Simplify (and almost fix) Ultima rules
authorBenjamin Auder <benjamin.auder@somewhere>
Wed, 12 Dec 2018 17:04:40 +0000 (18:04 +0100)
committerBenjamin Auder <benjamin.auder@somewhere>
Wed, 12 Dec 2018 17:04:40 +0000 (18:04 +0100)
public/javascripts/variants/Magnetic.js
public/javascripts/variants/Ultima.js
views/rules/Ultima.pug

index 7d9d511..b17bb74 100644 (file)
@@ -165,8 +165,8 @@ class MagneticRules extends ChessRules
        {
                super.updateVariables(move);
                const c = this.getColor(move.start.x,move.start.y);
-               if (c != this.getColor(move.end.x,move.end.y)
-                       && this.board[move.end.x][move.end.y] != VariantRules.EMPTY
+               if (this.board[move.end.x][move.end.y] != VariantRules.EMPTY
+                       && c != this.getColor(move.end.x,move.end.y)
                        && this.getPiece(move.end.x,move.end.y) == VariantRules.KING)
                {
                        // We took opponent king !
index b3679f7..588968d 100644 (file)
@@ -276,14 +276,17 @@ class UltimaRules extends ChessRules
                return super.getPotentialQueenMoves(sq).concat(this.getKnightCaptures(sq));
        }
 
-       getPotentialBishopMoves(sq)
+       getPotentialBishopMoves([x,y])
        {
-               let moves = super.getPotentialQueenMoves(sq)
-                       .concat(this.getKnightCaptures(sq,"asChameleon"));
-               // NOTE: no "addKingCaptures" because the king isn't captured
+               let moves = super.getPotentialQueenMoves([x,y])
+                       .concat(this.getKnightCaptures([x,y],"asChameleon"));
                this.addPawnCaptures(moves, "asChameleon");
                this.addRookCaptures(moves, "asChameleon");
                this.addQueenCaptures(moves, "asChameleon");
+               // Add king capture if it's within range
+               const oppKp = this.kingPos[this.getOppCol(this.turn)];
+               if (Math.abs(x-oppKp[0]) <= 1 && Math.abs(y-oppKp[1]) <= 1)
+                       moves.push(this.getBasicMove([x,y],oppKp));
                // Post-processing: merge similar moves, concatenating vanish arrays
                let mergedMoves = {};
                const [sizeX,sizeY] = VariantRules.size;
@@ -365,153 +368,87 @@ class UltimaRules extends ChessRules
                        V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep");
        }
 
-       // isAttacked() is OK because the immobilizer doesn't take
-
-       isAttackedByPawn([x,y], colors)
+       // TODO: verify this assertion
+       atLeastOneMove()
        {
-               // Square (x,y) must be surrounded by two enemy pieces,
-               // and one of them at least should be a pawn.
-               const dirs = [ [1,0],[0,1],[1,1],[-1,1] ];
-               const [sizeX,sizeY] = VariantRules.size;
-               for (let dir of dirs)
-               {
-                       const [i1,j1] = [x-dir[0],y-dir[1]]; //"before"
-                       const [i2,j2] = [x+dir[0],y+dir[1]]; //"after"
-                       if (i1>=0 && i1<sizeX && i2>=0 && i2<sizeX
-                               && j1>=0 && j1<sizeY && j2>=0 && j2<sizeY
-                               && this.board[i1][j1]!=VariantRules.EMPTY
-                               && this.board[i2][j2]!=VariantRules.EMPTY
-                               && colors.includes(this.getColor(i1,j1))
-                               && colors.includes(this.getColor(i2,j2))
-                               && [this.getPiece(i1,j1),this.getPiece(i2,j2)].includes(VariantRules.PAWN))
-                       {
-                               return true;
-                       }
-               }
-               return false;
+               return true; //always at least one possible move
        }
 
-       isAttackedByRook([x,y], colors)
+       underCheck(move)
        {
-               const [sizeX,sizeY] = VariantRules.size;
-               // King must be on same column and a rook on same row (or reverse)
-               if (x == this.kingPos[colors[0]][0]) //using colors[0], only element in this case
-               {
-                       // Look for enemy rook on this column
-                       for (let i=0; i<sizeY; i++)
-                       {
-                               if (this.board[x][i] != VariantRules.EMPTY
-                                       && colors.includes(this.getColor(x,i))
-                                       && this.getPiece(x,i) == VariantRules.ROOK)
-                               {
-                                       return true;
-                               }
-                       }
-               }
-               else if (y == this.kingPos[colors[0]][1])
-               {
-                       // Look for enemy rook on this row
-                       for (let i=0; i<sizeX; i++)
-                       {
-                               if (this.board[i][y] != VariantRules.EMPTY
-                                       && colors.includes(this.getColor(i,y))
-                                       && this.getPiece(i,y) == VariantRules.ROOK)
-                               {
-                                       return true;
-                               }
-                       }
-               }
-               return false;
+               return false; //there is no check
        }
 
