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472c0c4f BA |
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 | // NOTE: keep this extensive check because the board has holes | |
40 | static IsGoodEnpassant(enpassant) { | |
41 | if (enpassant != "-") { | |
42 | const squares = enpassant.split(","); | |
43 | if (squares.length > 2) return false; | |
44 | for (let sq of squares) { | |
45 | const ep = V.SquareToCoords(sq); | |
46 | if (isNaN(ep.x) || !V.OnBoard(ep)) return false; | |
47 | } | |
48 | } | |
49 | return true; | |
50 | } | |
51 | ||
52 | static get size() { | |
53 | return { x: 12, y: 12 }; | |
54 | } | |
55 | ||
56 | static OnBoard(x, y) { | |
57 | return ( | |
58 | (x >= 1 && x <= 10 && y >= 1 && y <= 10) || | |
59 | (x == 11 && [0, 11].includes(y)) || | |
60 | (x == 0 && [0, 11].includes(y)) | |
61 | ); | |
62 | } | |
63 | ||
64 | // Dabbabah + alfil + wazir | |
65 | static get CHAMPION() { | |
66 | return "c"; | |
67 | } | |
68 | ||
69 | // Camel + ferz | |
70 | static get WIZARD() { | |
71 | return "w"; | |
72 | } | |
73 | ||
74 | static get PIECES() { | |
75 | return ChessRules.PIECES.concat([V.CHAMPION, V.WIZARD]); | |
76 | } | |
77 | ||
78 | static get steps() { | |
79 | return Object.assign( | |
80 | {}, | |
81 | ChessRules.steps, | |
82 | { | |
83 | w: [ | |
84 | [-3, -1], | |
85 | [-3, 1], | |
86 | [-1, -3], | |
87 | [-1, 3], | |
88 | [1, -3], | |
89 | [1, 3], | |
90 | [3, -1], | |
91 | [3, 1], | |
92 | [-1, -1], | |
93 | [-1, 1], | |
94 | [1, -1], | |
95 | [1, 1] | |
96 | ], | |
97 | c: [ | |
98 | [1, 0], | |
99 | [-1, 0], | |
100 | [0, 1], | |
101 | [0, -1], | |
102 | [2, 2], | |
103 | [2, -2], | |
104 | [-2, 2], | |
105 | [-2, -2], | |
106 | [-2, 0], | |
107 | [0, -2], | |
108 | [2, 0], | |
109 | [0, 2] | |
110 | ] | |
111 | } | |
112 | ); | |
113 | } | |
114 | ||
115 | static GenRandInitFen(randomness) { | |
116 | if (randomness == 0) { | |
117 | return ( | |
118 | "wxxxxxxxxxxw/xcrnbqkbnrcx/xppppppppppx/x91x/x91x/x91x/" + | |
119 | "x91x/x91x/x91x/xPPPPPPPPPPx/xCRNBQKBNRCx/WxxxxxxxxxxW " + | |
120 | "w 0 cjcj -" | |
121 | ); | |
122 | } | |
123 | ||
124 | let pieces = { w: new Array(10), b: new Array(10) }; | |
125 | let flags = ""; | |
126 | // Shuffle pieces on first (and last rank if randomness == 2) | |
127 | for (let c of ["w", "b"]) { | |
128 | if (c == 'b' && randomness == 1) { | |
129 | pieces['b'] = pieces['w']; | |
130 | flags += flags; | |
131 | break; | |
132 | } | |
133 | ||
134 | let positions = ArrayFun.range(10); | |
135 | ||
136 | // Get random squares for bishops | |
137 | let randIndex = 2 * randInt(5); | |
138 | const bishop1Pos = positions[randIndex]; | |
139 | // The second bishop must be on a square of different color | |
140 | let randIndex_tmp = 2 * randInt(5) + 1; | |
141 | const bishop2Pos = positions[randIndex_tmp]; | |
142 | positions.splice(Math.max(randIndex, randIndex_tmp), 1); | |
143 | positions.splice(Math.min(randIndex, randIndex_tmp), 1); | |
144 | ||
145 | // Get random squares for champions | |
146 | randIndex = 2 * randInt(4); | |
147 | let bishopSameColorPos = (bishop1Pos % 2 == 0 ? bishop1Pos : bishop2Pos); | |
148 | if (randIndex >= bishopSameColorPos) randIndex += 2; | |
149 | const champion1Pos = positions[randIndex]; | |
150 | // The second champion must be on a square of different color | |
151 | randIndex_tmp = 2 * randInt(4) + 1; | |
