export const VariantRules = class DarkRules extends ChessRules
{
- // Standard rules, in the shadow
- setOtherVariables(fen)
- {
- super.setOtherVariables(fen);
- const [sizeX,sizeY] = [V.size.x,V.size.y];
- this.enlightened = {
- "w": ArrayFun.init(sizeX,sizeY),
- "b": ArrayFun.init(sizeX,sizeY)
- };
- // Setup enlightened: squares reachable by each side
- // (TODO: one side would be enough ?)
- this.updateEnlightened();
- }
+ // Standard rules, in the shadow
+ setOtherVariables(fen)
+ {
+ super.setOtherVariables(fen);
+ const [sizeX,sizeY] = [V.size.x,V.size.y];
+ this.enlightened = {
+ "w": ArrayFun.init(sizeX,sizeY),
+ "b": ArrayFun.init(sizeX,sizeY)
+ };
+ // Setup enlightened: squares reachable by each side
+ // (TODO: one side would be enough ?)
+ this.updateEnlightened();
+ }
- updateEnlightened()
- {
- for (let i=0; i<V.size.x; i++)
- {
- for (let j=0; j<V.size.y; j++)
- {
- this.enlightened["w"][i][j] = false;
- this.enlightened["b"][i][j] = false;
- }
- }
- const pawnShift = {"w":-1, "b":1};
- // Initialize with pieces positions (which are seen)
- for (let i=0; i<V.size.x; i++)
- {
- for (let j=0; j<V.size.y; j++)
- {
- if (this.board[i][j] != V.EMPTY)
- {
- const color = this.getColor(i,j);
- this.enlightened[color][i][j] = true;
- // Add potential squares visible by "impossible pawn capture"
- if (this.getPiece(i,j) == V.PAWN)
- {
- for (let shiftY of [-1,1])
- {
- if (V.OnBoard(i+pawnShift[color],j+shiftY)
- && this.board[i+pawnShift[color]][j+shiftY] == V.EMPTY)
- {
- this.enlightened[color][i+pawnShift[color]][j+shiftY] = true;
- }
- }
- }
- }
- }
- }
- const currentTurn = this.turn;
- this.turn = "w";
- const movesWhite = this.getAllValidMoves();
- this.turn = "b";
- const movesBlack = this.getAllValidMoves();
- this.turn = currentTurn;
- for (let move of movesWhite)
- this.enlightened["w"][move.end.x][move.end.y] = true;
- for (let move of movesBlack)
- this.enlightened["b"][move.end.x][move.end.y] = true;
- }
+ updateEnlightened()
+ {
+ for (let i=0; i<V.size.x; i++)
+ {
+ for (let j=0; j<V.size.y; j++)
+ {
+ this.enlightened["w"][i][j] = false;
+ this.enlightened["b"][i][j] = false;
+ }
+ }
+ const pawnShift = {"w":-1, "b":1};
+ // Initialize with pieces positions (which are seen)
+ for (let i=0; i<V.size.x; i++)
+ {
+ for (let j=0; j<V.size.y; j++)
+ {
+ if (this.board[i][j] != V.EMPTY)
+ {
+ const color = this.getColor(i,j);
+ this.enlightened[color][i][j] = true;
+ // Add potential squares visible by "impossible pawn capture"
+ if (this.getPiece(i,j) == V.PAWN)
+ {
+ for (let shiftY of [-1,1])
+ {
+ if (V.OnBoard(i+pawnShift[color],j+shiftY)
+ && this.board[i+pawnShift[color]][j+shiftY] == V.EMPTY)
+ {
+ this.enlightened[color][i+pawnShift[color]][j+shiftY] = true;
+ }
+ }
+ }
+ }
+ }
+ }
+ const currentTurn = this.turn;
+ this.turn = "w";
+ const movesWhite = this.getAllValidMoves();
+ this.turn = "b";
+ const movesBlack = this.getAllValidMoves();
+ this.turn = currentTurn;
+ for (let move of movesWhite)
+ this.enlightened["w"][move.end.x][move.end.y] = true;
+ for (let move of movesBlack)
+ this.enlightened["b"][move.end.x][move.end.y] = true;
+ }
- // Has to be redefined to avoid an infinite loop
- getAllValidMoves()
- {
- const color = this.turn;
- const oppCol = V.GetOppCol(color);
- let potentialMoves = [];
- for (let i=0; i<V.size.x; i++)
- {
- for (let j=0; j<V.size.y; j++)
- {
- if (this.board[i][j] != V.EMPTY && this.getColor(i,j) == color)
- Array.prototype.push.apply(potentialMoves, this.getPotentialMovesFrom([i,j]));
- }
- }
- return potentialMoves; //because there are no checks
- }
+ // Has to be redefined to avoid an infinite loop
+ getAllValidMoves()
+ {
+ const color = this.turn;
+ const oppCol = V.GetOppCol(color);
+ let potentialMoves = [];
+ for (let i=0; i<V.size.x; i++)
+ {
+ for (let j=0; j<V.size.y; j++)
+ {
+ if (this.board[i][j] != V.EMPTY && this.getColor(i,j) == color)
+ Array.prototype.push.apply(potentialMoves, this.getPotentialMovesFrom([i,j]));
+ }
+ }
+ return potentialMoves; //because there are no checks
+ }
- atLeastOneMove()
- {
- if (this.kingPos[this.turn][0] < 0)
- return false;
- return true; //TODO: is it right?
