Update TODO
[vchess.git] / client / src / variants / Eightpieces.js
CommitLineData
2a8a94c9 1import { ArrayFun } from "@/utils/array";
afbf3ca7 2import { randInt } from "@/utils/alea";
2a8a94c9
BA
3import { ChessRules, PiPo, Move } from "@/base_rules";
4
32f6285e 5export class EightpiecesRules extends ChessRules {
2a8a94c9
BA
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
14edde72
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16 static get IMAGE_EXTENSION() {
17 // Temporarily, for the time SVG pieces are being designed:
18 return ".png";
19 }
20
ee307044 21 // Lancer directions *from white perspective*
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22 static get LANCER_DIRS() {
23 return {
24 'c': [-1, 0], //north
25 'd': [-1, 1], //N-E
26 'e': [0, 1], //east
27 'f': [1, 1], //S-E
28 'g': [1, 0], //south
29 'h': [1, -1], //S-W
30 'm': [0, -1], //west
31 'o': [-1, -1] //N-W
32 };
33 }
34
3a2a7b5f
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35 static get PIECES() {
36 return ChessRules.PIECES
37 .concat([V.JAILER, V.SENTRY])
38 .concat(Object.keys(V.LANCER_DIRS));
39 }
40
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41 getPiece(i, j) {
42 const piece = this.board[i][j].charAt(1);
43 // Special lancer case: 8 possible orientations
44 if (Object.keys(V.LANCER_DIRS).includes(piece)) return V.LANCER;
45 return piece;
46 }
47
3a2a7b5f 48 getPpath(b, color, score, orientation) {
14edde72 49 if ([V.JAILER, V.SENTRY].includes(b[1])) return "Eightpieces/tmp_png/" + b;
3a2a7b5f 50 if (Object.keys(V.LANCER_DIRS).includes(b[1])) {
14edde72 51 if (orientation == 'w') return "Eightpieces/tmp_png/" + b;
3a2a7b5f
BA
52 // Find opposite direction for adequate display:
53 let oppDir = '';
54 switch (b[1]) {
55 case 'c':
56 oppDir = 'g';
57 break;
58 case 'g':
59 oppDir = 'c';
60 break;
61 case 'd':
62 oppDir = 'h';
63 break;
64 case 'h':
65 oppDir = 'd';
66 break;
67 case 'e':
68 oppDir = 'm';
69 break;
70 case 'm':
71 oppDir = 'e';
72 break;
73 case 'f':
74 oppDir = 'o';
75 break;
76 case 'o':
77 oppDir = 'f';
78 break;
79 }
14edde72 80 return "Eightpieces/tmp_png/" + b[0] + oppDir;
3a2a7b5f 81 }
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82 // TODO: after we have SVG pieces, remove the folder and next prefix:
83 return "Eightpieces/tmp_png/" + b;
90e814b6
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84 }
85
c7550017
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86 getPPpath(m, orientation) {
87 return (
88 this.getPpath(
89 m.appear[0].c + m.appear[0].p,
90 null,
91 null,
92 orientation
93 )
94 );
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95 }
96
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97 static ParseFen(fen) {
98 const fenParts = fen.split(" ");
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99 return Object.assign(
100 ChessRules.ParseFen(fen),
101 { sentrypush: fenParts[5] }
102 );
103 }
104
105 static IsGoodFen(fen) {
106 if (!ChessRules.IsGoodFen(fen)) return false;
107 const fenParsed = V.ParseFen(fen);
108 // 5) Check sentry push (if any)
109 if (
110 fenParsed.sentrypush != "-" &&
61656127 111 !fenParsed.sentrypush.match(/^([a-h][1-8]){2,2}$/)
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112 ) {
113 return false;
114 }
115 return true;
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116 }
117
118 getFen() {
6b7b2cf7 119 return super.getFen() + " " + this.getSentrypushFen();
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120 }
121
122 getFenForRepeat() {
6b7b2cf7 123 return super.getFenForRepeat() + "_" + this.getSentrypushFen();
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124 }
125
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126 getSentrypushFen() {
127 const L = this.sentryPush.length;
128 if (!this.sentryPush[L-1]) return "-";
90e814b6 129 let res = "";
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130 const spL = this.sentryPush[L-1].length;
131 // Condensate path: just need initial and final squares:
132 return [0, spL - 1]
133 .map(i => V.CoordsToSquare(this.sentryPush[L-1][i]))
61656127 134 .join("");
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135 }
136
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137 setOtherVariables(fen) {
138 super.setOtherVariables(fen);
139 // subTurn == 2 only when a sentry moved, and is about to push something
140 this.subTurn = 1;
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141 // Sentry position just after a "capture" (subTurn from 1 to 2)
142 this.sentryPos = null;
28b32b4f 143 // Stack pieces' forbidden squares after a sentry move at each turn
90e814b6 144 const parsedFen = V.ParseFen(fen);
6b7b2cf7 145 if (parsedFen.sentrypush == "-") this.sentryPush = [null];
90e814b6 146 else {
0a9cef13 147 // Expand init + dest squares into a full path:
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BA
148 const init = V.SquareToCoords(parsedFen.sentrypush.substr(0, 2)),
149 dest = V.SquareToCoords(parsedFen.sentrypush.substr(2));
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150 let newPath = [init];
151 const delta = ['x', 'y'].map(i => Math.abs(dest[i] - init[i]));
152 // Check that it's not a knight movement:
153 if (delta[0] == 0 || delta[1] == 0 || delta[0] == delta[1]) {
154 const step = ['x', 'y'].map((i, idx) => {
155 return (dest[i] - init[i]) / delta[idx] || 0
156 });
157 let x = init.x + step[0],
158 y = init.y + step[1];
159 while (x != dest.x || y != dest.y) {
160 newPath.push({ x: x, y: y });
161 x += step[0];
162 y += step[1];
163 }
164 }
165 newPath.push(dest);
166 this.sentryPush = [newPath];
90e814b6 167 }
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168 }
169
2a8a94c9 170 static GenRandInitFen(randomness) {
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171 if (randomness == 0)
172 // Deterministic:
d54f6261 173 return "jfsqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JDSQKBNR w 0 ahah - -";
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174
175 let pieces = { w: new Array(8), b: new Array(8) };
3a2a7b5f 176 let flags = "";
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177 // Shuffle pieces on first (and last rank if randomness == 2)
178 for (let c of ["w", "b"]) {
179 if (c == 'b' && randomness == 1) {
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180 const lancerIdx = pieces['w'].findIndex(p => {
181 return Object.keys(V.LANCER_DIRS).includes(p);
182 });
183 pieces['b'] =
184 pieces['w'].slice(0, lancerIdx)
185 .concat(['g'])
186 .concat(pieces['w'].slice(lancerIdx + 1));
3a2a7b5f 187 flags += flags;
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188 break;
189 }
190
191 let positions = ArrayFun.range(8);
192
193 // Get random squares for bishop and sentry
194 let randIndex = 2 * randInt(4);
195 let bishopPos = positions[randIndex];
196 // The sentry must be on a square of different color
197 let randIndex_tmp = 2 * randInt(4) + 1;
198 let sentryPos = positions[randIndex_tmp];
199 if (c == 'b') {
200 // Check if white sentry is on the same color as ours.