152 | bishopSameColorPos = (bishop1Pos % 2 == 0 ? bishop1Pos : bishop2Pos); | |
153 | if (randIndex_tmp >= bishopSameColorPos) randIndex_tmp += 2; | |
154 | const champion2Pos = positions[randIndex_tmp]; | |
155 | positions.splice(Math.max(randIndex, randIndex_tmp), 1); | |
156 | positions.splice(Math.min(randIndex, randIndex_tmp), 1); | |
157 | ||
158 | // Get random squares for other pieces | |
159 | randIndex = randInt(6); | |
160 | const knight1Pos = positions[randIndex]; | |
161 | positions.splice(randIndex, 1); | |
162 | randIndex = randInt(5); | |
163 | const knight2Pos = positions[randIndex]; | |
164 | positions.splice(randIndex, 1); | |
165 | ||
166 | randIndex = randInt(4); | |
167 | const queenPos = positions[randIndex]; | |
168 | positions.splice(randIndex, 1); | |
169 | ||
170 | // Rooks and king positions are now fixed | |
171 | const rook1Pos = positions[0]; | |
172 | const kingPos = positions[1]; | |
173 | const rook2Pos = positions[2]; | |
174 | ||
175 | pieces[c][champion1Pos] = "c"; | |
176 | pieces[c][rook1Pos] = "r"; | |
177 | pieces[c][knight1Pos] = "n"; | |
178 | pieces[c][bishop1Pos] = "b"; | |
179 | pieces[c][queenPos] = "q"; | |
180 | pieces[c][kingPos] = "k"; | |
181 | pieces[c][bishop2Pos] = "b"; | |
182 | pieces[c][knight2Pos] = "n"; | |
183 | pieces[c][rook2Pos] = "r"; | |
184 | pieces[c][champion2Pos] = "c"; | |
185 | flags += V.CoordToColumn(rook1Pos) + V.CoordToColumn(rook2Pos); | |
186 | } | |
187 | // Add turn + flags + enpassant | |
188 | return ( | |
189 | "wxxxxxxxxxxw/" + | |
190 | "x" + pieces["b"].join("") + | |
191 | "x/xppppppppppx/x91x/x91x/x91x/x91x/x91x/x91x/xPPPPPPPPPPx/x" + | |
192 | pieces["w"].join("").toUpperCase() + "x" + | |
193 | "/WxxxxxxxxxxW " + | |
194 | "w 0 " + flags + " -" | |
195 | ); | |
196 | } | |
197 | ||
198 | // There may be 2 enPassant squares (if pawn jump 3 squares) | |
199 | getEnpassantFen() { | |
200 | const L = this.epSquares.length; | |
201 | if (!this.epSquares[L - 1]) return "-"; //no en-passant | |
202 | let res = ""; | |
203 | this.epSquares[L - 1].forEach(sq => { | |
204 | res += V.CoordsToSquare(sq) + ","; | |
205 | }); | |
206 | return res.slice(0, -1); //remove last comma | |
207 | } | |
208 | ||
209 | // En-passant after 2-sq or 3-sq jumps | |
210 | getEpSquare(moveOrSquare) { | |
211 | if (!moveOrSquare) return undefined; | |
212 | if (typeof moveOrSquare === "string") { | |
213 | const square = moveOrSquare; | |
214 | if (square == "-") return undefined; | |
215 | let res = []; | |
216 | square.split(",").forEach(sq => { | |
217 | res.push(V.SquareToCoords(sq)); | |
218 | }); | |
219 | return res; | |
220 | } | |
221 | // Argument is a move: | |
222 | const move = moveOrSquare; | |
223 | const [sx, sy, ex] = [move.start.x, move.start.y, move.end.x]; | |
224 | if (this.getPiece(sx, sy) == V.PAWN && Math.abs(sx - ex) >= 2) { | |
225 | const step = (ex - sx) / Math.abs(ex - sx); | |
226 | let res = [ | |
227 | { | |
228 | x: sx + step, | |
229 | y: sy | |
230 | } | |
231 | ]; | |
232 | if (sx + 2 * step != ex) { | |
233 | // 3-squares jump | |
234 | res.push({ | |
235 | x: sx + 2 * step, | |
236 | y: sy | |
237 | }); | |
238 | } | |
239 | return res; | |
240 | } | |
241 | return undefined; //default | |
242 | } | |
243 | ||
244 | getPotentialMovesFrom([x, y]) { | |
245 | switch (this.getPiece(x, y)) { | |
246 | case V.CHAMPION: | |
