Change castle flags. Eightpieces still not OK, but almost
[vchess.git] / client / src / variants / Eightpieces.js
CommitLineData
2a8a94c9 1import { ArrayFun } from "@/utils/array";
afbf3ca7 2import { randInt } from "@/utils/alea";
2a8a94c9
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3import { ChessRules, PiPo, Move } from "@/base_rules";
4
5export const VariantRules = class EightpiecesRules extends ChessRules {
6 static get JAILER() {
7 return "j";
8 }
9 static get SENTRY() {
10 return "s";
11 }
12 static get LANCER() {
13 return "l";
14 }
15
ee307044 16 // Lancer directions *from white perspective*
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17 static get LANCER_DIRS() {
18 return {
19 'c': [-1, 0], //north
20 'd': [-1, 1], //N-E
21 'e': [0, 1], //east
22 'f': [1, 1], //S-E
23 'g': [1, 0], //south
24 'h': [1, -1], //S-W
25 'm': [0, -1], //west
26 'o': [-1, -1] //N-W
27 };
28 }
29
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30 static get PIECES() {
31 return ChessRules.PIECES
32 .concat([V.JAILER, V.SENTRY])
33 .concat(Object.keys(V.LANCER_DIRS));
34 }
35
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36 getPiece(i, j) {
37 const piece = this.board[i][j].charAt(1);
38 // Special lancer case: 8 possible orientations
39 if (Object.keys(V.LANCER_DIRS).includes(piece)) return V.LANCER;
40 return piece;
41 }
42
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43 getPpath(b, color, score, orientation) {
44 if ([V.JAILER, V.SENTRY].includes(b[1])) return "Eightpieces/" + b;
45 if (Object.keys(V.LANCER_DIRS).includes(b[1])) {
46 if (orientation == 'w') return "Eightpieces/" + b;
47 // Find opposite direction for adequate display:
48 let oppDir = '';
49 switch (b[1]) {
50 case 'c':
51 oppDir = 'g';
52 break;
53 case 'g':
54 oppDir = 'c';
55 break;
56 case 'd':
57 oppDir = 'h';
58 break;
59 case 'h':
60 oppDir = 'd';
61 break;
62 case 'e':
63 oppDir = 'm';
64 break;
65 case 'm':
66 oppDir = 'e';
67 break;
68 case 'f':
69 oppDir = 'o';
70 break;
71 case 'o':
72 oppDir = 'f';
73 break;
74 }
75 return "Eightpieces/" + b[0] + oppDir;
76 }
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77 return b;
78 }
79
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80 getPPpath(b, orientation) {
81 return this.getPpath(b, null, null, orientation);
82 }
83
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84 static ParseFen(fen) {
85 const fenParts = fen.split(" ");
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86 return Object.assign(
87 ChessRules.ParseFen(fen),
88 { sentrypush: fenParts[5] }
89 );
90 }
91
92 static IsGoodFen(fen) {
93 if (!ChessRules.IsGoodFen(fen)) return false;
94 const fenParsed = V.ParseFen(fen);
95 // 5) Check sentry push (if any)
96 if (
97 fenParsed.sentrypush != "-" &&
98 !fenParsed.sentrypush.match(/^([a-h][1-8],?)+$/)
99 ) {
100 return false;
101 }
102 return true;
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103 }
104
105 getFen() {
6b7b2cf7 106 return super.getFen() + " " + this.getSentrypushFen();
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107 }
108
109 getFenForRepeat() {
6b7b2cf7 110 return super.getFenForRepeat() + "_" + this.getSentrypushFen();
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111 }
112
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113 getSentrypushFen() {
114 const L = this.sentryPush.length;
115 if (!this.sentryPush[L-1]) return "-";
90e814b6 116 let res = "";
6b7b2cf7 117 this.sentryPush[L-1].forEach(coords =>
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118 res += V.CoordsToSquare(coords) + ",");
119 return res.slice(0, -1);
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120 }
121
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122 setOtherVariables(fen) {
123 super.setOtherVariables(fen);
124 // subTurn == 2 only when a sentry moved, and is about to push something
125 this.subTurn = 1;
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126 // Sentry position just after a "capture" (subTurn from 1 to 2)
127 this.sentryPos = null;
28b32b4f 128 // Stack pieces' forbidden squares after a sentry move at each turn
90e814b6 129 const parsedFen = V.ParseFen(fen);
6b7b2cf7 130 if (parsedFen.sentrypush == "-") this.sentryPush = [null];
90e814b6 131 else {
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132 this.sentryPush = [
133 parsedFen.sentrypush.split(",").map(sq => {
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134 return V.SquareToCoords(sq);
135 })
136 ];
137 }
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138 }
139
2a8a94c9 140 static GenRandInitFen(randomness) {
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141 if (randomness == 0)
142 // Deterministic:
3a2a7b5f 143 return "jsfqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JSDQKBNR w 0 ahah - -";
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144
145 let pieces = { w: new Array(8), b: new Array(8) };
3a2a7b5f 146 let flags = "";
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147 // Shuffle pieces on first (and last rank if randomness == 2)
148 for (let c of ["w", "b"]) {
149 if (c == 'b' && randomness == 1) {
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150 const lancerIdx = pieces['w'].findIndex(p => {
151 return Object.keys(V.LANCER_DIRS).includes(p);
152 });
153 pieces['b'] =
154 pieces['w'].slice(0, lancerIdx)
155 .concat(['g'])
156 .concat(pieces['w'].slice(lancerIdx + 1));
3a2a7b5f 157 flags += flags;
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158 break;
159 }
160
161 let positions = ArrayFun.range(8);
162
163 // Get random squares for bishop and sentry
164 let randIndex = 2 * randInt(4);
165 let bishopPos = positions[randIndex];
166 // The sentry must be on a square of different color
167 let randIndex_tmp = 2 * randInt(4) + 1;
168 let sentryPos = positions[randIndex_tmp];
169 if (c == 'b') {
170 // Check if white sentry is on the same color as ours.
