| 1 | import { ArrayFun } from "@/utils/array"; |
| 2 | import { randInt, shuffle } from "@/utils/alea"; |
| 3 | import { ChessRules, PiPo, Move } from "@/base_rules"; |
| 4 | |
| 5 | export const VariantRules = class EightpiecesRules extends ChessRules { |
| 6 | static get JAILER() { |
| 7 | return "j"; |
| 8 | } |
| 9 | static get SENTRY() { |
| 10 | return "s"; |
| 11 | } |
| 12 | static get LANCER() { |
| 13 | return "l"; |
| 14 | } |
| 15 | |
| 16 | static get PIECES() { |
| 17 | return ChessRules.PIECES.concat([V.JAILER, V.SENTRY, V.LANCER]); |
| 18 | } |
| 19 | |
| 20 | static get LANCER_DIRS() { |
| 21 | return { |
| 22 | 'c': [-1, 0], //north |
| 23 | 'd': [-1, 1], //N-E |
| 24 | 'e': [0, 1], //east |
| 25 | 'f': [1, 1], //S-E |
| 26 | 'g': [1, 0], //south |
| 27 | 'h': [1, -1], //S-W |
| 28 | 'm': [0, -1], //west |
| 29 | 'o': [-1, -1] //N-W |
| 30 | }; |
| 31 | } |
| 32 | |
| 33 | getPiece(i, j) { |
| 34 | const piece = this.board[i][j].charAt(1); |
| 35 | // Special lancer case: 8 possible orientations |
| 36 | if (Object.keys(V.LANCER_DIRS).includes(piece)) return V.LANCER; |
| 37 | return piece; |
| 38 | } |
| 39 | |
| 40 | getPpath(b) { |
| 41 | if ([V.JAILER, V.SENTRY].concat(Object.keys(V.LANCER_DIRS)).includes(b[1])) |
| 42 | return "Eightpieces/" + b; |
| 43 | return b; |
| 44 | } |
| 45 | |
| 46 | static ParseFen(fen) { |
| 47 | const fenParts = fen.split(" "); |
| 48 | return Object.assign(ChessRules.ParseFen(fen), { |
| 49 | sentrypush: fenParts[5] |
| 50 | }); |
| 51 | } |
| 52 | |
| 53 | getFen() { |
| 54 | return super.getFen() + " " + this.getSentrypushFen(); |
| 55 | } |
| 56 | |
| 57 | getFenForRepeat() { |
| 58 | return super.getFenForRepeat() + "_" + this.getSentrypushFen(); |
| 59 | } |
| 60 | |
| 61 | getSentrypushFen() { |
| 62 | const L = this.sentryPush.length; |
| 63 | if (!this.sentryPush[L-1]) return "-"; |
| 64 | let res = ""; |
| 65 | this.sentryPush[L-1].forEach(coords => |
| 66 | res += V.CoordsToSquare(coords) + ","); |
| 67 | return res.slice(0, -1); |
| 68 | } |
| 69 | |
| 70 | setOtherVariables(fen) { |
| 71 | super.setOtherVariables(fen); |
| 72 | // subTurn == 2 only when a sentry moved, and is about to push something |
| 73 | this.subTurn = 1; |
| 74 | // Stack pieces' forbidden squares after a sentry move at each turn |
| 75 | const parsedFen = V.ParseFen(fen); |
| 76 | if (parsedFen.sentrypush == "-") this.sentryPush = [null]; |
| 77 | else { |
| 78 | this.sentryPush = [ |
| 79 | parsedFen.sentrypush.split(",").map(sq => { |
| 80 | return V.SquareToCoords(sq); |
| 81 | }) |
| 82 | ]; |
| 83 | } |
| 84 | } |
| 85 | |
| 86 | canTake([x1,y1], [x2, y2]) { |
| 87 | if (this.subTurn == 2) |
| 88 | // Sentry push: pieces can capture own color (only) |
| 89 | return this.getColor(x1, y1) == this.getColor(x2, y2); |
| 90 | return super.canTake([x1,y1], [x2, y2]); |
| 91 | } |
| 92 | |
| 93 | static GenRandInitFen(randomness) { |
| 94 | // TODO: special conditions for 960 |
| 95 | return "jsfqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JSDQKBNR w 0 1111 - -"; |
| 96 | } |
| 97 | |
| 98 | // Scan kings, rooks and jailers |
| 99 | scanKingsRooks(fen) { |
| 100 | this.INIT_COL_KING = { w: -1, b: -1 }; |
| 101 | this.INIT_COL_ROOK = { w: -1, b: -1 }; |
