-import { ChessRulesi, PiPo } from "@/base_rules";
+import { ChessRules, PiPo } from "@/base_rules";
export class KoopaRules extends ChessRules {
static get HasEnpassant() {
return false;
}
- // Between stun time and stun + 1 move
- static get STUNNED_1() {
+ static get STUNNED() {
return ['s', 'u', 'o', 'c', 't', 'l'];
}
- // Between stun + 1 move and stun + 2 moves
- static get STUNNED_2() {
- return ['v', 'x', 'a', 'd', 'w', 'm'];
+ static get PIECES() {
+ return ChessRules.PIECES.concat(V.STUNNED);
}
- static get PIECES() {
- return ChessRules.PIECES.concat(V.STUNNED_1).concat(V.STUNNED_2);
+ static ParseFen(fen) {
+ let res = ChessRules.ParseFen(fen);
+ const fenParts = fen.split(" ");
+ res.stunned = fenParts[4];
+ return res;
+ }
+
+ static IsGoodFen(fen) {
+ if (!ChessRules.IsGoodFen(fen)) return false;
+ const fenParsed = V.ParseFen(fen);
+ // 5) Check "stunned"
+ if (
+ !fenParsed.stunned ||
+ (
+ fenParsed.stunned != "-" &&
+ !fenParsed.stunned.match(/^([a-h][1-8][1-4],?)*$/)
+ )
+ ) {
+ return false;
+ }
+ return true;
+ }
+
+ getPpath(b) {
+ return (V.STUNNED.includes(b[1]) ? "Koopa/" : "") + b;
+ }
+
+ getFen() {
+ return super.getFen() + " " + this.getStunnedFen();
+ }
+
+ getFenForRepeat() {
+ return super.getFenForRepeat() + "_" + this.getStunnedFen();
+ }
+
+ getStunnedFen() {
+ const squares = Object.keys(this.stunned);
+ if (squares.length == 0) return "-";
+ return squares.map(square => square + this.stunned[square]).join(",");
+ }
+
+ // Base GenRandInitFen() is fine because en-passant indicator will
+ // stand for stunned indicator.
+
+ scanKings(fen) {
+ this.INIT_COL_KING = { w: -1, b: -1 };
+ // Squares of white and black king:
+ 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; //column index on board
+ for (let j = 0; j < fenRows[i].length; j++) {
+ switch (fenRows[i].charAt(j)) {
+ case "k":
+ case "l":
+ this.kingPos["b"] = [i, k];
+ this.INIT_COL_KING["b"] = k;
+ break;
+ case "K":
+ case "L":
+ this.kingPos["w"] = [i, k];
+ this.INIT_COL_KING["w"] = k;
+ break;
+ default: {
+ const num = parseInt(fenRows[i].charAt(j), 10);
+ if (!isNaN(num)) k += num - 1;
+ }
+ }
+ k++;
+ }
+ }
+ }
+
+ setOtherVariables(fen) {
+ super.setOtherVariables(fen);
+ let stunnedArray = [];
+ const stunnedFen = V.ParseFen(fen).stunned;
+ if (stunnedFen != "-") {
+ stunnedArray =
+ stunnedFen
+ .split(",")
+ .map(s => {
+ return {
+ square: s.substr(0, 2),
+ state: parseInt(s[2], 10)
+ };
+ });
+ }
+ this.stunned = {};
+ stunnedArray.forEach(s => {
+ this.stunned[s.square] = s.state;
+ });
}
getNormalizedStep(step) {
}
getPotentialMovesFrom([x, y]) {
- let moves = super.getPotentialMovesFrom([x, y]);
+ let moves = super.getPotentialMovesFrom([x, y]).filter(m => {
+ if (
+ m.vanish[0].p != V.PAWN ||
+ m.appear[0].p == V.PAWN ||
+ m.vanish.length == 1
+ ) {
+ return true;
+ }
+ // Pawn promotion, "capturing": remove duplicates
+ return m.appear[0].p == V.QUEEN;
+ });
// Complete moves: stuns & kicks
- const stun = V.STUNNED_1.concat(V.STUNNED_2);
+ let promoteAfterStun = [];
+ const color = this.turn;
moves.forEach(m => {
if (m.vanish.length == 2 && m.appear.length == 1) {
const step =
this.getNormalizedStep([m.end.x - m.start.x, m.end.y - m.start.y]);
// "Capture" something: is target stunned?
