| 1 | import { ChessRules } from "@/base_rules"; |
| 2 | |
| 3 | export class HypnoticRules extends ChessRules { |
| 4 | |
| 5 | static IsGoodFen(fen) { |
| 6 | if (!ChessRules.IsGoodFen(fen)) return false; |
| 7 | const fenParsed = V.ParseFen(fen); |
| 8 | // 5) Check arrival of last hypnotizing move (if any) |
| 9 | if ( |
| 10 | !fenParsed.hSquare || |
| 11 | (fenParsed.hSquare != "-" && !fenParsed.hSquare.match(/^[a-h][1-8]$/)) |
| 12 | ) { |
| 13 | return false; |
| 14 | } |
| 15 | return true; |
| 16 | } |
| 17 | |
| 18 | static ParseFen(fen) { |
| 19 | const fenParts = fen.split(" "); |
| 20 | return Object.assign( |
| 21 | { hSquare: fenParts[5] }, |
| 22 | ChessRules.ParseFen(fen) |
| 23 | ); |
| 24 | } |
| 25 | |
| 26 | static GenRandInitFen(randomness) { |
| 27 | return ChessRules.GenRandInitFen(randomness) + " -"; |
| 28 | } |
| 29 | |
| 30 | setOtherVariables(fen) { |
| 31 | super.setOtherVariables(fen); |
| 32 | const parsedFen = V.ParseFen(fen); |
| 33 | this.hSquares = [ |
| 34 | parsedFen.hSquare != "-" |
| 35 | ? V.SquareToCoords(parsedFen.hSquare) |
| 36 | : null |
| 37 | ]; |
| 38 | } |
| 39 | |
| 40 | getFen() { |
| 41 | const L = this.hSquares.length; |
| 42 | return ( |
| 43 | super.getFen() + " " + |
| 44 | (!this.hSquares[L-1] ? "-" : V.CoordsToSquare(this.hSquares[L-1])) |
| 45 | ); |
| 46 | } |
| 47 | |
| 48 | canIplay(side) { |
| 49 | // Wrong, but sufficient approximation let's say |
| 50 | return this.turn == side; |
| 51 | } |
| 52 | |
| 53 | canTake([x1, y1], [x2, y2]) { |
| 54 | const c = this.turn; |
| 55 | const c1 = this.getColor(x1, y1); |
| 56 | const c2 = this.getColor(x2, y2); |
| 57 | return (c == c1 && c1 != c2) || (c != c1 && c1 == c2); |
| 58 | } |
| 59 | |
| 60 | getPotentialMovesFrom([x, y]) { |
| 61 | const L = this.hSquares.length; |
| 62 | const lh = this.hSquares[L-1]; |
| 63 | if (!!lh && lh.x == x && lh.y == y) return []; |
| 64 | const c = this.getColor(x, y); |
| 65 | if (c == this.turn) return super.getPotentialMovesFrom([x, y]); |
| 66 | // Playing opponent's pieces: hypnotizing moves. Allowed? |
| 67 | if (!this.isAttacked([x, y], this.turn)) return []; |
| 68 | const moves = |
| 69 | this.getPiece(x, y) == V.KING |
| 70 | // No castling with enemy king (...yes, should eat it but...) |
| 71 | ? super.getSlideNJumpMoves( |
| 72 | [x, y], V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep") |
| 73 | : super.getPotentialMovesFrom([x, y]); |
| 74 | return moves; |
| 75 | } |
| 76 | |
| 77 | getAllPotentialMoves() { |
| 78 | let potentialMoves = []; |
| 79 | for (let i = 0; i < V.size.x; i++) { |
| 80 | for (let j = 0; j < V.size.y; j++) { |
| 81 | if (this.board[i][j] != V.EMPTY) { |
| 82 | Array.prototype.push.apply( |
| 83 | potentialMoves, |
| 84 | this.getPotentialMovesFrom([i, j]) |
| 85 | ); |
| 86 | } |
| 87 | } |
| 88 | } |
| 89 | return potentialMoves; |
| 90 | } |
| 91 | |
| 92 | getEnpassantCaptures([x, y], shiftX) { |
| 93 | const Lep = this.epSquares.length; |
| 94 | const epSquare = this.epSquares[Lep - 1]; //always at least one element |
| 95 | let enpassantMove = null; |
| 96 | const c = this.getColor(x, y); |
| 97 | if ( |
| 98 | !!epSquare && |
| 99 | epSquare.x == x + shiftX && |
| 100 | Math.abs(epSquare.y - y) == 1 && |
| 101 | // Next conditions to avoid capturing self hypnotized pawns: |
