X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FChakart.js;h=86a867a9ef9ea728e5952cdfbe2bce27afdb8051;hb=ccbb9dfc6459cb3cd80a21abf945693a3fe1b2d5;hp=ee3695e73f117552f848c92f79815eb669038e53;hpb=90df90bca1a993930a0e1a07a1b4990dd538c6e2;p=vchess.git diff --git a/client/src/variants/Chakart.js b/client/src/variants/Chakart.js index ee3695e7..86a867a9 100644 --- a/client/src/variants/Chakart.js +++ b/client/src/variants/Chakart.js @@ -1,174 +1,1321 @@ -import { ChessRules } from "@/base_rules"; +import { ChessRules, Move, PiPo } from "@/base_rules"; +import { SuicideRules } from "@/variants/Suicide"; +import { ArrayFun } from "@/utils/array"; +import { randInt } from "@/utils/alea"; export class ChakartRules extends ChessRules { - // NOTE: getBasicMove, ajouter les bonus à vanish array - // + déterminer leur effet (si cavalier) ou case (si banane ou bombe) - // (L'effet doit être caché au joueur : devrait être OK) - // - // Saut possible par dessus bonus ou champis mais pas bananes ou bombes -//==> redefinir isAttackedBySlide et getPotentialSlide... -// keep track of captured pieces: comme Grand; pieces can get back to board with toadette bonus. -// --> pour ce bonus, passer "capture" temporairement en "reserve" pour permettre de jouer le coup. + static get PawnSpecs() { + return SuicideRules.PawnSpecs; + } + + static get HasCastle() { + return false; + } + + static get HasEnpassant() { + return false; + } + + static get CorrConfirm() { + // Because of bonus effects + return false; + } + + static get CanAnalyze() { + return false; + } + + static get SomeHiddenMoves() { + return true; + } + + static get IMMOBILIZE_CODE() { + return { + 'p': 's', + 'r': 'u', + 'n': 'o', + 'b': 'c', + 'q': 't', + 'k': 'l' + }; + } + + static get IMMOBILIZE_DECODE() { + return { + 's': 'p', + 'u': 'r', + 'o': 'n', + 'c': 'b', + 't': 'q', + 'l': 'k' + }; + } + + static get INVISIBLE_QUEEN() { + return 'i'; + } + + // Fictive color 'a', bomb banana mushroom egg + static get BOMB() { + return 'w'; //"Wario" + } + static get BANANA() { + return 'd'; //"Donkey" + } + static get EGG() { + return 'e'; + } + static get MUSHROOM() { + return 'm'; + } + + static fen2board(f) { + return ( + f.charCodeAt() <= 90 + ? "w" + f.toLowerCase() + : (['w', 'd', 'e', 'm'].includes(f) ? "a" : "b") + f + ); + } + + static get PIECES() { + return ( + ChessRules.PIECES.concat( + Object.keys(V.IMMOBILIZE_DECODE)).concat( + [V.BANANA, V.BOMB, V.EGG, V.MUSHROOM, V.INVISIBLE_QUEEN]) + ); + } + + getPpath(b) { + let prefix = ""; + if ( + b[0] == 'a' || + b[1] == V.INVISIBLE_QUEEN || + Object.keys(V.IMMOBILIZE_DECODE).includes(b[1]) + ) { + prefix = "Chakart/"; + } + return prefix + b; + } - // FEN : castle flags + flags peach (power used?) + Mario (invisibility used? --> move notation Q??) - // "pièces" supplémentaires : bananes, bombes, champis, bonus --> + couleur ? - // (Semble mieux sans couleur => couleur spéciale indiquant que c'est pas jouable) - // (Attention: pas jouables cf. getPotentialMoves...) + getPPpath(m) { + if (!!m.promoteInto) return m.promoteInto; + if (m.appear.length == 0 && m.vanish.length == 1) + // King 'remote shell capture', on an adjacent square: + return this.getPpath(m.vanish[0].c + m.vanish[0].p); + let piece = m.appear[0].p; + if (Object.keys(V.IMMOBILIZE_DECODE).includes(piece)) + // Promotion by capture into immobilized piece: do not reveal! + piece = V.IMMOBILIZE_DECODE[piece]; + return this.getPpath(m.appear[0].c + piece); + } + + static ParseFen(fen) { + const fenParts = fen.split(" "); + return Object.assign( + ChessRules.ParseFen(fen), + { captured: fenParts[4] } + ); + } - hoverHighlight(x, y) { - // TODO: exact squares - return this.subTurn == 2; //&& this.firstMove.donkey or wario or bonus roi boo + static IsGoodFen(fen) { + if (!ChessRules.IsGoodFen(fen)) return false; + const captured = V.ParseFen(fen).captured; + if (!captured || !captured.match(/^[0-9]{12,12}$/)) return false; + return true; } - // king can be l or L (immobilized) --> copy-paste from Alice variant + // King can be l or L (immobilized) --> similar to Alice variant static IsGoodPosition(position) { if (position.length == 0) return false; const rows = position.split("/"); if (rows.length != V.size.x) return false; - let kings = { "k": 0, "K": 0 }; + let kings = { "k": 0, "K": 0, 'l': 0, 'L': 0 }; for (let row of rows) { let sumElts = 0; for (let i = 0; i < row.length; i++) { - if (['K','k'].includes(row[i])) kings[row[i]]++; + if (['K', 'k', 'L', 'l'].includes(row[i])) kings[row[i]]++; if (V.PIECES.includes(row[i].toLowerCase())) sumElts++; else { - const num = parseInt(row[i]); + const num = parseInt(row[i], 10); if (isNaN(num)) return false; sumElts += num; } } if (sumElts != V.size.y) return false; } - if (Object.values(kings).some(v => v != 1)) return false; + if (kings['k'] + kings['l'] == 0 || kings['K'] + kings['L'] == 0) + return false; return true; } + static IsGoodFlags(flags) { + // 4 for Peach + Mario w, b + return !!flags.match(/^[01]{4,4}$/); + } + + setFlags(fenflags) { + // King can send shell? Queen can be invisible? + this.powerFlags = { + w: { 'k': false, 'q': false }, + b: { 'k': false, 'q': false } + }; + for (let c of ["w", "b"]) { + for (let p of ['k', 'q']) { + this.powerFlags[c][p] = + fenflags.charAt((c == "w" ? 