-       isAttackedByKnight([x,y], colors)
+       getCheckSquares(move)
        {
-               // Square (x,y) must be on same line as a knight,
-               // and there must be empty square(s) behind.
-               const V = VariantRules;
-               const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
-               const [sizeX,sizeY] = V.size;
-               for (let step of steps)
-               {
-                       const [i0,j0] = [x+step[0],y+step[1]];
-                       if (i0>=0 && i0<sizeX && j0>=0 && j0<sizeY && this.board[i0][j0] == V.EMPTY)
-                       {
-                               // Try in opposite direction:
-                               let [i,j] = [x-step[0],y-step[1]];
-                               while (i>=0 && i<sizeX && j>=0 && j<sizeY && this.board[i][j] == V.EMPTY)
-                               {
-                                       i -= step[0];
-                                       j -= step[1];
-                               }
-                               if (i>=0 && i<sizeX && j>=0 && j<sizeY && colors.includes(this.getColor(i,j))
-                                       && this.getPiece(i,j) == V.KNIGHT)
-                               {
-                                       return true;
-                               }
-                       }
-               }
-               return false;
+               const c = this.getOppCol(this.turn); //opponent
+               const saveKingPos = this.kingPos[c]; //king might be taken
+               this.play(move);
+               // The only way to be "under check" is to have lost the king (thus game over)
+               let res = this.kingPos[c][0] < 0
+                       ? [ JSON.parse(JSON.stringify(saveKingPos)) ]
+                       : [ ];
+               this.undo(move);
+               return res;
        }
 
-       isAttackedByBishop([x,y], colors)
+       updateVariables(move)
        {
-               // We cheat a little here: since this function is used exclusively for king,
-               // it's enough to check the immediate surrounding of the square.
-               const V = VariantRules;
-               const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
-               const [sizeX,sizeY] = V.size;
-               for (let step of adjacentSteps)
+               // Just update king(s) position(s)
+               const piece = this.getPiece(move.start.x,move.start.y);
+               const c = this.getColor(move.start.x,move.start.y);
+               if (piece == VariantRules.KING && move.appear.length > 0)
                {
-                       const [i,j] = [x+step[0],y+step[1]];
-                       if (i>=0 && i<sizeX && j>=0 && j<sizeY && this.board[i][j]!=V.EMPTY
-                               && colors.includes(this.getColor(i,j)) && this.getPiece(i,j) == V.BISHOP)
+                       this.kingPos[c][0] = move.appear[0].x;
+                       this.kingPos[c][1] = move.appear[0].y;
+               }
+               // Does this move takes opponent's king?
+               const oppCol = this.getOppCol(c);
+               for (let psq of move.vanish)
+               {
+                       if (psq.p == VariantRules.KING)
                        {
-                               return true;
+                               this.kingPos[oppCol] = [-1,-1];
+                               break;
                        }
                }
-               return false;
        }
 
-       isAttackedByQueen([x,y], colors)
+       unupdateVariables(move)
        {
-               // Square (x,y) must be adjacent to a queen, and the queen must have
-               // some free space in the opposite direction from (x,y)
-               const V = VariantRules;
-               const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
-               const [sizeX,sizeY] = V.size;
-               for (let step of adjacentSteps)
+               super.unupdateVariables(move);
+               const c = this.getColor(move.start.x,move.start.y);
+               const oppCol = this.getOppCol(c);
+               if (this.kingPos[oppCol][0] < 0)
                {
-                       const sq2 = [x+2*step[0],y+2*step[1]];
-                       if (sq2[0]>=0 && sq2[0]<sizeX && sq2[1]>=0 && sq2[1]<sizeY
-                               && this.board[sq2[0]][sq2[1]] == V.EMPTY)
+                       // Last move took opponent's king
+                       for (let psq of move.vanish)
                        {
-                               const sq1 = [x+step[0],y+step[1]];
-                               if (this.board[sq1[0]][sq1[1]] != V.EMPTY
-                                       && colors.includes(this.getColor(sq1[0],sq1[1]))
-                                       && this.getPiece(sq1[0],sq1[1]) == V.QUEEN)
+                               if (psq.p == 'k')
                                {
-                                       return true;
+                                       this.kingPos[oppCol] = [psq.x, psq.y];
+                                       break;
                                }
                        }
                }
-               return false;
        }
 
-       updateVariables(move)
+       checkGameOver()
        {
-               // Just update king position
-               const piece = this.getPiece(move.start.x,move.start.y);
-               const c = this.getColor(move.start.x,move.start.y);
-               if (piece == VariantRules.KING && move.appear.length > 0)
-               {
-                       this.kingPos[c][0] = move.appear[0].x;
-                       this.kingPos[c][1] = move.appear[0].y;
-               }
+               if (this.checkRepetition())
+                       return "1/2";
+
+               const color = this.turn;
+               // TODO: do we need "atLeastOneMove()"?
+               if (this.atLeastOneMove() && this.kingPos[color][0] >= 0)
+                       return "*";
+
+               return this.checkGameEnd();
        }
 
        checkGameEnd()
        {
-               // No valid move: game is lost (stalemate is a win)
+               // No valid move: our king disappeared
                return this.turn == "w" ? "0-1" : "1-0";
        }
 
@@ -529,6 +466,10 @@ class UltimaRules extends ChessRules
 
        static get SEARCH_DEPTH() { return 2; } //TODO?
 
+       static get THRESHOLD_MATE() {
+               return 500; //checkmates evals may be slightly below 1000
+       }
+
        static GenRandInitFen()
        {
                let pieces = { "w": new Array(8), "b": new Array(8) };
index 0a3cc7f..df8571f 100644 (file)
@@ -11,7 +11,7 @@ ul
        li Non-capturing moves: often like queen.
        li Special moves: none.
        li Captures: very special.
-       li End of game: standard; see below.
+       li End of game: capture the king.
 
 h3 Non-capturing moves
 
@@ -20,10 +20,12 @@ h3 Non-capturing moves
 h3 Capturing moves
 
 // TODO...
+// TODO: dire comment suicider une pièce immobilisée (self-capture)
 
 h3 End of the game
 
 // TODO: show the situation from Wikipedia page
+// tell that it's much simpler to go until king capture and not very different in this case
 
 h3 Credits