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1 | import { ChessRules } from "@/base_rules"; |
2 | ||
3 | export class XiangqiRules extends ChessRules { | |
4 | ||
5 | static get Monochrome() { | |
6 | return true; | |
7 | } | |
8 | ||
9 | static get Notoodark() { | |
10 | return true; | |
11 | } | |
12 | ||
13 | static get Lines() { | |
14 | let lines = []; | |
15 | // Draw all inter-squares lines, shifted: | |
16 | for (let i = 0; i < V.size.x; i++) | |
17 | lines.push([[i+0.5, 0.5], [i+0.5, V.size.y-0.5]]); | |
18 | for (let j = 0; j < V.size.y; j++) | |
19 | lines.push([[0.5, j+0.5], [V.size.x-0.5, j+0.5]]); | |
20 | // Add palaces: | |
21 | lines.push([[0.5, 3.5], [2.5, 5.5]]); | |
22 | lines.push([[0.5, 5.5], [2.5, 3.5]]); | |
23 | lines.push([[9.5, 3.5], [7.5, 5.5]]); | |
24 | lines.push([[9.5, 5.5], [7.5, 3.5]]); | |
25 | // Show river: | |
26 | lines.push([[4.5, 0.5], [5.5, 8.5]]); | |
27 | lines.push([[5.5, 0.5], [4.5, 8.5]]); | |
28 | return lines; | |
29 | } | |
30 | ||
31 | static get HasFlags() { | |
32 | return false; | |
33 | } | |
34 | ||
35 | static get HasEnpassant() { | |
36 | return false; | |
37 | } | |
38 | ||
9a1e3abe BA |
39 | static get LoseOnRepetition() { |
40 | return true; | |
41 | } | |
42 | ||
7e107b8f BA |
43 | static get ELEPHANT() { |
44 | return "e"; | |
45 | } | |
46 | ||
47 | static get CANNON() { | |
48 | return "c"; | |
49 | } | |
50 | ||
51 | static get ADVISOR() { | |
52 | return "a"; | |
53 | } | |
54 | ||
55 | static get PIECES() { | |
56 | return [V.PAWN, V.ROOK, V.KNIGHT, V.ELEPHANT, V.ADVISOR, V.KING, V.CANNON]; | |
57 | } | |
58 | ||
59 | getPpath(b) { | |
60 | return "Xiangqi/" + b; | |
61 | } | |
62 | ||
63 | static get size() { | |
64 | return { x: 10, y: 9}; | |
65 | } | |
66 | ||
67 | getPotentialMovesFrom(sq) { | |
9a1e3abe BA |
68 | let moves = []; |
69 | const piece = this.getPiece(sq[0], sq[1]); | |
70 | switch (piece) { | |
71 | case V.PAWN: | |
72 | moves = this.getPotentialPawnMoves(sq); | |
73 | break; | |
74 | case V.ROOK: | |
75 | moves = super.getPotentialRookMoves(sq); | |
76 | break; | |
77 | case V.KNIGHT: | |
78 | moves = this.getPotentialKnightMoves(sq); | |
79 | break; | |
80 | case V.ELEPHANT: | |
81 | moves = this.getPotentialElephantMoves(sq); | |
82 | break; | |
83 | case V.ADVISOR: | |
84 | moves = this.getPotentialAdvisorMoves(sq); | |
85 | break; | |
86 | case V.KING: | |
87 | moves = this.getPotentialKingMoves(sq); | |
88 | break; | |
89 | case V.CANNON: | |
90 | moves = this.getPotentialCannonMoves(sq); | |
91 | break; | |
92 | } | |
93 | if (piece != V.KING && this.kingPos['w'][1] != this.kingPos['b'][1]) | |
94 | return moves; | |
95 | if (this.kingPos['w'][1] == this.kingPos['b'][1]) { | |
96 | const colKing = this.kingPos['w'][1]; | |
97 | let intercept = 0; //count intercepting pieces | |
98 | for (let i = this.kingPos['b'][0] + 1; i < this.kingPos['w'][0]; i++) { | |
99 | if (this.board[i][colKing] != V.EMPTY) intercept++; | |
100 | } | |
101 | if (intercept >= 2) return moves; | |
102 | // intercept == 1 (0 is impossible): | |
103 | // Any move not removing intercept is OK | |
