Fix Eightpieces, add some simple variants, add a basic variants classification instea...
[vchess.git] / client / src / variants / Eightpieces.js
1 import { ArrayFun } from "@/utils/array";
2 import { randInt } from "@/utils/alea";
3 import { ChessRules, PiPo, Move } from "@/base_rules";
4
5 export 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
16 static get IMAGE_EXTENSION() {
17 // Temporarily, for the time SVG pieces are being designed:
18 return ".png";
19 }
20
21 // Lancer directions *from white perspective*
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
35 static get PIECES() {
36 return ChessRules.PIECES
37 .concat([V.JAILER, V.SENTRY])
38 .concat(Object.keys(V.LANCER_DIRS));
39 }
40
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
48 getPpath(b, color, score, orientation) {
49 if ([V.JAILER, V.SENTRY].includes(b[1])) return "Eightpieces/tmp_png/" + b;
50 if (Object.keys(V.LANCER_DIRS).includes(b[1])) {
51 if (orientation == 'w') return "Eightpieces/tmp_png/" + b;
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 }
80 return "Eightpieces/tmp_png/" + b[0] + oppDir;
81 }
82 // TODO: after we have SVG pieces, remove the folder and next prefix:
83 return "Eightpieces/tmp_png/" + b;
84 }
85
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 );
95 }
96
97 static ParseFen(fen) {
98 const fenParts = fen.split(" ");
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 != "-" &&
111 !fenParsed.sentrypush.match(/^([a-h][1-8]){2,2}$/)
112 ) {
113 return false;
114 }
115 return true;
116 }
117
118 getFen() {
119 return super.getFen() + " " + this.getSentrypushFen();
120 }
121
122 getFenForRepeat() {
123 return super.getFenForRepeat() + "_" + this.getSentrypushFen();
124 }
125
126 getSentrypushFen() {
127 const L = this.sentryPush.length;
128 if (!this.sentryPush[L-1]) return "-";
129 let res = "";
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]))
134 .join("");
135 }
136
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;
141 // Sentry position just after a "capture" (subTurn from 1 to 2)
142 this.sentryPos = null;
143 // Stack pieces' forbidden squares after a sentry move at each turn
144 const parsedFen = V.ParseFen(fen);
145 if (parsedFen.sentrypush == "-") this.sentryPush = [null];
146 else {
147 // Expand init + dest squares into a full path:
148 const init = V.SquareToCoords(parsedFen.sentrypush.substr(0, 2)),
149 dest = V.SquareToCoords(parsedFen.sentrypush.substr(2));
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];
167 }
168 }
169
170 static GenRandInitFen(randomness) {
171 if (randomness == 0)
172 // Deterministic:
173 return "jfsqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JDSQKBNR w 0 ahah - -";
174
175 let pieces = { w: new Array(8), b: new Array(8) };
176 let flags = "";
177 // Shuffle pieces on first (and last rank if randomness == 2)
178 for (let c of ["w", "b"]) {
179 if (c == 'b' && randomness == 1) {
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));
187 flags += flags;
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.
202 // NOTE: test % 2 == 1 because there are 7 slashes.
203 if ((pieces['w'].indexOf('s') - sentryPos) % 2 == 1)
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,
223 // only the ordering rook->jailer or jailer->rook must be decided.
