-import { ArrayFun } from "@/utils/array";
import { randInt } from "@/utils/alea";
import { ChessRules, PiPo, Move } from "@/base_rules";
-export const VariantRules = class EightpiecesRules extends ChessRules {
+export class EightpiecesRules extends ChessRules {
+
static get JAILER() {
return "j";
}
return "l";
}
- static get PIECES() {
- return ChessRules.PIECES.concat([V.JAILER, V.SENTRY, V.LANCER]);
+ static get IMAGE_EXTENSION() {
+ // Temporarily, for the time SVG pieces are being designed:
+ return ".png";
}
// Lancer directions *from white perspective*
};
}
+ static get PIECES() {
+ return ChessRules.PIECES
+ .concat([V.JAILER, V.SENTRY])
+ .concat(Object.keys(V.LANCER_DIRS));
+ }
+
getPiece(i, j) {
const piece = this.board[i][j].charAt(1);
// Special lancer case: 8 possible orientations
return piece;
}
- getPpath(b) {
- if ([V.JAILER, V.SENTRY].concat(Object.keys(V.LANCER_DIRS)).includes(b[1]))
- return "Eightpieces/" + b;
- return b;
+ getPpath(b, color, score, orientation) {
+ if ([V.JAILER, V.SENTRY].includes(b[1])) return "Eightpieces/tmp_png/" + b;
+ if (Object.keys(V.LANCER_DIRS).includes(b[1])) {
+ if (orientation == 'w') return "Eightpieces/tmp_png/" + b;
+ // Find opposite direction for adequate display:
+ let oppDir = '';
+ switch (b[1]) {
+ case 'c':
+ oppDir = 'g';
+ break;
+ case 'g':
+ oppDir = 'c';
+ break;
+ case 'd':
+ oppDir = 'h';
+ break;
+ case 'h':
+ oppDir = 'd';
+ break;
+ case 'e':
+ oppDir = 'm';
+ break;
+ case 'm':
+ oppDir = 'e';
+ break;
+ case 'f':
+ oppDir = 'o';
+ break;
+ case 'o':
+ oppDir = 'f';
+ break;
+ }
+ return "Eightpieces/tmp_png/" + b[0] + oppDir;
+ }
+ // TODO: after we have SVG pieces, remove the folder and next prefix:
+ return "Eightpieces/tmp_png/" + b;
+ }
+
+ getPPpath(m, orientation) {
+ return (
+ this.getPpath(
+ m.appear[0].c + m.appear[0].p,
+ null,
+ null,
+ orientation
+ )
+ );
}
static ParseFen(fen) {
const fenParts = fen.split(" ");
- return Object.assign(ChessRules.ParseFen(fen), {
- sentrypush: fenParts[5]
- });
+ return Object.assign(
+ ChessRules.ParseFen(fen),
+ { sentrypush: fenParts[5] }
+ );
+ }
+
+ static IsGoodFen(fen) {
+ if (!ChessRules.IsGoodFen(fen)) return false;
+ const fenParsed = V.ParseFen(fen);
+ // 5) Check sentry push (if any)
+ if (
+ fenParsed.sentrypush != "-" &&
+ !fenParsed.sentrypush.match(/^([a-h][1-8]){2,2}$/)
+ ) {
+ return false;
+ }
+ return true;
}
getFen() {
const L = this.sentryPush.length;
if (!this.sentryPush[L-1]) return "-";
let res = "";
- this.sentryPush[L-1].forEach(coords =>
- res += V.CoordsToSquare(coords) + ",");
- return res.slice(0, -1);
+ const spL = this.sentryPush[L-1].length;
+ // Condensate path: just need initial and final squares:
+ return [0, spL - 1]
+ .map(i => V.CoordsToSquare(this.sentryPush[L-1][i]))
+ .join("");
}
setOtherVariables(fen) {
const parsedFen = V.ParseFen(fen);
if (parsedFen.sentrypush == "-") this.sentryPush = [null];
else {
- this.sentryPush = [
- parsedFen.sentrypush.split(",").map(sq => {
- return V.SquareToCoords(sq);
- })
- ];
+ // Expand init + dest squares into a full path:
+ const init = V.SquareToCoords(parsedFen.sentrypush.substr(0, 2)),
+ dest = V.SquareToCoords(parsedFen.sentrypush.substr(2));
+ let newPath = [init];
+ const delta = ['x', 'y'].map(i => Math.abs(dest[i] - init[i]));
+ // Check that it's not a knight movement:
+ if (delta[0] == 0 || delta[1] == 0 || delta[0] == delta[1]) {
+ const step = ['x', 'y'].map((i, idx) => {
+ return (dest[i] - init[i]) / delta[idx] || 0
+ });
+ let x = init.x + step[0],
+ y = init.y + step[1];
+ while (x != dest.x || y != dest.y) {
+ newPath.push({ x: x, y: y });
+ x += step[0];
+ y += step[1];
+ }
+ }
+ newPath.push(dest);
+ this.sentryPush = [newPath];
}
}
static GenRandInitFen(randomness) {
if (randomness == 0)
- // Deterministic:
- return "jsfqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JSDQKBNR w 0 1111 - -";
-
- let pieces = { w: new Array(8), b: new Array(8) };
- // Shuffle pieces on first (and last rank if randomness == 2)
- for (let c of ["w", "b"]) {
- if (c == 'b' && randomness == 1) {
- const lancerIdx = pieces['w'].findIndex(p => {
- return Object.keys(V.LANCER_DIRS).includes(p);
- });
- pieces['b'] =
- pieces['w'].slice(0, lancerIdx)
- .concat(['g'])
- .concat(pieces['w'].slice(lancerIdx + 1));
- break;
- }
+ return "jfsqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JDSQKBNR w 0 ahah - -";
+
+ const baseFen = ChessRules.GenRandInitFen(randomness);
+ const fenParts = baseFen.split(' ');
+ const posParts = fenParts[0].split('/');
- let positions = ArrayFun.range(8);
-
- // Get random squares for bishop and sentry
- let randIndex = 2 * randInt(4);
- let bishopPos = positions[randIndex];
- // The sentry must be on a square of different color
- let randIndex_tmp = 2 * randInt(4) + 1;
- let sentryPos = positions[randIndex_tmp];
- if (c == 'b') {
- // Check if white sentry is on the same color as ours.
