X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FPacosako.js;h=0462d2dbcfda4b4c2d7e1e1da3f9f7975235aab3;hb=4313762da3237b04f204e121a20cab3ba7bb5dd2;hp=b88f2e3b4a7d89c8cd4452109ff1ad8d69b79942;hpb=231bba397e6ed8aa2c06ba0568f47419b5d16a10;p=vchess.git diff --git a/client/src/variants/Pacosako.js b/client/src/variants/Pacosako.js index b88f2e3b..0462d2db 100644 --- a/client/src/variants/Pacosako.js +++ b/client/src/variants/Pacosako.js @@ -29,24 +29,30 @@ export class PacosakoRules extends ChessRules { w: ['b', 'q'], x: ['b', 'k'], y: ['q', 'q'], - z: ['q', 'k'] + z: ['q', 'k'], + '@': ['k', 'k'] }; } + static fen2board(f) { + // Arobase is character 64 + return f.charCodeAt() <= 90 ? "w" + f.toLowerCase() : "b" + f; + } + static IsGoodPosition(position) { if (position.length == 0) return false; const rows = position.split("/"); if (rows.length != V.size.x) return false; - let kingSymb = ['k', 'g', 'm', 'u', 'x']; + let kingSymb = ['k', 'g', 'm', 'u', 'x', 'z', '@']; let kings = { 'k': 0, 'K': 0 }; for (let row of rows) { let sumElts = 0; for (let i = 0; i < row.length; i++) { - const lowR = row[i].toLowerCase - if (!!(row[i].toLowerCase().match(/[a-z]/))) { + if (!!(row[i].toLowerCase().match(/[a-z@]/))) { sumElts++; if (kingSymb.includes(row[i])) kings['k']++; - else if (kingSymb.some(s => row[i] == s.toUpperCase())) kings['K']++; + // Not "else if", if two kings dancing together + if (kingSymb.some(s => row[i] == s.toUpperCase())) kings['K']++; } else { const num = parseInt(row[i], 10); @@ -98,15 +104,18 @@ export class PacosakoRules extends ChessRules { this.kingPos = { w: [-1, -1], b: [-1, -1] }; const fenRows = V.ParseFen(fen).position.split("/"); const startRow = { 'w': V.size.x - 1, 'b': 0 }; - const kingSymb = ['k', 'g', 'm', 'u', 'x']; + const kingSymb = ['k', 'g', 'm', 'u', 'x', 'z', '@']; for (let i = 0; i < fenRows.length; i++) { let k = 0; for (let j = 0; j < fenRows[i].length; j++) { const c = fenRows[i].charAt(j); - if (kingSymb.includes(c)) - this.kingPos["b"] = [i, k]; - else if (kingSymb.some(s => c == s.toUpperCase())) - this.kingPos["w"] = [i, k]; + if (!!(c.toLowerCase().match(/[a-z@]/))) { + if (kingSymb.includes(c)) + this.kingPos["b"] = [i, k]; + // Not "else if", in case of two kings dancing together + if (kingSymb.some(s => c == s.toUpperCase())) + this.kingPos["w"] = [i, k]; + } else { const num = parseInt(fenRows[i].charAt(j), 10); if (!isNaN(num)) k += num - 1; @@ -130,6 +139,8 @@ export class PacosakoRules extends ChessRules { end: ChessRules.SquareToCoords(umove.substr(2)) }); } + // Local stack of positions to avoid redundant moves: + this.repetitions = []; } static IsGoodFen(fen) { @@ -141,10 +152,38 @@ export class PacosakoRules extends ChessRules { return true; } + static IsGoodFlags(flags) { + // 4 for castle + 16 for pawns + return !!flags.match(/^[a-z]{4,4}[01]{16,16}$/); + } + + setFlags(fenflags) { + super.setFlags(fenflags); //castleFlags + this.pawnFlags = { + w: [...Array(8)], //pawns can move 2 squares? + b: [...Array(8)] + }; + const flags = fenflags.substr(4); //skip first 4 letters, for castle + for (let c of ["w", "b"]) { + for (let i = 0; i < 8; i++) + this.pawnFlags[c][i] = flags.charAt((c == "w" ? 0 : 8) + i) == "1"; + } + } + + aggregateFlags() { + return [this.castleFlags, this.pawnFlags]; + } + + disaggregateFlags(flags) { + this.castleFlags = flags[0]; + this.pawnFlags = flags[1]; + } + getUmove(move) { if ( move.vanish.length == 1 && - !(ChessRules.PIECES.includes(move.appear[0].p)) + !