Separate client and server codes. Keep everything in one git repo for simplicity
[vchess.git] / client / client_OLD / javascripts / variants / Losers.js
diff --git a/client/client_OLD/javascripts/variants/Losers.js b/client/client_OLD/javascripts/variants/Losers.js
new file mode 100644 (file)
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+class LosersRules extends ChessRules
+{
+       static get HasFlags() { return false; }
+
+       getPotentialPawnMoves([x,y])
+       {
+               let moves = super.getPotentialPawnMoves([x,y]);
+
+               // Complete with promotion(s) into king, if possible
+               const color = this.turn;
+               const shift = (color == "w" ? -1 : 1);
+               const lastRank = (color == "w" ? 0 : V.size.x-1);
+               if (x+shift == lastRank)
+               {
+                       // Normal move
+                       if (this.board[x+shift][y] == V.EMPTY)
+                               moves.push(this.getBasicMove([x,y], [x+shift,y], {c:color,p:V.KING}));
+                       // Captures
+                       if (y>0 && this.canTake([x,y], [x+shift,y-1])
+                               && this.board[x+shift][y-1] != V.EMPTY)
+                       {
+                               moves.push(this.getBasicMove([x,y], [x+shift,y-1], {c:color,p:V.KING}));
+                       }
+                       if (y<V.size.y-1 && this.canTake([x,y], [x+shift,y+1])
+                               && this.board[x+shift][y+1] != V.EMPTY)
+                       {
+                               moves.push(this.getBasicMove([x,y], [x+shift,y+1], {c:color,p:V.KING}));
+                       }
+               }
+
+               return moves;
+       }
+
+       getPotentialKingMoves(sq)
+       {
+               // No castle:
+               return this.getSlideNJumpMoves(sq,
+                       V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep");
+       }
+
+       // Stop at the first capture found (if any)
+       atLeastOneCapture()
+       {
+               const color = this.turn;
+               const oppCol = V.GetOppCol(color);
+               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) != oppCol)
+                               {
+                                       const moves = this.getPotentialMovesFrom([i,j]);
+                                       if (moves.length > 0)
+                                       {
+                                               for (let k=0; k<moves.length; k++)
+                                               {
+                                                       if (moves[k].vanish.length==2 && this.filterValid([moves[k]]).length > 0)
+                                                               return true;
+                                               }
+                                       }
+                               }
+                       }
+               }
+               return false;
+       }
+
+       // Trim all non-capturing moves
+       static KeepCaptures(moves)
+       {
+               return moves.filter(m => { return m.vanish.length == 2; });
+       }
+
+       getPossibleMovesFrom(sq)
+       {
+               let moves = this.filterValid( this.getPotentialMovesFrom(sq) );
+               // This is called from interface: we need to know if a capture is possible
+               if (this.atLeastOneCapture())
+                       moves = V.KeepCaptures(moves);
+               return moves;
+       }
+
+       getAllValidMoves()
+       {
+               let moves = super.getAllValidMoves();
+               if (moves.some(m => { return m.vanish.length == 2; }))
+                       moves = V.KeepCaptures(moves);
+               return moves;
+       }
+
+       underCheck(color)
+       {
+               return false; //No notion of check
+       }
+
+       getCheckSquares(move)
+       {
+               return [];
+       }
+
+       // No variables update because no royal king + no castling
+       updateVariables(move) { }
+       unupdateVariables(move) { }
+
+       checkGameEnd()
+       {
+               // No valid move: you win!
+               return this.turn == "w" ? "1-0" : "0-1";
+       }
+
+       static get VALUES()
+       {
+               // Experimental...
+               return {
+                       'p': 1,
+                       'r': 7,
+                       'n': 3,
+                       'b': 3,
+                       'q': 5,
+                       'k': 5
+               };
+       }
+
+       static get SEARCH_DEPTH() { return 4; }
+
+       evalPosition()
+       {
+               return - super.evalPosition(); //better with less material
+       }
+
+       static GenRandInitFen()
+       {
+               let pieces = { "w": new Array(8), "b": new Array(8) };
+               // Shuffle pieces on first and last rank
+               for (let c of ["w","b"])
+               {
+                       let positions = _.range(8);
+
+                       // Get random squares for bishops
+                       let randIndex = 2 * _.random(3);
+                       let bishop1Pos = positions[randIndex];
+                       // The second bishop must be on a square of different color
+                       let randIndex_tmp = 2 * _.random(3) + 1;
+                       let bishop2Pos = positions[randIndex_tmp];
+                       // Remove chosen squares
+                       positions.splice(Math.max(randIndex,randIndex_tmp), 1);
+                       positions.splice(Math.min(randIndex,randIndex_tmp), 1);
+
+                       // Get random squares for knights
+                       randIndex = _.random(5);
+                       let knight1Pos = positions[randIndex];
+                       positions.splice(randIndex, 1);
+                       randIndex = _.random(4);
+                       let knight2Pos = positions[randIndex];
+                       positions.splice(randIndex, 1);
+
+                       // Get random square for queen
+                       randIndex = _.random(3);
+                       let queenPos = positions[randIndex];
+                       positions.splice(randIndex, 1);
+
+                       // Random square for king (no castle)
+                       randIndex = _.random(2);
+                       let kingPos = positions[randIndex];
+                       positions.splice(randIndex, 1);
+
+                       // Rooks positions are now fixed
+                       let rook1Pos = positions[0];
+                       let rook2Pos = positions[1];
+
+                       // Finally put the shuffled pieces in the board array
+                       pieces[c][rook1Pos] = 'r';
+                       pieces[c][knight1Pos] = 'n';
+                       pieces[c][bishop1Pos] = 'b';
+                       pieces[c][queenPos] = 'q';
+                       pieces[c][kingPos] = 'k';
+                       pieces[c][bishop2Pos] = 'b';
+                       pieces[c][knight2Pos] = 'n';
+                       pieces[c][rook2Pos] = 'r';
+               }
+               return pieces["b"].join("") +
+                       "/pppppppp/8/8/8/8/PPPPPPPP/" +
+                       pieces["w"].join("").toUpperCase() +
+                       " w -"; //no en-passant
+       }
+}