171 // If yes: swap bishop and sentry positions.
172 if ((pieces['w'].indexOf('s') - sentryPos) % 2 == 0)
173 [bishopPos, sentryPos] = [sentryPos, bishopPos];
174 }
175 positions.splice(Math.max(randIndex, randIndex_tmp), 1);
176 positions.splice(Math.min(randIndex, randIndex_tmp), 1);
177
178 // Get random squares for knight and lancer
179 randIndex = randInt(6);
180 const knightPos = positions[randIndex];
181 positions.splice(randIndex, 1);
182 randIndex = randInt(5);
183 const lancerPos = positions[randIndex];
184 positions.splice(randIndex, 1);
185
186 // Get random square for queen
187 randIndex = randInt(4);
188 const queenPos = positions[randIndex];
189 positions.splice(randIndex, 1);
190
191 // Rook, jailer and king positions are now almost fixed,
192 // only the ordering rook-> jailer or jailer->rook must be decided.
193 let rookPos = positions[0];
194 let jailerPos = positions[2];
195 const kingPos = positions[1];
3a2a7b5f 196 flags += V.CoordToColumn(rookPos) + V.CoordToColumn(jailerPos);
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197 if (Math.random() < 0.5) [rookPos, jailerPos] = [jailerPos, rookPos];
198
199 pieces[c][rookPos] = "r";
200 pieces[c][knightPos] = "n";
201 pieces[c][bishopPos] = "b";
202 pieces[c][queenPos] = "q";
203 pieces[c][kingPos] = "k";
204 pieces[c][sentryPos] = "s";
205 // Lancer faces north for white, and south for black:
206 pieces[c][lancerPos] = c == 'w' ? 'c' : 'g';
207 pieces[c][jailerPos] = "j";
208 }
209 return (
210 pieces["b"].join("") +
211 "/pppppppp/8/8/8/8/PPPPPPPP/" +
212 pieces["w"].join("").toUpperCase() +
3a2a7b5f 213 " w 0 " + flags + " - -"
9842aca2 214 );
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215 }
216
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217 // Is piece on square (x,y) immobilized?
218 isImmobilized([x, y]) {
219 const color = this.getColor(x, y);
220 const oppCol = V.GetOppCol(color);
221 for (let step of V.steps[V.ROOK]) {
222 const [i, j] = [x + step[0], y + step[1]];
223 if (
224 V.OnBoard(i, j) &&
225 this.board[i][j] != V.EMPTY &&
226 this.getColor(i, j) == oppCol
227 ) {
bfed878d 228 if (this.getPiece(i, j) == V.JAILER) return [i, j];
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229 }
230 }
231 return null;
232 }
233
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234 // Because of the lancers, getPiece() could be wrong:
235 // use board[x][y][1] instead (always valid).
