From: Benjamin Auder Date: Thu, 4 Jan 2024 10:19:10 +0000 (+0100) Subject: Add Doublearmy. Start thinking about Dynamo X-Git-Url: https://git.auder.net/?p=xogo.git;a=commitdiff_plain;h=66ab134b7ab3ba00204fb316ba7636c904331d6c Add Doublearmy. Start thinking about Dynamo --- diff --git a/README.md b/README.md index 4636ac4..0b900c5 100644 --- a/README.md +++ b/README.md @@ -9,12 +9,10 @@ PHP + Node.js + npm. ## Usage -```wget https://xogo.live/assets.zip && unzip assets.zip```
-```wget https://xogo.live/extras.zip && unzip extras.zip```
-Rename parameters.js.dist → parameters.js, and edit file.
-```npm i``` +Initialisation (done once): -Generate some pieces:
-```python generateSVG.py``` in pieces/Avalam +```./initialize.sh``` + +You may want to edit the parameters.js file. Then: ```./start.sh``` (and later, ```./stop.sh```) diff --git a/TODO b/TODO index fac46e3..8afe466 100644 --- a/TODO +++ b/TODO @@ -1,6 +1,3 @@ -add variants : -Dark Racing Kings ? Checkered-Teleport ? - Hmm... non ? --> Otage, Emergo, Pacosako : fonction "buildPiece(arg1, arg2)" returns HTML element with 2 SVG or SVG + number ==> plus simple : deux classes, images superposées. diff --git a/initialize.sh b/initialize.sh new file mode 100755 index 0000000..b7a9f4f --- /dev/null +++ b/initialize.sh @@ -0,0 +1,8 @@ +!#/bin/sh + +wget https://xogo.live/assets.zip && unzip assets.zip +wget https://xogo.live/extras.zip && unzip extras.zip +cp parameters.js.dist parameters.js +npm i +cd pieces/Avalam && python generateSVG.py +#cd pieces/Emergo && python generateSVG.py diff --git a/pieces/black_commoner.svg b/pieces/black_commoner.svg new file mode 100644 index 0000000..0995449 --- /dev/null +++ b/pieces/black_commoner.svg @@ -0,0 +1,105 @@ + + + + + + + + + + image/svg+xml + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/pieces/white_commoner.svg b/pieces/white_commoner.svg new file mode 100644 index 0000000..12f2b27 --- /dev/null +++ b/pieces/white_commoner.svg @@ -0,0 +1,94 @@ + + + + + + + + + + image/svg+xml + + + + + + + + + + + + + + + + + + + + + + diff --git a/variants.js b/variants.js index f42033e..10cf42a 100644 --- a/variants.js +++ b/variants.js @@ -45,9 +45,9 @@ const variants = [ {name: 'Dice', desc: 'Roll the dice'}, {name: 'Discoduel', desc: 'Enter the disco', disp: 'Disco Duel'}, {name: 'Dobutsu', desc: "Let's catch the Lion!"}, -// {name: 'Doublearmy', desc: '64 pieces on the board', disp: 'Double Army'}, + {name: 'Doublearmy', desc: '64 pieces on the board', disp: 'Double Army'}, {name: 'Doublemove', desc: 'Double moves'}, -// {name: 'Dynamo', desc: 'Push and pull'}, + {name: 'Dynamo', desc: 'Push and pull'}, // {name: 'Eightpieces', desc: 'Each piece is unique', disp: '8 Pieces'}, // {name: 'Emergo', desc: 'Stacking Checkers variant'}, // {name: 'Empire', desc: 'Empire versus Kingdom'}, diff --git a/variants/Doublearmy/class.js b/variants/Doublearmy/class.js new file mode 100644 index 0000000..abbb564 --- /dev/null +++ b/variants/Doublearmy/class.js @@ -0,0 +1,43 @@ +import ChessRules from "/base_rules.js"; + +export default class DoublearmyRules extends ChessRules { + + static get Options() { + return { + select: C.Options.select, + input: C.Options.input, + styles: C.Options.styles.filter(s => s != "madrasi") + }; + } + + pieces(color, x, y) { + let res = super.pieces(color, x, y); + return Object.assign( + { + 'c': { + "class": "commoner", + moveas: 'k' + } + }, + res + ); + } + + genRandInitBaseFen() { + const s = super.genRandInitBaseFen(); + const rows = s.fen.split('/'); + return { + fen: + rows[0] + "/" + + rows[1] + "/" + + rows[0].replace('k', 'c') + "/" + + rows[1] + "/" + + rows[6] + "/" + + rows[7].replace('K', 'C') + "/" + + rows[6] + "/" + + rows[7], + o: s.o + }; + } + +}; diff --git a/variants/Doublearmy/rules.html b/variants/Doublearmy/rules.html new file mode 100644 index 0000000..b9908ab --- /dev/null +++ b/variants/Doublearmy/rules.html @@ -0,0 +1,6 @@ +

+ The four middle ranks contain a replica of the initial pieces. + The central "king" has no royal status, and is thus named "commoner". +

+ +

Vincent Rothuis (2020).

