1 import { ChessRules
} from "@/base_rules";
2 import { randInt
} from "@/utils/alea";
4 export class ApocalypseRules
extends ChessRules
{
5 static get PawnSpecs() {
11 promotions: [V
.KNIGHT
]
16 static get SomeHiddenMoves() {
20 static get HasCastle() {
24 static get HasEnpassant() {
28 static get CanAnalyze() {
32 static get ShowMoves() {
37 // Show the piece taken, if any, and not multiple pawns:
38 if (m
.vanish
.length
== 1) return "Apocalypse/empty";
39 return m
.vanish
[1].c
+ m
.vanish
[1].p
;
43 return [V
.PAWN
, V
.KNIGHT
];
46 static IsGoodPosition(position
) {
47 if (position
.length
== 0) return false;
48 const rows
= position
.split("/");
49 if (rows
.length
!= V
.size
.x
) return false;
50 // At least one pawn per color
51 let pawns
= { "p": 0, "P": 0 };
52 for (let row
of rows
) {
54 for (let i
= 0; i
< row
.length
; i
++) {
55 if (['P','p'].includes(row
[i
])) pawns
[row
[i
]]++;
56 if (V
.PIECES
.includes(row
[i
].toLowerCase())) sumElts
++;
58 const num
= parseInt(row
[i
], 10);
59 if (isNaN(num
)) return false;
63 if (sumElts
!= V
.size
.y
) return false;
65 if (Object
.values(pawns
).some(v
=> v
== 0))
70 static IsGoodFen(fen
) {
71 if (!ChessRules
.IsGoodFen(fen
)) return false;
72 const fenParsed
= V
.ParseFen(fen
);
76 fenParsed
.turn
== "b" &&
77 // NOTE: do not check really JSON stringified move...
78 (!fenParsed
.whiteMove
|| fenParsed
.whiteMove
== "-")
81 (fenParsed
.turn
== "w" && fenParsed
.whiteMove
!= "-")
88 static IsGoodFlags(flags
) {
89 return !!flags
.match(/^[0-2]{2,2}$/);
93 return this.penaltyFlags
;
96 disaggregateFlags(flags
) {
97 this.penaltyFlags
= flags
;
100 static ParseFen(fen
) {
101 const fenParts
= fen
.split(" ");
102 return Object
.assign(
103 ChessRules
.ParseFen(fen
),
104 { whiteMove: fenParts
[4] }
109 return { x: 5, y: 5 };
112 static GenRandInitFen() {
113 return "npppn/p3p/5/P3P/NPPPN w 0 00 -";
117 return super.getFen() + " " + this.getWhitemoveFen();
121 return super.getFenForRepeat() + "_" + this.getWhitemoveFen();
126 this.penaltyFlags
['w'].toString() + this.penaltyFlags
['b'].toString()
130 setOtherVariables(fen
) {
131 const parsedFen
= V
.ParseFen(fen
);
132 this.setFlags(parsedFen
.flags
);
133 // Also init whiteMove
135 parsedFen
.whiteMove
!= "-"
136 ? JSON
.parse(parsedFen
.whiteMove
)
141 this.penaltyFlags
= {
142 'w': parseInt(fenflags
[0], 10),
143 'b': parseInt(fenflags
[1], 10)
148 if (!this.whiteMove
) return "-";
149 return JSON
.stringify({
150 start: this.whiteMove
.start
,
151 end: this.whiteMove
.end
,
152 appear: this.whiteMove
.appear
,
153 vanish: this.whiteMove
.vanish
157 getSpeculations(moves
, sq
) {
160 const mHash
= "m" + m
.start
.x
+ m
.start
.y
+ m
.end
.x
+ m
.end
.y
;
161 moveSet
[mHash
] = true;
163 const color
= this.turn
;
164 this.turn
= V
.GetOppCol(color
);
165 const oppMoves
= super.getAllValidMoves();
167 // For each opponent's move, generate valid moves [from sq if same color]
168 let speculations
= [];
169 oppMoves
.forEach(m
=> {
170 V
.PlayOnBoard(this.board
, m
);
171 const newValidMoves
=
174 this.getColor(sq
[0], sq
[1]) == color
175 ? super.getPotentialMovesFrom(sq
)
178 : super.getAllValidMoves();
179 newValidMoves
.forEach(vm
=> {
180 const mHash
= "m" + vm
.start
.x
+ vm
.start
.y
+ vm
.end
.x
+ vm
.end
.y
;
181 if (!moveSet
[mHash
]) {
182 moveSet
[mHash
] = true;
183 vm
.end
.illegal
= true; //potentially illegal!