| 102 | this.INIT_COL_JAILER = { w: -1, b: -1 }; |
| 103 | this.kingPos = { w: [-1, -1], b: [-1, -1] }; |
| 104 | const fenRows = V.ParseFen(fen).position.split("/"); |
| 105 | const startRow = { 'w': V.size.x - 1, 'b': 0 }; |
| 106 | for (let i = 0; i < fenRows.length; i++) { |
| 107 | let k = 0; |
| 108 | for (let j = 0; j < fenRows[i].length; j++) { |
| 109 | switch (fenRows[i].charAt(j)) { |
| 110 | case "k": |
| 111 | this.kingPos["b"] = [i, k]; |
| 112 | this.INIT_COL_KING["b"] = k; |
| 113 | break; |
| 114 | case "K": |
| 115 | this.kingPos["w"] = [i, k]; |
| 116 | this.INIT_COL_KING["w"] = k; |
| 117 | break; |
| 118 | case "r": |
| 119 | if (i == startRow['b'] && this.INIT_COL_ROOK["b"] < 0) |
| 120 | this.INIT_COL_ROOK["b"] = k; |
| 121 | break; |
| 122 | case "R": |
| 123 | if (i == startRow['w'] && this.INIT_COL_ROOK["w"] < 0) |
| 124 | this.INIT_COL_ROOK["w"] = k; |
| 125 | break; |
| 126 | case "j": |
| 127 | if (i == startRow['b'] && this.INIT_COL_JAILER["b"] < 0) |
| 128 | this.INIT_COL_JAILER["b"] = k; |
| 129 | break; |
| 130 | case "J": |
| 131 | if (i == startRow['w'] && this.INIT_COL_JAILER["w"] < 0) |
| 132 | this.INIT_COL_JAILER["w"] = k; |
| 133 | break; |
| 134 | default: { |
| 135 | const num = parseInt(fenRows[i].charAt(j)); |
| 136 | if (!isNaN(num)) k += num - 1; |
| 137 | } |
| 138 | } |
| 139 | k++; |
| 140 | } |
| 141 | } |
| 142 | } |
| 143 | |
| 144 | // Is piece on square (x,y) immobilized? |
| 145 | isImmobilized([x, y]) { |
| 146 | const color = this.getColor(x, y); |
| 147 | const oppCol = V.GetOppCol(color); |
| 148 | for (let step of V.steps[V.ROOK]) { |
| 149 | const [i, j] = [x + step[0], y + step[1]]; |
| 150 | if ( |
| 151 | V.OnBoard(i, j) && |
| 152 | this.board[i][j] != V.EMPTY && |
| 153 | this.getColor(i, j) == oppCol |
| 154 | ) { |
| 155 | const oppPiece = this.getPiece(i, j); |
| 156 | if (oppPiece == V.JAILER) return [i, j]; |
| 157 | } |
| 158 | } |
| 159 | return null; |
| 160 | } |
| 161 | |
| 162 | getPotentialMovesFrom_aux([x, y]) { |
| 163 | switch (this.getPiece(x, y)) { |
| 164 | case V.JAILER: |
| 165 | return this.getPotentialJailerMoves([x, y]); |
| 166 | case V.SENTRY: |
| 167 | return this.getPotentialSentryMoves([x, y]); |
| 168 | case V.LANCER: |
| 169 | return this.getPotentialLancerMoves([x, y]); |
| 170 | default: |
| 171 | return super.getPotentialMovesFrom([x, y]); |
| 172 | } |
| 173 | } |
| 174 | |
| 175 | getPotentialMovesFrom([x,y]) { |
| 176 | if (this.subTurn == 1) { |
| 177 | if (!!this.isImmobilized([x, y])) return []; |
| 178 | return this.getPotentialMovesFrom_aux([x, y]); |
| 179 | } |
| 180 | // subTurn == 2: only the piece pushed by the sentry is allowed to move, |
| 181 | // as if the sentry didn't exist |
| 182 | if (x != this.sentryPos.x && y != this.sentryPos.y) return []; |
| 183 | return this.getPotentialMovesFrom_aux([x,y]); |
| 184 | } |
| 185 | |
| 186 | getAllValidMoves() { |
| 187 | let moves = super.getAllValidMoves().filter(m => { |
| 188 | // Remove jailer captures |
| 189 | return m.vanish[0].p != V.JAILER || m.vanish.length == 1; |
| 190 | }); |
| 191 | const L = this.sentryPush.length; |
| 192 | if (!!this.sentryPush[L-1] && this.subTurn == 1) { |
| 193 | // Delete moves walking back on sentry push path |
