Commit | Line | Data |
---|---|---|
1e8a8386 | 1 | import { ChessRules, Move, PiPo } from "@/base_rules"; |
1269441e BA |
2 | |
3 | export class SynochessRules extends ChessRules { | |
4 | ||
1e8a8386 BA |
5 | static get LoseOnRepetition() { |
6 | return true; | |
7 | } | |
8 | ||
9 | static IsGoodFlags(flags) { | |
10 | // Only white can castle | |
11 | return !!flags.match(/^[a-z]{2,2}$/); | |
12 | } | |
13 | ||
14 | static IsGoodFen(fen) { | |
15 | if (!ChessRules.IsGoodFen(fen)) return false; | |
16 | const fenParsed = V.ParseFen(fen); | |
17 | // 5) Check reserves | |
18 | if (!fenParsed.reserve || !fenParsed.reserve.match(/^[0-2]$/)) | |
19 | return false; | |
20 | return true; | |
21 | } | |
22 | ||
23 | static ParseFen(fen) { | |
24 | const fenParts = fen.split(" "); | |
25 | return Object.assign( | |
26 | ChessRules.ParseFen(fen), | |
27 | { reserve: fenParts[5] } | |
28 | ); | |
29 | } | |
30 | ||
31 | static GenRandInitFen(randomness) { | |
32 | if (randomness == 0) | |
33 | return "rneakenr/8/1c4c1/1ss2ss1/8/8/PPPPPPPP/RNBQKBNR w 0 ah - 2"; | |
34 | ||
35 | // Mapping kingdom --> dynasty: | |
36 | const piecesMap = { | |
37 | 'r': 'r', | |
38 | 'n': 'n', | |
39 | 'b': 'e', | |
40 | 'q': 'a', | |
41 | 'k': 'k' | |
42 | }; | |
43 | ||
44 | // Always symmetric (randomness = 1), because open files. | |
45 | const baseFen = ChessRules.GenRandInitFen(1); | |
46 | return ( | |
47 | baseFen.substr(0, 8).split("").map(p => piecesMap[p]).join("") + | |
48 | "/8/1c4c1/1ss2ss1/" + baseFen.substr(22, 28) + " - 2" | |
49 | ); | |
50 | } | |
51 | ||
52 | getReserveFen() { | |
53 | return (!!this.reserve ? this.reserve["b"][V.SOLDIER] : 0); | |
54 | } | |
55 | ||
56 | getFen() { | |
57 | return super.getFen() + " " + this.getReserveFen(); | |
58 | } | |
59 | ||
60 | getFenForRepeat() { | |
61 | return super.getFenForRepeat() + "_" + this.getReserveFen(); | |
62 | } | |
63 | ||
64 | setOtherVariables(fen) { | |
65 | super.setOtherVariables(fen); | |
66 | // Also init reserve (used by the interface to show landable soldiers) | |
67 | const reserve = parseInt(V.ParseFen(fen).reserve, 10); | |
68 | if (reserve > 0) this.reserve = { 'b': { [V.SOLDIER]: reserve } }; | |
69 | } | |
70 | ||
71 | getColor(i, j) { | |
72 | if (i >= V.size.x) return 'b'; | |
73 | return this.board[i][j].charAt(0); | |
74 | } | |
75 | ||
76 | getPiece(i, j) { | |
77 | if (i >= V.size.x) return V.SOLDIER; | |
78 | return this.board[i][j].charAt(1); | |
79 | } | |
80 | ||
81 | getReservePpath(index, color) { | |
82 | // Only one piece type: soldier | |
83 | return "Synochess/" + color + V.SOLDIER; | |
84 | } | |
85 | ||
86 | static get RESERVE_PIECES() { | |
87 | return [V.SOLDIER]; | |
88 | } | |
89 | ||
90 | getReserveMoves(x) { | |
91 | const color = this.turn; | |
92 | if (!this.reserve || this.reserve[color][V.SOLDIER] == 0) return []; | |
93 | let moves = []; | |
94 | for (let i = 0; i < V.size.y; i++) { | |
95 | if (this.board[3][i] == V.EMPTY) { | |
96 | let mv = new Move({ | |
97 | appear: [ | |
98 | new PiPo({ | |
99 | x: 3, | |
100 | y: i, | |
101 | c: color, | |
102 | p: V.SOLDIER | |
103 | }) | |
104 | ], | |
105 | vanish: [], | |
106 | start: { x: x, y: 0 }, //a bit artificial... | |
107 | end: { x: 3, y: i } | |
108 | }); | |
109 | moves.push(mv); | |
110 | } | |
111 | } | |
112 | return moves; | |
113 | } | |
114 | ||
115 | getPpath(b) { | |
116 | return (ChessRules.PIECES.includes(b[1]) ? "" : "Synochess/") + b; | |
