| 1 | import { ChessRules } from "@/base_rules"; |
| 2 | import { ArrayFun } from "@/utils/array"; |
| 3 | import { randInt, sample } from "@/utils/alea"; |
| 4 | |
| 5 | export class CoregalRules extends ChessRules { |
| 6 | static IsGoodPosition(position) { |
| 7 | if (!super.IsGoodPosition(position)) return false; |
| 8 | // Check that at least one queen of each color is there: |
| 9 | let queens = {}; |
| 10 | for (let row of rows) { |
| 11 | for (let i = 0; i < row.length; i++) |
| 12 | if (['Q','q'].includes(row[i])) queens[row[i]] = true; |
| 13 | } |
| 14 | if (Object.keys(queens).length != 2) return false; |
| 15 | return true; |
| 16 | } |
| 17 | |
| 18 | static IsGoodFlags(flags) { |
| 19 | return !!flags.match(/^[a-z]{8,8}$/); |
| 20 | } |
| 21 | |
| 22 | getCheckSquares(color) { |
| 23 | let squares = []; |
| 24 | const oppCol = V.GetOppCol(color); |
| 25 | if (this.isAttacked(this.kingPos[color], oppCol)) |
| 26 | squares.push(this.kingPos[color]); |
| 27 | for (let i=0; i<V.size.x; i++) { |
| 28 | for (let j=0; j<V.size.y; j++) { |
| 29 | if ( |
| 30 | this.getColor(i, j) == color && |
| 31 | this.getPiece(i, j) == V.QUEEN && |
| 32 | this.isAttacked([i, j], oppCol) |
| 33 | ) { |
| 34 | squares.push([i, j]); |
| 35 | } |
| 36 | } |
| 37 | } |
| 38 | return squares; |
| 39 | } |
| 40 | |
| 41 | static GenRandInitFen(randomness) { |
| 42 | if (randomness == 0) |
| 43 | // Castle flags here indicate pieces positions (if can castle) |
| 44 | return "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0 adehadeh -"; |
| 45 | |
| 46 | let pieces = { w: new Array(8), b: new Array(8) }; |
| 47 | let flags = ""; |
| 48 | for (let c of ["w", "b"]) { |
| 49 | if (c == 'b' && randomness == 1) { |
| 50 | pieces['b'] = pieces['w']; |
| 51 | flags += flags; |
| 52 | break; |
| 53 | } |
| 54 | |
| 55 | // Get random squares for king and queen between b and g files |
| 56 | let randIndex = randInt(6); |
| 57 | let kingPos = randIndex + 1; |
| 58 | randIndex = randInt(5); |
| 59 | if (randIndex >= kingPos) randIndex++; |
| 60 | let queenPos = randIndex + 1; |
| 61 | |
| 62 | // Get random squares for rooks to the left and right of the queen |
| 63 | // and king: not all squares of the same colors (for bishops). |
| 64 | const minQR = Math.min(kingPos, queenPos); |
| 65 | const maxQR = Math.max(kingPos, queenPos); |
| 66 | let rook1Pos = randInt(minQR); |
| 67 | let rook2Pos = 7 - randInt(7 - maxQR); |
| 68 | |
| 69 | // Now, if we are unlucky all these 4 pieces may be on the same color. |
| 70 | const rem2 = [kingPos, queenPos, rook1Pos, rook2Pos].map(pos => pos % 2); |
| 71 | if (rem2.every(r => r == 0) || rem2.every(r => r == 1)) { |
| 72 | // Shift a random of these pieces to the left or right |
| 73 | switch (randInt(4)) { |
| 74 | case 0: |
| 75 | if (rook1Pos == 0) rook1Pos++; |
| 76 | else rook1Pos--; |
| 77 | break; |
| 78 | case 1: |
| 79 | if (Math.random() < 0.5) kingPos++; |
| 80 | else kingPos--; |
| 81 | break; |
| 82 | case 2: |
| 83 | if (Math.random() < 0.5) queenPos++; |
| 84 | else queenPos--; |
| 85 | break; |
| 86 | case 3: |
| 87 | if (rook2Pos == 7) rook2Pos--; |
| 88 | else rook2Pos++; |
| 89 | break; |
| 90 | } |
| 91 | } |
| 92 | let bishop1Options = { 0: true, 2: true, 4: true, 6: true }; |
| 93 | let bishop2Options = { 1: true, 3: true, 5: true, 7: true }; |
| 94 | [kingPos, queenPos, rook1Pos, rook2Pos].forEach(pos => { |