104 | return moves.filter(m => { | |
105 | return ( | |
106 | // From another column? | |
107 | m.start.y != colKing || | |
108 | // From behind a king? (including kings themselves!) | |
109 | m.start.x <= this.kingPos['b'][0] || | |
110 | m.start.x >= this.kingPos['w'][0] || | |
111 | // Intercept piece moving: must remain in-between | |
112 | ( | |
113 | m.end.y == colKing && | |
114 | m.end.x > this.kingPos['b'][0] && | |
115 | m.end.x < this.kingPos['w'][0] | |
116 | ) | |
117 | ); | |
118 | }); | |
7e107b8f | 119 | } |
9a1e3abe BA |
120 | // piece == king: check only if move.end.y == enemy king column |
121 | const color = this.getColor(sq[0], sq[1]); | |
122 | const oppCol = V.GetOppCol(color); | |
123 | // colCheck == -1 if unchecked, 1 if checked and occupied, | |
124 | // 0 if checked and clear | |
125 | let colCheck = -1; | |
126 | return moves.filter(m => { | |
127 | if (m.end.y != this.kingPos[oppCol][1]) return true; | |
128 | if (colCheck < 0) { | |
129 | // Do the check: | |
130 | colCheck = 0; | |
131 | for (let i = this.kingPos['b'][0] + 1; i < this.kingPos['w'][0]; i++) { | |
132 | if (this.board[i][m.end.y] != V.EMPTY) { | |
133 | colCheck++; | |
134 | break; | |
135 | } | |
136 | } | |
137 | return colCheck == 1; | |
138 | } | |
139 | // Check already done: | |
140 | return colCheck == 1; | |
141 | }); | |
7e107b8f BA |
142 | } |
143 | ||
144 | getPotentialPawnMoves([x, y]) { | |
145 | const c = this.getColor(x, y); | |
146 | const shiftX = (c == 'w' ? -1 : 1); | |
147 | const crossedRiver = (c == 'w' && x <= 4 || c == 'b' && x >= 5); | |
148 | const lastRank = (c == 'w' && x == 0 || c == 'b' && x == 9); | |
149 | let steps = []; | |
150 | if (!lastRank) steps.push([shiftX, 0]); | |
151 | if (crossedRiver) { | |
152 | if (y > 0) steps.push([0, -1]); | |
153 | if (y < 9) steps.push([0, 1]); | |
154 | } | |
155 | return super.getSlideNJumpMoves([x, y], steps, "oneStep"); | |
156 | } | |
157 | ||
158 | knightStepsFromRookStep(step) { | |
159 | if (step[0] == 0) return [ [1, 2*step[1]], [-1, 2*step[1]] ]; | |
160 | return [ [2*step[0], 1], [2*step[0], -1] ]; | |
161 | } | |
162 | ||
163 | getPotentialKnightMoves([x, y]) { | |
164 | let steps = []; | |
165 | for (let rookStep of ChessRules.steps[V.ROOK]) { | |
166 | const [i, j] = [x + rookStep[0], y + rookStep[1]]; | |
167 | if (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { | |
168 | Array.prototype.push.apply(steps, | |
169 | // These moves might be impossible, but need to be checked: | |
170 | this.knightStepsFromRookStep(rookStep)); | |
171 | } | |
172 | } | |
173 | return super.getSlideNJumpMoves([x, y], steps, "oneStep"); | |
174 | } | |
175 | ||
176 | getPotentialElephantMoves([x, y]) { | |
177 | let steps = []; | |
178 | const c = this.getColor(x, y); | |
179 | for (let bishopStep of ChessRules.steps[V.BISHOP]) { | |
180 | const [i, j] = [x + bishopStep[0], y + bishopStep[1]]; | |
181 | if (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { | |
182 | const [newX, newY] = [x + 2*bishopStep[0], y + 2*bishopStep[1]]; | |
