A few fixes + advance on Dynamo variant
[vchess.git] / client / src / variants / Dynamo.js
1 import { ChessRules, Move, PiPo } from "@/base_rules";
2
3 export class DynamoRules extends ChessRules {
4 // TODO: later, allow to push out pawns on a and h files
5 static get HasEnpassant() {
6 return false;
7 }
8
9 canIplay(side, [x, y]) {
10 // Sometimes opponent's pieces can be moved directly
11 return true;
12 }
13
14 setOtherVariables(fen) {
15 super.setOtherVariables(fen);
16 this.subTurn = 1;
17 // Local stack of "action moves"
18 this.amoves = [];
19 const amove = V.ParseFen(fen).amove;
20 if (amove != "-") {
21 const amoveParts = amove.split("/");
22 let amove = {
23 // No need for start & end
24 appear: [],
25 vanish: []
26 };
27 [0, 1].map(i => {
28 amoveParts[i].split(".").forEach(av => {
29 // Format is "bpe3"
30 const xy = V.SquareToCoords(av.substr(2));
31 move[i == 0 ? "appear" : "vanish"].push(
32 new PiPo({
33 x: xy.x,
34 y: xy.y,
35 c: av[0],
36 p: av[1]
37 })
38 );
39 });
40 });
41 this.amoves.push(move);
42 }
43 // Stack "first moves" (on subTurn 1) to merge and check opposite moves
44 this.firstMove = [];
45 }
46
47 static ParseFen(fen) {
48 return Object.assign(
49 ChessRules.ParseFen(fen),
50 { amove: fen.split(" ")[4] }
51 );
52 }
53
54 static IsGoodFen(fen) {
55 if (!ChessRules.IsGoodFen(fen)) return false;
56 const fenParts = fen.split(" ");
57 if (fenParts.length != 6) return false;
58 if (fenParts[5] != "-" && !fenParts[5].match(/^([a-h][1-8]){2}$/))
59 return false;
60 return true;
61 }
62
63 getFen() {
64 return super.getFen() + " " + this.getAmoveFen();
65 }
66
67 getFenForRepeat() {
68 return super.getFenForRepeat() + "_" + this.getAmoveFen();
69 }
70
71 getAmoveFen() {
72 const L = this.amoves.length;
73 return (
74 ["appear","vanish"].map(
75 mpart => {
76 return (
77 this.amoves[L-1][mpart].map(
78 av => {
79 const square = V.CoordsToSquare({ x: av.x, y: av.y });
80 return av.c + av.p + square;
81 }
82 ).join(".")
83 );
84 }
85 ).join("/")
86 );
87 }
88
89 canTake() {
90 // Captures don't occur (only pulls & pushes)
91 return false;
92 }
93
94 // "pa": piece (as a square) doing this push/pull action
95 getActionMoves([sx, sy], [ex, ey], pa) {
96 const color = this.getColor(sx, sy);
97 const lastRank = (color == 'w' ? 0 : 7);
98 const piece = this.getPiece(sx, sy);
99 let moves = [];
100 if (ex == lastRank && piece == V.PAWN) {
101 // Promotion by push or pull
102 V.PawnSpecs.promotions.forEach(p => {
103 let move = super.getBasicMove([sx, sy], [ex, ey], { c: color, p: p });
104 moves.push(move);
105 });
106 } else moves.push(super.getBasicMove([sx, sy], [ex, ey]));
107 return moves;
108 }
109
110 // Actions on piece on square "sq", by color "color"
111 // NOTE: to push a piece out of the board, make it slide until our piece
112 // (doing the action, moving or not)
113 getPactions(sq, color) {
114 const [x, y] = sq;
115 let moves = [];
116 let squares = {};
117 const oppCol = V.GetOppCol(color);
118 // Look in all directions for a "color" piece
119 for (let step of V.steps[V.KNIGHT]) {
120 const xx = x + step[0],
121 yy = y + step[1];
122 if (
123 V.OnBoard(xx, yy) &&
124 this.getPiece(xx, yy) == V.KNIGHT &&
125 this.getColor(xx, yy) == color
126 ) {
127 const px = x - step[0],
128 py = y - step[1];
129 if (V.OnBoard(px, py)) {
130 if (this.board[px][py] == V.EMPTY) {