236 getBasicMove([sx, sy], [ex, ey], tr) {
237 let mv = new Move({
238 appear: [
239 new PiPo({
240 x: ex,
241 y: ey,
242 c: tr ? tr.c : this.getColor(sx, sy),
afbf3ca7 243 p: tr ? tr.p : this.board[sx][sy].charAt(1)
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244 })
245 ],
246 vanish: [
247 new PiPo({
248 x: sx,
249 y: sy,
250 c: this.getColor(sx, sy),
afbf3ca7 251 p: this.board[sx][sy].charAt(1)
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252 })
253 ]
254 });
255
256 // The opponent piece disappears if we take it
257 if (this.board[ex][ey] != V.EMPTY) {
258 mv.vanish.push(
259 new PiPo({
260 x: ex,
261 y: ey,
262 c: this.getColor(ex, ey),
afbf3ca7 263 p: this.board[ex][ey].charAt(1)
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264 })
265 );
266 }
267
268 return mv;
269 }
270
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271 canIplay(side, [x, y]) {
272 return (
273 (this.subTurn == 1 && this.turn == side && this.getColor(x, y) == side) ||
274 (this.subTurn == 2 && x == this.sentryPos.x && y == this.sentryPos.y)
275 );
276 }
277
3a2a7b5f 278 getPotentialMovesFrom([x, y]) {
bfed878d 279 // At subTurn == 2, jailers aren't effective (Jeff K)
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280 if (this.subTurn == 1) {
281 const jsq = this.isImmobilized([x, y]);
282 if (!!jsq) {
283 let moves = [];
284 // Special pass move if king:
285 if (this.getPiece(x, y) == V.KING) {
286 moves.push(
287 new Move({
288 appear: [],
289 vanish: [],
290 start: { x: x, y: y },
291 end: { x: jsq[0], y: jsq[1] }
292 })
293 );
294 }
295 return moves;
296 }
297 }
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298 if (this.subTurn == 2) {
299 // Temporarily change pushed piece color.
300 // (Not using getPiece() because of lancers)
301 var oppCol = this.getColor(x, y);
302 var color = V.GetOppCol(oppCol);
303 var saveXYstate = this.board[x][y];
afbf3ca7 304 this.board[x][y] = color + this.board[x][y].charAt(1);
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305 }
306 let moves = [];
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307 switch (this.getPiece(x, y)) {
308 case V.JAILER:
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309 moves = this.getPotentialJailerMoves([x, y]);
310 break;
6b7b2cf7 311 case V.SENTRY:
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312 moves = this.getPotentialSentryMoves([x, y]);
313 break;
13102cab 314 case V.LANCER:
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315 moves = this.getPotentialLancerMoves([x, y]);
316 break;
6b7b2cf7 317 default:
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318 moves = super.getPotentialMovesFrom([x, y]);
319 break;
6b7b2cf7 320 }
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321 const L = this.sentryPush.length;
322 if (!!this.sentryPush[L-1]) {
323 // Delete moves walking back on sentry push path
324 moves = moves.filter(m => {
325 if (
326 m.vanish[0].p != V.PAWN &&
327 this.sentryPush[L-1].some(sq => sq.x == m.end.x && sq.y == m.end.y)
328 ) {
329 return false;
330 }
331 return true;
332 });
6b7b2cf7 333 }
afbf3ca7 334 else if (this.subTurn == 2) {
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335 // Don't forget to re-add the sentry on the board:
336 // Also fix color of pushed piece afterward:
337 moves.forEach(m => {
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338 m.appear.unshift({x: x, y: y, p: V.SENTRY, c: color});
339 m.appear[1].c = oppCol;
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340 m.vanish[0].c = oppCol;
341 });
3a2a7b5f 342 this.board[x][y] = saveXYstate;
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343 }
344 return moves;
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345 }
346
ee307044 347 getPotentialPawnMoves([x, y]) {
bfed878d 348 const color = this.getColor(x, y);
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349 let moves = [];
350 const [sizeX, sizeY] = [V.size.x, V.size.y];
bfed878d 351 const shiftX = color == "w" ? -1 : 1;
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352 const startRank = color == "w" ? sizeX - 2 : 1;
353 const lastRank = color == "w" ? 0 : sizeX - 1;
354
355 const finalPieces =
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356 // No promotions after pushes!
357 x + shiftX == lastRank && this.subTurn == 1
ee307044 358 ?
