class UltimaRules extends ChessRules
{
+ static get HasFlags() { return false; }
+
+ static get HasEnpassant() { return false; }
+
static getPpath(b)
{
if (b[1] == "m") //'m' for Immobilizer (I is too similar to 1)
return b; //usual piece
}
- initVariables(fen)
+ static get PIECES()
+ {
+ return ChessRules.PIECES.concat([V.IMMOBILIZER]);
+ }
+
+ // No castling, but checks, so keep track of kings
+ setOtherVariables(fen)
{
this.kingPos = {'w':[-1,-1], 'b':[-1,-1]};
const fenParts = fen.split(" ");
k++;
}
}
- this.epSquares = []; //no en-passant here
- }
-
- setFlags(fen)
- {
- // TODO: for compatibility?
- this.castleFlags = {"w":[false,false], "b":[false,false]};
}
static get IMMOBILIZER() { return 'm'; }
// - a "bishop" is a chameleon, capturing as its prey
// - a "queen" is a withdrawer, capturing by moving away from pieces
- getPotentialMovesFrom([x,y])
+ // Is piece on square (x,y) immobilized?
+ isImmobilized([x,y])
{
- // Pre-check: is thing on this square immobilized?
- // In this case add potential suicide as a move "taking the immobilizer"
const piece = this.getPiece(x,y);
const color = this.getColor(x,y);
const oppCol = this.getOppCol(color);
- const V = VariantRules;
const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
- const [sizeX,sizeY] = V.size;
+ outerLoop:
for (let step of adjacentSteps)
{
const [i,j] = [x+step[0],y+step[1]];
- if (i>=0 && i<sizeX && j>=0 && j<sizeY && this.board[i][j] != V.EMPTY
+ if (V.OnBoard(i,j) && this.board[i][j] != V.EMPTY
&& this.getColor(i,j) == oppCol)
{
const oppPiece = this.getPiece(i,j);
- if (oppPiece == V.IMMOBILIZER
- || (oppPiece == V.BISHOP && piece == V.IMMOBILIZER))
+ if (oppPiece == V.IMMOBILIZER)
{
- return [ new Move({
- appear: [],
- vanish: [new PiPo({x:x,y:y,p:piece,c:color})],
- start: {x:x,y:y},
- end: {x:i,y:j}
- }) ];
+ // Moving is impossible only if this immobilizer is not neutralized
+ for (let step2 of adjacentSteps)
+ {
+ const [i2,j2] = [i+step2[0],j+step2[1]];
+ if (i2 == x && j2 == y)
+ continue; //skip initial piece!
+ if (V.OnBoard(i2,j2) && this.board[i2][j2] != V.EMPTY
+ && this.getColor(i2,j2) == color)
+ {
+ if ([V.BISHOP,V.IMMOBILIZER].includes(this.getPiece(i2,j2)))
+ return false;
+ }
+ }
+ return true; //immobilizer isn't neutralized
}
+ // Chameleons can't be immobilized twice, because there is only one immobilizer
+ if (oppPiece == V.BISHOP && piece == V.IMMOBILIZER)
+ return true;
}
}
+ return false;
+ }
+
+ getPotentialMovesFrom([x,y])
+ {
+ // Pre-check: is thing on this square immobilized?
