53eedfd50e81a7d285edecf69a03b485d9e11367
[vchess.git] / client / src / variants / Dynamo.js
1 import { ChessRules, Move, PiPo } from "@/base_rules";
2 import { randInt } from "@/utils/alea";
3
4 export class DynamoRules extends ChessRules {
5 // TODO: later, allow to push out pawns on a and h files
6 static get HasEnpassant() {
7 return false;
8 }
9
10 canIplay(side, [x, y]) {
11 // Sometimes opponent's pieces can be moved directly
12 return true;
13 }
14
15 setOtherVariables(fen) {
16 super.setOtherVariables(fen);
17 this.subTurn = 1;
18 // Local stack of "action moves"
19 this.amoves = [];
20 const amove = V.ParseFen(fen).amove;
21 if (amove != "-") {
22 const amoveParts = amove.split("/");
23 let move = {
24 // No need for start & end
25 appear: [],
26 vanish: []
27 };
28 [0, 1].map(i => {
29 if (amoveParts[i] != "-") {
30 amoveParts[i].split(".").forEach(av => {
31 // Format is "bpe3"
32 const xy = V.SquareToCoords(av.substr(2));
33 move[i == 0 ? "appear" : "vanish"].push(
34 new PiPo({
35 x: xy.x,
36 y: xy.y,
37 c: av[0],
38 p: av[1]
39 })
40 );
41 });
42 }
43 });
44 this.amoves.push(move);
45 }
46 this.subTurn = 1;
47 // Stack "first moves" (on subTurn 1) to merge and check opposite moves
48 this.firstMove = [];
49 }
50
51 static ParseFen(fen) {
52 return Object.assign(
53 ChessRules.ParseFen(fen),
54 { amove: fen.split(" ")[4] }
55 );
56 }
57
58 static IsGoodFen(fen) {
59 if (!ChessRules.IsGoodFen(fen)) return false;
60 const fenParts = fen.split(" ");
61 if (fenParts.length != 5) return false;
62 if (fenParts[4] != "-") {
63 // TODO: a single regexp instead.
64 // Format is [bpa2[.wpd3]] || '-'/[bbc3[.wrd5]] || '-'
65 const amoveParts = fenParts[4].split("/");
66 if (amoveParts.length != 2) return false;
67 for (let part of amoveParts) {
68 if (part != "-") {
69 for (let psq of part.split("."))
70 if (!psq.match(/^[a-r]{3}[1-8]$/)) return false;
71 }
72 }
73 }
74 return true;
75 }
76
77 getFen() {
78 return super.getFen() + " " + this.getAmoveFen();
79 }
80
81 getFenForRepeat() {
82 return super.getFenForRepeat() + "_" + this.getAmoveFen();
83 }
84
85 getAmoveFen() {
86 const L = this.amoves.length;
87 if (L == 0) return "-";
88 return (
89 ["appear","vanish"].map(
90 mpart => {
91 if (mpart.length == 0) return "-";
92 return (
93 this.amoves[L-1][mpart].map(
94 av => {
95 const square = V.CoordsToSquare({ x: av.x, y: av.y });
96 return av.c + av.p + square;
97 }
98 ).join(".")
99 );
100 }
101 ).join("/")
102 );
103 }
104
105 canTake() {
106 // Captures don't occur (only pulls & pushes)
107 return false;
108 }
109
110 // Step is right, just add (push/pull) moves in this direction
111 // Direction is assumed normalized.
