| 1 | import { ChessRules } from "@/base_rules"; |
| 2 | import { randInt, shuffle } from "@/utils/alea"; |
| 3 | import { ArrayFun } from "@/utils/array"; |
| 4 | |
| 5 | export class AmbiguousRules extends ChessRules { |
| 6 | |
| 7 | static get HasFlags() { |
| 8 | return false; |
| 9 | } |
| 10 | |
| 11 | setOtherVariables(fen) { |
| 12 | super.setOtherVariables(fen); |
| 13 | if (this.movesCount == 0) this.subTurn = 2; |
| 14 | else this.subTurn = 1; |
| 15 | } |
| 16 | |
| 17 | // Subturn 1: play a move for the opponent on the designated square. |
| 18 | // Subturn 2: play a move for me (which just indicate a square). |
| 19 | getPotentialMovesFrom([x, y]) { |
| 20 | const color = this.turn; |
| 21 | const oppCol = V.GetOppCol(color); |
| 22 | if (this.subTurn == 2) { |
| 23 | // Just play a normal move (which in fact only indicate a square) |
| 24 | let movesHash = {}; |
| 25 | return ( |
| 26 | super.getPotentialMovesFrom([x, y]) |
| 27 | .filter(m => { |
| 28 | // Filter promotions: keep only one, since no choice now. |
| 29 | if (m.appear[0].p != m.vanish[0].p) { |
| 30 | const hash = V.CoordsToSquare(m.start) + V.CoordsToSquare(m.end); |
| 31 | if (!movesHash[hash]) { |
| 32 | movesHash[hash] = true; |
| 33 | return true; |
| 34 | } |
| 35 | return false; |
| 36 | } |
| 37 | return true; |
| 38 | }) |
| 39 | .map(m => { |
| 40 | if (m.vanish.length == 1) m.appear[0].p = V.GOAL; |
| 41 | else m.appear[0].p = V.TARGET_CODE[m.vanish[1].p]; |
| 42 | m.appear[0].c = oppCol; |
| 43 | m.vanish.shift(); |
| 44 | return m; |
| 45 | }) |
| 46 | ); |
| 47 | } |
| 48 | // At subTurn == 1, play a targeted move for opponent |
| 49 | // Search for target (we could also have it in a stack...) |
| 50 | let target = { x: -1, y: -1 }; |
| 51 | outerLoop: for (let i = 0; i < V.size.x; i++) { |
| 52 | for (let j = 0; j < V.size.y; j++) { |
| 53 | if (this.board[i][j] != V.EMPTY) { |
| 54 | const piece = this.board[i][j][1]; |
| 55 | if ( |
| 56 | piece == V.GOAL || |
| 57 | Object.keys(V.TARGET_DECODE).includes(piece) |
| 58 | ) { |
| 59 | target = { x: i, y: j}; |
| 60 | break outerLoop; |
| 61 | } |
| 62 | } |
| 63 | } |
| 64 | } |
| 65 | // TODO: could be more efficient than generating all moves. |
| 66 | this.turn = oppCol; |
| 67 | const emptyTarget = (this.board[target.x][target.y][1] == V.GOAL); |
| 68 | if (emptyTarget) this.board[target.x][target.y] = V.EMPTY; |
| 69 | let moves = super.getPotentialMovesFrom([x, y]); |
| 70 | if (emptyTarget) { |
| 71 | this.board[target.x][target.y] = color + V.GOAL; |
| 72 | moves.forEach(m => { |
| 73 | m.vanish.push({ |
| 74 | x: target.x, |
| 75 | y: target.y, |
| 76 | c: color, |
| 77 | p: V.GOAL |
| 78 | }); |
| 79 | }); |
| 80 | } |
| 81 | this.turn = color; |
| 82 | return moves.filter(m => m.end.x == target.x && m.end.y == target.y); |
| 83 | } |
| 84 | |
| 85 | canIplay(side, [x, y]) { |
| 86 | const color = this.getColor(x, y); |
| 87 | return ( |
| 88 | (this.subTurn == 1 && color != side) || |
| 89 | (this.subTurn == 2 && color == side) |
| 90 | ); |
| 91 | } |
| 92 | |
| 93 | getPpath(b) { |
| 94 | if (b[1] == V.GOAL || Object.keys(V.TARGET_DECODE).includes(b[1])) |
| 95 | return "Ambiguous/" + b; |
