| 1 | import { ChessRules, Move, PiPo } from "@/base_rules"; |
| 2 | |
| 3 | export class SynochessRules extends ChessRules { |
| 4 | |
| 5 | static get LoseOnRepetition() { |
| 6 | return true; |
| 7 | } |
| 8 | |
| 9 | static IsGoodFlags(flags) { |
| 10 | // Only white can castle |
| 11 | return !!flags.match(/^[a-z]{2,2}$/); |
| 12 | } |
| 13 | |
| 14 | static IsGoodFen(fen) { |
| 15 | if (!ChessRules.IsGoodFen(fen)) return false; |
| 16 | const fenParsed = V.ParseFen(fen); |
| 17 | // 5) Check reserves |
| 18 | if (!fenParsed.reserve || !fenParsed.reserve.match(/^[0-2]$/)) |
| 19 | return false; |
| 20 | return true; |
| 21 | } |
| 22 | |
| 23 | static ParseFen(fen) { |
| 24 | const fenParts = fen.split(" "); |
| 25 | return Object.assign( |
| 26 | ChessRules.ParseFen(fen), |
| 27 | { reserve: fenParts[5] } |
| 28 | ); |
| 29 | } |
| 30 | |
| 31 | static GenRandInitFen(randomness) { |
| 32 | if (randomness == 0) |
| 33 | return "rneakenr/8/1c4c1/1ss2ss1/8/8/PPPPPPPP/RNBQKBNR w 0 ah - 2"; |
| 34 | |
| 35 | // Mapping kingdom --> dynasty: |
| 36 | const piecesMap = { |
| 37 | 'r': 'r', |
| 38 | 'n': 'n', |
| 39 | 'b': 'e', |
| 40 | 'q': 'a', |
| 41 | 'k': 'k' |
| 42 | }; |
| 43 | |
| 44 | // Always symmetric (randomness = 1), because open files. |
| 45 | const baseFen = ChessRules.GenRandInitFen(1); |
| 46 | return ( |
| 47 | baseFen.substr(0, 8).split("").map(p => piecesMap[p]).join("") + |
| 48 | "/8/1c4c1/1ss2ss1/" + baseFen.substr(22, 28) + " - 2" |
| 49 | ); |
| 50 | } |
| 51 | |
| 52 | getReserveFen() { |
| 53 | return (!!this.reserve ? this.reserve["b"][V.SOLDIER] : 0); |
| 54 | } |
| 55 | |
| 56 | getFen() { |
| 57 | return super.getFen() + " " + this.getReserveFen(); |
| 58 | } |
| 59 | |
| 60 | getFenForRepeat() { |
| 61 | return super.getFenForRepeat() + "_" + this.getReserveFen(); |
| 62 | } |
| 63 | |
| 64 | setOtherVariables(fen) { |
| 65 | super.setOtherVariables(fen); |
| 66 | // Also init reserve (used by the interface to show landable soldiers) |
| 67 | const reserve = parseInt(V.ParseFen(fen).reserve, 10); |
| 68 | if (reserve > 0) this.reserve = { 'b': { [V.SOLDIER]: reserve } }; |
| 69 | } |
| 70 | |
| 71 | getColor(i, j) { |
| 72 | if (i >= V.size.x) return 'b'; |
| 73 | return this.board[i][j].charAt(0); |
| 74 | } |
| 75 | |
| 76 | getPiece(i, j) { |
| 77 | if (i >= V.size.x) return V.SOLDIER; |
| 78 | return this.board[i][j].charAt(1); |
| 79 | } |
| 80 | |
| 81 | getReservePpath(index, color) { |
| 82 | // Only one piece type: soldier |
| 83 | return "Synochess/" + color + V.SOLDIER; |
| 84 | } |
| 85 | |
| 86 | static get RESERVE_PIECES() { |
| 87 | return [V.SOLDIER]; |
| 88 | } |
| 89 | |
| 90 | getReserveMoves(x) { |
| 91 | const color = this.turn; |
| 92 | if (!this.reserve || this.reserve[color][V.SOLDIER] == 0) return []; |
| 93 | let moves = []; |
| 94 | for (let i = 0; i < V.size.y; i++) { |
