+++ /dev/null
-import { ChessRules, Move, PiPo } from "@/base_rules";
-
-export class JangqiRules extends ChessRules {
-
- static get Monochrome() {
- return true;
- }
-
- static get Notoodark() {
- return true;
- }
-
- static get Lines() {
- let lines = [];
- // Draw all inter-squares lines, shifted:
- for (let i = 0; i < V.size.x; i++)
- lines.push([[i+0.5, 0.5], [i+0.5, V.size.y-0.5]]);
- for (let j = 0; j < V.size.y; j++)
- lines.push([[0.5, j+0.5], [V.size.x-0.5, j+0.5]]);
- // Add palaces:
- lines.push([[0.5, 3.5], [2.5, 5.5]]);
- lines.push([[0.5, 5.5], [2.5, 3.5]]);
- lines.push([[9.5, 3.5], [7.5, 5.5]]);
- lines.push([[9.5, 5.5], [7.5, 3.5]]);
- return lines;
- }
-
- // No castle, but flag: bikjang
- static get HasCastle() {
- return false;
- }
-
- static get HasEnpassant() {
- return false;
- }
-
- static get LoseOnRepetition() {
- return true;
- }
-
- static get ELEPHANT() {
- return "e";
- }
-
- static get CANNON() {
- return "c";
- }
-
- static get ADVISOR() {
- return "a";
- }
-
- static get PIECES() {
- return [V.PAWN, V.ROOK, V.KNIGHT, V.ELEPHANT, V.ADVISOR, V.KING, V.CANNON];
- }
-
- getPpath(b) {
- return "Jiangqi/" + b;
- }
-
- static get size() {
- return { x: 10, y: 9};
- }
-
- static IsGoodFlags(flags) {
- // bikjang status of last move + pass
- return !!flags.match(/^[0-2]{2,2}$/);
- }
-
- aggregateFlags() {
- return [this.bikjangFlag, this.passFlag];
- }
-
- disaggregateFlags(flags) {
- this.bikjangFlag = flags[0];
- this.passFlag = flags[1];
- }
-
- getFlagsFen() {
- return this.bikjangFlag.toString() + this.passFlag.toString()
- }
-
- setFlags(fenflags) {
- this.bikjangFlag = parseInt(fenflags.charAt(0), 10);
- this.passFlag = parseInt(fenflags.charAt(1), 10);
- }
-
- setOtherVariables(fen) {
- super.setOtherVariables(fen);
- // Sub-turn is useful only at first move...
- this.subTurn = 1;
- }
-
- getPotentialMovesFrom([x, y]) {
- let moves = [];
- const c = this.getColor(x, y);
- const oppCol = V.GetOppCol(c);
- if (this.kingPos[c][0] == x && this.kingPos[c][1] == y) {
- // Add pass move (might be impossible if undercheck)
- moves.push(
- new Move({
- appear: [],
- vanish: [],
- start: { x: this.kingPos[c][0], y: this.kingPos[c][1] },
- end: { x: this.kingPos[oppCol][0], y: this.kingPos[oppCol][1] }
- })
- );
- }
- // TODO: next "if" is mutually exclusive with the block above
- if (this.movesCount <= 1) {
- const firstRank = (this.movesCount == 0 ? 9 : 0);
- const [initFile, destFile] = (this.subTurn == 1 ? [1, 2] : [7, 6]);
- // Only option is knight / elephant swap:
- if (x == firstRank && y == initFile) {
- moves.push(
- new Move({
- appear: [
- new PiPo({
- x: x,
- y: destFile,
- c: c,
- p: V.KNIGHT
- }),
- new PiPo({
- x: x,
- y: y,
- c: c,
- p: V.ELEPHANT
- })
- ],
- vanish: [
- new PiPo({
- x: x,
- y: y,
- c: c,
- p: V.KNIGHT
- }),
- new PiPo({
- x: x,
- y: destFile,
- c: c,
- p: V.ELEPHANT
- })
- ],
- start: { x: x, y: y },
- end: { x: x, y: destFile }
- })
- );
- }
- }
- else {
- let normalMoves = [];
