| 1 | import { ChessRules } from "@/base_rules"; |
| 2 | import { ArrayFun } from "@/utils/array"; |
| 3 | |
| 4 | // NOTE: alternative implementation, probably cleaner = use only 1 board |
| 5 | // TODO? atLeastOneMove() would be more efficient if rewritten here (less sideBoard computations) |
| 6 | export const VariantRules = class AliceRules extends ChessRules { |
| 7 | static get ALICE_PIECES() { |
| 8 | return { |
| 9 | s: "p", |
| 10 | t: "q", |
| 11 | u: "r", |
| 12 | c: "b", |
| 13 | o: "n", |
| 14 | l: "k" |
| 15 | }; |
| 16 | } |
| 17 | static get ALICE_CODES() { |
| 18 | return { |
| 19 | p: "s", |
| 20 | q: "t", |
| 21 | r: "u", |
| 22 | b: "c", |
| 23 | n: "o", |
| 24 | k: "l" |
| 25 | }; |
| 26 | } |
| 27 | |
| 28 | static get PIECES() { |
| 29 | return ChessRules.PIECES.concat(Object.keys(V.ALICE_PIECES)); |
| 30 | } |
| 31 | |
| 32 | getPpath(b) { |
| 33 | return (Object.keys(V.ALICE_PIECES).includes(b[1]) ? "Alice/" : "") + b; |
| 34 | } |
| 35 | |
| 36 | setOtherVariables(fen) { |
| 37 | super.setOtherVariables(fen); |
| 38 | const rows = V.ParseFen(fen).position.split("/"); |
| 39 | if (this.kingPos["w"][0] < 0 || this.kingPos["b"][0] < 0) { |
| 40 | // INIT_COL_XXX won't be required if Alice kings are found (means 'king moved') |
| 41 | for (let i = 0; i < rows.length; i++) { |
| 42 | let k = 0; //column index on board |
| 43 | for (let j = 0; j < rows[i].length; j++) { |
| 44 | switch (rows[i].charAt(j)) { |
| 45 | case "l": |
| 46 | this.kingPos["b"] = [i, k]; |
| 47 | break; |
| 48 | case "L": |
| 49 | this.kingPos["w"] = [i, k]; |
| 50 | break; |
| 51 | default: { |
| 52 | const num = parseInt(rows[i].charAt(j)); |
| 53 | if (!isNaN(num)) k += num - 1; |
| 54 | } |
| 55 | } |
| 56 | k++; |
| 57 | } |
| 58 | } |
| 59 | } |
| 60 | } |
| 61 | |
| 62 | // Return the (standard) color+piece notation at a square for a board |
| 63 | getSquareOccupation(i, j, mirrorSide) { |
| 64 | const piece = this.getPiece(i, j); |
| 65 | if (mirrorSide == 1 && Object.keys(V.ALICE_CODES).includes(piece)) |
| 66 | return this.board[i][j]; |
| 67 | if (mirrorSide == 2 && Object.keys(V.ALICE_PIECES).includes(piece)) |
| 68 | return this.getColor(i, j) + V.ALICE_PIECES[piece]; |
| 69 | return ""; |
| 70 | } |
| 71 | |
| 72 | // Build board of the given (mirror)side |
| 73 | getSideBoard(mirrorSide) { |
| 74 | // Build corresponding board from complete board |
| 75 | let sideBoard = ArrayFun.init(V.size.x, V.size.y, ""); |
| 76 | for (let i = 0; i < V.size.x; i++) { |
| 77 | for (let j = 0; j < V.size.y; j++) |
| 78 | sideBoard[i][j] = this.getSquareOccupation(i, j, mirrorSide); |
| 79 | } |
| 80 | return sideBoard; |
| 81 | } |
| 82 | |
| 83 | // NOTE: castle & enPassant https://www.chessvariants.com/other.dir/alice.html |
| 84 | getPotentialMovesFrom([x, y], sideBoard) { |
| 85 | const pieces = Object.keys(V.ALICE_CODES); |
| 86 | const codes = Object.keys(V.ALICE_PIECES); |
