1 import { ChessRules
, Move
} from "@/base_rules";
2 import { randInt
} from "@/utils/alea";
4 export class DiceRules
extends ChessRules
{
6 static get CanAnalyze() {
10 static ParseFen(fen
) {
11 const fenParts
= fen
.split(" ");
13 ChessRules
.ParseFen(fen
),
14 { toplay: fenParts
[5] }
18 setOtherVariables(fen
) {
19 super.setOtherVariables(fen
);
21 const toplay
= V
.ParseFen(fen
).toplay
;
22 if (toplay
!= "-") this.p2play
.push(toplay
);
26 return super.getFen() + " " + this.getToplayFen();
30 return super.getFenForRepeat() + "_" + this.getToplayFen();
34 const L
= this.p2play
.length
;
35 return (L
> 0 ? this.p2play
[L
-1] : "-");
38 static GenRandInitFen(randomness
) {
39 return ChessRules
.GenRandInitFen(randomness
) + " -";
42 canMove(piece
, color
, [x
, y
]) {
43 const oppCol
= V
.GetOppCol(color
);
44 if (piece
== V
.PAWN
) {
45 const forward
= (color
== 'w' ? -1 : 1);
46 if (this.board
[x
+ forward
][y
] == V
.EMPTY
) return true;
47 for (let shift
of [-1, 1]) {
48 const [i
, j
] = [x
+ forward
, y
+ shift
];
51 this.board
[i
][j
] != V
.EMPTY
&&
52 this.getColor(i
, j
) == oppCol
60 [V
.KING
, V
.QUEEN
].includes(piece
)
61 ? V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
])
63 for (let s
of steps
) {
64 const [i
, j
] = [x
+ s
[0], y
+ s
[1]];
67 (this.board
[i
][j
] == V
.EMPTY
|| this.getColor(i
, j
) == oppCol
)
77 // Find pieces which can move and roll a dice
79 for (let i
=0; i
<8; i
++) {
80 for (let j
=0; j
<8; j
++) {
81 if (this.board
[i
][j
] != V
.EMPTY
&& this.getColor(i
, j
) == color
) {
82 const piece
= this.getPiece(i
, j
);
83 if (!canMove
[piece
] && this.canMove(piece
, color
, [i
, j
]))
84 canMove
[piece
] = [i
, j
];
88 const options
= Object
.keys(canMove
);
89 const randPiece
= options
[randInt(options
.length
)];
90 return [randPiece
, canMove
[randPiece
]];
93 getPotentialMovesFrom([x
, y
]) {
94 const color
= this.turn
;
95 let moves
= undefined;
96 if (this.movesCount
== 0) moves
= super.getPotentialMovesFrom([x
, y
]);
98 const L
= this.p2play
.length
; //L is >= 1
99 const piece
= this.getPiece(x
, y
);
102 this.p2play
[L
-1] != V
.PAWN
&&
103 ((color
== 'w' && x
== 1) || (color
== 'b' && x
== 6))
105 // The piece is a pawn about to promote
106 const destX
= (color
== 'w' ? 0 : 7);
108 if (this.board
[destX
][y
] == V
.EMPTY
) {
111 [x
, y
], [destX
, y
], { c: color
, p: this.p2play
[L
-1] })
114 for (let shift
of [-1, 1]) {
115 const [i
, j
] = [destX
, y
+ shift
];
118 this.board
[i
][j
] != V
.EMPTY
&&
119 this.getColor(i
, j
) != color
123 [x
, y
], [i
, j
], { c: color
, p: this.p2play
[L
-1] })
128 else if (piece
!= this.p2play
[L
-1])
129 // The piece type must match last p2play
131 else moves
= super.getPotentialMovesFrom([x
, y
]);
133 // Decide which piece the opponent will play:
134 const oppCol
= V
.GetOppCol(color
);
136 V
.PlayOnBoard(this.board
, m
);
137 const [piece
, square
] = this.getRandPiece(oppCol
);
138 m
.start
.toplay
= square
;
140 V
.UndoOnBoard(this.board
, m
);
154 const color
= this.turn
;
155 if (this.kingPos
[color
][0] < 0) return (color
== 'w' ? "0-1" : "1-0");
160 this.p2play
.push(move.end
.p
);
161 if (move.vanish
.length
== 2 && move.vanish
[1].p
== V
.KING
)
162 this.kingPos
[move.vanish
[1].c
] = [-1, -1];
163 // Castle flags for captured king won't be updated (not important...)
164 super.postPlay(move);
169 if (move.vanish
.length
== 2 && move.vanish
[1].p
== V
.KING
)
170 this.kingPos
[move.vanish
[1].c
] = [move.vanish
[1].x
, move.vanish
[1].y
];
171 super.postUndo(move);
174 static get SEARCH_DEPTH() {
179 return super.getNotation(move) + "/" + move.end
.p
.toUpperCase();