183 | if ((c == 'w' && newX >= 5) || (c == 'b' && newX <= 4)) | |
184 | // A priori valid (elephant don't cross the river) | |
185 | steps.push(bishopStep.map(s => 2*s)); | |
186 | // "out of board" checks delayed to next method | |
187 | } | |
188 | } | |
189 | return super.getSlideNJumpMoves([x, y], steps, "oneStep"); | |
190 | } | |
191 | ||
192 | insidePalace(x, y, c) { | |
193 | return ( | |
194 | (y >= 3 && y <= 5) && | |
195 | ( | |
196 | (c == 'w' && x >= 7) || | |
197 | (c == 'b' && x <= 2) | |
198 | ) | |
199 | ); | |
200 | } | |
201 | ||
202 | getPotentialAdvisorMoves([x, y]) { | |
203 | // Diagonal steps inside palace | |
204 | let steps = []; | |
205 | const c = this.getColor(x, y); | |
206 | for (let s of ChessRules.steps[V.BISHOP]) { | |
207 | if (this.insidePalace(x + s[0], y + s[1], c)) steps.push(s); | |
208 | } | |
209 | return super.getSlideNJumpMoves([x, y], steps, "oneStep"); | |
210 | } | |
211 | ||
212 | getPotentialKingMoves([x, y]) { | |
213 | // Orthogonal steps inside palace | |
214 | let steps = []; | |
215 | const c = this.getColor(x, y); | |
216 | for (let s of ChessRules.steps[V.ROOK]) { | |
217 | if (this.insidePalace(x + s[0], y + s[1], c)) steps.push(s); | |
218 | } | |
219 | return super.getSlideNJumpMoves([x, y], steps, "oneStep"); | |
220 | } | |
221 | ||
222 | // NOTE: duplicated from Shako (TODO?) | |
223 | getPotentialCannonMoves([x, y]) { | |
224 | const oppCol = V.GetOppCol(this.turn); | |
225 | let moves = []; | |
226 | // Look in every direction until an obstacle (to jump) is met | |
227 | for (const step of V.steps[V.ROOK]) { | |
228 | let i = x + step[0]; | |
229 | let j = y + step[1]; | |
230 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { | |
231 | moves.push(this.getBasicMove([x, y], [i, j])); | |
232 | i += step[0]; | |
233 | j += step[1]; | |
234 | } | |
235 | // Then, search for an enemy | |
236 | i += step[0]; | |
237 | j += step[1]; | |
238 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { | |
239 | i += step[0]; | |
240 | j += step[1]; | |
241 | } | |
242 | if (V.OnBoard(i, j) && this.getColor(i, j) == oppCol) | |
243 | moves.push(this.getBasicMove([x, y], [i, j])); | |
244 | } | |
245 | return moves; | |
246 | } | |
247 | ||
248 | // (King) Never attacked by advisor, since it stays in the palace | |
249 | // Also, never attacked by elephants since they don't cross the river. | |
250 | isAttacked(sq, color) { | |
251 | return ( | |
252 | this.isAttackedByPawn(sq, color) || | |
253 | super.isAttackedByRook(sq, color) || | |
254 | this.isAttackedByKnight(sq, color) || | |
255 | this.isAttackedByCannon(sq, color) | |
256 | ); | |
257 | } | |
258 | ||
259 | isAttackedByPawn([x, y], color) { | |
260 | // The pawn necessarily crossed the river (attack on king) | |
261 | const shiftX = (color == 'w' ? 1 : -1); //shift from king | |
262 | for (let s of [[shiftX, 0], [0, 1], [0, -1]]) { | |
263 | const [i, j] = [x + s[0], y + s[1]]; | |
264 | if ( | |
265 | this.board[i][j] != V.EMPTY && | |
266 | this.getColor(i, j) == color && | |
267 | this.getPiece(i, j) == V.PAWN | |
268 | ) { | |
269 | return true; | |
