1 import { ArrayFun
} from "@/utils/array";
2 import { randInt
} from "@/utils/alea";
3 import { ChessRules
, PiPo
, Move
} from "@/base_rules";
5 export class EightpiecesRules
extends ChessRules
{
16 static get IMAGE_EXTENSION() {
17 // Temporarily, for the time SVG pieces are being designed:
21 // Lancer directions *from white perspective*
22 static get LANCER_DIRS() {
36 return ChessRules
.PIECES
37 .concat([V
.JAILER
, V
.SENTRY
])
38 .concat(Object
.keys(V
.LANCER_DIRS
));
42 const piece
= this.board
[i
][j
].charAt(1);
43 // Special lancer case: 8 possible orientations
44 if (Object
.keys(V
.LANCER_DIRS
).includes(piece
)) return V
.LANCER
;
48 getPpath(b
, color
, score
, orientation
) {
49 if ([V
.JAILER
, V
.SENTRY
].includes(b
[1])) return "Eightpieces/tmp_png/" + b
;
50 if (Object
.keys(V
.LANCER_DIRS
).includes(b
[1])) {
51 if (orientation
== 'w') return "Eightpieces/tmp_png/" + b
;
52 // Find opposite direction for adequate display:
80 return "Eightpieces/tmp_png/" + b
[0] + oppDir
;
82 // TODO: after we have SVG pieces, remove the folder and next prefix:
83 return "Eightpieces/tmp_png/" + b
;
86 getPPpath(m
, orientation
) {
89 m
.appear
[0].c
+ m
.appear
[0].p
,
97 static ParseFen(fen
) {
98 const fenParts
= fen
.split(" ");
100 ChessRules
.ParseFen(fen
),
101 { sentrypush: fenParts
[5] }
105 static IsGoodFen(fen
) {
106 if (!ChessRules
.IsGoodFen(fen
)) return false;
107 const fenParsed
= V
.ParseFen(fen
);
108 // 5) Check sentry push (if any)
110 fenParsed
.sentrypush
!= "-" &&
111 !fenParsed
.sentrypush
.match(/^([a-h][1-8],?)+$/)
119 return super.getFen() + " " + this.getSentrypushFen();
123 return super.getFenForRepeat() + "_" + this.getSentrypushFen();
127 const L
= this.sentryPush
.length
;
128 if (!this.sentryPush
[L
-1]) return "-";
130 this.sentryPush
[L
-1].forEach(coords
=>
131 res
+= V
.CoordsToSquare(coords
) + ",");
132 return res
.slice(0, -1);
135 setOtherVariables(fen
) {
136 super.setOtherVariables(fen
);
137 // subTurn == 2 only when a sentry moved, and is about to push something
139 // Sentry position just after a "capture" (subTurn from 1 to 2)
140 this.sentryPos
= null;
141 // Stack pieces' forbidden squares after a sentry move at each turn
142 const parsedFen
= V
.ParseFen(fen
);
143 if (parsedFen
.sentrypush
== "-") this.sentryPush
= [null];
146 parsedFen
.sentrypush
.split(",").map(sq
=> {
147 return V
.SquareToCoords(sq
);
153 static GenRandInitFen(randomness
) {
156 return "jfsqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JDSQKBNR w 0 ahah - -";
158 let pieces
= { w: new Array(8), b: new Array(8) };
160 // Shuffle pieces on first (and last rank if randomness == 2)
161 for (let c
of ["w", "b"]) {
162 if (c
== 'b' && randomness
== 1) {
163 const lancerIdx
= pieces
['w'].findIndex(p
=> {
164 return Object
.keys(V
.LANCER_DIRS
).includes(p
);
167 pieces
['w'].slice(0, lancerIdx
)
169 .concat(pieces
['w'].slice(lancerIdx
+ 1));
174 let positions
= ArrayFun
.range(8);
176 // Get random squares for bishop and sentry
177 let randIndex
= 2 * randInt(4);
178 let bishopPos
= positions
[randIndex
];
179 // The sentry must be on a square of different color
180 let randIndex_tmp
= 2 * randInt(4) + 1;
181 let sentryPos
= positions
[randIndex_tmp
];
183 // Check if white sentry is on the same color as ours.