224 let rookPos = positions[0];
225 let jailerPos = positions[2];
226 const kingPos = positions[1];
227 flags += V.CoordToColumn(rookPos) + V.CoordToColumn(jailerPos);
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() +
244 " w 0 " + flags + " - -"
245 );
246 }
247
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
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 ) {
266 if (this.getPiece(i, j) == V.JAILER) return [i, j];
267 }
268 }
269 return null;
270 }
271
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) {
275 const initColor = this.getColor(sx, sy);
276 const initPiece = this.board[sx][sy].charAt(1);
277 let mv = new Move({
278 appear: [
279 new PiPo({
280 x: ex,
281 y: ey,
282 c: tr ? tr.c : initColor,
283 p: tr ? tr.p : initPiece
284 })
285 ],
286 vanish: [
287 new PiPo({
288 x: sx,
289 y: sy,
290 c: initColor,
291 p: initPiece
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),
303 p: this.board[ex][ey].charAt(1)
304 })
305 );
306 }
307
308 return mv;
309 }
310
311 canIplay(side, [x, y]) {
312 return (
313 (this.subTurn == 1 && this.turn == side && this.getColor(x, y) == side)
314 ||
315 (this.subTurn == 2 && x == this.sentryPos.x && y == this.sentryPos.y)
316 );
317 }
318
319 getPotentialMovesFrom([x, y]) {
320 const piece = this.getPiece(x, y);
321 const L = this.sentryPush.length;
322 // At subTurn == 2, jailers aren't effective (Jeff K)
323 if (this.subTurn == 1) {
324 const jsq = this.isImmobilized([x, y]);
325 if (!!jsq) {
326 let moves = [];
327 // Special pass move if king:
328 if (piece == V.KING) {
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 }
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 }
353 return moves;
354 }
355 }
356 let moves = [];
357 switch (piece) {
358 case V.JAILER:
359 moves = this.getPotentialJailerMoves([x, y]);
360 break;
361 case V.SENTRY:
362 moves = this.getPotentialSentryMoves([x, y]);
363 break;
364 case V.LANCER:
365 moves = this.getPotentialLancerMoves([x, y]);
366 break;
367 default:
368 moves = super.getPotentialMovesFrom([x, y]);
369 break;
370 }
371 if (!!this.sentryPush[L-1]) {
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];
376 moves = moves.filter(m => {
377 if (
378 m.vanish[0].p != V.PAWN &&
379 m.start.x == finalPushedSq.x && m.start.y == finalPushedSq.y &&
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 });
386 } else if (this.subTurn == 2) {
387 // Put back the sentinel on board:
388 const color = this.turn;
389 moves.forEach(m => {
390 m.appear.push({x: x, y: y, p: V.SENTRY, c: color});
391 });
392 }
393 return moves;
394 }
395
396 getPotentialPawnMoves([x, y]) {
397 const color = this.getColor(x, y);
398 let moves = [];
399 const [sizeX, sizeY] = [V.size.x, V.size.y];
400 let shiftX = (color == "w" ? -1 : 1);
401 if (this.subTurn == 2) shiftX *= -1;
402 const firstRank = color == "w" ? sizeX - 1 : 0;
403 const startRank = color == "w" ? sizeX - 2 : 1;
404 const lastRank = color == "w" ? 0 : sizeX - 1;
405
406 // Pawns might be pushed on 1st rank and attempt to move again:
407 if (!V.OnBoard(x + shiftX, y)) return [];
408
409 const finalPieces =
410 // A push cannot put a pawn on last rank (it goes backward)
411 x + shiftX == lastRank
412 ? Object.keys(V.LANCER_DIRS).concat(
413 [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.SENTRY, V.JAILER])
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 (
426 // 2-squares jumps forbidden if pawn push
427 this.subTurn == 1 &&
428 [startRank, firstRank].includes(x) &&
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 );
450 }
451 }
452 }
453
454 // En passant: only on subTurn == 1
455 const Lep = this.epSquares.length;
456 const epSquare = this.epSquares[Lep - 1];
457 if (
458 this.subTurn == 1 &&
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)
469 });
470 moves.push(enpassantMove);
471 }
472
473 return moves;
474 }
475
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
530 // Obtain all lancer moves in "step" direction
531 getPotentialLancerMoves_aux([x, y], step, tr) {
532 let moves = [];
533 // Add all moves to vacant squares until opponent is met:
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;
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)
543 moves.push(this.getBasicMove([x, y], sq, tr));
544 sq[0] += step[0];
545 sq[1] += step[1];
546 }
547 if (V.OnBoard(sq[0], sq[1]))
548 // Add capturing move
549 moves.push(this.getBasicMove([x, y], sq, tr));
550 return moves;
551 }
552
553 getPotentialLancerMoves([x, y]) {
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
557 const L = this.sentryPush.length;
558 const color = this.getColor(x, y);
559 const dirCode = this.board[x][y][1];
560 const curDir = V.LANCER_DIRS[dirCode];
561 if (!!this.sentryPush[L-1]) {
562 // Maybe I was pushed
563 const pl = this.sentryPush[L-1].length;
564 if (
565 this.sentryPush[L-1][pl-1].x == x &&
566 this.sentryPush[L-1][pl-1].y == y
567 ) {
568 // I was pushed: allow all directions (for this move only), but
569 // do not change direction after moving, *except* if I keep the
570 // same orientation in which I was pushed.