- switch (this.getPiece(x, y)) {
- case V.PAWN:
- normalMoves = this.getPotentialPawnMoves([x, y]);
- break;
- case V.ROOK:
- normalMoves = this.getPotentialRookMoves([x, y]);
- break;
- case V.KNIGHT:
- normalMoves = this.getPotentialKnightMoves([x, y]);
- break;
- case V.ELEPHANT:
- normalMoves = this.getPotentialElephantMoves([x, y]);
- break;
- case V.ADVISOR:
- normalMoves = this.getPotentialAdvisorMoves([x, y]);
- break;
- case V.KING:
- normalMoves = this.getPotentialKingMoves([x, y]);
- break;
- case V.CANNON:
- normalMoves = this.getPotentialCannonMoves([x, y]);
- break;
- }
- Array.prototype.push.apply(moves, normalMoves);
- }
- return moves;
- }
-
- getPotentialPawnMoves([x, y]) {
- const c = this.getColor(x, y);
- const oppCol = V.GetOppCol(c);
- const shiftX = (c == 'w' ? -1 : 1);
- const rank23 = (oppCol == 'w' ? [8, 7] : [1, 2]);
- let steps = [[shiftX, 0], [0, -1], [0, 1]];
- // Diagonal moves inside enemy palace:
- if (y == 4 && x == rank23[0])
- Array.prototype.push.apply(steps, [[shiftX, 1], [shiftX, -1]]);
- else if (x == rank23[1]) {
- if (y == 3) steps.push([shiftX, 1]);
- else if (y == 5) steps.push([shiftX, -1]);
- }
- return super.getSlideNJumpMoves([x, y], steps, "oneStep");
- }
-
- knightStepsFromRookStep(step) {
- if (step[0] == 0) return [ [1, 2*step[1]], [-1, 2*step[1]] ];
- return [ [2*step[0], 1], [2*step[0], -1] ];
- }
-
- getPotentialKnightMoves([x, y]) {
- let steps = [];
- for (let rookStep of ChessRules.steps[V.ROOK]) {
- const [i, j] = [x + rookStep[0], y + rookStep[1]];
- if (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
- Array.prototype.push.apply(steps,
- // These moves might be impossible, but need to be checked:
- this.knightStepsFromRookStep(rookStep));
- }
- }
- return super.getSlideNJumpMoves([x, y], steps, "oneStep");
- }
-
- elephantStepsFromRookStep(step) {
- if (step[0] == 0) return [ [2, 3*step[1]], [-2, 3*step[1]] ];
- return [ [3*step[0], 2], [3*step[0], -2] ];
- }
-
- getPotentialElephantMoves([x, y]) {
- let steps = [];
- for (let rookStep of ChessRules.steps[V.ROOK]) {
- const eSteps = this.elephantStepsFromRookStep(rookStep);
- const [i, j] = [x + rookStep[0], y + rookStep[1]];
- if (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
- // Check second crossing:
- const knightSteps = this.knightStepsFromRookStep(rookStep);
- for (let k of [0, 1]) {
- const [ii, jj] = [x + knightSteps[k][0], y + knightSteps[k][1]];
- if (V.OnBoard(ii, jj) && this.board[ii][jj] == V.EMPTY)
- steps.push(eSteps[k]); //ok: same ordering
- }
- }
- }
- return super.getSlideNJumpMoves([x, y], steps, "oneStep");
- }
-
- palacePeopleMoves([x, y]) {
- const c = this.getColor(x, y);
- let steps = [];
- // Orthogonal steps:
- if (x < (c == 'w' ? 9 : 2)) steps.push([1, 0]);
- if (x > (c == 'w' ? 7 : 0)) steps.push([-1, 0]);
- if (y > 3) steps.push([0, -1]);
- if (y < 5) steps.push([0, 1]);
- // Diagonal steps, if in the middle or corner:
- if (
- y != 4 &&
- (
- (c == 'w' && x != 8) ||
- (c == 'b' && x != 1)
- )