184 // If yes: swap bishop and sentry positions.
185 // NOTE: test % 2 == 1 because there are 7 slashes.
186 if ((pieces
['w'].indexOf('s') - sentryPos
) % 2 == 1)
187 [bishopPos
, sentryPos
] = [sentryPos
, bishopPos
];
189 positions
.splice(Math
.max(randIndex
, randIndex_tmp
), 1);
190 positions
.splice(Math
.min(randIndex
, randIndex_tmp
), 1);
192 // Get random squares for knight and lancer
193 randIndex
= randInt(6);
194 const knightPos
= positions
[randIndex
];
195 positions
.splice(randIndex
, 1);
196 randIndex
= randInt(5);
197 const lancerPos
= positions
[randIndex
];
198 positions
.splice(randIndex
, 1);
200 // Get random square for queen
201 randIndex
= randInt(4);
202 const queenPos
= positions
[randIndex
];
203 positions
.splice(randIndex
, 1);
205 // Rook, jailer and king positions are now almost fixed,
206 // only the ordering rook->jailer or jailer->rook must be decided.
207 let rookPos
= positions
[0];
208 let jailerPos
= positions
[2];
209 const kingPos
= positions
[1];
210 flags
+= V
.CoordToColumn(rookPos
) + V
.CoordToColumn(jailerPos
);
211 if (Math
.random() < 0.5) [rookPos
, jailerPos
] = [jailerPos
, rookPos
];
213 pieces
[c
][rookPos
] = "r";
214 pieces
[c
][knightPos
] = "n";
215 pieces
[c
][bishopPos
] = "b";
216 pieces
[c
][queenPos
] = "q";
217 pieces
[c
][kingPos
] = "k";
218 pieces
[c
][sentryPos
] = "s";
219 // Lancer faces north for white, and south for black:
220 pieces
[c
][lancerPos
] = c
== 'w' ? 'c' : 'g';
221 pieces
[c
][jailerPos
] = "j";
224 pieces
["b"].join("") +
225 "/pppppppp/8/8/8/8/PPPPPPPP/" +
226 pieces
["w"].join("").toUpperCase() +
227 " w 0 " + flags
+ " - -"
231 canTake([x1
, y1
], [x2
, y2
]) {
232 if (this.subTurn
== 2)
233 // Only self captures on this subturn:
234 return this.getColor(x1
, y1
) == this.getColor(x2
, y2
);
235 return super.canTake([x1
, y1
], [x2
, y2
]);
238 // Is piece on square (x,y) immobilized?
239 isImmobilized([x
, y
]) {
240 const color
= this.getColor(x
, y
);
241 const oppCol
= V
.GetOppCol(color
);
242 for (let step
of V
.steps
[V
.ROOK
]) {
243 const [i
, j
] = [x
+ step
[0], y
+ step
[1]];
246 this.board
[i
][j
] != V
.EMPTY
&&
247 this.getColor(i
, j
) == oppCol
249 if (this.getPiece(i
, j
) == V
.JAILER
) return [i
, j
];
255 // Because of the lancers, getPiece() could be wrong:
256 // use board[x][y][1] instead (always valid).
