| 1 | import ChessRules from "/base_rules.js"; |
| 2 | import { randInt, shuffle } from "@/utils/alea"; |
| 3 | import { ArrayFun } from "@/utils/array"; |
| 4 | |
| 5 | export default class AmbiguousRules extends ChessRules { |
| 6 | |
| 7 | // TODO: options |
| 8 | |
| 9 | get hasFlags() { |
| 10 | return false; |
| 11 | } |
| 12 | |
| 13 | setOtherVariables(fenParsed) { |
| 14 | super.setOtherVariables(fenParsed); |
| 15 | if (this.movesCount == 0) |
| 16 | this.subTurn = 2; |
| 17 | else |
| 18 | this.subTurn = 1; |
| 19 | } |
| 20 | |
| 21 | genRandInitFen(seed) { |
| 22 | const gr = new GiveawayRules( |
| 23 | {mode: "suicide", options: this.options, genFenOnly: true}); |
| 24 | return gr.genRandInitFen(seed); |
| 25 | } |
| 26 | |
| 27 | // Subturn 1: play a move for the opponent on the designated square. |
| 28 | // Subturn 2: play a move for me (which just indicate a square). |
| 29 | getPotentialMovesFrom([x, y]) { |
| 30 | const color = this.turn; |
| 31 | const oppCol = V.GetOppCol(color); |
| 32 | if (this.subTurn == 2) { |
| 33 | // Just play a normal move (which in fact only indicate a square) |
| 34 | let movesHash = {}; |
| 35 | return ( |
| 36 | super.getPotentialMovesFrom([x, y]) |
| 37 | .filter(m => { |
| 38 | // Filter promotions: keep only one, since no choice now. |
| 39 | if (m.appear[0].p != m.vanish[0].p) { |
| 40 | const hash = V.CoordsToSquare(m.start) + V.CoordsToSquare(m.end); |
| 41 | if (!movesHash[hash]) { |
| 42 | movesHash[hash] = true; |
| 43 | return true; |
| 44 | } |
| 45 | return false; |
| 46 | } |
| 47 | return true; |
| 48 | }) |
| 49 | .map(m => { |
| 50 | if (m.vanish.length == 1) m.appear[0].p = V.GOAL; |
| 51 | else m.appear[0].p = V.TARGET_CODE[m.vanish[1].p]; |
| 52 | m.appear[0].c = oppCol; |
| 53 | m.vanish.shift(); |
| 54 | return m; |
| 55 | }) |
| 56 | ); |
| 57 | } |
| 58 | // At subTurn == 1, play a targeted move for opponent |
| 59 | // Search for target (we could also have it in a stack...) |
| 60 | let target = { x: -1, y: -1 }; |
| 61 | outerLoop: for (let i = 0; i < V.size.x; i++) { |
| 62 | for (let j = 0; j < V.size.y; j++) { |
| 63 | if (this.board[i][j] != V.EMPTY) { |
| 64 | const piece = this.board[i][j][1]; |
| 65 | if ( |
| 66 | piece == V.GOAL || |
| 67 | Object.keys(V.TARGET_DECODE).includes(piece) |
| 68 | ) { |
| 69 | target = { x: i, y: j}; |
| 70 | break outerLoop; |
| 71 | } |
| 72 | } |
| 73 | } |
| 74 | } |
| 75 | // TODO: could be more efficient than generating all moves. |
| 76 | this.turn = oppCol; |
| 77 | const emptyTarget = (this.board[target.x][target.y][1] == V.GOAL); |
| 78 | if (emptyTarget) this.board[target.x][target.y] = V.EMPTY; |
| 79 | let moves = super.getPotentialMovesFrom([x, y]); |
| 80 | if (emptyTarget) { |
| 81 | this.board[target.x][target.y] = color + V.GOAL; |
| 82 | moves.forEach(m => { |
| 83 | m.vanish.push({ |
| 84 | x: target.x, |
| 85 | y: target.y, |
| 86 | c: color, |
| 87 | p: V.GOAL |
| 88 | }); |
| 89 | }); |
| 90 | } |
| 91 | this.turn = color; |
| 92 | return moves.filter(m => m.end.x == target.x && m.end.y == target.y); |
| 93 | } |
| 94 | |
| 95 | canIplay(x, y) { |
| 96 | const color = this.getColor(x, y); |
| 97 | return ( |
| 98 | (this.subTurn == 1 && ![this.turn, this.playerColor].includes(color)) || |
| 99 | (this.subTurn == 2 && super.canIplay(x, y)) |
| 100 | ); |
| 101 | } |
| 102 | |
| 103 | // Code for empty square target |
| 104 | static get GOAL() { |
| 105 | return 'g'; |
| 106 | } |
| 107 | |
| 108 | static get TARGET_DECODE() { |
| 109 | return { |
| 110 | 's': 'p', |
| 111 | 't': 'q', |
| 112 | 'u': 'r', |
| 113 | 'o': 'n', |
| 114 | 'c': 'b', |
| 115 | 'l': 'k' |
| 116 | }; |
| 117 | } |
| 118 | |
| 119 | static get TARGET_CODE() { |
| 120 | return { |
| 121 | 'p': 's', |
| 122 | 'q': 't', |
| 123 | 'r': 'u', |
| 124 | 'n': 'o', |
| 125 | 'b': 'c', |
| 126 | 'k': 'l' |
| 127 | }; |
| 128 | } |
| 129 | |
| 130 | pieces() { |
| 131 | // ......... |
| 132 | } |
| 133 | |
| 134 | atLeastOneMove() { |
| 135 | // Since there are no checks this seems true (same as for Magnetic...) |
| 136 | return true; |
| 137 | } |
| 138 | |
| 139 | filterValid(moves) { |
| 140 | return moves; |
| 141 | } |
| 142 | |
| 143 | getCurrentScore() { |
| 144 | // This function is only called at subTurn 1 |
| 145 | const color = V.GetOppCol(this.turn); |
| 146 | if (this.kingPos[color][0] < 0) return (color == 'w' ? "0-1" : "1-0"); |
| 147 | return "*"; |
| 148 | } |
| 149 | |
| 150 | play(move) { |
| 151 | let kingCaptured = false; |
| 152 | if (this.subTurn == 1) { |
| 153 | this.prePlay(move); |
| 154 | this.epSquares.push(this.getEpSquare(move)); |
| 155 | kingCaptured = this.kingPos[this.turn][0] < 0; |
| 156 | } |
| 157 | if (kingCaptured) move.kingCaptured = true; |
| 158 | V.PlayOnBoard(this.board, move); |
| 159 | if (this.subTurn == 2 || kingCaptured) { |
| 160 | this.turn = V.GetOppCol(this.turn); |
| 161 | this.movesCount++; |
| 162 | } |
| 163 | if (!kingCaptured) this.subTurn = 3 - this.subTurn; |
| 164 | } |
| 165 | |
| 166 | }; |