- ) {
- // In a corner: maximum one diagonal step available
- let step = null;
- const direction = (c == 'w' ? -1 : 1);
- if ((c == 'w' && x == 9) || (c == 'b' && x == 0)) {
- // On first line
- if (y == 3) step = [direction, 1];
- else step = [direction, -1];
- }
- else if ((c == 'w' && x == 7) || (c == 'b' && x == 2)) {
- // On third line
- if (y == 3) step = [-direction, 1];
- else step = [-direction, -1];
- }
- steps.push(step);
- }
- else if (
- y == 4 &&
- (
- (c == 'w' && x == 8) ||
- (c == 'b' && x == 1)
- )
- ) {
- // At the middle: all directions available
- Array.prototype.push.apply(steps, ChessRules.steps[V.BISHOP]);
- }
- return super.getSlideNJumpMoves([x, y], steps, "oneStep");
- }
-
- getPotentialAdvisorMoves(sq) {
- return this.palacePeopleMoves(sq);
- }
-
- getPotentialKingMoves(sq) {
- return this.palacePeopleMoves(sq);
- }
-
- getPotentialRookMoves([x, y]) {
- let moves = super.getPotentialRookMoves([x, y]);
- if ([3, 5].includes(y) && [0, 2, 7, 9].includes(x)) {
- // In a corner of a palace: move along diagonal
- const step = [[0, 7].includes(x) ? 1 : -1, 4 - y];
- const oppCol = V.GetOppCol(this.getColor(x, y));
- for (let i of [1, 2]) {
- const [xx, yy] = [x + i * step[0], y + i * step[1]];
- if (this.board[xx][yy] == V.EMPTY)
- moves.push(this.getBasicMove([x, y], [xx, yy]));
- else {
- if (this.getColor(xx, yy) == oppCol)
- moves.push(this.getBasicMove([x, y], [xx, yy]));
- break;
- }
- }
- }
- else if (y == 4 && [1, 8].includes(x)) {
- // In the middle of a palace: 4 one-diagonal-step to check
- Array.prototype.push.apply(
- moves,
- super.getSlideNJumpMoves([x, y],
- ChessRules.steps[V.BISHOP],
- "oneStep")
- );
- }
- return moves;
- }
-
- // NOTE: (mostly) duplicated from Shako (TODO?)
- getPotentialCannonMoves([x, y]) {
- const oppCol = V.GetOppCol(this.turn);
- let moves = [];
- // Look in every direction until an obstacle (to jump) is met
- for (const step of V.steps[V.ROOK]) {
- let i = x + step[0];
- let j = y + step[1];
- while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
- i += step[0];
- j += step[1];
- }
- // Then, search for an enemy (if jumped piece isn't a cannon)
- if (V.OnBoard(i, j) && this.getPiece(i, j) != V.CANNON) {
- i += step[0];
- j += step[1];
- while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
- moves.push(this.getBasicMove([x, y], [i, j]));
- i += step[0];
- j += step[1];
- }
- if (
- V.OnBoard(i, j) &&
- this.getColor(i, j) == oppCol &&
- this.getPiece(i, j) != V.CANNON
- ) {
- moves.push(this.getBasicMove([x, y], [i, j]));
- }
- }
- }
- if ([3, 5].includes(y) && [0, 2, 7, 9].includes(x)) {
- // In a corner of a palace: hop over next obstacle if possible
- const step = [[0, 7].includes(x) ? 1 : -1, 4 - y];
- const [x1, y1] = [x + step[0], y + step[1]];
- const [x2, y2] = [x + 2 * step[0], y + 2 * step[1]];
- if (
- this.board[x1][y1] != V.EMPTY &&
- this.getPiece(x1, y1) != V.CANNON &&
- (
- this.board[x2][y2] == V.EMPTY ||
- (
- this.getColor(x2, y2) == oppCol &&