| 95 | if (!!bishop1Options[pos]) delete bishop1Options[pos]; |
| 96 | else if (!!bishop2Options[pos]) delete bishop2Options[pos]; |
| 97 | }); |
| 98 | const bishop1Pos = parseInt(sample(Object.keys(bishop1Options), 1)[0]); |
| 99 | const bishop2Pos = parseInt(sample(Object.keys(bishop2Options), 1)[0]); |
| 100 | |
| 101 | // Knights' positions are now determined |
| 102 | const forbidden = [ |
| 103 | kingPos, queenPos, rook1Pos, rook2Pos, bishop1Pos, bishop2Pos |
| 104 | ]; |
| 105 | const [knight1Pos, knight2Pos] = |
| 106 | ArrayFun.range(8).filter(pos => !forbidden.includes(pos)); |
| 107 | |
| 108 | pieces[c][rook1Pos] = "r"; |
| 109 | pieces[c][knight1Pos] = "n"; |
| 110 | pieces[c][bishop1Pos] = "b"; |
| 111 | pieces[c][queenPos] = "q"; |
| 112 | pieces[c][kingPos] = "k"; |
| 113 | pieces[c][bishop2Pos] = "b"; |
| 114 | pieces[c][knight2Pos] = "n"; |
| 115 | pieces[c][rook2Pos] = "r"; |
| 116 | flags += V.CoordToColumn(rook1Pos) + V.CoordToColumn(queenPos) + |
| 117 | V.CoordToColumn(kingPos) + V.CoordToColumn(rook2Pos); |
| 118 | } |
| 119 | // Add turn + flags + enpassant |
| 120 | return ( |
| 121 | pieces["b"].join("") + |
| 122 | "/pppppppp/8/8/8/8/PPPPPPPP/" + |
| 123 | pieces["w"].join("").toUpperCase() + |
| 124 | " w 0 " + flags + " -" |
| 125 | ); |
| 126 | } |
| 127 | |
| 128 | setFlags(fenflags) { |
| 129 | // white a-castle, h-castle, black a-castle, h-castle |
| 130 | this.castleFlags = { w: [...Array(4)], b: [...Array(4)] }; |
| 131 | for (let i = 0; i < 8; i++) { |
| 132 | this.castleFlags[i < 4 ? "w" : "b"][i % 4] = |
| 133 | V.ColumnToCoord(fenflags.charAt(i)); |
| 134 | } |
| 135 | } |
| 136 | |
| 137 | getPotentialQueenMoves(sq) { |
| 138 | return super.getPotentialQueenMoves(sq).concat(this.getCastleMoves(sq)); |
| 139 | } |
| 140 | |
| 141 | getCastleMoves([x, y], castleInCheck) { |
| 142 | return []; |
| 143 | // const c = this.getColor(x, y); |
| 144 | // if (x != (c == "w" ? V.size.x - 1 : 0) || y != this.INIT_COL_KING[c]) |
| 145 | // return []; //x isn't first rank, or king has moved (shortcut) |
| 146 | // |
| 147 | // // Castling ? |
| 148 | // const oppCol = V.GetOppCol(c); |
| 149 | // let moves = []; |
| 150 | // let i = 0; |
| 151 | // // King, then rook: |
| 152 | // const finalSquares = [ |
| 153 | // [2, 3], |
| 154 | // [V.size.y - 2, V.size.y - 3] |
| 155 | // ]; |
| 156 | // castlingCheck: for ( |
| 157 | // let castleSide = 0; |
| 158 | // castleSide < 2; |
| 159 | // castleSide++ //large, then small |
| 160 | // ) { |
| 161 | // if (this.castleFlags[c][castleSide] >= V.size.y) continue; |
| 162 | // // If this code is reached, rooks and king are on initial position |
| 163 | // |
| 164 | // // NOTE: in some variants this is not a rook, but let's keep variable name |
| 165 | // const rookPos = this.castleFlags[c][castleSide]; |
| 166 | // const castlingPiece = this.getPiece(x, rookPos); |
| 167 | // if (this.getColor(x, rookPos) != c) |
| 168 | // // Rook is here but changed color (see Benedict) |
| 169 | // continue; |
| 170 | // |
| 171 | // // Nothing on the path of the king ? (and no checks) |
| 172 | // const finDist = finalSquares[castleSide][0] - y; |
| 173 | // let step = finDist / Math.max(1, Math.abs(finDist)); |
| 174 | // i = y; |
| 175 | // do { |
| 176 | // if ( |
| 177 | // (!castleInCheck && this.isAttacked([x, i], oppCol)) || |
| 178 | // (this.board[x][i] != V.EMPTY && |