| 87 | const mirrorSide = pieces.includes(this.getPiece(x, y)) ? 1 : 2; |
| 88 | if (!sideBoard) sideBoard = [this.getSideBoard(1), this.getSideBoard(2)]; |
| 89 | const color = this.getColor(x, y); |
| 90 | |
| 91 | // Search valid moves on sideBoard |
| 92 | const saveBoard = this.board; |
| 93 | this.board = sideBoard[mirrorSide - 1]; |
| 94 | const moves = super.getPotentialMovesFrom([x, y]).filter(m => { |
| 95 | // Filter out king moves which result in under-check position on |
| 96 | // current board (before mirror traversing) |
| 97 | let aprioriValid = true; |
| 98 | if (m.appear[0].p == V.KING) { |
| 99 | this.play(m); |
| 100 | if (this.underCheck(color, sideBoard)) aprioriValid = false; |
| 101 | this.undo(m); |
| 102 | } |
| 103 | return aprioriValid; |
| 104 | }); |
| 105 | this.board = saveBoard; |
| 106 | |
| 107 | // Finally filter impossible moves |
| 108 | const res = moves.filter(m => { |
| 109 | if (m.appear.length == 2) { |
| 110 | // Castle: appear[i] must be an empty square on the other board |
| 111 | for (let psq of m.appear) { |
| 112 | if (this.getSquareOccupation(psq.x, psq.y, 3 - mirrorSide) != V.EMPTY) |
| 113 | return false; |
| 114 | } |
| 115 | } else if (this.board[m.end.x][m.end.y] != V.EMPTY) { |
| 116 | // Attempt to capture |
| 117 | const piece = this.getPiece(m.end.x, m.end.y); |
| 118 | if ( |
| 119 | (mirrorSide == 1 && codes.includes(piece)) || |
| 120 | (mirrorSide == 2 && pieces.includes(piece)) |
| 121 | ) { |
| 122 | return false; |
| 123 | } |
| 124 | } |
| 125 | // If the move is computed on board1, m.appear change for Alice pieces. |
| 126 | if (mirrorSide == 1) { |
| 127 | m.appear.forEach(psq => { |
| 128 | // forEach: castling taken into account |
| 129 | psq.p = V.ALICE_CODES[psq.p]; //goto board2 |
| 130 | }); |
| 131 | } |
| 132 | else { |
| 133 | // Move on board2: mark vanishing pieces as Alice |
| 134 | m.vanish.forEach(psq => { |
| 135 | psq.p = V.ALICE_CODES[psq.p]; |
| 136 | }); |
| 137 | } |
| 138 | // Fix en-passant captures |
| 139 | if ( |
| 140 | m.vanish[0].p == V.PAWN && |
| 141 | m.vanish.length == 2 && |
| 142 | this.board[m.end.x][m.end.y] == V.EMPTY |
| 143 | ) { |
| 144 | m.vanish[1].c = V.GetOppCol(this.getColor(x, y)); |
| 145 | // In the special case of en-passant, if |
| 146 | // - board1 takes board2 : vanish[1] --> Alice |
| 147 | // - board2 takes board1 : vanish[1] --> normal |
| 148 | let van = m.vanish[1]; |
| 149 | if (mirrorSide == 1 && codes.includes(this.getPiece(van.x, van.y))) |
| 150 | van.p = V.ALICE_CODES[van.p]; |
| 151 | else if ( |
| 152 | mirrorSide == 2 && |
| 153 | pieces.includes(this.getPiece(van.x, van.y)) |
| 154 | ) |
| 155 | van.p = V.ALICE_PIECES[van.p]; |
| 156 | } |
| 157 | return true; |
| 158 | }); |
| 159 | return res; |
| 160 | } |
| 161 | |
| 162 | filterValid(moves, sideBoard) { |
| 163 | if (moves.length == 0) return []; |
| 164 | if (!sideBoard) sideBoard = [this.getSideBoard(1), this.getSideBoard(2)]; |