- // If yes: swap bishop and sentry positions.
- if ((pieces['w'].indexOf('s') - sentryPos) % 2 == 0)
- [bishopPos, sentryPos] = [sentryPos, bishopPos];
+ // Replace one bishop by sentry, so that sentries on different colors
+ // Also replace one random rook by jailer,
+ // and one random knight by lancer (facing north/south)
+
+ // "replaced" array contains -2 initially, then either -1 if skipped,
+ // or (eventually) the index of replacement:
+ let newPos = { 0: "", 7: "" };
+ let sentryOddity = -1;
+ for (let rank of [0, 7]) {
+ let replaced = { 'b': -2, 'n': -2, 'r': -2 };
+ for (let i = 0; i < 8; i++) {
+ const curChar = posParts[rank].charAt(i).toLowerCase();
+ if (['b', 'n', 'r'].includes(curChar)) {
+ if (
+ replaced[curChar] == -1 ||
+ (curChar == 'b' && rank == 7 && i % 2 == sentryOddity) ||
+ (
+ (curChar != 'b' || rank == 0) &&
+ replaced[curChar] == -2 &&
+ randInt(2) == 0
+ )
+ ) {
+ replaced[curChar] = i;
+ if (curChar == 'b') {
+ if (sentryOddity < 0) sentryOddity = i % 2;
+ newPos[rank] += 's';
+ }
+ else if (curChar == 'r') newPos[rank] += 'j';
+ else
+ // Lancer: orientation depends on side
+ newPos[rank] += (rank == 0 ? 'g' : 'c');
+ }
+ else {
+ if (replaced[curChar] == -2) replaced[curChar]++;
+ newPos[rank] += curChar;
+ }
+ }
+ else newPos[rank] += curChar;
}
- positions.splice(Math.max(randIndex, randIndex_tmp), 1);
- positions.splice(Math.min(randIndex, randIndex_tmp), 1);
-
- // Get random squares for knight and lancer
- randIndex = randInt(6);
- const knightPos = positions[randIndex];
- positions.splice(randIndex, 1);
- randIndex = randInt(5);
- const lancerPos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- // Get random square for queen
- randIndex = randInt(4);
- const queenPos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- // Rook, jailer and king positions are now almost fixed,
- // only the ordering rook-> jailer or jailer->rook must be decided.
- let rookPos = positions[0];
- let jailerPos = positions[2];
- const kingPos = positions[1];
- if (Math.random() < 0.5) [rookPos, jailerPos] = [jailerPos, rookPos];
-
- pieces[c][rookPos] = "r";
- pieces[c][knightPos] = "n";
- pieces[c][bishopPos] = "b";
- pieces[c][queenPos] = "q";
- pieces[c][kingPos] = "k";
- pieces[c][sentryPos] = "s";
- // Lancer faces north for white, and south for black:
- pieces[c][lancerPos] = c == 'w' ? 'c' : 'g';
- pieces[c][jailerPos] = "j";
}
+
return (
- pieces["b"].join("") +
- "/pppppppp/8/8/8/8/PPPPPPPP/" +
- pieces["w"].join("").toUpperCase() +
- " w 0 1111 - -"
+ newPos[0] + "/" + posParts.slice(1, 7).join('/') + "/" +
+ newPos[7].toUpperCase() + " " + fenParts.slice(1, 5).join(' ') + " -"
);
}
- // Scan kings, rooks and jailers
- scanKingsRooks(fen) {
- this.INIT_COL_KING = { w: -1, b: -1 };
- this.INIT_COL_ROOK = { w: -1, b: -1 };
- this.INIT_COL_JAILER = { w: -1, b: -1 };
- this.kingPos = { w: [-1, -1], b: [-1, -1] };
- const fenRows = V.ParseFen(fen).position.split("/");
- const startRow = { 'w': V.size.x - 1, 'b': 0 };
- for (let i = 0; i < fenRows.length; i++) {
- let k = 0;
- for (let j = 0; j < fenRows[i].length; j++) {
- switch (fenRows[i].charAt(j)) {
- case "k":
- this.kingPos["b"] = [i, k];
- this.INIT_COL_KING["b"] = k;
- break;
- case "K":
- this.kingPos["w"] = [i, k];
- this.INIT_COL_KING["w"] = k;
- break;
- case "r":
- if (i == startRow['b'] && this.INIT_COL_ROOK["b"] < 0)
- this.INIT_COL_ROOK["b"] = k;
- break;
- case "R":
- if (i == startRow['w'] && this.INIT_COL_ROOK["w"] < 0)
- this.INIT_COL_ROOK["w"] = k;
- break;
- case "j":
- if (i == startRow['b'] && this.INIT_COL_JAILER["b"] < 0)
- this.INIT_COL_JAILER["b"] = k;
- break;
- case "J":
- if (i == startRow['w'] && this.INIT_COL_JAILER["w"] < 0)
- this.INIT_COL_JAILER["w"] = k;
- break;
- default: {
- const num = parseInt(fenRows[i].charAt(j));
- if (!isNaN(num)) k += num - 1;
- }
- }
- k++;
- }
- }
+ canTake([x1, y1], [x2, y2]) {
+ if (this.subTurn == 2)
+ // Only self captures on this subturn:
+ return this.getColor(x1, y1) == this.getColor(x2, y2);
+ return super.canTake([x1, y1], [x2, y2]);
}
// Is piece on square (x,y) immobilized?
return null;
}
- // Because of the lancers, getPiece() could be wrong:
- // use board[x][y][1] instead (always valid).