diff --git a/variants/Doublearmy/style.css b/variants/Doublearmy/style.css new file mode 100644 index 0000000..e50c2f4 --- /dev/null +++ b/variants/Doublearmy/style.css @@ -0,0 +1,9 @@ +@import url("/base_pieces.css"); + +piece.black.commoner { + background-image: url('/pieces/black_commoner.svg'); +} + +piece.white.commoner { + background-image: url('/pieces/white_commoner.svg'); +} diff --git a/variants/Dynamo/class.js b/variants/Dynamo/class.js new file mode 100644 index 0000000..0996a70 --- /dev/null +++ b/variants/Dynamo/class.js @@ -0,0 +1,921 @@ +import ChessRules from "/base_rules.js"; + +export default class DynamoRules extends ChessRules { + + // TODO? later, allow to push out pawns on a and h files + get hasEnpassant() { + return false; + } + +/// TODO::: + + canIplay(side, [x, y]) { + // Sometimes opponent's pieces can be moved directly + return this.turn == side; + } + + setOtherVariables(fen) { + super.setOtherVariables(fen); + this.subTurn = 1; + // Local stack of "action moves" + this.amoves = []; + const amove = V.ParseFen(fen).amove; + if (amove != "-") { + const amoveParts = amove.split("/"); + let move = { + // No need for start & end + appear: [], + vanish: [] + }; + [0, 1].map(i => { + if (amoveParts[i] != "-") { + amoveParts[i].split(".").forEach(av => { + // Format is "bpe3" + const xy = V.SquareToCoords(av.substr(2)); + move[i == 0 ? "appear" : "vanish"].push( + new PiPo({ + x: xy.x, + y: xy.y, + c: av[0], + p: av[1] + }) + ); + }); + } + }); + this.amoves.push(move); + } + // Stack "first moves" (on subTurn 1) to merge and check opposite moves + this.firstMove = []; + } + + static ParseFen(fen) { + return Object.assign( + ChessRules.ParseFen(fen), + { amove: fen.split(" ")[4] } + ); + } + + static IsGoodFen(fen) { + if (!ChessRules.IsGoodFen(fen)) return false; + const fenParts = fen.split(" "); + if (fenParts.length != 5) return false; + if (fenParts[4] != "-") { + // TODO: a single regexp instead. + // Format is [bpa2[.wpd3]] || '-'/[bbc3[.wrd5]] || '-' + const amoveParts = fenParts[4].split("/"); + if (amoveParts.length != 2) return false; + for (let part of amoveParts) { + if (part != "-") { + for (let psq of part.split(".")) + if (!psq.match(/^[a-z]{3}[1-8]$/)) return false; + } + } + } + return true; + } + + getFen() { + return super.getFen() + " " + this.getAmoveFen(); + } + + getFenForRepeat() { + return super.getFenForRepeat() + "_" + this.getAmoveFen(); + } + + getAmoveFen() { + const L = this.amoves.length; + if (L == 0) return "-"; + return ( + ["appear","vanish"].map( + mpart => { + if (this.amoves[L-1][mpart].length == 0) return "-"; + return ( + this.amoves[L-1][mpart].map( + av => { + const square = V.CoordsToSquare({ x: av.x, y: av.y }); + return av.c + av.p + square; + } + ).join(".") + ); + } + ).join("/") + ); + } + + canTake() { + // Captures don't occur (only pulls & pushes) + return false; + } + + // Step is right, just add (push/pull) moves in this direction + // Direction is assumed normalized. + getMovesInDirection([x, y], [dx, dy], nbSteps) { + nbSteps = nbSteps || 8; //max 8 steps anyway + let [i, j] = [x + dx, y + dy]; + let moves = []; + const color = this.getColor(x, y); + const piece = this.getPiece(x, y); + const lastRank = (color == 'w' ? 