257 getBasicMove([sx
, sy
], [ex
, ey
], tr
) {
258 const initColor
= this.getColor(sx
, sy
);
259 const initPiece
= this.board
[sx
][sy
].charAt(1);
265 c: tr
? tr
.c : initColor
,
266 p: tr
? tr
.p : initPiece
279 // The opponent piece disappears if we take it
280 if (this.board
[ex
][ey
] != V
.EMPTY
) {
285 c: this.getColor(ex
, ey
),
286 p: this.board
[ex
][ey
].charAt(1)
294 canIplay(side
, [x
, y
]) {
296 (this.subTurn
== 1 && this.turn
== side
&& this.getColor(x
, y
) == side
) ||
297 (this.subTurn
== 2 && x
== this.sentryPos
.x
&& y
== this.sentryPos
.y
)
301 getPotentialMovesFrom([x
, y
]) {
302 // At subTurn == 2, jailers aren't effective (Jeff K)
303 const piece
= this.getPiece(x
, y
);
304 const L
= this.sentryPush
.length
;
305 if (this.subTurn
== 1) {
306 const jsq
= this.isImmobilized([x
, y
]);
309 // Special pass move if king:
310 if (piece
== V
.KING
) {
315 start: { x: x
, y: y
},
316 end: { x: jsq
[0], y: jsq
[1] }
320 else if (piece
== V
.LANCER
&& !!this.sentryPush
[L
-1]) {
321 // A pushed lancer next to the jailer: reorient
322 const color
= this.getColor(x
, y
);
323 const curDir
= this.board
[x
][y
].charAt(1);
324 Object
.keys(V
.LANCER_DIRS
).forEach(k
=> {
327 appear: [{ x: x
, y: y
, c: color
, p: k
}],
328 vanish: [{ x: x
, y: y
, c: color
, p: curDir
}],
329 start: { x: x
, y: y
},
330 end: { x: jsq
[0], y: jsq
[1] }
341 moves
= this.getPotentialJailerMoves([x
, y
]);
344 moves
= this.getPotentialSentryMoves([x
, y
]);
347 moves
= this.getPotentialLancerMoves([x
, y
]);
350 moves
= super.getPotentialMovesFrom([x
, y
]);
353 if (!!this.sentryPush
[L
-1]) {
354 // Delete moves walking back on sentry push path,
355 // only if not a pawn, and the piece is the pushed one.
356 const pl
= this.sentryPush
[L
-1].length
;
357 const finalPushedSq
= this.sentryPush
[L
-1][pl
-1];
358 moves
= moves
.filter(m
=> {
360 m
.vanish
[0].p
!= V
.PAWN
&&
361 m
.start
.x
== finalPushedSq
.x
&& m
.start
.y
== finalPushedSq
.y
&&
362 this.sentryPush
[L
-1].some(sq
=> sq
.x
== m
.end
.x
&& sq
.y
== m
.end
.y
)
368 } else if (this.subTurn
== 2) {
369 // Put back the sentinel on board:
370 const color
= this.turn
;
372 m
.appear
.push({x: x
, y: y
, p: V
.SENTRY
, c: color
});
378 getPotentialPawnMoves([x
, y
]) {
379 const color
= this.getColor(x
, y
);
381 const [sizeX
, sizeY
] = [V
.size
.x
, V
.size
.y
];
382 let shiftX
= (color
== "w" ? -1 : 1);
383 if (this.subTurn
== 2) shiftX
*= -1;
384 const firstRank
= color
== "w" ? sizeX
- 1 : 0;
385 const startRank
= color
== "w" ? sizeX
- 2 : 1;
386 const lastRank
= color
== "w" ? 0 : sizeX
- 1;
388 // Pawns might be pushed on 1st rank and attempt to move again:
389 if (!V
.OnBoard(x
+ shiftX
, y
)) return [];
392 // A push cannot put a pawn on last rank (it goes backward)
393 x
+ shiftX
== lastRank
394 ? Object
.keys(V
.LANCER_DIRS
).concat(
395 [V
.ROOK
, V
.KNIGHT
, V
.BISHOP
, V
.QUEEN
, V
.SENTRY
, V
.JAILER
])
397 if (this.board
[x
+ shiftX
][y
] == V
.EMPTY
) {
398 // One square forward
399 for (let piece
of finalPieces
) {
401 this.getBasicMove([x
, y
], [x
+ shiftX
, y
], {
408 // 2-squares jumps forbidden if pawn push
410 [startRank
, firstRank
].includes(x
) &&
411 this.board
[x
+ 2 * shiftX
][y
] == V
.EMPTY
414 moves
.push(this.getBasicMove([x
, y
], [x
+ 2 * shiftX
, y
]));
418 for (let shiftY
of [-1, 1]) {
421 y
+ shiftY
< sizeY
&&
422 this.board
[x
+ shiftX
][y
+ shiftY
] != V
.EMPTY
&&
423 this.canTake([x
, y
], [x
+ shiftX
, y
+ shiftY
])
425 for (let piece
of finalPieces
) {
427 this.getBasicMove([x
, y
], [x
+ shiftX
, y
+ shiftY
], {
436 // En passant: only on subTurn == 1