(ChessRules.PIECES.includes(move.appear[0].p)) && + move.appear[0].p == move.vanish[0].p //not a promotion ) { // An union moving return { start: move.start, end: move.end }; @@ -160,9 +199,18 @@ export class PacosakoRules extends ChessRules { ); } - static GenRandInitFen(randomness) { - // Add empty umove - return ChessRules.GenRandInitFen(randomness) + " -"; + static GenRandInitFen(options) { + // Add 16 pawns flags + empty umove: + return ChessRules.GenRandInitFen(options) + .slice(0, -2) + "1111111111111111 - -"; + } + + getFlagsFen() { + let fen = super.getFlagsFen(); + // Add pawns flags + for (let c of ["w", "b"]) + for (let i = 0; i < 8; i++) fen += (this.pawnFlags[c][i] ? "1" : "0"); + return fen; } getUmoveFen() { @@ -308,7 +356,8 @@ export class PacosakoRules extends ChessRules { p: cp.p }) ]; - mv.released = up[c]; + // In move.end, to be sent to the server + mv.end.released = up[c]; return mv; } @@ -322,10 +371,28 @@ export class PacosakoRules extends ChessRules { this.board[x][y] = this.turn + piece; } let baseMoves = []; - switch (piece || this.getPiece(x, y)) { - case V.PAWN: - baseMoves = this.getPotentialPawnMoves([x, y]); + const c = this.turn; + switch (piece) { + case V.PAWN: { + const firstRank = (c == 'w' ? 7 : 0); + baseMoves = this.getPotentialPawnMoves([x, y]).filter(m => { + // Skip forbidden 2-squares jumps (except from first rank) + // Also skip unions capturing en-passant (not allowed). + return ( + ( + m.start.x == firstRank || + Math.abs(m.end.x - m.start.x) == 1 || + this.pawnFlags[c][m.start.y] + ) + && + ( + this.board[x][y].charAt(1) == V.PAWN || + m.start.y == m.end.y + ) + ); + }); break; + } case V.ROOK: baseMoves = this.getPotentialRookMoves([x, y]); break; @@ -345,7 +412,6 @@ export class PacosakoRules extends ChessRules { // When a pawn in an union reaches final rank with a non-standard // promotion move: apply promotion anyway let moves = []; - const c = this.turn; const oppCol = V.GetOppCol(c); const oppLastRank = (c == 'w' ? 7 : 0); baseMoves.forEach(m => { @@ -380,7 +446,6 @@ export class PacosakoRules extends ChessRules { return; // Fix en-passant capture: union type, maybe released piece too const cs = [m.end.x + (c == 'w' ? 1 : -1), m.end.y]; - const color = this.board[cs[0]][cs[1]].charAt(0); const code = this.board[cs[0]][cs[1]].charAt(1); if (code == V.PAWN) { // Simple en-passant capture (usual: just form union) @@ -388,9 +453,10 @@ export class PacosakoRules extends ChessRules { m.appear[0].p = 'a'; } else { - // An union pawn + something juste moved two squares + // An union pawn + something just moved two squares + const color = this.board[cs[0]][cs[1]].charAt(0); const up = this.getUnionPieces(color, code); - m.released = up[c]; + m.end.released = up[c]; let args = [V.PAWN, up[oppCol]]; if (c == 'b') args = args.reverse(); const cp = this.getUnionCode(args[0], args[1]); @@ -405,23 +471,6 @@ export class PacosakoRules extends ChessRules { return moves; } - getPotentialKingMoves(sq) { - let moves = this.getSlideNJumpMoves( - sq, - V.steps[V.ROOK].concat(V.steps[V.BISHOP]), - "oneStep" - ); - const c = this.turn; - const oppCol = V.GetOppCol(c); - if ( - !this.isAttacked(this.kingPos[c], oppCol) && - this.castleFlags[c].some(v => v < V.size.y) - ) { - moves = moves.concat(super.getCastleMoves(sq, null, true)); - } - return moves; - } - getEpSquare(moveOrSquare) { if (typeof moveOrSquare === "string") { const square = moveOrSquare; @@ -431,11 +480,10 @@ export class PacosakoRules extends ChessRules { const move = moveOrSquare; const s = move.start, e = move.end; - const oppCol = V.GetOppCol(this.turn); if ( s.y == e.y && Math.abs(s.x - e.x) == 2 && - this.getPiece(s.x, s.y, oppCol) == V.PAWN + this.getPiece(s.x, s.y, this.turn) == V.PAWN ) { return { x: (s.x + e.x) / 2, @@ -451,6 +499,7 @@ export class PacosakoRules extends ChessRules { !!m1 && !