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2a8a94c9 BA |
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 | ||
ee307044 | 20 | // Lancer directions *from white perspective* |
28b32b4f BA |
21 | static get LANCER_DIRS() { |
22 | return { | |
23 | 'c': [-1, 0], //north | |
24 | 'd': [-1, 1], //N-E | |
25 | 'e': [0, 1], //east | |
26 | 'f': [1, 1], //S-E | |
27 | 'g': [1, 0], //south | |
28 | 'h': [1, -1], //S-W | |
29 | 'm': [0, -1], //west | |
30 | 'o': [-1, -1] //N-W | |
31 | }; | |
32 | } | |
33 | ||
34 | getPiece(i, j) { | |
35 | const piece = this.board[i][j].charAt(1); | |
36 | // Special lancer case: 8 possible orientations | |
37 | if (Object.keys(V.LANCER_DIRS).includes(piece)) return V.LANCER; | |
38 | return piece; | |
39 | } | |
40 | ||
2a8a94c9 | 41 | getPpath(b) { |
90e814b6 BA |
42 | if ([V.JAILER, V.SENTRY].concat(Object.keys(V.LANCER_DIRS)).includes(b[1])) |
43 | return "Eightpieces/" + b; | |
44 | return b; | |
45 | } | |
46 | ||
47 | static ParseFen(fen) { | |
48 | const fenParts = fen.split(" "); | |
49 | return Object.assign(ChessRules.ParseFen(fen), { | |
6b7b2cf7 | 50 | sentrypush: fenParts[5] |
90e814b6 BA |
51 | }); |
52 | } | |
53 | ||
54 | getFen() { | |
6b7b2cf7 | 55 | return super.getFen() + " " + this.getSentrypushFen(); |
90e814b6 BA |
56 | } |
57 | ||
58 | getFenForRepeat() { | |
6b7b2cf7 | 59 | return super.getFenForRepeat() + "_" + this.getSentrypushFen(); |
90e814b6 BA |
60 | } |
61 | ||
6b7b2cf7 BA |
62 | getSentrypushFen() { |
63 | const L = this.sentryPush.length; | |
64 | if (!this.sentryPush[L-1]) return "-"; | |
90e814b6 | 65 | let res = ""; |
6b7b2cf7 | 66 | this.sentryPush[L-1].forEach(coords => |
90e814b6 BA |
67 | res += V.CoordsToSquare(coords) + ","); |
68 | return res.slice(0, -1); | |
2a8a94c9 BA |
69 | } |
70 | ||
28b32b4f BA |
71 | setOtherVariables(fen) { |
72 | super.setOtherVariables(fen); | |
73 | // subTurn == 2 only when a sentry moved, and is about to push something | |
74 | this.subTurn = 1; | |
ee307044 BA |
75 | // Pushing sentry position, updated after each push (subTurn == 1) |
76 | this.sentryPos = { x: -1, y: -1 }; | |
28b32b4f | 77 | // Stack pieces' forbidden squares after a sentry move at each turn |
90e814b6 | 78 | const parsedFen = V.ParseFen(fen); |
6b7b2cf7 | 79 | if (parsedFen.sentrypush == "-") this.sentryPush = [null]; |
90e814b6 | 80 | else { |
6b7b2cf7 BA |
81 | this.sentryPush = [ |
82 | parsedFen.sentrypush.split(",").map(sq => { | |
90e814b6 BA |
83 | return V.SquareToCoords(sq); |
84 | }) | |
85 | ]; | |
86 | } | |
2a8a94c9 BA |
87 | } |
88 | ||
28b32b4f BA |
89 | canTake([x1,y1], [x2, y2]) { |
90 | if (this.subTurn == 2) | |
91 | // Sentry push: pieces can capture own color (only) | |
92 | return this.getColor(x1, y1) == this.getColor(x2, y2); | |
93 | return super.canTake([x1,y1], [x2, y2]); | |
2a8a94c9 BA |
94 | } |
95 | ||
96 | static GenRandInitFen(randomness) { | |
9842aca2 BA |
97 | if (randomness == 0) |
98 | // Deterministic: | |
99 | return "jsfqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JSDQKBNR w 0 1111 - -"; | |
100 | ||
101 | let pieces = { w: new Array(8), b: new Array(8) }; | |
102 | // Shuffle pieces on first (and last rank if randomness == 2) | |
103 | for (let c of ["w", "b"]) { | |