| 96 | return b; |
| 97 | } |
| 98 | |
| 99 | // Code for empty square target |
| 100 | static get GOAL() { |
| 101 | return 'g'; |
| 102 | } |
| 103 | |
| 104 | static get TARGET_DECODE() { |
| 105 | return { |
| 106 | 's': 'p', |
| 107 | 't': 'q', |
| 108 | 'u': 'r', |
| 109 | 'o': 'n', |
| 110 | 'c': 'b', |
| 111 | 'l': 'k' |
| 112 | }; |
| 113 | } |
| 114 | |
| 115 | static get TARGET_CODE() { |
| 116 | return { |
| 117 | 'p': 's', |
| 118 | 'q': 't', |
| 119 | 'r': 'u', |
| 120 | 'n': 'o', |
| 121 | 'b': 'c', |
| 122 | 'k': 'l' |
| 123 | }; |
| 124 | } |
| 125 | |
| 126 | static get PIECES() { |
| 127 | return ( |
| 128 | ChessRules.PIECES.concat(Object.keys(V.TARGET_DECODE)).concat([V.GOAL]) |
| 129 | ); |
| 130 | } |
| 131 | |
| 132 | getAllPotentialMoves() { |
| 133 | const color = this.turn; |
| 134 | let potentialMoves = []; |
| 135 | for (let i = 0; i < V.size.x; i++) { |
| 136 | for (let j = 0; j < V.size.y; j++) { |
| 137 | const colIJ = this.getColor(i, j); |
| 138 | if ( |
| 139 | this.board[i][j] != V.EMPTY && |
| 140 | ( |
| 141 | (this.subTurn == 2 && colIJ == color) || |
| 142 | ( |
| 143 | this.subTurn == 1 && colIJ != color && |
| 144 | this.board[i][j][1] != V.GOAL && |
| 145 | !(Object.keys(V.TARGET_DECODE).includes(this.board[i][j][1])) |
| 146 | ) |
| 147 | ) |
| 148 | ) { |
| 149 | Array.prototype.push.apply( |
| 150 | potentialMoves, |
| 151 | this.getPotentialMovesFrom([i, j]) |
| 152 | ); |
| 153 | } |
| 154 | } |
| 155 | } |
| 156 | return potentialMoves; |
| 157 | } |
| 158 | |
| 159 | atLeastOneMove() { |
| 160 | // Since there are no checks this seems true (same as for Magnetic...) |
| 161 | return true; |
| 162 | } |
| 163 | |
| 164 | filterValid(moves) { |
| 165 | return moves; |
| 166 | } |
| 167 | |
| 168 | getCheckSquares() { |
| 169 | return []; |
| 170 | } |
| 171 | |
| 172 | getCurrentScore() { |
| 173 | // This function is only called at subTurn 1 |
| 174 | const color = V.GetOppCol(this.turn); |
| 175 | if (this.kingPos[color][0] < 0) return (color == 'w' ? "0-1" : "1-0"); |
| 176 | return "*"; |
| 177 | } |
| 178 | |
| 179 | prePlay(move) { |
| 180 | const c = V.GetOppCol(this.turn); |
| 181 | const piece = move.vanish[0].p; |
| 182 | if (piece == V.KING) { |
| 183 | // (Opp) king moves: |
| 184 | this.kingPos[c][0] = move.appear[0].x; |
| 185 | this.kingPos[c][1] = move.appear[0].y; |
| 186 | } |
| 187 | if (move.vanish.length == 2 && [V.KING, 'l'].includes(move.vanish[1].p)) |
| 188 | // (My) king is captured: |
| 189 | this.kingPos[this.turn] = [-1, -1]; |
| 190 | } |
| 191 | |
| 192 | play(move) { |
| 193 | let kingCaptured = false; |
| 194 | if (this.subTurn == 1) { |
| 195 | this.prePlay(move); |
| 196 | this.epSquares.push(this.getEpSquare(move)); |
| 197 | kingCaptured = this.kingPos[this.turn][0] < 0; |
| 198 | } |
| 199 | if (kingCaptured) move.kingCaptured = true; |
| 200 | V.PlayOnBoard(this.board, move); |
| 201 | if (this.subTurn == 2 || kingCaptured) { |
| 202 | this.turn = V.GetOppCol(this.turn); |
| 203 | this.movesCount++; |
| 204 | } |
| 205 | if (!kingCaptured) this.subTurn = 3 - this.subTurn; |
| 206 | } |
| 207 | |
| 208 | undo(move) { |
| 209 | if (!move.kingCaptured) this.subTurn = 3 - this.subTurn; |