201 // If yes: swap bishop and sentry positions.
7e476ce4
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202 // NOTE: test % 2 == 1 because there are 7 slashes.
203 if ((pieces['w'].indexOf('s') - sentryPos) % 2 == 1)
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204 [bishopPos, sentryPos] = [sentryPos, bishopPos];
205 }
206 positions.splice(Math.max(randIndex, randIndex_tmp), 1);
207 positions.splice(Math.min(randIndex, randIndex_tmp), 1);
208
209 // Get random squares for knight and lancer
210 randIndex = randInt(6);
211 const knightPos = positions[randIndex];
212 positions.splice(randIndex, 1);
213 randIndex = randInt(5);
214 const lancerPos = positions[randIndex];
215 positions.splice(randIndex, 1);
216
217 // Get random square for queen
218 randIndex = randInt(4);
219 const queenPos = positions[randIndex];
220 positions.splice(randIndex, 1);
221
222 // Rook, jailer and king positions are now almost fixed,
a6836242 223 // only the ordering rook->jailer or jailer->rook must be decided.
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224 let rookPos = positions[0];
225 let jailerPos = positions[2];
226 const kingPos = positions[1];
3a2a7b5f 227 flags += V.CoordToColumn(rookPos) + V.CoordToColumn(jailerPos);
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BA
228 if (Math.random() < 0.5) [rookPos, jailerPos] = [jailerPos, rookPos];
229
230 pieces[c][rookPos] = "r";
231 pieces[c][knightPos] = "n";
232 pieces[c][bishopPos] = "b";
233 pieces[c][queenPos] = "q";
234 pieces[c][kingPos] = "k";
235 pieces[c][sentryPos] = "s";
236 // Lancer faces north for white, and south for black:
237 pieces[c][lancerPos] = c == 'w' ? 'c' : 'g';
238 pieces[c][jailerPos] = "j";
239 }
240 return (
241 pieces["b"].join("") +
242 "/pppppppp/8/8/8/8/PPPPPPPP/" +
243 pieces["w"].join("").toUpperCase() +
3a2a7b5f 244 " w 0 " + flags + " - -"
9842aca2 245 );
2a8a94c9
BA
246 }
247
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BA
248 canTake([x1, y1], [x2, y2]) {
249 if (this.subTurn == 2)
250 // Only self captures on this subturn:
251 return this.getColor(x1, y1) == this.getColor(x2, y2);
252 return super.canTake([x1, y1], [x2, y2]);
253 }
254
6b7b2cf7
BA
255 // Is piece on square (x,y) immobilized?
256 isImmobilized([x, y]) {
257 const color = this.getColor(x, y);
258 const oppCol = V.GetOppCol(color);
259 for (let step of V.steps[V.ROOK]) {
260 const [i, j] = [x + step[0], y + step[1]];
261 if (
262 V.OnBoard(i, j) &&
263 this.board[i][j] != V.EMPTY &&
264 this.getColor(i, j) == oppCol
265 ) {
bfed878d 266 if (this.getPiece(i, j) == V.JAILER) return [i, j];
6b7b2cf7
BA
267 }
268 }
269 return null;
270 }
271
ee307044
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272 // Because of the lancers, getPiece() could be wrong:
273 // use board[x][y][1] instead (always valid).
