b84fb5badab3ecd7822bf6000c5737c102668795
1 import { ChessRules
} from "@/base_rules";
2 import { randInt
} from "@/utils/alea";
4 export class ApocalypseRules
extends ChessRules
{
5 static get PawnSpecs() {
11 promotions: [V
.KNIGHT
]
16 static get HasCastle() {
20 static get HasEnpassant() {
24 static get CanAnalyze() {
28 static get ShowMoves() {
33 // Show the piece taken, if any, and not multiple pawns:
34 if (m
.vanish
.length
== 1) return "Apocalypse/empty";
35 return m
.vanish
[1].c
+ m
.vanish
[1].p
;
39 return [V
.PAWN
, V
.KNIGHT
];
42 static IsGoodPosition(position
) {
43 if (position
.length
== 0) return false;
44 const rows
= position
.split("/");
45 if (rows
.length
!= V
.size
.x
) return false;
46 // At least one pawn per color
47 let pawns
= { "p": 0, "P": 0 };
48 for (let row
of rows
) {
50 for (let i
= 0; i
< row
.length
; i
++) {
51 if (['P','p'].includes(row
[i
])) pawns
[row
[i
]]++;
52 if (V
.PIECES
.includes(row
[i
].toLowerCase())) sumElts
++;
54 const num
= parseInt(row
[i
]);
55 if (isNaN(num
)) return false;
59 if (sumElts
!= V
.size
.y
) return false;
61 if (Object
.values(pawns
).some(v
=> v
== 0))
66 static IsGoodFen(fen
) {
67 if (!ChessRules
.IsGoodFen(fen
)) return false;
68 const fenParsed
= V
.ParseFen(fen
);
72 fenParsed
.turn
== "w" &&
73 // NOTE: do not check really JSON stringified move...
74 (!fenParsed
.whiteMove
|| fenParsed
.whiteMove
== "-")
77 (fenParsed
.turn
== "b" && fenParsed
.whiteMove
!= "-")
84 static IsGoodFlags(flags
) {
85 return !!flags
.match(/^[0-2]{2,2}$/);
89 return this.penaltyFlags
;
92 disaggregateFlags(flags
) {
93 this.penaltyFlags
= flags
;
96 static ParseFen(fen
) {
97 const fenParts
= fen
.split(" ");
99 ChessRules
.ParseFen(fen
),
100 { whiteMove: fenParts
[4] }
105 return { x: 5, y: 5 };
108 static GenRandInitFen() {
109 return "npppn/p3p/5/P3P/NPPPN w 0 00 -";
113 return super.getFen() + " " + this.getWhitemoveFen();
117 return super.getFenForRepeat() + "_" + this.getWhitemoveFen();
122 this.penaltyFlags
['w'].toString() + this.penaltyFlags
['b'].toString()
126 setOtherVariables(fen
) {
127 const parsedFen
= V
.ParseFen(fen
);
128 this.setFlags(parsedFen
.flags
);
129 // Also init whiteMove
131 parsedFen
.whiteMove
!= "-"
132 ? JSON
.parse(parsedFen
.whiteMove
)
137 this.penaltyFlags
= {
138 'w': parseInt(fenflags
[0]),
139 'b': parseInt(fenflags
[1])
144 if (!this.whiteMove
) return "-";
145 return JSON
.stringify({
146 start: this.whiteMove
.start
,
147 end: this.whiteMove
.end
,
148 appear: this.whiteMove
.appear
,
149 vanish: this.whiteMove
.vanish
153 getSpeculations(moves
, sq
) {
156 const mHash
= "m" + m
.start
.x
+ m
.start
.y
+ m
.end
.x
+ m
.end
.y
;
157 moveSet
[mHash
] = true;
159 const color
= this.turn
;
160 this.turn
= V
.GetOppCol(color
);
161 const oppMoves
= super.getAllValidMoves();
163 // For each opponent's move, generate valid moves [from sq if same color]
164 let speculations
= [];
165 oppMoves
.forEach(m
=> {
166 V
.PlayOnBoard(this.board
, m
);
167 const newValidMoves
=
170 this.getColor(sq
[0], sq
[1]) == color
171 ? super.getPotentialMovesFrom(sq
)
174 : super.getAllValidMoves();
175 newValidMoves
.forEach(vm
=> {
176 const mHash
= "m" + vm
.start
.x
+ vm
.start
.y
+ vm
.end
.x
+ vm
.end
.y
;
177 if (!moveSet
[mHash
]) {
178 moveSet
[mHash
] = true;
179 vm
.illegal
= true; //potentially illegal!
