| 1 | import { ChessRules } from "@/base_rules"; |
| 2 | import { randInt } from "@/utils/alea"; |
| 3 | |
| 4 | export class MonsterRules extends ChessRules { |
| 5 | |
| 6 | static get Options() { |
| 7 | return { |
| 8 | check: [ |
| 9 | { |
| 10 | label: "Random", |
| 11 | defaut: false, |
| 12 | variable: "random" |
| 13 | } |
| 14 | ], |
| 15 | select: [ |
| 16 | { |
| 17 | label: "Number of pawns", |
| 18 | variable: "pawnsCount", |
| 19 | defaut: 4, |
| 20 | options: [ |
| 21 | { label: "Two", value: 2 }, |
| 22 | { label: "Four", value: 4 }, |
| 23 | { label: "Six", value: 6 } |
| 24 | ] |
| 25 | } |
| 26 | ] |
| 27 | }; |
| 28 | } |
| 29 | |
| 30 | static AbbreviateOptions(opts) { |
| 31 | return opts["pawnsCount"]; |
| 32 | } |
| 33 | |
| 34 | static IsGoodFlags(flags) { |
| 35 | // Only black can castle |
| 36 | return !!flags.match(/^[a-z]{2,2}$/); |
| 37 | } |
| 38 | |
| 39 | static GenRandInitFen(options) { |
| 40 | const baseFen = ChessRules.GenRandInitFen( |
| 41 | { randomness: (options.random ? 1 : 0) }); |
| 42 | let pawnsLine = ""; |
| 43 | switch (options.pawnsCount) { |
| 44 | case 2: pawnsLine = "3PP3"; break; |
| 45 | case 4: pawnsLine = "2PPPP2"; break; |
| 46 | case 6: pawnsLine = "1PPPPPP1"; break; |
| 47 | } |
| 48 | return ( |
| 49 | // 26 first chars are 6 rows + 6 slashes |
| 50 | baseFen.substr(0, 26) + pawnsLine + "/4K3 w 0 " + |
| 51 | // En passant available, and "half-castle" |
| 52 | baseFen.substr(-6, 2) + " -" |
| 53 | ); |
| 54 | } |
| 55 | |
| 56 | getFlagsFen() { |
| 57 | return this.castleFlags['b'].map(V.CoordToColumn).join(""); |
| 58 | } |
| 59 | |
| 60 | setFlags(fenflags) { |
| 61 | this.castleFlags = { 'b': [-1, -1] }; |
| 62 | for (let i = 0; i < 2; i++) |
| 63 | this.castleFlags['b'][i] = V.ColumnToCoord(fenflags.charAt(i)); |
| 64 | } |
| 65 | |
| 66 | setOtherVariables(fen) { |
| 67 | super.setOtherVariables(fen); |
| 68 | this.subTurn = 1; |
| 69 | } |
| 70 | |
| 71 | getPotentialKingMoves([x, y]) { |
| 72 | if (this.getColor(x, y) == 'b') return super.getPotentialKingMoves([x, y]); |
| 73 | // White doesn't castle: |
| 74 | return this.getSlideNJumpMoves( |
| 75 | [x, y], V.steps[V.ROOK].concat(V.steps[V.BISHOP]), 1); |
| 76 | } |
| 77 | |
| 78 | isAttacked() { |
| 79 | // Goal is king capture => no checks |
| 80 | return false; |
| 81 | } |
| 82 | |
| 83 | filterValid(moves) { |
| 84 | return moves; |
| 85 | } |
| 86 | |
| 87 | getCheckSquares() { |
| 88 | return []; |
| 89 | } |
| 90 | |
| 91 | getCurrentScore() { |
| 92 | const color = this.turn; |
| 93 | if (this.kingPos[color][0] < 0) return (color == 'w' ? "0-1" : "1-0"); |
| 94 | return "*"; |
| 95 | } |
| 96 | |
| 97 | play(move) { |
| 98 | move.flags = JSON.stringify(this.aggregateFlags()); |
| 99 | if (this.turn == 'b' || this.subTurn == 2) |
| 100 | this.epSquares.push(this.getEpSquare(move)); |
| 101 | else this.epSquares.push(null); |
| 102 | V.PlayOnBoard(this.board, move); |
| 103 | if (this.turn == 'w') { |
| 104 | if (this.subTurn == 1) this.movesCount++; |
| 105 | if ( |
| 106 | this.subTurn == 2 || |
| 107 | // King captured |
| 108 | (move.vanish.length == 2 && move.vanish[1].p == V.KING) |
| 109 | ) { |
| 110 | this.turn = 'b'; |
| 111 | this.subTurn = 1; |
| 112 | } |
| 113 | else this.subTurn = 2; |
| 114 | } |
| 115 | else { |
| 116 | this.turn = 'w'; |
| 117 | this.movesCount++; |
| 118 | } |
| 119 | this.postPlay(move); |
| 120 | } |
| 121 | |
| 122 | updateCastleFlags(move, piece) { |
| 123 | // Only black can castle: |
| 124 | const firstRank = 0; |
| 125 | if (piece == V.KING && move.appear[0].c == 'b') |
| 126 | this.castleFlags['b'] = [8, 8]; |
| 127 | else if ( |
| 128 | move.start.x == firstRank && |
| 129 | this.castleFlags['b'].includes(move.start.y) |
| 130 | ) { |
| 131 | const flagIdx = (move.start.y == this.castleFlags['b'][0] ? 0 : 1); |