274 getBasicMove([sx, sy], [ex, ey], tr) {
1c58eb76
BA
275 const initColor = this.getColor(sx, sy);
276 const initPiece = this.board[sx][sy].charAt(1);
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277 let mv = new Move({
278 appear: [
279 new PiPo({
280 x: ex,
281 y: ey,
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282 c: tr ? tr.c : initColor,
283 p: tr ? tr.p : initPiece
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284 })
285 ],
286 vanish: [
287 new PiPo({
288 x: sx,
289 y: sy,
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290 c: initColor,
291 p: initPiece
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BA
292 })
293 ]
294 });
295
296 // The opponent piece disappears if we take it
297 if (this.board[ex][ey] != V.EMPTY) {
298 mv.vanish.push(
299 new PiPo({
300 x: ex,
301 y: ey,
302 c: this.getColor(ex, ey),
afbf3ca7 303 p: this.board[ex][ey].charAt(1)
ee307044
BA
304 })
305 );
306 }
307
308 return mv;
309 }
310
bfed878d
BA
311 canIplay(side, [x, y]) {
312 return (
2c5d7b20
BA
313 (this.subTurn == 1 && this.turn == side && this.getColor(x, y) == side)
314 ||
bfed878d
BA
315 (this.subTurn == 2 && x == this.sentryPos.x && y == this.sentryPos.y)
316 );
317 }
318
3a2a7b5f 319 getPotentialMovesFrom([x, y]) {
d9a7a1e4
BA
320 const piece = this.getPiece(x, y);
321 const L = this.sentryPush.length;
1b56b736 322 // At subTurn == 2, jailers aren't effective (Jeff K)
3a2a7b5f
BA
323 if (this.subTurn == 1) {
324 const jsq = this.isImmobilized([x, y]);
325 if (!!jsq) {
326 let moves = [];
327 // Special pass move if king:
d9a7a1e4 328 if (piece == V.KING) {
3a2a7b5f
BA
329 moves.push(
330 new Move({
331 appear: [],
332 vanish: [],
333 start: { x: x, y: y },
334 end: { x: jsq[0], y: jsq[1] }
335 })
336 );
337 }
d9a7a1e4
BA
338 else if (piece == V.LANCER && !!this.sentryPush[L-1]) {
339 // A pushed lancer next to the jailer: reorient
340 const color = this.getColor(x, y);
341 const curDir = this.board[x][y].charAt(1);
342 Object.keys(V.LANCER_DIRS).forEach(k => {
343 moves.push(
344 new Move({
345 appear: [{ x: x, y: y, c: color, p: k }],
346 vanish: [{ x: x, y: y, c: color, p: curDir }],
347 start: { x: x, y: y },
348 end: { x: jsq[0], y: jsq[1] }
349 })
350 );
351 });
352 }
3a2a7b5f
BA
353 return moves;
354 }
355 }
bfed878d 356 let moves = [];
d9a7a1e4 357 switch (piece) {
6b7b2cf7 358 case V.JAILER:
bfed878d
BA
359 moves = this.getPotentialJailerMoves([x, y]);
360 break;
6b7b2cf7 361 case V.SENTRY:
bfed878d
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362 moves = this.getPotentialSentryMoves([x, y]);
363 break;
13102cab 364 case V.LANCER:
bfed878d
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365 moves = this.getPotentialLancerMoves([x, y]);
366 break;
6b7b2cf7 367 default:
bfed878d
BA
368 moves = super.getPotentialMovesFrom([x, y]);
369 break;
6b7b2cf7 370 }
bfed878d 371 if (!!this.sentryPush[L-1]) {
d9a7a1e4
BA
372 // Delete moves walking back on sentry push path,
373 // only if not a pawn, and the piece is the pushed one.
374 const pl = this.sentryPush[L-1].length;
375 const finalPushedSq = this.sentryPush[L-1][pl-1];
bfed878d
BA
376 moves = moves.filter(m => {
377 if (
378 m.vanish[0].p != V.PAWN &&
d9a7a1e4 379 m.start.x == finalPushedSq.x && m.start.y == finalPushedSq.y &&
bfed878d
BA
380 this.sentryPush[L-1].some(sq => sq.x == m.end.x && sq.y == m.end.y)
381 ) {
382 return false;
383 }
384 return true;
385 });
b0a0468a
BA
386 } else if (this.subTurn == 2) {
387 // Put back the sentinel on board:
388 const color = this.turn;
bfed878d 389 moves.forEach(m => {
b0a0468a 390 m.appear.push({x: x, y: y, p: V.SENTRY, c: color});
bfed878d
BA
391 });
392 }
393 return moves;
6b7b2cf7
BA
394 }
395
ee307044 396 getPotentialPawnMoves([x, y]) {
bfed878d 397 const color = this.getColor(x, y);
ee307044
BA
398 let moves = [];
399 const [sizeX, sizeY] = [V.size.x, V.size.y];
89781a55 400 let shiftX = (color == "w" ? -1 : 1);
b0a0468a 401 if (this.subTurn == 2) shiftX *= -1;
89781a55 402 const firstRank = color == "w" ? sizeX - 1 : 0;
ee307044
BA
403 const startRank = color == "w" ? sizeX - 2 : 1;
404 const lastRank = color == "w" ? 0 : sizeX - 1;
405
b0a0468a
BA
406 // Pawns might be pushed on 1st rank and attempt to move again:
407 if (!V.OnBoard(x + shiftX, y)) return [];
408
ee307044 409 const finalPieces =
89781a55
BA
410 // A push cannot put a pawn on last rank (it goes backward)
411 x + shiftX == lastRank
412 ? Object.keys(V.LANCER_DIRS).concat(
bfed878d 413 [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.SENTRY, V.JAILER])
ee307044
BA
414 : [V.PAWN];
415 if (this.board[x + shiftX][y] == V.EMPTY) {
416 // One square forward
417 for (let piece of finalPieces) {
418 moves.push(
419 this.getBasicMove([x, y], [x + shiftX, y], {
420 c: color,
421 p: piece
422 })
423 );
424 }
425 if (
89781a55
BA
426 // 2-squares jumps forbidden if pawn push
427 this.subTurn == 1 &&
428 [startRank, firstRank].includes(x) &&
ee307044
BA
429 this.board[x + 2 * shiftX][y] == V.EMPTY
430 ) {
431 // Two squares jump
432 moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
433 }
434 }
435 // Captures
436 for (let shiftY of [-1, 1]) {
437 if (
438 y + shiftY >= 0 &&
439 y + shiftY < sizeY &&
440 this.board[x + shiftX][y + shiftY] != V.EMPTY &&
441 this.canTake([x, y], [x + shiftX, y + shiftY])
442 ) {
443 for (let piece of finalPieces) {
444 moves.push(
445 this.getBasicMove([x, y], [x + shiftX, y + shiftY], {
446 c: color,
447 p: piece
448 })
449 );
6b7b2cf7 450 }
ee307044
BA
451 }
452 }
453
89781a55 454 // En passant: only on subTurn == 1
ee307044 455 const Lep = this.epSquares.length;
3a2a7b5f 456 const epSquare = this.epSquares[Lep - 1];
ee307044 457 if (
89781a55 458 this.subTurn == 1 &&
ee307044
BA
459 !!epSquare &&
460 epSquare.x == x + shiftX &&
461 Math.abs(epSquare.y - y) == 1
462 ) {
463 let enpassantMove = this.getBasicMove([x, y], [epSquare.x, epSquare.y]);
464 enpassantMove.vanish.push({
465 x: x,
466 y: epSquare.y,
467 p: "p",
468 c: this.getColor(x, epSquare.y)
6b7b2cf7 469 });
ee307044 470 moves.push(enpassantMove);
6b7b2cf7 471 }
6b7b2cf7 472
ee307044 473 return moves;
9842aca2
BA
474 }
475
1b56b736
BA
476 doClick(square) {
477 if (isNaN(square[0])) return null;
478 const L = this.sentryPush.length;
479 const [x, y] = [square[0], square[1]];
480 const color = this.turn;
481 if (
482 this.subTurn == 2 ||
483 this.board[x][y] == V.EMPTY ||
484 this.getPiece(x, y) != V.LANCER ||
485 this.getColor(x, y) != color ||
486 !!this.sentryPush[L-1]
487 ) {
488 return null;
489 }
490 // Stuck lancer?
