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1 | import { ChessRules, PiPo, Move } from "@/base_rules"; |
2 | import { ArrayFun } from "@/utils/array"; | |
3 | import { randInt, shuffle } from "@/utils/alea"; | |
4 | ||
5 | export const VariantRules = class CircularRules extends ChessRules { | |
71ef1664 | 6 | static get HasEnpassant() { |
e3e2cc44 BA |
7 | return false; |
8 | } | |
9 | ||
71ef1664 | 10 | static get CanFlip() { |
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11 | return false; |
12 | } | |
13 | ||
71ef1664 BA |
14 | setFlags(fenflags) { |
15 | this.pawnFlags = { | |
16 | w: [...Array(8).fill(true)], //pawns can move 2 squares? | |
17 | b: [...Array(8).fill(true)] | |
18 | }; | |
19 | for (let c of ["w", "b"]) { | |
20 | for (let i = 0; i < 8; i++) | |
21 | this.pawnFlags[c][i] = fenflags.charAt((c == "w" ? 0 : 8) + i) == "1"; | |
22 | } | |
23 | } | |
24 | ||
25 | aggregateFlags() { | |
26 | return this.pawnFlags; | |
27 | } | |
28 | ||
29 | disaggregateFlags(flags) { | |
30 | this.pawnFlags = flags; | |
31 | } | |
e3e2cc44 | 32 | |
e3e2cc44 BA |
33 | static GenRandInitFen() { |
34 | let pieces = { w: new Array(8), b: new Array(8) }; | |
71ef1664 | 35 | // Shuffle pieces on first and fifth rank |
e3e2cc44 BA |
36 | for (let c of ["w", "b"]) { |
37 | let positions = ArrayFun.range(8); | |
38 | ||
39 | // Get random squares for bishops | |
40 | let randIndex = 2 * randInt(4); | |
41 | const bishop1Pos = positions[randIndex]; | |
42 | // The second bishop must be on a square of different color | |
43 | let randIndex_tmp = 2 * randInt(4) + 1; | |
44 | const bishop2Pos = positions[randIndex_tmp]; | |
45 | // Remove chosen squares | |
46 | positions.splice(Math.max(randIndex, randIndex_tmp), 1); | |
47 | positions.splice(Math.min(randIndex, randIndex_tmp), 1); | |
48 | ||
49 | // Get random squares for knights | |
50 | randIndex = randInt(6); | |
51 | const knight1Pos = positions[randIndex]; | |
52 | positions.splice(randIndex, 1); | |
53 | randIndex = randInt(5); | |
54 | const knight2Pos = positions[randIndex]; | |
55 | positions.splice(randIndex, 1); | |
56 | ||
57 | // Get random square for queen | |
58 | randIndex = randInt(4); | |
59 | const queenPos = positions[randIndex]; | |
60 | positions.splice(randIndex, 1); | |
61 | ||
62 | // Rooks and king positions are now fixed, | |
63 | // because of the ordering rook-king-rook | |
64 | const rook1Pos = positions[0]; | |
65 | const kingPos = positions[1]; | |
66 | const rook2Pos = positions[2]; | |
67 | ||
68 | // Finally put the shuffled pieces in the board array | |
69 | pieces[c][rook1Pos] = "r"; | |
70 | pieces[c][knight1Pos] = "n"; | |
71 | pieces[c][bishop1Pos] = "b"; | |
72 | pieces[c][queenPos] = "q"; | |
73 | pieces[c][kingPos] = "k"; | |
74 | pieces[c][bishop2Pos] = "b"; | |
75 | pieces[c][knight2Pos] = "n"; | |
76 | pieces[c][rook2Pos] = "r"; | |
77 | } | |
78 | return ( | |
71ef1664 | 79 | "8/8/pppppppp/" + |
e3e2cc44 | 80 | pieces["b"].join("") + |
71ef1664 | 81 | "/8/8/PPPPPPPP/" + |
e3e2cc44 | 82 | pieces["w"].join("").toUpperCase() + |
71ef1664 BA |
83 | // 16 flags: can pawns advance 2 squares? |
84 | " w 0 1111111111111111" | |
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85 | ); |
86 | } | |
87 | ||
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88 | // Output basically x % 8 (circular board) |
89 | static ComputeX(x) { | |
90 | let res = x % V.size.x; | |
91 | if (res < 0) | |
92 | res += V.size.x; | |
93 | return res; | |
94 | } | |
95 | ||
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96 | getSlideNJumpMoves([x, y], steps, oneStep) { |
97 | let moves = []; | |
98 | outerLoop: for (let step of steps) { | |
71ef1664 | 99 | let i = V.ComputeX(x + step[0]); |
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100 | let j = y + step[1]; |
101 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { | |
102 | moves.push(this.getBasicMove([x, y], [i, j])); | |
103 | if (oneStep !== undefined) continue outerLoop; | |
71ef1664 | 104 | i = V.ComputeX(i + step[0]); |
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105 | j += step[1]; |
106 | } | |
107 | if (V.OnBoard(i, j) && this.canTake([x, y], [i, j])) | |
108 | moves.push(this.getBasicMove([x, y], [i, j])); | |
109 | } | |
110 | return moves; | |
111 | } | |
112 | ||
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113 | getPotentialPawnMoves([x, y]) { |
114 | const color = this.turn; | |
115 | let moves = []; | |
116 | const [sizeX, sizeY] = [V.size.x, V.size.y]; | |