| 132 | this.castleFlags['b'][flagIdx] = 8; |
| 133 | } |
| 134 | else if ( |
| 135 | move.end.x == firstRank && |
| 136 | this.castleFlags['b'].includes(move.end.y) |
| 137 | ) { |
| 138 | const flagIdx = (move.end.y == this.castleFlags['b'][0] ? 0 : 1); |
| 139 | this.castleFlags['b'][flagIdx] = 8; |
| 140 | } |
| 141 | } |
| 142 | |
| 143 | postPlay(move) { |
| 144 | // Definition of 'c' in base class doesn't work: |
| 145 | const c = move.vanish[0].c; |
| 146 | const piece = move.vanish[0].p; |
| 147 | if (piece == V.KING) |
| 148 | this.kingPos[c] = [move.appear[0].x, move.appear[0].y]; |
| 149 | if (move.vanish.length == 2 && move.vanish[1].p == V.KING) { |
| 150 | // Opponent's king is captured, game over |
| 151 | this.kingPos[move.vanish[1].c] = [-1, -1]; |
| 152 | move.captureKing = true; //for undo |
| 153 | } |
| 154 | this.updateCastleFlags(move, piece); |
| 155 | } |
| 156 | |
| 157 | undo(move) { |
| 158 | this.epSquares.pop(); |
| 159 | this.disaggregateFlags(JSON.parse(move.flags)); |
| 160 | V.UndoOnBoard(this.board, move); |
| 161 | if (this.turn == 'w') { |
| 162 | if (this.subTurn == 2) this.subTurn = 1; |
| 163 | else this.turn = 'b'; |
| 164 | this.movesCount--; |
| 165 | } |
| 166 | else { |
| 167 | this.turn = 'w'; |
| 168 | this.subTurn = (!move.captureKing ? 2 : 1); |
| 169 | } |
| 170 | this.postUndo(move); |
| 171 | } |
| 172 | |
| 173 | postUndo(move) { |
| 174 | if (move.vanish.length == 2 && move.vanish[1].p == V.KING) |
| 175 | // Opponent's king was captured |
| 176 | this.kingPos[move.vanish[1].c] = [move.vanish[1].x, move.vanish[1].y]; |
| 177 | super.postUndo(move); |
| 178 | } |
| 179 | |
| 180 | // Custom search at depth 1(+1) |
| 181 | getComputerMove() { |
| 182 | const getBestWhiteMove = (terminal) => { |
| 183 | // Generate all sequences of 2-moves |
| 184 | let moves1 = this.getAllValidMoves(); |
| 185 | moves1.forEach(m1 => { |
| 186 | m1.eval = -V.INFINITY; |
| 187 | m1.move2 = null; |
| 188 | this.play(m1); |
| 189 | if (!!terminal) m1.eval = this.evalPosition(); |
| 190 | else { |
| 191 | const moves2 = this.getAllValidMoves(); |
| 192 | moves2.forEach(m2 => { |
| 193 | this.play(m2); |
| 194 | const eval2 = this.evalPosition() + 0.05 - Math.random() / 10; |
| 195 | this.undo(m2); |
| 196 | if (eval2 > m1.eval) { |
| 197 | m1.eval = eval2; |
| 198 | m1.move2 = m2; |
| 199 | } |
| 200 | }); |
| 201 | } |
| 202 | this.undo(m1); |
| 203 | }); |
| 204 | moves1.sort((a, b) => b.eval - a.eval); |
| 205 | if (!!terminal) |
| 206 | // The move itself doesn't matter, only its eval: |
| 207 | return moves1[0]; |
| 208 | let candidates = [0]; |
| 209 | for ( |
| 210 | let i = 1; |
| 211 | i < moves1.length && moves1[i].eval == moves1[0].eval; |
| 212 | i++ |
| 213 | ) { |
| 214 | candidates.push(i); |
| 215 | } |
| 216 | const idx = candidates[randInt(candidates.length)]; |
| 217 | const move2 = moves1[idx].move2; |
| 218 | delete moves1[idx]["move2"]; |
| 219 | return [moves1[idx], move2]; |
| 220 | }; |
| 221 | |
| 222 | const getBestBlackMove = () => { |
| 223 | let moves = this.getAllValidMoves(); |
| 224 | moves.forEach(m => { |
| 225 | m.eval = V.INFINITY; |
| 226 | this.play(m); |
| 227 | const evalM = getBestWhiteMove("terminal").eval |
| 228 | this.undo(m); |
| 229 | if (evalM < m.eval) m.eval = evalM; |
| 230 | }); |
| 231 | moves.sort((a, b) => a.eval - b.eval); |
| 232 | let candidates = [0]; |
| 233 | for ( |
| 234 | let i = 1; |
| 235 | i < moves.length && moves[i].eval == moves[0].eval; |
| 236 | i++ |
| 237 | ) { |
| 238 | candidates.push(i); |
| 239 | } |
| 240 | const idx = candidates[randInt(candidates.length)]; |
| 241 | return moves[idx]; |
| 242 | }; |
| 243 | |
| 244 | const color = this.turn; |
| 245 | return (color == 'w' ? getBestWhiteMove() : getBestBlackMove()); |
| 246 | } |
| 247 | |
| 248 | }; |