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2a8a94c9 BA |
1 | import { ArrayFun } from "@/utils/array"; |
2 | import { randInt, shuffle } from "@/utils/alea"; | |
3 | import { ChessRules, PiPo, Move } from "@/base_rules"; | |
4 | ||
5 | export const VariantRules = class EightpiecesRules extends ChessRules { | |
6 | static get JAILER() { | |
7 | return "j"; | |
8 | } | |
9 | static get SENTRY() { | |
10 | return "s"; | |
11 | } | |
12 | static get LANCER() { | |
13 | return "l"; | |
14 | } | |
15 | ||
16 | static get PIECES() { | |
17 | return ChessRules.PIECES.concat([V.JAILER, V.SENTRY, V.LANCER]); | |
18 | } | |
19 | ||
28b32b4f BA |
20 | static get LANCER_DIRS() { |
21 | return { | |
22 | 'c': [-1, 0], //north | |
23 | 'd': [-1, 1], //N-E | |
24 | 'e': [0, 1], //east | |
25 | 'f': [1, 1], //S-E | |
26 | 'g': [1, 0], //south | |
27 | 'h': [1, -1], //S-W | |
28 | 'm': [0, -1], //west | |
29 | 'o': [-1, -1] //N-W | |
30 | }; | |
31 | } | |
32 | ||
33 | getPiece(i, j) { | |
34 | const piece = this.board[i][j].charAt(1); | |
35 | // Special lancer case: 8 possible orientations | |
36 | if (Object.keys(V.LANCER_DIRS).includes(piece)) return V.LANCER; | |
37 | return piece; | |
38 | } | |
39 | ||
2a8a94c9 | 40 | getPpath(b) { |
90e814b6 BA |
41 | if ([V.JAILER, V.SENTRY].concat(Object.keys(V.LANCER_DIRS)).includes(b[1])) |
42 | return "Eightpieces/" + b; | |
43 | return b; | |
44 | } | |
45 | ||
46 | static ParseFen(fen) { | |
47 | const fenParts = fen.split(" "); | |
48 | return Object.assign(ChessRules.ParseFen(fen), { | |
6b7b2cf7 | 49 | sentrypush: fenParts[5] |
90e814b6 BA |
50 | }); |
51 | } | |
52 | ||
53 | getFen() { | |
6b7b2cf7 | 54 | return super.getFen() + " " + this.getSentrypushFen(); |
90e814b6 BA |
55 | } |
56 | ||
57 | getFenForRepeat() { | |
6b7b2cf7 | 58 | return super.getFenForRepeat() + "_" + this.getSentrypushFen(); |
90e814b6 BA |
59 | } |
60 | ||
6b7b2cf7 BA |
61 | getSentrypushFen() { |
62 | const L = this.sentryPush.length; | |
63 | if (!this.sentryPush[L-1]) return "-"; | |
90e814b6 | 64 | let res = ""; |
6b7b2cf7 | 65 | this.sentryPush[L-1].forEach(coords => |
90e814b6 BA |
66 | res += V.CoordsToSquare(coords) + ","); |
67 | return res.slice(0, -1); | |
2a8a94c9 BA |
68 | } |
69 | ||
28b32b4f BA |
70 | setOtherVariables(fen) { |
71 | super.setOtherVariables(fen); | |
72 | // subTurn == 2 only when a sentry moved, and is about to push something | |
73 | this.subTurn = 1; | |
74 | // Stack pieces' forbidden squares after a sentry move at each turn | |
90e814b6 | 75 | const parsedFen = V.ParseFen(fen); |
6b7b2cf7 | 76 | if (parsedFen.sentrypush == "-") this.sentryPush = [null]; |
90e814b6 | 77 | else { |
6b7b2cf7 BA |
78 | this.sentryPush = [ |
79 | parsedFen.sentrypush.split(",").map(sq => { | |
90e814b6 BA |
80 | return V.SquareToCoords(sq); |
81 | }) | |
82 | ]; | |
83 | } | |
2a8a94c9 BA |
84 | } |
85 | ||
28b32b4f BA |
86 | canTake([x1,y1], [x2, y2]) { |
87 | if (this.subTurn == 2) | |
88 | // Sentry push: pieces can capture own color (only) | |
89 | return this.getColor(x1, y1) == this.getColor(x2, y2); | |
90 | return super.canTake([x1,y1], [x2, y2]); | |
2a8a94c9 BA |
91 | } |
92 | ||
93 | static GenRandInitFen(randomness) { | |
6b7b2cf7 | 94 | // TODO: special conditions for 960 |
90e814b6 | 95 | return "jsfqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JSDQKBNR w 0 1111 - -"; |
2a8a94c9 BA |
96 | } |
97 | ||
90e814b6 | 98 | // Scan kings, rooks and jailers |