117 | } | |
118 | ||
119 | getFlagsFen() { | |
120 | return this.castleFlags['w'].map(V.CoordToColumn).join(""); | |
121 | } | |
122 | ||
123 | setFlags(fenflags) { | |
124 | this.castleFlags = { 'w': [-1, -1] }; | |
125 | for (let i = 0; i < 2; i++) | |
126 | this.castleFlags['w'][i] = V.ColumnToCoord(fenflags.charAt(i)); | |
127 | } | |
128 | ||
129 | static get ELEPHANT() { | |
130 | return "e"; | |
131 | } | |
132 | ||
133 | static get CANNON() { | |
134 | return "c"; | |
135 | } | |
136 | ||
137 | static get SOLDIER() { | |
138 | return "s"; | |
139 | } | |
140 | ||
141 | static get ADVISOR() { | |
142 | return "a"; | |
143 | } | |
144 | ||
145 | static get PIECES() { | |
146 | return ( | |
147 | ChessRules.PIECES.concat([V.ELEPHANT, V.ADVISOR, V.SOLDIER, V.CANNON]) | |
148 | ); | |
149 | } | |
150 | ||
151 | static get steps() { | |
152 | return Object.assign( | |
153 | {}, | |
154 | ChessRules.steps, | |
155 | { | |
156 | e: [ | |
157 | [-1, -1], | |
158 | [-1, 1], | |
159 | [1, -1], | |
160 | [1, 1], | |
161 | [-2, -2], | |
162 | [-2, 2], | |
163 | [2, -2], | |
164 | [2, 2] | |
165 | ] | |
166 | } | |
167 | ); | |
168 | } | |
169 | ||
170 | getPotentialMovesFrom(sq) { | |
171 | if (sq[0] >= V.size.x) | |
172 | // Reserves, outside of board: x == sizeX(+1) | |
173 | return this.getReserveMoves(sq[0]); | |
174 | let moves = []; | |
175 | const piece = this.getPiece(sq[0], sq[1]); | |
176 | switch (piece) { | |
177 | case V.CANNON: | |
178 | moves = this.getPotentialCannonMoves(sq); | |
179 | break; | |
180 | case V.ELEPHANT: | |
181 | moves = this.getPotentialElephantMoves(sq); | |
182 | break; | |
183 | case V.ADVISOR: | |
184 | moves = this.getPotentialAdvisorMoves(sq); | |
185 | break; | |
186 | case V.SOLDIER: | |
187 | moves = this.getPotentialSoldierMoves(sq); | |
188 | break; | |
189 | default: | |
190 | moves = super.getPotentialMovesFrom(sq); | |
191 | } | |
192 | if ( | |
193 | piece != V.KING && | |
194 | this.kingPos['w'][0] != this.kingPos['b'][0] && | |
195 | this.kingPos['w'][1] != this.kingPos['b'][1] | |
196 | ) { | |
197 | return moves; | |
198 | } | |
199 | // TODO: from here, copy/paste from EmpireChess | |
200 | // TODO: factor two next "if" into one (rank/column...) | |
201 | if (this.kingPos['w'][1] == this.kingPos['b'][1]) { | |
202 | const colKing = this.kingPos['w'][1]; | |
203 | let intercept = 0; //count intercepting pieces | |
204 | let [kingPos1, kingPos2] = [this.kingPos['w'][0], this.kingPos['b'][0]]; | |
205 | if (kingPos1 > kingPos2) [kingPos1, kingPos2] = [kingPos2, kingPos1]; | |
206 | for (let i = kingPos1 + 1; i < kingPos2; i++) { | |
207 | if (this.board[i][colKing] != V.EMPTY) intercept++; | |
208 | } | |
209 | if (intercept >= 2) return moves; | |
210 | // intercept == 1 (0 is impossible): | |
211 | // Any move not removing intercept is OK | |
212 | return moves.filter(m => { | |
213 | return ( | |
214 | // From another column? | |
215 | m.start.y != colKing || | |
216 | // From behind a king? (including kings themselves!) | |
217 | m.start.x <= kingPos1 || | |
218 | m.start.x >= kingPos2 || | |
219 | // Intercept piece moving: must remain in-between | |
220 | ( | |
221 | m.end.y == colKing && | |
222 | m.end.x > kingPos1 && | |
223 | m.end.x < kingPos2 | |
224 | ) | |
225 | ); | |
226 | }); | |
227 | } | |
228 | if (this.kingPos['w'][0] == this.kingPos['b'][0]) { | |
229 | const rowKing = this.kingPos['w'][0]; | |