| 165 | const color = this.turn; |
| 166 | return moves.filter(m => { |
| 167 | this.playSide(m, sideBoard); //no need to track flags |
| 168 | const res = !this.underCheck(color, sideBoard); |
| 169 | this.undoSide(m, sideBoard); |
| 170 | return res; |
| 171 | }); |
| 172 | } |
| 173 | |
| 174 | getAllValidMoves() { |
| 175 | const color = this.turn; |
| 176 | let potentialMoves = []; |
| 177 | const sideBoard = [this.getSideBoard(1), this.getSideBoard(2)]; |
| 178 | for (var i = 0; i < V.size.x; i++) { |
| 179 | for (var j = 0; j < V.size.y; j++) { |
| 180 | if (this.board[i][j] != V.EMPTY && this.getColor(i, j) == color) { |
| 181 | Array.prototype.push.apply( |
| 182 | potentialMoves, |
| 183 | this.getPotentialMovesFrom([i, j], sideBoard) |
| 184 | ); |
| 185 | } |
| 186 | } |
| 187 | } |
| 188 | return this.filterValid(potentialMoves, sideBoard); |
| 189 | } |
| 190 | |
| 191 | // Play on sideboards [TODO: only one sideBoard required] |
| 192 | playSide(move, sideBoard) { |
| 193 | const pieces = Object.keys(V.ALICE_CODES); |
| 194 | move.vanish.forEach(psq => { |
| 195 | const mirrorSide = pieces.includes(psq.p) ? 1 : 2; |
| 196 | sideBoard[mirrorSide - 1][psq.x][psq.y] = V.EMPTY; |
| 197 | }); |
| 198 | move.appear.forEach(psq => { |
| 199 | const mirrorSide = pieces.includes(psq.p) ? 1 : 2; |
| 200 | const piece = mirrorSide == 1 ? psq.p : V.ALICE_PIECES[psq.p]; |
| 201 | sideBoard[mirrorSide - 1][psq.x][psq.y] = psq.c + piece; |
| 202 | if (piece == V.KING) this.kingPos[psq.c] = [psq.x, psq.y]; |
| 203 | }); |
| 204 | } |
| 205 | |
| 206 | // Undo on sideboards |
| 207 | undoSide(move, sideBoard) { |
| 208 | const pieces = Object.keys(V.ALICE_CODES); |
| 209 | move.appear.forEach(psq => { |
| 210 | const mirrorSide = pieces.includes(psq.p) ? 1 : 2; |
| 211 | sideBoard[mirrorSide - 1][psq.x][psq.y] = V.EMPTY; |
| 212 | }); |
| 213 | move.vanish.forEach(psq => { |
| 214 | const mirrorSide = pieces.includes(psq.p) ? 1 : 2; |
| 215 | const piece = mirrorSide == 1 ? psq.p : V.ALICE_PIECES[psq.p]; |
| 216 | sideBoard[mirrorSide - 1][psq.x][psq.y] = psq.c + piece; |
| 217 | if (piece == V.KING) this.kingPos[psq.c] = [psq.x, psq.y]; |
| 218 | }); |
| 219 | } |
| 220 | |
| 221 | // sideBoard: arg containing both boards (see getAllValidMoves()) |
| 222 | underCheck(color, sideBoard) { |
| 223 | const kp = this.kingPos[color]; |
| 224 | const mirrorSide = sideBoard[0][kp[0]][kp[1]] != V.EMPTY ? 1 : 2; |
| 225 | let saveBoard = this.board; |
| 226 | this.board = sideBoard[mirrorSide - 1]; |
| 227 | let res = this.isAttacked(kp, [V.GetOppCol(color)]); |
| 228 | this.board = saveBoard; |
| 229 | return res; |
| 230 | } |
| 231 | |
| 232 | getCheckSquares(color) { |
| 233 | const pieces = Object.keys(V.ALICE_CODES); |
| 234 | const kp = this.kingPos[color]; |
| 235 | const mirrorSide = pieces.includes(this.getPiece(kp[0], kp[1])) ? 1 : 2; |
| 236 | let sideBoard = this.getSideBoard(mirrorSide); |