104 | if (c == 'b' && randomness == 1) { | |
ee307044 BA |
105 | const lancerIdx = pieces['w'].findIndex(p => { |
106 | return Object.keys(V.LANCER_DIRS).includes(p); | |
107 | }); | |
108 | pieces['b'] = | |
109 | pieces['w'].slice(0, lancerIdx) | |
110 | .concat(['g']) | |
111 | .concat(pieces['w'].slice(lancerIdx + 1)); | |
9842aca2 BA |
112 | break; |
113 | } | |
114 | ||
115 | let positions = ArrayFun.range(8); | |
116 | ||
117 | // Get random squares for bishop and sentry | |
118 | let randIndex = 2 * randInt(4); | |
119 | let bishopPos = positions[randIndex]; | |
120 | // The sentry must be on a square of different color | |
121 | let randIndex_tmp = 2 * randInt(4) + 1; | |
122 | let sentryPos = positions[randIndex_tmp]; | |
123 | if (c == 'b') { | |
124 | // Check if white sentry is on the same color as ours. | |
125 | // If yes: swap bishop and sentry positions. | |
126 | if ((pieces['w'].indexOf('s') - sentryPos) % 2 == 0) | |
127 | [bishopPos, sentryPos] = [sentryPos, bishopPos]; | |
128 | } | |
129 | positions.splice(Math.max(randIndex, randIndex_tmp), 1); | |
130 | positions.splice(Math.min(randIndex, randIndex_tmp), 1); | |
131 | ||
132 | // Get random squares for knight and lancer | |
133 | randIndex = randInt(6); | |
134 | const knightPos = positions[randIndex]; | |
135 | positions.splice(randIndex, 1); | |
136 | randIndex = randInt(5); | |
137 | const lancerPos = positions[randIndex]; | |
138 | positions.splice(randIndex, 1); | |
139 | ||
140 | // Get random square for queen | |
141 | randIndex = randInt(4); | |
142 | const queenPos = positions[randIndex]; | |
143 | positions.splice(randIndex, 1); | |
144 | ||
145 | // Rook, jailer and king positions are now almost fixed, | |
146 | // only the ordering rook-> jailer or jailer->rook must be decided. | |
147 | let rookPos = positions[0]; | |
148 | let jailerPos = positions[2]; | |
149 | const kingPos = positions[1]; | |
150 | if (Math.random() < 0.5) [rookPos, jailerPos] = [jailerPos, rookPos]; | |
151 | ||
152 | pieces[c][rookPos] = "r"; | |
153 | pieces[c][knightPos] = "n"; | |
154 | pieces[c][bishopPos] = "b"; | |
155 | pieces[c][queenPos] = "q"; | |
156 | pieces[c][kingPos] = "k"; | |
157 | pieces[c][sentryPos] = "s"; | |
158 | // Lancer faces north for white, and south for black: | |
159 | pieces[c][lancerPos] = c == 'w' ? 'c' : 'g'; | |
160 | pieces[c][jailerPos] = "j"; | |
161 | } | |
162 | return ( | |
163 | pieces["b"].join("") + | |
164 | "/pppppppp/8/8/8/8/PPPPPPPP/" + | |
165 | pieces["w"].join("").toUpperCase() + | |
166 | " w 0 1111 - -" | |
167 | ); | |
2a8a94c9 BA |
168 | } |
169 | ||
90e814b6 | 170 | // Scan kings, rooks and jailers |
28b32b4f | 171 | scanKingsRooks(fen) { |
90e814b6 BA |
172 | this.INIT_COL_KING = { w: -1, b: -1 }; |
173 | this.INIT_COL_ROOK = { w: -1, b: -1 }; | |
174 | this.INIT_COL_JAILER = { w: -1, b: -1 }; | |
28b32b4f BA |
175 | this.kingPos = { w: [-1, -1], b: [-1, -1] }; |
176 | const fenRows = V.ParseFen(fen).position.split("/"); | |
90e814b6 | 177 | const startRow = { 'w': V.size.x - 1, 'b': 0 }; |
28b32b4f | 178 | for (let i = 0; i < fenRows.length; i++) { |
90e814b6 | 179 | let k = 0; |
28b32b4f BA |
180 | for (let j = 0; j < fenRows[i].length; j++) { |
181 | switch (fenRows[i].charAt(j)) { | |