230 | let intercept = 0; //count intercepting pieces | |
231 | let [kingPos1, kingPos2] = [this.kingPos['w'][1], this.kingPos['b'][1]]; | |
232 | if (kingPos1 > kingPos2) [kingPos1, kingPos2] = [kingPos2, kingPos1]; | |
233 | for (let i = kingPos1 + 1; i < kingPos2; i++) { | |
234 | if (this.board[rowKing][i] != V.EMPTY) intercept++; | |
235 | } | |
236 | if (intercept >= 2) return moves; | |
237 | // intercept == 1 (0 is impossible): | |
238 | // Any move not removing intercept is OK | |
239 | return moves.filter(m => { | |
240 | return ( | |
241 | // From another row? | |
242 | m.start.x != rowKing || | |
243 | // From "behind" a king? (including kings themselves!) | |
244 | m.start.y <= kingPos1 || | |
245 | m.start.y >= kingPos2 || | |
246 | // Intercept piece moving: must remain in-between | |
247 | ( | |
248 | m.end.x == rowKing && | |
249 | m.end.y > kingPos1 && | |
250 | m.end.y < kingPos2 | |
251 | ) | |
252 | ); | |
253 | }); | |
254 | } | |
255 | // piece == king: check only if move.end.y == enemy king column, | |
256 | // or if move.end.x == enemy king rank. | |
257 | const color = this.getColor(sq[0], sq[1]); | |
258 | const oppCol = V.GetOppCol(color); | |
259 | // check == -1 if (row, or col) unchecked, 1 if checked and occupied, | |
260 | // 0 if checked and clear | |
261 | let check = [-1, -1]; | |
262 | return moves.filter(m => { | |
263 | if ( | |
264 | m.end.y != this.kingPos[oppCol][1] && | |
265 | m.end.x != this.kingPos[oppCol][0] | |
266 | ) { | |
267 | return true; | |
268 | } | |
269 | // TODO: factor two next "if"... | |
270 | if (m.end.x == this.kingPos[oppCol][0]) { | |
271 | if (check[0] < 0) { | |
272 | // Do the check: | |
273 | check[0] = 0; | |
274 | let [kingPos1, kingPos2] = | |
275 | [this.kingPos[color][1], this.kingPos[oppCol][1]]; | |
276 | if (kingPos1 > kingPos2) [kingPos1, kingPos2] = [kingPos2, kingPos1]; | |
277 | for (let i = kingPos1 + 1; i < kingPos2; i++) { | |
278 | if (this.board[m.end.x][i] != V.EMPTY) { | |
279 | check[0]++; | |
280 | break; | |
281 | } | |
282 | } | |
283 | return check[0] == 1; | |
284 | } | |
285 | // Check already done: | |
286 | return check[0] == 1; | |
287 | } | |
288 | //if (m.end.y == this.kingPos[oppCol][1]) //true... | |
289 | if (check[1] < 0) { | |
290 | // Do the check: | |
291 | check[1] = 0; | |
292 | let [kingPos1, kingPos2] = | |
293 | [this.kingPos[color][0], this.kingPos[oppCol][0]]; | |
294 | if (kingPos1 > kingPos2) [kingPos1, kingPos2] = [kingPos2, kingPos1]; | |
295 | for (let i = kingPos1 + 1; i < kingPos2; i++) { | |
296 | if (this.board[i][m.end.y] != V.EMPTY) { | |
297 | check[1]++; | |
298 | break; | |
299 | } | |
300 | } | |
301 | return check[1] == 1; | |
302 | } | |
303 | // Check already done: | |
304 | return check[1] == 1; | |
305 | }); | |
306 | } | |
307 | ||
308 | getPotentialAdvisorMoves(sq) { | |
309 | return super.getSlideNJumpMoves( | |
310 | sq, V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep"); | |
311 | } | |
312 | ||
313 | getPotentialKingMoves([x, y]) { | |
314 | if (this.getColor(x, y) == 'w') return super.getPotentialKingMoves([x, y]); | |
315 | // Dynasty doesn't castle: | |
316 | return super.getSlideNJumpMoves( | |
317 | [x, y], | |
318 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]), | |
319 | "oneStep" | |
320 | ); | |
321 | } | |
322 | ||
323 | getPotentialSoldierMoves([x, y]) { | |
324 | const c = this.getColor(x, y); | |
325 | const shiftX = (c == 'w' ? -1 : 1); | |