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359 Object.keys(V.LANCER_DIRS).concat(
360 [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.SENTRY, V.JAILER])
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BA
361 : [V.PAWN];
362 if (this.board[x + shiftX][y] == V.EMPTY) {
363 // One square forward
364 for (let piece of finalPieces) {
365 moves.push(
366 this.getBasicMove([x, y], [x + shiftX, y], {
367 c: color,
368 p: piece
369 })
370 );
371 }
372 if (
373 x == startRank &&
374 this.board[x + 2 * shiftX][y] == V.EMPTY
375 ) {
376 // Two squares jump
377 moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
378 }
379 }
380 // Captures
381 for (let shiftY of [-1, 1]) {
382 if (
383 y + shiftY >= 0 &&
384 y + shiftY < sizeY &&
385 this.board[x + shiftX][y + shiftY] != V.EMPTY &&
386 this.canTake([x, y], [x + shiftX, y + shiftY])
387 ) {
388 for (let piece of finalPieces) {
389 moves.push(
390 this.getBasicMove([x, y], [x + shiftX, y + shiftY], {
391 c: color,
392 p: piece
393 })
394 );
6b7b2cf7 395 }
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BA
396 }
397 }
398
bfed878d 399 // En passant:
ee307044 400 const Lep = this.epSquares.length;
3a2a7b5f 401 const epSquare = this.epSquares[Lep - 1];
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BA
402 if (
403 !!epSquare &&
404 epSquare.x == x + shiftX &&
405 Math.abs(epSquare.y - y) == 1
406 ) {
407 let enpassantMove = this.getBasicMove([x, y], [epSquare.x, epSquare.y]);
408 enpassantMove.vanish.push({
409 x: x,
410 y: epSquare.y,
411 p: "p",
412 c: this.getColor(x, epSquare.y)
6b7b2cf7 413 });
ee307044 414 moves.push(enpassantMove);
6b7b2cf7 415 }
6b7b2cf7 416
ee307044 417 return moves;
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BA
418 }
419
3a2a7b5f 420 // Obtain all lancer moves in "step" direction
afbf3ca7 421 getPotentialLancerMoves_aux([x, y], step, tr) {
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422 let moves = [];
423 // Add all moves to vacant squares until opponent is met:
bfed878d 424 const oppCol = V.GetOppCol(this.getColor(x, y));
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425 let sq = [x + step[0], y + step[1]];
426 while (V.OnBoard(sq[0], sq[1]) && this.getColor(sq[0], sq[1]) != oppCol) {
427 if (this.board[sq[0]][sq[1]] == V.EMPTY)
afbf3ca7 428 moves.push(this.getBasicMove([x, y], sq, tr));
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429 sq[0] += step[0];
430 sq[1] += step[1];
431 }
432 if (V.OnBoard(sq[0], sq[1]))
433 // Add capturing move
afbf3ca7 434 moves.push(this.getBasicMove([x, y], sq, tr));
9842aca2 435 return moves;
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436 }
437
438 getPotentialLancerMoves([x, y]) {
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439 let moves = [];
440 // Add all lancer possible orientations, similar to pawn promotions.
441 // Except if just after a push: allow all movements from init square then
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442 const L = this.sentryPush.length;
443 if (!!this.sentryPush[L-1]) {
9842aca2 444 // Maybe I was pushed
ee307044 445 const pl = this.sentryPush[L-1].length;
9842aca2 446 if (
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447 this.sentryPush[L-1][pl-1].x == x &&
448 this.sentryPush[L-1][pl-1].y == y
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449 ) {
450 // I was pushed: allow all directions (for this move only), but
3a2a7b5f
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451 // do not change direction after moving, *except* if I keep the
452 // same orientation in which I was pushed.
afbf3ca7 453 const color = this.getColor(x, y);
3a2a7b5f 454 const curDir = V.LANCER_DIRS[this.board[x][x].charAt(1)];
9842aca2 455 Object.values(V.LANCER_DIRS).forEach(step => {
afbf3ca7 456 const dirCode = Object.keys(V.LANCER_DIRS).find(k => {
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457 return (
458 V.LANCER_DIRS[k][0] == step[0] &&
459 V.LANCER_DIRS[k][1] == step[1]
460 );
afbf3ca7 461 });
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462 const dirMoves =
463 this.getPotentialLancerMoves_aux(
464 [x, y],
465 step,
466 { p: dirCode, c: color }
467 );
468 if (curDir[0] == step[0] && curDir[1] == step[1]) {
469 // Keeping same orientation: can choose after
470 let chooseMoves = [];
471 dirMoves.forEach(m => {
472 Object.keys(V.LANCER_DIRS).forEach(k => {
473 let mk = JSON.parse(JSON.stringify(m));
474 mk.appear[0].p = k;
475 moves.push(mk);
476 });
477 });
478 Array.prototype.push.apply(moves, chooseMoves);
479 } else Array.prototype.push.apply(moves, dirMoves);
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480 });
481 return moves;
482 }
483 }
484 // I wasn't pushed: standard lancer move
485 const dirCode = this.board[x][y][1];
486 const monodirMoves =
487 this.getPotentialLancerMoves_aux([x, y], V.LANCER_DIRS[dirCode]);
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488 // Add all possible orientations aftermove except if I'm being pushed
489 if (this.subTurn == 1) {
490 monodirMoves.forEach(m => {
491 Object.keys(V.LANCER_DIRS).forEach(k => {
492 let mk = JSON.parse(JSON.stringify(m));
493 mk.appear[0].p = k;
494 moves.push(mk);
495 });
9842aca2 496 });
bfed878d 497 return moves;
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498 } else {
499 // I'm pushed: add potential nudges
500 let potentialNudges = [];
501 for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) {
502 if (
503 V.OnBoard(x + step[0], y + step[1]) &&
504 this.board[x + step[0]][y + step[1]] == V.EMPTY
505 ) {
506 potentialNudges.push(
507 this.getBasicMove(
508 [x, y],
509 [x + step[0], y + step[1]]
510 )
511 );
512 }
513 }
514 return monodirMoves.concat(potentialNudges);
515 }
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516 }
517
518 getPotentialSentryMoves([x, y]) {
519 // The sentry moves a priori like a bishop:
520 let moves = super.getPotentialBishopMoves([x, y]);
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521 // ...but captures are replaced by special move, if and only if
522 // "captured" piece can move now, considered as the capturer unit.