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 }
607 Object.values(V.LANCER_DIRS).forEach(step => {
608 const dirCode = Object.keys(V.LANCER_DIRS).find(k => {
609 return (
610 V.LANCER_DIRS[k][0] == step[0] &&
611 V.LANCER_DIRS[k][1] == step[1]
612 );
613 });
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 => {
625 let mk = JSON.parse(JSON.stringify(m));
626 mk.appear[0].p = k;
627 moves.push(mk);
628 });
629 });
630 Array.prototype.push.apply(moves, chooseMoves);
631 } else Array.prototype.push.apply(moves, dirMoves);
632 });
633 return moves;
634 }
635 }
636 // I wasn't pushed: standard lancer move
637 const monodirMoves =
638 this.getPotentialLancerMoves_aux([x, y], V.LANCER_DIRS[dirCode]);
639 // Add all possible orientations aftermove except if I'm being pushed
640 if (this.subTurn == 1) {
641 monodirMoves.forEach(m => {
642 Object.keys(V.LANCER_DIRS).forEach(k => {
643 let mk = JSON.parse(JSON.stringify(m));
644 mk.appear[0].p = k;
645 moves.push(mk);
646 });
647 });
648 return moves;
649 } else {
650 // I'm pushed: add potential nudges, except for current orientation
651 let potentialNudges = [];
652 for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) {
653 if (
654 (step[0] != curDir[0] || step[1] != curDir[1]) &&
655 V.OnBoard(x + step[0], y + step[1]) &&
656 this.board[x + step[0]][y + step[1]] == V.EMPTY
657 ) {
658 const newDirCode = Object.keys(V.LANCER_DIRS).find(k => {
659 const codeStep = V.LANCER_DIRS[k];
660 return (codeStep[0] == step[0] && codeStep[1] == step[1]);
661 });
662 potentialNudges.push(
663 this.getBasicMove(
664 [x, y],
665 [x + step[0], y + step[1]],
666 { c: color, p: newDirCode }
667 )
668 );
669 }
670 }
671 return monodirMoves.concat(potentialNudges);
672 }
673 }
674
675 getPotentialSentryMoves([x, y]) {
676 // The sentry moves a priori like a bishop:
677 let moves = super.getPotentialBishopMoves([x, y]);
678 // ...but captures are replaced by special move, if and only if
679 // "captured" piece can move now, considered as the capturer unit.
680 // --> except is subTurn == 2, in this case I don't push anything.
681 if (this.subTurn == 2) return moves.filter(m => m.vanish.length == 1);
682 moves.forEach(m => {
683 if (m.vanish.length == 2) {
684 // Temporarily cancel the sentry capture:
685 m.appear.pop();
686 m.vanish.pop();
687 }
688 });
689 const color = this.getColor(x, y);
690 const fMoves = moves.filter(m => {
691 // Can the pushed unit make any move? ...resulting in a non-self-check?