247 | return this.getPotentialChampionMoves([x, y]); | |
248 | case V.WIZARD: | |
249 | return this.getPotentialWizardMoves([x, y]); | |
250 | default: | |
251 | return super.getPotentialMovesFrom([x, y]); | |
252 | } | |
253 | } | |
254 | ||
255 | getEnpassanCaptures([x, y], shiftX) { | |
256 | const Lep = this.epSquares.length; | |
257 | const epSquare = this.epSquares[Lep - 1]; | |
258 | let moves = []; | |
259 | if (!!epSquare) { | |
260 | for (let epsq of epSquare) { | |
261 | // TODO: some redundant checks | |
262 | if (epsq.x == x + shiftX && Math.abs(epsq.y - y) == 1) { | |
263 | let enpassantMove = this.getBasicMove([x, y], [epsq.x, epsq.y]); | |
264 | // WARNING: the captured pawn may be diagonally behind us, | |
265 | // if it's a 3-squares jump and we take on 1st passing square | |
266 | const px = this.board[x][epsq.y] != V.EMPTY ? x : x - shiftX; | |
267 | enpassantMove.vanish.push({ | |
268 | x: px, | |
269 | y: epsq.y, | |
270 | p: "p", | |
271 | c: this.getColor(px, epsq.y) | |
272 | }); | |
273 | moves.push(enpassantMove); | |
274 | } | |
275 | } | |
276 | } | |
277 | return moves; | |
278 | } | |
279 | ||
280 | getPotentialChampionMoves(sq) { | |
281 | return this.getSlideNJumpMoves(sq, V.steps[V.CHAMPION], "oneStep"); | |
282 | } | |
283 | ||
284 | getPotentialWizardMoves(sq) { | |
285 | return this.getSlideNJumpMoves(sq, V.steps[V.WIZARD], "oneStep"); | |
286 | } | |
287 | ||
288 | getCastleMoves([x, y], castleInCheck) { | |
289 | const c = this.getColor(x, y); | |
290 | if (x != (c == "w" ? V.size.x - 2 : 1) || y != this.INIT_COL_KING[c]) | |
291 | return []; //x isn't first rank, or king has moved (shortcut) | |
292 | ||
293 | // Castling ? | |
294 | const oppCol = V.GetOppCol(c); | |
295 | let moves = []; | |
296 | let i = 0; | |
297 | // King, then rook: | |
298 | const finalSquares = [ | |
299 | [4, 5], | |
300 | [8, 7] | |
301 | ]; | |
302 | castlingCheck: for ( | |
303 | let castleSide = 0; | |
304 | castleSide < 2; | |
305 | castleSide++ //large, then small | |
306 | ) { | |
307 | if (this.castleFlags[c][castleSide] >= V.size.y) continue; | |
308 | // If this code is reached, rook and king are on initial position | |
309 | ||
310 | // NOTE: in some variants this is not a rook | |
311 | const rookPos = this.castleFlags[c][castleSide]; | |
312 | if (this.board[x][rookPos] == V.EMPTY || this.getColor(x, rookPos) != c) | |
313 | // Rook is not here, or changed color (see Benedict) | |
314 | continue; | |
315 | ||
316 | // Nothing on the path of the king ? (and no checks) | |
317 | const castlingPiece = this.getPiece(x, rookPos); | |
318 | const finDist = finalSquares[castleSide][0] - y; | |
319 | let step = finDist / Math.max(1, Math.abs(finDist)); | |
320 | i = y; | |
321 | do { | |
322 | if ( | |
323 | (!castleInCheck && this.isAttacked([x, i], oppCol)) || | |
324 | (this.board[x][i] != V.EMPTY && | |
325 | // NOTE: next check is enough, because of chessboard constraints | |
326 | (this.getColor(x, i) != c || | |
327 | ![V.KING, castlingPiece].includes(this.getPiece(x, i)))) | |
328 | ) { | |
329 | continue castlingCheck; | |
330 | } | |
331 | i += step; | |
332 | } while (i != finalSquares[castleSide][0]); | |
333 | ||
334 | // Nothing on the path to the rook? | |
335 | step = castleSide == 0 ? -1 : 1; | |
336 | for (i = y + step; i != rookPos; i += step) { | |