0 : 7); + let counter = 1; + while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { + if (i == lastRank && piece == V.PAWN) { + // Promotion by push or pull + V.PawnSpecs.promotions.forEach(p => { + let move = super.getBasicMove([x, y], [i, j], { c: color, p: p }); + moves.push(move); + }); + } + else moves.push(super.getBasicMove([x, y], [i, j])); + if (++counter > nbSteps) break; + i += dx; + j += dy; + } + if (!V.OnBoard(i, j) && piece != V.KING) { + // Add special "exit" move, by "taking king" + moves.push( + new Move({ + start: { x: x, y: y }, + end: { x: this.kingPos[color][0], y: this.kingPos[color][1] }, + appear: [], + vanish: [{ x: x, y: y, c: color, p: piece }] + }) + ); + } + return moves; + } + + // Normalize direction to know the step + getNormalizedDirection([dx, dy]) { + const absDir = [Math.abs(dx), Math.abs(dy)]; + let divisor = 0; + if (absDir[0] != 0 && absDir[1] != 0 && absDir[0] != absDir[1]) + // Knight + divisor = Math.min(absDir[0], absDir[1]); + else + // Standard slider (or maybe a pawn or king: same) + divisor = Math.max(absDir[0], absDir[1]); + return [dx / divisor, dy / divisor]; + } + + // There was something on x2,y2, maybe our color, pushed or (self)pulled + isAprioriValidExit([x1, y1], [x2, y2], color2, piece2) { + const color1 = this.getColor(x1, y1); + const pawnShift = (color1 == 'w' ? -1 : 1); + const lastRank = (color1 == 'w' ? 0 : 7); + const deltaX = Math.abs(x1 - x2); + const deltaY = Math.abs(y1 - y2); + const checkSlider = () => { + const dir = this.getNormalizedDirection([x2 - x1, y2 - y1]); + let [i, j] = [x1 + dir[0], y1 + dir[1]]; + while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { + i += dir[0]; + j += dir[1]; + } + return !V.OnBoard(i, j); + }; + switch (piece2 || this.getPiece(x1, y1)) { + case V.PAWN: + return ( + x1 + pawnShift == x2 && + ( + (color1 == color2 && x2 == lastRank && y1 == y2) || + ( + color1 != color2 && + deltaY == 1 && + !V.OnBoard(2 * x2 - x1, 2 * y2 - y1) + ) + ) + ); + case V.ROOK: + if (x1 != x2 && y1 != y2) return false; + return checkSlider(); + case V.KNIGHT: + return ( + deltaX + deltaY == 3 && + (deltaX == 1 || deltaY == 1) && + !V.OnBoard(2 * x2 - x1, 2 * y2 - y1) + ); + case V.BISHOP: + if (deltaX != deltaY) return false; + return checkSlider(); + case V.QUEEN: + if (deltaX != 0 && deltaY != 0 && deltaX != deltaY) return false; + return checkSlider(); + case V.KING: + return ( + deltaX <= 1 && + deltaY <= 1 && + !V.OnBoard(2 * x2 - x1, 2 * y2 - y1) + ); + } + return false; + } + + isAprioriValidVertical([x1, y1], x2) { + const piece = this.getPiece(x1, y1); + const deltaX = Math.abs(x1 - x2); + const startRank = (this.getColor(x1, y1) == 'w' ? 6 : 1); + return ( + [V.QUEEN, V.ROOK].includes(piece) || + ( + [V.KING, V.PAWN].includes(piece) && + ( + deltaX == 1 || + (deltaX == 2 && piece == V.PAWN && x1 == startRank) + ) + ) + ); + } + + // NOTE: for pushes, play the pushed piece first. + // for pulls: play the piece doing the action first + // NOTE: to push a piece out of the board, make it slide until its king + getPotentialMovesFrom([x, y]) { + const color = this.turn; + const sqCol = this.getColor(x, y); + const pawnShift = (color == 'w' ? -1 : 1); + const pawnStartRank = (color == 'w' ? 6 : 1); + const getMoveHash = (m) => { + return V.CoordsToSquare(m.start) + V.CoordsToSquare(m.end); + }; + if (this.subTurn == 1) { + const addMoves = (dir, nbSteps) => { + const newMoves = + this.getMovesInDirection([x, y], [-dir[0], -dir[1]], nbSteps) + .filter(m => !movesHash[getMoveHash(m)]); + newMoves.forEach(m => { movesHash[getMoveHash(m)] = true; }); + Array.prototype.push.apply(moves, newMoves); + }; + // Free to play any move (if piece of my color): + let moves = + sqCol == color + ? super.getPotentialMovesFrom([x, y]) + : []; + // There