| 1 | import { ChessRules, Move, PiPo } from "@/base_rules"; |
| 2 | import { ArrayFun } from "@/utils/array"; |
| 3 | import { randInt } from "@/utils/alea"; |
| 4 | |
| 5 | export class OmegaRules extends ChessRules { |
| 6 | static get PawnSpecs() { |
| 7 | return Object.assign( |
| 8 | {}, |
| 9 | ChessRules.PawnSpecs, |
| 10 | { |
| 11 | initShift: { w: 2, b: 2 }, |
| 12 | threeSquares: true, |
| 13 | promotions: |
| 14 | ChessRules.PawnSpecs.promotions.concat([V.CHAMPION, V.WIZARD]) |
| 15 | } |
| 16 | ); |
| 17 | } |
| 18 | |
| 19 | // For space between corners: |
| 20 | static get NOTHING() { |
| 21 | return "xx"; |
| 22 | } |
| 23 | |
| 24 | static board2fen(b) { |
| 25 | if (b[0] == 'x') return 'x'; |
| 26 | return ChessRules.board2fen(b); |
| 27 | } |
| 28 | |
| 29 | static fen2board(f) { |
| 30 | if (f == 'x') return V.NOTHING; |
| 31 | return ChessRules.fen2board(f); |
| 32 | } |
| 33 | |
| 34 | getPpath(b) { |
| 35 | if (b[0] == 'x') return "Omega/nothing"; |
| 36 | return ([V.CHAMPION, V.WIZARD].includes(b[1]) ? "Omega/" : "") + b; |
| 37 | } |
| 38 | |
| 39 | static IsGoodPosition(position) { |
| 40 | if (position.length == 0) return false; |
| 41 | const rows = position.split("/"); |
| 42 | if (rows.length != V.size.x) return false; |
| 43 | let kings = { "k": 0, "K": 0 }; |
| 44 | for (let row of rows) { |
| 45 | let sumElts = 0; |
| 46 | for (let i = 0; i < row.length; i++) { |
| 47 | if (['K','k'].includes(row[i])) kings[row[i]]++; |
| 48 | if (['x'].concat(V.PIECES).includes(row[i].toLowerCase())) sumElts++; |
| 49 | else { |
| 50 | const num = parseInt(row[i]); |
| 51 | if (isNaN(num)) return false; |
| 52 | sumElts += num; |
| 53 | } |
| 54 | } |
| 55 | if (sumElts != V.size.y) return false; |
| 56 | } |
| 57 | if (Object.values(kings).some(v => v != 1)) return false; |
| 58 | return true; |
| 59 | } |
| 60 | |
| 61 | // NOTE: keep this extensive check because the board has holes |
| 62 | static IsGoodEnpassant(enpassant) { |
| 63 | if (enpassant != "-") { |
| 64 | const squares = enpassant.split(","); |
| 65 | if (squares.length > 2) return false; |
| 66 | for (let sq of squares) { |
| 67 | const ep = V.SquareToCoords(sq); |
| 68 | if (isNaN(ep.x) || !V.OnBoard(ep)) return false; |
| 69 | } |
| 70 | } |
| 71 | return true; |
| 72 | } |
| 73 | |
| 74 | static get size() { |
| 75 | return { x: 12, y: 12 }; |
| 76 | } |
| 77 | |
| 78 | static OnBoard(x, y) { |
| 79 | return ( |
| 80 | (x >= 1 && x <= 10 && y >= 1 && y <= 10) || |
| 81 | (x == 11 && [0, 11].includes(y)) || |
| 82 | (x == 0 && [0, 11].includes(y)) |
| 83 | ); |
| 84 | } |
| 85 | |
| 86 | // Dabbabah + alfil + wazir |
| 87 | static get CHAMPION() { |
| 88 | return "c"; |
| 89 | } |
| 90 | |
| 91 | // Camel + ferz |
| 92 | static get WIZARD() { |
| 93 | return "w"; |
| 94 | } |
| 95 | |
| 96 | static get PIECES() { |
| 97 | return ChessRules.PIECES.concat([V.CHAMPION, V.WIZARD]); |
| 98 | } |
| 99 | |
| 100 | static get steps() { |
| 101 | return Object.assign( |
| 102 | {}, |
| 103 | ChessRules.steps, |
| 104 | { |
| 105 | w: [ |
| 106 | [-3, -1], |
| 107 | [-3, 1], |
| 108 | [-1, -3], |
| 109 | [-1, 3], |