28b32b4f | 99 | scanKingsRooks(fen) { |
90e814b6 BA |
100 | this.INIT_COL_KING = { w: -1, b: -1 }; |
101 | this.INIT_COL_ROOK = { w: -1, b: -1 }; | |
102 | this.INIT_COL_JAILER = { w: -1, b: -1 }; | |
28b32b4f BA |
103 | this.kingPos = { w: [-1, -1], b: [-1, -1] }; |
104 | const fenRows = V.ParseFen(fen).position.split("/"); | |
90e814b6 | 105 | const startRow = { 'w': V.size.x - 1, 'b': 0 }; |
28b32b4f | 106 | for (let i = 0; i < fenRows.length; i++) { |
90e814b6 | 107 | let k = 0; |
28b32b4f BA |
108 | for (let j = 0; j < fenRows[i].length; j++) { |
109 | switch (fenRows[i].charAt(j)) { | |
110 | case "k": | |
28b32b4f | 111 | this.kingPos["b"] = [i, k]; |
90e814b6 | 112 | this.INIT_COL_KING["b"] = k; |
28b32b4f BA |
113 | break; |
114 | case "K": | |
28b32b4f | 115 | this.kingPos["w"] = [i, k]; |
90e814b6 BA |
116 | this.INIT_COL_KING["w"] = k; |
117 | break; | |
118 | case "r": | |
119 | if (i == startRow['b'] && this.INIT_COL_ROOK["b"] < 0) | |
120 | this.INIT_COL_ROOK["b"] = k; | |
121 | break; | |
122 | case "R": | |
123 | if (i == startRow['w'] && this.INIT_COL_ROOK["w"] < 0) | |
124 | this.INIT_COL_ROOK["w"] = k; | |
125 | break; | |
126 | case "j": | |
127 | if (i == startRow['b'] && this.INIT_COL_JAILER["b"] < 0) | |
128 | this.INIT_COL_JAILER["b"] = k; | |
129 | break; | |
130 | case "J": | |
131 | if (i == startRow['w'] && this.INIT_COL_JAILER["w"] < 0) | |
132 | this.INIT_COL_JAILER["w"] = k; | |
28b32b4f BA |
133 | break; |
134 | default: { | |
135 | const num = parseInt(fenRows[i].charAt(j)); | |
136 | if (!isNaN(num)) k += num - 1; | |
137 | } | |
138 | } | |
139 | k++; | |
140 | } | |
141 | } | |
2a8a94c9 BA |
142 | } |
143 | ||
6b7b2cf7 BA |
144 | // Is piece on square (x,y) immobilized? |
145 | isImmobilized([x, y]) { | |
146 | const color = this.getColor(x, y); | |
147 | const oppCol = V.GetOppCol(color); | |
148 | for (let step of V.steps[V.ROOK]) { | |
149 | const [i, j] = [x + step[0], y + step[1]]; | |
150 | if ( | |
151 | V.OnBoard(i, j) && | |
152 | this.board[i][j] != V.EMPTY && | |
153 | this.getColor(i, j) == oppCol | |
154 | ) { | |
155 | const oppPiece = this.getPiece(i, j); | |
156 | if (oppPiece == V.JAILER) return [i, j]; | |
157 | } | |
158 | } | |
159 | return null; | |
160 | } | |
161 | ||
162 | getPotentialMovesFrom_aux([x, y]) { | |
163 | switch (this.getPiece(x, y)) { | |
164 | case V.JAILER: | |
165 | return this.getPotentialJailerMoves([x, y]); | |
166 | case V.SENTRY: | |
167 | return this.getPotentialSentryMoves([x, y]); | |
13102cab | 168 | case V.LANCER: |
6b7b2cf7 BA |
169 | return this.getPotentialLancerMoves([x, y]); |
170 | default: | |
171 | return super.getPotentialMovesFrom([x, y]); | |
172 | } | |
173 | } | |
174 | ||
28b32b4f | 175 | getPotentialMovesFrom([x,y]) { |
6b7b2cf7 BA |
176 | if (this.subTurn == 1) { |
177 | if (!!this.isImmobilized([x, y])) return []; | |
178 | return this.getPotentialMovesFrom_aux([x, y]); | |
179 | } | |
180 | // subTurn == 2: only the piece pushed by the sentry is allowed to move, | |
181 | // as if the sentry didn't exist | |
182 | if (x != this.sentryPos.x && y != this.sentryPos.y) return []; | |
183 | return this.getPotentialMovesFrom_aux([x,y]); | |
184 | } | |
185 | ||
186 | getAllValidMoves() { | |
13102cab | 187 | let moves = super.getAllValidMoves().filter(m => { |
6b7b2cf7 | 188 | // Remove jailer captures |
13102cab BA |
189 | return m.vanish[0].p != V.JAILER || m.vanish.length == 1; |