- this.getPiece(x2, y2) != V.CANNON
- )
- )
- ) {
- moves.push(this.getBasicMove([x, y], [x2, y2]));
- }
- }
- return moves;
- }
-
- // (King) Never attacked by advisor, since it stays in the palace
- isAttacked(sq, color) {
- return (
- this.isAttackedByPawn(sq, color) ||
- this.isAttackedByRook(sq, color) ||
- this.isAttackedByKnight(sq, color) ||
- this.isAttackedByElephant(sq, color) ||
- this.isAttackedByCannon(sq, color)
- );
- }
-
- onPalaceDiagonal([x, y]) {
- return (
- (y == 4 && [1, 8].includes(x)) ||
- ([3, 5].includes(y) && [0, 2, 7, 9].includes(x))
- );
- }
-
- isAttackedByPawn([x, y], color) {
- const shiftX = (color == 'w' ? 1 : -1); //shift from king
- if (super.isAttackedBySlideNJump(
- [x, y], color, V.PAWN, [[shiftX, 0], [0, 1], [0, -1]], "oneStep")
- ) {
- return true;
- }
- if (this.onPalaceDiagonal([x, y])) {
- for (let yStep of [-1, 1]) {
- const [xx, yy] = [x + shiftX, y + yStep];
- if (
- this.onPalaceDiagonal([xx,yy]) &&
- this.board[xx][yy] != V.EMPTY &&
- this.getColor(xx, yy) == color &&
- this.getPiece(xx, yy) == V.PAWN
- ) {
- return true;
- }
- }
- }
- return false;
- }
-
- knightStepsFromBishopStep(step) {
- return [ [2*step[0], step[1]], [step[0], 2*step[1]] ];
- }
-
- isAttackedByKnight([x, y], color) {
- // Check bishop steps: if empty, look continuation knight step
- let steps = [];
- for (let s of ChessRules.steps[V.BISHOP]) {
- const [i, j] = [x + s[0], y + s[1]];
- if (
- V.OnBoard(i, j) &&
- this.board[i][j] == V.EMPTY
- ) {
- Array.prototype.push.apply(steps, this.knightStepsFromBishopStep(s));
- }
- }
- return (
- super.isAttackedBySlideNJump([x, y], color, V.KNIGHT, steps, "oneStep")
- );
- }
-
- elephantStepsFromBishopStep(step) {
- return [ [3*step[0], 2*step[1]], [2*step[0], 3*step[1]] ];
- }
-
- isAttackedByElephant([x, y], color) {
- // Check bishop steps: if empty, look continuation elephant step
- let steps = [];
- for (let s of ChessRules.steps[V.BISHOP]) {
- const [i1, j1] = [x + s[0], y + s[1]];
- const [i2, j2] = [x + 2*s[0], y + 2*s[1]];
- if (
- V.OnBoard(i2, j2) && this.board[i2][j2] == V.EMPTY &&
- V.OnBoard(i1, j1) && this.board[i1][j1] == V.EMPTY
- ) {
- Array.prototype.push.apply(steps, this.elephantStepsFromBishopStep(s));
- }
- }
- return (
- super.isAttackedBySlideNJump([x, y], color, V.ELEPHANT, steps, "oneStep")
- );
- }
-
- isAttackedByRook([x, y], color) {
- if (super.isAttackedByRook([x, y], color)) return true;
- // Also check diagonals, if inside palace
- if (this.onPalaceDiagonal([x, y])) {
- // TODO: next scan is clearly suboptimal
- for (let s of ChessRules.steps[V.BISHOP]) {
- for (let i of [1, 2]) {
- const [xx, yy] = [x + i * s[0], y + i * s[1]];
- if (
- V.OnBoard(xx, yy) &&
- this.onPalaceDiagonal([xx, yy])
- ) {
- if (this.board[xx][yy] != V.EMPTY) {
- if (
- this.getColor(xx, yy) == color &&
- this.getPiece(xx, yy) == V.ROOK
- ) {
- return true;
- }
- break;
- }
- }
- else continue;
- }
- }
- }
- return false;
- }
-
- // NOTE: (mostly) duplicated from Shako (TODO?)