184 speculations
.push(vm
);
187 V
.UndoOnBoard(this.board
, m
);
192 getPossibleMovesFrom([x
, y
]) {
193 const possibleMoves
= super.getPotentialMovesFrom([x
, y
])
194 // Augment potential moves with opponent's moves speculation:
195 return possibleMoves
.concat(this.getSpeculations(possibleMoves
, [x
, y
]));
199 // Return possible moves + potentially valid moves
200 const validMoves
= super.getAllValidMoves();
201 return validMoves
.concat(this.getSpeculations(validMoves
));
204 addPawnMoves([x1
, y1
], [x2
, y2
], moves
) {
205 let finalPieces
= [V
.PAWN
];
206 const color
= this.turn
;
207 const lastRank
= (color
== "w" ? 0 : V
.size
.x
- 1);
208 if (x2
== lastRank
) {
209 // If 0 or 1 horsemen, promote in knight
210 let knightCounter
= 0;
211 let emptySquares
= [];
212 for (let i
= 0; i
< V
.size
.x
; i
++) {
213 for (let j
= 0; j
< V
.size
.y
; j
++) {
214 if (this.board
[i
][j
] == V
.EMPTY
) emptySquares
.push([i
, j
]);
216 this.getColor(i
, j
) == color
&&
217 this.getPiece(i
, j
) == V
.KNIGHT
223 if (knightCounter
<= 1) finalPieces
= [V
.KNIGHT
];
225 // Generate all possible landings, maybe capturing something on the way
226 let capture
= undefined;
227 if (this.board
[x2
][y2
] != V
.EMPTY
) {
228 capture
= JSON
.parse(JSON
.stringify({
231 c: this.getColor(x2
, y2
),
232 p: this.getPiece(x2
, y2
)
235 emptySquares
.forEach(sq
=> {
236 if (sq
[0] != lastRank
) {
237 let newMove
= this.getBasicMove([x1
, y1
], [sq
[0], sq
[1]]);
238 if (!!capture
) newMove
.vanish
.push(capture
);
246 for (let piece
of finalPieces
) {
247 tr
= (piece
!= V
.PAWN
? { c: color
, p: piece
} : null);
248 moves
.push(this.getBasicMove([x1
, y1
], [x2
, y2
], tr
));
257 atLeastOneMove(color
) {
258 const curTurn
= this.turn
;
260 const res
= super.atLeastOneMove();
265 // White and black (partial) moves were played: merge
266 resolveSynchroneMove(move) {
267 let m1
= this.whiteMove
;
269 const movingLikeCapture
= (m
) => {
270 const shift
= (m
.vanish
[0].c
== 'w' ? -1 : 1);
272 m
.start
.x
+ shift
== m
.end
.x
&&
273 Math
.abs(m
.end
.y
- m
.start
.y
) == 1
276 const isPossible
= (m
, other
) => {
279 m
.vanish
[0].p
== V
.KNIGHT
&&
281 m
.vanish
.length
== 1 ||
282 m
.vanish
[1].c
!= m
.vanish
[0].c
||
283 // Self-capture attempt
285 !other
.end
.illegal
&&
286 other
.end
.x
== m
.end
.x
&&
287 other
.end
.y
== m
.end
.y
293 m
.vanish
[0].p
== V
.PAWN
&&
294 !other
.end
.illegal
&&
298 m
.end
.x
== (m
.vanish
[0].c
== "w" ? 0 : V
.size
.x
- 1) &&
299 other
.vanish
.length
== 2 &&
300 other
.vanish
[1].p
== V
.KNIGHT
&&
301 other
.vanish
[1].c
== m
.vanish
[0].c
306 !movingLikeCapture(m
) &&
307 other
.start
.x
== m
.end
.x
&&
308 other
.start
.y
== m
.end
.y
313 movingLikeCapture(m
) &&
314 other
.end
.x
== m
.end
.x
&&
315 other
.end
.y
== m
.end
.y
321 if (!!m1
.end
.illegal
&& !isPossible(m1
, m2
)) {
322 // Either an anticipated capture of something which didn't move
323 // (or not to the right square), or a push through blocus.
324 // ==> Just discard the move, and add a penalty point
325 this.penaltyFlags
[m1
.vanish
[0].c
]++;
328 if (!!m2
.end
.illegal
&& !isPossible(m2
, m1
)) {
329 this.penaltyFlags
[m2
.vanish
[0].c
]++;
332 if (!!m1
.isNull
) m1
= null;
333 if (!!m2
.isNull
) m2
= null;
334 // If one move is illegal, just execute the other
335 if (!m1
&& !!m2
) return m2
;
336 if (!m2
&& !!m1
) return m1
;
337 // For PlayOnBoard (no need for start / end, irrelevant)
342 if (!m1
&& !m2
) return smove
;
343 // Both moves are now legal or at least possible:
344 smove
.vanish
.push(m1
.vanish
[0]);
345 smove
.vanish
.push(m2
.vanish
[0]);
346 if ((m1
.end
.x
!= m2
.end
.x
) || (m1
.end
.y
!= m2
.end
.y
)) {
347 // Easy case: two independant moves
348 smove
.appear
.push(m1
.appear
[0]);
349 smove
.appear
.push(m2
.appear
[0]);
350 // "Captured" pieces may have moved:
352 m1
.vanish
.length
== 2 &&
354 m1
.vanish
[1].x
!= m2
.start
.x
||
355 m1
.vanish
[1].y
!= m2
.start
.y
358 smove
.vanish
.push(m1
.vanish
[1]);
361 m2
.vanish
.length
== 2 &&
363 m2
.vanish
[1].x
!= m1
.start
.x
||
364 m2
.vanish
[1].y
!= m1
.start
.y
367 smove
.vanish
.push(m2
.vanish
[1]);
370 // Collision: priority to the anticipated capture, if any.