190 | }); | |
6b7b2cf7 BA |
191 | const L = this.sentryPush.length; |
192 | if (!!this.sentryPush[L-1] && this.subTurn == 1) { | |
193 | // Delete moves walking back on sentry push path | |
194 | moves = moves.filter(m => { | |
195 | if ( | |
196 | m.vanish[0].p != V.PAWN && | |
197 | this.sentryPush[L-1].some(sq => sq.x == m.end.x && sq.y == m.end.y) | |
198 | ) { | |
199 | return false; | |
200 | } | |
201 | return true; | |
202 | }); | |
203 | } | |
204 | return moves; | |
205 | } | |
206 | ||
207 | filterValid(moves) { | |
208 | // Disable check tests when subTurn == 2, because the move isn't finished | |
209 | if (this.subTurn == 2) return moves; | |
210 | return super.filterValid(moves); | |
211 | } | |
212 | ||
213 | getPotentialLancerMoves([x, y]) { | |
214 | // TODO: add all lancer possible orientations same as pawn promotions, | |
215 | // except if just after a push: allow all movements from init square then | |
216 | return []; | |
217 | } | |
218 | ||
219 | getPotentialSentryMoves([x, y]) { | |
220 | // The sentry moves a priori like a bishop: | |
221 | let moves = super.getPotentialBishopMoves([x, y]); | |
222 | // ...but captures are replaced by special move | |
223 | // "appear = [], vanish = init square" to let the pushed piece move then. | |
224 | // TODO | |
225 | } | |
226 | ||
227 | getPotentialJailerMoves([x, y]) { | |
228 | // Captures are removed afterward: | |
229 | return super.getPotentialRookMoves([x, y]); | |
230 | } | |
231 | ||
232 | getPotentialKingMoves([x, y]) { | |
233 | let moves = super.getPotentialKingMoves([x, y]); | |
234 | // Augment with pass move is the king is immobilized: | |
235 | const jsq = this.isImmobilized([x, y]); | |
236 | if (!!jsq) { | |
13102cab BA |
237 | moves.push( |
238 | new Move({ | |
239 | appear: [], | |
240 | vanish: [], | |
241 | start: { x: x, y: y }, | |
242 | end: { x: jsq[0], y: jsq[1] } | |
243 | }) | |
244 | ); | |
6b7b2cf7 BA |
245 | } |
246 | return moves; | |
2a8a94c9 BA |
247 | } |
248 | ||
90e814b6 BA |
249 | // Adapted: castle with jailer possible |
250 | getCastleMoves([x, y]) { | |
251 | const c = this.getColor(x, y); | |
252 | const firstRank = (c == "w" ? V.size.x - 1 : 0); | |
253 | if (x != firstRank || y != this.INIT_COL_KING[c]) | |
254 | return []; | |
255 | ||
256 | const oppCol = V.GetOppCol(c); | |
257 | let moves = []; | |
258 | let i = 0; | |
259 | // King, then rook or jailer: | |
260 | const finalSquares = [ | |
261 | [2, 3], | |
262 | [V.size.y - 2, V.size.y - 3] | |
263 | ]; | |
264 | castlingCheck: for ( | |
265 | let castleSide = 0; | |
266 | castleSide < 2; | |
267 | castleSide++ | |
268 | ) { | |
269 | if (!this.castleFlags[c][castleSide]) continue; | |
270 | // Rook (or jailer) and king are on initial position | |
271 | ||
272 | const finDist = finalSquares[castleSide][0] - y; | |
273 | let step = finDist / Math.max(1, Math.abs(finDist)); | |
274 | i = y; | |
275 | do { | |
276 | if ( | |
277 | this.isAttacked([x, i], [oppCol]) || | |
278 | (this.board[x][i] != V.EMPTY && | |
279 | (this.getColor(x, i) != c || | |
280 | ![V.KING, V.ROOK].includes(this.getPiece(x, i)))) | |
281 | ) { | |
282 | continue castlingCheck; | |
283 | } | |
284 | i += step; | |
285 | } while (i != finalSquares[castleSide][0]); | |
286 | ||
287 | step = castleSide == 0 ? -1 : 1; | |
288 | const rookOrJailerPos = | |
289 | castleSide == 0 | |
290 | ? Math.min(this.INIT_COL_ROOK[c], this.INIT_COL_JAILER[c]) | |
