Add Horde variant + fix typos
[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 (cmove == "-") this.amoves.push(null);
21 else {
22 const amoveParts = amove.split("/");
23 let amove = {
24 // No need for start & end
25 appear: [],
26 vanish: []
27 };
28 [0, 1].map(i => {
29 amoveParts[0].split(".").forEach(av => {
30 // Format is "bpe3"
31 const xy = V.SquareToCoords(av.substr(2));
32 move[i == 0 ? "appear" : "vanish"].push(
33 new PiPo({
34 x: xy.x,
35 y: xy.y,
36 c: av[0],
37 p: av[1]
38 })
39 );
40 });
41 });
42 this.amoves.push(move);
43 }
44 }
45
46 static ParseFen(fen) {
47 return Object.assign(
48 ChessRules.ParseFen(fen),
49 { cmove: fen.split(" ")[4] }
50 );
51 }
52
53 static IsGoodFen(fen) {
54 if (!ChessRules.IsGoodFen(fen)) return false;
55 const fenParts = fen.split(" ");
56 if (fenParts.length != 6) return false;
57 if (fenParts[5] != "-" && !fenParts[5].match(/^([a-h][1-8]){2}$/))
58 return false;
59 return true;
60 }
61
62 getAmove(move) {
63 if (move.appear.length == 2 && move.vanish.length == 2)
64 return { appear: move.appear, vanish: move.vanish };
65 return null;
66 }
67
68 // TODO: this.firstMove + rooks location in setOtherVariables
69 // only rooks location in FEN (firstMove is forgotten if quit game and come back)
70 doClick(square) {
71 // If subTurn == 2 && square is the final square of last move,
72 // then return an empty move
73 if (
74 this.subTurn == 2 &&
75 square.x == this.firstMove.end.x &&
76 square.y == this.firstMove.end.y
77 ) {
78 return {
79 appear: [],
80 vanish: []
81 };
82 }
83 return null;
84 }
85
86 canTake() {
87 // Captures don't occur (only pulls & pushes)
88 return false;
89 }
90
91 // "pa" : piece (as a square) doing this push/pull action
92 getActionMoves([sx, sy], [ex, ey], pa) {
93 const color = this.getColor(sx, sy);
94 const lastRank = (color == 'w' ? 0 : 7);
95 const piece = this.getPiece(sx, sy);
96 let moves = [];
97 if (ex == lastRank && piece == V.PAWN) {
98 // Promotion by push or pull
99 V.PawnSpecs.promotions.forEach(p => {
100 let move = super.getBasicMove([sx, sy], [ex, ey], { c: color, p: p });
101 moves.push(move);
102 });
103 } else moves.push(super.getBasicMove([sx, sy], [ex, ey]));
104 const actionType =
105 (
106 Math.abs(pa[0] - sx) < Math.abs(pa[0] - ex) ||
107 Math.abs(pa[1] - sy) < Math.abs(pa[1] - ey)
108 )
109 ? "push"
110 : "pull";
111 moves.forEach(m => m.action = [{ by: pa, type: actionType }]);
112 return moves;
113 }
114
115 // TODO: if type is given, consider only actions of this type
116 getPactions(sq, color, type) {
117 const [x, y] = sq;
118 let moves = [];
119 let squares = {};
120 if (!by) {
121 const oppCol = V.GetOppCol(color);
122 // Look in all directions for a "color" piece
123 for (let step of V.steps[V.KNIGHT]) {
124 const xx = x + step[0],
125 yy = y + step[1];
126 if (
127 V.OnBoard(xx, yy) &&
128 this.getPiece(xx, yy) == V.KNIGHT &&
129 this.getColor(xx, yy) == color
130 ) {
131 const px = x - step[0],
132 py = y - step[1];
133 if (V.OnBoard(px, py)) {
134 if (this.board[px][py] == V.EMPTY) {
135 const hash = "s" + px + py;
136 if (!squares[hash]) {
137 squares[hash] = true;
138 Array.prototype.push.apply(
139 moves,
140 this.getActionMoves([x, y], [px, py], [xx, yy])
141 );
142 }
143 else { //add piece doing action
144 }
145 }
146 } else {
147 const hash = "s" + xx + yy;
148 if (!squares[hash]) {
149 squares[hash] = true;
150 moves.push(
151 new Move({
152 start: { x: x, y: y },
153 end: { x: xx, y: yy },
154 appear: [],
155 vanish: [
156 new PiPo({
157 x: x,
158 y: y,
159 p: this.getPiece(x, y),
160 c: oppCol
161 })
162 ]
163 })
164 );
165 }
166 }
167 }
168 }
169 for (let step in V.steps[V.ROOK]) {
170 // (+ if color is ours, pawn pushes) king, rook and queen
171 // --> pawns special case can push from a little distance if on 2nd rank (or 1st rank)
172 }
173 for (let step in V.steps[V.BISHOP]) {
174 // King, bishop, queen, and possibly pawns attacks (if color is enemy)
175 }
176 }
177 return moves;
178 }
179
180 // NOTE: to push a piece out of the board, make it slide until our piece
181 // (doing the action, moving or not)
182 // TODO: for pushes, play the pushed piece first.