(ChessRules.PIECES.includes(m2.appear[0].p)) && m2.vanish.length == 1 && + !m2.end.released && m1.start.x == m2.end.x && m1.end.x == m2.start.x && m1.start.y == m2.end.y && @@ -458,54 +507,326 @@ export class PacosakoRules extends ChessRules { ); } - // Do not consider checks for now (TODO) - underCheck() { + getCastleMoves([x, y]) { + const c = this.getColor(x, y); + const oppCol = V.GetOppCol(c); + let moves = []; + const finalSquares = [ [2, 3], [6, 5] ]; + castlingCheck: for (let castleSide = 0; castleSide < 2; castleSide++) { + if (this.castleFlags[c][castleSide] >= 8) continue; + const rookPos = this.castleFlags[c][castleSide]; + const castlingColor = this.board[x][rookPos].charAt(0); + const castlingPiece = this.board[x][rookPos].charAt(1); + + // Nothing on the path of the king ? + const finDist = finalSquares[castleSide][0] - y; + let step = finDist / Math.max(1, Math.abs(finDist)); + let i = y; + let kingSquares = [y]; + do { + if ( + ( + this.board[x][i] != V.EMPTY && + (this.getColor(x, i) != c || ![y, rookPos].includes(i)) + ) + ) { + continue castlingCheck; + } + i += step; + kingSquares.push(i); + } while (i != finalSquares[castleSide][0]); + // No checks on the path of the king ? + if (this.isAttacked(kingSquares, oppCol)) continue castlingCheck; + + // Nothing on the path to the rook? + step = castleSide == 0 ? -1 : 1; + for (i = y + step; i != rookPos; i += step) { + if (this.board[x][i] != V.EMPTY) continue castlingCheck; + } + + // Nothing on final squares, except maybe king and castling rook? + for (i = 0; i < 2; i++) { + if ( + finalSquares[castleSide][i] != rookPos && + this.board[x][finalSquares[castleSide][i]] != V.EMPTY && + ( + finalSquares[castleSide][i] != y || + this.getColor(x, finalSquares[castleSide][i]) != c + ) + ) { + continue castlingCheck; + } + } + + moves.push( + new Move({ + appear: [ + new PiPo({ + x: x, + y: finalSquares[castleSide][0], + p: V.KING, + c: c + }), + new PiPo({ + x: x, + y: finalSquares[castleSide][1], + p: castlingPiece, + c: castlingColor + }) + ], + vanish: [ + // King might be initially disguised (Titan...) + new PiPo({ x: x, y: y, p: V.KING, c: c }), + new PiPo({ x: x, y: rookPos, p: castlingPiece, c: castlingColor }) + ], + end: + Math.abs(y - rookPos) <= 2 + ? { x: x, y: rookPos } + : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } + }) + ); + } + + return moves; + } + + getEnpassantCaptures(sq, shiftX) { + // HACK: when artificially change turn, do not consider en-passant + const mcMod2 = this.movesCount % 2; + const c = this.turn; + if ((c == 'w' && mcMod2 == 1) || (c == 'b' && mcMod2 == 0)) return []; + return super.getEnpassantCaptures(sq, shiftX); + } + + isAttacked_aux(files, color, positions, fromSquare, released) { + // "positions" = array of FENs to detect infinite loops. Example: + // r1q1k2r/p1Pb1ppp/5n2/1f1p4/AV5P/P1eDP3/3B1PP1/R3K1NR, + // Bxd2 Bxc3 Bxb4 Bxc3 Bxb4 etc. + const newPos = { + fen: super.getBaseFen(), + piece: released, + from: fromSquare + }; + if ( + positions.some(p => { + return ( + p.piece == newPos.piece && + p.fen == newPos.fen && + p.from == newPos.from + ); + }) + ) { + // Start of an infinite loop: exit + return false; + } + positions.push(newPos); + const rank = (color == 'w' ? 