1 import { ChessRules
} from "@/base_rules";
2 import { ArrayFun
} from "@/utils/array";
3 import { randInt
} from "@/utils/alea";
5 export const VariantRules
= class DarkRules
extends ChessRules
{
6 // Analyse in Dark mode makes no sense
7 static get CanAnalyze() {
11 // Moves are revealed only when game ends
12 static get ShowMoves() {
16 setOtherVariables(fen
) {
17 super.setOtherVariables(fen
);
18 const [sizeX
, sizeY
] = [V
.size
.x
, V
.size
.y
];
20 w: ArrayFun
.init(sizeX
, sizeY
),
21 b: ArrayFun
.init(sizeX
, sizeY
)
23 // Setup enlightened: squares reachable by each side
24 // (TODO: one side would be enough ?)
25 this.updateEnlightened();
29 for (let i
= 0; i
< V
.size
.x
; i
++) {
30 for (let j
= 0; j
< V
.size
.y
; j
++) {
31 this.enlightened
["w"][i
][j
] = false;
32 this.enlightened
["b"][i
][j
] = false;
35 const pawnShift
= { w: -1, b: 1 };
36 // Initialize with pieces positions (which are seen)
37 for (let i
= 0; i
< V
.size
.x
; i
++) {
38 for (let j
= 0; j
< V
.size
.y
; j
++) {
39 if (this.board
[i
][j
] != V
.EMPTY
) {
40 const color
= this.getColor(i
, j
);
41 this.enlightened
[color
][i
][j
] = true;
42 // Add potential squares visible by "impossible pawn capture"
43 if (this.getPiece(i
, j
) == V
.PAWN
) {
44 for (let shiftY
of [-1, 1]) {
46 V
.OnBoard(i
+ pawnShift
[color
], j
+ shiftY
) &&
47 this.board
[i
+ pawnShift
[color
]][j
+ shiftY
] == V
.EMPTY
49 this.enlightened
[color
][i
+ pawnShift
[color
]][j
+ shiftY
] = true;
56 const currentTurn
= this.turn
;
58 const movesWhite
= this.getAllValidMoves();
60 const movesBlack
= this.getAllValidMoves();
61 this.turn
= currentTurn
;
62 for (let move of movesWhite
)
63 this.enlightened
["w"][move.end
.x
][move.end
.y
] = true;
64 for (let move of movesBlack
)
65 this.enlightened
["b"][move.end
.x
][move.end
.y
] = true;
66 // Include en-passant capturing square if any:
67 let moves
= currentTurn
== "w" ? movesWhite : movesBlack
;
68 for (let m
of moves
) {
70 m
.appear
[0].p
== V
.PAWN
&&
71 m
.vanish
.length
== 2 &&
72 m
.vanish
[1].x
!= m
.end
.x
74 const psq
= m
.vanish
[1];
75 this.enlightened
[currentTurn
][psq
.x
][psq
.y
] = true;
82 // Used in the interface
86 // Has to be redefined to avoid an infinite loop
88 const color
= this.turn
;
89 let potentialMoves
= [];
90 for (let i
= 0; i
< V
.size
.x
; i
++) {
91 for (let j
= 0; j
< V
.size
.y
; j
++) {
92 if (this.board
[i
][j
] != V
.EMPTY
&& this.getColor(i
, j
) == color
)
93 Array
.prototype.push
.apply(
95 this.getPotentialMovesFrom([i
, j
])
99 return potentialMoves
; //because there are no checks
107 super.postPlay(move);
108 if (move.vanish
.length
>= 2 && move.vanish
[1].p
== V
.KING
)
109 // We took opponent king (because if castle vanish[1] is a rook)
110 this.kingPos
[this.turn
] = [-1, -1];
112 // Update lights for both colors:
113 this.updateEnlightened();
117 super.postUndo(move);
118 const c
= move.vanish
[0].c
;
119 const oppCol
= V
.GetOppCol(c
);
120 if (this.kingPos
[oppCol
][0] < 0)
121 // Last move took opponent's king:
122 this.kingPos
[oppCol
] = [move.vanish
[1].x
, move.vanish
[1].y
];
124 // Update lights for both colors:
125 this.updateEnlightened();
129 const color
= this.turn
;
130 const kp
= this.kingPos
[color
];
133 return color
== "w" ? "0-1" : "1-0";
134 // Assume that stalemate is impossible (I think so. Would need proof...)