182 | case "k": | |
28b32b4f | 183 | this.kingPos["b"] = [i, k]; |
90e814b6 | 184 | this.INIT_COL_KING["b"] = k; |
28b32b4f BA |
185 | break; |
186 | case "K": | |
28b32b4f | 187 | this.kingPos["w"] = [i, k]; |
90e814b6 BA |
188 | this.INIT_COL_KING["w"] = k; |
189 | break; | |
190 | case "r": | |
191 | if (i == startRow['b'] && this.INIT_COL_ROOK["b"] < 0) | |
192 | this.INIT_COL_ROOK["b"] = k; | |
193 | break; | |
194 | case "R": | |
195 | if (i == startRow['w'] && this.INIT_COL_ROOK["w"] < 0) | |
196 | this.INIT_COL_ROOK["w"] = k; | |
197 | break; | |
198 | case "j": | |
199 | if (i == startRow['b'] && this.INIT_COL_JAILER["b"] < 0) | |
200 | this.INIT_COL_JAILER["b"] = k; | |
201 | break; | |
202 | case "J": | |
203 | if (i == startRow['w'] && this.INIT_COL_JAILER["w"] < 0) | |
204 | this.INIT_COL_JAILER["w"] = k; | |
28b32b4f BA |
205 | break; |
206 | default: { | |
207 | const num = parseInt(fenRows[i].charAt(j)); | |
208 | if (!isNaN(num)) k += num - 1; | |
209 | } | |
210 | } | |
211 | k++; | |
212 | } | |
213 | } | |
2a8a94c9 BA |
214 | } |
215 | ||
6b7b2cf7 BA |
216 | // Is piece on square (x,y) immobilized? |
217 | isImmobilized([x, y]) { | |
218 | const color = this.getColor(x, y); | |
219 | const oppCol = V.GetOppCol(color); | |
220 | for (let step of V.steps[V.ROOK]) { | |
221 | const [i, j] = [x + step[0], y + step[1]]; | |
222 | if ( | |
223 | V.OnBoard(i, j) && | |
224 | this.board[i][j] != V.EMPTY && | |
225 | this.getColor(i, j) == oppCol | |
226 | ) { | |
227 | const oppPiece = this.getPiece(i, j); | |
228 | if (oppPiece == V.JAILER) return [i, j]; | |
229 | } | |
230 | } | |
231 | return null; | |
232 | } | |
233 | ||
ee307044 BA |
234 | // Because of the lancers, getPiece() could be wrong: |
235 | // use board[x][y][1] instead (always valid). | |
236 | getBasicMove([sx, sy], [ex, ey], tr) { | |
237 | let mv = new Move({ | |
238 | appear: [ | |
239 | new PiPo({ | |
240 | x: ex, | |
241 | y: ey, | |
242 | c: tr ? tr.c : this.getColor(sx, sy), | |
243 | p: tr ? tr.p : this.board[sx][sy][1] | |
244 | }) | |
245 | ], | |
246 | vanish: [ | |
247 | new PiPo({ | |
248 | x: sx, | |
249 | y: sy, | |
250 | c: this.getColor(sx, sy), | |
251 | p: this.board[sx][sy][1] | |
252 | }) | |
253 | ] | |
254 | }); | |
255 | ||
256 | // The opponent piece disappears if we take it | |
257 | if (this.board[ex][ey] != V.EMPTY) { | |
258 | mv.vanish.push( | |
259 | new PiPo({ | |
260 | x: ex, | |
261 | y: ey, | |
262 | c: this.getColor(ex, ey), | |
263 | p: this.board[ex][ey][1] | |
264 | }) | |
265 | ); | |
266 | } | |
267 | ||
268 | return mv; | |
269 | } | |
270 | ||
6b7b2cf7 BA |
271 | getPotentialMovesFrom_aux([x, y]) { |
272 | switch (this.getPiece(x, y)) { | |
273 | case V.JAILER: | |
274 | return this.getPotentialJailerMoves([x, y]); | |
275 | case V.SENTRY: | |
276 | return this.getPotentialSentryMoves([x, y]); | |
13102cab | 277 | case V.LANCER: |
6b7b2cf7 BA |
278 | return this.getPotentialLancerMoves([x, y]); |
279 | default: | |
280 | return super.getPotentialMovesFrom([x, y]); | |
281 | } | |
282 | } | |
283 | ||
28b32b4f | 284 | getPotentialMovesFrom([x,y]) { |
6b7b2cf7 BA |
285 | if (this.subTurn == 1) { |
286 | if (!!this.isImmobilized([x, y])) return []; | |
ee307044 BA |