| 95 | if (this.board[3][i] == V.EMPTY) { |
| 96 | let mv = new Move({ |
| 97 | appear: [ |
| 98 | new PiPo({ |
| 99 | x: 3, |
| 100 | y: i, |
| 101 | c: color, |
| 102 | p: V.SOLDIER |
| 103 | }) |
| 104 | ], |
| 105 | vanish: [], |
| 106 | start: { x: x, y: 0 }, //a bit artificial... |
| 107 | end: { x: 3, y: i } |
| 108 | }); |
| 109 | moves.push(mv); |
| 110 | } |
| 111 | } |
| 112 | return moves; |
| 113 | } |
| 114 | |
| 115 | getPpath(b) { |
| 116 | return (ChessRules.PIECES.includes(b[1]) ? "" : "Synochess/") + b; |
| 117 | } |
| 118 | |
| 119 | getFlagsFen() { |
| 120 | return this.castleFlags['w'].map(V.CoordToColumn).join(""); |
| 121 | } |
| 122 | |
| 123 | setFlags(fenflags) { |
| 124 | this.castleFlags = { 'w': [-1, -1] }; |
| 125 | for (let i = 0; i < 2; i++) |
| 126 | this.castleFlags['w'][i] = V.ColumnToCoord(fenflags.charAt(i)); |
| 127 | } |
| 128 | |
| 129 | static get ELEPHANT() { |
| 130 | return "e"; |
| 131 | } |
| 132 | |
| 133 | static get CANNON() { |
| 134 | return "c"; |
| 135 | } |
| 136 | |
| 137 | static get SOLDIER() { |
| 138 | return "s"; |
| 139 | } |
| 140 | |
| 141 | static get ADVISOR() { |
| 142 | return "a"; |
| 143 | } |
| 144 | |
| 145 | static get PIECES() { |
| 146 | return ( |
| 147 | ChessRules.PIECES.concat([V.ELEPHANT, V.ADVISOR, V.SOLDIER, V.CANNON]) |
| 148 | ); |
| 149 | } |
| 150 | |
| 151 | static get steps() { |
| 152 | return Object.assign( |
| 153 | {}, |
| 154 | ChessRules.steps, |
| 155 | { |
| 156 | e: [ |
| 157 | [-1, -1], |
| 158 | [-1, 1], |
| 159 | [1, -1], |
| 160 | [1, 1], |
| 161 | [-2, -2], |
| 162 | [-2, 2], |
| 163 | [2, -2], |
| 164 | [2, 2] |
| 165 | ] |
| 166 | } |
| 167 | ); |
| 168 | } |
| 169 | |
| 170 | getPotentialMovesFrom(sq) { |
| 171 | if (sq[0] >= V.size.x) |
| 172 | // Reserves, outside of board: x == sizeX(+1) |
| 173 | return this.getReserveMoves(sq[0]); |
| 174 | let moves = []; |
| 175 | const piece = this.getPiece(sq[0], sq[1]); |
| 176 | switch (piece) { |
| 177 | case V.CANNON: |
| 178 | moves = this.getPotentialCannonMoves(sq); |
| 179 | break; |
| 180 | case V.ELEPHANT: |
| 181 | moves = this.getPotentialElephantMoves(sq); |
| 182 | break; |
| 183 | case V.ADVISOR: |
| 184 | moves = this.getPotentialAdvisorMoves(sq); |
| 185 | break; |
| 186 | case V.SOLDIER: |
| 187 | moves = this.getPotentialSoldierMoves(sq); |
| 188 | break; |
| 189 | default: |
| 190 | moves = super.getPotentialMovesFrom(sq); |
| 191 | } |
| 192 | if ( |
| 193 | piece != V.KING && |
| 194 | this.kingPos['w'][0] != this.kingPos['b'][0] && |
| 195 | this.kingPos['w'][1] != this.kingPos['b'][1] |
| 196 | ) { |
| 197 | return moves; |
| 198 | } |
| 199 | // TODO: from here, copy/paste from EmpireChess |
| 200 | // TODO: factor two next "if" into one (rank/column...) |
| 201 | if (this.kingPos['w'][1] == this.kingPos['b'][1]) { |
| 202 | const colKing = this.kingPos['w'][1]; |
