Add Colorbound Clobberers (R. Betza)
[vchess.git] / client / src / variants / Losers.js
index 86b00f9..d82e57d 100644 (file)
@@ -2,191 +2,71 @@ import { ChessRules } from "@/base_rules";
 import { ArrayFun } from "@/utils/array";
 import { randInt } from "@/utils/alea";
 
-export const VariantRules = 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) { }
-
-  getCurrentScore()
-  {
-    if (this.atLeastOneMove()) // game not over
-      return "*";
-
-    // No valid move: the side who cannot move wins
-               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 = ArrayFun.range(8);
-
-                       // Get random squares for bishops
-                       let randIndex = 2 * randInt(4);
-                       let bishop1Pos = positions[randIndex];
-                       // The second bishop must be on a square of different color
-                       let randIndex_tmp = 2 * randInt(4) + 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 = randInt(6);
-                       let knight1Pos = positions[randIndex];
-                       positions.splice(randIndex, 1);
-                       randIndex = randInt(5);
-                       let knight2Pos = positions[randIndex];
-                       positions.splice(randIndex, 1);
-
-                       // Get random square for queen
-                       randIndex = randInt(4);
-                       let queenPos = positions[randIndex];
-                       positions.splice(randIndex, 1);
-
-                       // Random square for king (no castle)
-                       randIndex = randInt(3);
-                       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 0 -"; //en-passant allowed, but no flags
-       }
-}
+export class LosersRules extends ChessRules {
+  // Trim all non-capturing moves
+  static KeepCaptures(moves) {
+    return moves.filter(m => m.vanish.length == 2 && m.appear.length == 1);
+  }
+
+  // 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 &&
+          this.getPotentialMovesFrom([i, j]).some(m =>
+            // Warning: discard castle moves
+            m.vanish.length == 2 && m.appear.length == 1)
+        ) {
+          return true;
+        }
+      }
+    }
+    return false;
+  }
+
+  getPossibleMovesFrom(sq) {
+    let moves = this.filterValid(this.getPotentialMovesFrom(sq));
+    const captureMoves = V.KeepCaptures(moves);
+    if (captureMoves.length > 0) return captureMoves;
+    if (this.atLeastOneCapture()) return [];
+    return moves;
+  }
+
+  getAllValidMoves() {
+    const moves = super.getAllValidMoves();
+    if (moves.some(m => m.vanish.length == 2 && m.appear.length == 1))
+      return V.KeepCaptures(moves);
+    return moves;
+  }
+
+  getCurrentScore() {
+    // If only my king remains, I win
+    const color = this.turn;
+    let onlyKing = true;
+    outerLoop: 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 &&
+          this.getPiece(i,j) != V.KING
+        ) {
+          onlyKing = false;
+          break outerLoop;
+        }
+      }
+    }
+    if (onlyKing) return color == "w" ? "1-0" : "0-1";
+    if (this.atLeastOneMove()) return "*";
+    // No valid move: the side who cannot move (or is checkmated) wins
+    return this.turn == "w" ? "1-0" : "0-1";
+  }
+
+  evalPosition() {
+    // Less material is better (more subtle in fact but...)
+    return -super.evalPosition();
+  }
+};