may be several suicide moves: keep only one + let hasExit = false; + moves = moves.filter(m => { + const suicide = (m.appear.length == 0); + if (suicide) { + if (hasExit) return false; + hasExit = true; + } + return true; + }); + // Structure to avoid adding moves twice (can be action & move) + let movesHash = {}; + moves.forEach(m => { movesHash[getMoveHash(m)] = true; }); + // [x, y] is pushed by 'color' + for (let step of V.steps[V.KNIGHT]) { + const [i, j] = [x + step[0], y + step[1]]; + if ( + V.OnBoard(i, j) && + this.board[i][j] != V.EMPTY && + this.getColor(i, j) == color && + this.getPiece(i, j) == V.KNIGHT + ) { + addMoves(step, 1); + } + } + for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) { + let [i, j] = [x + step[0], y + step[1]]; + while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { + i += step[0]; + j += step[1]; + } + if ( + V.OnBoard(i, j) && + this.board[i][j] != V.EMPTY && + this.getColor(i, j) == color + ) { + const deltaX = Math.abs(i - x); + const deltaY = Math.abs(j - y); + switch (this.getPiece(i, j)) { + case V.PAWN: + if ( + (x - i) / deltaX == pawnShift && + deltaX <= 2 && + deltaY <= 1 + ) { + if (sqCol == color && deltaY == 0) { + // Pushed forward + const maxSteps = (i == pawnStartRank && deltaX == 1 ? 2 : 1); + addMoves(step, maxSteps); + } + else if (sqCol != color && deltaY == 1 && deltaX == 1) + // Pushed diagonally + addMoves(step, 1); + } + break; + case V.ROOK: + if (deltaX == 0 || deltaY == 0) addMoves(step); + break; + case V.BISHOP: + if (deltaX == deltaY) addMoves(step); + break; + case V.QUEEN: + // All steps are valid for a queen: + addMoves(step); + break; + case V.KING: + if (deltaX <= 1 && deltaY <= 1) addMoves(step, 1); + break; + } + } + } + return moves; + } + // If subTurn == 2 then we should have a first move, + // which restrict what we can play now: only in the first move direction + const L = this.firstMove.length; + const fm = this.firstMove[L-1]; + if ( + (fm.appear.length == 2 && fm.vanish.length == 2) || + (fm.vanish[0].c == sqCol && sqCol != color) + ) { + // Castle or again opponent color: no move playable then. + return []; + } + const piece = this.getPiece(x, y); + const getPushExit = () => { + // Piece at subTurn 1 exited: can I have caused the exit? + if ( + this.isAprioriValidExit( + [x, y], + [fm.start.x, fm.start.y], + fm.vanish[0].c + ) + ) { + // Seems so: + const dir = this.getNormalizedDirection( + [fm.start.x - x, fm.start.y - y]); + const nbSteps = + [V.PAWN, V.KING, V.KNIGHT].includes(piece) + ? 1 + : null; + return this.getMovesInDirection([x, y], dir, nbSteps); + } + return []; + } + const getPushMoves = () => { + // Piece from subTurn 1 is still on board: + const dirM = this.getNormalizedDirection( + [fm.end.x - fm.start.x, fm.end.y - fm.start.y]); + const dir = this.getNormalizedDirection( + [fm.start.x - x, fm.start.y - y]); + // Normalized directions should match + if (dir[0] == dirM[0] && dir[1] == dirM[1]) { + // We don't know if first move is a pushed piece or normal move, + // so still must check if the push is valid. + const deltaX = Math.abs(fm.start.x - x); + const deltaY = Math.abs(fm.start.y - y); + switch (piece) { + case V.PAWN: + if (x == pawnStartRank) { + if ( + (fm.start.x - x) * pawnShift < 0 || + deltaX >= 3 || + deltaY >= 2 || + (fm.vanish[0].c == color && deltaY > 0) || + (fm.vanish[0].c != color && deltaY == 0) || + Math.abs(fm.end.x - fm.start.x) > deltaX || + fm.end.y - fm.start.y != fm.start.y - y + ) { + return []; + } + } + else { + if ( + fm.start.x - x != pawnShift || + deltaY >= 2 || + (fm.vanish[0].c == color && deltaY == 1) || + (fm.vanish[0].c != color && deltaY == 0) || + fm.end.x - fm.start.x != pawnShift || + fm.end.y - fm.start.y != fm.start.y - y + ) { + return []; + } + } + break; + case V.KNIGHT: + if ( + (deltaX + deltaY != 3 || (deltaX == 0 && deltaY == 0)) || + (fm.end.x - fm.start.x != fm.start.x - x) || + (fm.end.y - fm.start.y != fm.start.y - y) + ) { + return []; + } + break; + case V.KING: + if ( + (deltaX >= 2 || deltaY >= 2) || + (fm.end.x - fm.start.x != fm.start.x - x) || + (fm.end.y - fm.start.y != fm.start.y - y) + ) { + return []; + } + break; + case V.BISHOP: + if (deltaX != deltaY) return []; + break; + case V.ROOK: + if (deltaX != 0 && deltaY != 0) return []; + break; + case V.QUEEN: + if (deltaX != deltaY && deltaX != 0 && deltaY != 0) return []; + break; + } + // Nothing should stand between [x, y] and the square fm.start + let [i, j] = [x + dir[0], y + dir[1]]; + while ( + (i != fm.start.x || j != fm.start.y) && + this.board[i][j] == V.EMPTY + ) { + i += dir[0]; + j += dir[1]; + } + if (i == fm.start.x && j == fm.start.y) + return this.getMovesInDirection([x, y], dir); + } + return []; + } + const getPullExit = () => { + // Piece at subTurn 1 exited: can I be pulled? + // Note: kings cannot suicide, so fm.vanish[0].p is not KING. + // Could be PAWN though, if a pawn was pushed out of board. + if ( + fm.vanish[0].p != V.PAWN && //pawns cannot pull + this.isAprioriValidExit( + [x, y], + [fm.start.x, fm.start.y], + fm.vanish[0].c, + fm.vanish[0].p + ) + ) { + // Seems so: + const dir = this.getNormalizedDirection( + [fm.start.x - x, fm.start.y - y]); + const nbSteps = (fm.vanish[0].p == V.KNIGHT ? 1 : null); + return this.getMovesInDirection([x, y], dir, nbSteps); + } + return []; + }; + const getPullMoves = () => { + if (fm.vanish[0].p == V.PAWN) + // pawns cannot pull + return []; + const dirM = this.getNormalizedDirection( + [fm.end.x - fm.start.x, fm.end.y - fm.start.y]); + const dir = this.getNormalizedDirection( + [fm.start.x - x, fm.start.y - y]); + // Normalized directions should match + if (dir[0] == dirM[0] && dir[1] == dirM[1]) { + // Am I at the right distance? + const deltaX = Math.abs(x - fm.start.x); + const deltaY = Math.abs(y - fm.start.y); + if ( + (fm.vanish[0].p == V.KING && (deltaX > 1 || deltaY > 1)) || + (fm.vanish[0].p == V.KNIGHT && + (deltaX + deltaY != 3 || deltaX == 0 || deltaY == 0)) + ) { + return []; + } + // Nothing should stand between [x, y] and the square fm.start + let [i, j] = [x + dir[0], y + dir[1]]; + while ( + (i != fm.start.x || j != fm.start.y) && + this.board[i][j] == V.EMPTY + ) { + i += dir[0]; + j += dir[1]; + } + if (i == fm.start.x && j == fm.start.y) + return this.getMovesInDirection([x, y], dir); + } + return []; + }; + if (fm.vanish[0].c != color) { + // Only possible action is a push: + if (fm.appear.length == 0) return getPushExit(); + return getPushMoves(); + } + else if (sqCol != color) { + // Only possible action is a pull, considering moving piece abilities + if (fm.appear.length == 0) return getPullExit(); + return getPullMoves(); + } + else { + // My color + my color: both actions possible + // Structure to avoid adding moves twice (can be action & move) + let movesHash = {}; + if (fm.appear.length == 0) { + const pushes = getPushExit(); + pushes.forEach(m => { movesHash[getMoveHash(m)] = true; }); + return ( + pushes.concat(getPullExit().filter(m => !movesHash[getMoveHash(m)])) + ); + } + const