X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FBaroque.js;h=4ff23a00abd1c3a8944ffed20eb7ac9c997ee772;hb=e50a802531b99829c533f22ecd21e359e7e1e049;hp=ce9e66727be0e995656770bc40b7e78ed1283d83;hpb=656b187886e5187e52fafe44b7dc0fb45ccd9222;p=vchess.git diff --git a/client/src/variants/Baroque.js b/client/src/variants/Baroque.js index ce9e6672..4ff23a00 100644 --- a/client/src/variants/Baroque.js +++ b/client/src/variants/Baroque.js @@ -1,616 +1,589 @@ -class BaroqueRules 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 "Baroque/" + b; - return b; //usual piece - } - - 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(" "); - const position = fenParts[0].split("/"); - for (let i=0; i { - if (!!byChameleon && m.start.x!=m.end.x && m.start.y!=m.end.y) - return; //chameleon not moving as pawn - // Try capturing in every direction - for (let step of steps) - { - const sq2 = [m.end.x+2*step[0],m.end.y+2*step[1]]; - 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]] != V.EMPTY - && this.getColor(sq1[0],sq1[1]) == oppCol) - { - const piece1 = this.getPiece(sq1[0],sq1[1]); - if (!byChameleon || piece1 == V.PAWN) - { - m.vanish.push(new PiPo({ - x:sq1[0], - y:sq1[1], - c:oppCol, - p:piece1 - })); - } - } - } - } - }); - } - - // "Pincer" - getPotentialPawnMoves([x,y]) - { - let moves = super.getPotentialRookMoves([x,y]); - this.addPawnCaptures(moves); - return moves; - } - - addRookCaptures(moves, byChameleon) - { - const color = this.turn; - const oppCol = V.GetOppCol(color); - const kp = this.kingPos[color]; - moves.forEach(m => { - // 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 = [m.end.x, kp[1]]; - const corner2 = [kp[0], m.end.y]; - for (let [i,j] of [corner1,corner2]) - { - if (this.board[i][j] != V.EMPTY && this.getColor(i,j) == oppCol) - { - const piece = this.getPiece(i,j); - if (!byChameleon || piece == V.ROOK) - { - m.vanish.push( new PiPo({ - x:i, - y:j, - p:piece, - c:oppCol - }) ); - } - } - } - }); - } - - // Coordinator - getPotentialRookMoves(sq) - { - let moves = super.getPotentialQueenMoves(sq); - this.addRookCaptures(moves); - return moves; - } - - // Long-leaper - getKnightCaptures(startSquare, byChameleon) - { - // Look in every direction for captures - const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); - const color = this.turn; - const oppCol = V.GetOppCol(color); - let moves = []; - const [x,y] = [startSquare[0],startSquare[1]]; - const piece = this.getPiece(x,y); //might be a chameleon! - outerLoop: - for (let step of steps) - { - 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.getColor(i,j)==color - || (!!byChameleon && this.getPiece(i,j)!=V.KNIGHT)) - { - continue; - } - // last(thing), cur(thing) : stop if "cur" is our color, or beyond board limits, - // or if "last" isn't empty and cur neither. Otherwise, if cur is empty then - // add move until cur square; if cur is occupied then stop if !!byChameleon and - // the square not occupied by a leaper. - 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 (V.OnBoard(cur[0],cur[1])) - { - if (this.board[last[0]][last[1]] != V.EMPTY) - { - const oppPiece = this.getPiece(last[0],last[1]); - if (!!byChameleon && oppPiece != V.KNIGHT) - continue outerLoop; - // Something to eat: - vanished.push( new PiPo({x:last[0],y:last[1],c:oppCol,p:oppPiece}) ); - } - if (this.board[cur[0]][cur[1]] != V.EMPTY) - { - if (this.getColor(cur[0],cur[1]) == color - || this.board[last[0]][last[1]] != V.EMPTY) //TODO: redundant test - { - continue outerLoop; - } - } - else - { - moves.push(new Move({ - appear: [ new PiPo({x:cur[0],y:cur[1],c:color,p:piece}) ], - vanish: JSON.parse(JSON.stringify(vanished)), //TODO: required? - start: {x:x,y:y}, - end: {x:cur[0],y:cur[1]} - })); - } - last = [last[0]+step[0],last[1]+step[1]]; - cur = [cur[0]+step[0],cur[1]+step[1]]; - } - } - return moves; - } - - // Long-leaper - getPotentialKnightMoves(sq) - { - return super.getPotentialQueenMoves(sq).concat(this.getKnightCaptures(sq)); - } - - getPotentialBishopMoves([x,y]) - { - 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"); - // Post-processing: merge similar moves, concatenating vanish arrays - let mergedMoves = {}; - moves.forEach(m => { - const key = m.end.x + V.size.x * m.end.y; - if (!mergedMoves[key]) - mergedMoves[key] = m; - else - { - for (let i=1; i { moves.push(mergedMoves[k]); }); - return moves; - } - - // Withdrawer - addQueenCaptures(moves, byChameleon) - { - if (moves.length == 0) - return; - const [x,y] = [moves[0].start.x,moves[0].start.y]; - const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); - let capturingDirections = []; - const color = this.turn; - const oppCol = V.GetOppCol(color); - adjacentSteps.forEach(step => { - const [i,j] = [x+step[0],y+step[1]]; - 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); - } - }); - moves.forEach(m => { - const step = [ - m.end.x!