Prepare some more variants (unfinished)
[vchess.git] / public / javascripts / variants / Wildebeest.js
index 330db3f..ef3779a 100644 (file)
@@ -1,33 +1,75 @@
-//https://www.chessvariants.com/large.dir/wildebeest.html
-class GrandRules extends ChessRules
+class WildebeestRules extends ChessRules
 {
        static getPpath(b)
        {
-               const V = VariantRules;
                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 steps() {
+       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] ]}
                );
        }
 
-// TODO: IN epSquares (return array), not return singleton. Easy. Adapt
-// just here for now...
-       getEpSquare(move)
+       // 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) == VariantRules.PAWN && Math.abs(sx - ex) == 2)
+               if (this.getPiece(sx,sy) == V.PAWN && Math.abs(sx - ex) >= 2)
                {
-                       return {
-                               x: (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
        }
@@ -36,26 +78,24 @@ class GrandRules extends ChessRules
        {
                switch (this.getPiece(x,y))
                {
-                       case VariantRules.CAMEL:
+                       case V.CAMEL:
                                return this.getPotentialCamelMoves([x,y]);
-                       case VariantRules.WILDEBEEST:
+                       case V.WILDEBEEST:
                                return this.getPotentialWildebeestMoves([x,y]);
                        default:
                                return super.getPotentialMovesFrom([x,y])
                }
        }
 
-       // TODO: several changes (promote to queen or wildebeest)
+       // Pawns jump 2 or 3 squares, and promote to queen or wildebeest
        getPotentialPawnMoves([x,y])
        {
                const color = this.turn;
                let moves = [];
-               const V = VariantRules;
-               const [sizeX,sizeY] = VariantRules.size;
+               const [sizeX,sizeY] = [V.size.x,V.size.y];
                const shift = (color == "w" ? -1 : 1);
-               const firstRank = (color == 'w' ? sizeY-1 : 0);
-               const startRank = (color == "w" ? sizeY-2 : 1);
-               const lastRank = (color == "w" ? 0 : sizeY-1);
+               const startRanks = (color == "w" ? [sizeX-2,sizeX-3] : [1,2]);
+               const lastRank = (color == "w" ? 0 : sizeX-1);
 
                if (x+shift >= 0 && x+shift < sizeX && x+shift != lastRank)
                {
@@ -63,74 +103,93 @@ class GrandRules extends ChessRules
                        if (this.board[x+shift][y] == V.EMPTY)
                        {
                                moves.push(this.getBasicMove([x,y], [x+shift,y]));
-                               // Next condition because variants with pawns on 1st rank generally allow them to jump
-                               if ([startRank,firstRank].includes(x) && this.board[x+2*shift][y] == V.EMPTY)
+                               if (startRanks.includes(x) && this.board[x+2*shift][y] == V.EMPTY)
                                {
                                        // Two squares jump
                                        moves.push(this.getBasicMove([x,y], [x+2*shift,y]));
+                                       if (x == startRanks[0] && this.board[x+3*shift][y] == V.EMPTY)
+                                       {
+                                               // 3-squares jump
+                                               moves.push(this.getBasicMove([x,y], [x+3*shift,y]));
+                                       }
                                }
                        }
                        // Captures
-                       if (y>0 && this.canTake([x,y], [x+shift,y-1]) && this.board[x+shift][y-1] != V.EMPTY)
+                       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]));
-                       if (y<sizeY-1 && this.canTake([x,y], [x+shift,y+1]) && this.board[x+shift][y+1] != V.EMPTY)
+                       }
+                       if (y<sizeY-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]));
+                       }
                }
 
                if (x+shift == lastRank)
                {
                        // Promotion
-                       let promotionPieces = [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN];
+                       let promotionPieces = [V.QUEEN,V.WILDEBEEST];
                        promotionPieces.forEach(p => {
                                // Normal move
                                if (this.board[x+shift][y] == V.EMPTY)
                                        moves.push(this.getBasicMove([x,y], [x+shift,y], {c:color,p:p}));
                                // Captures
-                               if (y>0 && this.canTake([x,y], [x+shift,y-1]) && this.board[x+shift][y-1] != V.EMPTY)
+                               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:p}));
-                               if (y<sizeY-1 && this.canTake([x,y], [x+shift,y+1]) && this.board[x+shift][y+1] != V.EMPTY)
+                               }
+                               if (y<sizeY-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:p}));
+                               }
                        });
                }
 