287 | let moves = this.getPotentialMovesFrom_aux([x, y]); |
288 | const L = this.sentryPush.length; | |
289 | if (!!this.sentryPush[L-1]) { | |
290 | // Delete moves walking back on sentry push path | |
291 | moves = moves.filter(m => { | |
292 | if ( | |
293 | m.vanish[0].p != V.PAWN && | |
294 | this.sentryPush[L-1].some(sq => sq.x == m.end.x && sq.y == m.end.y) | |
295 | ) { | |
296 | return false; | |
297 | } | |
298 | return true; | |
299 | }); | |
300 | } | |
301 | return moves; | |
6b7b2cf7 BA |
302 | } |
303 | // subTurn == 2: only the piece pushed by the sentry is allowed to move, | |
304 | // as if the sentry didn't exist | |
305 | if (x != this.sentryPos.x && y != this.sentryPos.y) return []; | |
ee307044 BA |
306 | const moves2 = this.getPotentialMovesFrom_aux([x, y]); |
307 | // Don't forget to re-add the sentry on the board: | |
308 | const oppCol = V.GetOppCol(this.turn); | |
309 | return moves2.map(m => { | |
310 | m.appear.push({x: x, y: y, p: V.SENTRY, c: oppCol}); | |
311 | return m; | |
312 | }); | |
6b7b2cf7 BA |
313 | } |
314 | ||
ee307044 BA |
315 | getPotentialPawnMoves([x, y]) { |
316 | const color = this.turn; | |
317 | let moves = []; | |
318 | const [sizeX, sizeY] = [V.size.x, V.size.y]; | |
319 | let shiftX = color == "w" ? -1 : 1; | |
320 | // Special case of a sentry push: pawn goes in the capturer direction | |
321 | if (this.subTurn == 2) shiftX *= -1; | |
322 | const startRank = color == "w" ? sizeX - 2 : 1; | |
323 | const lastRank = color == "w" ? 0 : sizeX - 1; | |
324 | ||
325 | const finalPieces = | |
326 | x + shiftX == lastRank | |
327 | ? | |
328 | [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.SENTRY, V.JAILER] | |
329 | .concat(Object.keys(V.LANCER_DIRS)) | |
330 | : [V.PAWN]; | |
331 | if (this.board[x + shiftX][y] == V.EMPTY) { | |
332 | // One square forward | |
333 | for (let piece of finalPieces) { | |
334 | moves.push( | |
335 | this.getBasicMove([x, y], [x + shiftX, y], { | |
336 | c: color, | |
337 | p: piece | |
338 | }) | |
339 | ); | |
340 | } | |
341 | if ( | |
342 | x == startRank && | |
343 | this.board[x + 2 * shiftX][y] == V.EMPTY | |
344 | ) { | |
345 | // Two squares jump | |
346 | moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y])); | |
347 | } | |
348 | } | |
349 | // Captures | |
350 | for (let shiftY of [-1, 1]) { | |
351 | if ( | |
352 | y + shiftY >= 0 && | |
353 | y + shiftY < sizeY && | |
354 | this.board[x + shiftX][y + shiftY] != V.EMPTY && | |
355 | this.canTake([x, y], [x + shiftX, y + shiftY]) | |
356 | ) { | |
357 | for (let piece of finalPieces) { | |
358 | moves.push( | |
359 | this.getBasicMove([x, y], [x + shiftX, y + shiftY], { | |
360 | c: color, | |
361 | p: piece | |
362 | }) | |
363 | ); | |
6b7b2cf7 | 364 | } |
ee307044 BA |
365 | } |
366 | } | |
367 | ||
368 | // En passant: no subTurn consideration here (always == 1) | |
369 | const Lep = this.epSquares.length; | |
370 | const epSquare = this.epSquares[Lep - 1]; //always at least one element | |
371 | if ( | |
372 | !!epSquare && | |
373 | epSquare.x == x + shiftX && | |
374 | Math.abs(epSquare.y - y) == 1 | |
375 | ) { | |
376 | let enpassantMove = this.getBasicMove([x, y], [epSquare.x, epSquare.y]); | |
377 | enpassantMove.vanish.push({ | |
378 | x: x, | |