131 const hash = "s" + px + py;
132 if (!squares[hash]) {
133 squares[hash] = true;
134 Array.prototype.push.apply(
135 moves,
136 this.getActionMoves([x, y], [px, py], [xx, yy])
137 );
138 }
139 else { //add piece doing action
140 }
141 }
142 } else {
143 const hash = "s" + xx + yy;
144 if (!squares[hash]) {
145 squares[hash] = true;
146 moves.push(
147 new Move({
148 start: { x: x, y: y },
149 end: { x: xx, y: yy },
150 appear: [],
151 vanish: [
152 new PiPo({
153 x: x,
154 y: y,
155 p: this.getPiece(x, y),
156 c: oppCol
157 })
158 ]
159 })
160 );
161 }
162 }
163 }
164 }
165 for (let step in V.steps[V.ROOK]) {
166 // (+ if color is ours, pawn pushes) king, rook and queen
167 // --> pawns special case can push from a little distance if on 2nd rank (or 1st rank)
168 }
169 for (let step in V.steps[V.BISHOP]) {
170 // King, bishop, queen, and possibly pawns attacks (if color is enemy)
171 }
172 return moves;
173 }
174
175 // NOTE: for pushes, play the pushed piece first.
176 // for pulls: play the piece doing the action first
177 // If castle, then no options available next (just re-click)
178 getPotentialMovesFrom([x, y]) {
179 const color = this.turn;
180 if (this.subTurn == 1) {
181 // Free to play any move or action:
182 return (
183 super.getPotentialMovesFrom([x, y])
184 .concat(this.getPactions([x, y], color))
185 );
186 }
187 // If subTurn == 2 then we should have a first move,
188 // which restrict what we can play now.
189 // Case 1: an opponent's piece moved: we can only move the piece which
190 // did the action, in the moving direction.
191 // Case 2: one of our pieces moved: either by action or by itself.
192 // Just check if it could be a normal move. If yes, allow both.
193 const L = this.firstMove.length;
194 const fm = this.firstMove[L-1];
195 if (fm.vanish[0].c != color) {
196 // Case 1: TODO
197 }
198 else {
199 // Case 2: TODO
200 // Use fm.start.x, fm.start.y, fm.end.x, fm.end.y, fm.vanish[0].c
201 // Search for the piece doing the action "pa": the action type
202 // is deduced from pa relative positon then.
203 }
204 }
205
206 // Does m2 un-do m1 ? (to disallow undoing actions)
207 oppositeMoves(m1, m2) {
208 const isEqual = (av1, av2) => {
209 // Precondition: av1 and av2 length = 2
210 for (let av of av1) {
211 const avInAv2 = av2.find(elt => {
212 return (
213 elt.x == av.x &&
214 elt.y == av.y &&
215 elt.c == av.c &&
216 elt.p == av.p
217 );
218 });
219 if (!avInAv2) return false;
220 }
221 return true;
222 };
223 return (
224 m1.appear.length == 2 &&
225 m2.appear.length == 2 &&
226 m1.vanish.length == 2 &&
227 m2.vanish.length == 2 &&
228 isEqual(m1.appear, m2.vanish) &&
229 isEqual(m1.vanish, m2.appear)
230 );
231 }
232
233 getAmove(move1, move2) {
234 // Just merge (one is action one is move, one may be empty)
235 return {
236 appear: move1.appear.concat(move2.appear),
237 vanish: move1.vanish.concat(move2.vanish)
238 }
239 }
240
241 filterValid(moves) {
242 const color = this.turn;
243 if (this.subTurn == 1) {
244 return moves.filter(m => {
245 // A move is valid either if it doesn't result in a check,
246 // or if a second move is possible to counter the check
247 // (not undoing a potential move + action of the opponent)
248 this.play(m);
249 let res = this.underCheck(color);
250 if (res) {
251 const moves2 = this.getAllPotentialMoves();