- if (stun.includes(m.vanish[1].p)) {
+ if (V.STUNNED.includes(m.vanish[1].p)) {
// Kick it: continue movement in the same direction,
// destroying all on its path.
let [i, j] = [m.end.x + step[0], m.end.y + step[1]];
}
else {
// The piece is now stunned
- m.appear.push(m.vanish.pop());
+ m.appear.push(JSON.parse(JSON.stringify(m.vanish[1])));
const pIdx = ChessRules.PIECES.findIndex(p => p == m.appear[1].p);
- m.appear[1].p = V.STUNNED_1[pIdx];
+ m.appear[1].p = V.STUNNED[pIdx];
// And the capturer continue in the same direction until an empty
// square or the edge of the board, maybe stunning other pieces.
let [i, j] = [m.end.x + step[0], m.end.y + step[1]];
while (V.OnBoard(i, j) && this.board[i][j] != V.EMPTY) {
const colIJ = this.getColor(i, j);
const pieceIJ = this.getPiece(i, j);
- m.vanish.push(
- new PiPo({
- x: i,
- y: j,
- c: colIJ,
- p: pieceIJ
- })
- );
- const pIdx = ChessRules.PIECES.findIndex(p => p == pieceIJ);
- m.appear.push(
- new PiPo({
- x: i,
- y: j,
- c: colIJ,
- p: V.STUNNED_1[pIdx]
- })
- );
+ let pIdx = ChessRules.PIECES.findIndex(p => p == pieceIJ);
+ if (pIdx >= 0) {
+ // The piece isn't already stunned
+ m.vanish.push(
+ new PiPo({
+ x: i,
+ y: j,
+ c: colIJ,
+ p: pieceIJ
+ })
+ );
+ m.appear.push(
+ new PiPo({
+ x: i,
+ y: j,
+ c: colIJ,
+ p: V.STUNNED[pIdx]
+ })
+ );
+ }
i += step[0];
j += step[1];
}
m.appear[0].x = i;
m.appear[0].y = j;
// Is it a pawn on last rank?
+ if (
+ m.appear[0].p == V.PAWN &&
+ ((color == 'w' && i == 0) || (color == 'b' && i == 7))
+ ) {
+ m.appear[0].p = V.ROOK;
+ for (let ppiece of [V.KNIGHT, V.BISHOP, V.QUEEN]) {
+ let mp = JSON.parse(JSON.stringify(m));
+ mp.appear[0].p = ppiece;
+ promoteAfterStun.push(mp);
+ }
+ }
}
- else {
+ else
// The piece is out
m.appear.shift();
- }
}
}
});
- return moves;
+ return moves.concat(promoteAfterStun);
}
- static GenRandInitFen(randomness) {
- // No en-passant:
- return ChessRules.GenRandInitFen(randomness).slice(0, -2);
+ getPotentialKingMoves(sq) {
+ return (
+ this.getSlideNJumpMoves(
+ sq,
+ V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
+ "oneStep"
+ ).concat(super.getCastleMoves(sq, true, ['r']))
+ );
}
filterValid(moves) {
// Forbid kicking own king out
const color = this.turn;
return moves.filter(m => {
- return m.vanish.every(v => v.c != color || !(['l','m'].includes(v.p)));
+ const kingVanish =
+ m.vanish.some(v => v.c == color && ['k', 'l'].includes(v.p));
+ if (kingVanish) {
+ const kingAppear =
+ m.appear.some(a => a.c == color && ['k', 'l'].includes(a.p));
+ return kingAppear;
+ }
+ return true;
});
}
}
postPlay(move) {
- // TODO: toutes les pièces "stunned" by me (turn) avancent d'un niveau
- // --> alter board
- move.wasStunned = array of stunned stage 2 pieces (just back to normal then)
+ // Base method is fine because a stunned king (which won't be detected)
+ // can still castle after going back to normal.