270 | } | |
271 | } | |
272 | return false; | |
273 | } | |
274 | ||
275 | knightStepsFromBishopStep(step) { | |
276 | return [ [2*step[0], step[1]], [step[0], 2*step[1]] ]; | |
277 | } | |
278 | ||
279 | isAttackedByKnight([x, y], color) { | |
280 | // Check bishop steps: if empty, look continuation knight step | |
281 | let steps = []; | |
282 | for (let s of ChessRules.steps[V.BISHOP]) { | |
283 | const [i, j] = [x + s[0], y + s[1]]; | |
284 | if ( | |
285 | V.OnBoard(i, j) && | |
286 | this.board[i][j] == V.EMPTY | |
287 | ) { | |
288 | Array.prototype.push.apply(steps, this.knightStepsFromBishopStep(s)); | |
289 | } | |
290 | } | |
291 | return ( | |
292 | super.isAttackedBySlideNJump([x, y], color, V.KNIGHT, steps, "oneStep") | |
293 | ); | |
294 | } | |
295 | ||
296 | // NOTE: duplicated from Shako (TODO?) | |
297 | isAttackedByCannon([x, y], color) { | |
298 | // Reversed process: is there an obstacle in line, | |
299 | // and a cannon next in the same line? | |
300 | for (const step of V.steps[V.ROOK]) { | |
301 | let [i, j] = [x+step[0], y+step[1]]; | |
302 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { | |
303 | i += step[0]; | |
304 | j += step[1]; | |
305 | } | |
306 | if (V.OnBoard(i, j)) { | |
307 | // Keep looking in this direction | |
308 | i += step[0]; | |
309 | j += step[1]; | |
310 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { | |
311 | i += step[0]; | |
312 | j += step[1]; | |
313 | } | |
314 | if ( | |
315 | V.OnBoard(i, j) && | |
316 | this.getPiece(i, j) == V.CANNON && | |
317 | this.getColor(i, j) == color | |
318 | ) { | |
319 | return true; | |
320 | } | |
321 | } | |
322 | } | |
323 | return false; | |
324 | } | |
325 | ||
9a1e3abe BA |
326 | getCurrentScore() { |
327 | if (this.atLeastOneMove()) return "*"; | |
328 | // Game over | |
329 | const color = this.turn; | |
330 | // No valid move: I lose! | |
331 | return (color == "w" ? "0-1" : "1-0"); | |
332 | } | |
333 | ||
7e107b8f BA |
334 | static get VALUES() { |
335 | return { | |
336 | p: 1, | |
337 | r: 9, | |
338 | n: 4, | |
339 | e: 2.5, | |
340 | a: 2, | |
341 | c: 4.5, | |
342 | k: 1000 | |
343 | }; | |
344 | } | |
345 | ||
346 | evalPosition() { | |
347 | let evaluation = 0; | |
348 | for (let i = 0; i < V.size.x; i++) { | |
349 | for (let j = 0; j < V.size.y; j++) { | |
350 | if (this.board[i][j] != V.EMPTY) { | |
351 | const c = this.getColor(i, j); | |
352 | const sign = (c == 'w' ? 1 : -1); | |
353 | const piece = this.getPiece(i, j); | |
354 | let pieceEval = V.VALUES[this.getPiece(i, j)]; | |
355 | if ( | |
356 | piece == V.PAWN && | |
357 | ( | |
358 | (c == 'w' && i <= 4) || | |
359 | (c == 'b' && i >= 5) | |
360 | ) | |
361 | ) { | |
362 | // Pawn crossed the river: higher value | |
363 | pieceEval++; | |
364 | } | |
365 | evaluation += sign * pieceEval; | |
366 | } | |
367 | } | |
368 | } | |
369 | return evaluation; | |
370 | } | |
371 | ||
372 | static GenRandInitFen() { | |
373 | // No randomization here (TODO?) | |
374 | return "rneakaenr/9/1c5c1/p1p1p1p1p/9/9/P1P1P1P1P/1C5C1/9/RNEAKAENR w 0"; | |
375 | } | |
376 | ||
377 | }; |