import { ArrayFun } from "@/utils/array";
import { randInt } from "@/utils/alea";
-export const VariantRules = class LosersRules extends ChessRules {
- static get HasFlags() {
- return false;
- }
-
- getPotentialPawnMoves([x, y]) {
- let moves = super.getPotentialPawnMoves([x, y]);
-
- // Complete with promotion(s) into king, if possible
- const color = this.turn;
- const shift = color == "w" ? -1 : 1;
- const lastRank = color == "w" ? 0 : V.size.x - 1;
- if (x + shift == lastRank) {
- // Normal move
- if (this.board[x + shift][y] == V.EMPTY)
- moves.push(
- this.getBasicMove([x, y], [x + shift, y], { c: color, p: V.KING })
- );
- // Captures
- if (
- y > 0 &&
- this.canTake([x, y], [x + shift, y - 1]) &&
- this.board[x + shift][y - 1] != V.EMPTY
- ) {
- moves.push(
- this.getBasicMove([x, y], [x + shift, y - 1], { c: color, p: V.KING })
- );
- }
- if (
- y < V.size.y - 1 &&
- this.canTake([x, y], [x + shift, y + 1]) &&
- this.board[x + shift][y + 1] != V.EMPTY
- ) {
- moves.push(
- this.getBasicMove([x, y], [x + shift, y + 1], { c: color, p: V.KING })
- );
- }
- }
-
- return moves;
- }
-
- getPotentialKingMoves(sq) {
- // No castle:
- return this.getSlideNJumpMoves(
- sq,
- V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
- "oneStep"
- );
+export class LosersRules extends ChessRules {
+ // Trim all non-capturing moves
+ static KeepCaptures(moves) {
+ return moves.filter(m => m.vanish.length == 2 && m.appear.length == 1);
}
- // Stop at the first capture found (if any)
+ // Stop at the first capture found (if any)
atLeastOneCapture() {
const color = this.turn;
const oppCol = V.GetOppCol(color);
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) != oppCol) {
- const moves = this.getPotentialMovesFrom([i, j]);
- if (moves.length > 0) {
- for (let k = 0; k < moves.length; k++) {
- if (
- moves[k].vanish.length == 2 &&
- this.filterValid([moves[k]]).length > 0
- )
- return true;
- }
- }
+ if (
+ this.board[i][j] != V.EMPTY &&
+ this.getColor(i, j) != oppCol &&
+ this.getPotentialMovesFrom([i, j]).some(m =>
+ // Warning: discard castle moves
+ m.vanish.length == 2 && m.appear.length == 1)
+ ) {
+ return true;
}
}
}
return false;
}
- // Trim all non-capturing moves
- static KeepCaptures(moves) {
- return moves.filter(m => {
- return m.vanish.length == 2;
- });
- }
-
getPossibleMovesFrom(sq) {
let moves = this.filterValid(this.getPotentialMovesFrom(sq));
- // This is called from interface: we need to know if a capture is possible
- if (this.atLeastOneCapture()) moves = V.KeepCaptures(moves);
+ const captureMoves = V.KeepCaptures(moves);
+ if (captureMoves.length > 0) return captureMoves;
+ if (this.atLeastOneCapture()) return [];
return moves;
}
getAllValidMoves() {
- let moves = super.getAllValidMoves();
- if (
- moves.some(m => {
- return m.vanish.length == 2;
- })
- )
- moves = V.KeepCaptures(moves);
+ const moves = super.getAllValidMoves();
+ if (moves.some(m => m.vanish.length == 2 && m.appear.length == 1))
+ return V.KeepCaptures(moves);
return moves;
}
- underCheck() {
- return false; //No notion of check
- }
-
- getCheckSquares() {
- return [];
- }
-
- // No variables update because no royal king + no castling
- updateVariables() {}
- unupdateVariables() {}
-
getCurrentScore() {
- if (this.atLeastOneMove())
- // game not over
- return "*";
-
- // No valid move: the side who cannot move wins
+ // If only my king remains, I win
+ const color = this.turn;
+ let onlyKing = true;
+ outerLoop: 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 &&
+ this.getPiece(i,j) != V.KING
+ ) {
+ onlyKing = false;
+ break outerLoop;
+ }
+ }
+ }
+ if (onlyKing) return color == "w" ? "1-0" : "0-1";
+ if (this.atLeastOneMove()) return "*";
+ // No valid move: the side who cannot move (or is checkmated) wins
return this.turn == "w" ? "1-0" : "0-1";
}
- static get VALUES() {
- // Experimental...
- return {
- p: 1,
- r: 7,
- n: 3,
- b: 3,
- q: 5,
- k: 5
- };
- }
-
- static get SEARCH_DEPTH() {
- return 4;
- }
-
evalPosition() {
- return -super.evalPosition(); //better with less material
- }
-
- static GenRandInitFen() {
- let pieces = { w: new Array(8), b: new Array(8) };
- // Shuffle pieces on first and last rank
- for (let c of ["w", "b"]) {
- let positions = ArrayFun.range(8);
-
- // Get random squares for bishops
- let randIndex = 2 * randInt(4);
- let bishop1Pos = positions[randIndex];
- // The second bishop must be on a square of different color
- let randIndex_tmp = 2 * randInt(4) + 1;
- let bishop2Pos = positions[randIndex_tmp];
- // Remove chosen squares
- positions.splice(Math.max(randIndex, randIndex_tmp), 1);
- positions.splice(Math.min(randIndex, randIndex_tmp), 1);
-
- // Get random squares for knights
- randIndex = randInt(6);
- let knight1Pos = positions[randIndex];
- positions.splice(randIndex, 1);
- randIndex = randInt(5);
- let knight2Pos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- // Get random square for queen
- randIndex = randInt(4);
- let queenPos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- // Random square for king (no castle)
- randIndex = randInt(3);
- let kingPos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- // Rooks positions are now fixed
- let rook1Pos = positions[0];
- let rook2Pos = positions[1];
-
- // Finally put the shuffled pieces in the board array
- pieces[c][rook1Pos] = "r";
- pieces[c][knight1Pos] = "n";
- pieces[c][bishop1Pos] = "b";
- pieces[c][queenPos] = "q";
- pieces[c][kingPos] = "k";
- pieces[c][bishop2Pos] = "b";
- pieces[c][knight2Pos] = "n";
- pieces[c][rook2Pos] = "r";
- }
- return (
- pieces["b"].join("") +
- "/pppppppp/8/8/8/8/PPPPPPPP/" +
- pieces["w"].join("").toUpperCase() +
- " w 0 -"
- ); //en-passant allowed, but no flags
+ // Less material is better (more subtle in fact but...)
+ return -super.evalPosition();
}
};