491 const orientation = this.board[x][y][1];
492 const step = V.LANCER_DIRS[orientation];
493 if (!V.OnBoard(x + step[0], y + step[1])) {
494 let choices = [];
495 Object.keys(V.LANCER_DIRS).forEach(k => {
496 const dir = V.LANCER_DIRS[k];
497 if (
498 (dir[0] != step[0] || dir[1] != step[1]) &&
499 V.OnBoard(x + dir[0], y + dir[1])
500 ) {
501 choices.push(
502 new Move({
503 vanish: [
504 new PiPo({
505 x: x,
506 y: y,
507 c: color,
508 p: orientation
509 })
510 ],
511 appear: [
512 new PiPo({
513 x: x,
514 y: y,
515 c: color,
516 p: k
517 })
518 ],
519 start: { x: x, y : y },
520 end: { x: -1, y: -1 }
521 })
522 );
523 }
524 });
525 return choices;
526 }
527 return null;
528 }
529
3a2a7b5f 530 // Obtain all lancer moves in "step" direction
afbf3ca7 531 getPotentialLancerMoves_aux([x, y], step, tr) {
9842aca2
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532 let moves = [];
533 // Add all moves to vacant squares until opponent is met:
b0a0468a
BA
534 const color = this.getColor(x, y);
535 const oppCol =
536 this.subTurn == 1
537 ? V.GetOppCol(color)
538 // at subTurn == 2, consider own pieces as opponent
539 : color;
9842aca2
BA
540 let sq = [x + step[0], y + step[1]];
541 while (V.OnBoard(sq[0], sq[1]) && this.getColor(sq[0], sq[1]) != oppCol) {
542 if (this.board[sq[0]][sq[1]] == V.EMPTY)
afbf3ca7 543 moves.push(this.getBasicMove([x, y], sq, tr));
9842aca2
BA
544 sq[0] += step[0];
545 sq[1] += step[1];
546 }
547 if (V.OnBoard(sq[0], sq[1]))
548 // Add capturing move
afbf3ca7 549 moves.push(this.getBasicMove([x, y], sq, tr));
9842aca2 550 return moves;
6b7b2cf7
BA
551 }
552
553 getPotentialLancerMoves([x, y]) {
9842aca2
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554 let moves = [];
555 // Add all lancer possible orientations, similar to pawn promotions.
556 // Except if just after a push: allow all movements from init square then
ee307044 557 const L = this.sentryPush.length;
89781a55 558 const color = this.getColor(x, y);
1b56b736 559 const dirCode = this.board[x][y][1];
737a5daf 560 const curDir = V.LANCER_DIRS[dirCode];
ee307044 561 if (!!this.sentryPush[L-1]) {
9842aca2 562 // Maybe I was pushed
ee307044 563 const pl = this.sentryPush[L-1].length;
9842aca2 564 if (
ee307044
BA
565 this.sentryPush[L-1][pl-1].x == x &&
566 this.sentryPush[L-1][pl-1].y == y
9842aca2
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567 ) {
568 // I was pushed: allow all directions (for this move only), but
3a2a7b5f
BA
569 // do not change direction after moving, *except* if I keep the
570 // same orientation in which I was pushed.