- }
+ atLeastOneMove()
+ {
+ if (this.kingPos[this.turn][0] < 0)
+ return false;
+ return true; //TODO: is it right?
+ }
- underCheck(color)
- {
- return false; //there is no check
- }
+ underCheck(color)
+ {
+ return false; //there is no check
+ }
- getCheckSquares(color)
- {
- return [];
- }
+ getCheckSquares(color)
+ {
+ return [];
+ }
- updateVariables(move)
- {
- super.updateVariables(move);
- if (move.vanish.length >= 2 && move.vanish[1].p == V.KING)
- {
- // We took opponent king !
- this.kingPos[this.turn] = [-1,-1];
- }
+ updateVariables(move)
+ {
+ super.updateVariables(move);
+ if (move.vanish.length >= 2 && move.vanish[1].p == V.KING)
+ {
+ // We took opponent king ! (because if castle vanish[1] is a rook)
+ this.kingPos[this.turn] = [-1,-1];
+ }
- // Update moves for both colors:
- this.updateEnlightened();
- }
+ // Update lights for both colors:
+ this.updateEnlightened();
+ }
- unupdateVariables(move)
- {
- super.unupdateVariables(move);
- const c = move.vanish[0].c;
- const oppCol = V.GetOppCol(c);
- if (this.kingPos[oppCol][0] < 0)
- {
- // Last move took opponent's king
- for (let psq of move.vanish)
- {
- if (psq.p == 'k')
- {
- this.kingPos[oppCol] = [psq.x, psq.y];
- break;
- }
- }
- }
+ unupdateVariables(move)
+ {
+ super.unupdateVariables(move);
+ const c = move.vanish[0].c;
+ const oppCol = V.GetOppCol(c);
+ if (this.kingPos[oppCol][0] < 0)
+ {
+ // Last move took opponent's king
+ for (let psq of move.vanish)
+ {
+ if (psq.p == 'k')
+ {
+ this.kingPos[oppCol] = [psq.x, psq.y];
+ break;
+ }
+ }
+ }
- // Update moves for both colors:
- this.updateEnlightened();
- }
+ // Update lights for both colors:
+ this.updateEnlightened();
+ }
getCurrentScore()
{
- const color = this.turn;
- const kp = this.kingPos[color];
- if (kp[0] < 0) //king disappeared
- return (color == "w" ? "0-1" : "1-0");
+ const color = this.turn;
+ const kp = this.kingPos[color];
+ if (kp[0] < 0) //king disappeared
+ return (color == "w" ? "0-1" : "1-0");
if (this.atLeastOneMove()) // game not over
return "*";
return "1/2"; //no moves but kings still there (seems impossible)
- }
+ }
- static get THRESHOLD_MATE()
- {
- return 500; //checkmates evals may be slightly below 1000
- }
+ static get THRESHOLD_MATE()
+ {
+ return 500; //checkmates evals may be slightly below 1000
+ }
+
+ // In this special situation, we just look 1 half move ahead
+ getComputerMove()
+ {
+ const maxeval = V.INFINITY;
+ const color = this.turn;
+ const oppCol = V.GetOppCol(color);
+ const pawnShift = (color == "w" ? -1 : 1);
- // In this special situation, we just look 1 half move ahead
- getComputerMove()
- {
- const maxeval = V.INFINITY;
- const color = this.turn;
- const oppCol = V.GetOppCol(color);
- const pawnShift = (color == "w" ? -1 : 1);
- const kp = this.kingPos[color];
+ // Do not cheat: the current enlightment is all we can see
+ const myLight = JSON.parse(JSON.stringify(this.enlightened[color]));
- // Do not cheat: the current enlightment is all we can see
- const myLight = JSON.parse(JSON.stringify(this.enlightened[color]));
+ // Can a slider on (i,j) apparently take my king?