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523 // --> except is subTurn == 2, in this case I don't push anything.
524 if (this.subTurn == 2) return moves.filter(m => m.vanish.length == 1);
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525 moves.forEach(m => {
526 if (m.vanish.length == 2) {
527 // Temporarily cancel the sentry capture:
528 m.appear.pop();
529 m.vanish.pop();
530 }
531 });
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532 // Can the pushed unit make any move? ...resulting in a non-self-check?
533 const color = this.getColor(x, y);
ee307044 534 const fMoves = moves.filter(m => {
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535 // Sentry push?
536 if (m.appear.length == 0) {
537 let res = false;
538 this.play(m);
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539 let potentialMoves = this.getPotentialMovesFrom([m.end.x, m.end.y]);
540 // Add nudges (if any a priori possible)
541 for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) {
542 if (
543 V.OnBoard(m.end.x + step[0], m.end.y + step[1]) &&
544 this.board[m.end.x + step[0]][m.end.y + step[1]] == V.EMPTY
545 ) {
546 potentialMoves.push(
547 this.getBasicMove(
548 [m.end.x, m.end.y],
549 [m.end.x + step[0], m.end.y + step[1]]
550 )
551 );
552 }
553 }
554 let moves2 = this.filterValid(potentialMoves);
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555 for (let m2 of moves2) {
556 this.play(m2);
557 res = !this.underCheck(color);
558 this.undo(m2);
559 if (res) break;
560 }
561 this.undo(m);
562 return res;
563 }
564 return true;
ee307044 565 });
ee307044 566 return fMoves;
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567 }
568
569 getPotentialJailerMoves([x, y]) {
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570 return super.getPotentialRookMoves([x, y]).filter(m => {
571 // Remove jailer captures
572 return m.vanish[0].p != V.JAILER || m.vanish.length == 1;
573 });
6b7b2cf7
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574 }
575
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576 // Adapted: castle with jailer possible
577 getCastleMoves([x, y]) {
578 const c = this.getColor(x, y);
579 const firstRank = (c == "w" ? V.size.x - 1 : 0);
580 if (x != firstRank || y != this.INIT_COL_KING[c])
581 return [];
582
583 const oppCol = V.GetOppCol(c);
584 let moves = [];
585 let i = 0;
586 // King, then rook or jailer:
587 const finalSquares = [
588 [2, 3],
589 [V.size.y - 2, V.size.y - 3]
590 ];
591 castlingCheck: for (
592 let castleSide = 0;
593 castleSide < 2;
594 castleSide++
595 ) {
3a2a7b5f 596 if (this.castleFlags[c][castleSide] >= 8) continue;
90e814b6 597 // Rook (or jailer) and king are on initial position
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598 const finDist = finalSquares[castleSide][0] - y;
599 let step = finDist / Math.max(1, Math.abs(finDist));
600 i = y;
601 do {
602 if (
603 this.isAttacked([x, i], [oppCol]) ||
604 (this.board[x][i] != V.EMPTY &&
605 (this.getColor(x, i) != c ||
3a2a7b5f 606 ![V.KING, V.ROOK, V.JAILER].includes(this.getPiece(x, i))))
90e814b6
BA
607 ) {
608 continue castlingCheck;
609 }
610 i += step;
611 } while (i != finalSquares[castleSide][0]);
90e814b6 612 step = castleSide == 0 ? -1 : 1;
3a2a7b5f 613 const rookOrJailerPos = this.castleFlags[c][castleSide];
90e814b6
BA
614 for (i = y + step; i != rookOrJailerPos; i += step)
615 if (this.board[x][i] != V.EMPTY) continue castlingCheck;
616
617 // Nothing on final squares, except maybe king and castling rook or jailer?