112 getMovesInDirection([x, y], [dx, dy], nbSteps) {
113 nbSteps = nbSteps || 8; //max 8 steps anyway
114 let [i, j] = [x + dx, y + dy];
115 let moves = [];
116 const color = this.getColor(x, y);
117 const piece = this.getPiece(x, y);
118 const lastRank = (color == 'w' ? 0 : 7);
119 let counter = 1;
120 while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
121 if (i == lastRank && piece == V.PAWN) {
122 // Promotion by push or pull
123 V.PawnSpecs.promotions.forEach(p => {
124 let move = super.getBasicMove([x, y], [i, j], { c: color, p: p });
125 moves.push(move);
126 });
127 }
128 else moves.push(super.getBasicMove([x, y], [i, j]));
129 if (++counter > nbSteps) break;
130 i += dx;
131 j += dy;
132 }
133 if (!V.OnBoard(i, j) && piece != V.KING) {
134 // Add special "exit" move, by "taking king"
135 moves.push(
136 new Move({
137 start: { x: x, y: y },
138 end: { x: this.kingPos[color][0], y: this.kingPos[color][1] },
139 appear: [],
140 vanish: [{ x: x, y: y, c: color, p: piece }]
141 })
142 );
143 }
144 return moves;
145 }
146
147 // Normalize direction to know the step
148 getNormalizedDirection([dx, dy]) {
149 const absDir = [Math.abs(dx), Math.abs(dy)];
150 let divisor = 0;
151 if (absDir[0] != 0 && absDir[1] != 0 && absDir[0] != absDir[1])
152 // Knight
153 divisor = Math.min(absDir[0], absDir[1]);
154 else
155 // Standard slider (or maybe a pawn or king: same)
156 divisor = Math.max(absDir[0], absDir[1]);
157 return [dx / divisor, dy / divisor];
158 }
159
160 // There was something on x2,y2, maybe our color, pushed/pulled.
161 // Also, the pushed/pulled piece must exit the board.
162 isAprioriValidExit([x1, y1], [x2, y2], color2) {
163 const color1 = this.getColor(x1, y1);
164 const pawnShift = (color1 == 'w' ? -1 : 1);
165 const lastRank = (color1 == 'w' ? 0 : 7);
166 const deltaX = Math.abs(x1 - x2);
167 const deltaY = Math.abs(y1 - y2);
168 const checkSlider = () => {
169 const dir = this.getNormalizedDirection([x2 - x1, y2 - y1]);
170 let [i, j] = [x1 + dir[0], y1 + dir[1]];
171 while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
172 i += dir[0];
173 j += dir[1];
174 }
175 return !V.OnBoard(i, j);
176 };
177 switch (this.getPiece(x1, y1)) {
178 case V.PAWN:
179 return (
180 x1 + pawnShift == x2 &&
181 (
182 (color1 == color2 && x2 == lastRank && y1 == y2) ||
183 (color1 != color2 && deltaY == 1 && !V.OnBoard(x2, 2 * y2 - y1))
184 )
185 );
186 case V.ROOK:
187 if (x1 != x2 && y1 != y2) return false;
188 return checkSlider();
189 case V.KNIGHT:
190 return (
191 deltaX + deltaY == 3 &&
192 (deltaX == 1 || deltaY == 1) &&
193 !V.OnBoard(2 * x2 - x1, 2 * y2 - y1)
194 );
195 case V.BISHOP:
196 if (deltaX != deltaY) return false;
197 return checkSlider();
198 case V.QUEEN:
199 if (deltaX != 0 && deltaY != 0 && deltaX != deltaY) return false;
200 return checkSlider();
201 case V.KING:
202 return (
203 deltaX <= 1 &&
204 deltaY <= 1 &&
205 !V.OnBoard(2 * x2 - x1, 2 * y2 - y1)
206 );
207 }
208 return false;
209 }
210
211 // NOTE: for pushes, play the pushed piece first.
