| 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 | }; |