0 : 7); + const moves = this.getPotentialMovesFrom(fromSquare); + if (moves.some(m => m.end.x == rank && files.includes(m.end.y))) + // Found an attack! + return true; + for (let m of moves) { + if (!!m.end.released) { + // Turn won't change since !!m.released + this.play(m); + const res = this.isAttacked_aux( + files, color, positions, [m.end.x, m.end.y], m.end.released); + this.undo(m); + if (res) return true; + } + } + return false; + } + + isAttacked(files, color) { + const rank = (color == 'w' ? 0 : 7); + // Since it's too difficult (impossible?) to search from the square itself, + // let's adopt a suboptimal but working strategy: find all attacks. + const c = this.turn; + // Artificial turn change is required: + this.turn = color; + let res = false; + outerLoop: for (let i=0; i<8; i++) { + for (let j=0; j<8; j++) { + // Attacks must start from a normal piece, not an union. + // Therefore, the following test is correct. + if ( + this.board[i][j] != V.EMPTY && + // Do not start with king (irrelevant, and lead to infinite calls) + [V.PAWN, V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN].includes( + this.board[i][j].charAt(1)) && + this.board[i][j].charAt(0) == color + ) { + // Try from here. + const moves = this.getPotentialMovesFrom([i, j]); + if (moves.some(m => m.end.x == rank && files.includes(m.end.y))) { + res = true; + break outerLoop; + } + for (let m of moves) { + if (!!m.end.released) { + // Turn won't change since !!m.released + this.play(m); + let positions = []; + res = this.isAttacked_aux( + files, color, positions, [m.end.x, m.end.y], m.end.released); + this.undo(m); + if (res) break outerLoop; + } + } + } + } + } + this.turn = c; + return res; + } + + isAttackedBySlideNJump([x, y], color, piece, steps, oneStep) { + for (let step of steps) { + let rx = x + step[0], + ry = y + step[1]; + while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) { + rx += step[0]; + ry += step[1]; + } + if ( + V.OnBoard(rx, ry) && + this.board[rx][ry] != V.EMPTY && + this.getPiece(rx, ry) == piece && + this.getColor(rx, ry) == color && + this.canTake([rx, ry], [x, y]) //TODO: necessary line? + //If not, generic method is OK + ) { + return true; + } + } return false; } + + // Do not consider checks, except to forbid castling getCheckSquares() { return []; } + filterValid(moves) { if (moves.length == 0) return []; const L = this.umoves.length; //at least 1: init from FEN - return moves.filter(m => !this.oppositeMoves(this.umoves[L - 1], m)); + return moves.filter(m => { + if (this.oppositeMoves(this.umoves[L - 1], m)) return false; + if (!m.end.released) return true; + // Check for repetitions: + V.PlayOnBoard(this.board, m); + const newState = { + piece: m.end.released, + square: { x: m.end.x, y: m.end.y }, + position: this.getBaseFen() + }; + const repet = + this.repetitions.some(r => { + return ( + r.piece == newState.piece && + ( + r.square.x == newState.square.x && + r.square.y == newState.square.y + ) && + r.position == newState.position + ); + }); + V.UndoOnBoard(this.board, m); + return !repet; + }); + } + + updateCastleFlags(move, piece) { + const c = this.turn; + const firstRank = (c == "w" ? 7 : 0); + if (piece == V.KING && move.appear.length > 0) + this.castleFlags[c] = [V.size.y, V.size.y]; + else if ( + move.start.x == firstRank && + this.castleFlags[c].includes(move.start.y) + ) { + const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1); + this.castleFlags[c][flagIdx] = V.size.y; + } + else if ( + move.end.x == firstRank && + this.castleFlags[c].includes(move.end.y) + ) { + // Move to our rook: necessary normal piece, to union, releasing + // (or the rook was moved before!) + const flagIdx = (move.end.y == this.castleFlags[c][0] ? 