+ // NOTE: inaccurate because assume yes if some squares are shadowed
+ const sliderTake = ([i,j], piece) => {
+ const kp = this.kingPos[color];
+ let step = undefined;
+ if (piece == V.BISHOP)
+ {
+ if (Math.abs(kp[0] - i) == Math.abs(kp[1] - j))
+ {
+ step =
+ [
+ (i-kp[0]) / Math.abs(i-kp[0]),
+ (j-kp[1]) / Math.abs(j-kp[1])
+ ];
+ }
+ }
+ else if (piece == V.ROOK)
+ {
+ if (kp[0] == i)
+ step = [0, (j-kp[1]) / Math.abs(j-kp[1])];
+ else if (kp[1] == j)
+ step = [(i-kp[0]) / Math.abs(i-kp[0]), 0];
+ }
+ if (!step)
+ return false;
+ // Check for obstacles
+ let obstacle = false;
+ for (
+ let x=kp[0]+step[0], y=kp[1]+step[1];
+ x != i && y != j;
+ x += step[0], y += step[1])
+ {
+ if (myLight[x][y] && this.board[x][y] != V.EMPTY)
+ {
+ obstacle = true;
+ break;
+ }
+ }
+ if (!obstacle)
+ return true;
+ return false;
+ };
- // Can a slider on (i,j) apparently take my king?
- // NOTE: inaccurate because assume yes if some squares are shadowed
- const sliderTake = ([i,j], piece) => {
- let step = undefined;
- if (piece == V.BISHOP)
- {
- if (Math.abs(kp[0] - i) == Math.abs(kp[1] - j))
- {
- step =
- [
- (i-kp[0]) / Math.abs(i-kp[0]),
- (j-kp[1]) / Math.abs(j-kp[1])
- ];
- }
- }
- else if (piece == V.ROOK)
- {
- if (kp[0] == i)
- step = [0, (j-kp[1]) / Math.abs(j-kp[1])];
- else if (kp[1] == j)
- step = [(i-kp[0]) / Math.abs(i-kp[0]), 0];
- }
- if (!step)
- return false;
- // Check for obstacles
- let obstacle = false;
- for (
- let x=kp[0]+step[0], y=kp[1]+step[1];
- x != i && y != j;
- x += step[0], y+= step[1])
- {
- if (myLight[x][y] && this.board[x][y] != V.EMPTY)
- {
- obstacle = true;
- break;
- }
- }
- if (!obstacle)
- return true;
- return false;
- };
+ // Do I see something which can take my king ?
+ const kingThreats = () => {
+ const kp = this.kingPos[color];
+ for (let i=0; i<V.size.x; i++)
+ {
+ for (let j=0; j<V.size.y; j++)
+ {
+ if (myLight[i][j] && this.board[i][j] != V.EMPTY
+ && this.getColor(i,j) != color)
+ {
+ switch (this.getPiece(i,j))
+ {
+ case V.PAWN:
+ if (kp[0] + pawnShift == i && Math.abs(kp[1]-j) == 1)
+ return true;
+ break;
+ case V.KNIGHT:
+ if ((Math.abs(kp[0] - i) == 2 && Math.abs(kp[1] - j) == 1) ||
+ (Math.abs(kp[0] - i) == 1 && Math.abs(kp[1] - j) == 2))
+ {
+ return true;
+ }
+ break;
+ case V.KING:
+ if (Math.abs(kp[0] - i) == 1 && Math.abs(kp[1] - j) == 1)
+ return true;
+ break;
+ case V.BISHOP:
+ if (sliderTake([i,j], V.BISHOP))
+ return true;
+ break;
+ case V.ROOK:
+ if (sliderTake([i,j], V.ROOK))
+ return true;
+ break;
+ case V.QUEEN:
+ if (sliderTake([i,j], V.BISHOP) || sliderTake([i,j], V.ROOK))
+ return true;
+ break;
+ }
+ }
+ }
+ }
+ return false;
+ };
- // Do I see something which can take my king ?