437 const Lep
= this.epSquares
.length
;
438 const epSquare
= this.epSquares
[Lep
- 1];
442 epSquare
.x
== x
+ shiftX
&&
443 Math
.abs(epSquare
.y
- y
) == 1
445 let enpassantMove
= this.getBasicMove([x
, y
], [epSquare
.x
, epSquare
.y
]);
446 enpassantMove
.vanish
.push({
450 c: this.getColor(x
, epSquare
.y
)
452 moves
.push(enpassantMove
);
458 // Obtain all lancer moves in "step" direction
459 getPotentialLancerMoves_aux([x
, y
], step
, tr
) {
461 // Add all moves to vacant squares until opponent is met:
462 const color
= this.getColor(x
, y
);
466 // at subTurn == 2, consider own pieces as opponent
468 let sq
= [x
+ step
[0], y
+ step
[1]];
469 while (V
.OnBoard(sq
[0], sq
[1]) && this.getColor(sq
[0], sq
[1]) != oppCol
) {
470 if (this.board
[sq
[0]][sq
[1]] == V
.EMPTY
)
471 moves
.push(this.getBasicMove([x
, y
], sq
, tr
));
475 if (V
.OnBoard(sq
[0], sq
[1]))
476 // Add capturing move
477 moves
.push(this.getBasicMove([x
, y
], sq
, tr
));
481 getPotentialLancerMoves([x
, y
]) {
483 // Add all lancer possible orientations, similar to pawn promotions.
484 // Except if just after a push: allow all movements from init square then
485 const L
= this.sentryPush
.length
;
486 const color
= this.getColor(x
, y
);
487 if (!!this.sentryPush
[L
-1]) {
488 // Maybe I was pushed
489 const pl
= this.sentryPush
[L
-1].length
;
491 this.sentryPush
[L
-1][pl
-1].x
== x
&&
492 this.sentryPush
[L
-1][pl
-1].y
== y
494 // I was pushed: allow all directions (for this move only), but
495 // do not change direction after moving, *except* if I keep the
496 // same orientation in which I was pushed.
497 const curDir
= V
.LANCER_DIRS
[this.board
[x
][y
].charAt(1)];
498 Object
.values(V
.LANCER_DIRS
).forEach(step
=> {
499 const dirCode
= Object
.keys(V
.LANCER_DIRS
).find(k
=> {
501 V
.LANCER_DIRS
[k
][0] == step
[0] &&
502 V
.LANCER_DIRS
[k
][1] == step
[1]
506 this.getPotentialLancerMoves_aux(
509 { p: dirCode
, c: color
}
511 if (curDir
[0] == step
[0] && curDir
[1] == step
[1]) {
512 // Keeping same orientation: can choose after
513 let chooseMoves
= [];
514 dirMoves
.forEach(m
=> {
515 Object
.keys(V
.LANCER_DIRS
).forEach(k
=> {
516 let mk
= JSON
.parse(JSON
.stringify(m
));
521 Array
.prototype.push
.apply(moves
, chooseMoves
);
522 } else Array
.prototype.push
.apply(moves
, dirMoves
);
527 // I wasn't pushed: standard lancer move
528 const dirCode
= this.board
[x
][y
][1];
530 this.getPotentialLancerMoves_aux([x
, y
], V
.LANCER_DIRS
[dirCode
]);
531 // Add all possible orientations aftermove except if I'm being pushed
532 if (this.subTurn
== 1) {
533 monodirMoves
.forEach(m
=> {
534 Object
.keys(V
.LANCER_DIRS
).forEach(k
=> {
535 let mk
= JSON
.parse(JSON
.stringify(m
));
542 // I'm pushed: add potential nudges
543 let potentialNudges
= [];
544 for (let step
of V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
])) {
546 V
.OnBoard(x
+ step
[0], y
+ step
[1]) &&
547 this.board
[x
+ step
[0]][y
+ step
[1]] == V
.EMPTY
549 const newDirCode
= Object
.keys(V
.LANCER_DIRS
).find(k
=> {
550 const codeStep
= V
.LANCER_DIRS
[k
];
551 return (codeStep
[0] == step
[0] && codeStep
[1] == step
[1]);
553 potentialNudges
.push(
556 [x
+ step
[0], y
+ step
[1]],
557 { c: color
, p: newDirCode
}
562 return monodirMoves
.concat(potentialNudges
);
566 getPotentialSentryMoves([x
, y
]) {
567 // The sentry moves a priori like a bishop:
568 let moves
= super.getPotentialBishopMoves([x
, y
]);
569 // ...but captures are replaced by special move, if and only if
570 // "captured" piece can move now, considered as the capturer unit.
