Separate client and server codes. Keep everything in one git repo for simplicity
[vchess.git] / client / client_OLD / javascripts / variants / Dark.js
diff --git a/client/client_OLD/javascripts/variants/Dark.js b/client/client_OLD/javascripts/variants/Dark.js
new file mode 100644 (file)
index 0000000..3879d9d
--- /dev/null
@@ -0,0 +1,287 @@
+class DarkRules extends ChessRules
+{
+       // Standard rules, in the shadow
+       setOtherVariables(fen)
+       {
+               super.setOtherVariables(fen);
+               const [sizeX,sizeY] = [V.size.x,V.size.y];
+               this.enlightened = {
+                       "w": doubleArray(sizeX,sizeY),
+                       "b": doubleArray(sizeX,sizeY)
+               };
+               // Setup enlightened: squares reachable by each side
+               // (TODO: one side would be enough ?)
+               this.updateEnlightened();
+       }
+
+       updateEnlightened()
+       {
+               for (let i=0; i<V.size.x; i++)
+               {
+                       for (let j=0; j<V.size.y; j++)
+                       {
+                               this.enlightened["w"][i][j] = false;
+                               this.enlightened["b"][i][j] = false;
+                       }
+               }
+               const pawnShift = {"w":-1, "b":1};
+               // Initialize with pieces positions (which are seen)
+               for (let i=0; i<V.size.x; i++)
+               {
+                       for (let j=0; j<V.size.y; j++)
+                       {
+                               if (this.board[i][j] != V.EMPTY)
+                               {
+                                       const color = this.getColor(i,j);
+                                       this.enlightened[color][i][j] = true;
+                                       // Add potential squares visible by "impossible pawn capture"
+                                       if (this.getPiece(i,j) == V.PAWN)
+                                       {
+                                               for (let shiftY of [-1,1])
+                                               {
+                                                       if (V.OnBoard(i+pawnShift[color],j+shiftY)
+                                                               && this.board[i+pawnShift[color]][j+shiftY] == V.EMPTY)
+                                                       {
+                                                               this.enlightened[color][i+pawnShift[color]][j+shiftY] = true;
+                                                       }
+                                               }
+                                       }
+                               }
+                       }
+               }
+               const currentTurn = this.turn;
+               this.turn = "w";
+               const movesWhite = this.getAllValidMoves();
+               this.turn = "b";
+               const movesBlack = this.getAllValidMoves();
+               this.turn = currentTurn;
+               for (let move of movesWhite)
+                       this.enlightened["w"][move.end.x][move.end.y] = true;
+               for (let move of movesBlack)
+                       this.enlightened["b"][move.end.x][move.end.y] = true;
+       }
+
+       // Has to be redefined to avoid an infinite loop
+       getAllValidMoves()
+       {
+               const color = this.turn;
+               const oppCol = V.GetOppCol(color);
+               let potentialMoves = [];
+               for (let i=0; i<V.size.x; i++)
+               {
+                       for (let j=0; j<V.size.y; j++)
+                       {
+                               if (this.board[i][j] != V.EMPTY && this.getColor(i,j) == color)
+                                       Array.prototype.push.apply(potentialMoves, this.getPotentialMovesFrom([i,j]));
+                       }
+               }
+               return potentialMoves; //because there are no checks
+       }
+
+       atLeastOneMove()
+       {
+               if (this.kingPos[this.turn][0] < 0)
+                       return false;
+               return true; //TODO: is it right?
+       }
+
+       underCheck(color)
+       {
+               return false; //there is no check
+       }
+
+       getCheckSquares(color)
+       {
+               return [];
+       }
+
+       updateVariables(move)
+       {
+               super.updateVariables(move);
+               if (move.vanish.length >= 2 && move.vanish[1].p == V.KING)
+               {
+                       // We took opponent king !
+                       this.kingPos[this.turn] = [-1,-1];
+               }
+
+               // Update moves for both colors:
+               this.updateEnlightened();
+       }
+
+       unupdateVariables(move)
+       {
+               super.unupdateVariables(move);
+               const c = move.vanish[0].c;
+               const oppCol = V.GetOppCol(c);
+               if (this.kingPos[oppCol][0] < 0)
+               {
+                       // Last move took opponent's king
+                       for (let psq of move.vanish)
+                       {
+                               if (psq.p == 'k')
+                               {
+                                       this.kingPos[oppCol] = [psq.x, psq.y];
+                                       break;
+                               }
+                       }
+               }
+
+               // Update moves for both colors:
+               this.updateEnlightened();
+       }
+
+       checkGameEnd()
+       {
+               // No valid move: our king disappeared
+               return this.turn == "w" ? "0-1" : "1-0";
+       }
+
+       static get THRESHOLD_MATE()
+       {
+               return 500; //checkmates evals may be slightly below 1000
+       }
+
+       // In this special situation, we just look 1 half move ahead
+       getComputerMove()
+       {
+               const maxeval = V.INFINITY;
+               const color = this.turn;
+               const oppCol = V.GetOppCol(color);
+               const pawnShift = (color == "w" ? -1 : 1);
+               const kp = this.kingPos[color];
+
+               // Do not cheat: the current enlightment is all we can see
+               const myLight = JSON.parse(JSON.stringify(this.enlightened[color]));
+
+               // Can a slider on (i,j) apparently take my king?