- isAttackedByCannon([x, y], color) {
- // Reversed process: is there an obstacle in line,
- // and a cannon next in the same line?
- for (const step of V.steps[V.ROOK]) {
- let [i, j] = [x+step[0], y+step[1]];
- while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
- i += step[0];
- j += step[1];
- }
- if (V.OnBoard(i, j) && this.getPiece(i, j) != V.CANNON) {
- // Keep looking in this direction
- i += step[0];
- j += step[1];
- while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
- i += step[0];
- j += step[1];
- }
- if (
- V.OnBoard(i, j) &&
- this.getPiece(i, j) == V.CANNON &&
- this.getColor(i, j) == color
- ) {
- return true;
- }
- }
- }
- return false;
- }
-
- getCurrentScore() {
- if ([this.bikjangFlag, this.passFlag].includes(2)) return "1/2";
- const color = this.turn;
- // super.atLeastOneMove() does not consider passing (OK)
- if (this.underCheck(color) && !super.atLeastOneMove())
- return (color == "w" ? "0-1" : "1-0");
- return "*";
- }
-
- static get VALUES() {
- return {
- p: 2,
- r: 13,
- n: 5,
- e: 3,
- a: 3,
- c: 7,
- k: 1000
- };
- }
-
- static get SEARCH_DEPTH() {
- return 2;
- }
-
- static GenRandInitFen() {
- // No randomization here (but initial setup choice)
- return (
- "rnea1aenr/4k4/1c5c1/p1p1p1p1p/9/9/P1P1P1P1P/1C5C1/4K4/RNEA1AENR w 0 00"
- );
- }
-
- play(move) {
- move.subTurn = this.subTurn; //much easier
- if (this.movesCount >= 2 || this.subTurn == 2 || move.vanish.length == 0) {
- this.turn = V.GetOppCol(this.turn);
- this.subTurn = 1;
- this.movesCount++;
- }
- else this.subTurn = 2;
- move.flags = JSON.stringify(this.aggregateFlags());
- V.PlayOnBoard(this.board, move);
- this.postPlay(move);
- }
-
- postPlay(move) {
- if (move.vanish.length > 0) super.postPlay(move);
- else if (this.movesCount > 2) this.passFlag++;
- // Update bikjang flag
- if (this.kingPos['w'][1] == this.kingPos['b'][1]) {
- const y = this.kingPos['w'][1];
- let bikjang = true;
- for (let x = this.kingPos['b'][0] + 1; x < this.kingPos['w'][0]; x++) {
- if (this.board[x][y] != V.EMPTY) {
- bikjang = false;
- break;
- }
- }
- if (bikjang) this.bikjangFlag++;
- else this.bikjangFlag = 0;
- }
- else this.bikjangFlag = 0;
- }
-
- undo(move) {
- this.disaggregateFlags(JSON.parse(move.flags));
- V.UndoOnBoard(this.board, move);
- this.postUndo(move);
- if (this.movesCount >= 2 || this.subTurn == 1 || move.vanish.length == 0) {
- this.turn = V.GetOppCol(this.turn);
- this.movesCount--;
- }
- this.subTurn = move.subTurn;
- }
-
- postUndo(move) {
- if (move.vanish.length > 0) super.postUndo(move);
- }
-
- getNotation(move) {
- if (move.vanish.length == 0) return "pass";
- if (move.appear.length == 2) return "S"; //"swap"
- let notation = super.getNotation(move);
- if (move.vanish.length == 2 && move.vanish[0].p == V.PAWN)
- notation = "P" + notation.substr(1);
- return notation;
- }
-
-};