371 // If ex-aequo: knight wins (higher risk), or both disappears.
372 // Then, priority to the knight vs pawn: remains.
373 // Finally: both disappears.
375 const p1
= m1
.vanish
[0].p
;
376 const p2
= m2
.vanish
[0].p
;
377 if (!!m1
.end
.illegal
&& !m2
.end
.illegal
) remain
= { c: 'w', p: p1
};
378 else if (!!m2
.end
.illegal
&& !m1
.end
.illegal
) remain
= { c: 'b', p: p2
};
380 // Either both are illegal or both are legal
381 if (p1
== V
.KNIGHT
&& p2
== V
.PAWN
) remain
= { c: 'w', p: p1
};
382 else if (p2
== V
.KNIGHT
&& p1
== V
.PAWN
) remain
= { c: 'b', p: p2
};
383 // If remain is still null: same type same risk, both disappear
398 // Do not play on board (would reveal the move...)
399 move.flags
= JSON
.stringify(this.aggregateFlags());
400 this.turn
= V
.GetOppCol(this.turn
);
406 if (this.turn
== 'b') {
407 // NOTE: whiteMove is used read-only, so no need to copy
408 this.whiteMove
= move;
411 // A full turn just ended:
412 const smove
= this.resolveSynchroneMove(move);
413 V
.PlayOnBoard(this.board
, smove
);
414 move.whiteMove
= this.whiteMove
; //for undo
415 this.whiteMove
= null;
420 this.disaggregateFlags(JSON
.parse(move.flags
));
421 if (this.turn
== 'w')
422 // Back to the middle of the move
423 V
.UndoOnBoard(this.board
, move.smove
);
424 this.turn
= V
.GetOppCol(this.turn
);
430 if (this.turn
== 'w') this.whiteMove
= null;
431 else this.whiteMove
= move.whiteMove
;
439 if (this.turn
== 'b')
440 // Turn (white + black) not over yet
442 // Count footmen: if a side has none, it loses
443 let fmCount
= { 'w': 0, 'b': 0 };
444 for (let i
=0; i
<5; i
++) {
445 for (let j
=0; j
<5; j
++) {
446 if (this.board
[i
][j
] != V
.EMPTY
&& this.getPiece(i
, j
) == V
.PAWN
)
447 fmCount
[this.getColor(i
, j
)]++;
450 if (Object
.values(fmCount
).some(v
=> v
== 0)) {
451 if (fmCount
['w'] == 0 && fmCount
['b'] == 0)
454 if (fmCount
['w'] == 0) return "0-1";
455 return "1-0"; //fmCount['b'] == 0
457 // Check penaltyFlags: if a side has 2 or more, it loses
458 if (Object
.values(this.penaltyFlags
).every(v
=> v
== 2)) return "1/2";
459 if (this.penaltyFlags
['w'] == 2) return "0-1";
460 if (this.penaltyFlags
['b'] == 2) return "1-0";
461 if (!this.atLeastOneMove('w') || !this.atLeastOneMove('b'))
462 // Stalemate (should be very rare)
468 const maxeval
= V
.INFINITY
;
469 const color
= this.turn
;
470 let moves
= this.getAllValidMoves();
471 if (moves
.length
== 0)
472 // TODO: this situation should not happen
475 // Rank moves at depth 1:
477 let illegalMoves
= [];
479 // Warning: m might be illegal!
480 if (!m
.end
.illegal
) {
481 V
.PlayOnBoard(this.board
, m
);
482 m
.eval
= this.evalPosition();
483 V
.UndoOnBoard(this.board
, m
);
485 } else illegalMoves
.push(m
);
488 const illegalRatio
= illegalMoves
.length
/ moves
.length
;
489 if (Math
.random() < illegalRatio
)
490 // Return a random illegal move
491 return illegalMoves
[randInt(illegalMoves
.length
)];
493 validMoves
.sort((a
, b
) => {
494 return (color
== "w" ? 1 : -1) * (b
.eval
- a
.eval
);
496 let candidates
= [0];
499 i
< validMoves
.length
&& validMoves
[i
].eval
== moves
[0].eval
;
504 return validMoves
[candidates
[randInt(candidates
.length
)]];
508 // Basic system: piece + init + dest square
510 (move.vanish
[0].p
== V
.KNIGHT
? "N" : "") +
511 V
.CoordsToSquare(move.start
) +
512 V
.CoordsToSquare(move.end
)