+++ /dev/null
-import { ChessRules, PiPo, Move } from "@/base_rules";
-
-export const VariantRules = class AllmateRules extends ChessRules {
- static get HasEnpassant() {
- return false;
- }
-
- getCheckSquares() {
- // No notion of check
- return [];
- }
-
- static GenRandInitFen() {
- return ChessRules.GenRandInitFen().replace(/ -$/, "");
- }
-
- getPotentialMovesFrom([x, y]) {
- let moves = super.getPotentialMovesFrom([x, y]);
- // Remove standard captures (without removing castling):
- moves = moves.filter(m => {
- return m.vanish.length == 1 || m.appear.length == 2;
- });
-
- // Augment moves with "mate-captures":
- // TODO: this is coded in a highly inefficient way...
- const color = this.turn;
- const oppCol = V.GetOppCol(this.turn);
- moves.forEach(m => {
- this.play(m);
-
- // 1) What is attacked?
- let attacked = {};
- for (let i=0; i<V.size.x; i++) {
- for (let j=0; j<V.size.y; j++) {
- if (this.getColor(i,j) == oppCol && this.isAttacked([i,j], [color]))
- attacked[i+"_"+j] = [i,j];
- }
- }
-
- // 2) Among attacked pieces, which cannot escape capture?
- // Avoid "oppMoves = this.getAllValidMoves();" => infinite recursion
- outerLoop: for (let i=0; i<V.size.x; i++) {
- for (let j=0; j<V.size.y; j++) {
- if (this.getColor(i,j) == oppCol) {
- let oppMoves = [];
- switch (this.getPiece(i, j)) {
- case V.PAWN:
- oppMoves = this.getPotentialPawnMoves([i, j]);
- break;
- case V.ROOK:
- oppMoves = this.getPotentialRookMoves([i, j]);
- break;
- case V.KNIGHT:
- oppMoves = this.getPotentialKnightMoves([i, j]);
- break;
- case V.BISHOP:
- oppMoves = this.getPotentialBishopMoves([i, j]);
- break;
- case V.QUEEN:
- oppMoves = this.getPotentialQueenMoves([i, j]);
- break;
- case V.KING:
- oppMoves = this.getPotentialKingMoves([i, j]);
- break;
- }
- for (let om of oppMoves) {
- V.PlayOnBoard(this.board, om);
- Object.values(attacked).forEach(sq => {
- const origSq = [sq[0], sq[1]];
- if (om.start.x == sq[0] && om.start.y == sq[1])
- // Piece moved:
- sq = [om.appear[0].x, om.appear[0].y];
- if (!this.isAttacked(sq, [color]))
- delete attacked[origSq[0]+"_"+origSq[1]];
- });
- V.UndoOnBoard(this.board, om);
- if (Object.keys(attacked).length == 0)
- // No need to explore more moves
- break outerLoop;
- }
- }
- }
- }
-
- // 3) Add mate-captures:
- Object.values(attacked).forEach(sq => {
- m.vanish.push(new PiPo({
- x: sq[0],
- y: sq[1],
- c: oppCol,
- p: this.getPiece(sq[0], sq[1])
- }));
- });
-
- this.undo(m);
- });
-
- return moves;
- }
-
- // No "under check" conditions in castling
- getCastleMoves([x, y]) {
- const c = this.getColor(x, y);
- if (x != (c == "w" ? V.size.x - 1 : 0) || y != this.INIT_COL_KING[c])
- return []; //x isn't first rank, or king has moved (shortcut)
-
- // Castling ?
- const oppCol = V.GetOppCol(c);
- let moves = [];
- let i = 0;
- // King, then rook:
- const finalSquares = [
- [2, 3],
- [V.size.y - 2, V.size.y - 3]
- ];
- castlingCheck: for (
- let castleSide = 0;
- castleSide < 2;
- castleSide++ //large, then small
- ) {
- if (!this.castleFlags[c][castleSide]) continue;
- // If this code is reached, rooks and king are on initial position
-
- // Nothing on the path of the king ? (and no checks)
- const finDist = finalSquares[castleSide][0] - y;
- let step = finDist / Math.max(1, Math.abs(finDist));
- for (let i = y; i != finalSquares[castleSide][0]; i += step) {
- if (
- this.board[x][i] != V.EMPTY &&
- // NOTE: next check is enough, because of chessboard constraints
- (this.getColor(x, i) != c ||
- ![V.KING, V.ROOK].includes(this.getPiece(x, i)))
- ) {
- continue castlingCheck;
- }
- }
-
- // Nothing on the path to the rook?
- step = castleSide == 0 ? -1 : 1;
- for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step) {
- if (this.board[x][i] != V.EMPTY) continue castlingCheck;
- }
- const rookPos = this.INIT_COL_ROOK[c][castleSide];
-
- // Nothing on final squares, except maybe king and castling rook?