212 // for pulls: play the piece doing the action first
213 // NOTE: to push a piece out of the board, make it slide until its king
214 getPotentialMovesFrom([x, y]) {
215 const color = this.turn;
216 if (this.subTurn == 1) {
217 const getMoveHash = (m) => {
218 return V.CoordsToSquare(m.start) + V.CoordsToSquare(m.end);
219 };
220 const addMoves = (dir, nbSteps) => {
221 const newMoves =
222 this.getMovesInDirection([x, y], [-dir[0], -dir[1]], nbSteps)
223 .filter(m => !movesHash[getMoveHash(m)]);
224 newMoves.forEach(m => { movesHash[getMoveHash(m)] = true; });
225 Array.prototype.push.apply(moves, newMoves);
226 };
227 // Free to play any move:
228 const moves = super.getPotentialMovesFrom([x, y])
229 const pawnShift = (color == 'w' ? -1 : 1);
230 const pawnStartRank = (color == 'w' ? 6 : 1);
231 // Structure to avoid adding moves twice (can be action & move)
232 let movesHash = {};
233 moves.forEach(m => { movesHash[getMoveHash(m)] = true; });
234 // [x, y] is pushed by 'color'
235 for (let step of V.steps[V.KNIGHT]) {
236 const [i, j] = [x + step[0], y + step[1]];
237 if (
238 V.OnBoard(i, j) &&
239 this.board[i][j] != V.EMPTY &&
240 this.getColor(i, j) == color &&
241 this.getPiece(i, j) == V.KNIGHT
242 ) {
243 addMoves(step, 1);
244 }
245 }
246 for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) {
247 let [i, j] = [x + step[0], y + step[1]];
248 while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
249 i += step[0];
250 j += step[1];
251 }
252 if (
253 V.OnBoard(i, j) &&
254 this.board[i][j] != V.EMPTY &&
255 this.getColor(i, j) == color
256 ) {
257 const deltaX = Math.abs(i - x);
258 const deltaY = Math.abs(j - y);
259 // Can a priori go both ways, except with pawns
260 switch (this.getPiece(i, j)) {
261 case V.PAWN:
262 if (
263 (x - i) / deltaX == pawnShift &&
264 deltaX <= 2 &&
265 deltaY <= 1
266 ) {
267 const pColor = this.getColor(x, y);
268 if (pColor == color && deltaY == 0) {
269 // Pushed forward
270 const maxSteps = (i == pawnStartRank && deltaX == 1 ? 2 : 1);
271 addMoves(step, maxSteps);
272 }
273 else if (pColor != color && deltaY == 1 && deltaX == 1)
274 // Pushed diagonally
275 addMoves(step, 1);
276 }
277 break;
278 case V.ROOK:
279 if (deltaX == 0 || deltaY == 0) addMoves(step);
280 break;
281 case V.BISHOP:
282 if (deltaX == deltaY) addMoves(step);
283 break;
284 case V.QUEEN:
285 if (deltaX == 0 || deltaY == 0 || deltaX == deltaY)
286 addMoves(step);
287 break;
288 case V.KING:
289 if (deltaX <= 1 && deltaY <= 1) addMoves(step, 1);
290 break;
291 }
292 }
293 }
294 return moves;
295 }
296 // If subTurn == 2 then we should have a first move,
297 // which restrict what we can play now: only in the first move direction
298 // NOTE: no need for knight or pawn checks, because the move will be
299 // naturally limited in those cases.
300 const L = this.firstMove.length;
301 const fm = this.firstMove[L-1];
302 if (fm.appear.length == 2 && fm.vanish.length == 2)
303 // Castle: no real move playable then.
304 return [];
305 if (fm.appear.length == 0) {
306 // Piece at subTurn 1 just exited the board.
307 // Can I be a piece which caused the exit?
308 if (
309 this.isAprioriValidExit(
310 [x, y],
311 [fm.start.x, fm.start.y],
312 fm.vanish[0].c
313 )
314 ) {
315 // Seems so:
316 const dir = this.getNormalizedDirection(
317 [fm.start.x - x, fm.start.y - y]);
318 return this.getMovesInDirection([x, y], dir);
319 }
320 }
321 else {
322 const dirM = this.getNormalizedDirection(
323 [fm.end.x - fm.start.x, fm.end.y - fm.start.y]);
324 const dir = this.getNormalizedDirection(
325 [fm.start.x - x, fm.start.y - y]);
