Separate client and server codes. Keep everything in one git repo for simplicity
[vchess.git] / client / client_OLD / javascripts / variants / Wildebeest.js
diff --git a/client/client_OLD/javascripts/variants/Wildebeest.js b/client/client_OLD/javascripts/variants/Wildebeest.js
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+class WildebeestRules extends ChessRules
+{
+       static getPpath(b)
+       {
+               return ([V.CAMEL,V.WILDEBEEST].includes(b[1]) ? "Wildebeest/" : "") + b;
+       }
+
+       static get size() { return {x:10,y:11}; }
+
+       static get CAMEL() { return 'c'; }
+       static get WILDEBEEST() { return 'w'; }
+
+       static get PIECES()
+       {
+               return ChessRules.PIECES.concat([V.CAMEL,V.WILDEBEEST]);
+       }
+
+       static get steps()
+       {
+               return Object.assign(
+                       ChessRules.steps, //add camel moves:
+                       {'c': [ [-3,-1],[-3,1],[-1,-3],[-1,3],[1,-3],[1,3],[3,-1],[3,1] ]}
+               );
+       }
+
+       static IsGoodEnpassant(enpassant)
+       {
+               if (enpassant != "-")
+               {
+                       const squares = enpassant.split(",");
+                       if (squares.length > 2)
+                               return false;
+                       for (let sq of squares)
+                       {
+                               const ep = V.SquareToCoords(sq);
+                               if (isNaN(ep.x) || !V.OnBoard(ep))
+                                       return false;
+                       }
+               }
+               return true;
+       }
+
+       // There may be 2 enPassant squares (if pawn jump 3 squares)
+       getEnpassantFen()
+       {
+               const L = this.epSquares.length;
+               if (!this.epSquares[L-1])
+                       return "-"; //no en-passant
+               let res = "";
+               this.epSquares[L-1].forEach(sq => {
+                       res += V.CoordsToSquare(sq) + ",";
+               });
+               return res.slice(0,-1); //remove last comma
+       }
+
+       // En-passant after 2-sq or 3-sq jumps
+       getEpSquare(moveOrSquare)
+       {
+               if (!moveOrSquare)
+                       return undefined;
+               if (typeof moveOrSquare === "string")
+               {
+                       const square = moveOrSquare;
+                       if (square == "-")
+                               return undefined;
+                       let res = [];
+                       square.split(",").forEach(sq => {
+                               res.push(V.SquareToCoords(sq));
+                       });
+                       return res;
+               }
+               // Argument is a move:
+               const move = moveOrSquare;
+               const [sx,sy,ex] = [move.start.x,move.start.y,move.end.x];
+               if (this.getPiece(sx,sy) == V.PAWN && Math.abs(sx - ex) >= 2)
+               {
+                       const step = (ex-sx) / Math.abs(ex-sx);
+                       let res = [{
+                               x: sx + step,
+                               y: sy
+                       }];
+                       if (sx + 2*step != ex) //3-squares move
+                       {
+                               res.push({
+                                       x: sx + 2*step,
+                                       y: sy
+                               });
+                       }
+                       return res;
+               }
+               return undefined; //default
+       }
+
+       getPotentialMovesFrom([x,y])
+       {
+               switch (this.getPiece(x,y))
+               {
+                       case V.CAMEL:
+                               return this.getPotentialCamelMoves([x,y]);
+                       case V.WILDEBEEST:
+                               return this.getPotentialWildebeestMoves([x,y]);
+                       default:
+                               return super.getPotentialMovesFrom([x,y])
+               }
+       }
+
+       // Pawns jump 2 or 3 squares, and promote to queen or wildebeest
+       getPotentialPawnMoves([x,y])
+       {
+               const color = this.turn;
+               let moves = [];
+               const [sizeX,sizeY] = [V.size.x,V.size.y];
+               const shiftX = (color == "w" ? -1 : 1);
+               const startRanks = (color == "w" ? [sizeX-2,sizeX-3] : [1,2]);
+               const lastRank = (color == "w" ? 0 : sizeX-1);
+               const finalPieces = x + shiftX == lastRank
+                       ? [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN]
+                       : [V.PAWN];
+
+               if (this.board[x+shiftX][y] == V.EMPTY)
+               {
+                       // One square forward
+                       for (let piece of finalPieces)
+                               moves.push(this.getBasicMove([x,y], [x+shiftX,y], {c:color,p:piece}));
+                       if (startRanks.includes(x))
+                       {
+                               if (this.board[x+2*shiftX][y] == V.EMPTY)
+                               {
+                                       // Two squares jump
+                                       moves.push(this.getBasicMove([x,y], [x+2*shiftX,y]));
+                                       if (x==startRanks[0] && this.board[x+3*shiftX][y] == V.EMPTY)
+                                       {
+                                               // Three squares jump
+                                               moves.push(this.getBasicMove([x,y], [x+3*shiftX,y]));
+                                       }
+                               }
+                       }
+               }
+               // Captures
+               for (let shiftY of [-1,1])
+               {
+                       if (y + shiftY >= 0 && y + shiftY < sizeY
+                               && this.board[x+shiftX][y+shiftY] != V.EMPTY
+                               && this.canTake([x,y], [x+shiftX,y+shiftY]))