| 110 | [1, -3], |
| 111 | [1, 3], |
| 112 | [3, -1], |
| 113 | [3, 1], |
| 114 | [-1, -1], |
| 115 | [-1, 1], |
| 116 | [1, -1], |
| 117 | [1, 1] |
| 118 | ], |
| 119 | c: [ |
| 120 | [1, 0], |
| 121 | [-1, 0], |
| 122 | [0, 1], |
| 123 | [0, -1], |
| 124 | [2, 2], |
| 125 | [2, -2], |
| 126 | [-2, 2], |
| 127 | [-2, -2], |
| 128 | [-2, 0], |
| 129 | [0, -2], |
| 130 | [2, 0], |
| 131 | [0, 2] |
| 132 | ] |
| 133 | } |
| 134 | ); |
| 135 | } |
| 136 | |
| 137 | static GenRandInitFen(randomness) { |
| 138 | if (randomness == 0) { |
| 139 | return ( |
| 140 | "wxxxxxxxxxxw/xcrnbqkbnrcx/xppppppppppx/x91x/x91x/x91x/" + |
| 141 | "x91x/x91x/x91x/xPPPPPPPPPPx/xCRNBQKBNRCx/WxxxxxxxxxxW " + |
| 142 | "w 0 cjcj -" |
| 143 | ); |
| 144 | } |
| 145 | |
| 146 | let pieces = { w: new Array(10), b: new Array(10) }; |
| 147 | let flags = ""; |
| 148 | // Shuffle pieces on first (and last rank if randomness == 2) |
| 149 | for (let c of ["w", "b"]) { |
| 150 | if (c == 'b' && randomness == 1) { |
| 151 | pieces['b'] = pieces['w']; |
| 152 | flags += flags; |
| 153 | break; |
| 154 | } |
| 155 | |
| 156 | let positions = ArrayFun.range(10); |
| 157 | |
| 158 | // Get random squares for bishops |
| 159 | let randIndex = 2 * randInt(5); |
| 160 | const bishop1Pos = positions[randIndex]; |
| 161 | // The second bishop must be on a square of different color |
| 162 | let randIndex_tmp = 2 * randInt(5) + 1; |
| 163 | const bishop2Pos = positions[randIndex_tmp]; |
| 164 | positions.splice(Math.max(randIndex, randIndex_tmp), 1); |
| 165 | positions.splice(Math.min(randIndex, randIndex_tmp), 1); |
| 166 | |
| 167 | // Get random squares for champions |
| 168 | randIndex = 2 * randInt(4); |
| 169 | let bishopSameColorPos = (bishop1Pos % 2 == 0 ? bishop1Pos : bishop2Pos); |
| 170 | if (randIndex >= bishopSameColorPos) randIndex += 2; |
| 171 | const champion1Pos = positions[randIndex]; |
| 172 | // The second champion must be on a square of different color |
| 173 | randIndex_tmp = 2 * randInt(4) + 1; |
| 174 | bishopSameColorPos = (bishop1Pos % 2 == 0 ? bishop1Pos : bishop2Pos); |
| 175 | if (randIndex_tmp >= bishopSameColorPos) randIndex_tmp += 2; |
| 176 | const champion2Pos = positions[randIndex_tmp]; |
| 177 | positions.splice(Math.max(randIndex, randIndex_tmp), 1); |
| 178 | positions.splice(Math.min(randIndex, randIndex_tmp), 1); |
| 179 | |
| 180 | // Get random squares for other pieces |
| 181 | randIndex = randInt(6); |
| 182 | const knight1Pos = positions[randIndex]; |
| 183 | positions.splice(randIndex, 1); |
| 184 | randIndex = randInt(5); |
| 185 | const knight2Pos = positions[randIndex]; |
| 186 | positions.splice(randIndex, 1); |
| 187 | |
| 188 | randIndex = randInt(4); |
| 189 | const queenPos = positions[randIndex]; |
| 190 | positions.splice(randIndex, 1); |
| 191 | |
| 192 | // Rooks and king positions are now fixed |
| 193 | const rook1Pos = positions[0]; |
| 194 | const kingPos = positions[1]; |
| 195 | const rook2Pos = positions[2]; |
| 196 | |
| 197 | pieces[c][champion1Pos] = "c"; |
| 198 | pieces[c][rook1Pos] = "r"; |
| 199 | pieces[c][knight1Pos] = "n"; |
| 200 | pieces[c][bishop1Pos] = "b"; |