+ if (this.isImmobilized([x,y]))
+ return [];
switch (this.getPiece(x,y))
{
- case VariantRules.IMMOBILIZER:
+ case V.IMMOBILIZER:
return this.getPotentialImmobilizerMoves([x,y]);
default:
return super.getPotentialMovesFrom([x,y]);
const color = this.getColor(x,y);
const piece = this.getPiece(x,y);
let moves = [];
- const [sizeX,sizeY] = VariantRules.size;
outerLoop:
for (let step of steps)
{
let i = x + step[0];
let j = y + step[1];
- while (i>=0 && i<sizeX && j>=0 && j<sizeY
- && this.board[i][j] == VariantRules.EMPTY)
+ while (V.OnBoard(i,j) && this.board[i][j] == V.EMPTY)
{
moves.push(this.getBasicMove([x,y], [i,j]));
if (oneStep !== undefined)
j += step[1];
}
// Only king can take on occupied square:
- if (piece==VariantRules.KING && i>=0 && i<sizeX && j>=0
- && j<sizeY && this.canTake([x,y], [i,j]))
- {
+ if (piece==V.KING && V.OnBoard(i,j) && this.canTake([x,y], [i,j]))
moves.push(this.getBasicMove([x,y], [i,j]));
- }
}
return moves;
}
// Modify capturing moves among listed pawn moves
addPawnCaptures(moves, byChameleon)
{
- const steps = VariantRules.steps[VariantRules.ROOK];
- const [sizeX,sizeY] = VariantRules.size;
+ const steps = V.steps[V.ROOK];
const color = this.turn;
const oppCol = this.getOppCol(color);
moves.forEach(m => {
for (let step of steps)
{
const sq2 = [m.end.x+2*step[0],m.end.y+2*step[1]];
- if (sq2[0]>=0 && sq2[0]<sizeX && sq2[1]>=0 && sq2[1]<sizeY
- && this.board[sq2[0]][sq2[1]] != VariantRules.EMPTY
+ if (V.OnBoard(sq2[0],sq2[1]) && this.board[sq2[0]][sq2[1]] != V.EMPTY
&& this.getColor(sq2[0],sq2[1]) == color)
{
// Potential capture
const sq1 = [m.end.x+step[0],m.end.y+step[1]];
- if (this.board[sq1[0]][sq1[1]] != VariantRules.EMPTY
+ if (this.board[sq1[0]][sq1[1]] != V.EMPTY
&& this.getColor(sq1[0],sq1[1]) == oppCol)
{
const piece1 = this.getPiece(sq1[0],sq1[1]);
- if (!byChameleon || piece1 == VariantRules.PAWN)
+ if (!byChameleon || piece1 == V.PAWN)
{
m.vanish.push(new PiPo({
x:sq1[0],
// Check piece-king rectangle (if any) corners for enemy pieces
if (m.end.x == kp[0] || m.end.y == kp[1])
return; //"flat rectangle"
- const corner1 = [Math.max(m.end.x,kp[0]), Math.min(m.end.y,kp[1])];
- const corner2 = [Math.min(m.end.x,kp[0]), Math.max(m.end.y,kp[1])];
+ const corner1 = [m.end.x, kp[1]];
+ const corner2 = [kp[0], m.end.y];
for (let [i,j] of [corner1,corner2])
{
- if (this.board[i][j] != VariantRules.EMPTY && this.getColor(i,j) == oppCol)
+ if (this.board[i][j] != V.EMPTY && this.getColor(i,j) == oppCol)
{
const piece = this.getPiece(i,j);
- if (!byChameleon || piece == VariantRules.ROOK)
+ if (!byChameleon || piece == V.ROOK)
{
m.vanish.push( new PiPo({
x:i,
getKnightCaptures(startSquare, byChameleon)
{
// Look in every direction for captures
- const V = VariantRules;
const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
- const [sizeX,sizeY] = V.size;
const color = this.turn;
const oppCol = this.getOppCol(color);
let moves = [];
for (let step of steps)
{
let [i,j] = [x+step[0], y+step[1]];
- while (i>=0 && i<sizeX && j>=0 && j<sizeY && this.board[i][j]==V.EMPTY)
+ while (V.OnBoard(i,j) && this.board[i][j]==V.EMPTY)