- getBasicMove([sx, sy], [ex, ey], tr) {
- let mv = new Move({
- appear: [
- new PiPo({
- x: ex,
- y: ey,
- c: tr ? tr.c : this.getColor(sx, sy),
- p: tr ? tr.p : this.board[sx][sy].charAt(1)
- })
- ],
- vanish: [
- new PiPo({
- x: sx,
- y: sy,
- c: this.getColor(sx, sy),
- p: this.board[sx][sy].charAt(1)
- })
- ]
- });
-
- // The opponent piece disappears if we take it
- if (this.board[ex][ey] != V.EMPTY) {
- mv.vanish.push(
- new PiPo({
- x: ex,
- y: ey,
- c: this.getColor(ex, ey),
- p: this.board[ex][ey].charAt(1)
- })
- );
- }
-
- return mv;
- }
-
canIplay(side, [x, y]) {
return (
- (this.subTurn == 1 && this.turn == side && this.getColor(x, y) == side) ||
+ (this.subTurn == 1 && this.turn == side && this.getColor(x, y) == side)
+ ||
(this.subTurn == 2 && x == this.sentryPos.x && y == this.sentryPos.y)
);
}
- getPotentialMovesFrom([x,y]) {
+ getPotentialMovesFrom([x, y]) {
+ const piece = this.getPiece(x, y);
+ const L = this.sentryPush.length;
// At subTurn == 2, jailers aren't effective (Jeff K)
- if (this.subTurn == 1 && !!this.isImmobilized([x, y])) return [];
- if (this.subTurn == 2) {
- // Temporarily change pushed piece color.
- // (Not using getPiece() because of lancers)
- var oppCol = this.getColor(x, y);
- var color = V.GetOppCol(oppCol);
- var saveXYstate = this.board[x][y];
- this.board[x][y] = color + this.board[x][y].charAt(1);
+ if (this.subTurn == 1) {
+ const jsq = this.isImmobilized([x, y]);
+ if (!!jsq) {
+ let moves = [];
+ // Special pass move if king:
+ if (piece == V.KING) {
+ moves.push(
+ new Move({
+ appear: [],
+ vanish: [],
+ start: { x: x, y: y },
+ end: { x: jsq[0], y: jsq[1] }
+ })
+ );
+ }
+ else if (piece == V.LANCER && !!this.sentryPush[L-1]) {
+ // A pushed lancer next to the jailer: reorient
+ const color = this.getColor(x, y);
+ const curDir = this.board[x][y].charAt(1);
+ Object.keys(V.LANCER_DIRS).forEach(k => {
+ moves.push(
+ new Move({
+ appear: [{ x: x, y: y, c: color, p: k }],
+ vanish: [{ x: x, y: y, c: color, p: curDir }],
+ start: { x: x, y: y },
+ end: { x: jsq[0], y: jsq[1] }
+ })
+ );
+ });
+ }
+ return moves;
+ }
}
let moves = [];
- switch (this.getPiece(x, y)) {
+ switch (piece) {
case V.JAILER:
moves = this.getPotentialJailerMoves([x, y]);
break;
moves = super.getPotentialMovesFrom([x, y]);
break;
}
- const L = this.sentryPush.length;
if (!!this.sentryPush[L-1]) {
- // Delete moves walking back on sentry push path
+ // Delete moves walking back on sentry push path,
+ // only if not a pawn, and the piece is the pushed one.
+ const pl = this.sentryPush[L-1].length;
+ const finalPushedSq = this.sentryPush[L-1][pl-1];
moves = moves.filter(m => {
if (
m.vanish[0].p != V.PAWN &&
+ m.start.x == finalPushedSq.x && m.start.y == finalPushedSq.y &&
this.sentryPush[L-1].some(sq => sq.x == m.end.x && sq.y == m.end.y)
) {
return false;
});
}
else if (this.subTurn == 2) {
- // Don't forget to re-add the sentry on the board:
- // Also fix color of pushed piece afterward:
+ // Put back the sentinel on board:
+ const color = this.turn;
moves.forEach(m => {
m.appear.push({x: x, y: y, p: V.SENTRY, c: color});
- m.appear[0].c = oppCol;
- m.vanish[0].c = oppCol;
});
}
return moves;
const color = this.getColor(x, y);
let moves = [];
const [sizeX, sizeY] = [V.size.x, V.size.y];
- const shiftX = color == "w" ? -1 : 1;
+ let shiftX = (color == "w" ? -1 : 1);
+ if (this.subTurn == 2) shiftX *= -1;
+ const firstRank = color == "w" ? sizeX - 1 : 0;
const startRank = color == "w" ? sizeX - 2 : 1;
const lastRank = color == "w" ? 0 : sizeX - 1;
- const finalPieces =
- // No promotions after pushes!
- x + shiftX == lastRank && this.subTurn == 1
- ?
- Object.keys(V.LANCER_DIRS).concat(
- [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.SENTRY, V.JAILER])
- : [V.PAWN];
+ // Pawns might be pushed on 1st rank and attempt to move again:
+ if (!V.OnBoard(x + shiftX, y)) return [];
+
+ // A push cannot put a pawn on last rank (it goes backward)
+ let finalPieces = [V.PAWN];
+ if (x + shiftX == lastRank) {
+ // Only allow direction facing inside board:
+ const allowedLancerDirs =
+ lastRank == 0
+ ? ['e', 'f', 'g', 'h', 'm']
+ : ['c', 'd', 'e', 'm', 'o'];
+ finalPieces =
+ allowedLancerDirs
+ .concat([V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.SENTRY, V.JAILER]);
+ }
if (this.board[x + shiftX][y] == V.EMPTY) {
// One square forward
for (let piece of finalPieces) {
);
}
if (
- x == startRank &&
+ // 2-squares jumps forbidden if pawn push
+ this.subTurn == 1 &&
+ [startRank, firstRank].includes(x) &&
this.board[x + 2 * shiftX][y] == V.EMPTY
) {
// Two squares jump
}
}
- // En passant:
+ // En passant: only on subTurn == 1
const Lep = this.epSquares.length;
- const epSquare = this.epSquares[Lep - 1]; //always at least one element
+ const epSquare = this.epSquares[Lep - 1];
if (
+ this.subTurn == 1 &&
!!epSquare &&
epSquare.x == x + shiftX &&
Math.abs(epSquare.y - y) == 1
return moves;
}
- // Obtain all lancer moves in "step" direction,
- // without final re-orientation.
+ doClick(square) {
+ if (isNaN(square[0])) return null;
+ const L = this.sentryPush.length;
+ const [x, y] = [square[0], square[1]];
+ const color = this.turn;
+ if (
+ this.subTurn == 2 ||
+ this.board[x][y] == V.EMPTY ||
+ this.getPiece(x, y) != V.LANCER ||
+ this.getColor(x, y) != color ||
+ !!this.sentryPush[L-1]
+ ) {
+ return null;
+ }
+ // Stuck lancer?