| 201 | pieces[c][queenPos] = "q"; |
| 202 | pieces[c][kingPos] = "k"; |
| 203 | pieces[c][bishop2Pos] = "b"; |
| 204 | pieces[c][knight2Pos] = "n"; |
| 205 | pieces[c][rook2Pos] = "r"; |
| 206 | pieces[c][champion2Pos] = "c"; |
| 207 | flags += V.CoordToColumn(rook1Pos) + V.CoordToColumn(rook2Pos); |
| 208 | } |
| 209 | // Add turn + flags + enpassant |
| 210 | return ( |
| 211 | "wxxxxxxxxxxw/" + |
| 212 | "x" + pieces["b"].join("") + |
| 213 | "x/xppppppppppx/x91x/x91x/x91x/x91x/x91x/x91x/xPPPPPPPPPPx/x" + |
| 214 | pieces["w"].join("").toUpperCase() + "x" + |
| 215 | "/WxxxxxxxxxxW " + |
| 216 | "w 0 " + flags + " -" |
| 217 | ); |
| 218 | } |
| 219 | |
| 220 | // There may be 2 enPassant squares (if pawn jump 3 squares) |
| 221 | getEnpassantFen() { |
| 222 | const L = this.epSquares.length; |
| 223 | if (!this.epSquares[L - 1]) return "-"; //no en-passant |
| 224 | let res = ""; |
| 225 | this.epSquares[L - 1].forEach(sq => { |
| 226 | res += V.CoordsToSquare(sq) + ","; |
| 227 | }); |
| 228 | return res.slice(0, -1); //remove last comma |
| 229 | } |
| 230 | |
| 231 | // En-passant after 2-sq or 3-sq jumps |
| 232 | getEpSquare(moveOrSquare) { |
| 233 | if (!moveOrSquare) return undefined; |
| 234 | if (typeof moveOrSquare === "string") { |
| 235 | const square = moveOrSquare; |
| 236 | if (square == "-") return undefined; |
| 237 | let res = []; |
| 238 | square.split(",").forEach(sq => { |
| 239 | res.push(V.SquareToCoords(sq)); |
| 240 | }); |
| 241 | return res; |
| 242 | } |
| 243 | // Argument is a move: |
| 244 | const move = moveOrSquare; |
| 245 | const [sx, sy, ex] = [move.start.x, move.start.y, move.end.x]; |
| 246 | if (this.getPiece(sx, sy) == V.PAWN && Math.abs(sx - ex) >= 2) { |
| 247 | const step = (ex - sx) / Math.abs(ex - sx); |
| 248 | let res = [ |
| 249 | { |
| 250 | x: sx + step, |
| 251 | y: sy |
| 252 | } |
| 253 | ]; |
| 254 | if (sx + 2 * step != ex) { |
| 255 | // 3-squares jump |
| 256 | res.push({ |
| 257 | x: sx + 2 * step, |
| 258 | y: sy |
| 259 | }); |
| 260 | } |
| 261 | return res; |
| 262 | } |
| 263 | return undefined; //default |
| 264 | } |
| 265 | |
| 266 | getPotentialMovesFrom([x, y]) { |
| 267 | switch (this.getPiece(x, y)) { |
| 268 | case V.CHAMPION: |
| 269 | return this.getPotentialChampionMoves([x, y]); |
| 270 | case V.WIZARD: |
| 271 | return this.getPotentialWizardMoves([x, y]); |
| 272 | default: |
| 273 | return super.getPotentialMovesFrom([x, y]); |
| 274 | } |
| 275 | } |
| 276 | |
| 277 | getEnpassanCaptures([x, y], shiftX) { |
| 278 | const Lep = this.epSquares.length; |
| 279 | const epSquare = this.epSquares[Lep - 1]; |
| 280 | let moves = []; |
| 281 | if (!!epSquare) { |
| 282 | for (let epsq of epSquare) { |
| 283 | // TODO: some redundant checks |
| 284 | if (epsq.x == x + shiftX && Math.abs(epsq.y - y) == 1) { |
| 285 | let enpassantMove = this.getBasicMove([x, y], [epsq.x, epsq.y]); |
| 286 | // WARNING: the captured pawn may be diagonally behind us, |
| 287 | // if it's a 3-squares jump and we take on 1st passing square |
| 288 | const px = this.board[x][epsq.y] != V.EMPTY ? x : x - shiftX; |