326 | const lastRank = (c == 'w' && x == 0 || c == 'b' && x == 9); | |
327 | let steps = []; | |
328 | if (!lastRank) steps.push([shiftX, 0]); | |
329 | if (y > 0) steps.push([0, -1]); | |
330 | if (y < 9) steps.push([0, 1]); | |
331 | return super.getSlideNJumpMoves([x, y], steps, "oneStep"); | |
332 | } | |
333 | ||
334 | getPotentialElephantMoves([x, y]) { | |
335 | return this.getSlideNJumpMoves([x, y], V.steps[V.ELEPHANT], "oneStep"); | |
336 | } | |
337 | ||
338 | // NOTE: (mostly) duplicated from Shako (TODO?) | |
339 | getPotentialCannonMoves([x, y]) { | |
340 | const oppCol = V.GetOppCol(this.turn); | |
341 | let moves = []; | |
342 | // Look in every direction until an obstacle (to jump) is met | |
343 | for (const step of V.steps[V.ROOK]) { | |
344 | let i = x + step[0]; | |
345 | let j = y + step[1]; | |
346 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { | |
1e8a8386 BA |
347 | i += step[0]; |
348 | j += step[1]; | |
349 | } | |
350 | // Then, search for an enemy (if jumped piece isn't a cannon) | |
351 | if (V.OnBoard(i, j) && this.getPiece(i, j) != V.CANNON) { | |
352 | i += step[0]; | |
353 | j += step[1]; | |
354 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { | |
dbc79ee6 | 355 | moves.push(this.getBasicMove([x, y], [i, j])); |
1e8a8386 BA |
356 | i += step[0]; |
357 | j += step[1]; | |
358 | } | |
359 | if (V.OnBoard(i, j) && this.getColor(i, j) == oppCol) | |
360 | moves.push(this.getBasicMove([x, y], [i, j])); | |
361 | } | |
362 | } | |
363 | return moves; | |
364 | } | |
365 | ||
366 | isAttacked(sq, color) { | |
367 | return ( | |
368 | super.isAttackedByRook(sq, color) || | |
369 | super.isAttackedByKnight(sq, color) || | |
370 | super.isAttackedByKing(sq, color) || | |
371 | ( | |
372 | color == 'w' && | |
373 | ( | |
374 | super.isAttackedByPawn(sq, color) || | |
375 | super.isAttackedByBishop(sq, color) || | |
376 | super.isAttackedByQueen(sq, color) | |
377 | ) | |
378 | ) || | |
379 | ( | |
380 | color == 'b' && | |
381 | ( | |
382 | this.isAttackedByCannon(sq, color) || | |
383 | this.isAttackedBySoldier(sq, color) || | |
384 | this.isAttackedByAdvisor(sq, color) || | |
385 | this.isAttackedByElephant(sq, color) | |
386 | ) | |
387 | ) | |
388 | ); | |
389 | } | |
390 | ||
391 | // NOTE: (mostly) duplicated from Shako (TODO?) | |
392 | isAttackedByCannon([x, y], color) { | |
393 | // Reversed process: is there an obstacle in line, | |
394 | // and a cannon next in the same line? | |
395 | for (const step of V.steps[V.ROOK]) { | |
396 | let [i, j] = [x+step[0], y+step[1]]; | |
397 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { | |
398 | i += step[0]; | |
399 | j += step[1]; | |
400 | } | |
401 | if (V.OnBoard(i, j) && this.getPiece(i, j) != V.CANNON) { | |
402 | // Keep looking in this direction | |
403 | i += step[0]; | |
404 | j += step[1]; | |
405 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { | |
406 | i += step[0]; | |
407 | j += step[1]; | |
408 | } | |
409 | if ( | |
410 | V.OnBoard(i, j) && | |
411 | this.getPiece(i, j) == V.CANNON && | |
412 | this.getColor(i, j) == color | |
413 | ) { | |
414 | return true; | |
415 | } | |
416 | } | |
417 | } | |
418 | return false; | |
419 | } | |
420 | ||
421 | isAttackedByAdvisor(sq, color) { | |
422 | return ( | |
423 | super.isAttackedBySlideNJump( | |
424 | sq, color, V.ADVISOR, | |
425 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep" | |
426 | ) | |
427 | ); | |
428 | } | |
429 | ||