618 for (i = 0; i < 2; i++) {
619 if (
620 this.board[x][finalSquares[castleSide][i]] != V.EMPTY &&
621 this.getPiece(x, finalSquares[castleSide][i]) != V.KING &&
622 finalSquares[castleSide][i] != rookOrJailerPos
623 ) {
624 continue castlingCheck;
625 }
626 }
627
628 // If this code is reached, castle is valid
629 const castlingPiece = this.getPiece(firstRank, rookOrJailerPos);
630 moves.push(
631 new Move({
632 appear: [
633 new PiPo({ x: x, y: finalSquares[castleSide][0], p: V.KING, c: c }),
634 new PiPo({ x: x, y: finalSquares[castleSide][1], p: castlingPiece, c: c })
635 ],
636 vanish: [
637 new PiPo({ x: x, y: y, p: V.KING, c: c }),
638 new PiPo({ x: x, y: rookOrJailerPos, p: castlingPiece, c: c })
639 ],
640 end:
641 Math.abs(y - rookOrJailerPos) <= 2
642 ? { x: x, y: rookOrJailerPos }
643 : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) }
644 })
645 );
646 }
647
648 return moves;
2a8a94c9
BA
649 }
650
3a2a7b5f
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651 atLeastOneMove() {
652 // If in second-half of a move, we already know that a move is possible
653 if (this.subTurn == 2) return true;
654 return super.atLeastOneMove();
655 }
656
ee307044 657 filterValid(moves) {
bfed878d
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658 // Disable check tests for sentry pushes,
659 // because in this case the move isn't finished
660 let movesWithoutSentryPushes = [];
661 let movesWithSentryPushes = [];
662 moves.forEach(m => {
663 if (m.appear.length > 0) movesWithoutSentryPushes.push(m);
664 else movesWithSentryPushes.push(m);
665 });
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666
667 // TODO: if after move a sentry can take king in 2 times?!
668
afbf3ca7 669 const filteredMoves = super.filterValid(movesWithoutSentryPushes);
ee307044 670 // If at least one full move made, everything is allowed:
bfed878d
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671 if (this.movesCount >= 2)
672 return filteredMoves.concat(movesWithSentryPushes);
afbf3ca7 673 // Else, forbid checks and captures:
ee307044
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674 const oppCol = V.GetOppCol(this.turn);
675 return filteredMoves.filter(m => {
676 if (m.vanish.length == 2 && m.appear.length == 1) return false;
677 this.play(m);
678 const res = !this.underCheck(oppCol);
679 this.undo(m);
680 return res;
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681 }).concat(movesWithSentryPushes);
682 }
683
684 getAllValidMoves() {
685 if (this.subTurn == 1) return super.getAllValidMoves();
686 // Sentry push:
afbf3ca7 687 const sentrySq = [this.sentryPos.x, this.sentryPos.y];
bfed878d 688 return this.filterValid(this.getPotentialMovesFrom(sentrySq));
ee307044
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689 }
690
3a2a7b5f 691 prePlay(move) {
93e8684c 692 if (move.appear.length == 0 && move.vanish.length == 1) {
afbf3ca7 693 // The sentry is about to push a piece: subTurn goes from 1 to 2
93e8684c 694 this.sentryPos = { x: move.end.x, y: move.end.y };
3a2a7b5f 695 } else if (this.subTurn == 2 && move.vanish[0].p != V.PAWN) {
9842aca2
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696 // A piece is pushed: forbid array of squares between start and end
697 // of move, included (except if it's a pawn)
698 let squares = [];
3a2a7b5f
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699 if ([V.KNIGHT,V.KING].includes(move.vanish[0].p))
700 // short-range pieces: just forbid initial square
701 squares.push({ x: move.start.x, y: move.start.y });
702 else {
703 const deltaX = move.end.x - move.start.x;
704 const deltaY = move.end.y - move.start.y;
705 const step = [
706 deltaX / Math.abs(deltaX) || 0,
707 deltaY / Math.abs(deltaY) || 0
708 ];
709 for (
710 let sq = {x: move.start.x, y: move.start.y};
711 sq.x != move.end.x && sq.y != move.end.y;
712 sq.x += step[0], sq.y += step[1]
713 ) {
714 squares.push({ x: sq.x, y: sq.y });
9842aca2 715 }
90e814b6 716 }
3a2a7b5f
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717 // Add end square as well, to know if I was pushed (useful for lancers)
718 squares.push({ x: move.end.x, y: move.end.y });
9842aca2
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719 this.sentryPush.push(squares);
720 } else this.sentryPush.push(null);
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721 }
722
90e814b6 723 play(move) {
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724// if (!this.states) this.states = [];
725// const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen();
726// this.states.push(stateFen);
727
728 this.prePlay(move);
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729 move.flags = JSON.stringify(this.aggregateFlags());
730 this.epSquares.push(this.getEpSquare(move));
731 V.PlayOnBoard(this.board, move);
afbf3ca7
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732 // Is it a sentry push? (useful for undo)
733 move.sentryPush = (this.subTurn == 2);
9842aca2 734 if (this.subTurn == 1) this.movesCount++;
afbf3ca7 735 if (move.appear.length == 0 && move.vanish.length == 1) this.subTurn = 2;
93e8684c 736 else {
ee307044 737 // Turn changes only if not a sentry "pre-push"
9842aca2 738 this.turn = V.GetOppCol(this.turn);
ee307044 739 this.subTurn = 1;
ee307044 740 }
3a2a7b5f
BA
741 this.postPlay(move);
742 }
743
744 postPlay(move) {
745 if (move.vanish.length == 0)
746 // Special pass move of the king: nothing to update!