pushes = getPushMoves(); + pushes.forEach(m => { movesHash[getMoveHash(m)] = true; }); + return ( + pushes.concat(getPullMoves().filter(m => !movesHash[getMoveHash(m)])) + ); + } + return []; + } + + getSlideNJumpMoves([x, y], steps, oneStep) { + let moves = []; + const c = this.getColor(x, y); + const piece = this.getPiece(x, y); + outerLoop: for (let step of steps) { + let i = x + step[0]; + let j = y + step[1]; + while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { + moves.push(this.getBasicMove([x, y], [i, j])); + if (oneStep) continue outerLoop; + i += step[0]; + j += step[1]; + } + if (V.OnBoard(i, j)) { + if (this.canTake([x, y], [i, j])) + moves.push(this.getBasicMove([x, y], [i, j])); + } + else { + // Add potential board exit (suicide), except for the king + if (piece != V.KING) { + moves.push({ + start: { x: x, y: y}, + end: { x: this.kingPos[c][0], y: this.kingPos[c][1] }, + appear: [], + vanish: [ + new PiPo({ + x: x, + y: y, + c: c, + p: piece + }) + ] + }); + } + } + } + return moves; + } + + // Does m2 un-do m1 ? (to disallow undoing actions) + oppositeMoves(m1, m2) { + const isEqual = (av1, av2) => { + for (let av of av1) { + const avInAv2 = av2.find(elt => { + return ( + elt.x == av.x && + elt.y == av.y && + elt.c == av.c && + elt.p == av.p + ); + }); + if (!avInAv2) return false; + } + return true; + }; + // All appear and vanish arrays must have the same length + const mL = m1.appear.length; + return ( + m2.appear.length == mL && + m1.vanish.length == mL && + m2.vanish.length == mL && + isEqual(m1.appear, m2.vanish) && + isEqual(m1.vanish, m2.appear) + ); + } + + getAmove(move1, move2) { + // Just merge (one is action one is move, one may be empty) + return { + appear: move1.appear.concat(move2.appear), + vanish: move1.vanish.concat(move2.vanish) + } + } + + filterValid(moves) { + const color = this.turn; + const La = this.amoves.length; + if (this.subTurn == 1) { + return moves.filter(m => { + // A move is valid either if it doesn't result in a check, + // or if a second move is possible to counter the check + // (not undoing a potential move + action of the opponent) + this.play(m); + let res = this.underCheck(color); + if (this.subTurn == 2) { + let isOpposite = La > 0 && this.oppositeMoves(this.amoves[La-1], m); + if (res || isOpposite) { + const moves2 = this.getAllPotentialMoves(); + for (let m2 of moves2) { + this.play(m2); + const res2 = this.underCheck(color); + const amove = this.getAmove(m, m2); + isOpposite = + La > 0 && this.oppositeMoves(this.amoves[La-1], amove); + this.undo(m2); + if (!res2 && !isOpposite) { + res = false; + break; + } + } + } + } + this.undo(m); + return !res; + }); + } + if (La == 0) return super.filterValid(moves); + const Lf = this.firstMove.length; + return ( + super.filterValid( + moves.filter(m => { + // Move shouldn't undo another: + const amove = this.getAmove(this.firstMove[Lf-1], m); + return !this.oppositeMoves(this.amoves[La-1], amove); + }) + ) + ); + } + + isAttackedBySlideNJump([x, y], color, piece, steps, oneStep) { + for (let step of steps) { + let rx = x + step[0], + ry = y + step[1]; + while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) { + rx += step[0]; + ry += step[1]; + } + if ( + V.OnBoard(rx, ry) && + this.getPiece(rx, ry) == piece && + this.getColor(rx, ry) == color + ) { + // Continue some steps in the same direction (pull) + rx += step[0]; + ry += step[1]; + while ( + V.OnBoard(rx, ry) && + this.board[rx][ry] == V.EMPTY && + !oneStep + ) { + rx += step[0]; + ry += step[1]; + } + if (!V.OnBoard(rx, ry)) return true; + // Step in the other direction (push) + rx = x - step[0]; + ry = y - step[1]; + while ( + V.OnBoard(rx, ry) && + this.board[rx][ry] == V.EMPTY && + !oneStep + ) { + rx -= step[0]; + ry -= step[1]; + } + if (!V.OnBoard(rx, ry)) return true; + } + } + return false; + } + + isAttackedByPawn([x, y], color) { + // The king can be pushed out by a pawn on last rank or near the edge + const pawnShift = (color == "w" ? 