| 203 | let intercept = 0; //count intercepting pieces |
| 204 | let [kingPos1, kingPos2] = [this.kingPos['w'][0], this.kingPos['b'][0]]; |
| 205 | if (kingPos1 > kingPos2) [kingPos1, kingPos2] = [kingPos2, kingPos1]; |
| 206 | for (let i = kingPos1 + 1; i < kingPos2; i++) { |
| 207 | if (this.board[i][colKing] != V.EMPTY) intercept++; |
| 208 | } |
| 209 | if (intercept >= 2) return moves; |
| 210 | // intercept == 1 (0 is impossible): |
| 211 | // Any move not removing intercept is OK |
| 212 | return moves.filter(m => { |
| 213 | return ( |
| 214 | // From another column? |
| 215 | m.start.y != colKing || |
| 216 | // From behind a king? (including kings themselves!) |
| 217 | m.start.x <= kingPos1 || |
| 218 | m.start.x >= kingPos2 || |
| 219 | // Intercept piece moving: must remain in-between |
| 220 | ( |
| 221 | m.end.y == colKing && |
| 222 | m.end.x > kingPos1 && |
| 223 | m.end.x < kingPos2 |
| 224 | ) |
| 225 | ); |
| 226 | }); |
| 227 | } |
| 228 | if (this.kingPos['w'][0] == this.kingPos['b'][0]) { |
| 229 | const rowKing = this.kingPos['w'][0]; |
| 230 | let intercept = 0; //count intercepting pieces |
| 231 | let [kingPos1, kingPos2] = [this.kingPos['w'][1], this.kingPos['b'][1]]; |
| 232 | if (kingPos1 > kingPos2) [kingPos1, kingPos2] = [kingPos2, kingPos1]; |
| 233 | for (let i = kingPos1 + 1; i < kingPos2; i++) { |
| 234 | if (this.board[rowKing][i] != V.EMPTY) intercept++; |
| 235 | } |
| 236 | if (intercept >= 2) return moves; |
| 237 | // intercept == 1 (0 is impossible): |
| 238 | // Any move not removing intercept is OK |
| 239 | return moves.filter(m => { |
| 240 | return ( |
| 241 | // From another row? |
| 242 | m.start.x != rowKing || |
| 243 | // From "behind" a king? (including kings themselves!) |
| 244 | m.start.y <= kingPos1 || |
| 245 | m.start.y >= kingPos2 || |
| 246 | // Intercept piece moving: must remain in-between |
| 247 | ( |
| 248 | m.end.x == rowKing && |
| 249 | m.end.y > kingPos1 && |
| 250 | m.end.y < kingPos2 |
| 251 | ) |
| 252 | ); |
| 253 | }); |
| 254 | } |
| 255 | // piece == king: check only if move.end.y == enemy king column, |
| 256 | // or if move.end.x == enemy king rank. |
| 257 | const color = this.getColor(sq[0], sq[1]); |
| 258 | const oppCol = V.GetOppCol(color); |
| 259 | // check == -1 if (row, or col) unchecked, 1 if checked and occupied, |
| 260 | // 0 if checked and clear |
| 261 | let check = [-1, -1]; |
| 262 | return moves.filter(m => { |
| 263 | if ( |
| 264 | m.end.y != this.kingPos[oppCol][1] && |
| 265 | m.end.x != this.kingPos[oppCol][0] |
| 266 | ) { |
| 267 | return true; |
| 268 | } |
| 269 | // TODO: factor two next "if"... |
| 270 | if (m.end.x == this.kingPos[oppCol][0]) { |
| 271 | if (check[0] < 0) { |
| 272 | // Do the check: |
| 273 | check[0] = 0; |
| 274 | let [kingPos1, kingPos2] = |
| 275 | [this.kingPos[color][1], this.kingPos[oppCol][1]]; |