{
i += step[0];
j += step[1];
}
- if (i<0 || i>=sizeX || j<0 || j>=sizeY || this.getColor(i,j)==color
+ if (!V.OnBoard(i,j) || this.getColor(i,j)==color
|| (!!byChameleon && this.getPiece(i,j)!=V.KNIGHT))
{
continue;
let last = [i,j];
let cur = [i+step[0],j+step[1]];
let vanished = [ new PiPo({x:x,y:y,c:color,p:piece}) ];
- while (cur[0]>=0 && cur[0]<sizeX && cur[1]>=0 && cur[1]<sizeY)
+ while (V.OnBoard(cur[0],cur[1]))
{
if (this.board[last[0]][last[1]] != V.EMPTY)
{
{
let moves = super.getPotentialQueenMoves([x,y])
.concat(this.getKnightCaptures([x,y],"asChameleon"));
+ // No "king capture" because king cannot remain under check
this.addPawnCaptures(moves, "asChameleon");
this.addRookCaptures(moves, "asChameleon");
this.addQueenCaptures(moves, "asChameleon");
- // Add king capture if it's within range
- const oppKp = this.kingPos[this.getOppCol(this.turn)];
- if (Math.abs(x-oppKp[0]) <= 1 && Math.abs(y-oppKp[1]) <= 1)
- moves.push(this.getBasicMove([x,y],oppKp));
// Post-processing: merge similar moves, concatenating vanish arrays
let mergedMoves = {};
- const [sizeX,sizeY] = VariantRules.size;
moves.forEach(m => {
- const key = m.end.x + sizeX * m.end.y;
+ const key = m.end.x + V.size.x * m.end.y;
if (!mergedMoves[key])
mergedMoves[key] = m;
else
if (moves.length == 0)
return;
const [x,y] = [moves[0].start.x,moves[0].start.y];
- const V = VariantRules;
const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
let capturingDirections = [];
const color = this.turn;
const oppCol = this.getOppCol(color);
- const [sizeX,sizeY] = V.size;
adjacentSteps.forEach(step => {
const [i,j] = [x+step[0],y+step[1]];
- if (i>=0 && i<sizeX && j>=0 && j<sizeY
- && this.board[i][j] != V.EMPTY && this.getColor(i,j) == oppCol
+ if (V.OnBoard(i,j) && this.board[i][j] != V.EMPTY && this.getColor(i,j) == oppCol
&& (!byChameleon || this.getPiece(i,j) == V.QUEEN))
{
capturingDirections.push(step);
getPotentialKingMoves(sq)
{
- const V = VariantRules;
return this.getSlideNJumpMoves(sq,
V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep");
}
- // TODO: verify this assertion
- atLeastOneMove()
- {
- return true; //always at least one possible move
- }
+ // isAttacked() is OK because the immobilizer doesn't take
- underCheck(move)
+ isAttackedByPawn([x,y], colors)
{
- return false; //there is no check
+ // Square (x,y) must be surroundable by two enemy pieces,
+ // and one of them at least should be a pawn (moving).
+ const dirs = [ [1,0],[0,1] ];
+ const steps = V.steps[V.ROOK];
+ for (let dir of dirs)
+ {
+ const [i1,j1] = [x-dir[0],y-dir[1]]; //"before"
+ const [i2,j2] = [x+dir[0],y+dir[1]]; //"after"
+ if (V.OnBoard(i1,j1) && V.OnBoard(i2,j2))
+ {
+ if ((this.board[i1][j1]!=V.EMPTY && colors.includes(this.getColor(i1,j1))
+ && this.board[i2][j2]==V.EMPTY)
+ ||
+ (this.board[i2][j2]!=V.EMPTY && colors.includes(this.getColor(i2,j2))
+ && this.board[i1][j1]==V.EMPTY))
+ {
+ // Search a movable enemy pawn landing on the empty square
+ for (let step of steps)
+ {
+ let [ii,jj] = (this.board[i1][j1]==V.EMPTY ? [i1,j1] : [i2,j2]);
+ let [i3,j3] = [ii+step[0],jj+step[1]];