1b56b736
BA
571 // Also allow simple reorientation ("capturing king"):
572 if (!V.OnBoard(x + curDir[0], y + curDir[1])) {
573 const kp = this.kingPos[color];
574 let reorientMoves = [];
575 Object.keys(V.LANCER_DIRS).forEach(k => {
576 const dir = V.LANCER_DIRS[k];
577 if (
578 (dir[0] != curDir[0] || dir[1] != curDir[1]) &&
579 V.OnBoard(x + dir[0], y + dir[1])
580 ) {
581 reorientMoves.push(
582 new Move({
583 vanish: [
584 new PiPo({
585 x: x,
586 y: y,
587 c: color,
588 p: dirCode
589 })
590 ],
591 appear: [
592 new PiPo({
593 x: x,
594 y: y,
595 c: color,
596 p: k
597 })
598 ],
599 start: { x: x, y : y },
600 end: { x: kp[0], y: kp[1] }
601 })
602 );
603 }
604 });
605 Array.prototype.push.apply(moves, reorientMoves);
606 }
9842aca2 607 Object.values(V.LANCER_DIRS).forEach(step => {
afbf3ca7 608 const dirCode = Object.keys(V.LANCER_DIRS).find(k => {
3a2a7b5f
BA
609 return (
610 V.LANCER_DIRS[k][0] == step[0] &&
611 V.LANCER_DIRS[k][1] == step[1]
612 );
afbf3ca7 613 });
3a2a7b5f
BA
614 const dirMoves =
615 this.getPotentialLancerMoves_aux(
616 [x, y],
617 step,
618 { p: dirCode, c: color }
619 );
620 if (curDir[0] == step[0] && curDir[1] == step[1]) {
621 // Keeping same orientation: can choose after
622 let chooseMoves = [];
623 dirMoves.forEach(m => {
624 Object.keys(V.LANCER_DIRS).forEach(k => {
33974019
BA
625 const newDir = V.LANCER_DIRS[k];
626 // Prevent orientations toward outer board:
627 if (V.OnBoard(m.end.x + newDir[0], m.end.y + newDir[1])) {
628 let mk = JSON.parse(JSON.stringify(m));
629 mk.appear[0].p = k;
630 chooseMoves.push(mk);
631 }
3a2a7b5f
BA
632 });
633 });
634 Array.prototype.push.apply(moves, chooseMoves);
33974019
BA
635 }
636 else Array.prototype.push.apply(moves, dirMoves);
9842aca2
BA
637 });
638 return moves;
639 }
640 }
641 // I wasn't pushed: standard lancer move
9842aca2
BA
642 const monodirMoves =
643 this.getPotentialLancerMoves_aux([x, y], V.LANCER_DIRS[dirCode]);
bfed878d
BA
644 // Add all possible orientations aftermove except if I'm being pushed
645 if (this.subTurn == 1) {
646 monodirMoves.forEach(m => {
647 Object.keys(V.LANCER_DIRS).forEach(k => {
33974019
BA
648 const newDir = V.LANCER_DIRS[k];
649 // Prevent orientations toward outer board:
650 if (V.OnBoard(m.end.x + newDir[0], m.end.y + newDir[1])) {
651 let mk = JSON.parse(JSON.stringify(m));
652 mk.appear[0].p = k;
653 moves.push(mk);
654 }
bfed878d 655 });
9842aca2 656 });
bfed878d 657 return moves;
33974019
BA
658 }
659 else {
737a5daf 660 // I'm pushed: add potential nudges, except for current orientation
3a2a7b5f
BA
661 let potentialNudges = [];
662 for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) {
663 if (
737a5daf 664 (step[0] != curDir[0] || step[1] != curDir[1]) &&
3a2a7b5f
BA
665 V.OnBoard(x + step[0], y + step[1]) &&
666 this.board[x + step[0]][y + step[1]] == V.EMPTY
667 ) {
89781a55
BA
668 const newDirCode = Object.keys(V.LANCER_DIRS).find(k => {
669 const codeStep = V.LANCER_DIRS[k];
670 return (codeStep[0] == step[0] && codeStep[1] == step[1]);
671 });
3a2a7b5f
BA
672 potentialNudges.push(
673 this.getBasicMove(
674 [x, y],
89781a55
BA
675 [x + step[0], y + step[1]],
676 { c: color, p: newDirCode }
3a2a7b5f
BA
677 )
678 );
679 }
680 }
681 return monodirMoves.concat(potentialNudges);
682 }
6b7b2cf7
BA
683 }
684
685 getPotentialSentryMoves([x, y]) {
686 // The sentry moves a priori like a bishop:
687 let moves = super.getPotentialBishopMoves([x, y]);
ee307044
BA
688 // ...but captures are replaced by special move, if and only if
689 // "captured" piece can move now, considered as the capturer unit.
afbf3ca7
BA
690 // --> except is subTurn == 2, in this case I don't push anything.
691 if (this.subTurn == 2) return moves.filter(m => m.vanish.length == 1);
9842aca2
BA
692 moves.forEach(m => {
693 if (m.vanish.length == 2) {
694 // Temporarily cancel the sentry capture:
695 m.appear.pop();
696 m.vanish.pop();
697 }
698 });
bfed878d 699 const color = this.getColor(x, y);
ee307044 700 const fMoves = moves.filter(m => {
b0a0468a 701 // Can the pushed unit make any move? ...resulting in a non-self-check?
bfed878d
BA
702 if (m.appear.length == 0) {
703 let res = false;
704 this.play(m);
b0a0468a 705 let moves2 = this.getPotentialMovesFrom([m.end.x, m.end.y]);
bfed878d
BA
706 for (let m2 of moves2) {
707 this.play(m2);
708 res = !this.underCheck(color);
709 this.undo(m2);
710 if (res) break;
711 }
712 this.undo(m);
713 return res;
714 }
715 return true;
ee307044 716 });
ee307044 717 return fMoves;
6b7b2cf7
BA
718 }
719
720 getPotentialJailerMoves([x, y]) {
ee307044
BA
721 return super.getPotentialRookMoves([x, y]).filter(m => {
722 // Remove jailer captures
723 return m.vanish[0].p != V.JAILER || m.vanish.length == 1;
724 });
6b7b2cf7
BA
725 }
726
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BA
727 getPotentialKingMoves(sq) {
728 const moves = this.getSlideNJumpMoves(
729 sq,
730 V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
731 "oneStep"
732 );
733 return (
734 this.subTurn == 1
735 ? moves.concat(this.getCastleMoves(sq))
736 : moves
737 );
738 }
739
3a2a7b5f
BA
740 atLeastOneMove() {
741 // If in second-half of a move, we already know that a move is possible
742 if (this.subTurn == 2) return true;
743 return super.atLeastOneMove();
744 }
745
ee307044 746 filterValid(moves) {
b0a0468a
BA
747 if (moves.length == 0) return [];
748 const basicFilter = (m, c) => {
749 this.play(m);
750 const res = !this.underCheck(c);
751 this.undo(m);
752 return res;
753 };
bfed878d
BA
754 // Disable check tests for sentry pushes,
755 // because in this case the move isn't finished
756 let movesWithoutSentryPushes = [];
757 let movesWithSentryPushes = [];
758 moves.forEach(m => {
b0a0468a
BA
759 // Second condition below for special king "pass" moves
760 if (m.appear.length > 0 || m.vanish.length == 0)
761 movesWithoutSentryPushes.push(m);
bfed878d
BA
762 else movesWithSentryPushes.push(m);
763 });
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BA
764 const color = this.turn;
765 const oppCol = V.GetOppCol(color);
766 const filteredMoves =
767 movesWithoutSentryPushes.filter(m => basicFilter(m, color));
768 // If at least one full move made, everything is allowed.