+ const orientation = this.board[x][y][1];
+ const step = V.LANCER_DIRS[orientation];
+ if (!V.OnBoard(x + step[0], y + step[1])) {
+ let choices = [];
+ Object.keys(V.LANCER_DIRS).forEach(k => {
+ const dir = V.LANCER_DIRS[k];
+ if (
+ (dir[0] != step[0] || dir[1] != step[1]) &&
+ V.OnBoard(x + dir[0], y + dir[1])
+ ) {
+ choices.push(
+ new Move({
+ vanish: [
+ new PiPo({
+ x: x,
+ y: y,
+ c: color,
+ p: orientation
+ })
+ ],
+ appear: [
+ new PiPo({
+ x: x,
+ y: y,
+ c: color,
+ p: k
+ })
+ ],
+ start: { x: x, y : y },
+ end: { x: -1, y: -1 }
+ })
+ );
+ }
+ });
+ return choices;
+ }
+ return null;
+ }
+
+ // Obtain all lancer moves in "step" direction
getPotentialLancerMoves_aux([x, y], step, tr) {
let moves = [];
// Add all moves to vacant squares until opponent is met:
- const oppCol = V.GetOppCol(this.getColor(x, y));
+ const color = this.getColor(x, y);
+ const oppCol =
+ this.subTurn == 1
+ ? V.GetOppCol(color)
+ // at subTurn == 2, consider own pieces as opponent
+ : color;
let sq = [x + step[0], y + step[1]];
while (V.OnBoard(sq[0], sq[1]) && this.getColor(sq[0], sq[1]) != oppCol) {
if (this.board[sq[0]][sq[1]] == V.EMPTY)
// Add all lancer possible orientations, similar to pawn promotions.
// Except if just after a push: allow all movements from init square then
const L = this.sentryPush.length;
+ const color = this.getColor(x, y);
+ const dirCode = this.board[x][y][1];
+ const curDir = V.LANCER_DIRS[dirCode];
if (!!this.sentryPush[L-1]) {
// Maybe I was pushed
const pl = this.sentryPush[L-1].length;
this.sentryPush[L-1][pl-1].y == y
) {
// I was pushed: allow all directions (for this move only), but
- // do not change direction after moving.
- const color = this.getColor(x, y);
+ // do not change direction after moving, *except* if I keep the
+ // same orientation in which I was pushed.
+ // Also allow simple reorientation ("capturing king"):
+ if (!V.OnBoard(x + curDir[0], y + curDir[1])) {
+ const kp = this.kingPos[color];
+ let reorientMoves = [];
+ Object.keys(V.LANCER_DIRS).forEach(k => {
+ const dir = V.LANCER_DIRS[k];
+ if (
+ (dir[0] != curDir[0] || dir[1] != curDir[1]) &&
+ V.OnBoard(x + dir[0], y + dir[1])
+ ) {
+ reorientMoves.push(
+ new Move({
+ vanish: [
+ new PiPo({
+ x: x,
+ y: y,
+ c: color,
+ p: dirCode
+ })
+ ],
+ appear: [
+ new PiPo({
+ x: x,
+ y: y,
+ c: color,
+ p: k
+ })
+ ],
+ start: { x: x, y : y },
+ end: { x: kp[0], y: kp[1] }
+ })
+ );
+ }
+ });
+ Array.prototype.push.apply(moves, reorientMoves);
+ }
Object.values(V.LANCER_DIRS).forEach(step => {
const dirCode = Object.keys(V.LANCER_DIRS).find(k => {
- return (V.LANCER_DIRS[k][0] == step[0] && V.LANCER_DIRS[k][1] == step[1]);
+ return (
+ V.LANCER_DIRS[k][0] == step[0] &&
+ V.LANCER_DIRS[k][1] == step[1]
+ );
});
- Array.prototype.push.apply(
- moves,
- this.getPotentialLancerMoves_aux([x, y], step, { p: dirCode, c: color })
- );
+ const dirMoves =
+ this.getPotentialLancerMoves_aux(
+ [x, y],
+ step,
+ { p: dirCode, c: color }
+ );
+ if (curDir[0] == step[0] && curDir[1] == step[1]) {
+ // Keeping same orientation: can choose after
+ let chooseMoves = [];
+ dirMoves.forEach(m => {
+ Object.keys(V.LANCER_DIRS).forEach(k => {
+ const newDir = V.LANCER_DIRS[k];
+ // Prevent orientations toward outer board:
+ if (V.OnBoard(m.end.x + newDir[0], m.end.y + newDir[1])) {
+ let mk = JSON.parse(JSON.stringify(m));
+ mk.appear[0].p = k;
+ chooseMoves.push(mk);
+ }
+ });
+ });
+ Array.prototype.push.apply(moves, chooseMoves);
+ }
+ else Array.prototype.push.apply(moves, dirMoves);
});
return moves;
}
}
// I wasn't pushed: standard lancer move
- const dirCode = this.board[x][y][1];
const monodirMoves =
this.getPotentialLancerMoves_aux([x, y], V.LANCER_DIRS[dirCode]);
// Add all possible orientations aftermove except if I'm being pushed
if (this.subTurn == 1) {
monodirMoves.forEach(m => {
Object.keys(V.LANCER_DIRS).forEach(k => {
- let mk = JSON.parse(JSON.stringify(m));
- mk.appear[0].p = k;
- moves.push(mk);
+ const newDir = V.LANCER_DIRS[k];
+ // Prevent orientations toward outer board:
+ if (V.OnBoard(m.end.x + newDir[0], m.end.y + newDir[1])) {
+ let mk = JSON.parse(JSON.stringify(m));
+ mk.appear[0].p = k;
+ moves.push(mk);
+ }
});
});
return moves;
- } else return monodirMoves;
+ }
+ else {
+ // I'm pushed: add potential nudges, except for current orientation
+ let potentialNudges = [];
+ for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) {
+ if (
+ (step[0] != curDir[0] || step[1] != curDir[1]) &&
+ V.OnBoard(x + step[0], y + step[1]) &&
+ this.board[x + step[0]][y + step[1]] == V.EMPTY
+ ) {
+ const newDirCode = Object.keys(V.LANCER_DIRS).find(k => {
+ const codeStep = V.LANCER_DIRS[k];
+ return (codeStep[0] == step[0] && codeStep[1] == step[1]);
+ });
+ potentialNudges.push(
+ this.getBasicMove(
+ [x, y],
+ [x + step[0], y + step[1]],
+ { c: color, p: newDirCode }
+ )
+ );
+ }
+ }
+ return monodirMoves.concat(potentialNudges);
+ }
}
getPotentialSentryMoves([x, y]) {
m.vanish.pop();
}
});
- // Can the pushed unit make any move? ...resulting in a non-self-check?
const color = this.getColor(x, y);
const fMoves = moves.filter(m => {
- // Sentry push?