| 102 | this.board[x][epSquare.y] != V.EMPTY && |
| 103 | this.getColor(x, epSquare.y) != c //TODO: probably redundant |
| 104 | ) { |
| 105 | enpassantMove = this.getBasicMove([x, y], [epSquare.x, epSquare.y]); |
| 106 | enpassantMove.vanish.push({ |
| 107 | x: x, |
| 108 | y: epSquare.y, |
| 109 | p: this.board[x][epSquare.y].charAt(1), |
| 110 | c: this.getColor(x, epSquare.y) |
| 111 | }); |
| 112 | } |
| 113 | return !!enpassantMove ? [enpassantMove] : []; |
| 114 | } |
| 115 | |
| 116 | // TODO: avoid following code duplication, by using getColor() |
| 117 | // instead of this.turn at the beginning of 2 next methods |
| 118 | addPawnMoves([x1, y1], [x2, y2], moves, promotions) { |
| 119 | let finalPieces = [V.PAWN]; |
| 120 | const color = this.getColor(x1, y1); |
| 121 | const lastRank = (color == "w" ? 0 : V.size.x - 1); |
| 122 | if (x2 == lastRank) finalPieces = V.PawnSpecs.promotions; |
| 123 | let tr = null; |
| 124 | for (let piece of finalPieces) { |
| 125 | tr = (piece != V.PAWN ? { c: color, p: piece } : null); |
| 126 | moves.push(this.getBasicMove([x1, y1], [x2, y2], tr)); |
| 127 | } |
| 128 | } |
| 129 | |
| 130 | getPotentialPawnMoves([x, y], promotions) { |
| 131 | const color = this.getColor(x, y); |
| 132 | const [sizeX, sizeY] = [V.size.x, V.size.y]; |
| 133 | const forward = (color == 'w' ? -1 : 1); |
| 134 | |
| 135 | let moves = []; |
| 136 | if (x + forward >= 0 && x + forward < sizeX) { |
| 137 | if (this.board[x + forward][y] == V.EMPTY) { |
| 138 | this.addPawnMoves([x, y], [x + forward, y], moves, promotions); |
| 139 | if ( |
| 140 | ((color == 'w' && x == 6) || (color == 'b' && x == 1)) && |
| 141 | this.board[x + 2 * forward][y] == V.EMPTY |
| 142 | ) { |
| 143 | moves.push(this.getBasicMove([x, y], [x + 2 * forward, y])); |
| 144 | } |
| 145 | } |
| 146 | for (let shiftY of [-1, 1]) { |
| 147 | if ( |
| 148 | y + shiftY >= 0 && y + shiftY < sizeY && |
| 149 | this.board[x + forward][y + shiftY] != V.EMPTY && |
| 150 | this.canTake([x, y], [x + forward, y + shiftY]) |
| 151 | ) { |
| 152 | this.addPawnMoves( |
| 153 | [x, y], [x + forward, y + shiftY], |
| 154 | moves, promotions |
| 155 | ); |
| 156 | } |
| 157 | } |
| 158 | } |
| 159 | Array.prototype.push.apply(moves, |
| 160 | this.getEnpassantCaptures([x, y], forward)); |
| 161 | return moves; |
| 162 | } |
| 163 | |
| 164 | postPlay(move) { |
| 165 | super.postPlay(move); |
| 166 | if (move.vanish[0].c == this.turn) |
| 167 | this.hSquares.push({ x: move.appear[0].x, y: move.appear[0].y }); |
| 168 | else this.hSquares.push(null); |
| 169 | if (move.vanish.length == 2 && move.vanish[1].p == V.KING) |
| 170 | this.kingPos[move.vanish[1].c] = [-1, -1]; |
| 171 | } |
| 172 | postUndo(move) { |
| 173 | super.postUndo(move); |
| 174 | this.hSquares.pop(); |
| 175 | if (move.vanish.length == 2 && move.vanish[1].p == V.KING) |
| 176 | this.kingPos[move.vanish[1].c] = [move.vanish[1].x, move.vanish[1].y]; |
| 177 | } |
| 178 | |
| 179 | getCheckSquares() { |
| 180 | return []; |
| 181 | } |
| 182 | filterValid(moves) { |
| 183 | return moves; |
| 184 | } |
| 185 | |
| 186 | getCurrentScore() { |
| 187 | const c = this.turn; |
| 188 | if (this.kingPos[c][0] < 0) return (c == 'w' ? "0-1" : "1-0"); |
| 189 | return "*"; |
| 190 | } |
| 191 | |
| 192 | static get SEARCH_DEPTH() { |
| 193 | return 2; |
| 194 | } |
| 195 | |
| 196 | }; |