571 // --> except is subTurn == 2, in this case I don't push anything.
572 if (this.subTurn
== 2) return moves
.filter(m
=> m
.vanish
.length
== 1);
574 if (m
.vanish
.length
== 2) {
575 // Temporarily cancel the sentry capture:
580 const color
= this.getColor(x
, y
);
581 const fMoves
= moves
.filter(m
=> {
582 // Can the pushed unit make any move? ...resulting in a non-self-check?
583 if (m
.appear
.length
== 0) {
586 let moves2
= this.getPotentialMovesFrom([m
.end
.x
, m
.end
.y
]);
587 for (let m2
of moves2
) {
589 res
= !this.underCheck(color
);
601 getPotentialJailerMoves([x
, y
]) {
602 return super.getPotentialRookMoves([x
, y
]).filter(m
=> {
603 // Remove jailer captures
604 return m
.vanish
[0].p
!= V
.JAILER
|| m
.vanish
.length
== 1;
608 getPotentialKingMoves(sq
) {
609 const moves
= this.getSlideNJumpMoves(
611 V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
]),
616 ? moves
.concat(this.getCastleMoves(sq
))
622 // If in second-half of a move, we already know that a move is possible
623 if (this.subTurn
== 2) return true;
624 return super.atLeastOneMove();
628 if (moves
.length
== 0) return [];
629 const basicFilter
= (m
, c
) => {
631 const res
= !this.underCheck(c
);
635 // Disable check tests for sentry pushes,
636 // because in this case the move isn't finished
637 let movesWithoutSentryPushes
= [];
638 let movesWithSentryPushes
= [];
640 // Second condition below for special king "pass" moves
641 if (m
.appear
.length
> 0 || m
.vanish
.length
== 0)
642 movesWithoutSentryPushes
.push(m
);
643 else movesWithSentryPushes
.push(m
);
645 const color
= this.turn
;
646 const oppCol
= V
.GetOppCol(color
);
647 const filteredMoves
=
648 movesWithoutSentryPushes
.filter(m
=> basicFilter(m
, color
));
649 // If at least one full move made, everything is allowed.
650 // Else: forbid checks and captures.
654 : filteredMoves
.filter(m
=> {
655 return (m
.vanish
.length
<= 1 && basicFilter(m
, oppCol
));
657 ).concat(movesWithSentryPushes
);
661 if (this.subTurn
== 1) return super.getAllValidMoves();
663 const sentrySq
= [this.sentryPos
.x
, this.sentryPos
.y
];
664 return this.filterValid(this.getPotentialMovesFrom(sentrySq
));
667 isAttacked(sq
, color
) {
669 super.isAttacked(sq
, color
) ||
670 this.isAttackedByLancer(sq
, color
) ||
671 this.isAttackedBySentry(sq
, color
)
672 // The jailer doesn't capture.