1 : -1); + for (let i of [-1, 1]) { + if ( + V.OnBoard(x + pawnShift, y + i) && + this.board[x + pawnShift][y + i] != V.EMPTY && + this.getPiece(x + pawnShift, y + i) == V.PAWN && + this.getColor(x + pawnShift, y + i) == color + ) { + if (!V.OnBoard(x - pawnShift, y - i)) return true; + } + } + return false; + } + + static OnTheEdge(x, y) { + return (x == 0 || x == 7 || y == 0 || y == 7); + } + + isAttackedByKing([x, y], color) { + // Attacked if I'm on the edge and the opponent king just next, + // but not on the edge. + if (V.OnTheEdge(x, y)) { + for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) { + const [i, j] = [x + step[0], y + step[1]]; + if ( + V.OnBoard(i, j) && + !V.OnTheEdge(i, j) && + this.board[i][j] != V.EMPTY && + this.getPiece(i, j) == V.KING + // NOTE: since only one king of each color, and (x, y) is occupied + // by our king, no need to check other king's color. + ) { + return true; + } + } + } + return false; + } + + // No consideration of color: all pieces could be played + getAllPotentialMoves() { + let potentialMoves = []; + 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) { + Array.prototype.push.apply( + potentialMoves, + this.getPotentialMovesFrom([i, j]) + ); + } + } + } + return potentialMoves; + } + + getEmptyMove() { + return new Move({ + start: { x: -1, y: -1 }, + end: { x: -1, y: -1 }, + appear: [], + vanish: [] + }); + } + + doClick(square) { + // A click to promote a piece on subTurn 2 would trigger this. + // For now it would then return [NaN, NaN] because surrounding squares + // have no IDs in the promotion modal. TODO: improve this? + if (isNaN(square[0])) return null; + // If subTurn == 2 && square is empty && !underCheck && !isOpposite, + // then return an empty move, allowing to "pass" subTurn2 + const La = this.amoves.length; + const Lf = this.firstMove.length; + if ( + this.subTurn == 2 && + this.board[square[0]][square[1]] == V.EMPTY && + !this.underCheck(this.turn) && + (La == 0 || !this.oppositeMoves(this.amoves[La-1], this.firstMove[Lf-1])) + ) { + return this.getEmptyMove(); + } + return null; + } + + play(move) { + if (this.subTurn == 1 && move.vanish.length == 0) { + // Patch to work with old format: (TODO: remove later) + move.ignore = true; + return; + } + const color = this.turn; + move.subTurn = this.subTurn; //for undo + const gotoNext = (mv) => { + const L = this.firstMove.length; + this.amoves.push(this.getAmove(this.firstMove[L-1], mv)); + this.turn = V.GetOppCol(color); + this.subTurn = 1; + this.movesCount++; + }; + move.flags = JSON.stringify(this.aggregateFlags()); + V.PlayOnBoard(this.board, move); + if (this.subTurn == 2) gotoNext(move); + else { + this.subTurn = 2; + this.firstMove.push(move); + this.toNewKingPos(move); + if ( + // Condition is true on empty arrays: + this.getAllPotentialMoves().every(m => { + V.PlayOnBoard(this.board, m); + this.toNewKingPos(m); + const res = this.underCheck(color); + V.UndoOnBoard(this.board, m); + this.toOldKingPos(m); + return res; + }) + ) { + // No valid move at subTurn 2 + gotoNext(this.getEmptyMove()); + } + this.toOldKingPos(move); + } + this.postPlay(move); + } + + toNewKingPos(move) { + for (let a of move.appear) + if (a.p == V.KING) this.kingPos[a.c] = [a.x, a.y]; + } + + postPlay(move) { + if (move.start.x < 0) return; + this.toNewKingPos(move); + this.updateCastleFlags(move); + } + + updateCastleFlags(move) { + const firstRank = { 'w': V.size.x - 1, 'b': 0 }; + for (let v of move.vanish) { + if (v.p == V.KING) this.castleFlags[v.c] = [V.size.y, V.size.y]; + else if (v.x == firstRank[v.c] && this.castleFlags[v.c].includes(v.y)) { + const flagIdx = (v.y == this.castleFlags[v.c][0] ? 0 : 1); + this.castleFlags[v.c][flagIdx] = V.size.y; + } + } + } + + undo(move) { + if (!!move.ignore) return; //TODO: remove that later + this.disaggregateFlags(JSON.parse(move.flags)); + V.UndoOnBoard(this.board, move); + if (this.subTurn == 1) { + this.amoves.pop(); + this.turn = V.GetOppCol(this.turn); + this.movesCount--; + } + if (move.subTurn == 1) this.firstMove.pop(); + this.subTurn = move.subTurn; + this.toOldKingPos(move); + } + + toOldKingPos(move) { + // (Potentially) Reset king position + for (let v of move.vanish) + if (v.p == V.KING) this.kingPos[v.c] = [v.x, v.y]; + } + + getComputerMove() { + let moves = this.getAllValidMoves(); + if (moves.length == 0) return null; + // "Search" at depth 1 for now + const maxeval = V.INFINITY; + const color = this.turn; + const emptyMove = { + start: { x: -1, y: -1 }, + end: { x: -1, y: -1 }, + appear: [], + vanish: [] + }; + moves.forEach(m => { + this.play(m); + if (this.turn != color) m.eval = this.evalPosition(); + else { + m.eval = (color == "w" ? -1 : 1) * maxeval; + const moves2 = this.getAllValidMoves().concat([emptyMove]); + m.next = moves2[0]; + moves2.forEach(m2 => { + this.play(m2); + const score = this.getCurrentScore(); + let mvEval = 0; + if (score != "1/2") { + if (score != "*") mvEval = (score == "1-0" ? 1 : -1) * maxeval; + else mvEval = this.evalPosition(); + } + if ( + (color == 'w' && mvEval > m.eval) || + (color == 'b' && mvEval < m.eval) + ) { + m.eval = mvEval; + m.next = m2; + } + this.undo(m2); + }); + } + this.undo(m); + }); + moves.sort((a, b) => { + return (color == "w" ? 1 : -1) * (b.eval - a.eval); + }); + let candidates = [0]; + for (let i = 1; i < moves.length && moves[i].eval == moves[0].eval; i++) + candidates.push(i); + const mIdx = candidates[randInt(candidates.length)]; + if (!moves[mIdx].next) return moves[mIdx]; + const move2 = moves[mIdx].next; + delete moves[mIdx]["next"]; + return [moves[mIdx], move2]; + } + + getNotation(move) { + if (move.start.x < 0) + // A second move is always required, but may be empty + return "-"; + const initialSquare = V.CoordsToSquare(move.start); + const finalSquare = V.CoordsToSquare(move.end); + if (move.appear.length == 0) + // Pushed or pulled out of the board + return initialSquare + "R"; + return move.appear[0].p.toUpperCase() + initialSquare + finalSquare; + } + +}; diff --git a/variants/Dynamo/complete_rules.html b/variants/Dynamo/complete_rules.html new file mode 100644 index 0000000..68e9cc0 --- /dev/null +++ b/variants/Dynamo/complete_rules.html @@ -0,0 +1,142 @@ + + + Dynamo Rules + + + + +
+

Dynamo Rules

+ +

+ Pieces have the same movement as in orthodox chess, but they cannot + take other pieces in the usual way. Instead of the normal captures, pieces + can pull or push other pieces, potentially off the board. + The goal is to send the enemy king off the board. +

+ +

Each turn, a player has the following options:

+