252 for (m2 of moves2) {
253 this.play(m2);
254 const res2 = this.underCheck(color);
255 this.undo(m2);
256 if (!res2) {
257 res = false;
258 break;
259 }
260 }
261 }
262 this.undo(m);
263 return !res;
264 });
265 }
266 const Lf = this.firstMove.length;
267 const La = this.amoves.length;
268 if (La == 0) return super.filterValid(moves);
269 return (
270 super.filterValid(
271 moves.filter(m => {
272 // Move shouldn't undo another:
273 const amove = this.getAmove(this.firstMove[Lf-1], m);
274 return !this.oppositeMoves(this.amoves[La-1], amove);
275 })
276 )
277 );
278 }
279
280 isAttackedBySlideNJump([x, y], color, piece, steps, oneStep) {
281 for (let step of steps) {
282 let rx = x + step[0],
283 ry = y + step[1];
284 while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) {
285 rx += step[0];
286 ry += step[1];
287 }
288 if (
289 V.OnBoard(rx, ry) &&
290 this.getPiece(rx, ry) == piece &&
291 this.getColor(rx, ry) == color
292 ) {
293 // Now step in the other direction: if end of the world, then attacked
294 rx = x - step[0];
295 ry = y - step[1];
296 while (
297 V.OnBoard(rx, ry) &&
298 this.board[rx][ry] == V.EMPTY &&
299 !oneStep
300 ) {
301 rx -= step[0];
302 ry -= step[1];
303 }
304 if (!V.OnBoard(rx, ry)) return true;
305 }
306 }
307 return false;
308 }
309
310 isAttackedByPawn([x, y], color) {
311 const lastRank = (color == 'w' ? 0 : 7);
312 if (y != lastRank)
313 // The king can be pushed out by a pawn only on last rank
314 return false;
315 const pawnShift = (color == "w" ? 1 : -1);
316 for (let i of [-1, 1]) {
317 if (
318 y + i >= 0 &&
319 y + i < V.size.y &&
320 this.getPiece(x + pawnShift, y + i) == V.PAWN &&
321 this.getColor(x + pawnShift, y + i) == color
322 ) {
323 return true;
324 }
325 }
326 return false;
327 }
328
329 getCurrentScore() {
330 if (this.subTurn == 2)
331 // Move not over
332 return "*";
333 return super.getCurrentScore();
334 }
335
336 doClick(square) {
337 // If subTurn == 2 && square is the final square of last move,
338 // then return an empty move
339 const L = this.firstMove.length;
340 if (
341 this.subTurn == 2 &&
342 square.x == this.firstMove[L-1].end.x &&
343 square.y == this.firstMove[L-1].end.y
344 ) {
345 return {
346 appear: [],
347 vanish: []
348 };
349 }
350 return null;
351 }
352
353 play(move) {
354 move.flags = JSON.stringify(this.aggregateFlags());
355 V.PlayOnBoard(this.board, move);
356 if (this.subTurn == 2) {
357 this.turn = V.GetOppCol(this.turn);
358 this.movesCount++;
359 }
360 else this.firstMove.push(move);
361 this.subTurn = 3 - this.subTurn;
362 this.postPlay(move);
363 }
364
365 updateCastleFlags(move, piece) {
366 const c = V.GetOppCol(this.turn);
367 const firstRank = (c == "w" ? V.size.x - 1 : 0);
368 // Update castling flags
369 if (piece == V.KING) this.castleFlags[c] = [V.size.y, V.size.y];
370 for (let v of move.vanish) {
371 if (v.x == firstRank && this.castleFlags[c].includes(v.y)) {
372 const flagIdx = (v.y == this.castleFlags[c][0] ? 0 : 1);
373 this.castleFlags[c][flagIdx] = V.size.y;
374 }
375 }
376 }
377
378 undo(move) {
379 this.disaggregateFlags(JSON.parse(move.flags));
380 V.UndoOnBoard(this.board, move);
381 if (this.subTurn == 1) {
382 this.turn = V.GetOppCol(this.turn);
383 this.movesCount--;
384 }
385 else this.firstMove.pop();
386 this.subTurn = 3 - this.subTurn;
387 this.postUndo(move);
388 }
389 };