676 isAttackedBySlideNJump([x
, y
], color
, piece
, steps
, oneStep
) {
677 for (let step
of steps
) {
678 let rx
= x
+ step
[0],
680 while (V
.OnBoard(rx
, ry
) && this.board
[rx
][ry
] == V
.EMPTY
&& !oneStep
) {
686 this.getPiece(rx
, ry
) == piece
&&
687 this.getColor(rx
, ry
) == color
&&
688 !this.isImmobilized([rx
, ry
])
696 isAttackedByPawn([x
, y
], color
) {
697 const pawnShift
= (color
== "w" ? 1 : -1);
698 if (x
+ pawnShift
>= 0 && x
+ pawnShift
< V
.size
.x
) {
699 for (let i
of [-1, 1]) {
703 this.getPiece(x
+ pawnShift
, y
+ i
) == V
.PAWN
&&
704 this.getColor(x
+ pawnShift
, y
+ i
) == color
&&
705 !this.isImmobilized([x
+ pawnShift
, y
+ i
])
714 isAttackedByLancer([x
, y
], color
) {
715 for (let step
of V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
])) {
716 // If in this direction there are only enemy pieces and empty squares,
717 // and we meet a lancer: can he reach us?
718 // NOTE: do not stop at first lancer, there might be several!
719 let coord
= { x: x
+ step
[0], y: y
+ step
[1] };
722 V
.OnBoard(coord
.x
, coord
.y
) &&
724 this.board
[coord
.x
][coord
.y
] == V
.EMPTY
||
725 this.getColor(coord
.x
, coord
.y
) == color
729 this.getPiece(coord
.x
, coord
.y
) == V
.LANCER
&&
730 !this.isImmobilized([coord
.x
, coord
.y
])
732 lancerPos
.push({x: coord
.x
, y: coord
.y
});
737 for (let xy
of lancerPos
) {
738 const dir
= V
.LANCER_DIRS
[this.board
[xy
.x
][xy
.y
].charAt(1)];
739 if (dir
[0] == -step
[0] && dir
[1] == -step
[1]) return true;
745 // Helper to check sentries attacks:
746 selfAttack([x1
, y1
], [x2
, y2
]) {
747 const color
= this.getColor(x1
, y1
);
748 const oppCol
= V
.GetOppCol(color
);
749 const sliderAttack
= (allowedSteps
, lancer
) => {
750 const deltaX
= x2
- x1
,
751 absDeltaX
= Math
.abs(deltaX
);
752 const deltaY
= y2
- y1
,
753 absDeltaY
= Math
.abs(deltaY
);
754 const step
= [ deltaX
/ absDeltaX
|| 0, deltaY
/ absDeltaY
|| 0 ];
756 // Check that the step is a priori valid:
757 (absDeltaX
!= absDeltaY
&& deltaX
!= 0 && deltaY
!= 0) ||
758 allowedSteps
.every(st
=> st
[0] != step
[0] || st
[1] != step
[1])
762 let sq
= [ x1
+ step
[0], y1
+ step
[1] ];
763 while (sq
[0] != x2
|| sq
[1] != y2
) {
765 // NOTE: no need to check OnBoard in this special case
766 (!lancer
&& this.board
[sq
[0]][sq
[1]] != V
.EMPTY
) ||
767 (!!lancer
&& this.getColor(sq
[0], sq
[1]) == oppCol
)
776 switch (this.getPiece(x1
, y1
)) {
778 // Pushed pawns move as enemy pawns
779 const shift
= (color
== 'w' ? 1 : -1);
780 return (x1
+ shift
== x2
&& Math
.abs(y1
- y2
) == 1);
783 const deltaX
= Math
.abs(x1
- x2
);
784 const deltaY
= Math
.abs(y1
- y2
);
786 deltaX
+ deltaY
== 3 &&
787 [1, 2].includes(deltaX
) &&
788 [1, 2].includes(deltaY
)
792 return sliderAttack(V
.steps
[V
.ROOK
]);
794 return sliderAttack(V
.steps
[V
.BISHOP
]);
796 return sliderAttack(V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
]));
798 // Special case: as long as no enemy units stands in-between, it attacks
799 // (if it points toward the king).