                // En passant
                const Lep = this.epSquares.length;
                const epSquare = Lep>0 ? this.epSquares[Lep-1] : undefined;
-               if (!!epSquare && epSquare.x == x+shift && Math.abs(epSquare.y - y) == 1)
+               if (!!epSquare)
                {
-                       let epStep = epSquare.y - y;
-                       var enpassantMove = this.getBasicMove([x,y], [x+shift,y+epStep]);
-                       enpassantMove.vanish.push({
-                               x: x,
-                               y: y+epStep,
-                               p: 'p',
-                               c: this.getColor(x,y+epStep)
-                       });
-                       moves.push(enpassantMove);
+                       for (let epsq of epSquare)
+                       {
+                               // TODO: some redundant checks
+                               if (epsq.x == x+shift && Math.abs(epsq.y - y) == 1)
+                               {
+                                       var enpassantMove = this.getBasicMove([x,y], [x+shift,epsq.y]);
+                                       enpassantMove.vanish.push({
+                                               x: x,
+                                               y: epsq.y,
+                                               p: 'p',
+                                               c: this.getColor(x,epsq.y)
+                                       });
+                                       moves.push(enpassantMove);
+                               }
+                       }
                }
 
                return moves;
        }
 
+       // TODO: wildebeest castle
+
        getPotentialCamelMoves(sq)
        {
-               return this.getSlideNJumpMoves(sq, VariantRules.steps[VariantRules.CAMEL], "oneStep");
+               return this.getSlideNJumpMoves(sq, V.steps[V.CAMEL], "oneStep");
        }
 
        getPotentialWildebeestMoves(sq)
        {
-               const V = VariantRules;
-               return this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT].concat(V.steps[V.CAMEL]));
+               return this.getSlideNJumpMoves(
+                       sq, V.steps[V.KNIGHT].concat(V.steps[V.CAMEL]), "oneStep");
        }
 
-       // TODO: getCastleMoves, generalize a bit to include castleSquares as static variables
-       // ==> but this won't be exactly Wildebeest... think about it.
-
-       // TODO: also generalize lastRank ==> DO NOT HARDCODE 7 !!!
-
        isAttacked(sq, colors)
        {
-               return (super.isAttacked(sq, colors)
+               return super.isAttacked(sq, colors)
                        || this.isAttackedByCamel(sq, colors)
                        || this.isAttackedByWildebeest(sq, colors);
        }
@@ -138,14 +197,19 @@ class GrandRules extends ChessRules
        isAttackedByCamel(sq, colors)
        {
                return this.isAttackedBySlideNJump(sq, colors,
-                       VariantRules.CAMEL, VariantRules.steps[VariantRules.CAMEL]);
+                       V.CAMEL, V.steps[V.CAMEL], "oneStep");
        }
 
        isAttackedByWildebeest(sq, colors)
        {
-               const V = VariantRules;
                return this.isAttackedBySlideNJump(sq, colors, V.WILDEBEEST,
-                       V.steps[V.KNIGHT].concat(V.steps[V.CAMEL]));
+                       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() {
@@ -157,57 +221,64 @@ class GrandRules extends ChessRules
 
        static get SEARCH_DEPTH() { return 2; }
 
-       // TODO:
        static GenRandInitFen()
        {
-               let pieces = [new Array(8), new Array(8)];
-               // Shuffle pieces on first and last rank
-               for (let c = 0; c <= 1; c++)
+               let pieces = { "w": new Array(10), "b": new Array(10) };
+               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 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(4);
+                       randIndex = _.random(5);
                        let knight2Pos = positions[randIndex];
                        positions.splice(randIndex, 1);
 
-                       // Get random square for queen
-                       randIndex = _.random(3);
+                       randIndex = _.random(4);
                        let queenPos = positions[randIndex];
                        positions.splice(randIndex, 1);
 
-                       // Rooks and king positions are now fixed, because of the ordering rook-king-rook
+                       // 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];
 
-                       // 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][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';
                }
-               let fen = pieces[0].join("") +
-                       "/pppppppp/8/8/8/8/PPPPPPPP/" +
-                       pieces[1].join("").toUpperCase() +
-                       " 1111"; //add flags
-               return fen;
+               return pieces["b"].join("") +
+                       "/ppppppppppp/11/11/11/11/11/11/PPPPPPPPPPP/" +
+                       pieces["w"].join("").toUpperCase() +
+                       " w 1111 -";
        }
 }
+
+const VariantRules = WildebeestRules;