1 import { ChessRules
} from "@/base_rules";
2 import { ArrayFun
} from "@/utils/array";
3 import { randInt
} from "@/utils/alea";
5 export const VariantRules
= class DarkRules
extends ChessRules
{
6 // Analyse in Dark mode makes no sense
7 static get CanAnalyze() {
11 // Moves are revealed only when game ends
12 static get ShowMoves() {
16 setOtherVariables(fen
) {
17 super.setOtherVariables(fen
);
18 const [sizeX
, sizeY
] = [V
.size
.x
, V
.size
.y
];
20 w: ArrayFun
.init(sizeX
, sizeY
),
21 b: ArrayFun
.init(sizeX
, sizeY
)
23 // Setup enlightened: squares reachable by each side
24 // (TODO: one side would be enough ?)
25 this.updateEnlightened();
29 for (let i
= 0; i
< V
.size
.x
; i
++) {
30 for (let j
= 0; j
< V
.size
.y
; j
++) {
31 this.enlightened
["w"][i
][j
] = false;
32 this.enlightened
["b"][i
][j
] = false;
35 const pawnShift
= { w: -1, b: 1 };
36 // Initialize with pieces positions (which are seen)
37 for (let i
= 0; i
< V
.size
.x
; i
++) {
38 for (let j
= 0; j
< V
.size
.y
; j
++) {
39 if (this.board
[i
][j
] != V
.EMPTY
) {
40 const color
= this.getColor(i
, j
);
41 this.enlightened
[color
][i
][j
] = true;
42 // Add potential squares visible by "impossible pawn capture"
43 if (this.getPiece(i
, j
) == V
.PAWN
) {
44 for (let shiftY
of [-1, 1]) {
46 V
.OnBoard(i
+ pawnShift
[color
], j
+ shiftY
) &&
47 this.board
[i
+ pawnShift
[color
]][j
+ shiftY
] == V
.EMPTY
49 this.enlightened
[color
][i
+ pawnShift
[color
]][
58 const currentTurn
= this.turn
;
60 const movesWhite
= this.getAllValidMoves();
62 const movesBlack
= this.getAllValidMoves();
63 this.turn
= currentTurn
;
64 for (let move of movesWhite
)
65 this.enlightened
["w"][move.end
.x
][move.end
.y
] = true;
66 for (let move of movesBlack
)
67 this.enlightened
["b"][move.end
.x
][move.end
.y
] = true;
70 // Has to be redefined to avoid an infinite loop
72 const color
= this.turn
;
73 let potentialMoves
= [];
74 for (let i
= 0; i
< V
.size
.x
; i
++) {
75 for (let j
= 0; j
< V
.size
.y
; j
++) {
76 if (this.board
[i
][j
] != V
.EMPTY
&& this.getColor(i
, j
) == color
)
77 Array
.prototype.push
.apply(
79 this.getPotentialMovesFrom([i
, j
])
83 return potentialMoves
; //because there are no checks
87 if (this.kingPos
[this.turn
][0] < 0) return false;
88 return true; //TODO: is it right?
92 return false; //there is no check
99 updateVariables(move) {
100 super.updateVariables(move);
101 if (move.vanish
.length
>= 2 && move.vanish
[1].p
== V
.KING
) {
102 // We took opponent king ! (because if castle vanish[1] is a rook)
103 this.kingPos
[this.turn
] = [-1, -1];
106 // Update lights for both colors:
107 this.updateEnlightened();
110 unupdateVariables(move) {
111 super.unupdateVariables(move);
112 const c
= move.vanish
[0].c
;
113 const oppCol
= V
.GetOppCol(c
);
114 if (this.kingPos
[oppCol
][0] < 0) {
115 // Last move took opponent's king
116 for (let psq
of move.vanish
) {
118 this.kingPos
[oppCol
] = [psq
.x
, psq
.y
];
124 // Update lights for both colors:
125 this.updateEnlightened();
129 const color
= this.turn
;
130 const kp
= this.kingPos
[color
];
133 return color
== "w" ? "0-1" : "1-0";
134 if (this.atLeastOneMove())
137 return "1/2"; //no moves but kings still there (seems impossible)
140 static get THRESHOLD_MATE() {
141 return 500; //checkmates evals may be slightly below 1000
144 // In this special situation, we just look 1 half move ahead
146 const maxeval
= V
.INFINITY
;
147 const color
= this.turn
;
148 const oppCol
= V
.GetOppCol(color
);
149 const pawnShift
= color
== "w" ? -1 : 1;
151 // Do not cheat: the current enlightment is all we can see
152 const myLight
= JSON
.parse(JSON
.stringify(this.enlightened
[color
]));
154 // Can a slider on (i,j) apparently take my king?