769 // Else: forbid checks and captures.
770 return (
771 this.movesCount >= 2
772 ? filteredMoves
773 : filteredMoves.filter(m => {
d958cc68 774 return (m.vanish.length <= 1 && basicFilter(m, oppCol));
b0a0468a
BA
775 })
776 ).concat(movesWithSentryPushes);
bfed878d
BA
777 }
778
779 getAllValidMoves() {
780 if (this.subTurn == 1) return super.getAllValidMoves();
781 // Sentry push:
afbf3ca7 782 const sentrySq = [this.sentryPos.x, this.sentryPos.y];
bfed878d 783 return this.filterValid(this.getPotentialMovesFrom(sentrySq));
ee307044
BA
784 }
785
68e19a44 786 isAttacked(sq, color) {
afbf3ca7 787 return (
68e19a44
BA
788 super.isAttacked(sq, color) ||
789 this.isAttackedByLancer(sq, color) ||
790 this.isAttackedBySentry(sq, color)
9dca2c93 791 // The jailer doesn't capture.
afbf3ca7
BA
792 );
793 }
794
68e19a44 795 isAttackedBySlideNJump([x, y], color, piece, steps, oneStep) {
b0a0468a
BA
796 for (let step of steps) {
797 let rx = x + step[0],
798 ry = y + step[1];
799 while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) {
800 rx += step[0];
801 ry += step[1];
802 }
803 if (
804 V.OnBoard(rx, ry) &&
68e19a44
BA
805 this.getPiece(rx, ry) == piece &&
806 this.getColor(rx, ry) == color &&
b0a0468a
BA
807 !this.isImmobilized([rx, ry])
808 ) {
809 return true;
810 }
811 }
812 return false;
813 }
814
68e19a44
BA
815 isAttackedByPawn([x, y], color) {
816 const pawnShift = (color == "w" ? 1 : -1);
817 if (x + pawnShift >= 0 && x + pawnShift < V.size.x) {
818 for (let i of [-1, 1]) {
819 if (
820 y + i >= 0 &&
821 y + i < V.size.y &&
822 this.getPiece(x + pawnShift, y + i) == V.PAWN &&
823 this.getColor(x + pawnShift, y + i) == color &&
824 !this.isImmobilized([x + pawnShift, y + i])
825 ) {
826 return true;
b0a0468a
BA
827 }
828 }
829 }
830 return false;
831 }
832
68e19a44 833 isAttackedByLancer([x, y], color) {
afbf3ca7
BA
834 for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) {
835 // If in this direction there are only enemy pieces and empty squares,
836 // and we meet a lancer: can he reach us?
837 // NOTE: do not stop at first lancer, there might be several!
838 let coord = { x: x + step[0], y: y + step[1] };
839 let lancerPos = [];
840 while (
841 V.OnBoard(coord.x, coord.y) &&
842 (
843 this.board[coord.x][coord.y] == V.EMPTY ||
68e19a44 844 this.getColor(coord.x, coord.y) == color
afbf3ca7
BA
845 )
846 ) {
b0a0468a
BA
847 if (
848 this.getPiece(coord.x, coord.y) == V.LANCER &&
849 !this.isImmobilized([coord.x, coord.y])
850 ) {
3a2a7b5f 851 lancerPos.push({x: coord.x, y: coord.y});
b0a0468a 852 }
3a2a7b5f
BA
853 coord.x += step[0];
854 coord.y += step[1];
afbf3ca7 855 }
737a5daf
BA
856 const L = this.sentryPush.length;
857 const pl = (!!this.sentryPush[L-1] ? this.sentryPush[L-1].length : 0);
afbf3ca7
BA
858 for (let xy of lancerPos) {
859 const dir = V.LANCER_DIRS[this.board[xy.x][xy.y].charAt(1)];
737a5daf
BA
860 if (
861 (dir[0] == -step[0] && dir[1] == -step[1]) ||
862 // If the lancer was just pushed, this is an attack too:
863 (
864 !!this.sentryPush[L-1] &&
865 this.sentryPush[L-1][pl-1].x == xy.x &&
866 this.sentryPush[L-1][pl-1].y == xy.y
867 )
868 ) {
869 return true;
870 }
afbf3ca7
BA
871 }
872 }
873 return false;
874 }
875
876 // Helper to check sentries attacks:
877 selfAttack([x1, y1], [x2, y2]) {
878 const color = this.getColor(x1, y1);
9dca2c93 879 const oppCol = V.GetOppCol(color);
afbf3ca7 880 const sliderAttack = (allowedSteps, lancer) => {
89781a55
BA
881 const deltaX = x2 - x1,
882 absDeltaX = Math.abs(deltaX);
883 const deltaY = y2 - y1,
884 absDeltaY = Math.abs(deltaY);
518a0dc9 885 const step = [ deltaX / absDeltaX || 0, deltaY / absDeltaY || 0 ];
89781a55
BA
886 if (
887 // Check that the step is a priori valid:
888 (absDeltaX != absDeltaY && deltaX != 0 && deltaY != 0) ||
889 allowedSteps.every(st => st[0] != step[0] || st[1] != step[1])
890 ) {
afbf3ca7 891 return false;
89781a55 892 }
3a2a7b5f 893 let sq = [ x1 + step[0], y1 + step[1] ];
f14572c4 894 while (sq[0] != x2 || sq[1] != y2) {
afbf3ca7 895 if (
3a2a7b5f 896 // NOTE: no need to check OnBoard in this special case
afbf3ca7 897 (!lancer && this.board[sq[0]][sq[1]] != V.EMPTY) ||
9dca2c93 898 (!!lancer && this.getColor(sq[0], sq[1]) == oppCol)
afbf3ca7
BA
899 ) {
900 return false;
901 }
3a2a7b5f
BA
902 sq[0] += step[0];
903 sq[1] += step[1];
afbf3ca7
BA
904 }
905 return true;
906 };
907 switch (this.getPiece(x1, y1)) {
908 case V.PAWN: {
909 // Pushed pawns move as enemy pawns
910 const shift = (color == 'w' ? 1 : -1);
911 return (x1 + shift == x2 && Math.abs(y1 - y2) == 1);
912 }
913 case V.KNIGHT: {
914 const deltaX = Math.abs(x1 - x2);
915 const deltaY = Math.abs(y1 - y2);
916 return (
917 deltaX + deltaY == 3 &&
918 [1, 2].includes(deltaX) &&
919 [1, 2].includes(deltaY)
920 );
921 }
922 case V.ROOK:
923 return sliderAttack(V.steps[V.ROOK]);
924 case V.BISHOP:
925 return sliderAttack(V.steps[V.BISHOP]);
926 case V.QUEEN:
927 return sliderAttack(V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
928 case V.LANCER: {
2c5d7b20
BA
929 // Special case: as long as no enemy units stands in-between,
930 // it attacks (if it points toward the king).
