| 1 | import { ChessRules } from "@/base_rules"; |
| 2 | import { ArrayFun } from "@/utils/array"; |
| 3 | import { randInt } from "@/utils/alea"; |
| 4 | |
| 5 | export const VariantRules = class LosersRules extends ChessRules { |
| 6 | static get HasFlags() { |
| 7 | return false; |
| 8 | } |
| 9 | |
| 10 | getPotentialPawnMoves([x, y]) { |
| 11 | let moves = super.getPotentialPawnMoves([x, y]); |
| 12 | |
| 13 | // Complete with promotion(s) into king, if possible |
| 14 | const color = this.turn; |
| 15 | const shift = color == "w" ? -1 : 1; |
| 16 | const lastRank = color == "w" ? 0 : V.size.x - 1; |
| 17 | if (x + shift == lastRank) { |
| 18 | // Normal move |
| 19 | if (this.board[x + shift][y] == V.EMPTY) |
| 20 | moves.push( |
| 21 | this.getBasicMove([x, y], [x + shift, y], { c: color, p: V.KING }) |
| 22 | ); |
| 23 | // Captures |
| 24 | if ( |
| 25 | y > 0 && |
| 26 | this.canTake([x, y], [x + shift, y - 1]) && |
| 27 | this.board[x + shift][y - 1] != V.EMPTY |
| 28 | ) { |
| 29 | moves.push( |
| 30 | this.getBasicMove([x, y], [x + shift, y - 1], { c: color, p: V.KING }) |
| 31 | ); |
| 32 | } |
| 33 | if ( |
| 34 | y < V.size.y - 1 && |
| 35 | this.canTake([x, y], [x + shift, y + 1]) && |
| 36 | this.board[x + shift][y + 1] != V.EMPTY |
| 37 | ) { |
| 38 | moves.push( |
| 39 | this.getBasicMove([x, y], [x + shift, y + 1], { c: color, p: V.KING }) |
| 40 | ); |
| 41 | } |
| 42 | } |
| 43 | |
| 44 | return moves; |
| 45 | } |
| 46 | |
| 47 | getPotentialKingMoves(sq) { |
| 48 | // No castle: |
| 49 | return this.getSlideNJumpMoves( |
| 50 | sq, |
| 51 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]), |
| 52 | "oneStep" |
| 53 | ); |
| 54 | } |
| 55 | |
| 56 | // Stop at the first capture found (if any) |
| 57 | atLeastOneCapture() { |
| 58 | const color = this.turn; |
| 59 | const oppCol = V.GetOppCol(color); |
| 60 | for (let i = 0; i < V.size.x; i++) { |
| 61 | for (let j = 0; j < V.size.y; j++) { |
| 62 | if (this.board[i][j] != V.EMPTY && this.getColor(i, j) != oppCol) { |
| 63 | const moves = this.getPotentialMovesFrom([i, j]); |
| 64 | if (moves.length > 0) { |
| 65 | for (let k = 0; k < moves.length; k++) { |
| 66 | if ( |
| 67 | moves[k].vanish.length == 2 && |
| 68 | this.filterValid([moves[k]]).length > 0 |
| 69 | ) |
| 70 | return true; |
| 71 | } |
| 72 | } |
| 73 | } |
| 74 | } |
| 75 | } |
| 76 | return false; |
| 77 | } |
| 78 | |
| 79 | // Trim all non-capturing moves |
| 80 | static KeepCaptures(moves) { |
| 81 | return moves.filter(m => { |
| 82 | return m.vanish.length == 2; |
| 83 | }); |
| 84 | } |
| 85 | |
| 86 | getPossibleMovesFrom(sq) { |
| 87 | let moves = this.filterValid(this.getPotentialMovesFrom(sq)); |
| 88 | // This is called from interface: we need to know if a capture is possible |
| 89 | if (this.atLeastOneCapture()) moves = V.KeepCaptures(moves); |
| 90 | return moves; |
| 91 | } |
| 92 | |
| 93 | getAllValidMoves() { |
| 94 | let moves = super.getAllValidMoves(); |
| 95 | if ( |
| 96 | moves.some(m => { |
| 97 | return m.vanish.length == 2; |
| 98 | }) |
| 99 | ) |
| 100 | moves = V.KeepCaptures(moves); |
| 101 | return moves; |
| 102 | } |
| 103 | |
| 104 | underCheck() { |
| 105 | return false; //No notion of check |
| 106 | } |
| 107 | |