=x ? (m.end.x-x)/Math.abs(m.end.x-x) : 0, - m.end.y!=y ? (m.end.y-y)/Math.abs(m.end.y-y) : 0 - ]; - // NOTE: includes() and even _.isEqual() functions fail... - // TODO: this test should be done only once per direction - if (capturingDirections.some(dir => - { return (dir[0]==-step[0] && dir[1]==-step[1]); })) - { - const [i,j] = [x-step[0],y-step[1]]; - m.vanish.push(new PiPo({ - x:i, - y:j, - p:this.getPiece(i,j), - c:oppCol - })); - } - }); - } - - getPotentialQueenMoves(sq) - { - let moves = super.getPotentialQueenMoves(sq); - this.addQueenCaptures(moves); - return moves; - } - - getPotentialImmobilizerMoves(sq) - { - // Immobilizer doesn't capture - return super.getPotentialQueenMoves(sq); - } - - getPotentialKingMoves(sq) - { - return this.getSlideNJumpMoves(sq, - V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep"); - } - - // isAttacked() is OK because the immobilizer doesn't take - - isAttackedByPawn([x,y], colors) - { - // 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; - } - - isAttackedByRook([x,y], colors) - { - // 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; i1 ? "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; - } -} +import { ChessRules, PiPo, Move } from "@/base_rules"; +import { ArrayFun } from "@/utils/array"; +import { shuffle } from "@/utils/alea"; + +export class BaroqueRules extends ChessRules { + static get HasFlags() { + return false; + } + + static get HasEnpassant() { + return false; + } + + static get PIECES() { + return ChessRules.PIECES.concat([V.IMMOBILIZER]); + } + + getPpath(b) { + if (b[1] == "m") + //'m' for Immobilizer (I is too similar to 1) + return "Baroque/" + b; + return b; //usual piece + } + + // No castling, but checks, so keep track of kings + setOtherVariables(fen) { + this.kingPos = { w: [-1, -1], b: [-1, -1] }; + const fenParts = fen.split(" "); + const position = fenParts[0].split("/"); + for (let i = 0; i < position.length; i++) { + let k = 0; + for (let j = 0; j < position[i].length; j++) { + switch (position[i].charAt(j)) { + case "k": + this.kingPos["b"] = [i, k]; + break; + case "K": + this.kingPos["w"] = [i, k]; + break; + default: { + const num = parseInt(position[i].charAt(j), 10); + if (!isNaN(num)) k += num - 1; + } + } + k++; + } + } + } + + static get IMMOBILIZER() { + return "m"; + } + // Although other pieces keep their names here for coding simplicity, + // keep in mind that: + // - a "rook" is a coordinator, capturing by coordinating with the king + // - a "knight" is a long-leaper, capturing as in draughts + // - a "bishop" is a chameleon, capturing as its prey + // - a "queen" is a withdrawer, capturing by moving away from pieces + + // Is piece on square (x,y) immobilized? + isImmobilized([x, y]) { + const piece = this.getPiece(x, y); + const color = this.getColor(x, y); + const oppCol = V.GetOppCol(color); + const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); + for (let step of adjacentSteps) { + const [i, j] = [x + step[0], y + step[1]]; + 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) { + // Moving is possible only if this immobilizer is 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 V.IMMOBILIZER: + return this.getPotentialImmobilizerMoves([x, y]); + default: + return super.getPotentialMovesFrom([x, y]); + } + } + + getSlideNJumpMoves([x, y], steps, oneStep) { + const piece = this.getPiece(x, y); + let moves = []; + outerLoop: for (let step of steps) { + let i = x + step[0]; + let j = y + step[1]; + while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { + moves.push(this.getBasicMove([x, y], [i, j])); + if (oneStep !