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a930dd71 BA |
1 | import { ChessRules } from "@/base_rules"; |
2 | ||
3 | export class Pacifist1Rules extends ChessRules { | |
4 | static get PawnSpecs() { | |
5 | return Object.assign( | |
6 | {}, | |
7 | ChessRules.PawnSpecs, | |
8 | { canCapture: false } | |
9 | ); | |
10 | } | |
11 | ||
12 | static get HasEnpassant() { | |
13 | return false; | |
14 | } | |
15 | ||
16 | static IsGoodPosition(position) { | |
17 | if (position.length == 0) return false; | |
18 | const rows = position.split("/"); | |
19 | if (rows.length != V.size.x) return false; | |
20 | let kingsCount = 0; | |
21 | for (let row of rows) { | |
22 | let sumElts = 0; | |
23 | for (let i = 0; i < row.length; i++) { | |
24 | if (['K','k'].includes(row[i])) kingsCount++; | |
25 | if (V.PIECES.includes(row[i].toLowerCase())) sumElts++; | |
26 | else { | |
27 | const num = parseInt(row[i]); | |
28 | if (isNaN(num)) return false; | |
29 | sumElts += num; | |
30 | } | |
31 | } | |
32 | if (sumElts != V.size.y) return false; | |
33 | } | |
34 | // Both kings should be on board. May be of the same color. | |
35 | if (kingsCount != 2) return false; | |
36 | return true; | |
37 | } | |
38 | ||
39 | scanKings(fen) { | |
40 | // Kings may be swapped, so they are not tracked (no kingPos) | |
41 | this.INIT_COL_KING = { w: -1, b: -1 }; | |
42 | const fenRows = V.ParseFen(fen).position.split("/"); | |
43 | const startRow = { 'w': V.size.x - 1, 'b': 0 }; | |
44 | for (let i = 0; i < fenRows.length; i++) { | |
45 | let k = 0; //column index on board | |
46 | for (let j = 0; j < fenRows[i].length; j++) { | |
47 | switch (fenRows[i].charAt(j)) { | |
48 | case "k": | |
49 | this.INIT_COL_KING["b"] = k; | |
50 | break; | |
51 | case "K": | |
52 | this.INIT_COL_KING["w"] = k; | |
53 | break; | |
54 | default: { | |
55 | const num = parseInt(fenRows[i].charAt(j)); | |
56 | if (!isNaN(num)) k += num - 1; | |
57 | } | |
58 | } | |
59 | k++; | |
60 | } | |
61 | } | |
62 | } | |
63 | ||
64 | // Sum white pieces attacking a square, and remove black pieces count. | |
65 | sumAttacks([x, y]) { | |
66 | const getSign = (color) => { | |
67 | return (color == 'w' ? 1 : -1); | |
68 | }; | |
69 | let res = 0; | |
70 | // Knights: | |
71 | V.steps[V.KNIGHT].forEach(s => { | |
72 | const [i, j] = [x + s[0], y + s[1]]; | |
73 | if (V.OnBoard(i, j) && this.getPiece(i, j) == V.KNIGHT) | |
74 | res += getSign(this.getColor(i, j)); | |
75 | }); | |
76 | // Kings: | |
77 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]).forEach(s => { | |
78 | const [i, j] = [x + s[0], y + s[1]]; | |
79 | if (V.OnBoard(i, j) && this.getPiece(i, j) == V.KING) | |
80 | res += getSign(this.getColor(i, j)); | |
81 | }); | |
82 | // Pawns: | |
83 | for (let c of ['w', 'b']) { | |
84 | for (let shift of [-1, 1]) { | |
85 | const sign = getSign(c); | |
86 | const [i, j] = [x + sign, y + shift]; | |
87 | if ( | |
88 | V.OnBoard(i, j) && | |
89 | this.getPiece(i, j) == V.PAWN && | |
90 | this.getColor(i, j) == c | |
91 | ) { | |
92 | res += sign; | |
93 | } | |
94 | } | |
95 | } | |
96 | // Other pieces (sliders): | |
97 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]).forEach(s => { | |
98 | let [i, j] = [x + s[0], y + s[1]]; | |
99 | let compatible = [V.QUEEN]; | |
100 | compatible.push(s[0] == 0 || s[1] == 0 ? V.ROOK : V.BISHOP); | |
101 | let firstCol = undefined; | |
102 | while (V.OnBoard(i, j)) { | |
103 | if (this.board[i][j] != V.EMPTY) { | |
104 | if (!(compatible.includes(this.getPiece(i, j)))) break; | |
105 | const colIJ = this.getColor(i, j); | |
106 | if (!firstCol) firstCol = colIJ; | |
107 | if (colIJ == firstCol) res += getSign(colIJ); | |
108 | else break; | |
109 | } | |
110 | i += s[0]; | |
111 | j += s[1]; | |
112 | } | |
113 | }); | |
114 | return res; | |
115 | } | |
116 | ||
117 | getPotentialMovesFrom([x, y]) { | |
118 | let moves = super.getPotentialMovesFrom([x, y]); | |
119 | const color = this.turn; | |
120 | const oppCol = V.GetOppCol(color); | |
121 | if (this.getPiece(x, y) == V.PAWN) { | |
122 | // Pawns cannot move 2 squares if the intermediate is overly persuaded | |
123 | moves = moves.filter(m => { | |
124 | if (Math.abs(m.end.x - m.start.x) == 2) { | |
125 | const [i, j] = [(m.start.x + m.end.x) / 2, y]; | |
126 | const persuasion = this.sumAttacks([i, j]); | |
127 | return ( | |
128 | color == 'w' && persuasion >= 0 || | |