291 | : Math.max(this.INIT_COL_ROOK[c], this.INIT_COL_JAILER[c]); | |
292 | for (i = y + step; i != rookOrJailerPos; i += step) | |
293 | if (this.board[x][i] != V.EMPTY) continue castlingCheck; | |
294 | ||
295 | // Nothing on final squares, except maybe king and castling rook or jailer? | |
296 | for (i = 0; i < 2; i++) { | |
297 | if ( | |
298 | this.board[x][finalSquares[castleSide][i]] != V.EMPTY && | |
299 | this.getPiece(x, finalSquares[castleSide][i]) != V.KING && | |
300 | finalSquares[castleSide][i] != rookOrJailerPos | |
301 | ) { | |
302 | continue castlingCheck; | |
303 | } | |
304 | } | |
305 | ||
306 | // If this code is reached, castle is valid | |
307 | const castlingPiece = this.getPiece(firstRank, rookOrJailerPos); | |
308 | moves.push( | |
309 | new Move({ | |
310 | appear: [ | |
311 | new PiPo({ x: x, y: finalSquares[castleSide][0], p: V.KING, c: c }), | |
312 | new PiPo({ x: x, y: finalSquares[castleSide][1], p: castlingPiece, c: c }) | |
313 | ], | |
314 | vanish: [ | |
315 | new PiPo({ x: x, y: y, p: V.KING, c: c }), | |
316 | new PiPo({ x: x, y: rookOrJailerPos, p: castlingPiece, c: c }) | |
317 | ], | |
318 | end: | |
319 | Math.abs(y - rookOrJailerPos) <= 2 | |
320 | ? { x: x, y: rookOrJailerPos } | |
321 | : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } | |
322 | }) | |
323 | ); | |
324 | } | |
325 | ||
326 | return moves; | |
2a8a94c9 BA |
327 | } |
328 | ||
28b32b4f | 329 | updateVariables(move) { |
90e814b6 BA |
330 | super.updateVariables(move); |
331 | if (this.subTurn == 2) { | |
332 | // A piece is pushed: | |
333 | // TODO: push array of squares between start and end of move, included | |
334 | // (except if it's a pawn) | |
6b7b2cf7 | 335 | this.sentryPush.push([]); //TODO |
90e814b6 BA |
336 | this.subTurn = 1; |
337 | } else { | |
6b7b2cf7 | 338 | if (move.appear.length == 0 && move.vanish.length == 1) { |
90e814b6 BA |
339 | // Special sentry move: subTurn <- 2, and then move pushed piece |
340 | this.subTurn = 2; | |
341 | } | |
342 | // Else: normal move. | |
343 | } | |
2a8a94c9 BA |
344 | } |
345 | ||
90e814b6 BA |
346 | play(move) { |
347 | move.flags = JSON.stringify(this.aggregateFlags()); | |
348 | this.epSquares.push(this.getEpSquare(move)); | |
349 | V.PlayOnBoard(this.board, move); | |
350 | // TODO: turn changes only if not a sentry push or subTurn == 2 | |
351 | //this.turn = V.GetOppCol(this.turn); | |
352 | this.movesCount++; | |
353 | this.updateVariables(move); | |
354 | } | |
2a8a94c9 | 355 | |
90e814b6 BA |
356 | undo(move) { |
357 | this.epSquares.pop(); | |
358 | this.disaggregateFlags(JSON.parse(move.flags)); | |
359 | V.UndoOnBoard(this.board, move); | |
360 | // TODO: here too, take care of turn. If undoing when subTurn == 2, | |
361 | // do not change turn (this shouldn't happen anyway). | |
362 | // ==> normal undo() should be ok. | |
363 | //this.turn = V.GetOppCol(this.turn); | |
364 | this.movesCount--; | |
365 | this.unupdateVariables(move); | |
366 | } | |
2a8a94c9 BA |
367 | |
368 | static get VALUES() { | |
369 | return Object.assign( | |
28b32b4f | 370 | { l: 4.8, s: 2.8, j: 3.8 }, //Jeff K. estimations |
2a8a94c9 BA |
371 | ChessRules.VALUES |
372 | ); | |
373 | } | |
6b7b2cf7 BA |
374 | |
375 | getNotation(move) { | |
376 | // Special case "king takes jailer" is a pass move | |
377 | if (move.appear.length == 0 && move.vanish.length == 0) return "pass"; | |
378 | return super.getNotation(move); | |
379 | } | |
2a8a94c9 | 380 | }; |