| 1 | import { ChessRules, PiPo, Move } from "@/base_rules"; |
| 2 | import { randInt } from "@/utils/alea"; |
| 3 | |
| 4 | export class PacosakoRules extends ChessRules { |
| 5 | |
| 6 | static get IMAGE_EXTENSION() { |
| 7 | return ".png"; |
| 8 | } |
| 9 | |
| 10 | // Unions (left = white if upperCase, black otherwise) |
| 11 | static get UNIONS() { |
| 12 | return { |
| 13 | a: ['p', 'p'], |
| 14 | c: ['p', 'r'], |
| 15 | d: ['p', 'n'], |
| 16 | e: ['p', 'b'], |
| 17 | f: ['p', 'q'], |
| 18 | g: ['p', 'k'], |
| 19 | h: ['r', 'r'], |
| 20 | i: ['r', 'n'], |
| 21 | j: ['r', 'b'], |
| 22 | l: ['r', 'q'], |
| 23 | m: ['r', 'k'], |
| 24 | o: ['n', 'n'], |
| 25 | s: ['n', 'b'], |
| 26 | t: ['n', 'q'], |
| 27 | u: ['n', 'k'], |
| 28 | v: ['b', 'b'], |
| 29 | w: ['b', 'q'], |
| 30 | x: ['b', 'k'], |
| 31 | y: ['q', 'q'], |
| 32 | z: ['q', 'k'] |
| 33 | }; |
| 34 | } |
| 35 | |
| 36 | static IsGoodPosition(position) { |
| 37 | if (position.length == 0) return false; |
| 38 | const rows = position.split("/"); |
| 39 | if (rows.length != V.size.x) return false; |
| 40 | let kingSymb = ['k', 'g', 'm', 'u', 'x']; |
| 41 | let kings = { 'k': 0, 'K': 0 }; |
| 42 | for (let row of rows) { |
| 43 | let sumElts = 0; |
| 44 | for (let i = 0; i < row.length; i++) { |
| 45 | const lowR = row[i].toLowerCase |
| 46 | if (!!(row[i].toLowerCase().match(/[a-z]/))) { |
| 47 | sumElts++; |
| 48 | if (kingSymb.includes(row[i])) kings['k']++; |
| 49 | else if (kingSymb.some(s => row[i] == s.toUpperCase())) kings['K']++; |
| 50 | } |
| 51 | else { |
| 52 | const num = parseInt(row[i], 10); |
| 53 | if (isNaN(num) || num <= 0) return false; |
| 54 | sumElts += num; |
| 55 | } |
| 56 | } |
| 57 | if (sumElts != V.size.y) return false; |
| 58 | } |
| 59 | // Both kings should be on board. Exactly one per color. |
| 60 | if (Object.values(kings).some(v => v != 1)) return false; |
| 61 | return true; |
| 62 | } |
| 63 | |
| 64 | getPpath(b) { |
| 65 | return "Pacosako/" + b; |
| 66 | } |
| 67 | |
| 68 | getPPath(m) { |
| 69 | if (ChessRules.PIECES.includes(m.appear[0].p)) return super.getPPpath(m); |
| 70 | // For an union, show only relevant piece: |
| 71 | // The color must be deduced from the move: reaching final rank of who? |
| 72 | const color = (m.appear[0].x == 0 ? 'b' : 'w'); |
| 73 | const up = this.getUnionPieces(color, m.appear[0].p); |
| 74 | return color + up[color]; |
| 75 | } |
| 76 | |
| 77 | canTake([x1, y1], [x2, y2]) { |
| 78 | const c1 = this.getColor(x1, y1); |
| 79 | const c2 = this.getColor(x2, y2); |
| 80 | return (c1 != 'u' && c2 != c1); |
| 81 | } |
| 82 | |
| 83 | canIplay(side, [x, y]) { |
| 84 | return this.turn == side && this.getColor(x, y) != V.GetOppCol(side); |
| 85 | } |
| 86 | |
| 87 | scanKings(fen) { |
| 88 | this.kingPos = { w: [-1, -1], b: [-1, -1] }; |
| 89 | const fenRows = V.ParseFen(fen).position.split("/"); |
| 90 | const startRow = { 'w': V.size.x - 1, 'b': 0 }; |
| 91 | const kingSymb = ['k', 'g', 'm', 'u', 'x']; |
| 92 | for (let i = 0; i < fenRows.length; i++) { |
| 93 | let k = 0; |
| 94 | for (let j = 0; j < fenRows[i].length; j++) { |
| 95 | const c = fenRows[i].charAt(j); |
| 96 | if (kingSymb.includes(c)) |
| 97 | this.kingPos["b"] = [i, k]; |
| 98 | else if (kingSymb.some(s => c == s.toUpperCase())) |
| 99 | this.kingPos["w"] = [i, k]; |
| 100 | else { |
| 101 | const num = parseInt(fenRows[i].charAt(j), 10); |
| 102 | if (!isNaN(num)) k += num - 1; |
| 103 | } |
| 104 | k++; |
| 105 | } |
| 106 | } |
| 107 | } |
| 108 | |
| 109 | setOtherVariables(fen) { |
| 110 | super.setOtherVariables(fen); |
| 111 | // Stack of "last move" only for intermediate chaining |
| 112 | this.lastMoveEnd = [null]; |
| 113 | } |
| 114 | |