| 210 | if (this.subTurn == 2 || !!move.kingCaptured) { |
| 211 | this.turn = V.GetOppCol(this.turn); |
| 212 | this.movesCount--; |
| 213 | } |
| 214 | V.UndoOnBoard(this.board, move); |
| 215 | if (this.subTurn == 1) { |
| 216 | this.epSquares.pop(); |
| 217 | this.postUndo(move); |
| 218 | } |
| 219 | } |
| 220 | |
| 221 | postUndo(move) { |
| 222 | // (Potentially) Reset king(s) position |
| 223 | const c = V.GetOppCol(this.turn); |
| 224 | const piece = move.vanish[0].p; |
| 225 | if (piece == V.KING) { |
| 226 | // (Opp) king moved: |
| 227 | this.kingPos[c][0] = move.vanish[0].x; |
| 228 | this.kingPos[c][1] = move.vanish[0].y; |
| 229 | } |
| 230 | if (move.vanish.length == 2 && [V.KING, 'l'].includes(move.vanish[1].p)) |
| 231 | // (My) king was captured: |
| 232 | this.kingPos[this.turn] = [move.vanish[1].x, move.vanish[1].y]; |
| 233 | } |
| 234 | |
| 235 | static GenRandInitFen(randomness) { |
| 236 | if (randomness == 0) |
| 237 | return "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0 -"; |
| 238 | |
| 239 | let pieces = { w: new Array(8), b: new Array(8) }; |
| 240 | for (let c of ["w", "b"]) { |
| 241 | if (c == 'b' && randomness == 1) { |
| 242 | pieces['b'] = pieces['w']; |
| 243 | break; |
| 244 | } |
| 245 | |
| 246 | // Get random squares for every piece, totally freely |
| 247 | let positions = shuffle(ArrayFun.range(8)); |
| 248 | const composition = ['b', 'b', 'r', 'r', 'n', 'n', 'k', 'q']; |
| 249 | const rem2 = positions[0] % 2; |
| 250 | if (rem2 == positions[1] % 2) { |
| 251 | // Fix bishops (on different colors) |
| 252 | for (let i=2; i<8; i++) { |
| 253 | if (positions[i] % 2 != rem2) |
| 254 | [positions[1], positions[i]] = [positions[i], positions[1]]; |
| 255 | } |
| 256 | } |
| 257 | for (let i = 0; i < 8; i++) pieces[c][positions[i]] = composition[i]; |
| 258 | } |
| 259 | return ( |
| 260 | pieces["b"].join("") + |
| 261 | "/pppppppp/8/8/8/8/PPPPPPPP/" + |
| 262 | pieces["w"].join("").toUpperCase() + |
| 263 | // En-passant allowed, but no flags |
| 264 | " w 0 -" |
| 265 | ); |
| 266 | } |
| 267 | |
| 268 | getComputerMove() { |
| 269 | let moves = this.getAllValidMoves(); |
| 270 | if (moves.length == 0) return null; |
| 271 | // Random mover for now |
| 272 | const color = this.turn; |
| 273 | const m1 = moves[randInt(moves.length)]; |
| 274 | this.play(m1); |
| 275 | let m = undefined; |
| 276 | if (this.turn != color) m = m1; |
| 277 | else { |
| 278 | const moves2 = this.getAllValidMoves(); |
| 279 | m = [m1, moves2[randInt(moves2.length)]]; |
| 280 | } |
| 281 | this.undo(m1); |
| 282 | return m; |
| 283 | } |
| 284 | |
| 285 | getNotation(move) { |
| 286 | if (this.subTurn == 2) return "T:" + V.CoordsToSquare(move.end); |
| 287 | // Remove and re-add target to get a good notation: |
| 288 | const withTarget = move.vanish[1]; |
| 289 | if (move.vanish[1].p == V.GOAL) move.vanish.pop(); |
| 290 | else move.vanish[1].p = V.TARGET_DECODE[move.vanish[1].p]; |
| 291 | const notation = super.getNotation(move); |
| 292 | if (move.vanish.length == 1) move.vanish.push(withTarget); |
| 293 | else move.vanish[1].p = V.TARGET_CODE[move.vanish[1].p]; |
| 294 | return notation; |
| 295 | } |
| 296 | |
| 297 | }; |