afbf3ca7
BA
931 const allowedStep = V.LANCER_DIRS[this.board[x1][y1].charAt(1)];
932 return sliderAttack([allowedStep], "lancer");
933 }
934 // No sentries or jailer tests: they cannot self-capture
935 }
936 return false;
937 }
938
68e19a44 939 isAttackedBySentry([x, y], color) {
afbf3ca7
BA
940 // Attacked by sentry means it can self-take our king.
941 // Just check diagonals of enemy sentry(ies), and if it reaches
942 // one of our pieces: can I self-take?
68e19a44 943 const myColor = V.GetOppCol(color);
afbf3ca7
BA
944 let candidates = [];
945 for (let i=0; i<V.size.x; i++) {
946 for (let j=0; j<V.size.y; j++) {
947 if (
948 this.getPiece(i,j) == V.SENTRY &&
68e19a44 949 this.getColor(i,j) == color &&
b0a0468a 950 !this.isImmobilized([i, j])
afbf3ca7
BA
951 ) {
952 for (let step of V.steps[V.BISHOP]) {
953 let sq = [ i + step[0], j + step[1] ];
954 while (
955 V.OnBoard(sq[0], sq[1]) &&
956 this.board[sq[0]][sq[1]] == V.EMPTY
957 ) {
958 sq[0] += step[0];
959 sq[1] += step[1];
960 }
961 if (
962 V.OnBoard(sq[0], sq[1]) &&
68e19a44 963 this.getColor(sq[0], sq[1]) == myColor
afbf3ca7 964 ) {
3a2a7b5f 965 candidates.push([ sq[0], sq[1] ]);
afbf3ca7
BA
966 }
967 }
968 }
969 }
970 }
971 for (let c of candidates)
972 if (this.selfAttack(c, [x, y])) return true;
973 return false;
974 }
975
976 // Jailer doesn't capture or give check
977
d54f6261
BA
978 prePlay(move) {
979 if (move.appear.length == 0 && move.vanish.length == 1)
980 // The sentry is about to push a piece: subTurn goes from 1 to 2
981 this.sentryPos = { x: move.end.x, y: move.end.y };
982 if (this.subTurn == 2 && move.vanish[0].p != V.PAWN) {
983 // A piece is pushed: forbid array of squares between start and end
984 // of move, included (except if it's a pawn)
985 let squares = [];
986 if ([V.KNIGHT,V.KING].includes(move.vanish[0].p))
987 // short-range pieces: just forbid initial square
988 squares.push({ x: move.start.x, y: move.start.y });
989 else {
990 const deltaX = move.end.x - move.start.x;
991 const deltaY = move.end.y - move.start.y;
992 const step = [
993 deltaX / Math.abs(deltaX) || 0,
994 deltaY / Math.abs(deltaY) || 0
995 ];
996 for (
997 let sq = {x: move.start.x, y: move.start.y};
998 sq.x != move.end.x || sq.y != move.end.y;
999 sq.x += step[0], sq.y += step[1]
1000 ) {
1001 squares.push({ x: sq.x, y: sq.y });
1002 }
1003 }
1004 // Add end square as well, to know if I was pushed (useful for lancers)
1005 squares.push({ x: move.end.x, y: move.end.y });
1006 this.sentryPush.push(squares);
1007 } else this.sentryPush.push(null);
1008 }
1009
1010 play(move) {
1011 this.prePlay(move);
1012 move.flags = JSON.stringify(this.aggregateFlags());
1013 this.epSquares.push(this.getEpSquare(move));
1014 V.PlayOnBoard(this.board, move);
1015 // Is it a sentry push? (useful for undo)
1016 move.sentryPush = (this.subTurn == 2);
1017 if (this.subTurn == 1) this.movesCount++;
1018 if (move.appear.length == 0 && move.vanish.length == 1) this.subTurn = 2;
1019 else {
1020 // Turn changes only if not a sentry "pre-push"
1021 this.turn = V.GetOppCol(this.turn);
1022 this.subTurn = 1;
1023 }
1024 this.postPlay(move);
1025 }
1026
1027 postPlay(move) {
1028 if (move.vanish.length == 0 || this.subTurn == 2)
1029 // Special pass move of the king, or sentry pre-push: nothing to update
1030 return;
1031 const c = move.vanish[0].c;
1032 const piece = move.vanish[0].p;
1033 const firstRank = c == "w" ? V.size.x - 1 : 0;
1034
1035 if (piece == V.KING) {
1036 this.kingPos[c][0] = move.appear[0].x;
1037 this.kingPos[c][1] = move.appear[0].y;
1038 this.castleFlags[c] = [V.size.y, V.size.y];
1039 return;
1040 }
1041 // Update castling flags if rooks are moved
1042 const oppCol = V.GetOppCol(c);
1043 const oppFirstRank = V.size.x - 1 - firstRank;
1044 if (
1045 move.start.x == firstRank && //our rook moves?