+ super.postPlay(move);
+ const color = this.turn;
+ const kp = this.kingPos[color];
+ if (
+ this.board[kp[0], kp[1]] == V.EMPTY ||
+ !['k', 'l'].includes(this.getPiece(kp[0], kp[1])) ||
+ this.getColor(kp[0], kp[1]) != color
+ ) {
+ // King didn't move by itself, and vanished => game over
+ this.kingPos[color] = [-1, -1];
+ }
+ move.stunned = JSON.stringify(this.stunned);
+ // Array of stunned stage 1 pieces (just back to normal then)
+ Object.keys(this.stunned).forEach(square => {
+ // All (formerly) stunned pieces progress by 1 level, if still on board
+ const coords = V.SquareToCoords(square);
+ const [x, y] = [coords.x, coords.y];
+ if (V.STUNNED.includes(this.board[x][y][1])) {
+ // Stunned piece still on board
+ this.stunned[square]--;
+ if (this.stunned[square] == 0) {
+ delete this.stunned[square];
+ const color = this.getColor(x, y);
+ const piece = this.getPiece(x, y);
+ const pIdx = V.STUNNED.findIndex(p => p == piece);
+ this.board[x][y] = color + ChessRules.PIECES[pIdx];
+ }
+ }
+ else delete this.stunned[square];
+ });
+ // Any new stunned pieces?
+ move.appear.forEach(a => {
+ if (V.STUNNED.includes(a.p))
+ // Set to maximum stun level:
+ this.stunned[V.CoordsToSquare({ x: a.x, y: a.y })] = 4;
+ });
}
postUndo(move) {
- if (wasStunned
- STUNNED_2
+ super.postUndo(move);
+ const oppCol = V.GetOppCol(this.turn);
+ if (this.kingPos[oppCol][0] < 0) {
+ // Opponent's king vanished
+ const psq =
+ move.vanish.find((v,i) => i >= 1 && ['k', 'l'].includes(v.p));
+ this.kingPos[oppCol] = [psq.x, psq.y];
+ }
+ this.stunned = JSON.parse(move.stunned);
+ for (let i=0; i<8; i++) {
+ for (let j=0; j<8; j++) {
+ const square = V.CoordsToSquare({ x: i, y: j });
+ const pieceIJ = this.getPiece(i, j);
+ if (!this.stunned[square]) {
+ const pIdx = V.STUNNED.findIndex(p => p == pieceIJ);
+ if (pIdx >= 0)
+ this.board[i][j] = this.getColor(i, j) + ChessRules.PIECES[pIdx];
+ }
+ else {
+ const pIdx = ChessRules.PIECES.findIndex(p => p == pieceIJ);
+ if (pIdx >= 0)
+ this.board[i][j] = this.getColor(i, j) + V.STUNNED[pIdx];
+ }
+ }
+ }
+ }
+
+ static get VALUES() {
+ return Object.assign(
+ {
+ s: 1,
+ u: 5,
+ o: 3,
+ c: 3,
+ t: 9,
+ l: 1000
+ },
+ ChessRules.VALUES
+ );
+ }
+
+ static get SEARCH_DEPTH() {
+ return 2;
+ }
+
+ getNotation(move) {
+ if (
+ move.appear.length == 2 &&
+ move.vanish.length == 2 &&
+ move.appear.concat(move.vanish).every(
+ av => ChessRules.PIECES.includes(av.p)) &&
+ move.appear[0].p == V.KING
+ ) {
+ if (move.end.y < move.start.y) return "0-0-0";
+ return "0-0";
+ }
+ const finalSquare = V.CoordsToSquare(move.end);
+ const piece = this.getPiece(move.start.x, move.start.y);
+ const captureMark = move.vanish.length >= 2 ? "x" : "";
+ let pawnMark = "";
+ if (piece == 'p' && captureMark.length == 1)
+ pawnMark = V.CoordToColumn(move.start.y); //start column
+ // Piece or pawn movement
+ let notation =
+ (piece == V.PAWN ? pawnMark : piece.toUpperCase()) +
+ captureMark + finalSquare;
+ if (
+ piece == 'p' &&
+ move.appear[0].c == move.vanish[0].c &&
+ move.appear[0].p != 'p'
+ ) {
+ // Promotion
+ notation += "=" + move.appear[0].p.toUpperCase();
+ }
+ return notation;
}
};