| 289 | enpassantMove.vanish.push({ |
| 290 | x: px, |
| 291 | y: epsq.y, |
| 292 | p: "p", |
| 293 | c: this.getColor(px, epsq.y) |
| 294 | }); |
| 295 | moves.push(enpassantMove); |
| 296 | } |
| 297 | } |
| 298 | } |
| 299 | return moves; |
| 300 | } |
| 301 | |
| 302 | getPotentialChampionMoves(sq) { |
| 303 | return this.getSlideNJumpMoves(sq, V.steps[V.CHAMPION], "oneStep"); |
| 304 | } |
| 305 | |
| 306 | getPotentialWizardMoves(sq) { |
| 307 | return this.getSlideNJumpMoves(sq, V.steps[V.WIZARD], "oneStep"); |
| 308 | } |
| 309 | |
| 310 | getCastleMoves([x, y], castleInCheck) { |
| 311 | const c = this.getColor(x, y); |
| 312 | if (x != (c == "w" ? V.size.x - 2 : 1) || y != this.INIT_COL_KING[c]) |
| 313 | return []; //x isn't first rank, or king has moved (shortcut) |
| 314 | |
| 315 | // Castling ? |
| 316 | const oppCol = V.GetOppCol(c); |
| 317 | let moves = []; |
| 318 | let i = 0; |
| 319 | // King, then rook: |
| 320 | const finalSquares = [ |
| 321 | [4, 5], |
| 322 | [8, 7] |
| 323 | ]; |
| 324 | castlingCheck: for ( |
| 325 | let castleSide = 0; |
| 326 | castleSide < 2; |
| 327 | castleSide++ //large, then small |
| 328 | ) { |
| 329 | if (this.castleFlags[c][castleSide] >= V.size.y) continue; |
| 330 | // If this code is reached, rook and king are on initial position |
| 331 | |
| 332 | // NOTE: in some variants this is not a rook |
| 333 | const rookPos = this.castleFlags[c][castleSide]; |
| 334 | if (this.board[x][rookPos] == V.EMPTY || this.getColor(x, rookPos) != c) |
| 335 | // Rook is not here, or changed color (see Benedict) |
| 336 | continue; |
| 337 | |
| 338 | // Nothing on the path of the king ? (and no checks) |
| 339 | const castlingPiece = this.getPiece(x, rookPos); |
| 340 | const finDist = finalSquares[castleSide][0] - y; |
| 341 | let step = finDist / Math.max(1, Math.abs(finDist)); |
| 342 | i = y; |
| 343 | do { |
| 344 | if ( |
| 345 | (!castleInCheck && this.isAttacked([x, i], oppCol)) || |
| 346 | (this.board[x][i] != V.EMPTY && |
| 347 | // NOTE: next check is enough, because of chessboard constraints |
| 348 | (this.getColor(x, i) != c || |
| 349 | ![V.KING, castlingPiece].includes(this.getPiece(x, i)))) |
| 350 | ) { |
| 351 | continue castlingCheck; |
| 352 | } |
| 353 | i += step; |
| 354 | } while (i != finalSquares[castleSide][0]); |
| 355 | |
| 356 | // Nothing on the path to the rook? |
| 357 | step = castleSide == 0 ? -1 : 1; |
| 358 | for (i = y + step; i != rookPos; i += step) { |
| 359 | if (this.board[x][i] != V.EMPTY) continue castlingCheck; |
| 360 | } |
| 361 | |
| 362 | // Nothing on final squares, except maybe king and castling rook? |
| 363 | for (i = 0; i < 2; i++) { |
| 364 | if ( |
| 365 | finalSquares[castleSide][i] != rookPos && |
| 366 | this.board[x][finalSquares[castleSide][i]] != V.EMPTY && |
| 367 | ( |
| 368 | this.getPiece(x, finalSquares[castleSide][i]) != V.KING || |
| 369 | this.getColor(x, finalSquares[castleSide][i]) != c |
| 370 | ) |
| 371 | ) { |
| 372 | continue castlingCheck; |
| 373 | } |
| 374 | } |
| 375 | |
| 376 | // If this code is reached, castle is valid |
| 377 | moves.push( |
| 378 | new Move({ |