692 if (m.appear.length == 0) {
693 let res = false;
694 this.play(m);
695 let moves2 = this.getPotentialMovesFrom([m.end.x, m.end.y]);
696 for (let m2 of moves2) {
697 this.play(m2);
698 res = !this.underCheck(color);
699 this.undo(m2);
700 if (res) break;
701 }
702 this.undo(m);
703 return res;
704 }
705 return true;
706 });
707 return fMoves;
708 }
709
710 getPotentialJailerMoves([x, y]) {
711 return super.getPotentialRookMoves([x, y]).filter(m => {
712 // Remove jailer captures
713 return m.vanish[0].p != V.JAILER || m.vanish.length == 1;
714 });
715 }
716
717 getPotentialKingMoves(sq) {
718 const moves = this.getSlideNJumpMoves(
719 sq,
720 V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
721 "oneStep"
722 );
723 return (
724 this.subTurn == 1
725 ? moves.concat(this.getCastleMoves(sq))
726 : moves
727 );
728 }
729
730 atLeastOneMove() {
731 // If in second-half of a move, we already know that a move is possible
732 if (this.subTurn == 2) return true;
733 return super.atLeastOneMove();
734 }
735
736 filterValid(moves) {
737 if (moves.length == 0) return [];
738 const basicFilter = (m, c) => {
739 this.play(m);
740 const res = !this.underCheck(c);
741 this.undo(m);
742 return res;
743 };
744 // Disable check tests for sentry pushes,
745 // because in this case the move isn't finished
746 let movesWithoutSentryPushes = [];
747 let movesWithSentryPushes = [];
748 moves.forEach(m => {
749 // Second condition below for special king "pass" moves
750 if (m.appear.length > 0 || m.vanish.length == 0)
751 movesWithoutSentryPushes.push(m);
752 else movesWithSentryPushes.push(m);
753 });
754 const color = this.turn;
755 const oppCol = V.GetOppCol(color);
756 const filteredMoves =
757 movesWithoutSentryPushes.filter(m => basicFilter(m, color));
758 // If at least one full move made, everything is allowed.
759 // Else: forbid checks and captures.
760 return (
761 this.movesCount >= 2
762 ? filteredMoves
763 : filteredMoves.filter(m => {
764 return (m.vanish.length <= 1 && basicFilter(m, oppCol));
765 })
766 ).concat(movesWithSentryPushes);
767 }
768
769 getAllValidMoves() {
770 if (this.subTurn == 1) return super.getAllValidMoves();
771 // Sentry push:
772 const sentrySq = [this.sentryPos.x, this.sentryPos.y];
773 return this.filterValid(this.getPotentialMovesFrom(sentrySq));
774 }
775
776 isAttacked(sq, color) {
777 return (
778 super.isAttacked(sq, color) ||
779 this.isAttackedByLancer(sq, color) ||
780 this.isAttackedBySentry(sq, color)
781 // The jailer doesn't capture.
782 );
783 }
784
785 isAttackedBySlideNJump([x, y], color, piece, steps, oneStep) {
786 for (let step of steps) {
787 let rx = x + step[0],
788 ry = y + step[1];
789 while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) {
790 rx += step[0];
791 ry += step[1];
792 }
793 if (
794 V.OnBoard(rx, ry) &&
795 this.getPiece(rx, ry) == piece &&
796 this.getColor(rx, ry) == color &&
797 !this.isImmobilized([rx, ry])
798 ) {
799 return true;
800 }
801 }
802 return false;
803 }
804
805 isAttackedByPawn([x, y], color) {
806 const pawnShift = (color == "w" ? 1 : -1);
807 if (x + pawnShift >= 0 && x + pawnShift < V.size.x) {
808 for (let i of [-1, 1]) {
809 if (
810 y + i >= 0 &&
811 y + i < V.size.y &&
812 this.getPiece(x + pawnShift, y + i) == V.PAWN &&
813 this.getColor(x + pawnShift, y + i) == color &&
814 !this.isImmobilized([x + pawnShift, y + i])
815 ) {
816 return true;
817 }
818 }
819 }
820 return false;
821 }
822
823 isAttackedByLancer([x, y], color) {
824 for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) {
825 // If in this direction there are only enemy pieces and empty squares,
826 // and we meet a lancer: can he reach us?
827 // NOTE: do not stop at first lancer, there might be several!