| 276 | if (kingPos1 > kingPos2) [kingPos1, kingPos2] = [kingPos2, kingPos1]; |
| 277 | for (let i = kingPos1 + 1; i < kingPos2; i++) { |
| 278 | if (this.board[m.end.x][i] != V.EMPTY) { |
| 279 | check[0]++; |
| 280 | break; |
| 281 | } |
| 282 | } |
| 283 | return check[0] == 1; |
| 284 | } |
| 285 | // Check already done: |
| 286 | return check[0] == 1; |
| 287 | } |
| 288 | //if (m.end.y == this.kingPos[oppCol][1]) //true... |
| 289 | if (check[1] < 0) { |
| 290 | // Do the check: |
| 291 | check[1] = 0; |
| 292 | let [kingPos1, kingPos2] = |
| 293 | [this.kingPos[color][0], this.kingPos[oppCol][0]]; |
| 294 | if (kingPos1 > kingPos2) [kingPos1, kingPos2] = [kingPos2, kingPos1]; |
| 295 | for (let i = kingPos1 + 1; i < kingPos2; i++) { |
| 296 | if (this.board[i][m.end.y] != V.EMPTY) { |
| 297 | check[1]++; |
| 298 | break; |
| 299 | } |
| 300 | } |
| 301 | return check[1] == 1; |
| 302 | } |
| 303 | // Check already done: |
| 304 | return check[1] == 1; |
| 305 | }); |
| 306 | } |
| 307 | |
| 308 | getPotentialAdvisorMoves(sq) { |
| 309 | return super.getSlideNJumpMoves( |
| 310 | sq, V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep"); |
| 311 | } |
| 312 | |
| 313 | getPotentialKingMoves([x, y]) { |
| 314 | if (this.getColor(x, y) == 'w') return super.getPotentialKingMoves([x, y]); |
| 315 | // Dynasty doesn't castle: |
| 316 | return super.getSlideNJumpMoves( |
| 317 | [x, y], |
| 318 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]), |
| 319 | "oneStep" |
| 320 | ); |
| 321 | } |
| 322 | |
| 323 | getPotentialSoldierMoves([x, y]) { |
| 324 | const c = this.getColor(x, y); |
| 325 | const shiftX = (c == 'w' ? -1 : 1); |
| 326 | const lastRank = (c == 'w' && x == 0 || c == 'b' && x == 9); |
| 327 | let steps = []; |
| 328 | if (!lastRank) steps.push([shiftX, 0]); |
| 329 | if (y > 0) steps.push([0, -1]); |
| 330 | if (y < 9) steps.push([0, 1]); |
| 331 | return super.getSlideNJumpMoves([x, y], steps, "oneStep"); |
| 332 | } |
| 333 | |
| 334 | getPotentialElephantMoves([x, y]) { |
| 335 | return this.getSlideNJumpMoves([x, y], V.steps[V.ELEPHANT], "oneStep"); |
| 336 | } |
| 337 | |
| 338 | // NOTE: (mostly) duplicated from Shako (TODO?) |
| 339 | getPotentialCannonMoves([x, y]) { |
| 340 | const oppCol = V.GetOppCol(this.turn); |
| 341 | let moves = []; |
| 342 | // Look in every direction until an obstacle (to jump) is met |
| 343 | for (const step of V.steps[V.ROOK]) { |
| 344 | let i = x + step[0]; |
| 345 | let j = y + step[1]; |
| 346 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { |
| 347 | i += step[0]; |
| 348 | j += step[1]; |
| 349 | } |
| 350 | // Then, search for an enemy (if jumped piece isn't a cannon) |
| 351 | if (V.OnBoard(i, j) && this.getPiece(i, j) != V.CANNON) { |
| 352 | i += step[0]; |
| 353 | j += step[1]; |
| 354 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { |
| 355 | moves.push(this.getBasicMove([x, y], [i, j])); |
| 356 | i += step[0]; |
| 357 | j += step[1]; |
| 358 | } |
| 359 | if (V.OnBoard(i, j) && this.getColor(i, j) == oppCol) |
| 360 | moves.push(this.getBasicMove([x, y], [i, j])); |
| 361 | } |
| 362 | } |
| 363 | return moves; |
| 364 | } |
| 365 | |
| 366 | isAttacked(sq, color) { |
| 367 | return ( |
| 368 | super.isAttackedByRook(sq, color) || |
| 369 | super.isAttackedByKnight(sq, color) || |
| 370 | super.isAttackedByKing(sq, color) || |
| 371 | ( |
| 372 | color == 'w' && |
| 373 | ( |
| 374 | super.isAttackedByPawn(sq, color) || |
| 375 | super.isAttackedByBishop(sq, color) || |
| 376 | super.isAttackedByQueen(sq, color) |
| 377 | ) |
| 378 | ) || |
| 379 | ( |
| 380 | color == 'b' && |
| 381 | ( |
| 382 | this.isAttackedByCannon(sq, color) || |
| 383 | this.isAttackedBySoldier(sq, color) || |
| 384 | this.isAttackedByAdvisor(sq, color) || |
| 385 | this.isAttackedByElephant(sq, color) |
| 386 | ) |
| 387 | ) |
| 388 | ); |
| 389 | } |
| 390 | |
| 391 | // NOTE: (mostly) duplicated from Shako (TODO?) |
| 392 | isAttackedByCannon([x, y], color) { |
| 393 | // Reversed process: is there an obstacle in line, |
| 394 | // and a cannon next in the same line? |
| 395 | for (const step of V.steps[V.ROOK]) { |
| 396 | let [i, j] = [x+step[0], y+step[1]]; |
| 397 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { |
| 398 | i += step[0]; |
| 399 | j += step[1]; |
| 400 | } |
| 401 | if (V.OnBoard(i, j) && this.getPiece(i, j) != V.CANNON) { |
| 402 | // Keep looking in this direction |
| 403 | i += step[0]; |
| 404 | j += step[1]; |
| 405 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { |
| 406 | i += step[0]; |
| 407 | j += step[1]; |
| 408 | } |
| 409 | if ( |
| 410 | V.OnBoard(i, j) && |
| 411 | this.getPiece(i, j) == V.CANNON && |
| 412 | this.getColor(i, j) == color |
| 413 | ) { |
| 414 | return true; |
| 415 | } |
| 416 | } |
| 417 | } |
| 418 | return false; |
| 419 | } |
| 420 | |
| 421 | isAttackedByAdvisor(sq, color) { |
| 422 | return ( |
| 423 | super.isAttackedBySlideNJump( |
| 424 | sq, color, V.ADVISOR, |
| 425 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep" |
| 426 | ) |
| 427 | ); |
| 428 | } |
| 429 | |
| 430 | isAttackedByElephant(sq, color) { |
| 431 | return ( |
| 432 | this.isAttackedBySlideNJump( |
| 433 | sq, color, V.ELEPHANT, V.steps[V.ELEPHANT], "oneStep" |
| 434 | ) |
| 435 | ); |
| 436 | } |
| 437 | |
| 438 | isAttackedBySoldier([x, y], color) { |
| 439 | const shiftX = (color == 'w' ? 1 : -1); //shift from king |
| 440 | return super.isAttackedBySlideNJump( |
| 441 | [x, y], color, V.SOLDIER, [[shiftX, 0], [0, 1], [0, -1]], "oneStep"); |
| 442 | } |
| 443 | |
| 444 | getAllValidMoves() { |
| 445 | let moves = super.getAllPotentialMoves(); |
| 446 | const color = this.turn; |
