X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FFanorona.js;h=04eea2c34c333a9f23cea3300c883dec2547b30e;hp=bd92c859ec0cc7a73e38c472847ab5a704f80581;hb=cdab566355412821c9187078ee0864ceb30545de;hpb=08909cf4fc514e056d04f14086ddccc098f3ec75 diff --git a/client/src/variants/Fanorona.js b/client/src/variants/Fanorona.js index bd92c859..04eea2c3 100644 --- a/client/src/variants/Fanorona.js +++ b/client/src/variants/Fanorona.js @@ -46,38 +46,192 @@ export class FanoronaRules extends ChessRules { setOtherVariables(fen) { // Local stack of captures during a turn (squares + directions) - this.captures = []; + this.captures = [ [] ]; } static get size() { return { x: 5, y: 9 }; } - static get PIECES() { - return [V.PAWN]; - } - getPiece() { return V.PAWN; } + static IsGoodPosition(position) { + if (position.length == 0) return false; + const rows = position.split("/"); + if (rows.length != V.size.x) return false; + for (let row of rows) { + let sumElts = 0; + for (let i = 0; i < row.length; i++) { + if (row[i].toLowerCase() == V.PAWN) sumElts++; + else { + const num = parseInt(row[i], 10); + if (isNaN(num) || num <= 0) return false; + sumElts += num; + } + } + if (sumElts != V.size.y) return false; + } + return true; + } + getPpath(b) { return "Fanorona/" + b; } - //TODO - //getPPpath() {} + getPPpath(m) { + // m.vanish.length >= 2, first capture gives direction + const ref = (Math.abs(m.vanish[1].x - m.start.x) == 1 ? m.start : m.end); + const step = [m.vanish[1].x - ref.x, m.vanish[1].y - ref.y]; + const normalizedStep = [ + step[0] / Math.abs(step[0]), + step[1] / Math.abs(step[1]) + ]; + return ( + "Fanorona/arrow_" + + (normalizedStep[0] || 0) + "_" + (normalizedStep[1] || 0) + ); + } + + // After moving, add stones captured in "step" direction from new location + // [x, y] to mv.vanish (if any captured stone!) + addCapture([x, y], step, move) { + let [i, j] = [x + step[0], y + step[1]]; + const oppCol = V.GetOppCol(move.vanish[0].c); + while ( + V.OnBoard(i, j) && + this.board[i][j] != V.EMPTY && + this.getColor(i, j) == oppCol + ) { + move.vanish.push(new PiPo({ x: i, y: j, c: oppCol, p: V.PAWN })); + i += step[0]; + j += step[1]; + } + return (move.vanish.length >= 2); + } getPotentialMovesFrom([x, y]) { - // NOTE: (x + y) % 2 == 0 ==> has diagonals - // TODO - // Même stratégie que Yote, revenir sur ses pas si stop avant de tout capturer - // Mais première capture obligatoire (si this.captures.length == 0). - // After a capture: allow only capturing. - // Warning: case 3 on Wikipedia page, if both percussion & aspiration, - // two different moves, cannot take all ==> adjust getPPpath showing arrows. - // nice looking arrows, with something representing a capture at its end... - return []; + const L0 = this.captures.length; + const captures = this.captures[L0 - 1]; + const L = captures.length; + if (L > 0) { + var c = captures[L-1]; + if (x != c.square.x + c.step[0] || y != c.square.y + c.step[1]) + return []; + } + const oppCol = V.GetOppCol(this.turn); + let steps = V.steps[V.ROOK]; + if ((x + y) % 2 == 0) steps = steps.concat(V.steps[V.BISHOP]); + let moves = []; + for (let s of steps) { + if (L > 0 && c.step[0] == s[0] && c.step[1] == s[1]) { + // Add a move to say "I'm done capturing" + moves.push( + new Move({ + appear: [], + vanish: [], + start: { x: x, y: y }, + end: { x: x - s[0], y: y - s[1] } + }) + ); + continue; + } + let [i, j] = [x + s[0], y + s[1]]; + if (captures.some(c => c.square.x == i && c.square.y == j)) continue; + if (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { + // The move is potentially allowed. Might lead to 2 different captures + let mv = super.getBasicMove([x, y], [i, j]); + const capt = this.addCapture([i, j], s, mv); + if (capt) { + moves.push(mv); + mv = super.getBasicMove([x, y], [i, j]); + } + const capt_bw = this.addCapture([x, y], [-s[0], -s[1]], mv); + if (capt_bw) moves.push(mv); + // Captures take priority (if available) + if (!capt && !capt_bw && L == 0) moves.push(mv); + } + } + return moves; + } + + atLeastOneCapture() { + const color = this.turn; + const oppCol = V.GetOppCol(color); + const L0 = this.captures.length; + const captures = this.captures[L0 - 1]; + const L = captures.length; + if (L > 0) { + // If some adjacent enemy stone, with free space to capture it, + // toward a square not already visited, through a different step + // from last one: then yes. + const c = captures[L-1]; + const [x, y] = [c.square.x + c.step[0], c.square.y + c.step[1]]; + let steps = V.steps[V.ROOK]; + if ((x + y) % 2 == 0) steps = steps.concat(V.steps[V.BISHOP]); + // TODO: half of the steps explored are redundant + for (let s of steps) { + if (s[0] == c.step[0] && s[1] == c.step[1]) continue; + const [i, j] = [x + s[0], y + s[1]]; + if ( + !V.OnBoard(i, j) || + this.board[i][j] != V.EMPTY || + captures.some(c => c.square.x == i && c.square.y == j) + ) { + continue; + } + if ( + V.OnBoard(i + s[0], j + s[1]) && + this.board[i + s[0]][j + s[1]] != V.EMPTY && + this.getColor(i + s[0], j + s[1]) == oppCol + ) { + return true; + } + if ( + V.OnBoard(x - s[0], y - s[1]) && + this.board[x - s[0]][y - s[1]] != V.EMPTY && + this.getColor(x - s[0], y - s[1]) == oppCol + ) { + return true; + } + } + return false; + } + 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 && + // TODO: this could be more efficient + this.getPotentialMovesFrom([i, j]).some(m => m.vanish.length >= 2) + ) { + return true; + } + } + } + return false; + } + + static KeepCaptures(moves) { + return moves.filter(m => m.vanish.length >= 2); + } + + getPossibleMovesFrom(sq) { + let moves = this.getPotentialMovesFrom(sq); + const L0 = this.captures.length; + const captures = this.captures[L0 - 1]; + if (captures.length > 0) return 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)) return V.KeepCaptures(moves); + return moves; } filterValid(moves) { @@ -88,34 +242,42 @@ export class FanoronaRules extends ChessRules { return []; } - //TODO: function aux to detect if continuation captures - //(not trivial, but not difficult) - play(move) { const color = this.turn; move.turn = color; //for undo - const captureNotEnding = ( - move.vanish.length >= 2 && - true //TODO: detect if there are continuation captures - ); - this.captures.push(captureNotEnding); //TODO: something more structured - //with square + direction of capture - if (captureNotEnding) move.notTheEnd = true; - else { - this.turn = oppCol; + V.PlayOnBoard(this.board, move); + const L0 = this.captures.length; + let captures = this.captures[L0 - 1]; + if (move.vanish.length >= 2) { + captures.push({ + square: move.start, + step: [move.end.x - move.start.x, move.end.y - move.start.y] + }); + if (this.atLeastOneCapture()) + // There could be other captures (optional) + // This field is mostly useful for computer play. + move.notTheEnd = true; + else captures.pop(); //useless now + } + if (!move.notTheEnd) { + this.turn = V.GetOppCol(color); this.movesCount++; + this.captures.push([]); } - this.postPlay(move); } undo(move) { V.UndoOnBoard(this.board, move); - this.captures.pop(); if (move.turn != this.turn) { this.turn = move.turn; this.movesCount--; + this.captures.pop(); + } + else { + const L0 = this.captures.length; + let captures = this.captures[L0 - 1]; + captures.pop(); } - this.postUndo(move); } getCurrentScore() { @@ -134,7 +296,7 @@ export class FanoronaRules extends ChessRules { } getComputerMove() { - const moves = super.getAllValidMoves(); + const moves = this.getAllValidMoves(); if (moves.length == 0) return null; const color = this.turn; // Capture available? If yes, play it @@ -147,19 +309,18 @@ export class FanoronaRules extends ChessRules { if (candidates.length >= 1) mv = candidates[randInt(candidates.length)]; else mv = captures[randInt(captures.length)]; this.play(mv); - captures = (this.turn == color ? super.getAllValidMoves() : []); + mvArray.push(mv); + captures = (this.turn == color ? this.getAllValidMoves() : []); } if (mvArray.length >= 1) { for (let i = mvArray.length - 1; i >= 0; i--) this.undo(mvArray[i]); return mvArray; } - // Just play a random move, which if possible do not let a capture + // Just play a random move, which if possible does not let a capture let candidates = []; for (let m of moves) { this.play(m); - const moves2 = super.getAllValidMoves(); - if (moves2.every(m2 => m2.vanish.length <= 1)) - candidates.push(m); + if (!this.atLeastOneCapture()) candidates.push(m); this.undo(m); } if (candidates.length >= 1) return candidates[randInt(candidates.length)]; @@ -167,10 +328,11 @@ export class FanoronaRules extends ChessRules { } getNotation(move) { + if (move.appear.length == 0) return "stop"; return ( V.CoordsToSquare(move.start) + - (move.vanish.length >= 2 ? "x" : "") + - V.CoordsToSquare(move.end) + V.CoordsToSquare(move.end) + + (move.vanish.length >= 2 ? "X" : "") ); }