828 let coord = { x: x + step[0], y: y + step[1] };
829 let lancerPos = [];
830 while (
831 V.OnBoard(coord.x, coord.y) &&
832 (
833 this.board[coord.x][coord.y] == V.EMPTY ||
834 this.getColor(coord.x, coord.y) == color
835 )
836 ) {
837 if (
838 this.getPiece(coord.x, coord.y) == V.LANCER &&
839 !this.isImmobilized([coord.x, coord.y])
840 ) {
841 lancerPos.push({x: coord.x, y: coord.y});
842 }
843 coord.x += step[0];
844 coord.y += step[1];
845 }
846 const L = this.sentryPush.length;
847 const pl = (!!this.sentryPush[L-1] ? this.sentryPush[L-1].length : 0);
848 for (let xy of lancerPos) {
849 const dir = V.LANCER_DIRS[this.board[xy.x][xy.y].charAt(1)];
850 if (
851 (dir[0] == -step[0] && dir[1] == -step[1]) ||
852 // If the lancer was just pushed, this is an attack too:
853 (
854 !!this.sentryPush[L-1] &&
855 this.sentryPush[L-1][pl-1].x == xy.x &&
856 this.sentryPush[L-1][pl-1].y == xy.y
857 )
858 ) {
859 return true;
860 }
861 }
862 }
863 return false;
864 }
865
866 // Helper to check sentries attacks:
867 selfAttack([x1, y1], [x2, y2]) {
868 const color = this.getColor(x1, y1);
869 const oppCol = V.GetOppCol(color);
870 const sliderAttack = (allowedSteps, lancer) => {
871 const deltaX = x2 - x1,
872 absDeltaX = Math.abs(deltaX);
873 const deltaY = y2 - y1,
874 absDeltaY = Math.abs(deltaY);
875 const step = [ deltaX / absDeltaX || 0, deltaY / absDeltaY || 0 ];
876 if (
877 // Check that the step is a priori valid:
878 (absDeltaX != absDeltaY && deltaX != 0 && deltaY != 0) ||
879 allowedSteps.every(st => st[0] != step[0] || st[1] != step[1])
880 ) {
881 return false;
882 }
883 let sq = [ x1 + step[0], y1 + step[1] ];
884 while (sq[0] != x2 || sq[1] != y2) {
885 if (
886 // NOTE: no need to check OnBoard in this special case
887 (!lancer && this.board[sq[0]][sq[1]] != V.EMPTY) ||
888 (!!lancer && this.getColor(sq[0], sq[1]) == oppCol)
889 ) {
890 return false;
891 }
892 sq[0] += step[0];
893 sq[1] += step[1];
894 }
895 return true;
896 };
897 switch (this.getPiece(x1, y1)) {
898 case V.PAWN: {
899 // Pushed pawns move as enemy pawns
900 const shift = (color == 'w' ? 1 : -1);
901 return (x1 + shift == x2 && Math.abs(y1 - y2) == 1);
902 }
903 case V.KNIGHT: {
904 const deltaX = Math.abs(x1 - x2);
905 const deltaY = Math.abs(y1 - y2);
906 return (
907 deltaX + deltaY == 3 &&
908 [1, 2].includes(deltaX) &&
909 [1, 2].includes(deltaY)
910 );
911 }
912 case V.ROOK:
913 return sliderAttack(V.steps[V.ROOK]);
914 case V.BISHOP:
915 return sliderAttack(V.steps[V.BISHOP]);
916 case V.QUEEN:
917 return sliderAttack(V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
918 case V.LANCER: {
919 // Special case: as long as no enemy units stands in-between,
920 // it attacks (if it points toward the king).
921 const allowedStep = V.LANCER_DIRS[this.board[x1][y1].charAt(1)];
922 return sliderAttack([allowedStep], "lancer");
923 }
924 // No sentries or jailer tests: they cannot self-capture
925 }
926 return false;
927 }
928
929 isAttackedBySentry([x, y], color) {
930 // Attacked by sentry means it can self-take our king.
931 // Just check diagonals of enemy sentry(ies), and if it reaches
932 // one of our pieces: can I self-take?