337 | if (this.board[x][i] != V.EMPTY) continue castlingCheck; | |
338 | } | |
339 | ||
340 | // Nothing on final squares, except maybe king and castling rook? | |
341 | for (i = 0; i < 2; i++) { | |
342 | if ( | |
343 | finalSquares[castleSide][i] != rookPos && | |
344 | this.board[x][finalSquares[castleSide][i]] != V.EMPTY && | |
345 | ( | |
346 | this.getPiece(x, finalSquares[castleSide][i]) != V.KING || | |
347 | this.getColor(x, finalSquares[castleSide][i]) != c | |
348 | ) | |
349 | ) { | |
350 | continue castlingCheck; | |
351 | } | |
352 | } | |
353 | ||
354 | // If this code is reached, castle is valid | |
355 | moves.push( | |
356 | new Move({ | |
357 | appear: [ | |
358 | new PiPo({ | |
359 | x: x, | |
360 | y: finalSquares[castleSide][0], | |
361 | p: V.KING, | |
362 | c: c | |
363 | }), | |
364 | new PiPo({ | |
365 | x: x, | |
366 | y: finalSquares[castleSide][1], | |
367 | p: castlingPiece, | |
368 | c: c | |
369 | }) | |
370 | ], | |
371 | vanish: [ | |
372 | new PiPo({ x: x, y: y, p: V.KING, c: c }), | |
373 | new PiPo({ x: x, y: rookPos, p: castlingPiece, c: c }) | |
374 | ], | |
375 | end: | |
376 | Math.abs(y - rookPos) <= 2 | |
377 | ? { x: x, y: rookPos } | |
378 | : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } | |
379 | }) | |
380 | ); | |
381 | } | |
382 | ||
383 | return moves; | |
384 | } | |
385 | ||
386 | isAttacked(sq, color) { | |
387 | return ( | |
388 | super.isAttacked(sq, color) || | |
389 | this.isAttackedByChampion(sq, color) || | |
390 | this.isAttackedByWizard(sq, color) | |
391 | ); | |
392 | } | |
393 | ||
394 | isAttackedByWizard(sq, color) { | |
395 | return ( | |
396 | this.isAttackedBySlideNJump( | |
397 | sq, color, V.WIZARD, V.steps[V.WIZARD], "oneStep") | |
398 | ); | |
399 | } | |
400 | ||
401 | isAttackedByChampion(sq, color) { | |
402 | return ( | |
403 | this.isAttackedBySlideNJump( | |
404 | sq, color, V.CHAMPION, V.steps[V.CHAMPION], "oneStep") | |
405 | ); | |
406 | } | |
407 | ||
408 | updateCastleFlags(move, piece) { | |
409 | const c = V.GetOppCol(this.turn); | |
410 | const firstRank = (c == "w" ? V.size.x - 2 : 1); | |
411 | // Update castling flags if rooks are moved | |
412 | const oppCol = this.turn; | |
413 | const oppFirstRank = V.size.x - 1 - firstRank; | |
414 | if (piece == V.KING) | |
415 | this.castleFlags[c] = [V.size.y, V.size.y]; | |
416 | else if ( | |
417 | move.start.x == firstRank && //our rook moves? | |
418 | this.castleFlags[c].includes(move.start.y) | |
419 | ) { | |
420 | const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1); | |
421 | this.castleFlags[c][flagIdx] = V.size.y; | |
422 | } | |
423 | // NOTE: not "else if" because a rook could take an opposing rook | |
424 | if ( | |
425 | move.end.x == oppFirstRank && //we took opponent rook? | |
426 | this.castleFlags[oppCol].includes(move.end.y) | |
427 | ) { | |
428 | const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1); | |
429 | this.castleFlags[oppCol][flagIdx] = V.size.y; | |
430 | } | |
431 | } | |
432 | ||
433 | static get SEARCH_DEPTH() { | |
434 | return 2; | |
435 | } | |
436 | ||
437 | // Values taken from https://omegachess.com/strategy.htm | |
438 | static get VALUES() { | |
439 | return { | |
440 | p: 1, | |
441 | n: 2, | |
442 | b: 4, | |
443 | r: 6, | |
444 | q: 12, | |
445 | w: 4, | |
446 | c: 4, | |
447 | k: 1000 | |
448 | }; | |
449 | } | |
450 | }; |