800 const allowedStep
= V
.LANCER_DIRS
[this.board
[x1
][y1
].charAt(1)];
801 return sliderAttack([allowedStep
], "lancer");
803 // No sentries or jailer tests: they cannot self-capture
808 isAttackedBySentry([x
, y
], color
) {
809 // Attacked by sentry means it can self-take our king.
810 // Just check diagonals of enemy sentry(ies), and if it reaches
811 // one of our pieces: can I self-take?
812 const myColor
= V
.GetOppCol(color
);
814 for (let i
=0; i
<V
.size
.x
; i
++) {
815 for (let j
=0; j
<V
.size
.y
; j
++) {
817 this.getPiece(i
,j
) == V
.SENTRY
&&
818 this.getColor(i
,j
) == color
&&
819 !this.isImmobilized([i
, j
])
821 for (let step
of V
.steps
[V
.BISHOP
]) {
822 let sq
= [ i
+ step
[0], j
+ step
[1] ];
824 V
.OnBoard(sq
[0], sq
[1]) &&
825 this.board
[sq
[0]][sq
[1]] == V
.EMPTY
831 V
.OnBoard(sq
[0], sq
[1]) &&
832 this.getColor(sq
[0], sq
[1]) == myColor
834 candidates
.push([ sq
[0], sq
[1] ]);
840 for (let c
of candidates
)
841 if (this.selfAttack(c
, [x
, y
])) return true;
845 // Jailer doesn't capture or give check
848 if (move.appear
.length
== 0 && move.vanish
.length
== 1)
849 // The sentry is about to push a piece: subTurn goes from 1 to 2
850 this.sentryPos
= { x: move.end
.x
, y: move.end
.y
};
851 if (this.subTurn
== 2 && move.vanish
[0].p
!= V
.PAWN
) {
852 // A piece is pushed: forbid array of squares between start and end
853 // of move, included (except if it's a pawn)
855 if ([V
.KNIGHT
,V
.KING
].includes(move.vanish
[0].p
))
856 // short-range pieces: just forbid initial square
857 squares
.push({ x: move.start
.x
, y: move.start
.y
});
859 const deltaX
= move.end
.x
- move.start
.x
;
860 const deltaY
= move.end
.y
- move.start
.y
;
862 deltaX
/ Math
.abs(deltaX
) || 0,
863 deltaY
/ Math
.abs(deltaY
) || 0
866 let sq
= {x: move.start
.x
, y: move.start
.y
};
867 sq
.x
!= move.end
.x
|| sq
.y
!= move.end
.y
;
868 sq
.x
+= step
[0], sq
.y
+= step
[1]
870 squares
.push({ x: sq
.x
, y: sq
.y
});
873 // Add end square as well, to know if I was pushed (useful for lancers)
874 squares
.push({ x: move.end
.x
, y: move.end
.y
});
875 this.sentryPush
.push(squares
);
876 } else this.sentryPush
.push(null);
881 move.flags
= JSON
.stringify(this.aggregateFlags());
882 this.epSquares
.push(this.getEpSquare(move));
883 V
.PlayOnBoard(this.board
, move);
884 // Is it a sentry push? (useful for undo)
885 move.sentryPush
= (this.subTurn
== 2);
886 if (this.subTurn
== 1) this.movesCount
++;
887 if (move.appear
.length
== 0 && move.vanish
.length
== 1) this.subTurn
= 2;
889 // Turn changes only if not a sentry "pre-push"
890 this.turn
= V
.GetOppCol(this.turn
);
897 if (move.vanish
.length
== 0 || this.subTurn
== 2)
898 // Special pass move of the king, or sentry pre-push: nothing to update
900 const c
= move.vanish
[0].c
;
901 const piece
= move.vanish
[0].p
;
902 const firstRank
= c
== "w" ? V
.size
.x
- 1 : 0;
904 if (piece
== V
.KING
) {
905 this.kingPos
[c
][0] = move.appear
[0].x
;
906 this.kingPos
[c
][1] = move.appear
[0].y
;
907 this.castleFlags
[c
] = [V
.size
.y
, V
.size
.y
];
910 // Update castling flags if rooks are moved
911 const oppCol
= V
.GetOppCol(c
);
912 const oppFirstRank
= V
.size
.x
- 1 - firstRank
;
914 move.start
.x
== firstRank
&& //our rook moves?