+ // Can the pushed unit make any move? ...resulting in a non-self-check?
if (m.appear.length == 0) {
let res = false;
this.play(m);
- let moves2 = this.filterValid(
- this.getPotentialMovesFrom([m.end.x, m.end.y]));
+ let moves2 = this.getPotentialMovesFrom([m.end.x, m.end.y]);
for (let m2 of moves2) {
this.play(m2);
res = !this.underCheck(color);
});
}
- getPotentialKingMoves([x, y]) {
- let moves = super.getPotentialKingMoves([x, y]);
- // Augment with pass move is the king is immobilized:
- const jsq = this.isImmobilized([x, y]);
- if (!!jsq) {
- moves.push(
- new Move({
- appear: [],
- vanish: [],
- start: { x: x, y: y },
- end: { x: jsq[0], y: jsq[1] }
- })
- );
- }
- return moves;
+ getPotentialKingMoves(sq) {
+ const moves = this.getSlideNJumpMoves(
+ sq,
+ V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
+ "oneStep"
+ );
+ return (
+ this.subTurn == 1
+ ? moves.concat(this.getCastleMoves(sq))
+ : moves
+ );
}
- // Adapted: castle with jailer possible
- getCastleMoves([x, y]) {
- const c = this.getColor(x, y);
- const firstRank = (c == "w" ? V.size.x - 1 : 0);
- if (x != firstRank || y != this.INIT_COL_KING[c])
- return [];
-
- const oppCol = V.GetOppCol(c);
- let moves = [];
- let i = 0;
- // King, then rook or jailer:
- const finalSquares = [
- [2, 3],
- [V.size.y - 2, V.size.y - 3]
- ];
- castlingCheck: for (
- let castleSide = 0;
- castleSide < 2;
- castleSide++
- ) {
- if (!this.castleFlags[c][castleSide]) continue;
- // Rook (or jailer) and king are on initial position
-
- const finDist = finalSquares[castleSide][0] - y;
- let step = finDist / Math.max(1, Math.abs(finDist));
- i = y;
- do {
- if (
- this.isAttacked([x, i], [oppCol]) ||
- (this.board[x][i] != V.EMPTY &&
- (this.getColor(x, i) != c ||
- ![V.KING, V.ROOK].includes(this.getPiece(x, i))))
- ) {
- continue castlingCheck;
- }
- i += step;
- } while (i != finalSquares[castleSide][0]);
-
- step = castleSide == 0 ? -1 : 1;
- const rookOrJailerPos =
- castleSide == 0
- ? Math.min(this.INIT_COL_ROOK[c], this.INIT_COL_JAILER[c])
- : Math.max(this.INIT_COL_ROOK[c], this.INIT_COL_JAILER[c]);
- for (i = y + step; i != rookOrJailerPos; i += step)
- if (this.board[x][i] != V.EMPTY) continue castlingCheck;
-
- // Nothing on final squares, except maybe king and castling rook or jailer?
- for (i = 0; i < 2; i++) {
- if (
- this.board[x][finalSquares[castleSide][i]] != V.EMPTY &&
- this.getPiece(x, finalSquares[castleSide][i]) != V.KING &&
- finalSquares[castleSide][i] != rookOrJailerPos
- ) {
- continue castlingCheck;
- }
- }
-
- // If this code is reached, castle is valid
- const castlingPiece = this.getPiece(firstRank, rookOrJailerPos);
- moves.push(
- new Move({
- appear: [
- new PiPo({ x: x, y: finalSquares[castleSide][0], p: V.KING, c: c }),
- new PiPo({ x: x, y: finalSquares[castleSide][1], p: castlingPiece, c: c })
- ],
- vanish: [
- new PiPo({ x: x, y: y, p: V.KING, c: c }),
- new PiPo({ x: x, y: rookOrJailerPos, p: castlingPiece, c: c })
- ],
- end:
- Math.abs(y - rookOrJailerPos) <= 2
- ? { x: x, y: rookOrJailerPos }
- : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) }
- })
- );
- }
-
- return moves;
+ atLeastOneMove() {
+ // If in second-half of a move, we already know that a move is possible
+ if (this.subTurn == 2) return true;
+ return super.atLeastOneMove();
}
filterValid(moves) {
+ if (moves.length == 0) return [];
+ const basicFilter = (m, c) => {
+ this.play(m);
+ const res = !this.underCheck(c);
+ this.undo(m);
+ return res;
+ };
// Disable check tests for sentry pushes,
// because in this case the move isn't finished
let movesWithoutSentryPushes = [];
let movesWithSentryPushes = [];
moves.forEach(m => {
- if (m.appear.length > 0) movesWithoutSentryPushes.push(m);
+ // Second condition below for special king "pass" moves
+ if (m.appear.length > 0 || m.vanish.length == 0)
+ movesWithoutSentryPushes.push(m);
else movesWithSentryPushes.push(m);
});
- const filteredMoves = super.filterValid(movesWithoutSentryPushes);
- // If at least one full move made, everything is allowed:
- if (this.movesCount >= 2)
- return filteredMoves.concat(movesWithSentryPushes);
- // Else, forbid checks and captures:
- const oppCol = V.GetOppCol(this.turn);
- return filteredMoves.filter(m => {
- if (m.vanish.length == 2 && m.appear.length == 1) return false;
- this.play(m);
- const res = !this.underCheck(oppCol);
- this.undo(m);
- return res;
- }).concat(movesWithSentryPushes);
+ const color = this.turn;
+ const oppCol = V.GetOppCol(color);
+ const filteredMoves =
+ movesWithoutSentryPushes.filter(m => basicFilter(m, color));
+ // If at least one full move made, everything is allowed.