430 | isAttackedByElephant(sq, color) { | |
431 | return ( | |
432 | this.isAttackedBySlideNJump( | |
433 | sq, color, V.ELEPHANT, V.steps[V.ELEPHANT], "oneStep" | |
434 | ) | |
435 | ); | |
436 | } | |
437 | ||
438 | isAttackedBySoldier([x, y], color) { | |
439 | const shiftX = (color == 'w' ? 1 : -1); //shift from king | |
440 | return super.isAttackedBySlideNJump( | |
441 | [x, y], color, V.SOLDIER, [[shiftX, 0], [0, 1], [0, -1]], "oneStep"); | |
442 | } | |
443 | ||
444 | getAllValidMoves() { | |
445 | let moves = super.getAllPotentialMoves(); | |
446 | const color = this.turn; | |
447 | if (!!this.reserve && color == 'b') | |
448 | moves = moves.concat(this.getReserveMoves(V.size.x + 1)); | |
449 | return this.filterValid(moves); | |
450 | } | |
451 | ||
452 | atLeastOneMove() { | |
453 | if (!super.atLeastOneMove()) { | |
454 | if (!!this.reserve && this.turn == 'b') { | |
455 | let moves = this.filterValid(this.getReserveMoves(V.size.x + 1)); | |
456 | if (moves.length > 0) return true; | |
457 | } | |
458 | return false; | |
459 | } | |
460 | return true; | |
461 | } | |
462 | ||
463 | getCurrentScore() { | |
464 | // Turn has changed: | |
465 | const color = V.GetOppCol(this.turn); | |
466 | const lastRank = (color == 'w' ? 0 : 7); | |
467 | if (this.kingPos[color][0] == lastRank) | |
468 | // The opposing edge is reached! | |
469 | return color == "w" ? "1-0" : "0-1"; | |
470 | if (this.atLeastOneMove()) return "*"; | |
471 | // Game over | |
472 | const oppCol = this.turn; | |
473 | return (oppCol == "w" ? "0-1" : "1-0"); | |
474 | } | |
475 | ||
476 | updateCastleFlags(move, piece) { | |
477 | // Only white can castle: | |
478 | const firstRank = 0; | |
479 | if (piece == V.KING && move.appear[0].c == 'w') | |
480 | this.castleFlags['w'] = [8, 8]; | |
481 | else if ( | |
482 | move.start.x == firstRank && | |
483 | this.castleFlags['w'].includes(move.start.y) | |
484 | ) { | |
485 | const flagIdx = (move.start.y == this.castleFlags['w'][0] ? 0 : 1); | |
486 | this.castleFlags['w'][flagIdx] = 8; | |
487 | } | |
488 | else if ( | |
489 | move.end.x == firstRank && | |
490 | this.castleFlags['w'].includes(move.end.y) | |
491 | ) { | |
492 | const flagIdx = (move.end.y == this.castleFlags['w'][0] ? 0 : 1); | |
493 | this.castleFlags['w'][flagIdx] = 8; | |
494 | } | |
495 | } | |
496 | ||
497 | postPlay(move) { | |
498 | super.postPlay(move); | |
499 | // After black move, turn == 'w': | |
500 | if (!!this.reserve && this.turn == 'w' && move.vanish.length == 0) | |
501 | if (--this.reserve['b'][V.SOLDIER] == 0) this.reserve = null; | |
502 | } | |
503 | ||
504 | postUndo(move) { | |
505 | super.postUndo(move); | |
506 | if (this.turn == 'b' && move.vanish.length == 0) { | |
507 | if (!this.reserve) this.reserve = { 'b': { [V.SOLDIER]: 1 } }; | |
508 | else this.reserve['b'][V.SOLDIER]++; | |
509 | } | |
510 | } | |
511 | ||
512 | static get VALUES() { | |
513 | return Object.assign( | |
514 | { | |
515 | s: 2, | |
516 | a: 2.75, | |
517 | e: 2.75, | |
518 | c: 3 | |
519 | }, | |
520 | ChessRules.VALUES | |
521 | ); | |
522 | } | |
523 | ||
524 | static get SEARCH_DEPTH() { | |
525 | return 2; | |
526 | } | |
527 | ||
528 | evalPosition() { | |
529 | let evaluation = super.evalPosition(); | |
530 | if (this.turn == 'b') | |
531 | // Add reserves: | |
532 | evaluation += this.reserve['b'][V.SOLDIER] * V.VALUES[V.SOLDIER]; | |
533 | return evaluation; | |
534 | } | |
1269441e BA |
535 | |
536 | }; |