| 179 | // // NOTE: next check is enough, because of chessboard constraints |
| 180 | // (this.getColor(x, i) != c || |
| 181 | // ![V.KING, castlingPiece].includes(this.getPiece(x, i)))) |
| 182 | // ) { |
| 183 | // continue castlingCheck; |
| 184 | // } |
| 185 | // i += step; |
| 186 | // } while (i != finalSquares[castleSide][0]); |
| 187 | // |
| 188 | // // Nothing on the path to the rook? |
| 189 | // step = castleSide == 0 ? -1 : 1; |
| 190 | // for (i = y + step; i != rookPos; i += step) { |
| 191 | // if (this.board[x][i] != V.EMPTY) continue castlingCheck; |
| 192 | // } |
| 193 | // |
| 194 | // // Nothing on final squares, except maybe king and castling rook? |
| 195 | // for (i = 0; i < 2; i++) { |
| 196 | // if ( |
| 197 | // this.board[x][finalSquares[castleSide][i]] != V.EMPTY && |
| 198 | // this.getPiece(x, finalSquares[castleSide][i]) != V.KING && |
| 199 | // finalSquares[castleSide][i] != rookPos |
| 200 | // ) { |
| 201 | // continue castlingCheck; |
| 202 | // } |
| 203 | // } |
| 204 | // |
| 205 | // // If this code is reached, castle is valid |
| 206 | // moves.push( |
| 207 | // new Move({ |
| 208 | // appear: [ |
| 209 | // new PiPo({ x: x, y: finalSquares[castleSide][0], p: V.KING, c: c }), |
| 210 | // new PiPo({ x: x, y: finalSquares[castleSide][1], p: castlingPiece, c: c }) |
| 211 | // ], |
| 212 | // vanish: [ |
| 213 | // new PiPo({ x: x, y: y, p: V.KING, c: c }), |
| 214 | // new PiPo({ x: x, y: rookPos, p: castlingPiece, c: c }) |
| 215 | // ], |
| 216 | // end: |
| 217 | // Math.abs(y - rookPos) <= 2 |
| 218 | // ? { x: x, y: rookPos } |
| 219 | // : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } |
| 220 | // }) |
| 221 | // ); |
| 222 | // } |
| 223 | // |
| 224 | // return moves; |
| 225 | } |
| 226 | |
| 227 | underCheck(color) { |
| 228 | const oppCol = V.GetOppCol(color); |
| 229 | if (this.isAttacked(this.kingPos[color], oppCol)) return true; |
| 230 | for (let i=0; i<V.size.x; i++) { |
| 231 | for (let j=0; j<V.size.y; j++) { |
| 232 | if ( |
| 233 | this.getColor(i, j) == color && |
| 234 | this.getPiece(i, j) == V.QUEEN && |
| 235 | this.isAttacked([i, j], oppCol) |
| 236 | ) { |
| 237 | return true; |
| 238 | } |
| 239 | } |
| 240 | } |
| 241 | return false; |
| 242 | } |
| 243 | |
| 244 | updateCastleFlags(move, piece) { |
| 245 | // const c = V.GetOppCol(this.turn); |
| 246 | // const firstRank = (c == "w" ? V.size.x - 1 : 0); |
| 247 | // // Update castling flags if rooks are moved |
| 248 | // const oppCol = V.GetOppCol(c); |
| 249 | // const oppFirstRank = V.size.x - 1 - firstRank; |
| 250 | // if (piece == V.KING && move.appear.length > 0) |
| 251 | // this.castleFlags[c] = [V.size.y, V.size.y]; |
| 252 | // else if ( |
| 253 | // move.start.x == firstRank && //our rook moves? |
| 254 | // this.castleFlags[c].includes(move.start.y) |
| 255 | // ) { |
| 256 | // const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1); |
| 257 | // this.castleFlags[c][flagIdx] = V.size.y; |
| 258 | // } else if ( |
| 259 | // move.end.x == oppFirstRank && //we took opponent rook? |
| 260 | // this.castleFlags[oppCol].includes(move.end.y) |
| 261 | // ) { |
| 262 | // const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1); |
| 263 | // this.castleFlags[oppCol][flagIdx] = V.size.y; |
| 264 | // } |
| 265 | } |
| 266 | |
| 267 | // NOTE: do not set queen value to 1000 or so, because there may be several. |
| 268 | }; |