- for (i = 0; i < 2; i++) {
- if (
- this.board[x][finalSquares[castleSide][i]] != V.EMPTY &&
- this.getPiece(x, finalSquares[castleSide][i]) != V.KING &&
- finalSquares[castleSide][i] != rookPos
- ) {
- continue castlingCheck;
- }
- }
-
- // If this code is reached, castle is valid
- moves.push(
- new Move({
- appear: [
- new PiPo({ x: x, y: finalSquares[castleSide][0], p: V.KING, c: c }),
- new PiPo({ x: x, y: finalSquares[castleSide][1], p: V.ROOK, c: c })
- ],
- vanish: [
- new PiPo({ x: x, y: y, p: V.KING, c: c }),
- new PiPo({ x: x, y: rookPos, p: V.ROOK, c: c })
- ],
- end:
- Math.abs(y - rookPos) <= 2
- ? { x: x, y: rookPos }
- : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) }
- })
- );
- }
-
- return moves;
- }
-
- // TODO: allow pieces to "commit suicide"? (Currently yes except king)
- filterValid(moves) {
- // Remove moves which let the king mate-captured:
- if (moves.length == 0) return [];
- const color = this.turn;
- const oppCol = V.GetOppCol(color);
- return moves.filter(m => {
- let res = true;
- this.play(m);
- if (this.underCheck(color)) {
- res = false;
- const attacked = this.kingPos[color];
- // Try to find a move to escape check
- // TODO: very inefficient method.
- outerLoop: for (let i=0; i<V.size.x; i++) {
- for (let j=0; j<V.size.y; j++) {
- if (this.getColor(i,j) == color) {
- let emoves = [];
- // Artficial turn change to "play twice":
- this.turn = color;
- switch (this.getPiece(i, j)) {
- case V.PAWN:
- emoves = this.getPotentialPawnMoves([i, j]);
- break;
- case V.ROOK:
- emoves = this.getPotentialRookMoves([i, j]);
- break;
- case V.KNIGHT:
- emoves = this.getPotentialKnightMoves([i, j]);
- break;
- case V.BISHOP:
- emoves = this.getPotentialBishopMoves([i, j]);
- break;
- case V.QUEEN:
- emoves = this.getPotentialQueenMoves([i, j]);
- break;
- case V.KING:
- emoves = this.getPotentialKingMoves([i, j]);
- break;
- }
- this.turn = oppCol;
- for (let em of emoves) {
- V.PlayOnBoard(this.board, em);
- let sq = attacked;
- if (em.start.x == attacked[0] && em.start.y == attacked[1])
- // King moved:
- sq = [em.appear[0].x, em.appear[0].y];
- if (!this.isAttacked(sq, [oppCol]))
- res = true;
- V.UndoOnBoard(this.board, em);
- if (res)
- // No need to explore more moves
- break outerLoop;
- }
- }
- }
- }
- }
- this.undo(m);
- return res;
- });
- }
-
- updateVariables(move) {
- super.updateVariables(move);
- const color = V.GetOppCol(this.turn);
- if (move.vanish.length >= 2 && move.appear.length == 1) {
- move.vanish.forEach(v => {
- if (v.c == color)
- return;
- // Did opponent king disappeared?
- if (v.p == V.KING)
- this.kingPos[this.turn] = [-1, -1];
- // Or maybe a rook?
- else if (v.p == V.ROOK) {
- if (v.y < this.INIT_COL_KING[v.c])
- this.castleFlags[v.c][0] = false;
- else
- // v.y > this.INIT_COL_KING[v.c]
- this.castleFlags[v.c][1] = false;
- }
- });
- }
- }
-
- unupdateVariables(move) {
- super.unupdateVariables(move);
- const color = this.turn;
- if (move.vanish.length >= 2 && move.appear.length == 1) {
- // Did opponent king disappeared?
- const psq = move.vanish.find(v => v.p == V.KING && v.c != color)
- if (psq)
- this.kingPos[psq.c] = [psq.x, psq.y];
- }
- }
-
- getCurrentScore() {
- const color = this.turn;
- const kp = this.kingPos[color];
- if (kp[0] < 0)
- // King disappeared
- return color == "w" ? "0-1" : "1-0";
- if (this.atLeastOneMove())
- return "*";
- // Kings still there, no moves:
- return "1/2";
- }
-
- static get SEARCH_DEPTH() {
- return 2;
- }
-
- getNotation(move) {
- let notation = super.getNotation(move);
- // Add a capture mark (not describing what is captured...):
- if (move.vanish.length > 1 && move.appear.length == 1) {
- if (notation.match(/^[a-h]x/))
- // Pawn capture: remove initial "b" in bxc4 for example
- notation = notation.substr(1);
- notation = notation.replace("x","") + "X";
- }
- return notation;
- }
-};