129 | color == 'b' && persuasion <= 0 | |
130 | ); | |
131 | } | |
132 | return true; | |
133 | }); | |
134 | } | |
135 | // Potentially flipped (opp) pieces | |
136 | let targets = []; | |
137 | for (let i=0; i<8; i++) { | |
138 | for (let j=0; j<8; j++) { | |
139 | if (this.board[i][j] != V.EMPTY && this.getColor(i, j) == oppCol) | |
140 | targets.push([i, j]); | |
141 | } | |
142 | } | |
143 | moves.forEach(m => { | |
144 | // Start persuading other pieces: loop until nothing changes | |
145 | V.PlayOnBoard(this.board, m); | |
146 | while (true) { | |
147 | let persuaded = []; | |
148 | targets.forEach(t => { | |
149 | if (this.getColor(t[0], t[1]) == oppCol) { | |
150 | const sqAttacks = this.sumAttacks([t[0], t[1]]); | |
151 | if ( | |
152 | (oppCol == 'w' && sqAttacks < 0) || | |
153 | (oppCol == 'b' && sqAttacks > 0) | |
154 | ) { | |
155 | persuaded.push(t); | |
156 | } | |
157 | } | |
158 | }); | |
159 | if (persuaded.length == 0) break; | |
160 | persuaded.forEach(p => { | |
161 | this.board[p[0]][p[1]] = color + this.getPiece(p[0], p[1]); | |
162 | }); | |
163 | } | |
164 | V.UndoOnBoard(this.board, m); | |
165 | // Reset pieces colors + adjust move (flipped pieces) | |
166 | targets.forEach(t => { | |
167 | if (this.getColor(t[0], t[1]) == color) { | |
168 | const piece = this.getPiece(t[0], t[1]); | |
169 | m.appear.push({ x: t[0], y: t[1], c: color, p: piece }); | |
170 | m.vanish.push({ x: t[0], y: t[1], c: oppCol, p: piece }); | |
171 | this.board[t[0]][t[1]] = oppCol + piece; | |
172 | } | |
173 | }); | |
174 | }); | |
175 | return moves; | |
176 | } | |
177 | ||
178 | getSlideNJumpMoves([x, y], steps, oneStep) { | |
179 | let moves = []; | |
180 | outerLoop: for (let loop = 0; loop < steps.length; loop++) { | |
181 | const step = steps[loop]; | |
182 | let i = x + step[0]; | |
183 | let j = y + step[1]; | |
184 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { | |
185 | moves.push(this.getBasicMove([x, y], [i, j])); | |
186 | if (oneStep) continue outerLoop; | |
187 | i += step[0]; | |
188 | j += step[1]; | |
189 | } | |
190 | // No captures | |
191 | } | |
192 | return moves; | |
193 | } | |
194 | ||
195 | underCheck(color) { | |
196 | // Find the king(s) and determine if it (both) is persuaded. | |
197 | // If yes, "under check" | |
198 | let kingPos = []; | |
199 | for (let i=0; i<8; i++) { | |
200 | for (let j=0; j<8; j++) { | |
201 | if (this.getPiece(i, j) == V.KING && this.getColor(i, j) == color) | |
202 | kingPos.push([i, j]); | |
203 | } | |
204 | } | |
205 | return kingPos.every(kp => { | |
206 | const persuasion = this.sumAttacks(kp); | |
207 | return ( | |
208 | (color == 'w' && persuasion < 0) || | |
209 | (color == 'b' && persuasion > 0) | |
210 | ); | |
211 | }); | |
212 | } | |
213 | ||
214 | filterValid(moves) { | |
215 | const fmoves = super.filterValid(moves); | |
216 | const color = this.turn; | |
217 | // If the king isn't here, only moves persuading a king are valid | |
218 | const kingHere = this.board.some(b => | |
219 | b.some(cell => cell[0] == color && cell[1] == V.KING) | |
220 | ); | |
221 | if (!kingHere) { | |
222 | return ( | |
223 | fmoves.filter(m => m.appear.some(a => a.c == color && a.p == V.KING)) | |
224 | ); | |
225 | } | |
226 | return fmoves; | |
227 | } | |
228 | ||
229 | getCheckSquares() { | |
230 | // There are not really "checks": just color change | |
231 | return []; | |
232 | } | |
233 | ||
234 | getCurrentScore() { | |
235 | const color = this.turn; | |
236 | // TODO: if no king of turn color, and no move to get one, then it's lost | |
237 | // otherwise 1/2 if no moves, or "*" | |
238 | const kingHere = this.board.some(b => | |
239 | b.some(cell => cell[0] == color && cell[1] == V.KING) | |
240 | ); | |
241 | if (kingHere) { | |
242 | if (this.atLeastOneMove()) return "*"; | |
243 | return "1/2"; | |
244 | } | |
245 | // No king was found: try to convert one | |
246 | const moves = this.getAllValidMoves(); | |
247 | return ( | |
248 | moves.some(m => m.appear.some(a => a.c == color && a.p == V.KING)) | |
249 | ? "*" | |
250 | : (color == 'w' ? "0-1" : "1-0") | |
251 | ); | |
252 | } | |
253 | ||
254 | postPlay(move) { | |
255 | this.updateCastleFlags(move, move.vanish[0].p); | |
256 | } | |
257 | ||
258 | postUndo() {} | |
259 | ||
260 | static get SEARCH_DEPTH() { | |
261 | return 1; | |
262 | } | |
263 | }; |