155 // NOTE: inaccurate because assume yes if some squares are shadowed
156 const sliderTake
= ([i
, j
], piece
) => {
157 const kp
= this.kingPos
[color
];
158 let step
= undefined;
159 if (piece
== V
.BISHOP
) {
160 if (Math
.abs(kp
[0] - i
) == Math
.abs(kp
[1] - j
)) {
162 (i
- kp
[0]) / Math
.abs(i
- kp
[0]),
163 (j
- kp
[1]) / Math
.abs(j
- kp
[1])
166 } else if (piece
== V
.ROOK
) {
167 if (kp
[0] == i
) step
= [0, (j
- kp
[1]) / Math
.abs(j
- kp
[1])];
168 else if (kp
[1] == j
) step
= [(i
- kp
[0]) / Math
.abs(i
- kp
[0]), 0];
170 if (!step
) return false;
171 // Check for obstacles
172 let obstacle
= false;
174 let x
= kp
[0] + step
[0], y
= kp
[1] + step
[1];
176 x
+= step
[0], y
+= step
[1]
178 if (myLight
[x
][y
] && this.board
[x
][y
] != V
.EMPTY
) {
183 if (!obstacle
) return true;
187 // Do I see something which can take my king ?
188 const kingThreats
= () => {
189 const kp
= this.kingPos
[color
];
190 for (let i
= 0; i
< V
.size
.x
; i
++) {
191 for (let j
= 0; j
< V
.size
.y
; j
++) {
194 this.board
[i
][j
] != V
.EMPTY
&&
195 this.getColor(i
, j
) != color
197 switch (this.getPiece(i
, j
)) {
199 if (kp
[0] + pawnShift
== i
&& Math
.abs(kp
[1] - j
) == 1)
204 (Math
.abs(kp
[0] - i
) == 2 && Math
.abs(kp
[1] - j
) == 1) ||
205 (Math
.abs(kp
[0] - i
) == 1 && Math
.abs(kp
[1] - j
) == 2)
211 if (Math
.abs(kp
[0] - i
) == 1 && Math
.abs(kp
[1] - j
) == 1)
215 if (sliderTake([i
, j
], V
.BISHOP
)) return true;
218 if (sliderTake([i
, j
], V
.ROOK
)) return true;
221 if (sliderTake([i
, j
], V
.BISHOP
) || sliderTake([i
, j
], V
.ROOK
))
231 let moves
= this.getAllValidMoves();
232 for (let move of moves
) {
234 if (this.kingPos
[oppCol
][0] >= 0 && kingThreats()) {
235 // We didn't take opponent king, and our king will be captured: bad
236 move.eval
= -maxeval
;
240 if (move.eval
) continue;
242 move.eval
= 0; //a priori...
244 // Can I take something ? If yes, do it if it seems good...
245 if (move.vanish
.length
== 2 && move.vanish
[1].c
!= color
) {
247 const myPieceVal
= V
.VALUES
[move.appear
[0].p
];
248 const hisPieceVal
= V
.VALUES
[move.vanish
[1].p
];
249 if (myPieceVal
<= hisPieceVal
) move.eval
= hisPieceVal
- myPieceVal
+ 2;
252 // Taking a pawn with minor piece,
253 // or minor piece or pawn with a rook,
254 // or anything but a queen with a queen,
255 // or anything with a king.
256 // ==> Do it at random, although
257 // this is clearly inferior to what a human can deduce...
258 move.eval
= Math
.random() < 0.5 ? 1 : -1;
263 // TODO: also need to implement the case when an opponent piece (in light)
264 // is threatening something - maybe not the king, but e.g. pawn takes rook.
266 moves
.sort((a
, b
) => b
.eval
- a
.eval
);
267 let candidates
= [0];
268 for (let j
= 1; j
< moves
.length
&& moves
[j
].eval
== moves
[0].eval
; j
++)
270 return moves
[candidates
[randInt(candidates
.length
)]];