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117 | // All pawns go in the same direction! |
118 | const shiftX = -1; | |
119 | const startRank = color == "w" ? sizeX - 2 : 2; | |
120 | ||
121 | // One square forward | |
122 | const nextRow = V.ComputeX(x + shiftX); | |
123 | if (this.board[nextRow][y] == V.EMPTY) { | |
124 | moves.push(this.getBasicMove([x, y], [nextRow, y])); | |
125 | if ( | |
126 | x == startRank && | |
127 | this.pawnFlags[color][y] && | |
128 | this.board[x + 2 * shiftX][y] == V.EMPTY | |
129 | ) { | |
130 | // Two squares jump | |
131 | moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y])); | |
e3e2cc44 | 132 | } |
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133 | } |
134 | // Captures | |
135 | for (let shiftY of [-1, 1]) { | |
136 | if ( | |
137 | y + shiftY >= 0 && | |
138 | y + shiftY < sizeY && | |
139 | this.board[nextRow][y + shiftY] != V.EMPTY && | |
140 | this.canTake([x, y], [nextRow, y + shiftY]) | |
141 | ) { | |
142 | moves.push(this.getBasicMove([x, y], [nextRow, y + shiftY])); | |
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143 | } |
144 | } | |
145 | ||
146 | return moves; | |
147 | } | |
148 | ||
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149 | getPotentialKingMoves(sq) { |
150 | return this.getSlideNJumpMoves( | |
151 | sq, | |
152 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]), | |
153 | "oneStep" | |
154 | ); | |
155 | } | |
156 | ||
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157 | filterValid(moves) { |
158 | const filteredMoves = super.filterValid(moves); | |
159 | // If at least one full move made, everything is allowed: | |
160 | if (this.movesCount >= 2) | |
161 | return filteredMoves; | |
162 | // Else, forbid check: | |
163 | const oppCol = V.GetOppCol(this.turn); | |
164 | return filteredMoves.filter(m => { | |
165 | this.play(m); | |
166 | const res = !this.underCheck(oppCol); | |
167 | this.undo(m); | |
168 | return res; | |
169 | }); | |
170 | } | |
171 | ||
e3e2cc44 | 172 | isAttackedByPawn([x, y], colors) { |
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173 | const pawnShift = 1; |
174 | const attackerRow = V.ComputeX(x + pawnShift); | |
e3e2cc44 | 175 | for (let c of colors) { |
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176 | for (let i of [-1, 1]) { |
177 | if ( | |
178 | y + i >= 0 && | |
179 | y + i < V.size.y && | |
180 | this.getPiece(attackerRow, y + i) == V.PAWN && | |
181 | this.getColor(attackerRow, y + i) == c | |
182 | ) { | |
183 | return true; | |
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184 | } |
185 | } | |
186 | } | |
187 | return false; | |
188 | } | |
189 | ||
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190 | isAttackedBySlideNJump([x, y], colors, piece, steps, oneStep) { |
191 | for (let step of steps) { | |
71ef1664 | 192 | let rx = V.ComputeX(x + step[0]), |
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193 | ry = y + step[1]; |
194 | while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) { | |
71ef1664 | 195 | rx = V.ComputeX(rx + step[0]); |
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196 | ry += step[1]; |
197 | } | |
198 | if ( | |
199 | V.OnBoard(rx, ry) && | |
200 | this.getPiece(rx, ry) === piece && | |
201 | colors.includes(this.getColor(rx, ry)) | |
202 | ) { | |
203 | return true; | |
204 | } | |
205 | } | |
206 | return false; | |
207 | } | |
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208 | |
209 | getFlagsFen() { | |
210 | // Return pawns flags | |
211 | let flags = ""; | |
212 | for (let c of ["w", "b"]) { | |
213 | for (let i = 0; i < 8; i++) flags += this.pawnFlags[c][i] ? "1" : "0"; | |
214 | } | |
215 | return flags; | |
216 | } | |
217 | ||
218 | updateVariables(move) { | |
219 | const c = move.vanish[0].c; | |
220 | const secondRank = {"w":6, "b":2}; | |
221 | // Update king position + flags | |
222 | if (move.vanish[0].p == V.KING && move.appear.length > 0) { | |
223 | this.kingPos[c][0] = move.appear[0].x; | |
224 | this.kingPos[c][1] = move.appear[0].y; | |
225 | } | |
226 | else if (move.vanish[0].p == V.PAWN && secondRank[c] == move.start.x) | |
227 | // This move turns off a 2-squares pawn flag | |
228 | this.pawnFlags[c][move.start.y] = false; | |
229 | } | |
230 | ||
231 | static get VALUES() { | |
232 | return { | |
233 | p: 1, | |
234 | r: 5, | |
235 | n: 3, | |
236 | b: 4, | |
237 | q: 10, | |
238 | k: 1000 | |
239 | }; | |
240 | } | |
e3e2cc44 | 241 | }; |