== undefined) continue outerLoop; + i += step[0]; + j += step[1]; + } + // Only king can take on occupied square: + 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 = V.steps[V.ROOK]; + const color = this.turn; + const oppCol = V.GetOppCol(color); + moves.forEach(m => { + if (!!byChameleon && m.start.x != m.end.x && m.start.y != m.end.y) + // Chameleon not moving as pawn + return; + // Try capturing in every direction + for (let step of steps) { + const sq2 = [m.end.x + 2 * step[0], m.end.y + 2 * step[1]]; + 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]] != V.EMPTY && + this.getColor(sq1[0], sq1[1]) == oppCol + ) { + const piece1 = this.getPiece(sq1[0], sq1[1]); + if (!byChameleon || piece1 == V.PAWN) { + m.vanish.push( + new PiPo({ + x: sq1[0], + y: sq1[1], + c: oppCol, + p: piece1 + }) + ); + } + } + } + } + }); + } + + // "Pincer" + getPotentialPawnMoves([x, y]) { + let moves = super.getPotentialRookMoves([x, y]); + this.addPawnCaptures(moves); + return moves; + } + + addRookCaptures(moves, byChameleon) { + const color = this.turn; + const oppCol = V.GetOppCol(color); + const kp = this.kingPos[color]; + moves.forEach(m => { + // 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 = [m.end.x, kp[1]]; + const corner2 = [kp[0], m.end.y]; + for (let [i, j] of [corner1, corner2]) { + if (this.board[i][j] != V.EMPTY && this.getColor(i, j) == oppCol) { + const piece = this.getPiece(i, j); + if (!byChameleon || piece == V.ROOK) { + m.vanish.push( + new PiPo({ + x: i, + y: j, + p: piece, + c: oppCol + }) + ); + } + } + } + }); + } + + // Coordinator + getPotentialRookMoves(sq) { + let moves = super.getPotentialQueenMoves(sq); + this.addRookCaptures(moves); + return moves; + } + + getKnightCaptures(startSquare, byChameleon) { + // Look in every direction for captures + const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); + const color = this.turn; + const oppCol = V.GetOppCol(color); + let moves = []; + const [x, y] = [startSquare[0], startSquare[1]]; + const piece = this.getPiece(x, y); //might be a chameleon! + outerLoop: for (let step of steps) { + 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.getColor(i, j) == color || + (!!byChameleon && this.getPiece(i, j) != V.KNIGHT) + ) { + continue; + } + // last(thing), cur(thing) : stop if "cur" is our color, + // or beyond board limits, or if "last" isn't empty and cur neither. + // Otherwise, if cur is empty then add move until cur square; + // if cur is occupied then stop if !!byChameleon and the square not + // occupied by a leaper. + 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 (V.OnBoard(cur[0], cur[1])) { + if (this.board[last[0]][last[1]] != V.EMPTY) { + const oppPiece = this.getPiece(last[0], last[1]); + if (!!byChameleon && oppPiece != V.KNIGHT) continue outerLoop; + // Something to eat: + vanished.push( + new PiPo({ x: last[0], y: last[1], c: oppCol, p: oppPiece }) + ); + } + if (this.board[cur[0]][cur[1]] != V.EMPTY) { + if ( + this.getColor(cur[0], cur[1]) == color || + this.board[last[0]][last[1]] != V.EMPTY + ) { + //TODO: redundant test + continue outerLoop; + } + } else { + moves.push( + new Move({ + appear: [new PiPo({ x: cur[0], y: cur[1], c: color, p: piece })], + vanish: JSON.parse(JSON.stringify(vanished)), //TODO: required? + start: { x: x, y: y }, + end: { x: cur[0], y: cur[1] } + }) + ); + } + last = [last[0] + step[0], last[1] + step[1]]; + cur = [cur[0] + step[0], cur[1] + step[1]]; + } + } + return moves; + } + + // Long-leaper + getPotentialKnightMoves(sq) { + return super.getPotentialQueenMoves(sq).concat(this.getKnightCaptures(sq)); + } + + // Chameleon + getPotentialBishopMoves([x, y]) { + 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"); + // Post-processing: merge similar moves, concatenating vanish arrays + let mergedMoves = {}; + moves.forEach(m => { + const key = m.end.x + V.size.x * m.end.y; + if (!mergedMoves[key]) mergedMoves[key] = m; + else { + for (let i = 1; i < m.vanish.length; i++) + mergedMoves[key].vanish.push(m.vanish[i]); + } + }); + return Object.values(mergedMoves); + } + + addQueenCaptures(moves, byChameleon) { + if (moves.length == 0) return; + const [x, y] = [moves[0].start.x, moves[0].start.y]; + const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); + let capturingDirections = []; + const color = this.turn; + const oppCol = V.GetOppCol(color); + adjacentSteps.forEach(step => { + const [i, j] = [x + step[0], y + step[1]]; + 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); + } + }); + moves.forEach(m => { + const step = [ + m.end.x != x ? (m.end.x - x) / Math.abs(m.end.x - x) : 0, + m.end.y != y ? (m.end.y - y) / Math.abs(m.end.y - y) : 0 + ]; + // NOTE: includes() and even _.isEqual() functions fail... + // TODO: this test should be done only once per direction + if ( + capturingDirections.some(dir => { + return dir[0] == -step[0] && dir[1] == -step[1]; + }) + ) { + const [i, j] = [x - step[0], y - step[1]]; + m.vanish.push( + new PiPo({ + x: i, + y: j, + p: this.getPiece(i, j), + c: oppCol + }) + ); + } + }); + } + + // Withdrawer + getPotentialQueenMoves(sq) { + let moves = super.getPotentialQueenMoves(sq); + this.addQueenCaptures(moves); + return moves; + } + + getPotentialImmobilizerMoves(sq) { + // Immobilizer doesn't capture + return super.getPotentialQueenMoves(sq); + } + + // isAttacked() is OK because the immobilizer doesn't take + + isAttackedByPawn([x, y], color) { + // 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 && + this.getColor(i1, j1) == color && + this.board[i2][j2] == V.EMPTY + ) + || + ( + this.board[i2][j2] != V.EMPTY && + this.getColor(i2, j2) == color && + 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) && + this.getColor(i3, j3) == color && + this.getPiece(i3, j3) == V.PAWN && + !this.isImmobilized([i3, j3]) + ) { + return true; + } + } + } + } + } + return false; + } + + isAttackedByRook([x, y], color) { + // King must be on same column or row, + // and a rook should be able to reach a capturing square + const sameRow = x == this.kingPos[color][0]; + const sameColumn = y == this.kingPos[color][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 && + this.getColor(i, j) == color && + this.getPiece(i, j) == V.ROOK + ) { + if (this.isImmobilized([i, j])) + // Because only one rook: + return false; + // 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; + } + + isAttackedByKnight([x, y], color) { + // 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) { + 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 (this.getColor(i, j) == color) { + 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]; + } + } + } + } + return false; + } + + isAttackedByBishop([x, y], color) { + // We cheat a little here: since this function is used exclusively for + // the 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) { + const [i, j] = [x + step[0], y + step[1]]; + if ( + V.OnBoard(i, j) && + this.board[i][j] != V.EMPTY && + this.getColor(i, j) == color && + this.getPiece(i, j) == V.BISHOP && + !this.isImmobilized([i, j]) + ) { + return true; + } + } + return false; + } + + isAttackedByQueen([x, y], color) { + // 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) { + 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 sq1 = [x + step[0], y + step[1]]; + if ( + this.board[sq1[0]][sq1[1]] != V.EMPTY && + this.getColor(sq1[0], sq1[1]) == color && + this.getPiece(sq1[0], sq1[1]) == V.QUEEN && + !this.isImmobilized(sq1) + ) { + return true; + } + } + } + return false; + } + + isAttackedByKing([x, y], color) { + const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); + for (let step of steps) { + let rx = x + step[0], + ry = y + step[1]; + if ( + V.OnBoard(rx, ry) && + this.getPiece(rx, ry) === V.KING && + this.getColor(rx, ry) == color && + !this.isImmobilized([rx, ry]) + ) { + return true; + } + } + return false; + } + + static GenRandInitFen(randomness) { + if (randomness == 0) + // Deterministic: + return "rnbkqbnm/pppppppp/8/8/8/8/PPPPPPPP/MNBQKBNR w 0"; + + let pieces = { w: new Array(8), b: new Array(8) }; + // Shuffle pieces on first and last rank + for (let c of ["w", "b"]) { + if (c == 'b' && randomness == 1) { + pieces['b'] = pieces['w']; + break; + } + + // Get random squares for every piece, totally freely + let positions = shuffle(ArrayFun.range(8)); + const composition = ['r', 'n', 'b', 'q', 'k', 'b', 'n', 'm']; + for (let i = 0; i < 8; i++) pieces[c][positions[i]] = composition[i]; + } + return ( + pieces["b"].join("") + + "/pppppppp/8/8/8/8/PPPPPPPP/" + + pieces["w"].join("").toUpperCase() + + " w 0" + ); + } + + static get VALUES() { + return { + p: 1, + r: 2, + n: 5, + b: 3, + q: 3, + m: 5, + k: 1000 + }; + } + + static get SEARCH_DEPTH() { + return 2; + } + + getNotation(move) { + const initialSquare = V.CoordsToSquare(move.start); + const finalSquare = V.CoordsToSquare(move.end); + let notation = undefined; + if (move.appear[0].p == V.PAWN) { + // Pawn: generally ambiguous short notation, so we use full description + notation = "P" + initialSquare + finalSquare; + } else if (move.appear[0].p == V.KING) + notation = "K" + (move.vanish.length > 1 ? "x" : "") + finalSquare; + else notation = move.appear[0].p.toUpperCase() + finalSquare; + // Add a capture mark (not describing what is captured...): + if (move.vanish.length > 1 && move.appear[0].p != V.KING) notation += "X"; + return notation; + } +};