379 | y: epSquare.y, | |
380 | p: "p", | |
381 | c: this.getColor(x, epSquare.y) | |
6b7b2cf7 | 382 | }); |
ee307044 | 383 | moves.push(enpassantMove); |
6b7b2cf7 | 384 | } |
6b7b2cf7 | 385 | |
ee307044 | 386 | return moves; |
9842aca2 BA |
387 | } |
388 | ||
389 | // Obtain all lancer moves in "step" direction, | |
390 | // without final re-orientation. | |
391 | getPotentialLancerMoves_aux([x, y], step) { | |
392 | let moves = []; | |
393 | // Add all moves to vacant squares until opponent is met: | |
394 | const oppCol = V.GetOppCol(this.turn); | |
395 | let sq = [x + step[0], y + step[1]]; | |
396 | while (V.OnBoard(sq[0], sq[1]) && this.getColor(sq[0], sq[1]) != oppCol) { | |
397 | if (this.board[sq[0]][sq[1]] == V.EMPTY) | |
398 | moves.push(this.getBasicMove([x, y], sq)); | |
399 | sq[0] += step[0]; | |
400 | sq[1] += step[1]; | |
401 | } | |
402 | if (V.OnBoard(sq[0], sq[1])) | |
403 | // Add capturing move | |
404 | moves.push(this.getBasicMove([x, y], sq)); | |
405 | return moves; | |
6b7b2cf7 BA |
406 | } |
407 | ||
408 | getPotentialLancerMoves([x, y]) { | |
9842aca2 BA |
409 | let moves = []; |
410 | // Add all lancer possible orientations, similar to pawn promotions. | |
411 | // Except if just after a push: allow all movements from init square then | |
ee307044 BA |
412 | const L = this.sentryPush.length; |
413 | if (!!this.sentryPush[L-1]) { | |
9842aca2 | 414 | // Maybe I was pushed |
ee307044 | 415 | const pl = this.sentryPush[L-1].length; |
9842aca2 | 416 | if ( |
ee307044 BA |
417 | this.sentryPush[L-1][pl-1].x == x && |
418 | this.sentryPush[L-1][pl-1].y == y | |
9842aca2 BA |
419 | ) { |
420 | // I was pushed: allow all directions (for this move only), but | |
421 | // do not change direction after moving. | |
422 | Object.values(V.LANCER_DIRS).forEach(step => { | |
423 | Array.prototype.push.apply( | |
424 | moves, | |
425 | this.getPotentialLancerMoves_aux([x, y], step) | |
426 | ); | |
427 | }); | |
428 | return moves; | |
429 | } | |
430 | } | |
431 | // I wasn't pushed: standard lancer move | |
432 | const dirCode = this.board[x][y][1]; | |
433 | const monodirMoves = | |
434 | this.getPotentialLancerMoves_aux([x, y], V.LANCER_DIRS[dirCode]); | |
435 | // Add all possible orientations aftermove: | |
436 | monodirMoves.forEach(m => { | |
437 | Object.keys(V.LANCER_DIRS).forEach(k => { | |
438 | let mk = JSON.parse(JSON.stringify(m)); | |
439 | mk.appear[0].p = k; | |
440 | moves.push(mk); | |
441 | }); | |
442 | }); | |
443 | return moves; | |
6b7b2cf7 BA |
444 | } |
445 | ||
446 | getPotentialSentryMoves([x, y]) { | |
447 | // The sentry moves a priori like a bishop: | |
448 | let moves = super.getPotentialBishopMoves([x, y]); | |
ee307044 BA |
449 | // ...but captures are replaced by special move, if and only if |
450 | // "captured" piece can move now, considered as the capturer unit. | |
9842aca2 BA |
451 | moves.forEach(m => { |
452 | if (m.vanish.length == 2) { | |
453 | // Temporarily cancel the sentry capture: | |
454 | m.appear.pop(); | |
455 | m.vanish.pop(); | |
456 | } | |
457 | }); | |
ee307044 BA |
458 | // Can the pushed unit make any move? |
459 | this.subTurn = 2; | |
460 | const fMoves = moves.filter(m => { | |
461 | V.PlayOnBoard(this.board, m); | |
462 | let res = | |