180 speculations
.push(vm
);
183 V
.UndoOnBoard(this.board
, m
);
188 getPossibleMovesFrom([x
, y
]) {
189 const possibleMoves
= super.getPotentialMovesFrom([x
, y
])
190 // Augment potential moves with opponent's moves speculation:
191 return possibleMoves
.concat(this.getSpeculations(possibleMoves
, [x
, y
]));
195 // Return possible moves + potentially valid moves
196 const validMoves
= super.getAllValidMoves();
197 return validMoves
.concat(this.getSpeculations(validMoves
));
200 addPawnMoves([x1
, y1
], [x2
, y2
], moves
) {
201 let finalPieces
= [V
.PAWN
];
202 const color
= this.turn
;
203 const lastRank
= (color
== "w" ? 0 : V
.size
.x
- 1);
204 if (x2
== lastRank
) {
205 // If 0 or 1 horsemen, promote in knight
206 let knightCounter
= 0;
207 let emptySquares
= [];
208 for (let i
= 0; i
< V
.size
.x
; i
++) {
209 for (let j
= 0; j
< V
.size
.y
; j
++) {
210 if (this.board
[i
][j
] == V
.EMPTY
) emptySquares
.push([i
, j
]);
212 this.getColor(i
, j
) == color
&&
213 this.getPiece(i
, j
) == V
.KNIGHT
219 if (knightCounter
<= 1) finalPieces
= [V
.KNIGHT
];
221 // Generate all possible landings, maybe capturing something on the way
222 let capture
= undefined;
223 if (this.board
[x2
][y2
] != V
.EMPTY
) {
224 capture
= JSON
.parse(JSON
.stringify({
227 c: this.getColor(x2
, y2
),
228 p: this.getPiece(x2
, y2
)
231 emptySquares
.forEach(sq
=> {
232 if (sq
[0] != lastRank
) {
233 let newMove
= this.getBasicMove([x1
, y1
], [sq
[0], sq
[1]]);
234 if (!!capture
) newMove
.vanish
.push(capture
);
242 for (let piece
of finalPieces
) {
243 tr
= (piece
!= V
.PAWN
? { c: color
, p: piece
} : null);
244 moves
.push(this.getBasicMove([x1
, y1
], [x2
, y2
], tr
));
253 atLeastOneMove(color
) {
254 const curTurn
= this.turn
;
256 const res
= super.atLeastOneMove();
261 // White and black (partial) moves were played: merge
262 resolveSynchroneMove(move) {
263 let m1
= this.whiteMove
;
265 const movingLikeCapture
= (m
) => {
266 const shift
= (m
.vanish
[0].c
== 'w' ? -1 : 1);
268 m
.start
.x
+ shift
== m
.end
.x
&&
269 Math
.abs(m
.end
.y
- m
.start
.y
) == 1
272 const isPossible
= (m
, other
) => {
275 m
.vanish
[0].p
== V
.KNIGHT
&&
276 (m
.vanish
.length
== 1 || m
.vanish
[1].c
!= m
.vanish
[0].c
)
281 m
.end
.x
== (m
.vanish
[0].c
== "w" ? 0 : V
.size
.x
- 1) &&
282 other
.vanish
.length
== 2 &&
283 other
.vanish
[1].p
== V
.KNIGHT
&&
284 other
.vanish
[1].c
== m
.vanish
[0].c
289 !movingLikeCapture(m
) &&
290 other
.start
.x
== m
.end
.x
&&
291 other
.start
.y
== m
.end
.y
296 movingLikeCapture(m
) &&
297 other
.end
.x
== m
.end
.x
&&
298 other
.end
.y
== m
.end
.y
302 if (!!m1
.illegal
&& !isPossible(m1
, m2
)) {
303 // Either an anticipated capture of something which didn't move
304 // (or not to the right square), or a push through blocus.
305 // ==> Just discard the move, and add a penalty point
306 this.penaltyFlags
[m1
.vanish
[0].c
]++;
309 if (!!m2
.illegal
&& !isPossible(m2
, m1
)) {
310 this.penaltyFlags
[m2
.vanish
[0].c
]++;
313 if (!!m1
.isNull
) m1
= null;
314 if (!!m2
.isNull
) m2
= null;
315 // If one move is illegal, just execute the other
316 if (!m1
&& !!m2
) return m2
;
317 if (!m2
&& !!m1
) return m1
;
318 // For PlayOnBoard (no need for start / end, irrelevant)
323 if (!m1
&& !m2
) return smove
;
324 // Both move are now legal:
325 smove
.vanish
.push(m1
.vanish
[0]);
326 smove
.vanish
.push(m2
.vanish
[0]);
327 if ((m1
.end
.x
!= m2
.end
.x
) || (m1
.end
.y
!= m2
.end
.y
)) {
328 // Easy case: two independant moves
329 smove
.appear
.push(m1
.appear
[0]);
330 smove
.appear
.push(m2
.appear
[0]);
331 // "Captured" pieces may have moved:
333 m1
.vanish
.length
== 2 &&
335 m1
.vanish
[1].x
!= m2
.start
.x
||
336 m1
.vanish
[1].y
!= m2
.start
.y
339 smove
.vanish
.push(m1
.vanish
[1]);
342 m2
.vanish
.length
== 2 &&
344 m2
.vanish
[1].x
!= m1
.start
.x
||
345 m2
.vanish
[1].y
!= m1
.start
.y
348 smove
.vanish
.push(m2
.vanish
[1]);
351 // Collision: priority to the anticipated capture, if any.