747 return;
748 super.postPlay(move);
90e814b6 749 }
2a8a94c9 750
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751 undo(move) {
752 this.epSquares.pop();
753 this.disaggregateFlags(JSON.parse(move.flags));
754 V.UndoOnBoard(this.board, move);
ee307044
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755 // Decrement movesCount except if the move is a sentry push
756 if (!move.sentryPush) this.movesCount--;
3a2a7b5f
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757 if (this.subTurn == 2) this.subTurn = 1;
758 else {
9842aca2 759 this.turn = V.GetOppCol(this.turn);
3a2a7b5f
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760 if (move.sentryPush) this.subTurn = 2;
761 }
762 this.postUndo(move);
763
764// const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen();
765// if (stateFen != this.states[this.states.length-1]) debugger;
766// this.states.pop();
767 }
768
769 postUndo(move) {
770 super.postUndo(move);
771 this.sentryPush.pop();
90e814b6 772 }
2a8a94c9 773
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774 isAttacked(sq, colors) {
775 return (
776 super.isAttacked(sq, colors) ||
777 this.isAttackedByLancer(sq, colors) ||
778 this.isAttackedBySentry(sq, colors)
779 );
780 }
781
782 isAttackedByLancer([x, y], colors) {
783 for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) {
784 // If in this direction there are only enemy pieces and empty squares,
785 // and we meet a lancer: can he reach us?
786 // NOTE: do not stop at first lancer, there might be several!
787 let coord = { x: x + step[0], y: y + step[1] };
788 let lancerPos = [];
789 while (
790 V.OnBoard(coord.x, coord.y) &&
791 (
792 this.board[coord.x][coord.y] == V.EMPTY ||
793 colors.includes(this.getColor(coord.x, coord.y))
794 )
795 ) {
3a2a7b5f
BA
796 if (this.getPiece(coord.x, coord.y) == V.LANCER)
797 lancerPos.push({x: coord.x, y: coord.y});
798 coord.x += step[0];
799 coord.y += step[1];
afbf3ca7
BA
800 }
801 for (let xy of lancerPos) {
802 const dir = V.LANCER_DIRS[this.board[xy.x][xy.y].charAt(1)];
803 if (dir[0] == -step[0] && dir[1] == -step[1]) return true;
804 }
805 }
806 return false;
807 }
808
809 // Helper to check sentries attacks:
810 selfAttack([x1, y1], [x2, y2]) {
811 const color = this.getColor(x1, y1);
812 const sliderAttack = (allowedSteps, lancer) => {
813 const deltaX = x2 - x1;
814 const deltaY = y2 - y1;
815 const step = [ deltaX / Math.abs(deltaX), deltaY / Math.abs(deltaY) ];
3a2a7b5f 816 if (allowedSteps.every(st => st[0] != step[0] || st[1] != step[1]))
afbf3ca7 817 return false;
3a2a7b5f 818 let sq = [ x1 + step[0], y1 + step[1] ];
afbf3ca7
BA
819 while (sq[0] != x2 && sq[1] != y2) {
820 if (
3a2a7b5f 821 // NOTE: no need to check OnBoard in this special case
afbf3ca7
BA
822 (!lancer && this.board[sq[0]][sq[1]] != V.EMPTY) ||
823 (!!lancer && this.getColor(sq[0], sq[1]) != color)
824 ) {
825 return false;
826 }
3a2a7b5f
BA
827 sq[0] += step[0];
828 sq[1] += step[1];
afbf3ca7
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829 }
830 return true;
831 };
832 switch (this.getPiece(x1, y1)) {
833 case V.PAWN: {
834 // Pushed pawns move as enemy pawns
835 const shift = (color == 'w' ? 1 : -1);
836 return (x1 + shift == x2 && Math.abs(y1 - y2) == 1);
837 }
838 case V.KNIGHT: {
839 const deltaX = Math.abs(x1 - x2);
840 const deltaY = Math.abs(y1 - y2);
841 return (
842 deltaX + deltaY == 3 &&
843 [1, 2].includes(deltaX) &&
844 [1, 2].includes(deltaY)
845 );
846 }
847 case V.ROOK:
848 return sliderAttack(V.steps[V.ROOK]);
849 case V.BISHOP:
850 return sliderAttack(V.steps[V.BISHOP]);
851 case V.QUEEN:
852 return sliderAttack(V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
853 case V.LANCER: {
854 // Special case: as long as no enemy units stands in-between, it attacks
855 // (if it points toward the king).