463 | (this.filterValid(this.getPotentialMovesFrom([x, y])).length > 0); | |
464 | V.UndoOnBoard(this.board, m); | |
465 | return res; | |
466 | }); | |
467 | this.subTurn = 1; | |
468 | return fMoves; | |
6b7b2cf7 BA |
469 | } |
470 | ||
471 | getPotentialJailerMoves([x, y]) { | |
ee307044 BA |
472 | return super.getPotentialRookMoves([x, y]).filter(m => { |
473 | // Remove jailer captures | |
474 | return m.vanish[0].p != V.JAILER || m.vanish.length == 1; | |
475 | }); | |
6b7b2cf7 BA |
476 | } |
477 | ||
478 | getPotentialKingMoves([x, y]) { | |
479 | let moves = super.getPotentialKingMoves([x, y]); | |
480 | // Augment with pass move is the king is immobilized: | |
481 | const jsq = this.isImmobilized([x, y]); | |
482 | if (!!jsq) { | |
13102cab BA |
483 | moves.push( |
484 | new Move({ | |
485 | appear: [], | |
486 | vanish: [], | |
487 | start: { x: x, y: y }, | |
488 | end: { x: jsq[0], y: jsq[1] } | |
489 | }) | |
490 | ); | |
6b7b2cf7 BA |
491 | } |
492 | return moves; | |
2a8a94c9 BA |
493 | } |
494 | ||
90e814b6 BA |
495 | // Adapted: castle with jailer possible |
496 | getCastleMoves([x, y]) { | |
497 | const c = this.getColor(x, y); | |
498 | const firstRank = (c == "w" ? V.size.x - 1 : 0); | |
499 | if (x != firstRank || y != this.INIT_COL_KING[c]) | |
500 | return []; | |
501 | ||
502 | const oppCol = V.GetOppCol(c); | |
503 | let moves = []; | |
504 | let i = 0; | |
505 | // King, then rook or jailer: | |
506 | const finalSquares = [ | |
507 | [2, 3], | |
508 | [V.size.y - 2, V.size.y - 3] | |
509 | ]; | |
510 | castlingCheck: for ( | |
511 | let castleSide = 0; | |
512 | castleSide < 2; | |
513 | castleSide++ | |
514 | ) { | |
515 | if (!this.castleFlags[c][castleSide]) continue; | |
516 | // Rook (or jailer) and king are on initial position | |
517 | ||
518 | const finDist = finalSquares[castleSide][0] - y; | |
519 | let step = finDist / Math.max(1, Math.abs(finDist)); | |
520 | i = y; | |
521 | do { | |
522 | if ( | |
523 | this.isAttacked([x, i], [oppCol]) || | |
524 | (this.board[x][i] != V.EMPTY && | |
525 | (this.getColor(x, i) != c || | |
526 | ![V.KING, V.ROOK].includes(this.getPiece(x, i)))) | |
527 | ) { | |
528 | continue castlingCheck; | |
529 | } | |
530 | i += step; | |
531 | } while (i != finalSquares[castleSide][0]); | |
532 | ||
533 | step = castleSide == 0 ? -1 : 1; | |
534 | const rookOrJailerPos = | |
535 | castleSide == 0 | |
536 | ? Math.min(this.INIT_COL_ROOK[c], this.INIT_COL_JAILER[c]) | |
537 | : Math.max(this.INIT_COL_ROOK[c], this.INIT_COL_JAILER[c]); | |
538 | for (i = y + step; i != rookOrJailerPos; i += step) | |
539 | if (this.board[x][i] != V.EMPTY) continue castlingCheck; | |
540 | ||
541 | // Nothing on final squares, except maybe king and castling rook or jailer? | |
542 | for (i = 0; i < 2; i++) { | |
543 | if ( | |
544 | this.board[x][finalSquares[castleSide][i]] != V.EMPTY && | |
545 | this.getPiece(x, finalSquares[castleSide][i]) != V.KING && | |
546 | finalSquares[castleSide][i] != rookOrJailerPos | |
547 | ) { | |
548 | continue castlingCheck; | |
549 | } | |
550 | } | |
551 | ||
552 | // If this code is reached, castle is valid | |
553 | const castlingPiece = this.getPiece(firstRank, rookOrJailerPos); | |
554 | moves.push( | |
555 | new Move({ | |