+ // Else: forbid checks and captures.
+ return (
+ this.movesCount >= 2
+ ? filteredMoves
+ : filteredMoves.filter(m => {
+ return (m.vanish.length <= 1 && basicFilter(m, oppCol));
+ })
+ ).concat(movesWithSentryPushes);
}
getAllValidMoves() {
return this.filterValid(this.getPotentialMovesFrom(sentrySq));
}
- updateVariables(move) {
- const c = this.turn;
- const piece = move.vanish[0].p;
- const firstRank = (c == "w" ? V.size.x - 1 : 0);
-
- // Update king position + flags
- if (piece == V.KING) {
- this.kingPos[c][0] = move.appear[0].x;
- this.kingPos[c][1] = move.appear[0].y;
- this.castleFlags[c] = [false, false];
- return;
- }
+ isAttacked(sq, color) {
+ return (
+ super.isAttacked(sq, color) ||
+ this.isAttackedByLancer(sq, color) ||
+ this.isAttackedBySentry(sq, color)
+ // The jailer doesn't capture.
+ );
+ }
- // Update castling flags if rook or jailer moved (or is captured)
- const oppCol = V.GetOppCol(c);
- const oppFirstRank = V.size.x - 1 - firstRank;
- let flagIdx = 0;
- if (
- // Our rook moves?
- move.start.x == firstRank &&
- this.INIT_COL_ROOK[c] == move.start.y
- ) {
- if (this.INIT_COL_ROOK[c] > this.INIT_COL_JAILER[c]) flagIdx++;
- this.castleFlags[c][flagIdx] = false;
- } else if (
- // Our jailer moves?
- move.start.x == firstRank &&
- this.INIT_COL_JAILER[c] == move.start.y
- ) {
- if (this.INIT_COL_JAILER[c] > this.INIT_COL_ROOK[c]) flagIdx++;
- this.castleFlags[c][flagIdx] = false;
- } else if (
- // We took opponent's rook?
- move.end.x == oppFirstRank &&
- this.INIT_COL_ROOK[oppCol] == move.end.y
- ) {
- if (this.INIT_COL_ROOK[oppCol] > this.INIT_COL_JAILER[oppCol]) flagIdx++;
- this.castleFlags[oppCol][flagIdx] = false;
- } else if (
- // We took opponent's jailer?
- move.end.x == oppFirstRank &&
- this.INIT_COL_JAILER[oppCol] == move.end.y
- ) {
- if (this.INIT_COL_JAILER[oppCol] > this.INIT_COL_ROOK[oppCol]) flagIdx++;
- this.castleFlags[oppCol][flagIdx] = false;
+ isAttackedBySlideNJump([x, y], color, piece, steps, oneStep) {
+ for (let step of steps) {
+ let rx = x + step[0],
+ ry = y + step[1];
+ while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) {
+ rx += step[0];
+ ry += step[1];
+ }
+ if (
+ V.OnBoard(rx, ry) &&
+ this.getPiece(rx, ry) == piece &&
+ this.getColor(rx, ry) == color &&
+ !this.isImmobilized([rx, ry])
+ ) {
+ return true;
+ }
}
+ return false;
+ }
- if (move.appear.length == 0 && move.vanish.length == 1) {
- // The sentry is about to push a piece: subTurn goes from 1 to 2
- this.sentryPos = { x: move.end.x, y: move.end.y };
- } else if (this.subTurn == 2) {
- // A piece is pushed: forbid array of squares between start and end
- // of move, included (except if it's a pawn)
- let squares = [];
- if (move.vanish[0].p != V.PAWN) {
- if ([V.KNIGHT,V.KING].includes(move.vanish[0].p))
- // short-range pieces: just forbid initial square
- squares.push(move.start);
- else {
- const deltaX = move.end.x - move.start.x;
- const deltaY = move.end.y - move.start.y;
- const step = [
- deltaX / Math.abs(deltaX) || 0,
- deltaY / Math.abs(deltaY) || 0
- ];
- for (
- let sq = {x: move.start.x, y: move.start.y};
- sq.x != move.end.x && sq.y != move.end.y;
- sq.x += step[0], sq.y += step[1]
- ) {
- squares.push(sq);
- }
+ isAttackedByPawn([x, y], color) {
+ const pawnShift = (color == "w" ? 1 : -1);
+ if (x + pawnShift >= 0 && x + pawnShift < V.size.x) {
+ for (let i of [-1, 1]) {
+ if (
+ y + i >= 0 &&
+ y + i < V.size.y &&
+ this.getPiece(x + pawnShift, y + i) == V.PAWN &&
+ this.getColor(x + pawnShift, y + i) == color &&
+ !this.isImmobilized([x + pawnShift, y + i])
+ ) {
+ return true;
}
- // Add end square as well, to know if I was pushed (useful for lancers)
- squares.push(move.end);
}
- this.sentryPush.push(squares);
- } else this.sentryPush.push(null);
- }
-
- // TODO: cleaner (global) update/unupdate variables logic, rename...
- unupdateVariables(move) {
- super.unupdateVariables(move);
- this.sentryPush.pop();
- }
-
- play(move) {
- move.flags = JSON.stringify(this.aggregateFlags());
- this.epSquares.push(this.getEpSquare(move));
- V.PlayOnBoard(this.board, move);
- this.updateVariables(move);
- // Is it a sentry push? (useful for undo)
- move.sentryPush = (this.subTurn == 2);
- if (this.subTurn == 1) this.movesCount++;
- if (move.appear.length == 0 && move.vanish.length == 1) this.subTurn = 2;
- else {
- // Turn changes only if not a sentry "pre-push"
- this.turn = V.GetOppCol(this.turn);
- this.subTurn = 1;
}
+ return false;
}
- undo(move) {
- this.epSquares.pop();
- this.disaggregateFlags(JSON.parse(move.flags));
- V.UndoOnBoard(this.board, move);
- const L = this.sentryPush.length;
- // Decrement movesCount except if the move is a sentry push
- if (!move.sentryPush) this.movesCount--;
- // Turn changes only if not undoing second part of a sentry push
- if (!move.sentryPush || this.subTurn == 1)
- this.turn = V.GetOppCol(this.turn);
- this.unupdateVariables(move);
- }
-
- isAttacked(sq, colors) {
- return (
- super.isAttacked(sq, colors) ||
- this.isAttackedByLancer(sq, colors) ||
- this.isAttackedBySentry(sq, colors)
- );
- }
-
- isAttackedByLancer([x, y], colors) {
+ isAttackedByLancer([x, y], color) {
for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) {
// If in this direction there are only enemy pieces and empty squares,
// and we meet a lancer: can he reach us?
