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68971030 BA |
1 | import { ChessRules, Move } from "@/base_rules"; |
2 | import { randInt } from "@/utils/alea"; | |
3 | ||
4 | export class DiceRules extends ChessRules { | |
5 | static get CanAnalyze() { | |
0ada7ac5 | 6 | return false; |
68971030 BA |
7 | } |
8 | ||
9 | doClick(square) { | |
10 | if ( | |
11 | this.subTurn == 2 || | |
12 | isNaN(square[0]) || | |
13 | this.board[square[0]][square[1]] != V.EMPTY | |
14 | ) { | |
15 | return null; | |
16 | } | |
17 | // Announce the piece' type to be played: | |
18 | return this.getRandPieceMove(); | |
19 | } | |
20 | ||
21 | getPotentialMovesFrom([x, y]) { | |
0ada7ac5 | 22 | if (this.subTurn == 1) return []; |
68971030 | 23 | const L = this.p2play.length; |
0ada7ac5 BA |
24 | const piece = this.getPiece(x, y); |
25 | if (piece == V.PAWN && this.p2play[L-1] != V.PAWN) { | |
26 | // The piece must be a pawn about to promote. | |
27 | const color = this.turn; | |
28 | const beforeLastRank = (color == 'w' ? 1 : 0); | |
29 | const forward = (color == 'w' ? -1 : 1); | |
30 | let moves = []; | |
31 | if (this.board[x + forward][y] == V.EMPTY) { | |
32 | moves.push( | |
33 | this.getBasicMove( | |
34 | [x, y], [x + forward], { c: color, p: this.p2play[L-1] }) | |
35 | ); | |
36 | } | |
37 | for (let shift of [-1, 1]) { | |
38 | const [i, j] = [x + forward, y + shift]; | |
39 | if ( | |
40 | V.OnBoard(i, j) && | |
41 | this.board[i][j] != V.EMPTY && | |
42 | this.getColor(i, j) != color | |
43 | ) { | |
44 | moves.push( | |
45 | this.getBasicMove( | |
46 | [x, y], [i, j], { c: color, p: this.p2play[L-1] }) | |
47 | ); | |
48 | } | |
49 | } | |
50 | return moves; | |
51 | } | |
52 | if (piece != this.p2play[L-1]) | |
68971030 | 53 | // The piece type must match last p2play |
68971030 | 54 | return []; |
68971030 BA |
55 | return super.getPotentialMovesFrom([x, y]); |
56 | } | |
57 | ||
58 | setOtherVariables(fen) { | |
59 | super.setOtherVariables(fen); | |
60 | this.p2play = []; | |
61 | this.subTurn = 1; | |
62 | } | |
63 | ||
64 | filterValid(moves) { | |
65 | return moves; | |
66 | } | |
67 | ||
68 | getCheckSquares() { | |
69 | return []; | |
70 | } | |
71 | ||
72 | getCurrentScore() { | |
73 | const color = this.turn; | |
74 | if (this.kingPos[color][0] < 0) return (color == 'w' ? "0-1" : "1-0"); | |
75 | return "*"; | |
76 | } | |
77 | ||
78 | play(move) { | |
79 | if (this.subTurn == 1) { | |
80 | this.subTurn = 2; | |
81 | this.p2play.push(move.appear[0].p); | |
82 | return; | |
83 | } | |
84 | // Subturn == 2 means the (dice-constrained) move is played | |
85 | move.flags = JSON.stringify(this.aggregateFlags()); | |
86 | V.PlayOnBoard(this.board, move); | |
87 | this.epSquares.push(this.getEpSquare(move)); | |
88 | this.movesCount++; | |
89 | this.turn = V.GetOppCol(this.turn); | |
90 | this.subTurn = 1; | |
91 | this.postPlay(move); | |
92 | } | |
93 | ||
94 | postPlay(move) { | |
95 | if (move.vanish.length == 2 && move.vanish[1].p == V.KING) | |
96 | this.kingPos[move.vanish[1].c] = [-1, -1]; | |
97 | // Castle flags for captured king won't be updated (not important...) | |
98 | super.postPlay(move); | |
99 | } | |
100 | ||
101 | undo(move) { | |
102 | if (this.subTurn == 2) { | |
103 | this.subTurn = 1; | |
104 | this.p2play.pop(); | |
105 | return; | |
106 | } | |
107 | this.disaggregateFlags(JSON.parse(move.flags)); | |
108 | V.UndoOnBoard(this.board, move); | |
109 | this.epSquares.pop(); | |
110 | this.movesCount--; | |
111 | this.turn = V.GetOppCol(this.turn); | |
112 | this.subTurn = 2; | |
113 | this.postUndo(move); | |
114 | } | |
115 | ||
116 | postUndo(move) { | |
117 | if (move.vanish.length == 2 && move.vanish[1].p == V.KING) | |
118 | this.kingPos[move.vanish[1].c] = [move.vanish[1].x, move.vanish[1].y]; | |
119 | super.postUndo(move); | |
120 | } | |
121 | ||
122 | getRandPieceMove() { | |
123 | // For current turn, find pieces which can move and roll a dice | |
124 | let canMove = {}; | |
125 | const color = this.turn; | |
126 | for (let i=0; i<8; i++) { | |
127 | for (let j=0; j<8; j++) { | |
128 | if (this.board[i][j] != V.EMPTY && this.getColor(i, j) == color) { | |
129 | const piece = this.getPiece(i, j); | |
130 | if ( | |
131 | !canMove[piece] && | |
132 | super.getPotentialMovesFrom([i, j]).length > 0 | |
133 | ) { | |
134 | canMove[piece] = [i, j]; | |
135 | } | |
136 | } | |
137 | } | |
138 | } | |
139 | const options = Object.keys(canMove); | |
140 | const randPiece = options[randInt(options.length)]; | |
141 | return ( | |
142 | new Move({ | |
143 | appear: [{ p: randPiece }], | |
144 | vanish: [], | |
145 | start: { x: -1, y: -1 }, | |
146 | end: { x: canMove[randPiece][0], y: canMove[randPiece][1] } | |
147 | }) | |
148 | ); | |
149 | } | |
150 | ||
151 | // Random mover | |
152 | getComputerMove() { | |
153 | const toPlay = this.getRandPieceMove(); | |
154 | this.play(toPlay); | |
155 | const moves = this.getAllValidMoves(); | |
156 | const choice = moves[randInt(moves.length)]; | |
157 | this.undo(toPlay); | |
158 | return [toPlay, choice]; | |
159 | } | |
160 | ||
161 | getNotation(move) { | |
162 | if (this.subTurn == 1) return move.appear[0].p.toUpperCase(); | |
163 | return super.getNotation(move); | |
164 | } | |
165 | }; |