| 115 | getColor(i, j) { |
| 116 | const p = this.board[i][j].charAt(1); |
| 117 | if (ChessRules.PIECES.includes(p)) return super.getColor(i, j); |
| 118 | return 'u'; //union |
| 119 | } |
| 120 | |
| 121 | getPiece(i, j, color) { |
| 122 | const p = this.board[i][j].charAt(1); |
| 123 | if (ChessRules.PIECES.includes(p)) return p; |
| 124 | const c = this.board[i][j].charAt(0); |
| 125 | // NOTE: this.turn == HACK, but should work... |
| 126 | color = color || this.turn; |
| 127 | return V.UNIONS[p][c == color ? 0 : 1]; |
| 128 | } |
| 129 | |
| 130 | getUnionPieces(color, code) { |
| 131 | const pieces = V.UNIONS[code]; |
| 132 | return { |
| 133 | w: pieces[color == 'w' ? 0 : 1], |
| 134 | b: pieces[color == 'b' ? 0 : 1] |
| 135 | }; |
| 136 | } |
| 137 | |
| 138 | getUnionCode(p1, p2) { |
| 139 | let uIdx = ( |
| 140 | Object.values(V.UNIONS).findIndex(v => v[0] == p1 && v[1] == p2) |
| 141 | ); |
| 142 | const c = (uIdx >= 0 ? 'w' : 'b'); |
| 143 | if (uIdx == -1) { |
| 144 | uIdx = ( |
| 145 | Object.values(V.UNIONS).findIndex(v => v[0] == p2 && v[1] == p1) |
| 146 | ); |
| 147 | } |
| 148 | return { c: c, p: Object.keys(V.UNIONS)[uIdx] }; |
| 149 | } |
| 150 | |
| 151 | getBasicMove([sx, sy], [ex, ey], tr) { |
| 152 | const initColor = this.board[sx][sy].charAt(0); |
| 153 | const initPiece = this.board[sx][sy].charAt(1); |
| 154 | // 4 cases : moving |
| 155 | // - union to free square (other cases are illegal: return null) |
| 156 | // - normal piece to free square, |
| 157 | // to enemy normal piece, or |
| 158 | // to union (releasing our piece) |
| 159 | let mv = new Move({ |
| 160 | vanish: [ |
| 161 | new PiPo({ |
| 162 | x: sx, |
| 163 | y: sy, |
| 164 | c: initColor, |
| 165 | p: initPiece |
| 166 | }) |
| 167 | ], |
| 168 | end: { x: ex, y: ey } |
| 169 | }); |
| 170 | // Treat free square cases first: |
| 171 | if (this.board[ex][ey] == V.EMPTY) { |
| 172 | mv.appear = [ |
| 173 | new PiPo({ |
| 174 | x: ex, |
| 175 | y: ey, |
| 176 | c: initColor, |
| 177 | p: !!tr ? tr.p : initPiece |
| 178 | }) |
| 179 | ]; |
| 180 | return mv; |
| 181 | } |
| 182 | // Now the two cases with union / release: |
| 183 | const destColor = this.board[ex][ey].charAt(0); |
| 184 | const destPiece = this.board[ex][ey].charAt(1); |
| 185 | mv.vanish.push( |
| 186 | new PiPo({ |
| 187 | x: ex, |
| 188 | y: ey, |
| 189 | c: destColor, |
| 190 | p: destPiece |
| 191 | }) |
| 192 | ); |
| 193 | if (ChessRules.PIECES.includes(destPiece)) { |
| 194 | // Normal piece: just create union |
| 195 | const cp = this.getUnionCode(!!tr ? tr.p : initPiece, destPiece); |
| 196 | mv.appear = [ |
| 197 | new PiPo({ |
| 198 | x: ex, |
| 199 | y: ey, |
| 200 | c: cp.c, |
| 201 | p: cp.p |
| 202 | }) |
| 203 | ]; |
| 204 | return mv; |
| 205 | } |
| 206 | // Releasing a piece in an union: keep track of released piece |
| 207 | const up = this.getUnionPieces(destColor, destPiece); |
| 208 | const c = this.turn; |
| 209 | const oppCol = V.GetOppCol(c); |
| 210 | const cp = this.getUnionCode(!!tr ? tr.p : initPiece, up[oppCol]) |
| 211 | mv.appear = [ |
| 212 | new PiPo({ |
| 213 | x: ex, |
| 214 | y: ey, |
| 215 | c: cp.c, |
| 216 | p: cp.p |
| 217 | }) |
| 218 | ]; |
| 219 | mv.released = up[c]; |
| 220 | return mv; |
| 221 | } |
| 222 | |
| 223 | getPotentialMoves([x, y]) { |
| 224 | const L = this.lastMoveEnd.length; |
| 225 | const lm = this.lastMoveEnd[L-1]; |
| 226 | let piece = null; |
| 227 | if (!!lm) { |
| 228 | if (x != lm.x || y != lm.y) return []; |
| 229 | piece = lm.p; |
| 230 | } |
| 231 | if (!!piece) { |
| 232 | var unionOnBoard = this.board[x][y]; |
| 233 | this.board[x][y] = this.turn + piece; |
| 234 | } |
| 235 | let baseMoves = []; |