V.OnBoard(coord.x, coord.y) &&
(
this.board[coord.x][coord.y] == V.EMPTY ||
- colors.includes(this.getColor(coord.x, coord.y))
+ this.getColor(coord.x, coord.y) == color
)
) {
- lancerPos.push(coord);
+ if (
+ this.getPiece(coord.x, coord.y) == V.LANCER &&
+ !this.isImmobilized([coord.x, coord.y])
+ ) {
+ lancerPos.push({x: coord.x, y: coord.y});
+ }
+ coord.x += step[0];
+ coord.y += step[1];
}
+ const L = this.sentryPush.length;
+ const pl = (!!this.sentryPush[L-1] ? this.sentryPush[L-1].length : 0);
for (let xy of lancerPos) {
const dir = V.LANCER_DIRS[this.board[xy.x][xy.y].charAt(1)];
- if (dir[0] == -step[0] && dir[1] == -step[1]) return true;
+ if (
+ (dir[0] == -step[0] && dir[1] == -step[1]) ||
+ // If the lancer was just pushed, this is an attack too:
+ (
+ !!this.sentryPush[L-1] &&
+ this.sentryPush[L-1][pl-1].x == xy.x &&
+ this.sentryPush[L-1][pl-1].y == xy.y
+ )
+ ) {
+ return true;
+ }
}
}
return false;
// Helper to check sentries attacks:
selfAttack([x1, y1], [x2, y2]) {
const color = this.getColor(x1, y1);
+ const oppCol = V.GetOppCol(color);
const sliderAttack = (allowedSteps, lancer) => {
- const deltaX = x2 - x1;
- const deltaY = y2 - y1;
- const step = [ deltaX / Math.abs(deltaX), deltaY / Math.abs(deltaY) ];
- if (allowedStep.every(st => st[0] != step[0] || st[1] != step[1]))
+ const deltaX = x2 - x1,
+ absDeltaX = Math.abs(deltaX);
+ const deltaY = y2 - y1,
+ absDeltaY = Math.abs(deltaY);
+ const step = [ deltaX / absDeltaX || 0, deltaY / absDeltaY || 0 ];
+ if (
+ // Check that the step is a priori valid:
+ (absDeltaX != absDeltaY && deltaX != 0 && deltaY != 0) ||
+ allowedSteps.every(st => st[0] != step[0] || st[1] != step[1])
+ ) {
return false;
- let sq = [ x1 = step[0], y1 + step[1] ];
- while (sq[0] != x2 && sq[1] != y2) {
+ }
+ let sq = [ x1 + step[0], y1 + step[1] ];
+ while (sq[0] != x2 || sq[1] != y2) {
if (
+ // NOTE: no need to check OnBoard in this special case
(!lancer && this.board[sq[0]][sq[1]] != V.EMPTY) ||
- (!!lancer && this.getColor(sq[0], sq[1]) != color)
+ (!!lancer && this.getColor(sq[0], sq[1]) == oppCol)
) {
return false;
}
+ sq[0] += step[0];
+ sq[1] += step[1];
}
return true;
};
case V.QUEEN:
return sliderAttack(V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
case V.LANCER: {
- // Special case: as long as no enemy units stands in-between, it attacks
- // (if it points toward the king).
+ // Special case: as long as no enemy units stands in-between,
+ // it attacks (if it points toward the king).
const allowedStep = V.LANCER_DIRS[this.board[x1][y1].charAt(1)];
return sliderAttack([allowedStep], "lancer");
}
return false;
}
- isAttackedBySentry([x, y], colors) {
+ isAttackedBySentry([x, y], color) {
// Attacked by sentry means it can self-take our king.
// Just check diagonals of enemy sentry(ies), and if it reaches
// one of our pieces: can I self-take?