| 108 | getCheckSquares() { |
| 109 | return []; |
| 110 | } |
| 111 | |
| 112 | // No variables update because no royal king + no castling |
| 113 | updateVariables() {} |
| 114 | unupdateVariables() {} |
| 115 | |
| 116 | getCurrentScore() { |
| 117 | if (this.atLeastOneMove()) |
| 118 | // game not over |
| 119 | return "*"; |
| 120 | |
| 121 | // No valid move: the side who cannot move wins |
| 122 | return this.turn == "w" ? "1-0" : "0-1"; |
| 123 | } |
| 124 | |
| 125 | static get VALUES() { |
| 126 | // Experimental... |
| 127 | return { |
| 128 | p: 1, |
| 129 | r: 7, |
| 130 | n: 3, |
| 131 | b: 3, |
| 132 | q: 5, |
| 133 | k: 5 |
| 134 | }; |
| 135 | } |
| 136 | |
| 137 | static get SEARCH_DEPTH() { |
| 138 | return 4; |
| 139 | } |
| 140 | |
| 141 | evalPosition() { |
| 142 | return -super.evalPosition(); //better with less material |
| 143 | } |
| 144 | |
| 145 | static GenRandInitFen(randomness) { |
| 146 | if (randomness == 0) |
| 147 | return "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0 -"; |
| 148 | |
| 149 | let pieces = { w: new Array(8), b: new Array(8) }; |
| 150 | // Shuffle pieces on first and last rank |
| 151 | for (let c of ["w", "b"]) { |
| 152 | if (c == 'b' && randomness == 1) { |
| 153 | pieces['b'] = pieces['w']; |
| 154 | break; |
| 155 | } |
| 156 | |
| 157 | let positions = ArrayFun.range(8); |
| 158 | |
| 159 | // Get random squares for bishops |
| 160 | let randIndex = 2 * randInt(4); |
| 161 | let bishop1Pos = positions[randIndex]; |
| 162 | // The second bishop must be on a square of different color |
| 163 | let randIndex_tmp = 2 * randInt(4) + 1; |
| 164 | let bishop2Pos = positions[randIndex_tmp]; |
| 165 | // Remove chosen squares |
| 166 | positions.splice(Math.max(randIndex, randIndex_tmp), 1); |
| 167 | positions.splice(Math.min(randIndex, randIndex_tmp), 1); |
| 168 | |
| 169 | // Get random squares for knights |
| 170 | randIndex = randInt(6); |
| 171 | let knight1Pos = positions[randIndex]; |
| 172 | positions.splice(randIndex, 1); |
| 173 | randIndex = randInt(5); |
| 174 | let knight2Pos = positions[randIndex]; |
| 175 | positions.splice(randIndex, 1); |
| 176 | |
| 177 | // Get random square for queen |
| 178 | randIndex = randInt(4); |
| 179 | let queenPos = positions[randIndex]; |
| 180 | positions.splice(randIndex, 1); |
| 181 | |
| 182 | // Random square for king (no castle) |
| 183 | randIndex = randInt(3); |
| 184 | let kingPos = positions[randIndex]; |
| 185 | positions.splice(randIndex, 1); |
| 186 | |
| 187 | // Rooks positions are now fixed |
| 188 | let rook1Pos = positions[0]; |
| 189 | let rook2Pos = positions[1]; |
| 190 | |
| 191 | // Finally put the shuffled pieces in the board array |
| 192 | pieces[c][rook1Pos] = "r"; |
| 193 | pieces[c][knight1Pos] = "n"; |
| 194 | pieces[c][bishop1Pos] = "b"; |
| 195 | pieces[c][queenPos] = "q"; |
| 196 | pieces[c][kingPos] = "k"; |
| 197 | pieces[c][bishop2Pos] = "b"; |
| 198 | pieces[c][knight2Pos] = "n"; |
| 199 | pieces[c][rook2Pos] = "r"; |
| 200 | } |
| 201 | return ( |
| 202 | pieces["b"].join("") + |
| 203 | "/pppppppp/8/8/8/8/PPPPPPPP/" + |
| 204 | pieces["w"].join("").toUpperCase() + |
| 205 | // En-passant allowed, but no flags |
| 206 | " w 0 -" |
| 207 | ); |
| 208 | } |
| 209 | }; |