915 this.castleFlags
[c
].includes(move.start
.y
)
917 const flagIdx
= (move.start
.y
== this.castleFlags
[c
][0] ? 0 : 1);
918 this.castleFlags
[c
][flagIdx
] = V
.size
.y
;
920 move.end
.x
== oppFirstRank
&& //we took opponent rook?
921 this.castleFlags
[oppCol
].includes(move.end
.y
)
923 const flagIdx
= (move.end
.y
== this.castleFlags
[oppCol
][0] ? 0 : 1);
924 this.castleFlags
[oppCol
][flagIdx
] = V
.size
.y
;
929 this.epSquares
.pop();
930 this.disaggregateFlags(JSON
.parse(move.flags
));
931 V
.UndoOnBoard(this.board
, move);
932 // Decrement movesCount except if the move is a sentry push
933 if (!move.sentryPush
) this.movesCount
--;
934 if (this.subTurn
== 2) this.subTurn
= 1;
936 this.turn
= V
.GetOppCol(this.turn
);
937 if (move.sentryPush
) this.subTurn
= 2;
943 super.postUndo(move);
944 this.sentryPush
.pop();
947 static get VALUES() {
948 return Object
.assign(
949 { l: 4.8, s: 2.8, j: 3.8 }, //Jeff K. estimations
955 const maxeval
= V
.INFINITY
;
956 const color
= this.turn
;
957 let moves1
= this.getAllValidMoves();
959 if (moves1
.length
== 0)
960 // TODO: this situation should not happen
963 const setEval
= (move, next
) => {
964 const score
= this.getCurrentScore();
965 const curEval
= move.eval
;
970 : (score
== "1-0" ? 1 : -1) * maxeval
;
971 } else move.eval
= this.evalPosition();
973 // "next" is defined after sentry pushes
976 color
== 'w' && move.eval
> curEval
||
977 color
== 'b' && move.eval
< curEval
984 // Just search_depth == 1 (because of sentries. TODO: can do better...)
985 moves1
.forEach(m1
=> {
987 if (this.subTurn
== 1) setEval(m1
);
989 // Need to play every pushes and count:
990 const moves2
= this.getAllValidMoves();
991 moves2
.forEach(m2
=> {
1000 moves1
.sort((a
, b
) => {
1001 return (color
== "w" ? 1 : -1) * (b
.eval
- a
.eval
);
1003 let candidates
= [0];
1004 for (let j
= 1; j
< moves1
.length
&& moves1
[j
].eval
== moves1
[0].eval
; j
++)
1006 const choice
= moves1
[candidates
[randInt(candidates
.length
)]];
1007 return (!choice
.second
? choice : [choice
, choice
.second
]);
1010 // For moves notation:
1011 static get LANCER_DIRNAMES() {
1025 // Special case "king takes jailer" is a pass move
1026 if (move.appear
.length
== 0 && move.vanish
.length
== 0) return "pass";
1027 let notation
= undefined;
1028 if (this.subTurn
== 2) {
1029 // Do not consider appear[1] (sentry) for sentry pushes
1030 const simpleMove
= {
1031 appear: [move.appear
[0]],
1032 vanish: move.vanish
,
1036 notation
= super.getNotation(simpleMove
);
1037 } else notation
= super.getNotation(move);
1038 if (Object
.keys(V
.LANCER_DIRNAMES
).includes(move.vanish
[0].p
))
1039 // Lancer: add direction info
1040 notation
+= "=" + V
.LANCER_DIRNAMES
[move.appear
[0].p
];
1042 move.vanish
[0].p
== V
.PAWN
&&
1043 Object
.keys(V
.LANCER_DIRNAMES
).includes(move.appear
[0].p
)
1045 // Fix promotions in lancer:
1046 notation
= notation
.slice(0, -1) + "L:" + V
.LANCER_DIRNAMES
[move.appear
[0].p
];