933 const myColor = V.GetOppCol(color);
934 let candidates = [];
935 for (let i=0; i<V.size.x; i++) {
936 for (let j=0; j<V.size.y; j++) {
937 if (
938 this.getPiece(i,j) == V.SENTRY &&
939 this.getColor(i,j) == color &&
940 !this.isImmobilized([i, j])
941 ) {
942 for (let step of V.steps[V.BISHOP]) {
943 let sq = [ i + step[0], j + step[1] ];
944 while (
945 V.OnBoard(sq[0], sq[1]) &&
946 this.board[sq[0]][sq[1]] == V.EMPTY
947 ) {
948 sq[0] += step[0];
949 sq[1] += step[1];
950 }
951 if (
952 V.OnBoard(sq[0], sq[1]) &&
953 this.getColor(sq[0], sq[1]) == myColor
954 ) {
955 candidates.push([ sq[0], sq[1] ]);
956 }
957 }
958 }
959 }
960 }
961 for (let c of candidates)
962 if (this.selfAttack(c, [x, y])) return true;
963 return false;
964 }
965
966 // Jailer doesn't capture or give check
967
968 prePlay(move) {
969 if (move.appear.length == 0 && move.vanish.length == 1)
970 // The sentry is about to push a piece: subTurn goes from 1 to 2
971 this.sentryPos = { x: move.end.x, y: move.end.y };
972 if (this.subTurn == 2 && move.vanish[0].p != V.PAWN) {
973 // A piece is pushed: forbid array of squares between start and end
974 // of move, included (except if it's a pawn)
975 let squares = [];
976 if ([V.KNIGHT,V.KING].includes(move.vanish[0].p))
977 // short-range pieces: just forbid initial square
978 squares.push({ x: move.start.x, y: move.start.y });
979 else {
980 const deltaX = move.end.x - move.start.x;
981 const deltaY = move.end.y - move.start.y;
982 const step = [
983 deltaX / Math.abs(deltaX) || 0,
984 deltaY / Math.abs(deltaY) || 0
985 ];
986 for (
987 let sq = {x: move.start.x, y: move.start.y};
988 sq.x != move.end.x || sq.y != move.end.y;
989 sq.x += step[0], sq.y += step[1]
990 ) {
991 squares.push({ x: sq.x, y: sq.y });
992 }
993 }
994 // Add end square as well, to know if I was pushed (useful for lancers)
995 squares.push({ x: move.end.x, y: move.end.y });
996 this.sentryPush.push(squares);
997 } else this.sentryPush.push(null);
998 }
999
1000 play(move) {
1001 this.prePlay(move);
1002 move.flags = JSON.stringify(this.aggregateFlags());
1003 this.epSquares.push(this.getEpSquare(move));
1004 V.PlayOnBoard(this.board, move);
1005 // Is it a sentry push? (useful for undo)
1006 move.sentryPush = (this.subTurn == 2);
1007 if (this.subTurn == 1) this.movesCount++;
1008 if (move.appear.length == 0 && move.vanish.length == 1) this.subTurn = 2;
1009 else {
1010 // Turn changes only if not a sentry "pre-push"
1011 this.turn = V.GetOppCol(this.turn);
1012 this.subTurn = 1;
1013 }
1014 this.postPlay(move);
1015 }
1016
1017 postPlay(move) {
1018 if (move.vanish.length == 0 || this.subTurn == 2)
1019 // Special pass move of the king, or sentry pre-push: nothing to update
1020 return;
1021 const c = move.vanish[0].c;
1022 const piece = move.vanish[0].p;
1023 const firstRank = c == "w" ? V.size.x - 1 : 0;
1024
1025 if (piece == V.KING) {
1026 this.kingPos[c][0] = move.appear[0].x;
1027 this.kingPos[c][1] = move.appear[0].y;
1028 this.castleFlags[c] = [V.size.y, V.size.y];
1029 return;
1030 }
1031 // Update castling flags if rooks are moved
1032 const oppCol = V.GetOppCol(c);
1033 const oppFirstRank = V.size.x - 1 - firstRank;
1034 if (
1035 move.start.x == firstRank && //our rook moves?
1036 this.castleFlags[c].includes(move.start.y)
1037 ) {
1038 const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1);
1039 this.castleFlags[c][flagIdx] = V.size.y;
1040 } else if (
1041 move.end.x == oppFirstRank && //we took opponent rook?