0 : 1); + this.castleFlags[c][flagIdx] = V.size.y; + } + } + + prePlay(move) { + // Easier before move is played in this case (flags are saved) + const c = this.turn; + const L = this.lastMoveEnd.length; + const lm = this.lastMoveEnd[L-1]; + // NOTE: lm.p != V.KING, always. + const piece = + !!lm + ? lm.p + : this.getPiece(move.vanish[0].x, move.vanish[0].y); + if (piece == V.KING) + this.kingPos[c] = [move.appear[0].x, move.appear[0].y]; + this.updateCastleFlags(move, piece); + const pawnFirstRank = (c == 'w' ? 6 : 1); + if ( + move.start.x == pawnFirstRank && + piece == V.PAWN && + Math.abs(move.end.x - move.start.x) == 2 + ) { + // This move turns off a 2-squares pawn flag + this.pawnFlags[c][move.start.y] = false; + } } play(move) { + move.flags = JSON.stringify(this.aggregateFlags()); + this.prePlay(move); this.epSquares.push(this.getEpSquare(move)); // Check if the move is the last of the turn: all cases except releases - if (!move.released) { + if (!move.end.released) { // No more union releases available this.turn = V.GetOppCol(this.turn); this.movesCount++; this.lastMoveEnd.push(null); } - else this.lastMoveEnd.push(Object.assign({ p: move.released }, move.end)); + else { + this.lastMoveEnd.push({ + p: move.end.released, + x: move.end.x, + y: move.end.y + }); + } V.PlayOnBoard(this.board, move); this.umoves.push(this.getUmove(move)); - this.postPlay(move); - } - - postPlay(move) { - if (move.vanish.length == 0) - // A piece released just moved. Cannot be the king. - return; - const c = move.vanish[0].c; - const piece = move.vanish[0].p; - if (piece == V.KING) - this.kingPos[c] = [move.appear[0].x, move.appear[0].y]; - this.updateCastleFlags(move, piece); + if (!move.end.released) this.repetitions = []; + else { + this.repetitions.push( + { + piece: move.end.released, + square: { x: move.end.x, y: move.end.y }, + position: this.getBaseFen() + } + ); + } } undo(move) { this.epSquares.pop(); + this.disaggregateFlags(JSON.parse(move.flags)); V.UndoOnBoard(this.board, move); this.lastMoveEnd.pop(); - if (!move.released) { + if (!move.end.released) { this.turn = V.GetOppCol(this.turn); this.movesCount--; } this.umoves.pop(); + if (!!move.end.released) this.repetitions.pop(); this.postUndo(move); } @@ -541,14 +862,15 @@ export class PacosakoRules extends ChessRules { mv = moves[randInt(moves.length)]; mvArray.push(mv); this.play(mv); - if (!!mv.released) + if (!!mv.end.released) // A piece was just released from an union moves = this.getPotentialMovesFrom([mv.end.x, mv.end.y]); else break; } for (let i = mvArray.length - 1; i >= 0; i--) this.undo(mvArray[i]); - if (!mv.released) return (mvArray.length > 1 ? mvArray : mvArray[0]); + if (!mv.end.released) return (mvArray.length > 1 ? mvArray : mvArray[0]); } + return null; //never reached } // NOTE: evalPosition() is wrong, but unused since bot plays at random @@ -586,8 +908,13 @@ export class PacosakoRules extends ChessRules { // Add potential promotion indications: const firstLastRank = (c == 'w' ? [7, 0] : [0, 7]); if (move.end.x == firstLastRank[1] && piece == V.PAWN) { - const up = this.getUnionPieces(move.appear[0].c, move.appear[0].p); - notation += "=" + up[c].toUpperCase(); + notation += "="; + if (ChessRules.PIECES.includes(move.appear[0].p)) + notation += move.appear[0].p.toUpperCase(); + else { + const up = this.getUnionPieces(move.appear[0].c, move.appear[0].p); + notation += up[c].toUpperCase(); + } } else if ( move.end.x == firstLastRank[0] &&