| 194 | moves = moves.filter(m => { |
| 195 | if ( |
| 196 | m.vanish[0].p != V.PAWN && |
| 197 | this.sentryPush[L-1].some(sq => sq.x == m.end.x && sq.y == m.end.y) |
| 198 | ) { |
| 199 | return false; |
| 200 | } |
| 201 | return true; |
| 202 | }); |
| 203 | } |
| 204 | return moves; |
| 205 | } |
| 206 | |
| 207 | filterValid(moves) { |
| 208 | // Disable check tests when subTurn == 2, because the move isn't finished |
| 209 | if (this.subTurn == 2) return moves; |
| 210 | return super.filterValid(moves); |
| 211 | } |
| 212 | |
| 213 | getPotentialLancerMoves([x, y]) { |
| 214 | // TODO: add all lancer possible orientations same as pawn promotions, |
| 215 | // except if just after a push: allow all movements from init square then |
| 216 | return []; |
| 217 | } |
| 218 | |
| 219 | getPotentialSentryMoves([x, y]) { |
| 220 | // The sentry moves a priori like a bishop: |
| 221 | let moves = super.getPotentialBishopMoves([x, y]); |
| 222 | // ...but captures are replaced by special move |
| 223 | // "appear = [], vanish = init square" to let the pushed piece move then. |
| 224 | // TODO |
| 225 | } |
| 226 | |
| 227 | getPotentialJailerMoves([x, y]) { |
| 228 | // Captures are removed afterward: |
| 229 | return super.getPotentialRookMoves([x, y]); |
| 230 | } |
| 231 | |
| 232 | getPotentialKingMoves([x, y]) { |
| 233 | let moves = super.getPotentialKingMoves([x, y]); |
| 234 | // Augment with pass move is the king is immobilized: |
| 235 | const jsq = this.isImmobilized([x, y]); |
| 236 | if (!!jsq) { |
| 237 | moves.push( |
| 238 | new Move({ |
| 239 | appear: [], |
| 240 | vanish: [], |
| 241 | start: { x: x, y: y }, |
| 242 | end: { x: jsq[0], y: jsq[1] } |
| 243 | }) |
| 244 | ); |
| 245 | } |
| 246 | return moves; |
| 247 | } |
| 248 | |
| 249 | // Adapted: castle with jailer possible |
| 250 | getCastleMoves([x, y]) { |
| 251 | const c = this.getColor(x, y); |
| 252 | const firstRank = (c == "w" ? V.size.x - 1 : 0); |
| 253 | if (x != firstRank || y != this.INIT_COL_KING[c]) |
| 254 | return []; |
| 255 | |
| 256 | const oppCol = V.GetOppCol(c); |
| 257 | let moves = []; |
| 258 | let i = 0; |
| 259 | // King, then rook or jailer: |
| 260 | const finalSquares = [ |
| 261 | [2, 3], |
| 262 | [V.size.y - 2, V.size.y - 3] |
| 263 | ]; |
| 264 | castlingCheck: for ( |
| 265 | let castleSide = 0; |
| 266 | castleSide < 2; |
| 267 | castleSide++ |
| 268 | ) { |
| 269 | if (!this.castleFlags[c][castleSide]) continue; |
| 270 | // Rook (or jailer) and king are on initial position |
| 271 | |
| 272 | const finDist = finalSquares[castleSide][0] - y; |
| 273 | let step = finDist / Math.max(1, Math.abs(finDist)); |
| 274 | i = y; |
| 275 | do { |
| 276 | if ( |
| 277 | this.isAttacked([x, i], [oppCol]) || |
| 278 | (this.board[x][i] != V.EMPTY && |
| 279 | (this.getColor(x, i) != c || |
| 280 | ![V.KING, V.ROOK].includes(this.getPiece(x, i)))) |
| 281 | ) { |
| 282 | continue castlingCheck; |
| 283 | } |
| 284 | i += step; |
| 285 | } while (i != finalSquares[castleSide][0]); |
| 286 | |
| 287 | step = castleSide == 0 ? -1 : 1; |
| 288 | const rookOrJailerPos = |
| 289 | castleSide == 0 |
| 290 | ? Math.min(this.INIT_COL_ROOK[c], this.INIT_COL_JAILER[c]) |
| 291 | : Math.max(this.INIT_COL_ROOK[c], this.INIT_COL_JAILER[c]); |