- const color = V.GetOppCol(colors[0]);
+ const myColor = V.GetOppCol(color);
let candidates = [];
for (let i=0; i<V.size.x; i++) {
for (let j=0; j<V.size.y; j++) {
if (
this.getPiece(i,j) == V.SENTRY &&
- colors.includes(this.getColor(i,j))
+ this.getColor(i,j) == color &&
+ !this.isImmobilized([i, j])
) {
for (let step of V.steps[V.BISHOP]) {
let sq = [ i + step[0], j + step[1] ];
}
if (
V.OnBoard(sq[0], sq[1]) &&
- this.getColor(sq[0], sq[1]) == color
+ this.getColor(sq[0], sq[1]) == myColor
) {
- candidates.push(sq);
+ candidates.push([ sq[0], sq[1] ]);
}
}
}
// Jailer doesn't capture or give check
+ prePlay(move) {
+ if (move.appear.length == 0 && move.vanish.length == 1)
+ // The sentry is about to push a piece: subTurn goes from 1 to 2
+ this.sentryPos = { x: move.end.x, y: move.end.y };
+ if (this.subTurn == 2 && move.vanish[0].p != V.PAWN) {
+ // A piece is pushed: forbid array of squares between start and end
+ // of move, included (except if it's a pawn)
+ let squares = [];
+ if ([V.KNIGHT,V.KING].includes(move.vanish[0].p))
+ // short-range pieces: just forbid initial square
+ squares.push({ x: move.start.x, y: move.start.y });
+ else {
+ const deltaX = move.end.x - move.start.x;
+ const deltaY = move.end.y - move.start.y;
+ const step = [
+ deltaX / Math.abs(deltaX) || 0,
+ deltaY / Math.abs(deltaY) || 0
+ ];
+ for (
+ let sq = {x: move.start.x, y: move.start.y};
+ sq.x != move.end.x || sq.y != move.end.y;
+ sq.x += step[0], sq.y += step[1]
+ ) {
+ squares.push({ x: sq.x, y: sq.y });
+ }
+ }
+ // Add end square as well, to know if I was pushed (useful for lancers)
+ squares.push({ x: move.end.x, y: move.end.y });
+ this.sentryPush.push(squares);
+ } else this.sentryPush.push(null);
+ }
+
+ play(move) {
+ this.prePlay(move);
+ move.flags = JSON.stringify(this.aggregateFlags());
+ this.epSquares.push(this.getEpSquare(move));
+ V.PlayOnBoard(this.board, move);
+ // Is it a sentry push? (useful for undo)
+ move.sentryPush = (this.subTurn == 2);
+ if (this.subTurn == 1) this.movesCount++;
+ if (move.appear.length == 0 && move.vanish.length == 1) this.subTurn = 2;
+ else {
+ // Turn changes only if not a sentry "pre-push"
+ this.turn = V.GetOppCol(this.turn);
+ this.subTurn = 1;
+ }
+ this.postPlay(move);
+ }
+
+ postPlay(move) {
+ if (move.vanish.length == 0 || this.subTurn == 2)
+ // Special pass move of the king, or sentry pre-push: nothing to update
+ return;
+ const c = move.vanish[0].c;
+ const piece = move.vanish[0].p;
+ const firstRank = c == "w" ? V.size.x - 1 : 0;
+
+ if (piece == V.KING) {
+ this.kingPos[c][0] = move.appear[0].x;
+ this.kingPos[c][1] = move.appear[0].y;
+ this.castleFlags[c] = [V.size.y, V.size.y];
+ return;
+ }
+ // Update castling flags if rooks are moved
+ const oppCol = V.GetOppCol(c);
+ const oppFirstRank = V.size.x - 1 - firstRank;
+ if (
+ move.start.x == firstRank && //our rook moves?
+ this.castleFlags[c].includes(move.start.y)
+ ) {
+ const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1);
+ this.castleFlags[c][flagIdx] = V.size.y;
+ } else if (
+ move.end.x == oppFirstRank && //we took opponent rook?
+ this.castleFlags[oppCol].includes(move.end.y)
+ ) {
+ const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1);
+ this.castleFlags[oppCol][flagIdx] = V.size.y;
+ }
+ }
+
+ undo(move) {
+ this.epSquares.pop();
+ this.disaggregateFlags(JSON.parse(move.flags));
+ V.UndoOnBoard(this.board, move);
+ // Decrement movesCount except if the move is a sentry push
+ if (!move.sentryPush) this.movesCount--;
+ if (this.subTurn == 2) this.subTurn = 1;
+ else {
+ this.turn = V.GetOppCol(this.turn);
+ if (move.sentryPush) this.subTurn = 2;
+ }
+ this.postUndo(move);
+ }
+
+ postUndo(move) {
+ super.postUndo(move);
+ this.sentryPush.pop();
+ }
+
static get VALUES() {
return Object.assign(
{ l: 4.8, s: 2.8, j: 3.8 }, //Jeff K. estimations
// TODO: this situation should not happen
return null;
- const setEval = (move) => {
+ const setEval = (move, next) => {
const score = this.getCurrentScore();
+ const curEval = move.eval;
if (score != "*") {
move.eval =
score == "1/2"
? 0
: (score == "1-0" ? 1 : -1) * maxeval;
- } else move[i].eval = this.evalPosition();
+ } else move.eval = this.evalPosition();
+ if (
+ // "next" is defined after sentry pushes
+ !!next && (
+ !curEval ||
+ color == 'w' && move.eval > curEval ||
+ color == 'b' && move.eval < curEval
+ )
+ ) {
+ move.second = next;
+ }
};
// Just search_depth == 1 (because of sentries. TODO: can do better...)
const moves2 = this.getAllValidMoves();
moves2.forEach(m2 => {
this.play(m2);
- setEval(m1);
+ setEval(m1, m2);
this.undo(m2);
});
}
let candidates = [0];
for (let j = 1; j < moves1.length && moves1[j].eval == moves1[0].eval; j++)
candidates.push(j);
- return moves1[candidates[randInt(candidates.length)]];
+ const choice = moves1[candidates[randInt(candidates.length)]];
+ return (!choice.second ? choice : [choice, choice.second]);
+ }
+
+ // For moves notation:
+ static get LANCER_DIRNAMES() {
+ return {
+ 'c': "N",
+ 'd': "NE",
+ 'e': "E",
+ 'f': "SE",
+ 'g': "S",
+ 'h': "SW",
+ 'm': "W",
+ 'o': "NW"
+ };
}
getNotation(move) {
// Special case "king takes jailer" is a pass move
if (move.appear.length == 0 && move.vanish.length == 0) return "pass";
- return super.getNotation(move);
+ let notation = undefined;
+ if (this.subTurn == 2) {
+ // Do not consider appear[1] (sentry) for sentry pushes
+ const simpleMove = {
+ appear: [move.appear[0]],
+ vanish: move.vanish,
+ start: move.start,
+ end: move.end
+ };
+ notation = super.getNotation(simpleMove);
+ }
+ else if (
+ move.appear.length > 0 &&
+ move.vanish[0].x == move.appear[0].x &&
+ move.vanish[0].y == move.appear[0].y
+ ) {
+ // Lancer in-place reorientation:
+ notation = "L" + V.CoordsToSquare(move.start) + ":R";
+ }
+ else notation = super.getNotation(move);
+ if (Object.keys(V.LANCER_DIRNAMES).includes(move.vanish[0].p))
+ // Lancer: add direction info
+ notation += "=" + V.LANCER_DIRNAMES[move.appear[0].p];
+ else if (
+ move.vanish[0].p == V.PAWN &&
+ Object.keys(V.LANCER_DIRNAMES).includes(move.appear[0].p)
+ ) {
+ // Fix promotions in lancer:
+ notation = notation.slice(0, -1) +
+ "L:" + V.LANCER_DIRNAMES[move.appear[0].p];
+ }
+ return notation;
}
+
};