+ while (V.OnBoard(i3,j3) && this.board[i3][j3]==V.EMPTY)
+ {
+ i3 += step[0];
+ j3 += step[1];
+ }
+ if (V.OnBoard(i3,j3) && colors.includes(this.getColor(i3,j3))
+ && this.getPiece(i3,j3) == V.PAWN && !this.isImmobilized([i3,j3]))
+ {
+ return true;
+ }
+ }
+ }
+ }
+ }
+ return false;
}
- getCheckSquares(move)
+ isAttackedByRook([x,y], colors)
{
- const c = this.getOppCol(this.turn); //opponent
- const saveKingPos = this.kingPos[c]; //king might be taken
- this.play(move);
- // The only way to be "under check" is to have lost the king (thus game over)
- let res = this.kingPos[c][0] < 0
- ? [ JSON.parse(JSON.stringify(saveKingPos)) ]
- : [ ];
- this.undo(move);
- return res;
+ // King must be on same column or row,
+ // and a rook should be able to reach a capturing square
+ // colors contains only one element, giving the oppCol and thus king position
+ const sameRow = (x == this.kingPos[colors[0]][0]);
+ const sameColumn = (y == this.kingPos[colors[0]][1]);
+ if (sameRow || sameColumn)
+ {
+ // Look for the enemy rook (maximum 1)
+ 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 && colors.includes(this.getColor(i,j))
+ && this.getPiece(i,j) == V.ROOK)
+ {
+ if (this.isImmobilized([i,j]))
+ return false; //because only one rook
+ // Can it reach a capturing square?
+ // Easy but quite suboptimal way (TODO): generate all moves (turn is OK)
+ const moves = this.getPotentialMovesFrom([i,j]);
+ for (let move of moves)
+ {
+ if (sameRow && move.end.y == y || sameColumn && move.end.x == x)
+ return true;
+ }
+ }
+ }
+ }
+ }
+ return false;
}
- updateVariables(move)
+ isAttackedByKnight([x,y], colors)
{
- // Just update king(s) position(s)
- const piece = this.getPiece(move.start.x,move.start.y);
- const c = this.getColor(move.start.x,move.start.y);
- if (piece == VariantRules.KING && move.appear.length > 0)
+ // Square (x,y) must be on same line as a knight,
+ // and there must be empty square(s) behind.
+ const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
+ outerLoop:
+ for (let step of steps)
{
- this.kingPos[c][0] = move.appear[0].x;
- this.kingPos[c][1] = move.appear[0].y;
+ const [i0,j0] = [x+step[0],y+step[1]];
+ if (V.OnBoard(i0,j0) && this.board[i0][j0] == V.EMPTY)
+ {
+ // Try in opposite direction:
+ let [i,j] = [x-step[0],y-step[1]];
+ while (V.OnBoard(i,j))
+ {
+ while (V.OnBoard(i,j) && this.board[i][j] == V.EMPTY)
+ {
+ i -= step[0];
+ j -= step[1];
+ }
+ if (V.OnBoard(i,j))
+ {
+ if (colors.includes(this.getColor(i,j)))
+ {
+ if (this.getPiece(i,j) == V.KNIGHT && !this.isImmobilized([i,j]))
+ return true;
+ continue outerLoop;
+ }
+ // [else] Our color, could be captured *if there was an empty space*
+ if (this.board[i+step[0]][j+step[1]] != V.EMPTY)
+ continue outerLoop;
+ i -= step[0];
+ j -= step[1];
+ }
+ }
+ }
}
- // Does this move takes opponent's king?
- const oppCol = this.getOppCol(c);
- for (let i=1; i<move.vanish.length; i++)
+ return false;
+ }
+
+ isAttackedByBishop([x,y], colors)
+ {
+ // We cheat a little here: since this function is used exclusively for king,
+ // it's enough to check the immediate surrounding of the square.