326 // Normalized directions should match
327 if (dir[0] == dirM[0] && dir[1] == dirM[1]) {
328 // And nothing should stand between [x, y] and the square fm.start
329 let [i, j] = [x + dir[0], y + dir[1]];
330 while (
331 (i != fm.start.x || j != fm.start.y) &&
332 this.board[i][j] == V.EMPTY
333 ) {
334 i += dir[0];
335 j += dir[1];
336 }
337 if (i == fm.start.x && j == fm.start.y)
338 return this.getMovesInDirection([x, y], dir);
339 }
340 }
341 return [];
342 }
343
344 // Does m2 un-do m1 ? (to disallow undoing actions)
345 oppositeMoves(m1, m2) {
346 const isEqual = (av1, av2) => {
347 // Precondition: av1 and av2 length = 2
348 for (let av of av1) {
349 const avInAv2 = av2.find(elt => {
350 return (
351 elt.x == av.x &&
352 elt.y == av.y &&
353 elt.c == av.c &&
354 elt.p == av.p
355 );
356 });
357 if (!avInAv2) return false;
358 }
359 return true;
360 };
361 return (
362 m1.appear.length == 2 &&
363 m2.appear.length == 2 &&
364 m1.vanish.length == 2 &&
365 m2.vanish.length == 2 &&
366 isEqual(m1.appear, m2.vanish) &&
367 isEqual(m1.vanish, m2.appear)
368 );
369 }
370
371 getAmove(move1, move2) {
372 // Just merge (one is action one is move, one may be empty)
373 return {
374 appear: move1.appear.concat(move2.appear),
375 vanish: move1.vanish.concat(move2.vanish)
376 }
377 }
378
379 filterValid(moves) {
380 const color = this.turn;
381 if (this.subTurn == 1) {
382 return moves.filter(m => {
383 // A move is valid either if it doesn't result in a check,
384 // or if a second move is possible to counter the check
385 // (not undoing a potential move + action of the opponent)
386 this.play(m);
387 let res = this.underCheck(color);
388 if (res) {
389 const moves2 = this.getAllPotentialMoves();
390 for (let m2 of moves2) {
391 this.play(m2);
392 const res2 = this.underCheck(color);
393 this.undo(m2);
394 if (!res2) {
395 res = false;
396 break;
397 }
398 }
399 }
400 this.undo(m);
401 return !res;
402 });
403 }
404 const Lf = this.firstMove.length;
405 const La = this.amoves.length;
406 if (La == 0) return super.filterValid(moves);
407 return (
408 super.filterValid(
409 moves.filter(m => {
410 // Move shouldn't undo another:
411 const amove = this.getAmove(this.firstMove[Lf-1], m);
412 return !this.oppositeMoves(this.amoves[La-1], amove);
413 })
414 )
415 );
416 }
417
418 isAttackedBySlideNJump([x, y], color, piece, steps, oneStep) {
419 for (let step of steps) {
420 let rx = x + step[0],
421 ry = y + step[1];
422 while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) {
423 rx += step[0];
424 ry += step[1];
425 }
426 if (
427 V.OnBoard(rx, ry) &&
428 this.getPiece(rx, ry) == piece &&
429 this.getColor(rx, ry) == color
430 ) {
431 // Now step in the other direction: if end of the world, then attacked
432 rx = x - step[0];
433 ry = y - step[1];
434 while (
435 V.OnBoard(rx, ry) &&
436 this.board[rx][ry] == V.EMPTY &&
437 !oneStep
438 ) {
439 rx -= step[0];
440 ry -= step[1];
441 }
442 if (!V.OnBoard(rx, ry)) return true;
443 }
444 }
445 return false;
446 }
447
448 isAttackedByPawn([x, y], color) {
449 const lastRank = (color == 'w' ? 0 : 7);
450 if (x != lastRank)
451 // The king can be pushed out by a pawn only on last rank
452 return false;
453 const pawnShift = (color == "w" ? 1 : -1);
454 for (let i of [-1, 1]) {
455 if (
456 y + i >= 0 &&
457 y + i < V.size.y &&
458 this.getPiece(x + pawnShift, y + i) == V.PAWN &&
459 this.getColor(x + pawnShift, y + i) == color
460 ) {
461 return true;
462 }
463 }
464 return false;
465 }
466
467 getCurrentScore() {
468 if (this.subTurn == 2)
469 // Move not over
470 return "*";
471 return super.getCurrentScore();
472 }
473
