| 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 | // Lancer directions *from white perspective* |
| 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 | |
| 41 | getPpath(b) { |
| 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), { |
| 50 | sentrypush: fenParts[5] |
| 51 | }); |
| 52 | } |
| 53 | |
| 54 | getFen() { |
| 55 | return super.getFen() + " " + this.getSentrypushFen(); |
| 56 | } |
| 57 | |
| 58 | getFenForRepeat() { |
| 59 | return super.getFenForRepeat() + "_" + this.getSentrypushFen(); |
| 60 | } |
| 61 | |
| 62 | getSentrypushFen() { |
| 63 | const L = this.sentryPush.length; |
| 64 | if (!this.sentryPush[L-1]) return "-"; |
| 65 | let res = ""; |
| 66 | this.sentryPush[L-1].forEach(coords => |
| 67 | res += V.CoordsToSquare(coords) + ","); |
| 68 | return res.slice(0, -1); |
| 69 | } |
| 70 | |
| 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; |
| 75 | // Pushing sentry position, updated after each push (subTurn == 1) |
| 76 | this.sentryPos = { x: -1, y: -1 }; |
| 77 | // Stack pieces' forbidden squares after a sentry move at each turn |
| 78 | const parsedFen = V.ParseFen(fen); |
| 79 | if (parsedFen.sentrypush == "-") this.sentryPush = [null]; |
| 80 | else { |
| 81 | this.sentryPush = [ |
| 82 | parsedFen.sentrypush.split(",").map(sq => { |
| 83 | return V.SquareToCoords(sq); |
| 84 | }) |
| 85 | ]; |
| 86 | } |
| 87 | } |
| 88 | |
| 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]); |
| 94 | } |
| 95 | |
| 96 | static GenRandInitFen(randomness) { |
| 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) { |
| 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)); |
| 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 | ); |
| 168 | } |
| 169 | |
| 170 | // Scan kings, rooks and jailers |
| 171 | scanKingsRooks(fen) { |
| 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 }; |
| 175 | this.kingPos = { w: [-1, -1], b: [-1, -1] }; |
| 176 | const fenRows = V.ParseFen(fen).position.split("/"); |
| 177 | const startRow = { 'w': V.size.x - 1, 'b': 0 }; |
| 178 | for (let i = 0; i < fenRows.length; i++) { |
| 179 | let k = 0; |
| 180 | for (let j = 0; j < fenRows[i].length; j++) { |
| 181 | switch (fenRows[i].charAt(j)) { |
| 182 | case "k": |
| 183 | this.kingPos["b"] = [i, k]; |
| 184 | this.INIT_COL_KING["b"] = k; |
| 185 | break; |
| 186 | case "K": |
| 187 | this.kingPos["w"] = [i, k]; |
| 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; |
| 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 | } |
| 214 | } |
| 215 | |
| 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 | |
| 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 | |
| 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]); |
| 277 | case V.LANCER: |
| 278 | return this.getPotentialLancerMoves([x, y]); |
| 279 | default: |
| 280 | return super.getPotentialMovesFrom([x, y]); |
| 281 | } |
| 282 | } |
| 283 | |
| 284 | getPotentialMovesFrom([x,y]) { |
| 285 | if (this.subTurn == 1) { |
| 286 | if (!!this.isImmobilized([x, y])) return []; |
| 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; |
| 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 []; |
| 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 | }); |
| 313 | } |
| 314 | |
| 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 | ); |
| 364 | } |
| 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) |
| 382 | }); |
| 383 | moves.push(enpassantMove); |
| 384 | } |
| 385 | |
| 386 | return moves; |
| 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; |
| 406 | } |
| 407 | |
| 408 | getPotentialLancerMoves([x, y]) { |
| 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 |
| 412 | const L = this.sentryPush.length; |
| 413 | if (!!this.sentryPush[L-1]) { |
| 414 | // Maybe I was pushed |
| 415 | const pl = this.sentryPush[L-1].length; |
| 416 | if ( |
| 417 | this.sentryPush[L-1][pl-1].x == x && |
| 418 | this.sentryPush[L-1][pl-1].y == y |
| 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; |
| 444 | } |
| 445 | |
| 446 | getPotentialSentryMoves([x, y]) { |
| 447 | // The sentry moves a priori like a bishop: |
| 448 | let moves = super.getPotentialBishopMoves([x, y]); |
| 449 | // ...but captures are replaced by special move, if and only if |
| 450 | // "captured" piece can move now, considered as the capturer unit. |
| 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 | }); |
| 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; |
| 469 | } |
| 470 | |
| 471 | getPotentialJailerMoves([x, y]) { |
| 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 | }); |
| 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) { |
| 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 | ); |
| 491 | } |
| 492 | return moves; |
| 493 | } |
| 494 | |
| 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; |
| 573 | } |
| 574 | |
| 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 | |
| 592 | updateVariables(move) { |
| 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 | |
| 639 | if (this.subTurn == 2) { |
| 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); |
| 664 | } |
| 665 | this.sentryPush.push(squares); |
| 666 | } else this.sentryPush.push(null); |
| 667 | } |
| 668 | |
| 669 | // TODO: cleaner (global) update/unupdate variables logic, rename... |
| 670 | unupdateVariables(move) { |
| 671 | super.unupdateVariables(move); |
| 672 | this.sentryPush.pop(); |
| 673 | } |
| 674 | |
| 675 | play(move) { |
| 676 | move.flags = JSON.stringify(this.aggregateFlags()); |
| 677 | this.epSquares.push(this.getEpSquare(move)); |
| 678 | V.PlayOnBoard(this.board, move); |
| 679 | if (this.subTurn == 1) this.movesCount++; |
| 680 | this.updateVariables(move); |
| 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" |
| 687 | this.turn = V.GetOppCol(this.turn); |
| 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 | } |
| 693 | } |
| 694 | |
| 695 | undo(move) { |
| 696 | this.epSquares.pop(); |
| 697 | this.disaggregateFlags(JSON.parse(move.flags)); |
| 698 | V.UndoOnBoard(this.board, move); |
| 699 | const L = this.sentryPush.length; |
| 700 | // Decrement movesCount except if the move is a sentry push |
| 701 | if (!move.sentryPush) this.movesCount--; |
| 702 | this.unupdateVariables(move); |
| 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); |
| 706 | } |
| 707 | |
| 708 | static get VALUES() { |
| 709 | return Object.assign( |
| 710 | { l: 4.8, s: 2.8, j: 3.8 }, //Jeff K. estimations |
| 711 | ChessRules.VALUES |
| 712 | ); |
| 713 | } |
| 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 | } |
| 720 | }; |