| 292 | for (i = y + step; i != rookOrJailerPos; i += step) |
| 293 | if (this.board[x][i] != V.EMPTY) continue castlingCheck; |
| 294 | |
| 295 | // Nothing on final squares, except maybe king and castling rook or jailer? |
| 296 | for (i = 0; i < 2; i++) { |
| 297 | if ( |
| 298 | this.board[x][finalSquares[castleSide][i]] != V.EMPTY && |
| 299 | this.getPiece(x, finalSquares[castleSide][i]) != V.KING && |
| 300 | finalSquares[castleSide][i] != rookOrJailerPos |
| 301 | ) { |
| 302 | continue castlingCheck; |
| 303 | } |
| 304 | } |
| 305 | |
| 306 | // If this code is reached, castle is valid |
| 307 | const castlingPiece = this.getPiece(firstRank, rookOrJailerPos); |
| 308 | moves.push( |
| 309 | new Move({ |
| 310 | appear: [ |
| 311 | new PiPo({ x: x, y: finalSquares[castleSide][0], p: V.KING, c: c }), |
| 312 | new PiPo({ x: x, y: finalSquares[castleSide][1], p: castlingPiece, c: c }) |
| 313 | ], |
| 314 | vanish: [ |
| 315 | new PiPo({ x: x, y: y, p: V.KING, c: c }), |
| 316 | new PiPo({ x: x, y: rookOrJailerPos, p: castlingPiece, c: c }) |
| 317 | ], |
| 318 | end: |
| 319 | Math.abs(y - rookOrJailerPos) <= 2 |
| 320 | ? { x: x, y: rookOrJailerPos } |
| 321 | : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } |
| 322 | }) |
| 323 | ); |
| 324 | } |
| 325 | |
| 326 | return moves; |
| 327 | } |
| 328 | |
| 329 | updateVariables(move) { |
| 330 | super.updateVariables(move); |
| 331 | if (this.subTurn == 2) { |
| 332 | // A piece is pushed: |
| 333 | // TODO: push array of squares between start and end of move, included |
| 334 | // (except if it's a pawn) |
| 335 | this.sentryPush.push([]); //TODO |
| 336 | this.subTurn = 1; |
| 337 | } else { |
| 338 | if (move.appear.length == 0 && move.vanish.length == 1) { |
| 339 | // Special sentry move: subTurn <- 2, and then move pushed piece |
| 340 | this.subTurn = 2; |
| 341 | } |
| 342 | // Else: normal move. |
| 343 | } |
| 344 | } |
| 345 | |
| 346 | play(move) { |
| 347 | move.flags = JSON.stringify(this.aggregateFlags()); |
| 348 | this.epSquares.push(this.getEpSquare(move)); |
| 349 | V.PlayOnBoard(this.board, move); |
| 350 | // TODO: turn changes only if not a sentry push or subTurn == 2 |
| 351 | //this.turn = V.GetOppCol(this.turn); |
| 352 | this.movesCount++; |
| 353 | this.updateVariables(move); |
| 354 | } |
| 355 | |
| 356 | undo(move) { |
| 357 | this.epSquares.pop(); |
| 358 | this.disaggregateFlags(JSON.parse(move.flags)); |
| 359 | V.UndoOnBoard(this.board, move); |
| 360 | // TODO: here too, take care of turn. If undoing when subTurn == 2, |
| 361 | // do not change turn (this shouldn't happen anyway). |
| 362 | // ==> normal undo() should be ok. |
| 363 | //this.turn = V.GetOppCol(this.turn); |
| 364 | this.movesCount--; |
| 365 | this.unupdateVariables(move); |
| 366 | } |
| 367 | |
| 368 | static get VALUES() { |
| 369 | return Object.assign( |
| 370 | { l: 4.8, s: 2.8, j: 3.8 }, //Jeff K. estimations |
| 371 | ChessRules.VALUES |
| 372 | ); |
| 373 | } |
| 374 | |
| 375 | getNotation(move) { |
| 376 | // Special case "king takes jailer" is a pass move |
| 377 | if (move.appear.length == 0 && move.vanish.length == 0) return "pass"; |
| 378 | return super.getNotation(move); |
| 379 | } |
| 380 | }; |