556 | appear: [ | |
557 | new PiPo({ x: x, y: finalSquares[castleSide][0], p: V.KING, c: c }), | |
558 | new PiPo({ x: x, y: finalSquares[castleSide][1], p: castlingPiece, c: c }) | |
559 | ], | |
560 | vanish: [ | |
561 | new PiPo({ x: x, y: y, p: V.KING, c: c }), | |
562 | new PiPo({ x: x, y: rookOrJailerPos, p: castlingPiece, c: c }) | |
563 | ], | |
564 | end: | |
565 | Math.abs(y - rookOrJailerPos) <= 2 | |
566 | ? { x: x, y: rookOrJailerPos } | |
567 | : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } | |
568 | }) | |
569 | ); | |
570 | } | |
571 | ||
572 | return moves; | |
2a8a94c9 BA |
573 | } |
574 | ||
ee307044 BA |
575 | filterValid(moves) { |
576 | // Disable check tests when subTurn == 2, because the move isn't finished | |
577 | if (this.subTurn == 2) return moves; | |
578 | const filteredMoves = super.filterValid(moves); | |
579 | // If at least one full move made, everything is allowed: | |
580 | if (this.movesCount >= 2) return filteredMoves; | |
581 | // Else, forbid check and captures: | |
582 | const oppCol = V.GetOppCol(this.turn); | |
583 | return filteredMoves.filter(m => { | |
584 | if (m.vanish.length == 2 && m.appear.length == 1) return false; | |
585 | this.play(m); | |
586 | const res = !this.underCheck(oppCol); | |
587 | this.undo(m); | |
588 | return res; | |
589 | }); | |
590 | } | |
591 | ||
28b32b4f | 592 | updateVariables(move) { |
ee307044 BA |
593 | const c = this.turn; |
594 | const piece = move.vanish[0].p; | |
595 | const firstRank = c == "w" ? V.size.x - 1 : 0; | |
596 | ||
597 | // Update king position + flags | |
598 | if (piece == V.KING) { | |
599 | this.kingPos[c][0] = move.appear[0].x; | |
600 | this.kingPos[c][1] = move.appear[0].y; | |
601 | this.castleFlags[c] = [false, false]; | |
602 | return; | |
603 | } | |
604 | ||
605 | // Update castling flags if rook or jailer moved (or is captured) | |
606 | const oppCol = V.GetOppCol(c); | |
607 | const oppFirstRank = V.size.x - 1 - firstRank; | |
608 | let flagIdx = 0; | |
609 | if ( | |
610 | // Our rook moves? | |
611 | move.start.x == firstRank && | |
612 | this.INIT_COL_ROOK[c] == move.start.y | |
613 | ) { | |
614 | if (this.INIT_COL_ROOK[c] > this.INIT_COL_JAILER[c]) flagIdx++; | |
615 | this.castleFlags[c][flagIdx] = false; | |
616 | } else if ( | |
617 | // Our jailer moves? | |
618 | move.start.x == firstRank && | |
619 | this.INIT_COL_JAILER[c] == move.start.y | |
620 | ) { | |
621 | if (this.INIT_COL_JAILER[c] > this.INIT_COL_ROOK[c]) flagIdx++; | |
622 | this.castleFlags[c][flagIdx] = false; | |
623 | } else if ( | |
624 | // We took opponent's rook? | |
625 | move.end.x == oppFirstRank && | |
626 | this.INIT_COL_ROOK[oppCol] == move.end.y | |
627 | ) { | |
628 | if (this.INIT_COL_ROOK[oppCol] > this.INIT_COL_JAILER[oppCol]) flagIdx++; | |
629 | this.castleFlags[oppCol][flagIdx] = false; | |
630 | } else if ( | |
631 | // We took opponent's jailer? | |
632 | move.end.x == oppFirstRank && | |
633 | this.INIT_COL_JAILER[oppCol] == move.end.y | |
634 | ) { | |
635 | if (this.INIT_COL_JAILER[oppCol] > this.INIT_COL_ROOK[oppCol]) flagIdx++; | |
636 | this.castleFlags[oppCol][flagIdx] = false; | |
637 | } | |
638 | ||
90e814b6 | 639 | if (this.subTurn == 2) { |
9842aca2 BA |