474 doClick(square) {
475 // If subTurn == 2 && square is empty && !underCheck,
476 // then return an empty move, allowing to "pass" subTurn2
477 if (
478 this.subTurn == 2 &&
479 this.board[square[0]][square[1]] == V.EMPTY &&
480 !this.underCheck(this.turn)
481 ) {
482 return {
483 start: { x: -1, y: -1 },
484 end: { x: -1, y: -1 },
485 appear: [],
486 vanish: []
487 };
488 }
489 return null;
490 }
491
492 play(move) {
493 move.flags = JSON.stringify(this.aggregateFlags());
494 V.PlayOnBoard(this.board, move);
495 if (this.subTurn == 2) {
496 const L = this.firstMove.length;
497 this.amoves.push(this.getAmove(this.firstMove[L-1], move));
498 this.turn = V.GetOppCol(this.turn);
499 this.movesCount++;
500 }
501 else this.firstMove.push(move);
502 this.subTurn = 3 - this.subTurn;
503 this.postPlay(move);
504 }
505
506 postPlay(move) {
507 if (move.start.x < 0) return;
508 for (let a of move.appear)
509 if (a.p == V.KING) this.kingPos[a.c] = [a.x, a.y];
510 this.updateCastleFlags(move);
511 }
512
513 updateCastleFlags(move) {
514 const firstRank = { 'w': V.size.x - 1, 'b': 0 };
515 for (let v of move.vanish) {
516 if (v.p == V.KING) this.castleFlags[v.c] = [V.size.y, V.size.y];
517 else if (v.x == firstRank[v.c] && this.castleFlags[v.c].includes(v.y)) {
518 const flagIdx = (v.y == this.castleFlags[v.c][0] ? 0 : 1);
519 this.castleFlags[v.c][flagIdx] = V.size.y;
520 }
521 }
522 }
523
524 undo(move) {
525 this.disaggregateFlags(JSON.parse(move.flags));
526 V.UndoOnBoard(this.board, move);
527 if (this.subTurn == 1) {
528 this.turn = V.GetOppCol(this.turn);
529 this.movesCount--;
530 }
531 else this.firstMove.pop();
532 this.subTurn = 3 - this.subTurn;
533 this.postUndo(move);
534 }
535
536 postUndo(move) {
537 // (Potentially) Reset king position
538 for (let v of move.vanish)
539 if (v.p == V.KING) this.kingPos[v.c] = [v.x, v.y];
540 }
541
542 getComputerMove() {
543 let moves = this.getAllValidMoves();
544 if (moves.length == 0) return null;
545 // "Search" at depth 1 for now
546 const maxeval = V.INFINITY;
547 const color = this.turn;
548 const emptyMove = {
549 start: { x: -1, y: -1 },
550 end: { x: -1, y: -1 },
551 appear: [],
552 vanish: []
553 };
554 moves.forEach(m => {
555 this.play(m);
556 m.eval = (color == "w" ? -1 : 1) * maxeval;
557 const moves2 = this.getAllValidMoves().concat([emptyMove]);
558 m.next = moves2[0];
559 moves2.forEach(m2 => {
560 this.play(m2);
561 const score = this.getCurrentScore();
562 let mvEval = 0;
563 if (score != "1/2") {
564 if (score != "*") mvEval = (score == "1-0" ? 1 : -1) * maxeval;
565 else mvEval = this.evalPosition();
566 }
567 if (
568 (color == 'w' && mvEval > m.eval) ||
569 (color == 'b' && mvEval < m.eval)
570 ) {
571 m.eval = mvEval;
572 m.next = m2;
573 }
574 this.undo(m2);
575 });
576 this.undo(m);
577 });
578 moves.sort((a, b) => {
579 return (color == "w" ? 1 : -1) * (b.eval - a.eval);
580 });
581 let candidates = [0];
582 for (let i = 1; i < moves.length && moves[i].eval == moves[0].eval; i++)
583 candidates.push(i);
584 const mIdx = candidates[randInt(candidates.length)];
585 const move2 = moves[mIdx].next;
586 delete moves[mIdx]["next"];
587 return [moves[mIdx], move2];
588 }
589
590 getNotation(move) {
591 if (move.start.x < 0)
592 // A second move is always required, but may be empty
593 return "-";
594 const initialSquare = V.CoordsToSquare(move.start);
595 const finalSquare = V.CoordsToSquare(move.end);
596 if (move.appear.length == 0)
597 // Pushed or pulled out of the board
598 return initialSquare + "R";
599 return move.appear[0].p.toUpperCase() + initialSquare + finalSquare;
600 }
601 };