+                       {
+                               for (let piece of finalPieces)
+                               {
+                                       moves.push(this.getBasicMove([x,y], [x+shiftX,y+shiftY],
+                                               {c:color,p:piece}));
+                               }
+                       }
+               }
+
+               // En passant
+               const Lep = this.epSquares.length;
+               const epSquare = this.epSquares[Lep-1];
+               if (!!epSquare)
+               {
+                       for (let epsq of epSquare)
+                       {
+                               // TODO: some redundant checks
+                               if (epsq.x == x+shiftX && Math.abs(epsq.y - y) == 1)
+                               {
+                                       var enpassantMove = this.getBasicMove([x,y], [epsq.x,epsq.y]);
+                                       // WARNING: the captured pawn may be diagonally behind us,
+                                       // if it's a 3-squares jump and we take on 1st passing square
+                                       const px = (this.board[x][epsq.y] != V.EMPTY ? x : x - shiftX);
+                                       enpassantMove.vanish.push({
+                                               x: px,
+                                               y: epsq.y,
+                                               p: 'p',
+                                               c: this.getColor(px,epsq.y)
+                                       });
+                                       moves.push(enpassantMove);
+                               }
+                       }
+               }
+
+               return moves;
+       }
+
+       // TODO: wildebeest castle
+
+       getPotentialCamelMoves(sq)
+       {
+               return this.getSlideNJumpMoves(sq, V.steps[V.CAMEL], "oneStep");
+       }
+
+       getPotentialWildebeestMoves(sq)
+       {
+               return this.getSlideNJumpMoves(
+                       sq, V.steps[V.KNIGHT].concat(V.steps[V.CAMEL]), "oneStep");
+       }
+
+       isAttacked(sq, colors)
+       {
+               return super.isAttacked(sq, colors)
+                       || this.isAttackedByCamel(sq, colors)
+                       || this.isAttackedByWildebeest(sq, colors);
+       }
+
+       isAttackedByCamel(sq, colors)
+       {
+               return this.isAttackedBySlideNJump(sq, colors,
+                       V.CAMEL, V.steps[V.CAMEL], "oneStep");
+       }
+
+       isAttackedByWildebeest(sq, colors)
+       {
+               return this.isAttackedBySlideNJump(sq, colors, V.WILDEBEEST,
+                       V.steps[V.KNIGHT].concat(V.steps[V.CAMEL]), "oneStep");
+       }
+
+       checkGameEnd()
+       {
+               // No valid move: game is lost (stalemate is a win)
+               return this.turn == "w" ? "0-1" : "1-0";
+       }
+
+       static get VALUES() {
+               return Object.assign(
+                       ChessRules.VALUES,
+                       {'c': 3, 'w': 7} //experimental
+               );
+       }
+
+       static get SEARCH_DEPTH() { return 2; }
+
+       static GenRandInitFen()
+       {
+               let pieces = { "w": new Array(10), "b": new Array(10) };
+               for (let c of ["w","b"])
+               {
+                       let positions = _.range(11);
+
+                       // Get random squares for bishops + camels (different colors)
+                       let randIndexes = _.sample(_.range(6), 2).map(i => { return 2*i; });
+                       let bishop1Pos = positions[randIndexes[0]];
+                       let camel1Pos = positions[randIndexes[1]];
+                       // The second bishop (camel) must be on a square of different color
+                       let randIndexes_tmp = _.sample(_.range(5), 2).map(i => { return 2*i+1; });
+                       let bishop2Pos = positions[randIndexes_tmp[0]];
+                       let camel2Pos = positions[randIndexes_tmp[1]];
+                       for (let idx of randIndexes.concat(randIndexes_tmp)
+                               .sort((a,b) => { return b-a; })) //largest indices first
+                       {
+                               positions.splice(idx, 1);
+                       }
+
+                       let randIndex = _.random(6);
+                       let knight1Pos = positions[randIndex];
+                       positions.splice(randIndex, 1);
+                       randIndex = _.random(5);
+                       let knight2Pos = positions[randIndex];
+                       positions.splice(randIndex, 1);
+
+                       randIndex = _.random(4);
+                       let queenPos = positions[randIndex];
+                       positions.splice(randIndex, 1);
+
+                       // Random square for wildebeest
+                       randIndex = _.random(3);
+                       let wildebeestPos = positions[randIndex];
+                       positions.splice(randIndex, 1);
+
+                       let rook1Pos = positions[0];
+                       let kingPos = positions[1];
+                       let rook2Pos = positions[2];
+
+                       pieces[c][rook1Pos] = 'r';
+                       pieces[c][knight1Pos] = 'n';
+                       pieces[c][bishop1Pos] = 'b';
+                       pieces[c][queenPos] = 'q';
+                       pieces[c][camel1Pos] = 'c';
+                       pieces[c][camel2Pos] = 'c';
+                       pieces[c][wildebeestPos] = 'w';
+                       pieces[c][kingPos] = 'k';
+                       pieces[c][bishop2Pos] = 'b';
+                       pieces[c][knight2Pos] = 'n';
+                       pieces[c][rook2Pos] = 'r';
+               }
+               return pieces["b"].join("") +
+                       "/ppppppppppp/11/11/11/11/11/11/PPPPPPPPPPP/" +
+                       pieces["w"].join("").toUpperCase() +
+                       " w 1111 -";
+       }
+}