640 | // A piece is pushed: forbid array of squares between start and end |
641 | // of move, included (except if it's a pawn) | |
642 | let squares = []; | |
643 | if (move.vanish[0].p != V.PAWN) { | |
644 | if ([V.KNIGHT,V.KING].insludes(move.vanish[0].p)) | |
645 | // short-range pieces: just forbid initial square | |
646 | squares.push(move.start); | |
647 | else { | |
648 | const deltaX = move.end.x - move.start.x; | |
649 | const deltaY = move.end.y - move.start.y; | |
650 | const step = [ | |
651 | deltaX / Math.abs(deltaX) || 0, | |
652 | deltaY / Math.abs(deltaY) || 0 | |
653 | ]; | |
654 | for ( | |
655 | let sq = {x: x, y: y}; | |
656 | sq.x != move.end.x && sq.y != move.end.y; | |
657 | sq.x += step[0], sq.y += step[1] | |
658 | ) { | |
659 | squares.push(sq); | |
660 | } | |
661 | } | |
662 | // Add end square as well, to know if I was pushed (useful for lancers) | |
663 | squares.push(move.end); | |
90e814b6 | 664 | } |
9842aca2 BA |
665 | this.sentryPush.push(squares); |
666 | } else this.sentryPush.push(null); | |
2a8a94c9 BA |
667 | } |
668 | ||
ee307044 BA |
669 | // TODO: cleaner (global) update/unupdate variables logic, rename... |
670 | unupdateVariables(move) { | |
671 | super.unupdateVariables(move); | |
672 | this.sentryPush.pop(); | |
673 | } | |
674 | ||
90e814b6 BA |
675 | play(move) { |
676 | move.flags = JSON.stringify(this.aggregateFlags()); | |
677 | this.epSquares.push(this.getEpSquare(move)); | |
678 | V.PlayOnBoard(this.board, move); | |
9842aca2 | 679 | if (this.subTurn == 1) this.movesCount++; |
90e814b6 | 680 | this.updateVariables(move); |
ee307044 BA |
681 | if (move.appear.length == 0 && move.vanish.length == 1) { |
682 | // The sentry is about to push a piece: | |
683 | this.sentryPos = { x: move.end.x, y: move.end.y }; | |
684 | this.subTurn = 2; | |
685 | } else { | |
686 | // Turn changes only if not a sentry "pre-push" | |
9842aca2 | 687 | this.turn = V.GetOppCol(this.turn); |
ee307044 BA |
688 | this.subTurn = 1; |
689 | const L = this.sentryPush.length; | |
690 | // Is it a sentry push? (useful for undo) | |
691 | move.sentryPush = !!this.sentryPush[L-1]; | |
692 | } | |
90e814b6 | 693 | } |
2a8a94c9 | 694 | |
90e814b6 BA |
695 | undo(move) { |
696 | this.epSquares.pop(); | |
697 | this.disaggregateFlags(JSON.parse(move.flags)); | |
698 | V.UndoOnBoard(this.board, move); | |
ee307044 BA |
699 | const L = this.sentryPush.length; |
700 | // Decrement movesCount except if the move is a sentry push | |
701 | if (!move.sentryPush) this.movesCount--; | |
90e814b6 | 702 | this.unupdateVariables(move); |
9842aca2 BA |
703 | // Turn changes only if not undoing second part of a sentry push |
704 | if (!move.sentryPush || this.subTurn == 1) | |
705 | this.turn = V.GetOppCol(this.turn); | |
90e814b6 | 706 | } |
2a8a94c9 BA |
707 | |
708 | static get VALUES() { | |
709 | return Object.assign( | |
28b32b4f | 710 | { l: 4.8, s: 2.8, j: 3.8 }, //Jeff K. estimations |
2a8a94c9 BA |
711 | ChessRules.VALUES |
712 | ); | |
713 | } | |
6b7b2cf7 BA |
714 | |
715 | getNotation(move) { | |
716 | // Special case "king takes jailer" is a pass move | |
717 | if (move.appear.length == 0 && move.vanish.length == 0) return "pass"; | |
718 | return super.getNotation(move); | |
719 | } | |
2a8a94c9 | 720 | }; |