+               // NOTE: inaccurate because assume yes if some squares are shadowed
+               const sliderTake = ([i,j], piece) => {
+                       let step = undefined;
+                       if (piece == V.BISHOP)
+                       {
+                               if (Math.abs(kp[0] - i) == Math.abs(kp[1] - j))
+                               {
+                                       step =
+                                       [
+                                               (i-kp[0]) / Math.abs(i-kp[0]),
+                                               (j-kp[1]) / Math.abs(j-kp[1])
+                                       ];
+                               }
+                       }
+                       else if (piece == V.ROOK)
+                       {
+                               if (kp[0] == i)
+                                       step = [0, (j-kp[1]) / Math.abs(j-kp[1])];
+                               else if (kp[1] == j)
+                                       step = [(i-kp[0]) / Math.abs(i-kp[0]), 0];
+                       }
+                       if (!step)
+                               return false;
+                       // Check for obstacles
+                       let obstacle = false;
+                       for (
+                               let x=kp[0]+step[0], y=kp[1]+step[1];
+                               x != i && y != j;
+                               x += step[0], y+= step[1])
+                       {
+                               if (myLight[x][y] && this.board[x][y] != V.EMPTY)
+                               {
+                                       obstacle = true;
+                                       break;
+                               }
+                       }
+                       if (!obstacle)
+                               return true;
+                       return false;
+               };
+
+               // Do I see something which can take my king ?
+               const kingThreats = () => {
+                       for (let i=0; i<V.size.x; i++)
+                       {
+                               for (let j=0; j<V.size.y; j++)
+                               {
+                                       if (myLight[i][j] && this.board[i][j] != V.EMPTY
+                                               && this.getColor(i,j) != color)
+                                       {
+                                               switch (this.getPiece(i,j))
+                                               {
+                                                       case V.PAWN:
+                                                               if (kp[0] + pawnShift == i && Math.abs(kp[1]-j) == 1)
+                                                                       return true;
+                                                               break;
+                                                       case V.KNIGHT:
+                                                               if ((Math.abs(kp[0] - i) == 2 && Math.abs(kp[1] - j) == 1) ||
+                                                                       (Math.abs(kp[0] - i) == 1 && Math.abs(kp[1] - j) == 2))
+                                                               {
+                                                                       return true;
+                                                               }
+                                                               break;
+                                                       case V.KING:
+                                                               if (Math.abs(kp[0] - i) == 1 && Math.abs(kp[1] - j) == 1)
+                                                                       return true;
+                                                               break;
+                                                       case V.BISHOP:
+                                                               if (sliderTake([i,j], V.BISHOP))
+                                                                       return true;
+                                                               break;
+                                                       case V.ROOK:
+                                                               if (sliderTake([i,j], V.ROOK))
+                                                                       return true;
+                                                               break;
+                                                       case V.QUEEN:
+                                                               if (sliderTake([i,j], V.BISHOP) || sliderTake([i,j], V.ROOK))
+                                                                       return true;
+                                                               break;
+                                               }
+                                       }
+                               }
+                       }
+                       return false;
+               };
+
+               let moves = this.getAllValidMoves();
+               for (let move of moves)
+               {
+                       this.play(move);
+                       if (this.kingPos[oppCol][0] >= 0 && kingThreats())
+                       {
+                               // We didn't take opponent king, and our king will be captured: bad
+                               move.eval = -maxeval;
+                       }
+                       this.undo(move);
+                       if (!!move.eval)
+                               continue;
+
+                       move.eval = 0; //a priori...
+
+                       // Can I take something ? If yes, do it if it seems good...
+                       if (move.vanish.length == 2 && move.vanish[1].c != color) //avoid castle
+                       {
+                               const myPieceVal = V.VALUES[move.appear[0].p];
+                               const hisPieceVal = V.VALUES[move.vanish[1].p];
+                               if (myPieceVal <= hisPieceVal)
+                                       move.eval = hisPieceVal - myPieceVal + 2; //favor captures
+                               else
+                               {
+                                       // Taking a pawn with minor piece,
+                                       // or minor piece or pawn with a rook,
+                                       // or anything but a queen with a queen,
+                                       // or anything with a king.
+                                       // ==> Do it at random, although
+                                       //     this is clearly inferior to what a human can deduce...
+                                       move.eval = (Math.random() < 0.5 ? 1 : -1);
+                               }
+                       }
+               }
+
+               // TODO: also need to implement the case when an opponent piece (in light)
+               // is threatening something - maybe not the king, but e.g. pawn takes rook.
+
+               moves.sort((a,b) => b.eval - a.eval);
+               let candidates = [0];
+               for (let j=1; j<moves.length && moves[j].eval == moves[0].eval; j++)
+                       candidates.push(j);
+               return moves[_.sample(candidates, 1)];
+       }
+}