183 // for pulls: play the piece doing the action first
184 getPotentialMovesFrom([x, y]) {
185 const color = this.turn;
186 if (this.getColor(x, y) != color)
187 // The only moves possible with enemy pieces are pulls and pushes:
188 return this.getPactions([x, y], color);
189 // Playing my pieces: either on their own, or pushed by another
190 // If subTurn == 2 then we should have a first move,
191 // TODO = use it to allow some type of action
192 if (this.subTurn == 2) {
193 return (
194 this.moveOnSubturn1.isAnAction
195 ? super.getPotentialMovesFrom([x, y])
196 : this.getPactions([x, y], color, TODO_arg)
197 );
198 }
199 // Both options are possible at subTurn1: normal move, or push
200 return (
201 super.getPotentialMovesFrom([x, y])
202 .concat(this.getPactions([x, y], color, "push"))
203 // TODO: discard moves that let the king underCheck, and no second
204 // move can counter check. Example: pinned queen pushes pinned pawn.
205 .filter(m => {
206 this.play(m);
207 const res = this.filterMoves(this.getPotentialMoves(/* TODO: args? */)).length > 0;
208 this.undo(m);
209 return res;
210 })
211 );
212 }
213
214 // TODO: track rooks locations, should be a field in FEN, in castleflags?
215 // --> only useful if castleFlags is still ON
216 getCastleMoves(sq) {
217 // TODO: if rook1 isn't at its place (with castleFlags ON), set it off
218 // same for rook2.
219 let moves = super.getCastleMoves(sq);
220 // TODO: restore castleFlags
221 }
222
223 // Does m2 un-do m1 ? (to disallow undoing actions)
224 oppositeMoves(m1, m2) {
225 const isEqual = (av1, av2) => {
226 // Precondition: av1 and av2 length = 2
227 for (let av of av1) {
228 const avInAv2 = av2.find(elt => {
229 return (
230 elt.x == av.x &&
231 elt.y == av.y &&
232 elt.c == av.c &&
233 elt.p == av.p
234 );
235 });
236 if (!avInAv2) return false;
237 }
238 return true;
239 };
240 return (
241 !!m1 &&
242 m1.appear.length == 2 &&
243 m2.appear.length == 2 &&
244 m1.vanish.length == 2 &&
245 m2.vanish.length == 2 &&
246 isEqual(m1.appear, m2.vanish) &&
247 isEqual(m1.vanish, m2.appear)
248 );
249 }
250
251 filterValid(moves) {
252 if (moves.length == 0) return [];
253 const color = this.turn;
254 return moves.filter(m => {
255 const L = this.amoves.length; //at least 1: init from FEN
256 return !this.oppositeMoves(this.amoves[L - 1], m);
257 });
258 }
259
260 isAttackedBySlideNJump([x, y], color, piece, steps, oneStep) {
261 for (let step of steps) {
262 let rx = x + step[0],
263 ry = y + step[1];
264 while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) {
265 rx += step[0];
266 ry += step[1];
267 }
268 if (
269 V.OnBoard(rx, ry) &&
270 this.getPiece(rx, ry) == piece &&
271 this.getColor(rx, ry) == color
272 ) {
273 // Now step in the other direction: if end of the world, then attacked
274 rx = x - step[0];
275 ry = y - step[1];
276 while (
277 V.OnBoard(rx, ry) &&
278 this.board[rx][ry] == V.EMPTY &&
279 !oneStep
280 ) {
281 rx -= step[0];
282 ry -= step[1];
283 }
284 if (!V.OnBoard(rx, ry)) return true;
285 }
286 }
287 return false;
288 }
289
290 isAttackedByPawn([x, y], color) {
291 const lastRank = (color == 'w' ? 0 : 7);
292 if (y != lastRank)
293 // The king can be pushed out by a pawn only on last rank
294 return false;
295 const pawnShift = (color == "w" ? 1 : -1);
296 for (let i of [-1, 1]) {
297 if (
298 y + i >= 0 &&
299 y + i < V.size.y &&
300 this.getPiece(x + pawnShift, y + i) == V.PAWN &&
301 this.getColor(x + pawnShift, y + i) == color
302 ) {
303 return true;
304 }
305 }
306 return false;
307 }
308
309 getCurrentScore() {
310 if (this.subTurn == 2)
311 // Move not over
312 return "*";
313 return super.getCurrentScore();
314 }
315
316 play(move) {
317 move.flags = JSON.stringify(this.aggregateFlags());
318 V.PlayOnBoard(this.board, move);
319 if (this.subTurn == 1) {
320 // TODO: is there a second move possible?
321 // (if the first move is a normal one, there may be no actions available)
322 // --> If not, just change turn as ion the else {} section
323 this.subTurn = 2;
324 this.movesCount++;
325 } else {
326 // subTurn == 2
327 this.turn = V.GetOppCol(this.turn);
328 this.subTurn = 1;
329 }
330 this.postPlay(move);
331 }
332
333 updateCastleFlags(move, piece) {
334 const c = V.GetOppCol(this.turn);
335 const firstRank = (c == "w" ? V.size.x - 1 : 0);
336 // Update castling flags if rooks are moved (only)
337 if (piece == V.KING && move.appear.length > 0)
338 this.castleFlags[c] = [V.size.y, V.size.y];
339 else if (
340 move.start.x == firstRank &&
341 this.castleFlags[c].includes(move.start.y)
342 ) {
343 const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1);
344 this.castleFlags[c][flagIdx] = V.size.y;
345 }
346 }
347
348 undo(move) {
349 this.disaggregateFlags(JSON.parse(move.flags));
350 V.UndoOnBoard(this.board, move);
351 if (this.subTurn == 2) {
352 this.subTurn = 1;
353 this.movesCount--;
354 }
355 else {
356 // subTurn == 1 (after a move played)
357 this.turn = V.GetOppCol(this.turn);
358 this.subTurn = 2;
359 }
360 this.postUndo(move);
361 }
362 };