num)) k += num - 1; |
| 76 | } |
| 77 | } |
| 78 | k++; |
| 79 | } |
| 80 | } |
| 81 | } |
| 82 | |
| 83 | getPpath(b, color, score) { |
| 84 | if (Object.keys(V.HIDDEN_DECODE).includes(b[1])) { |
| 85 | // Supposed to be hidden. |
| 86 | if (score == "*" && (!color || color != b[0])) |
| 87 | return "Hidden/" + b[0] + "p"; |
| 88 | // Else: condition OK to show the piece |
| 89 | return b[0] + V.HIDDEN_DECODE[b[1]]; |
| 90 | } |
| 91 | // The piece is already not supposed to be hidden: |
| 92 | return b; |
| 93 | } |
| 94 | |
| 95 | getBasicMove([sx, sy], [ex, ey], tr) { |
| 96 | let mv = new Move({ |
| 97 | appear: [ |
| 98 | new PiPo({ |
| 99 | x: ex, |
| 100 | y: ey, |
| 101 | c: tr ? tr.c : this.getColor(sx, sy), |
| 102 | p: tr ? tr.p : this.board[sx][sy].charAt(1) |
| 103 | }) |
| 104 | ], |
| 105 | vanish: [ |
| 106 | new PiPo({ |
| 107 | x: sx, |
| 108 | y: sy, |
| 109 | c: this.getColor(sx, sy), |
| 110 | p: this.board[sx][sy].charAt(1) |
| 111 | }) |
| 112 | ] |
| 113 | }); |
| 114 | |
| 115 | // The opponent piece disappears if we take it |
| 116 | if (this.board[ex][ey] != V.EMPTY) { |
| 117 | mv.vanish.push( |
| 118 | new PiPo({ |
| 119 | x: ex, |
| 120 | y: ey, |
| 121 | c: this.getColor(ex, ey), |
| 122 | p: this.board[ex][ey].charAt(1) |
| 123 | }) |
| 124 | ); |
| 125 | // Pieces are revealed when they capture |
| 126 | if (Object.keys(V.HIDDEN_DECODE).includes(mv.appear[0].p)) |
| 127 | mv.appear[0].p = V.HIDDEN_DECODE[mv.appear[0].p]; |
| 128 | } |
| 129 | return mv; |
| 130 | } |
| 131 | |
| 132 | // What are the king moves from square x,y ? |
| 133 | getPotentialKingMoves(sq) { |
| 134 | // No castling: |
| 135 | return this.getSlideNJumpMoves( |
| 136 | sq, |
| 137 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]), |
| 138 | "oneStep" |
| 139 | ); |
| 140 | } |
| 141 | |
| 142 | static GenRandInitFen() { |
| 143 | let pieces = { w: new Array(8), b: new Array(8) }; |
| 144 | // Shuffle pieces + pawns on two first ranks |
| 145 | for (let c of ["w", "b"]) { |
| 146 | let positions = ArrayFun.range(16); |
| 147 | |
| 148 | // Get random squares for bishops |
| 149 | let randIndex = 2 * randInt(8); |
| 150 | const bishop1Pos = positions[randIndex]; |
| 151 | // The second bishop must be on a square of different color |
| 152 | let randIndex_tmp = 2 * randInt(8) + 1; |
| 153 | const bishop2Pos = positions[randIndex_tmp]; |
| 154 | // Remove chosen squares |
| 155 | positions.splice(Math.max(randIndex, randIndex_tmp), 1); |
| 156 | positions.splice(Math.min(randIndex, randIndex_tmp), 1); |
| 157 | |
| 158 | // Get random squares for knights |
| 159 | randIndex = randInt(14); |
| 160 | const knight1Pos = positions[randIndex]; |
| 161 | positions.splice(randIndex, 1); |
| 162 | randIndex = randInt(13); |
| 163 | const knight2Pos = positions[randIndex]; |
| 164 | positions.splice(randIndex, 1); |
| 165 | |
| 166 | // Get random squares for rooks |
| 167 | randIndex = randInt(12); |
| 168 | const rook1Pos = positions[randIndex]; |
| 169 | positions.splice(randIndex, 1); |
| 170 | randIndex = randInt(11); |
| 171 | const rook2Pos = positions[randIndex]; |
| 172 | positions.splice(randIndex, 1); |
| 173 | |
| 174 | // Get random square for queen |
| 175 | randIndex = randInt(10); |
| 176 | const queenPos = positions[randIndex]; |
| 177 | positions.splice(randIndex, 1); |
| 178 | |
| 179 | // Get random square for queen |
| 180 | randIndex = randInt(9); |
| 181 | const kingPos = positions[randIndex]; |
| 182 | positions.splice(randIndex, 1); |
| 183 | |
| 184 | // Pawns position are all remaining slots: |
| 185 | for (let p of positions) |
| 186 | pieces[c][p] = "s"; |
| 187 | |
| 188 | // Finally put the shuffled pieces in the board array |
| 189 | pieces[c][rook1Pos] = "u"; |
| 190 | pieces[c][knight1Pos] = "o"; |
| 191 | pieces[c][bishop1Pos] = "c"; |
| 192 | pieces[c][queenPos] = "t"; |
| 193 | pieces[c][kingPos] = "l"; |
| 194 | pieces[c][bishop2Pos] = "c"; |
| 195 | pieces[c][knight2Pos] = "o"; |
| 196 | pieces[c][rook2Pos] = "u"; |
| 197 | } |
| 198 | let upFen = pieces["b"].join(""); |
| 199 | upFen = upFen.substr(0,8) + "/" + upFen.substr(8); |
| 200 | let downFen = pieces["b"].join("").toUpperCase(); |
| 201 | downFen = downFen.substr(0,8) + "/" + downFen.substr(8); |
| 202 | return upFen + "/8/8/8/8/" + downFen + " w 0"; |
| 203 | } |
| 204 | |
| 205 | getCheckSquares() { |
| 206 | return []; |
| 207 | } |
| 208 | |
| 209 | updateVariables(move) { |
| 210 | super.updateVariables(move); |
| 211 | if ( |
| 212 | move.vanish.length >= 2 && |
| 213 | [V.KING,V.HIDDEN_CODE[V.KING]].includes(move.vanish[1].p) |
| 214 | ) { |
| 215 | // We took opponent king |
| 216 | this.kingPos[this.turn] = [-1, -1]; |
| 217 | } |
| 218 | } |
| 219 | |
| 220 | unupdateVariables(move) { |
| 221 | super.unupdateVariables(move); |
| 222 | const c = move.vanish[0].c; |
| 223 | const oppCol = V.GetOppCol(c); |
| 224 | if (this.kingPos[oppCol][0] < 0) |
| 225 | // Last move took opponent's king: |
| 226 | this.kingPos[oppCol] = [move.vanish[1].x, move.vanish[1].y]; |
| 227 | } |
| 228 | |
| 229 | getCurrentScore() { |
| 230 | const color = this.turn; |
| 231 | const kp = this.kingPos[color]; |
| 232 | if (kp[0] < 0) |
| 233 | // King disappeared |
| 234 | return color == "w" ? "0-1" : "1-0"; |
| 235 | // Assume that stalemate is impossible: |
| 236 | return "*"; |
| 237 | } |
| 238 | |
| 239 | getComputerMove() { |
| 240 | // Just return a random move. TODO: something smarter... |
| 241 | const moves = this.getAllValidMoves(); |
| 242 | return moves[randInt(moves.length)]; |
| 243 | } |
| 244 | }; |