| 379 | appear: [ |
| 380 | new PiPo({ |
| 381 | x: x, |
| 382 | y: finalSquares[castleSide][0], |
| 383 | p: V.KING, |
| 384 | c: c |
| 385 | }), |
| 386 | new PiPo({ |
| 387 | x: x, |
| 388 | y: finalSquares[castleSide][1], |
| 389 | p: castlingPiece, |
| 390 | c: c |
| 391 | }) |
| 392 | ], |
| 393 | vanish: [ |
| 394 | new PiPo({ x: x, y: y, p: V.KING, c: c }), |
| 395 | new PiPo({ x: x, y: rookPos, p: castlingPiece, c: c }) |
| 396 | ], |
| 397 | end: |
| 398 | Math.abs(y - rookPos) <= 2 |
| 399 | ? { x: x, y: rookPos } |
| 400 | : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } |
| 401 | }) |
| 402 | ); |
| 403 | } |
| 404 | |
| 405 | return moves; |
| 406 | } |
| 407 | |
| 408 | isAttacked(sq, color) { |
| 409 | return ( |
| 410 | super.isAttacked(sq, color) || |
| 411 | this.isAttackedByChampion(sq, color) || |
| 412 | this.isAttackedByWizard(sq, color) |
| 413 | ); |
| 414 | } |
| 415 | |
| 416 | isAttackedByWizard(sq, color) { |
| 417 | return ( |
| 418 | this.isAttackedBySlideNJump( |
| 419 | sq, color, V.WIZARD, V.steps[V.WIZARD], "oneStep") |
| 420 | ); |
| 421 | } |
| 422 | |
| 423 | isAttackedByChampion(sq, color) { |
| 424 | return ( |
| 425 | this.isAttackedBySlideNJump( |
| 426 | sq, color, V.CHAMPION, V.steps[V.CHAMPION], "oneStep") |
| 427 | ); |
| 428 | } |
| 429 | |
| 430 | updateCastleFlags(move, piece) { |
| 431 | const c = V.GetOppCol(this.turn); |
| 432 | const firstRank = (c == "w" ? V.size.x - 2 : 1); |
| 433 | // Update castling flags if rooks are moved |
| 434 | const oppCol = this.turn; |
| 435 | const oppFirstRank = V.size.x - 1 - firstRank; |
| 436 | if (piece == V.KING) |
| 437 | this.castleFlags[c] = [V.size.y, V.size.y]; |
| 438 | else if ( |
| 439 | move.start.x == firstRank && //our rook moves? |
| 440 | this.castleFlags[c].includes(move.start.y) |
| 441 | ) { |
| 442 | const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1); |
| 443 | this.castleFlags[c][flagIdx] = V.size.y; |
| 444 | } |
| 445 | // NOTE: not "else if" because a rook could take an opposing rook |
| 446 | if ( |
| 447 | move.end.x == oppFirstRank && //we took opponent rook? |
| 448 | this.castleFlags[oppCol].includes(move.end.y) |
| 449 | ) { |
| 450 | const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1); |
| 451 | this.castleFlags[oppCol][flagIdx] = V.size.y; |
| 452 | } |
| 453 | } |
| 454 | |
| 455 | static get SEARCH_DEPTH() { |
| 456 | return 2; |
| 457 | } |
| 458 | |
| 459 | // Values taken from https://omegachess.com/strategy.htm |
| 460 | static get VALUES() { |
| 461 | return { |
| 462 | p: 1, |
| 463 | n: 2, |
| 464 | b: 4, |
| 465 | r: 6, |
| 466 | q: 12, |
| 467 | w: 4, |
| 468 | c: 4, |
| 469 | k: 1000 |
| 470 | }; |
| 471 | } |
| 472 | |
| 473 | evalPosition() { |
| 474 | let evaluation = 0; |
| 475 | for (let i = 0; i < V.size.x; i++) { |
| 476 | for (let j = 0; j < V.size.y; j++) { |
| 477 | if (![V.EMPTY,V.NOTHING].includes(this.board[i][j])) { |
| 478 | const sign = this.getColor(i, j) == "w" ? 1 : -1; |
| 479 | evaluation += sign * V.VALUES[this.getPiece(i, j)]; |
| 480 | } |
| 481 | } |
| 482 | } |
| 483 | return evaluation; |
| 484 | } |
| 485 | }; |