138 static get THRESHOLD_MATE() {
139 return 500; //checkmates evals may be slightly below 1000
142 // In this special situation, we just look 1 half move ahead
144 const maxeval
= V
.INFINITY
;
145 const color
= this.turn
;
146 const oppCol
= V
.GetOppCol(color
);
147 const pawnShift
= color
== "w" ? -1 : 1;
149 // Do not cheat: the current enlightment is all we can see
150 const myLight
= JSON
.parse(JSON
.stringify(this.enlightened
[color
]));
152 // Can a slider on (i,j) apparently take my king?
153 // NOTE: inaccurate because assume yes if some squares are shadowed
154 const sliderTake
= ([i
, j
], piece
) => {
155 const kp
= this.kingPos
[color
];
156 let step
= undefined;
157 if (piece
== V
.BISHOP
) {
158 if (Math
.abs(kp
[0] - i
) == Math
.abs(kp
[1] - j
)) {
160 (i
- kp
[0]) / Math
.abs(i
- kp
[0]),
161 (j
- kp
[1]) / Math
.abs(j
- kp
[1])
164 } else if (piece
== V
.ROOK
) {
165 if (kp
[0] == i
) step
= [0, (j
- kp
[1]) / Math
.abs(j
- kp
[1])];
166 else if (kp
[1] == j
) step
= [(i
- kp
[0]) / Math
.abs(i
- kp
[0]), 0];
168 if (!step
) return false;
169 // Check for obstacles
170 let obstacle
= false;
172 let x
= kp
[0] + step
[0], y
= kp
[1] + step
[1];
174 x
+= step
[0], y
+= step
[1]
176 if (myLight
[x
][y
] && this.board
[x
][y
] != V
.EMPTY
) {
181 if (!obstacle
) return true;
185 // Do I see something which can take my king ?
186 const kingThreats
= () => {
187 const kp
= this.kingPos
[color
];
188 for (let i
= 0; i
< V
.size
.x
; i
++) {
189 for (let j
= 0; j
< V
.size
.y
; j
++) {
192 this.board
[i
][j
] != V
.EMPTY
&&
193 this.getColor(i
, j
) != color
195 switch (this.getPiece(i
, j
)) {
197 if (kp
[0] + pawnShift
== i
&& Math
.abs(kp
[1] - j
) == 1)
202 (Math
.abs(kp
[0] - i
) == 2 && Math
.abs(kp
[1] - j
) == 1) ||
203 (Math
.abs(kp
[0] - i
) == 1 && Math
.abs(kp
[1] - j
) == 2)
209 if (Math
.abs(kp
[0] - i
) == 1 && Math
.abs(kp
[1] - j
) == 1)
213 if (sliderTake([i
, j
], V
.BISHOP
)) return true;
216 if (sliderTake([i
, j
], V
.ROOK
)) return true;
219 if (sliderTake([i
, j
], V
.BISHOP
) || sliderTake([i
, j
], V
.ROOK
))
229 let moves
= this.getAllValidMoves();
230 for (let move of moves
) {
232 if (this.kingPos
[oppCol
][0] >= 0 && kingThreats()) {
233 // We didn't take opponent king, and our king will be captured: bad
234 move.eval
= -maxeval
;
238 if (move.eval
) continue;
240 move.eval
= 0; //a priori...
242 // Can I take something ? If yes, do it if it seems good...
243 if (move.vanish
.length
== 2 && move.vanish
[1].c
!= color
) {
244 // OK this isn't a castling move
245 const myPieceVal
= V
.VALUES
[move.appear
[0].p
];
246 const hisPieceVal
= V
.VALUES
[move.vanish
[1].p
];
248 if (myPieceVal
<= hisPieceVal
) move.eval
= hisPieceVal
- myPieceVal
+ 1;
250 // Taking a pawn with minor piece,
251 // or minor piece or pawn with a rook,
252 // or anything but a queen with a queen,
253 // or anything with a king.
254 move.eval
= hisPieceVal
- myPieceVal
;
255 //Math.random() < 0.5 ? 1 : -1;
260 // TODO: also need to implement the case when an opponent piece (in light)
261 // is threatening something - maybe not the king, but e.g. pawn takes rook.
263 moves
.sort((a
, b
) => b
.eval
- a
.eval
);
264 let candidates
= [0];
265 for (let j
= 1; j
< moves
.length
&& moves
[j
].eval
== moves
[0].eval
; j
++)
267 return moves
[candidates
[randInt(candidates
.length
)]];