- const kingThreats = () => {
- for (let i=0; i<V.size.x; i++)
- {
- for (let j=0; j<V.size.y; j++)
- {
- if (myLight[i][j] && this.board[i][j] != V.EMPTY
- && this.getColor(i,j) != color)
- {
- switch (this.getPiece(i,j))
- {
- case V.PAWN:
- if (kp[0] + pawnShift == i && Math.abs(kp[1]-j) == 1)
- return true;
- break;
- case V.KNIGHT:
- if ((Math.abs(kp[0] - i) == 2 && Math.abs(kp[1] - j) == 1) ||
- (Math.abs(kp[0] - i) == 1 && Math.abs(kp[1] - j) == 2))
- {
- return true;
- }
- break;
- case V.KING:
- if (Math.abs(kp[0] - i) == 1 && Math.abs(kp[1] - j) == 1)
- return true;
- break;
- case V.BISHOP:
- if (sliderTake([i,j], V.BISHOP))
- return true;
- break;
- case V.ROOK:
- if (sliderTake([i,j], V.ROOK))
- return true;
- break;
- case V.QUEEN:
- if (sliderTake([i,j], V.BISHOP) || sliderTake([i,j], V.ROOK))
- return true;
- break;
- }
- }
- }
- }
- return false;
- };
+ let moves = this.getAllValidMoves();
+ for (let move of moves)
+ {
+ this.play(move);
+ if (this.kingPos[oppCol][0] >= 0 && kingThreats())
+ {
+ // We didn't take opponent king, and our king will be captured: bad
+ move.eval = -maxeval;
+ }
+ this.undo(move);
- let moves = this.getAllValidMoves();
- for (let move of moves)
- {
- this.play(move);
- if (this.kingPos[oppCol][0] >= 0 && kingThreats())
- {
- // We didn't take opponent king, and our king will be captured: bad
- move.eval = -maxeval;
- }
- this.undo(move);
- if (!!move.eval)
- continue;
+ if (!!move.eval)
+ continue;
- move.eval = 0; //a priori...
+ move.eval = 0; //a priori...
- // Can I take something ? If yes, do it if it seems good...
- if (move.vanish.length == 2 && move.vanish[1].c != color) //avoid castle
- {
- const myPieceVal = V.VALUES[move.appear[0].p];
- const hisPieceVal = V.VALUES[move.vanish[1].p];
- if (myPieceVal <= hisPieceVal)
- move.eval = hisPieceVal - myPieceVal + 2; //favor captures
- else
- {
- // Taking a pawn with minor piece,
- // or minor piece or pawn with a rook,
- // or anything but a queen with a queen,
- // or anything with a king.
- // ==> Do it at random, although
- // this is clearly inferior to what a human can deduce...
- move.eval = (Math.random() < 0.5 ? 1 : -1);
- }
- }
- }
+ // Can I take something ? If yes, do it if it seems good...
+ if (move.vanish.length == 2 && move.vanish[1].c != color) //avoid castle
+ {
+ const myPieceVal = V.VALUES[move.appear[0].p];
+ const hisPieceVal = V.VALUES[move.vanish[1].p];
+ if (myPieceVal <= hisPieceVal)
+ move.eval = hisPieceVal - myPieceVal + 2; //favor captures
+ else
+ {
+ // Taking a pawn with minor piece,
+ // or minor piece or pawn with a rook,
+ // or anything but a queen with a queen,
+ // or anything with a king.
+ // ==> Do it at random, although
+ // this is clearly inferior to what a human can deduce...
+ move.eval = (Math.random() < 0.5 ? 1 : -1);
+ }
+ }
+ }
- // TODO: also need to implement the case when an opponent piece (in light)
- // is threatening something - maybe not the king, but e.g. pawn takes rook.
+ // TODO: also need to implement the case when an opponent piece (in light)
+ // is threatening something - maybe not the king, but e.g. pawn takes rook.
- moves.sort((a,b) => b.eval - a.eval);
- let candidates = [0];
- for (let j=1; j<moves.length && moves[j].eval == moves[0].eval; j++)
- candidates.push(j);
- return moves[candidates[randInt(candidates.length)]];
- }
+ moves.sort((a,b) => b.eval - a.eval);
+ let candidates = [0];
+ for (let j=1; j<moves.length && moves[j].eval == moves[0].eval; j++)
+ candidates.push(j);
+ return moves[candidates[randInt(candidates.length)]];
+ }
}