| 447 | if (!!this.reserve && color == 'b') |
| 448 | moves = moves.concat(this.getReserveMoves(V.size.x + 1)); |
| 449 | return this.filterValid(moves); |
| 450 | } |
| 451 | |
| 452 | atLeastOneMove() { |
| 453 | if (!super.atLeastOneMove()) { |
| 454 | if (!!this.reserve && this.turn == 'b') { |
| 455 | let moves = this.filterValid(this.getReserveMoves(V.size.x + 1)); |
| 456 | if (moves.length > 0) return true; |
| 457 | } |
| 458 | return false; |
| 459 | } |
| 460 | return true; |
| 461 | } |
| 462 | |
| 463 | getCurrentScore() { |
| 464 | // Turn has changed: |
| 465 | const color = V.GetOppCol(this.turn); |
| 466 | const lastRank = (color == 'w' ? 0 : 7); |
| 467 | if (this.kingPos[color][0] == lastRank) |
| 468 | // The opposing edge is reached! |
| 469 | return color == "w" ? "1-0" : "0-1"; |
| 470 | if (this.atLeastOneMove()) return "*"; |
| 471 | // Game over |
| 472 | const oppCol = this.turn; |
| 473 | return (oppCol == "w" ? "0-1" : "1-0"); |
| 474 | } |
| 475 | |
| 476 | updateCastleFlags(move, piece) { |
| 477 | // Only white can castle: |
| 478 | const firstRank = 0; |
| 479 | if (piece == V.KING && move.appear[0].c == 'w') |
| 480 | this.castleFlags['w'] = [8, 8]; |
| 481 | else if ( |
| 482 | move.start.x == firstRank && |
| 483 | this.castleFlags['w'].includes(move.start.y) |
| 484 | ) { |
| 485 | const flagIdx = (move.start.y == this.castleFlags['w'][0] ? 0 : 1); |
| 486 | this.castleFlags['w'][flagIdx] = 8; |
| 487 | } |
| 488 | else if ( |
| 489 | move.end.x == firstRank && |
| 490 | this.castleFlags['w'].includes(move.end.y) |
| 491 | ) { |
| 492 | const flagIdx = (move.end.y == this.castleFlags['w'][0] ? 0 : 1); |
| 493 | this.castleFlags['w'][flagIdx] = 8; |
| 494 | } |
| 495 | } |
| 496 | |
| 497 | postPlay(move) { |
| 498 | super.postPlay(move); |
| 499 | // After black move, turn == 'w': |
| 500 | if (!!this.reserve && this.turn == 'w' && move.vanish.length == 0) |
| 501 | if (--this.reserve['b'][V.SOLDIER] == 0) this.reserve = null; |
| 502 | } |
| 503 | |
| 504 | postUndo(move) { |
| 505 | super.postUndo(move); |
| 506 | if (this.turn == 'b' && move.vanish.length == 0) { |
| 507 | if (!this.reserve) this.reserve = { 'b': { [V.SOLDIER]: 1 } }; |
| 508 | else this.reserve['b'][V.SOLDIER]++; |
| 509 | } |
| 510 | } |
| 511 | |
| 512 | static get VALUES() { |
| 513 | return Object.assign( |
| 514 | { |
| 515 | s: 2, |
| 516 | a: 2.75, |
| 517 | e: 2.75, |
| 518 | c: 3 |
| 519 | }, |
| 520 | ChessRules.VALUES |
| 521 | ); |
| 522 | } |
| 523 | |
| 524 | static get SEARCH_DEPTH() { |
| 525 | return 2; |
| 526 | } |
| 527 | |
| 528 | evalPosition() { |
| 529 | let evaluation = super.evalPosition(); |
| 530 | if (this.turn == 'b' && !!this.reserve) |
| 531 | // Add reserves: |
| 532 | evaluation += this.reserve['b'][V.SOLDIER] * V.VALUES[V.SOLDIER]; |
| 533 | return evaluation; |
| 534 | } |
| 535 | |
| 536 | }; |