1046 this.castleFlags[c].includes(move.start.y)
1047 ) {
1048 const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1);
1049 this.castleFlags[c][flagIdx] = V.size.y;
1050 } else if (
1051 move.end.x == oppFirstRank && //we took opponent rook?
1052 this.castleFlags[oppCol].includes(move.end.y)
1053 ) {
1054 const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1);
1055 this.castleFlags[oppCol][flagIdx] = V.size.y;
1056 }
1057 }
1058
1059 undo(move) {
1060 this.epSquares.pop();
1061 this.disaggregateFlags(JSON.parse(move.flags));
1062 V.UndoOnBoard(this.board, move);
1063 // Decrement movesCount except if the move is a sentry push
1064 if (!move.sentryPush) this.movesCount--;
1065 if (this.subTurn == 2) this.subTurn = 1;
1066 else {
1067 this.turn = V.GetOppCol(this.turn);
1068 if (move.sentryPush) this.subTurn = 2;
1069 }
1070 this.postUndo(move);
1071 }
1072
1073 postUndo(move) {
1074 super.postUndo(move);
1075 this.sentryPush.pop();
1076 }
1077
2a8a94c9
BA
1078 static get VALUES() {
1079 return Object.assign(
28b32b4f 1080 { l: 4.8, s: 2.8, j: 3.8 }, //Jeff K. estimations
2a8a94c9
BA
1081 ChessRules.VALUES
1082 );
1083 }
6b7b2cf7 1084
afbf3ca7
BA
1085 getComputerMove() {
1086 const maxeval = V.INFINITY;
1087 const color = this.turn;
1088 let moves1 = this.getAllValidMoves();
1089
1090 if (moves1.length == 0)
1091 // TODO: this situation should not happen
1092 return null;
1093
3a2a7b5f 1094 const setEval = (move, next) => {
afbf3ca7 1095 const score = this.getCurrentScore();
3a2a7b5f 1096 const curEval = move.eval;
afbf3ca7
BA
1097 if (score != "*") {
1098 move.eval =
1099 score == "1/2"
1100 ? 0
1101 : (score == "1-0" ? 1 : -1) * maxeval;
3a2a7b5f
BA
1102 } else move.eval = this.evalPosition();
1103 if (
1104 // "next" is defined after sentry pushes
1105 !!next && (
1106 !curEval ||
1107 color == 'w' && move.eval > curEval ||
1108 color == 'b' && move.eval < curEval
1109 )
1110 ) {
1111 move.second = next;
1112 }
afbf3ca7
BA
1113 };
1114
1115 // Just search_depth == 1 (because of sentries. TODO: can do better...)
1116 moves1.forEach(m1 => {
1117 this.play(m1);
1118 if (this.subTurn == 1) setEval(m1);
1119 else {
1120 // Need to play every pushes and count:
1121 const moves2 = this.getAllValidMoves();
1122 moves2.forEach(m2 => {
1123 this.play(m2);
3a2a7b5f 1124 setEval(m1, m2);
afbf3ca7
BA
1125 this.undo(m2);
1126 });
1127 }
1128 this.undo(m1);
1129 });
1130
1131 moves1.sort((a, b) => {
1132 return (color == "w" ? 1 : -1) * (b.eval - a.eval);
1133 });
1134 let candidates = [0];
1135 for (let j = 1; j < moves1.length && moves1[j].eval == moves1[0].eval; j++)
1136 candidates.push(j);
3a2a7b5f
BA
1137 const choice = moves1[candidates[randInt(candidates.length)]];
1138 return (!choice.second ? choice : [choice, choice.second]);
afbf3ca7
BA
1139 }
1140
f14572c4
BA
1141 // For moves notation:
1142 static get LANCER_DIRNAMES() {
1143 return {
1144 'c': "N",
1145 'd': "NE",
1146 'e': "E",
1147 'f': "SE",
1148 'g': "S",
1149 'h': "SW",
1150 'm': "W",
1151 'o': "NW"
1152 };
1153 }
1154
6b7b2cf7
BA
1155 getNotation(move) {
1156 // Special case "king takes jailer" is a pass move
1157 if (move.appear.length == 0 && move.vanish.length == 0) return "pass";
f14572c4 1158 let notation = undefined;
b0a0468a
BA
1159 if (this.subTurn == 2) {
1160 // Do not consider appear[1] (sentry) for sentry pushes
1161 const simpleMove = {
1162 appear: [move.appear[0]],
1163 vanish: move.vanish,
1164 start: move.start,
1165 end: move.end
1166 };
f14572c4 1167 notation = super.getNotation(simpleMove);
1b56b736
BA
1168 }
1169 else if (
1170 move.appear.length > 0 &&
1171 move.vanish[0].x == move.appear[0].x &&
1172 move.vanish[0].y == move.appear[0].y
1173 ) {
1174 // Lancer in-place reorientation:
1175 notation = "L" + V.CoordsToSquare(move.start) + ":R";
1176 }
1177 else notation = super.getNotation(move);
f14572c4
BA
1178 if (Object.keys(V.LANCER_DIRNAMES).includes(move.vanish[0].p))
1179 // Lancer: add direction info
1180 notation += "=" + V.LANCER_DIRNAMES[move.appear[0].p];
7e476ce4
BA
1181 else if (
1182 move.vanish[0].p == V.PAWN &&
1183 Object.keys(V.LANCER_DIRNAMES).includes(move.appear[0].p)
1184 ) {
1185 // Fix promotions in lancer:
2c5d7b20
BA
1186 notation = notation.slice(0, -1) +
1187 "L:" + V.LANCER_DIRNAMES[move.appear[0].p];
7e476ce4 1188 }
f14572c4 1189 return notation;
6b7b2cf7 1190 }
2a8a94c9 1191};