352 // If ex-aequo: knight wins (higher risk), or both disappears.
353 // Then, priority to the knight vs pawn: remains.
354 // Finally: both disappears.
356 const p1
= m1
.vanish
[0].p
;
357 const p2
= m2
.vanish
[0].p
;
358 if (!!m1
.illegal
&& !m2
.illegal
) remain
= { c: 'w', p: p1
};
359 else if (!!m2
.illegal
&& !m1
.illegal
) remain
= { c: 'b', p: p2
};
361 // Either both are illegal or both are legal
362 if (p1
== V
.KNIGHT
&& p2
== V
.PAWN
) remain
= { c: 'w', p: p1
};
363 else if (p2
== V
.KNIGHT
&& p1
== V
.PAWN
) remain
= { c: 'b', p: p2
};
364 // If remain is still null: same type same risk, both disappear
379 if (!this.states
) this.states
= [];
380 const stateFen
= this.getFen();
381 this.states
.push(stateFen
);
383 // Do not play on board (would reveal the move...)
384 move.flags
= JSON
.stringify(this.aggregateFlags());
385 this.turn
= V
.GetOppCol(this.turn
);
391 if (this.turn
== 'b') {
392 // NOTE: whiteMove is used read-only, so no need to copy
393 this.whiteMove
= move;
396 // A full turn just ended:
397 const smove
= this.resolveSynchroneMove(move);
398 V
.PlayOnBoard(this.board
, smove
);
399 move.whiteMove
= this.whiteMove
; //for undo
400 this.whiteMove
= null;
405 this.disaggregateFlags(JSON
.parse(move.flags
));
406 if (this.turn
== 'w')
407 // Back to the middle of the move
408 V
.UndoOnBoard(this.board
, move.smove
);
409 this.turn
= V
.GetOppCol(this.turn
);
413 const stateFen
= this.getFen();
414 if (stateFen
!= this.states
[this.states
.length
-1]) debugger;
419 if (this.turn
== 'w') this.whiteMove
= null;
420 else this.whiteMove
= move.whiteMove
;
423 getCheckSquares(color
) {
428 if (this.turn
== 'b')
429 // Turn (white + black) not over yet
431 // Count footmen: if a side has none, it loses
432 let fmCount
= { 'w': 0, 'b': 0 };
433 for (let i
=0; i
<5; i
++) {
434 for (let j
=0; j
<5; j
++) {
435 if (this.board
[i
][j
] != V
.EMPTY
&& this.getPiece(i
, j
) == V
.PAWN
)
436 fmCount
[this.getColor(i
, j
)]++;
439 if (Object
.values(fmCount
).some(v
=> v
== 0)) {
440 if (fmCount
['w'] == 0 && fmCount
['b'] == 0)
443 if (fmCount
['w'] == 0) return "0-1";
444 return "1-0"; //fmCount['b'] == 0
446 // Check penaltyFlags: if a side has 2 or more, it loses
447 if (Object
.values(this.penaltyFlags
).every(v
=> v
== 2)) return "1/2";
448 if (this.penaltyFlags
['w'] == 2) return "0-1";
449 if (this.penaltyFlags
['b'] == 2) return "1-0";
450 if (!this.atLeastOneMove('w') || !this.atLeastOneMove('b'))
451 // Stalemate (should be very rare)
457 const maxeval
= V
.INFINITY
;
458 const color
= this.turn
;
459 let moves
= this.getAllValidMoves();
460 if (moves
.length
== 0)
461 // TODO: this situation should not happen
464 if (Math
.random() < 0.5)
465 // Return a random move
466 return moves
[randInt(moves
.length
)];
468 // Rank moves at depth 1:
469 // try to capture something (not re-capturing)
471 V
.PlayOnBoard(this.board
, m
);
472 m
.eval
= this.evalPosition();
473 V
.UndoOnBoard(this.board
, m
);
475 moves
.sort((a
, b
) => {
476 return (color
== "w" ? 1 : -1) * (b
.eval
- a
.eval
);
478 let candidates
= [0];
479 for (let i
= 1; i
< moves
.length
&& moves
[i
].eval
== moves
[0].eval
; i
++)
481 return moves
[candidates
[randInt(candidates
.length
)]];
485 // Basic system: piece + init + dest square
487 move.vanish
[0].p
.toUpperCase() +
488 V
.CoordsToSquare(move.start
) +
489 V
.CoordsToSquare(move.end
)