1042 this.castleFlags[oppCol].includes(move.end.y)
1043 ) {
1044 const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1);
1045 this.castleFlags[oppCol][flagIdx] = V.size.y;
1046 }
1047 }
1048
1049 undo(move) {
1050 this.epSquares.pop();
1051 this.disaggregateFlags(JSON.parse(move.flags));
1052 V.UndoOnBoard(this.board, move);
1053 // Decrement movesCount except if the move is a sentry push
1054 if (!move.sentryPush) this.movesCount--;
1055 if (this.subTurn == 2) this.subTurn = 1;
1056 else {
1057 this.turn = V.GetOppCol(this.turn);
1058 if (move.sentryPush) this.subTurn = 2;
1059 }
1060 this.postUndo(move);
1061 }
1062
1063 postUndo(move) {
1064 super.postUndo(move);
1065 this.sentryPush.pop();
1066 }
1067
1068 static get VALUES() {
1069 return Object.assign(
1070 { l: 4.8, s: 2.8, j: 3.8 }, //Jeff K. estimations
1071 ChessRules.VALUES
1072 );
1073 }
1074
1075 getComputerMove() {
1076 const maxeval = V.INFINITY;
1077 const color = this.turn;
1078 let moves1 = this.getAllValidMoves();
1079
1080 if (moves1.length == 0)
1081 // TODO: this situation should not happen
1082 return null;
1083
1084 const setEval = (move, next) => {
1085 const score = this.getCurrentScore();
1086 const curEval = move.eval;
1087 if (score != "*") {
1088 move.eval =
1089 score == "1/2"
1090 ? 0
1091 : (score == "1-0" ? 1 : -1) * maxeval;
1092 } else move.eval = this.evalPosition();
1093 if (
1094 // "next" is defined after sentry pushes
1095 !!next && (
1096 !curEval ||
1097 color == 'w' && move.eval > curEval ||
1098 color == 'b' && move.eval < curEval
1099 )
1100 ) {
1101 move.second = next;
1102 }
1103 };
1104
1105 // Just search_depth == 1 (because of sentries. TODO: can do better...)
1106 moves1.forEach(m1 => {
1107 this.play(m1);
1108 if (this.subTurn == 1) setEval(m1);
1109 else {
1110 // Need to play every pushes and count:
1111 const moves2 = this.getAllValidMoves();
1112 moves2.forEach(m2 => {
1113 this.play(m2);
1114 setEval(m1, m2);
1115 this.undo(m2);
1116 });
1117 }
1118 this.undo(m1);
1119 });
1120
1121 moves1.sort((a, b) => {
1122 return (color == "w" ? 1 : -1) * (b.eval - a.eval);
1123 });
1124 let candidates = [0];
1125 for (let j = 1; j < moves1.length && moves1[j].eval == moves1[0].eval; j++)
1126 candidates.push(j);
1127 const choice = moves1[candidates[randInt(candidates.length)]];
1128 return (!choice.second ? choice : [choice, choice.second]);
1129 }
1130
1131 // For moves notation:
1132 static get LANCER_DIRNAMES() {
1133 return {
1134 'c': "N",
1135 'd': "NE",
1136 'e': "E",
1137 'f': "SE",
1138 'g': "S",
1139 'h': "SW",
1140 'm': "W",
1141 'o': "NW"
1142 };
1143 }
1144
1145 getNotation(move) {
1146 // Special case "king takes jailer" is a pass move
1147 if (move.appear.length == 0 && move.vanish.length == 0) return "pass";
1148 let notation = undefined;
1149 if (this.subTurn == 2) {
1150 // Do not consider appear[1] (sentry) for sentry pushes
1151 const simpleMove = {
1152 appear: [move.appear[0]],
1153 vanish: move.vanish,
1154 start: move.start,
1155 end: move.end
1156 };
1157 notation = super.getNotation(simpleMove);
1158 }
1159 else if (
1160 move.appear.length > 0 &&
1161 move.vanish[0].x == move.appear[0].x &&
1162 move.vanish[0].y == move.appear[0].y
1163 ) {
1164 // Lancer in-place reorientation:
1165 notation = "L" + V.CoordsToSquare(move.start) + ":R";
1166 }
1167 else notation = super.getNotation(move);
1168 if (Object.keys(V.LANCER_DIRNAMES).includes(move.vanish[0].p))
1169 // Lancer: add direction info
1170 notation += "=" + V.LANCER_DIRNAMES[move.appear[0].p];
1171 else if (
1172 move.vanish[0].p == V.PAWN &&
1173 Object.keys(V.LANCER_DIRNAMES).includes(move.appear[0].p)
1174 ) {
1175 // Fix promotions in lancer:
1176 notation = notation.slice(0, -1) +
1177 "L:" + V.LANCER_DIRNAMES[move.appear[0].p];
1178 }
1179 return notation;
1180 }
1181 };