856 const allowedStep = V.LANCER_DIRS[this.board[x1][y1].charAt(1)];
857 return sliderAttack([allowedStep], "lancer");
858 }
859 // No sentries or jailer tests: they cannot self-capture
860 }
861 return false;
862 }
863
864 isAttackedBySentry([x, y], colors) {
865 // Attacked by sentry means it can self-take our king.
866 // Just check diagonals of enemy sentry(ies), and if it reaches
867 // one of our pieces: can I self-take?
868 const color = V.GetOppCol(colors[0]);
869 let candidates = [];
870 for (let i=0; i<V.size.x; i++) {
871 for (let j=0; j<V.size.y; j++) {
872 if (
873 this.getPiece(i,j) == V.SENTRY &&
874 colors.includes(this.getColor(i,j))
875 ) {
876 for (let step of V.steps[V.BISHOP]) {
877 let sq = [ i + step[0], j + step[1] ];
878 while (
879 V.OnBoard(sq[0], sq[1]) &&
880 this.board[sq[0]][sq[1]] == V.EMPTY
881 ) {
882 sq[0] += step[0];
883 sq[1] += step[1];
884 }
885 if (
886 V.OnBoard(sq[0], sq[1]) &&
887 this.getColor(sq[0], sq[1]) == color
888 ) {
3a2a7b5f 889 candidates.push([ sq[0], sq[1] ]);
afbf3ca7
BA
890 }
891 }
892 }
893 }
894 }
895 for (let c of candidates)
896 if (this.selfAttack(c, [x, y])) return true;
897 return false;
898 }
899
900 // Jailer doesn't capture or give check
901
2a8a94c9
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902 static get VALUES() {
903 return Object.assign(
28b32b4f 904 { l: 4.8, s: 2.8, j: 3.8 }, //Jeff K. estimations
2a8a94c9
BA
905 ChessRules.VALUES
906 );
907 }
6b7b2cf7 908
afbf3ca7
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909 getComputerMove() {
910 const maxeval = V.INFINITY;
911 const color = this.turn;
912 let moves1 = this.getAllValidMoves();
913
914 if (moves1.length == 0)
915 // TODO: this situation should not happen
916 return null;
917
3a2a7b5f 918 const setEval = (move, next) => {
afbf3ca7 919 const score = this.getCurrentScore();
3a2a7b5f 920 const curEval = move.eval;
afbf3ca7
BA
921 if (score != "*") {
922 move.eval =
923 score == "1/2"
924 ? 0
925 : (score == "1-0" ? 1 : -1) * maxeval;
3a2a7b5f
BA
926 } else move.eval = this.evalPosition();
927 if (
928 // "next" is defined after sentry pushes
929 !!next && (
930 !curEval ||
931 color == 'w' && move.eval > curEval ||
932 color == 'b' && move.eval < curEval
933 )
934 ) {
935 move.second = next;
936 }
afbf3ca7
BA
937 };
938
939 // Just search_depth == 1 (because of sentries. TODO: can do better...)
940 moves1.forEach(m1 => {
941 this.play(m1);
942 if (this.subTurn == 1) setEval(m1);
943 else {
944 // Need to play every pushes and count:
945 const moves2 = this.getAllValidMoves();
946 moves2.forEach(m2 => {
947 this.play(m2);
3a2a7b5f 948 setEval(m1, m2);
afbf3ca7
BA
949 this.undo(m2);
950 });
951 }
952 this.undo(m1);
953 });
954
955 moves1.sort((a, b) => {
956 return (color == "w" ? 1 : -1) * (b.eval - a.eval);
957 });
958 let candidates = [0];
959 for (let j = 1; j < moves1.length && moves1[j].eval == moves1[0].eval; j++)
960 candidates.push(j);
3a2a7b5f
BA
961 const choice = moves1[candidates[randInt(candidates.length)]];
962 return (!choice.second ? choice : [choice, choice.second]);
afbf3ca7
BA
963 }
964
3a2a7b5f
BA
965 // TODO: if subTurn == 2, take some precautions, in particular pawn pushed on 1st rank.
966 // --> should indicate Sxb2,bxc1
6b7b2cf7
BA
967 getNotation(move) {
968 // Special case "king takes jailer" is a pass move
969 if (move.appear.length == 0 && move.vanish.length == 0) return "pass";
970 return super.getNotation(move);
971 }
2a8a94c9 972};