+ const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
+ for (let step of adjacentSteps)
{
- if (move.vanish[i].p == VariantRules.KING)
+ const [i,j] = [x+step[0],y+step[1]];
+ if (V.OnBoard(i,j) && this.board[i][j]!=V.EMPTY
+ && colors.includes(this.getColor(i,j)) && this.getPiece(i,j) == V.BISHOP)
{
- this.kingPos[oppCol] = [-1,-1];
- break;
+ return true; //bishops are never immobilized
}
}
+ return false;
}
- unupdateVariables(move)
+ isAttackedByQueen([x,y], colors)
{
- super.unupdateVariables(move);
- const c = this.getColor(move.start.x,move.start.y);
- const oppCol = this.getOppCol(c);
- if (this.kingPos[oppCol][0] < 0)
+ // Square (x,y) must be adjacent to a queen, and the queen must have
+ // some free space in the opposite direction from (x,y)
+ const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
+ for (let step of adjacentSteps)
{
- // Last move took opponent's king
- for (let i=1; i<move.vanish.length; i++)
+ const sq2 = [x+2*step[0],y+2*step[1]];
+ if (V.OnBoard(sq2[0],sq2[1]) && this.board[sq2[0]][sq2[1]] == V.EMPTY)
{
- const psq = move.vanish[i];
- if (psq.p == 'k')
+ const sq1 = [x+step[0],y+step[1]];
+ if (this.board[sq1[0]][sq1[1]] != V.EMPTY
+ && colors.includes(this.getColor(sq1[0],sq1[1]))
+ && this.getPiece(sq1[0],sq1[1]) == V.QUEEN
+ && !this.isImmobilized(sq1))
{
- this.kingPos[oppCol] = [psq.x, psq.y];
- break;
+ return true;
}
}
}
+ return false;
}
- checkGameOver()
+ updateVariables(move)
{
- if (this.checkRepetition())
- return "1/2";
-
- const color = this.turn;
- // TODO: do we need "atLeastOneMove()"?
- if (this.atLeastOneMove() && this.kingPos[color][0] >= 0)
- return "*";
-
- return this.checkGameEnd();
+ // Just update king(s) position(s)
+ const piece = this.getPiece(move.start.x,move.start.y);
+ const c = this.getColor(move.start.x,move.start.y);
+ if (piece == V.KING && move.appear.length > 0)
+ {
+ this.kingPos[c][0] = move.appear[0].x;
+ this.kingPos[c][1] = move.appear[0].y;
+ }
}
- checkGameEnd()
+ static get VALUES()
{
- // No valid move: our king disappeared
- return this.turn == "w" ? "0-1" : "1-0";
- }
-
- static get VALUES() { //TODO: totally experimental!
+ // TODO: totally experimental!
return {
'p': 1,
'r': 2,
static get SEARCH_DEPTH() { return 2; } //TODO?
- static get THRESHOLD_MATE() {
- return 500; //checkmates evals may be slightly below 1000
- }
-
static GenRandInitFen()
{
let pieces = { "w": new Array(8), "b": new Array(8) };
return pieces["b"].join("") +
"/pppppppp/8/8/8/8/PPPPPPPP/" +
pieces["w"].join("").toUpperCase() +
- " 0000"; //TODO: flags?!
- }
-
- getFlagsFen()
- {
- return "0000"; //TODO: or "-" ?
+ " w";
}
getNotation(move)
{
- if (move.appear.length == 0)
+ const initialSquare = V.CoordsToSquare(move.start);
+ const finalSquare = V.CoordsToSquare(move.end);
+ let notation = undefined;
+ if (move.appear[0].p == V.PAWN)
{
- const startSquare =
- String.fromCharCode(97 + move.start.y) + (VariantRules.size[0]-move.start.x);
- return "^" + startSquare; //suicide
+ // Pawn: generally ambiguous short notation, so we use full description
+ notation = "P" + initialSquare + finalSquare;
}
- return super.getNotation(move);
+ else if (move.appear[0].p == V.KING)
+ notation = "K" + (move.vanish.length>1 ? "x" : "") + finalSquare;
+ else
+ notation = move.appear[0].p.toUpperCase() + finalSquare;
+ if (move.vanish.length > 1 && move.appear[0].p != V.KING)
+ notation += "X"; //capture mark (not describing what is captured...)
+ return notation;
}
}
+
+const VariantRules = UltimaRules;