0 : 2) + (p == 'k' ? 0 : 1)) == "1"; + } + } + } + + aggregateFlags() { + return this.powerFlags; + } + + disaggregateFlags(flags) { + this.powerFlags = flags; + } + + getFen() { + return super.getFen() + " " + this.getCapturedFen(); + } + + getFenForRepeat() { + return super.getFenForRepeat() + "_" + this.getCapturedFen(); + } + + getCapturedFen() { + let counts = [...Array(12).fill(0)]; + let i = 0; + for (let p of V.RESERVE_PIECES) { + counts[i] = this.captured["w"][p]; + counts[6 + i] = this.captured["b"][p]; + i++; + } + return counts.join(""); + } + + scanKings() {} + setOtherVariables(fen) { super.setOtherVariables(fen); + // Initialize captured pieces' counts from FEN + const captured = + V.ParseFen(fen).captured.split("").map(x => parseInt(x, 10)); + this.captured = { + w: { + [V.PAWN]: captured[0], + [V.ROOK]: captured[1], + [V.KNIGHT]: captured[2], + [V.BISHOP]: captured[3], + [V.QUEEN]: captured[4], + [V.KING]: captured[5] + }, + b: { + [V.PAWN]: captured[6], + [V.ROOK]: captured[7], + [V.KNIGHT]: captured[8], + [V.BISHOP]: captured[9], + [V.QUEEN]: captured[10], + [V.KING]: captured[11] + } + }; + this.effects = []; this.subTurn = 1; } + getFlagsFen() { + let fen = ""; + // Add power flags + for (let c of ["w", "b"]) + for (let p of ['k', 'q']) fen += (this.powerFlags[c][p] ? "1" : "0"); + return fen; + } + + getColor(i, j) { + if (i >= V.size.x) return i == V.size.x ? "w" : "b"; + return this.board[i][j].charAt(0); + } + + getPiece(i, j) { + if (i >= V.size.x) return V.RESERVE_PIECES[j]; + return this.board[i][j].charAt(1); + } + + getReservePpath(index, color) { + return color + V.RESERVE_PIECES[index]; + } + + static get RESERVE_PIECES() { + return [V.PAWN, V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.KING]; + } + + getReserveMoves([x, y]) { + const color = this.turn; + const p = V.RESERVE_PIECES[y]; + if (this.reserve[color][p] == 0) return []; + let moves = []; + const start = (color == 'w' && p == V.PAWN ? 1 : 0); + const end = (color == 'b' && p == V.PAWN ? 7 : 8); + for (let i = start; i < end; i++) { + for (let j = 0; j < V.size.y; j++) { + if ( + this.board[i][j] == V.EMPTY || + this.getColor(i, j) == 'a' || + this.getPiece(i, j) == V.INVISIBLE_QUEEN + ) { + let m = this.getBasicMove({ p: p, x: i, y: j}); + m.start = { x: x, y: y }; + moves.push(m); + } + } + } + return moves; + } + getPotentialMovesFrom([x, y]) { - // TODO: bananes et bombes limitent les déplacements (agissent comme un mur "capturable") - // bananes jaunes et rouges ?! (agissant sur une seule couleur ?) --> mauvaise idée. - if (this.subTurn == 2) { - // TODO: coup compatible avec firstMove + let moves = []; + if (this.subTurn == 1) { + moves = super.getPotentialMovesFrom([x, y]); + const finalPieces = V.PawnSpecs.promotions; + const color = this.turn; + const lastRank = (color == "w" ? 0 : 7); + let pMoves = []; + moves.forEach(m => { + if ( + m.appear.length > 0 && + ['p', 's'].includes(m.appear[0].p) && + m.appear[0].x == lastRank + ) { + for (let i = 1; i < finalPieces.length; i++) { + const piece = finalPieces[i]; + let otherM = JSON.parse(JSON.stringify(m)); + otherM.appear[0].p = + m.appear[0].p == V.PAWN + ? finalPieces[i] + : V.IMMOBILIZE_CODE[finalPieces[i]]; + pMoves.push(otherM); + } + // Finally alter m itself: + m.appear[0].p = + m.appear[0].p == V.PAWN + ? finalPieces[0] + : V.IMMOBILIZE_CODE[finalPieces[0]]; + } + }); + Array.prototype.push.apply(moves, pMoves); + } + else { + // Subturn == 2 + const L = this.effects.length; + switch (this.effects[L-1]) { + case "kingboo": + // Exchange position with any visible piece, + // except pawns if arriving on last rank. + const lastRank = { 'w': 0, 'b': 7 }; + const color = this.turn; + const allowLastRank = (this.getPiece(x, y) != V.PAWN); + for (let i=0; i<8; i++) { + for (let j=0; j<8; j++) { + const colIJ = this.getColor(i, j); + const pieceIJ = this.getPiece(i, j); + if ( + (i != x || j != y) && + this.board[i][j] != V.EMPTY && + pieceIJ != V.INVISIBLE_QUEEN && + colIJ != 'a' + ) { + if ( + (pieceIJ != V.PAWN || x != lastRank[colIJ]) && + (allowLastRank || i != lastRank[color]) + ) { + const movedUnit = new PiPo({ + x: x, + y: y, + c: colIJ, + p: this.getPiece(i, j) + }); + let mMove = this.getBasicMove({ x: x, y: y }, [i, j]); + mMove.appear.push(movedUnit); + moves.push(mMove); + } + } + } + } + break; + case "toadette": + // Resurrect a captured piece + if (x >= V.size.x) moves = this.getReserveMoves([x, y]); + break; + case "daisy": + // Play again with any piece + moves = super.getPotentialMovesFrom([x, y]); + break; + } } - //Détails : - //Si une pièce pose quelque chose sur une case ça remplace ce qui y était déjà. + return moves; } - getPotentialPawnMoves(sq) { - //Toad: pion - // laisse sur sa case de départ un champi turbo permettant à Peach et cavalier et autres pions d'aller - // un dep plus loin (evt 2 cases si pion saut initial), et aux pièces arrivant sur cette case de sauter par - // dessus une pièce immédiatement adjacente dans leur trajectoire (en atterissant juste derrière). + // Helper for getBasicMove(): banana/bomb effect + getRandomSquare([x, y], steps) { + const validSteps = steps.filter(s => V.OnBoard(x + s[0], y + s[1])); + const step = validSteps[randInt(validSteps.length)]; + return [x + step[0], y + step[1]]; } - // Coups en 2 temps (si pose possible) - getPotentialRookMoves(sq) { - //Donkey : tour - // pose une banane (optionnel) sur une case adjacente (diagonale) à celle d'arrivée - // Si une pièce arrive sur la peau de banane, alors elle effectue un déplacement - // aléatoire d'une (2?) case (vertical ou horizontal) depuis sa position finale. + // Apply mushroom, bomb or banana effect (hidden to the player). + // Determine egg effect, too, and apply its first part if possible. + getBasicMove_aux(psq1, sq2, tr, initMove) { + const [x1, y1] = [psq1.x, psq1.y]; + const color1 = this.turn; + const piece1 = (!!tr ? tr.p : (psq1.p || this.getPiece(x1, y1))); + const oppCol = V.GetOppCol(color1); + if (!sq2) { + let move = { + appear: [], + vanish: [] + }; + // banana or bomb defines next square, or the move ends there + move.appear = [ + new PiPo({ + x: x1, + y: y1, + c: color1, + p: piece1 + }) + ]; + if (this.board[x1][y1] != V.EMPTY) { + const initP1 = this.getPiece(x1, y1); + move.vanish = [ + new PiPo({ + x: x1, + y: y1, + c: this.getColor(x1, y1), + p: initP1 + }) + ]; + if ([V.BANANA, V.BOMB].includes(initP1)) { + const steps = V.steps[initP1 == V.BANANA ? V.ROOK : V.BISHOP]; + move.next = this.getRandomSquare([x1, y1], steps); + } + } + move.end = { x: x1, y: y1 }; + return move; + } + const [x2, y2] = [sq2[0], sq2[1]]; + // The move starts normally, on board: + let move = super.getBasicMove([x1, y1], [x2, y2], tr); + if (!!tr) move.promoteInto = tr.c + tr.p; //in case of (chomped...) + const L = this.effects.length; + if ( + [V.PAWN, V.KNIGHT].includes(piece1) && + !!initMove && + (this.subTurn == 1 || this.effects[L-1] == "daisy") + ) { + switch (piece1) { + case V.PAWN: { + const twoSquaresMove = (Math.abs(x2 - x1) == 2); + const mushroomX = x1 + (twoSquaresMove ? (x2 - x1) / 2 : 0); + move.appear.push( + new PiPo({ + x: mushroomX, + y: y1, + c: 'a', + p: V.MUSHROOM + }) + ); + if (this.getColor(mushroomX, y1) == 'a') { + move.vanish.push( + new PiPo({ + x: mushroomX, + y: y1, + c: 'a', + p: this.getPiece(mushroomX, y1) + }) + ); + } + break; + } + case V.KNIGHT: { + const deltaX = Math.abs(x2 - x1); + const deltaY = Math.abs(y2 - y1); + let eggSquare = [ + x1 + (deltaX == 2 ? (x2 - x1) / 2 : 0), + y1 + (deltaY == 2 ? (y2 - y1) / 2 : 0) + ]; + if ( + this.board[eggSquare[0]][eggSquare[1]] != V.EMPTY && + this.getColor(eggSquare[0], eggSquare[1]) != 'a' + ) { + eggSquare[0] = x1; + eggSquare[1] = y1; + } + move.appear.push( + new PiPo({ + x: eggSquare[0], + y: eggSquare[1], + c: 'a', + p: V.EGG + }) + ); + if (this.getColor(eggSquare[0], eggSquare[1]) == 'a') { + move.vanish.push( + new PiPo({ + x: eggSquare[0], + y: eggSquare[1], + c: 'a', + p: this.getPiece(eggSquare[0], eggSquare[1]) + }) + ); + } + break; + } + } + } + // For (wa)luigi effect: + const changePieceColor = (color) => { + let pieces = []; + const oppLastRank = (color == 'w' ? 7 : 0); + for (let i=0; i<8; i++) { + for (let j=0; j<8; j++) { + const piece = this.getPiece(i, j); + if ( + (i != move.vanish[0].x || j != move.vanish[0].y) && + this.board[i][j] != V.EMPTY && + piece != V.INVISIBLE_QUEEN && + this.getColor(i, j) == color + ) { + if (piece != V.KING && (piece != V.PAWN || i != oppLastRank)) + pieces.push({ x: i, y: j, p: piece }); + } + } + } + // Special case of the current piece (still at its initial position) + if (color == color1) + pieces.push({ x: move.appear[0].x, y: move.appear[0].y, p: piece1 }); + const cp = pieces[randInt(pieces.length)]; + if (move.appear[0].x != cp.x || move.appear[0].y != cp.y) { + move.vanish.push( + new PiPo({ + x: cp.x, + y: cp.y, + c: color, + p: cp.p + }) + ); + } + else move.appear.shift(); + move.appear.push( + new PiPo({ + x: cp.x, + y: cp.y, + c: V.GetOppCol(color), + p: cp.p + }) + ); + }; + const