| 237 | let saveBoard = this.board; |
| 238 | this.board = sideBoard; |
| 239 | let res = this.isAttacked(this.kingPos[color], [V.GetOppCol(color)]) |
| 240 | ? [JSON.parse(JSON.stringify(this.kingPos[color]))] |
| 241 | : []; |
| 242 | this.board = saveBoard; |
| 243 | return res; |
| 244 | } |
| 245 | |
| 246 | updateVariables(move) { |
| 247 | super.updateVariables(move); //standard king |
| 248 | const piece = move.vanish[0].p; |
| 249 | const c = move.vanish[0].c; |
| 250 | // "l" = Alice king |
| 251 | if (piece == "l") { |
| 252 | this.kingPos[c][0] = move.appear[0].x; |
| 253 | this.kingPos[c][1] = move.appear[0].y; |
| 254 | this.castleFlags[c] = [false, false]; |
| 255 | } |
| 256 | } |
| 257 | |
| 258 | unupdateVariables(move) { |
| 259 | super.unupdateVariables(move); |
| 260 | const c = move.vanish[0].c; |
| 261 | if (move.vanish[0].p == "l") this.kingPos[c] = [move.start.x, move.start.y]; |
| 262 | } |
| 263 | |
| 264 | getCurrentScore() { |
| 265 | if (this.atLeastOneMove()) |
| 266 | // game not over |
| 267 | return "*"; |
| 268 | |
| 269 | const pieces = Object.keys(V.ALICE_CODES); |
| 270 | const color = this.turn; |
| 271 | const kp = this.kingPos[color]; |
| 272 | const mirrorSide = pieces.includes(this.getPiece(kp[0], kp[1])) ? 1 : 2; |
| 273 | let sideBoard = this.getSideBoard(mirrorSide); |
| 274 | let saveBoard = this.board; |
| 275 | this.board = sideBoard; |
| 276 | let res = "*"; |
| 277 | if (!this.isAttacked(this.kingPos[color], [V.GetOppCol(color)])) |
| 278 | res = "1/2"; |
| 279 | else res = color == "w" ? "0-1" : "1-0"; |
| 280 | this.board = saveBoard; |
| 281 | return res; |
| 282 | } |
| 283 | |
| 284 | static get VALUES() { |
| 285 | return Object.assign( |
| 286 | { |
| 287 | s: 1, |
| 288 | u: 5, |
| 289 | o: 3, |
| 290 | c: 3, |
| 291 | t: 9, |
| 292 | l: 1000 |
| 293 | }, |
| 294 | ChessRules.VALUES |
| 295 | ); |
| 296 | } |
| 297 | |
| 298 | static get SEARCH_DEPTH() { |
| 299 | return 2; |
| 300 | } |
| 301 | |
| 302 | getNotation(move) { |
| 303 | if (move.appear.length == 2 && move.appear[0].p == V.KING) { |
| 304 | if (move.end.y < move.start.y) return "0-0-0"; |
| 305 | return "0-0"; |
| 306 | } |
| 307 | |
| 308 | const finalSquare = V.CoordsToSquare(move.end); |
| 309 | const piece = this.getPiece(move.start.x, move.start.y); |
| 310 | |
| 311 | const captureMark = move.vanish.length > move.appear.length ? "x" : ""; |
| 312 | let pawnMark = ""; |
| 313 | if (["p", "s"].includes(piece) && captureMark.length == 1) |
| 314 | pawnMark = V.CoordToColumn(move.start.y); //start column |
| 315 | |
| 316 | // Piece or pawn movement |
| 317 | let notation = piece.toUpperCase() + pawnMark + captureMark + finalSquare; |
| 318 | if (["s", "p"].includes(piece) && !["s", "p"].includes(move.appear[0].p)) { |
| 319 | // Promotion |
| 320 | notation += "=" + move.appear[0].p.toUpperCase(); |
| 321 | } |
| 322 | return notation; |
| 323 | } |
| 324 | }; |