| 236 | switch (piece || this.getPiece(x, y)) { |
| 237 | case V.PAWN: |
| 238 | baseMoves = this.getPotentialPawnMoves([x, y]); |
| 239 | break; |
| 240 | case V.ROOK: |
| 241 | baseMoves = this.getPotentialRookMoves([x, y]); |
| 242 | break; |
| 243 | case V.KNIGHT: |
| 244 | baseMoves = this.getPotentialKnightMoves([x, y]); |
| 245 | break; |
| 246 | case V.BISHOP: |
| 247 | baseMoves = this.getPotentialBishopMoves([x, y]); |
| 248 | break; |
| 249 | case V.QUEEN: |
| 250 | baseMoves = this.getPotentialQueenMoves([x, y]); |
| 251 | break; |
| 252 | case V.KING: |
| 253 | baseMoves = this.getPotentialKingMoves([x, y]); |
| 254 | break; |
| 255 | } |
| 256 | // When a pawn in an union reaches final rank with a non-standard |
| 257 | // promotion move: apply promotion anyway |
| 258 | let moves = []; |
| 259 | baseMoves.forEach(m => { |
| 260 | // (move to first rank, which is last rank for opponent [pawn]), should show promotion choices. |
| 261 | //if (m. //bring enemy pawn to his first rank ==> union types involved... color... |
| 262 | moves.push(m); //TODO |
| 263 | }); |
| 264 | if (!!piece) this.board[x][y] = unionOnBoard; |
| 265 | return moves; |
| 266 | } |
| 267 | |
| 268 | play(move) { |
| 269 | this.epSquares.push(this.getEpSquare(move)); |
| 270 | // Check if the move is the last of the turn: all cases except releases |
| 271 | move.last = ( |
| 272 | move.vanish.length == 1 || |
| 273 | ChessRules.PIECES.includes(move.vanish[1].p) |
| 274 | ); |
| 275 | if (move.last) { |
| 276 | // No more union releases available |
| 277 | this.turn = V.GetOppCol(this.turn); |
| 278 | this.movesCount++; |
| 279 | this.lastMoveEnd.push(null); |
| 280 | } |
| 281 | else { |
| 282 | const color = this.board[move.end.x][move.end.y].charAt(0); |
| 283 | const oldUnion = this.board[move.end.x][move.end.y].charAt(1); |
| 284 | const released = this.getUnionPieces(color, oldUnion)[this.turn]; |
| 285 | this.lastMoveEnd.push(Object.assign({}, move.end, { p: released })); |
| 286 | } |
| 287 | V.PlayOnBoard(this.board, move); |
| 288 | this.postPlay(move); |
| 289 | } |
| 290 | |
| 291 | undo(move) { |
| 292 | this.epSquares.pop(); |
| 293 | V.UndoOnBoard(this.board, move); |
| 294 | this.lastMoveEnd.pop(); |
| 295 | if (move.last) { |
| 296 | this.turn = V.GetOppCol(this.turn); |
| 297 | this.movesCount--; |
| 298 | } |
| 299 | this.postUndo(move); |
| 300 | } |
| 301 | |
| 302 | getCurrentScore() { |
| 303 | // Check kings: if one is dancing, the side lost |
| 304 | const [kpW, kpB] = [this.kingPos['w'], this.kingPos['b']]; |
| 305 | if (this.board[kpB[0]][kpB[1]].charAt(1) != 'k') return "1-0"; |
| 306 | if (this.board[kpW[0]][kpW[1]].charAt(1) != 'k') return "0-1"; |
| 307 | return "*"; |
| 308 | } |
| 309 | |
| 310 | getComputerMove() { |
| 311 | let moves = this.getAllValidMoves(); |
| 312 | if (moves.length == 0) return null; |
| 313 | // Just play random moves (for now at least. TODO?) |
| 314 | let mvArray = []; |
| 315 | while (moves.length > 0) { |
| 316 | const mv = moves[randInt(moves.length)]; |
| 317 | mvArray.push(mv); |
| 318 | this.play(mv); |
| 319 | if (!mv.last) |
| 320 | // A piece was just released from an union |
| 321 | moves = this.getPotentialMovesFrom([mv.end.x, mv.end.y]); |
| 322 | else break; |
| 323 | } |
| 324 | for (let i = mvArray.length - 1; i >= 0; i--) this.undo(mvArray[i]); |
| 325 | return (mvArray.length > 1 ? mvArray : mvArray[0]); |
| 326 | } |
| 327 | |
| 328 | // NOTE: evalPosition() is wrong, but unused since bot plays at random |
| 329 | |
| 330 | getNotation(move) { |
| 331 | // TODO: in case of enemy pawn promoted, add "=..." in the end |
| 332 | return super.getNotation(move); |
| 333 | } |
| 334 | |
| 335 | }; |