applyEggEffect = () => { + if (this.subTurn == 2) + // No egg effects at subTurn 2 + return; + // 1) Determine the effect (some may be impossible) + let effects = ["kingboo", "koopa", "chomp", "bowser", "daisy"]; + if (Object.values(this.captured[color1]).some(c => c >= 1)) + effects.push("toadette"); + const lastRank = { 'w': 0, 'b': 7 }; + if ( + this.board.some((b,i) => + b.some(cell => { + return ( + cell[0] == oppCol && + cell[1] != V.KING && + (cell[1] != V.PAWN || i != lastRank[color1]) + ); + }) + ) + ) { + effects.push("luigi"); + } + if ( + ( + piece1 != V.KING && + (piece1 != V.PAWN || move.appear[0].x != lastRank[oppCol]) + ) || + this.board.some((b,i) => + b.some(cell => { + return ( + cell[0] == color1 && + cell[1] != V.KING && + (cell[1] != V.PAWN || i != lastRank[oppCol]) + ); + }) + ) + ) { + effects.push("waluigi"); + } + const effect = effects[randInt(effects.length)]; + move.end.effect = effect; + // 2) Apply it if possible + if (!(["kingboo", "toadette", "daisy"].includes(effect))) { + switch (effect) { + case "koopa": + move.appear = []; + // Maybe egg effect was applied after others, + // so just shift vanish array: + move.vanish.shift(); + break; + case "chomp": + move.appear = []; + break; + case "bowser": + move.appear[0].p = V.IMMOBILIZE_CODE[piece1]; + break; + case "luigi": + changePieceColor(oppCol); + break; + case "waluigi": + changePieceColor(color1); + break; + } + } + }; + const applyMushroomEffect = () => { + if ([V.PAWN, V.KING, V.KNIGHT].includes(piece1)) { + // Just make another similar step, if possible (non-capturing) + const [i, j] = [ + move.appear[0].x + (x2 - x1), + move.appear[0].y + (y2 - y1) + ]; + if ( + V.OnBoard(i, j) && + ( + this.board[i][j] == V.EMPTY || + this.getPiece(i, j) == V.INVISIBLE_QUEEN || + this.getColor(i, j) == 'a' + ) + ) { + move.appear[0].x = i; + move.appear[0].y = j; + if (this.board[i][j] != V.EMPTY) { + const object = this.getPiece(i, j); + const color = this.getColor(i, j); + move.vanish.push( + new PiPo({ + x: i, + y: j, + c: color, + p: object + }) + ); + switch (object) { + case V.BANANA: + case V.BOMB: + const steps = V.steps[object == V.BANANA ? V.ROOK : V.BISHOP]; + move.next = this.getRandomSquare([i, j], steps); + break; + case V.EGG: + applyEggEffect(); + break; + case V.MUSHROOM: + applyMushroomEffect(); + break; + } + } + } + } + else { + // Queen, bishop or rook: + const step = [ + (x2 - x1) / Math.abs(x2 - x1) || 0, + (y2 - y1) / Math.abs(y2 - y1) || 0 + ]; + const next = [move.appear[0].x + step[0], move.appear[0].y + step[1]]; + if ( + V.OnBoard(next[0], next[1]) && + this.board[next[0]][next[1]] != V.EMPTY && + this.getPiece(next[0], next[1]) != V.INVISIBLE_QUEEN && + this.getColor(next[0], next[1]) != 'a' + ) { + const afterNext = [next[0] + step[0], next[1] + step[1]]; + if (V.OnBoard(afterNext[0], afterNext[1])) { + const afterColor = this.getColor(afterNext[0], afterNext[1]); + if ( + this.board[afterNext[0]][afterNext[1]] == V.EMPTY || + afterColor != color1 + ) { + move.appear[0].x = afterNext[0]; + move.appear[0].y = afterNext[1]; + if (this.board[afterNext[0]][afterNext[1]] != V.EMPTY) { + // The "object" could also be an opponent's piece + const object = this.getPiece(afterNext[0], afterNext[1]); + move.vanish.push( + new PiPo({ + x: afterNext[0], + y: afterNext[1], + c: afterColor, + p: object + }) + ); + switch (object) { + case V.BANANA: + case V.BOMB: + const steps = + V.steps[object == V.BANANA ? V.ROOK : V.BISHOP]; + move.next = this.getRandomSquare( + [afterNext[0], afterNext[1]], steps); + break; + case V.EGG: + applyEggEffect(); + break; + case V.MUSHROOM: + applyMushroomEffect(); + break; + } + } + } + } + } + } + }; + const color2 = this.getColor(x2, y2); + const piece2 = this.getPiece(x2, y2); + if (color2 == 'a') { + switch (piece2) { + case V.BANANA: + case V.BOMB: + const steps = V.steps[piece2 == V.BANANA ? V.ROOK : V.BISHOP]; + move.next = this.getRandomSquare([x2, y2], steps); + break; + case V.MUSHROOM: + applyMushroomEffect(); + break; + case V.EGG: + if (this.subTurn == 1) + // No egg effect at subTurn 2 + applyEggEffect(); + break; + } + } + if ( + this.subTurn == 1 && + !move.next && + move.appear.length > 0 && + [V.ROOK, V.BISHOP].includes(piece1) + ) { + const finalSquare = [move.appear[0].x, move.appear[0].y]; + if ( + color2 != 'a' || + this.getColor(finalSquare[0], finalSquare[1]) != 'a' || + this.getPiece(finalSquare[0], finalSquare[1]) != V.EGG + ) { + const validSteps = + V.steps[piece1 == V.ROOK ? V.BISHOP : V.ROOK].filter(s => { + const [i, j] = [finalSquare[0] + s[0], finalSquare[1] + s[1]]; + return ( + V.OnBoard(i, j) && + // NOTE: do not place a bomb or banana on the invisible queen! + (this.board[i][j] == V.EMPTY || this.getColor(i, j) == 'a') + ); + }); + if (validSteps.length >= 1) { + const randIdx = randInt(validSteps.length); + const [x, y] = [ + finalSquare[0] + validSteps[randIdx][0], + finalSquare[1] + validSteps[randIdx][1] + ]; + move.appear.push( + new PiPo({ + x: x, + y: y, + c: 'a', + p: (piece1 == V.ROOK ? V.BANANA : V.BOMB) + }) + ); + if (this.board[x][y] != V.EMPTY) { + move.vanish.push( + new PiPo({ x: x, y: y, c: 'a', p: this.getPiece(x, y) })); + } + } + } + } + return move; } - // Coups en 2 temps (si pose) - getPotentialBishopMoves([x, y]) { - //Wario: fou - // pose une bombe (optionnel) sur une case orthogonalement adjacente à la case d'arrivée - // Si une pièce arrive sur une bombe, alors elle effectue un déplacement diagonal - // aléatoire d'une (2?) case depuis sa position finale (juste une case si impossible). + getBasicMove(psq1, sq2, tr) { + let moves = []; + if (Array.isArray(psq1)) psq1 = { x: psq1[0], y: psq1[1] }; + let m = this.getBasicMove_aux(psq1, sq2, tr, "initMove"); + while (!!m.next) { + // Last move ended on bomb or banana, direction change + V.PlayOnBoard(this.board, m); + moves.push(m); + m = this.getBasicMove_aux( + { x: m.appear[0].x, y: m.appear[0].y }, m.next); + } + for (let i=moves.length-1; i>=0; i--) V.UndoOnBoard(this.board, moves[i]); + moves.push(m); + // Now merge moves into one + let move = {}; + // start is wrong for Toadette moves --> it's fixed later + move.start = { x: psq1.x, y: psq1.y }; + move.end = !!sq2 ? { x: sq2[0], y: sq2[1] } : { x: psq1.x, y: psq1.y }; + if (!!tr) move.promoteInto = moves[0].promoteInto; + let lm = moves[moves.length-1]; + if (this.subTurn == 1 && !!lm.end.effect) + move.end.effect = lm.end.effect; + if (moves.length == 1) { + move.appear = moves[0].appear; + move.vanish = moves[0].vanish; + } + else { + // Keep first vanish and last appear (if any) + move.appear = lm.appear; + move.vanish = moves[0].vanish; + if ( + move.vanish.length >= 1 && + move.appear.length >= 1 && + move.vanish[0].x == move.appear[0].x && + move.vanish[0].y == move.appear[0].y + ) { + // Loopback on initial square: + move.vanish.shift(); + move.appear.shift(); + } + for (let i=1; i < moves.length - 1; i++) { + for (let v of moves[i].vanish) { + // Only vanishing objects, not appearing at init move + if ( + v.c == 'a' && + ( + moves[0].appear.length == 1 || + moves[0].appear[1].x != v.x || + moves[0].appear[1].y != v.y + ) + ) { + move.vanish.push(v); + } + } + } + // Final vanish is our piece, but others might be relevant + // (for some egg bonuses at least). + for (let i=1; i < lm.vanish.length; i++) { + if ( + lm.vanish[i].c != 'a' || + moves[0].appear.length == 1 || + moves[0].appear[1].x != lm.vanish[i].x || + moves[0].appear[1].y != lm.vanish[i].y + ) { + move.vanish.push(lm.vanish[i]); + } + } + } + return move; } - getPotentialKnightMoves([x, y]) { - //Yoshi: cavalier - // laisse sur sa case de départ un bonus aléatoire - // (NOTE: certains bonus pourraient ne pas être applicables ==> pion bloqué par exemple) - // - i) roi boo(*E*) : échange avec n'importe quelle pièce (choix du joueur, type et/ou couleur différents) - // - i*) koopa(*B*) : ramène sur la case initiale - // - ii) toadette(*R*) : permet de poser une pièce capturée sur le plateau - // (n'importe où sauf 8eme rangée pour les pions) - // - ii*) chomp(*W*) : mange la pièce ; si c'est Peach, c'est perdu - // - iii) daisy(*T*) : permet de rejouer un coup avec la même pièce --> cumulable si ensuite coup sur bonus Daisy. - // - iii*) bowser(*M*) : immobilise la pièce (marquée jaune/rouge), qui ne pourra pas jouer au tour suivant - // - iv) luigi(*L*) : fait changer de camp une pièce adverse (aléatoire) (sauf le roi) - // - iv*) waluigi(*D*) : fait changer de camp une de nos pièces (aléatoire, sauf le roi) - // --> i, ii, iii en deux temps (subTurn 1 & 2) + getPotentialPawnMoves([x, y]) { + const color = this.turn; + const oppCol = V.GetOppCol(color); + const [sizeX, sizeY] = [V.size.x, V.size.y]; + const shiftX = V.PawnSpecs.directions[color]; + const firstRank = (color == "w" ? sizeX - 1 : 0); + let moves = []; + if ( + this.board[x + shiftX][y] == V.EMPTY || + this.getColor(x + shiftX, y) == 'a' || + this.getPiece(x + shiftX, y) == V.INVISIBLE_QUEEN + ) { + this.addPawnMoves([x, y], [x + shiftX, y], moves); + if ( + [firstRank, firstRank + shiftX].includes(x) && + ( + this.board[x + 2 * shiftX][y] == V.EMPTY || + this.getColor(x + 2 * shiftX, y) == 'a' || + this.getPiece(x + 2 * shiftX, y) == V.INVISIBLE_QUEEN + ) + ) { + moves.push(this.getBasicMove({ x: x, y: y }, [x + 2 * shiftX, y])); + } + } + for (let shiftY of [-1, 1]) { + if ( + y + shiftY >= 0 && + y + shiftY < sizeY && + this.board[x + shiftX][y + shiftY] != V.EMPTY && + // Pawns cannot capture invisible queen this way! + this.getPiece(x + shiftX, y + shiftY) != V.INVISIBLE_QUEEN && + ['a', oppCol].includes(this.getColor(x + shiftX, y + shiftY)) + ) { + this.addPawnMoves([x, y], [x + shiftX, y + shiftY], moves); + } + } + return moves; } getPotentialQueenMoves(sq) { - //Mario: dame - // pouvoir "fantôme" : peut effectuer une fois dans la partie un coup non-capturant invisible (=> choix à chaque coup, getPPpath(m) teste m.nvisible...) - //wg bg ghost once in the game the queen can make an invisible move --> printed as "?" + const normalMoves = super.getPotentialQueenMoves(sq); + // If flag allows it, add 'invisible movements' + let invisibleMoves = []; + if (this.powerFlags[this.turn][V.QUEEN]) { + normalMoves.forEach(m => { + if ( + m.appear.length == 1 && + m.vanish.length == 1 && + // Only simple non-capturing moves: + m.vanish[0].c != 'a' + ) { + let im = JSON.parse(JSON.stringify(m)); + im.appear[0].p = V.INVISIBLE_QUEEN; + im.end.noHighlight = true; + invisibleMoves.push(im); + } + }); + } + return normalMoves.concat(invisibleMoves); } - getPotentialKingMoves(sq) { - //Peach: roi - // Carapace rouge (disons ^^) jouable une seule fois dans la partie, - // au lieu de se déplacer. Capture un ennemi au choix parmi les plus proches, - // à condition qu'ils soient visibles (suivant les directions de déplacement d'une dame). - // Profite des accélérateurs posés par les pions (+ 1 case : obligatoire). + getPotentialKingMoves([x, y]) { + let moves = super.getPotentialKingMoves([x, y]); + const color = this.turn; + // If flag allows it, add 'remote shell captures' + if (this.powerFlags[this.turn][V.KING]) { + V.steps[V.ROOK].concat(V.steps[V.BISHOP]).forEach(step => { + let [i, j] = [x + step[0], y + step[1]]; + while ( + V.OnBoard(i, j) && + ( + this.board[i][j] == V.EMPTY || + this.getPiece(i, j) == V.INVISIBLE_QUEEN || + ( + this.getColor(i, j) == 'a' && + [V.EGG, V.MUSHROOM].includes(this.getPiece(i, j)) + ) + ) + ) { + i += step[0]; + j += step[1]; + } + if (V.OnBoard(i, j)) { + const colIJ = this.getColor(i, j); + if (colIJ != color) { + // May just destroy a bomb or banana: + moves.push( + new Move({ + start: { x: x, y: y}, + end: { x: i, y: j }, + appear: [], + vanish: [ + new PiPo({ + x: i, y: j, c: colIJ, p: this.getPiece(i, j) + }) + ] + }) + ); + } + } + }); + } + return moves; } - atLeastOneMove() { - // TODO: check that - return true; + getSlideNJumpMoves([x, y], steps, oneStep) { + 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 || + this.getPiece(i, j) == V.INVISIBLE_QUEEN || + ( + this.getColor(i, j) == 'a' && + [V.EGG, V.MUSHROOM].includes(this.getPiece(i, j)) + ) + ) + ) { + moves.push(this.getBasicMove({ x: x, y: y }, [i, j])); + if (oneStep) continue outerLoop; + i += step[0]; + j += step[1]; + } + if (V.OnBoard(i, j) && this.canTake([x, y], [i, j])) + moves.push(this.getBasicMove({ x: x, y: y }, [i, j])); + } + return moves; + } + + getAllPotentialMoves() { + if (this.subTurn == 1) return super.getAllPotentialMoves(); + let moves = []; + const color = this.turn; + const L = this.effects.length; + switch (this.effects[L-1]) { + case "kingboo": { + let allPieces = []; + for (let i=0; i<8; i++) { + for (let j=0; j<8; j++) { + const colIJ = this.getColor(i, j); + const pieceIJ = this.getPiece(i, j); + if ( + i != x && j != y && + this.board[i][j] != V.EMPTY && + colIJ != 'a' && + pieceIJ != V.INVISIBLE_QUEEN + ) { + allPieces.push({ x: i, y: j, c: colIJ, p: pieceIJ }); + } + } + } + for (let x=0; x<8; x++) { + for (let y=0; y<8; y++) { + if (this.getColor(i, j) == color) { + // Add exchange with something + allPieces.forEach(pp => { + if (pp.x != i || pp.y != j) { + const movedUnit = new PiPo({ + x: x, + y: y, + c: pp.c, + p: pp.p + }); + let mMove = this.getBasicMove({ x: x, y: y }, [pp.x, pp.y]); + mMove.appear.push(movedUnit); + moves.push(mMove); + } + }); + } + } + } + break; + } + case "toadette": { + const x = V.size.x + (this.turn == 'w' ? 0 : 1); + for (let y = 0; y < 8; y++) + Array.prototype.push.apply(moves, this.getReserveMoves([x, y])); + break; + } + case "daisy": + moves = super.getAllPotentialMoves(); + break; + } + return moves; } play(move) { - // TODO: subTurn passe à 2 si arrivée sur bonus cavalier - // potentiellement pose (tour, fou) ou si choix (reconnaître i (ok), ii (ok) et iii (si coup normal + pas immobilisé) ?) - // voire +2 si plusieurs daisy... - // si pièce immobilisée de ma couleur : elle redevient utilisable (changer status fin de play) +// if (!this.states) this.states = []; +// const stateFen = this.getFen(); +// this.states.push(stateFen); + + move.flags = JSON.stringify(this.aggregateFlags()); + V.PlayOnBoard(this.board, move); + move.turn = [this.turn, this.subTurn]; + if (["kingboo", "toadette", "daisy"].includes(move.end.effect)) { + this.effects.push(move.end.effect); + this.subTurn = 2; + } + else { + this.turn = V.GetOppCol(this.turn); + this.movesCount++; + this.subTurn = 1; + } + this.postPlay(move); } - undo(move) { - // TODO: reconnaissance inverse si subTurn == 1 --> juste impossible ==> marquer pendant play (comme DoubleMove1 : move.turn = ...) - } - - doClick(square) { - // A click to promote a piece on subTurn 2 would trigger this. - // For now it would then return [NaN, NaN] because surrounding squares - // have no IDs in the promotion modal. TODO: improve this? - if (isNaN(square[0])) return null; - // If subTurn == 2: - // if square is empty && firstMove is compatible, - // complete the move (banana or bomb). - // if square not empty, just complete with empty move - const Lf = this.firstMove.length; - if (this.subTurn == 2) { - if ( - this.board[square[0]][square[1]] == V.EMPTY && - !this.underCheck(this.turn) && - (La == 0 || !this.oppositeMoves(this.amoves[La-1], this.firstMove[Lf-1])) - ) { - return { - start: { x: -1, y: -1 }, - end: { x: -1, y: -1 }, - appear: [], - vanish: [] - }; + postPlay(move) { + if (move.end.effect == "toadette") this.reserve = this.captured; + else this.reserve = undefined; + const color = move.turn[0]; + if ( + move.vanish.length == 2 && + move.vanish[1].c != 'a' && + move.appear.length == 1 //avoid king Boo! + ) { + // Capture: update this.captured + let capturedPiece = move.vanish[1].p; + if (capturedPiece == V.INVISIBLE_QUEEN) capturedPiece = V.QUEEN; + else if (Object.keys(V.IMMOBILIZE_DECODE).includes(capturedPiece)) + capturedPiece = V.IMMOBILIZE_DECODE[capturedPiece]; + this.captured[move.vanish[1].c][capturedPiece]++; + } + else if (move.vanish.length == 0) { + if (move.appear.length == 0 || move.appear[0].c == 'a') return; + // A piece is back on board + this.captured[move.appear[0].c][move.appear[0].p]--; + } + if (move.appear.length == 0) { + // Three cases: king "shell capture", Chomp or Koopa + if (this.getPiece(move.start.x, move.start.y) == V.KING) + // King remote capture: + this.powerFlags[color][V.KING] = false; + else if (move.end.effect == "chomp") + this.captured[color][move.vanish[0].p]++; + } + else if (move.appear[0].p == V.INVISIBLE_QUEEN) + this.powerFlags[move.appear[0].c][V.QUEEN] = false; + if (this.subTurn == 2) return; + if ( + move.turn[1] == 1 && + move.appear.length == 0 || + !(Object.keys(V.IMMOBILIZE_DECODE).includes(move.appear[0].p)) + ) { + // Look for an immobilized piece of my color: it can now move + for (let i=0; i<8; i++) { + for (let j=0; j<8; j++) { + if (this.board[i][j] != V.EMPTY) { + const piece = this.getPiece(i, j); + if ( + this.getColor(i, j) == color && + Object.keys(V.IMMOBILIZE_DECODE).includes(piece) + ) { + this.board[i][j] = color + V.IMMOBILIZE_DECODE[piece]; + move.wasImmobilized = [i, j]; + } + } + } + } + } + // Also make opponent invisible queen visible again, if any + const oppCol = V.GetOppCol(color); + for (let i=0; i<8; i++) { + for (let j=0; j<8; j++) { + if ( + this.board[i][j] != V.EMPTY && + this.getColor(i, j) == oppCol && + this.getPiece(i, j) == V.INVISIBLE_QUEEN + ) { + this.board[i][j] = oppCol + V.QUEEN; + move.wasInvisible = [i, j]; + } } } - return null; } - postPlay(move) { - // TODO: king may also be "chomped" - super.updateCastleFlags(move, piece); + undo(move) { + this.disaggregateFlags(JSON.parse(move.flags)); + V.UndoOnBoard(this.board, move); + if (["kingboo", "toadette", "daisy"].includes(move.end.effect)) + this.effects.pop(); + else this.movesCount--; + this.turn = move.turn[0]; + this.subTurn = move.turn[1]; + this.postUndo(move); + +// const stateFen = this.getFen(); +// if (stateFen != this.states[this.states.length-1]) debugger; +// this.states.pop(); + } + + postUndo(move) { + if (!!move.wasImmobilized) { + const [i, j] = move.wasImmobilized; + this.board[i][j] = + this.getColor(i, j) + V.IMMOBILIZE_CODE[this.getPiece(i, j)]; + } + if (!!move.wasInvisible) { + const [i, j] = move.wasInvisible; + this.board[i][j] = this.getColor(i, j) + V.INVISIBLE_QUEEN; + } + if (move.vanish.length == 2 && move.vanish[1].c != 'a') { + let capturedPiece = move.vanish[1].p; + if (capturedPiece == V.INVISIBLE_QUEEN) capturedPiece = V.QUEEN; + else if (Object.keys(V.IMMOBILIZE_DECODE).includes(capturedPiece)) + capturedPiece = V.IMMOBILIZE_DECODE[capturedPiece]; + this.captured[move.vanish[1].c][capturedPiece]--; + } + else if (move.vanish.length == 0) { + if (move.appear.length == 0 || move.appear[0].c == 'a') return; + // A piece was back on board + this.captured[move.appear[0].c][move.appear[0].p]++; + } + else if (move.appear.length == 0 && move.end.effect == "chomp") + this.captured[move.vanish[0].c][move.vanish[0].p]--; + if (move.vanish.length == 0) this.reserve = this.captured; + else this.reserve = undefined; + } + + getCheckSquares() { + return []; } getCurrentScore() { - if (this.kingPos[this.turn][0] < 0) - // King captured (or "chomped") - return this.turn == "w" ? "0-1" : "1-0"; - //TODO: But = capturer la princesse adverse (téléportation possible donc pas but = arriver de l'autre côté) - return '*'; + // Find kings (not tracked in this variant) + let kingThere = { w: false, b: false }; + for (let i=0; i<8; i++) { + for (let j=0; j<8; j++) { + if ( + this.board[i][j] != V.EMPTY && + ['k', 'l'].includes(this.getPiece(i, j)) + ) { + kingThere[this.getColor(i, j)] = true; + } + } + } + if (!kingThere['w']) return "0-1"; + if (!kingThere['b']) return "1-0"; + if (!this.atLeastOneMove()) return (this.turn == 'w' ? "0-1" : "1-0"); + return "*"; + } + + static GenRandInitFen(options) { + return ( + SuicideRules.GenRandInitFen(options).slice(0, -1) + + // Add Peach + Mario flags + capture counts + "1111 000000000000" + ); + } + + filterValid(moves) { + return moves; + } + + static get VALUES() { + return Object.assign( + {}, + ChessRules.VALUES, + { + s: 1, + u: 5, + o: 3, + c: 3, + t: 9, + l: 1000, + e: 0, + d: 0, + w: 0, + m: 0 + } + ); + } + + static get SEARCH_DEPTH() { + return 1; } getComputerMove() { - // TODO: random mover + const moves = this.getAllValidMoves(); + // Split into "normal" and "random" moves: + // (Next splitting condition is OK because cannot take self object + // without a banana or bomb on the way). + const deterministicMoves = moves.filter(m => { + return m.vanish.every(a => a.c != 'a' || a.p == V.MUSHROOM); + }); + const randomMoves = moves.filter(m => { + return m.vanish.some(a => a.c == 'a' && a.p != V.MUSHROOM); + }); + if (Math.random() < deterministicMoves.length / randomMoves.length) + // Play a deterministic one: capture king or material if possible + return super.getComputerMove(deterministicMoves); + // Play a random effect move, at random: + let move1 = randomMoves[randInt(randomMoves.length)]; + this.play(move1); + let move2 = undefined; + if (this.subTurn == 2) { + const moves2 = this.getAllValidMoves(); + move2 = moves2[randInt(moves2.length)]; + } + this.undo(move1); + if (!move2) return move1; + return [move1, move2]; } + + getNotation(move) { + if (move.vanish.length == 0 && move.appear.length == 0) return "-"; + if ( + !move.end.effect && + move.appear.length > 0 && + move.appear[0].p == V.INVISIBLE_QUEEN + ) { + return "Q??"; + } + const finalSquare = V.CoordsToSquare(move.end); + // Next condition also includes Toadette placements: + if (move.appear.length > 0 && move.vanish.every(a => a.c == 'a')) { + const piece = + move.appear[0].p != V.PAWN ? move.appear[0].p.toUpperCase() : ""; + return piece + "@" + finalSquare; + } + else if (move.appear.length == 0) { + const piece = this.getPiece(move.start.x, move.start.y); + if (piece == V.KING && !move.end.effect) + // King remote capture + return "Kx" + finalSquare; + // Koopa or Chomp, or loopback after bananas, bombs & mushrooms: + return ( + piece.toUpperCase() + "x" + finalSquare + + ( + !!move.end.effect + ? "*" + (move.end.effect == "koopa" ? "K" : "C") + : "" + ) + ); + } + if (move.appear.length == 1 && move.vanish.length == 1) { + const moveStart = move.appear[0].p.toUpperCase() + "@"; + if (move.appear[0].c == 'a' && move.vanish[0].c == 'a') + // Bonus replacement: + return moveStart + finalSquare; + if ( + move.vanish[0].p == V.INVISIBLE_QUEEN && + move.appear[0].x == move.vanish[0].x && + move.appear[0].y == move.vanish[0].y + ) { + // Toadette takes invisible queen + return moveStart + "Q" + finalSquare; + } + } + if ( + move.appear.length == 2 && + move.vanish.length == 2 && + move.appear.every(a => a.c != 'a') && + move.vanish.every(v => v.c != 'a') + ) { + // King Boo exchange + return V.CoordsToSquare(move.start) + finalSquare; + } + const piece = move.vanish[0].p; + let notation = undefined; + if (piece == V.PAWN) { + // Pawn move + if (this.board[move.end.x][move.end.y] != V.EMPTY) { + // Capture + const startColumn = V.CoordToColumn(move.start.y); + notation = startColumn + "x" + finalSquare; + } + else notation = finalSquare; + if (move.appear[0].p != V.PAWN) + // Promotion + notation += "=" + move.appear[0].p.toUpperCase(); + } + else { + notation = + piece.toUpperCase() + + (this.board[move.end.x][move.end.y] != V.EMPTY ? "x" : "") + + finalSquare; + } + if (!!move.end.effect) { + switch (move.end.effect) { + case "kingboo": + notation += "*B"; + break; + case "toadette": + notation += "*T"; + break; + case "daisy": + notation += "*D"; + break; + case "bowser": + notation += "*M"; + break; + case "luigi": + case "waluigi": + const lastAppear = move.appear[move.appear.length - 1]; + const effectOn = + V.CoordsToSquare({ x: lastAppear.x, y : lastAppear.y }); + notation += "*" + move.end.effect[0].toUpperCase() + effectOn; + break; + } + } + return notation; + } + };