From: Benjamin Auder Date: Fri, 5 Jan 2024 08:58:16 +0000 (+0100) Subject: Start working on Dynamo X-Git-Url: https://git.auder.net/img/js/app_dev.php/_configurator?a=commitdiff_plain;h=939e06bf9febef0a7935c7f6a58c5e28dee4dedc;p=xogo.git Start working on Dynamo --- diff --git a/base_rules.js b/base_rules.js index 9a364e8..3d8e463 100644 --- a/base_rules.js +++ b/base_rules.js @@ -175,6 +175,22 @@ export default class ChessRules { return Object.values(cd).map(c => c.toString(36)).join(""); } + // c10 --> 02 (assuming 10 rows) + static SquareFromUsual(sq) { + return ( + (this.size.x - parseInt(sq.substring(1), 10)).toString(36) + + (sq.charCodeAt(0) - 97).toString(36) + ); + } + + // 02 --> c10 + static UsualFromSquare(sq) { + return ( + String.fromCharCode(parseInt(sq.charAt(1), 36) + 97) + + (this.size.x - parseInt(sq.charAt(0), 36)).toString(10) + ); + } + coordsToId(cd) { if (typeof cd.x == "number") { return ( @@ -651,10 +667,8 @@ export default class ChessRules { this[arrName] = ArrayFun.init(this.size.x, this.size.y, null); if (arrName == "d_pieces") this.marks.forEach((m) => { - const formattedSquare = - (this.size.x - parseInt(m.substring(1), 10)).toString(36) + - (m.charCodeAt(0) - 97).toString(36); - const mCoords = V.SquareToCoords(formattedSquare); + const formattedSquare = C.SquareFromUsual(m); + const mCoords = C.SquareToCoords(formattedSquare); addPiece(mCoords.x, mCoords.y, arrName, "mark"); }); }; diff --git a/variants/Dynamo/class.js b/variants/Dynamo/class.js index 0996a70..05f2aed 100644 --- a/variants/Dynamo/class.js +++ b/variants/Dynamo/class.js @@ -2,110 +2,51 @@ import ChessRules from "/base_rules.js"; export default class DynamoRules extends ChessRules { - // TODO? later, allow to push out pawns on a and h files - get hasEnpassant() { - return false; + static get Options() { + // TODO } -/// TODO::: + get hasEnpassant() { + return this.options["enpassant"]; + } - canIplay(side, [x, y]) { + canIplay(x, y) { // Sometimes opponent's pieces can be moved directly - return this.turn == side; + return this.playerColor == this.turn; + } + + canTake() { + // Captures don't occur (only pulls & pushes) + return false; } - setOtherVariables(fen) { - super.setOtherVariables(fen); + setOtherVariables(fenParsed) { + super.setOtherVariables(fenParsed); this.subTurn = 1; - // Local stack of "action moves" - this.amoves = []; - const amove = V.ParseFen(fen).amove; - if (amove != "-") { - const amoveParts = amove.split("/"); - let move = { - // No need for start & end - appear: [], - vanish: [] - }; - [0, 1].map(i => { - if (amoveParts[i] != "-") { - amoveParts[i].split(".").forEach(av => { - // Format is "bpe3" - const xy = V.SquareToCoords(av.substr(2)); - move[i == 0 ? "appear" : "vanish"].push( - new PiPo({ - x: xy.x, - y: xy.y, - c: av[0], - p: av[1] - }) - ); - }); - } + // Last action format: e2h5/d1g4 for queen on d1 pushing pawn to h5 + // for example, and moving herself to g4. If just move: e2h5 + this.lastAction = []; + if (fenParsed.amove != '-') { + this.lastAction = fenParsed.amove.split('/').map(a => { + return { + c1: C.SquareToCoords(C.SquareFromUsual(a.substr(0, 2))), + c2: C.SquareToCoords(C.SquareFromUsual(a.substr(2, 2))) + }; }); - this.amoves.push(move); } - // Stack "first moves" (on subTurn 1) to merge and check opposite moves - this.firstMove = []; - } - - static ParseFen(fen) { - return Object.assign( - ChessRules.ParseFen(fen), - { amove: fen.split(" ")[4] } - ); } - static IsGoodFen(fen) { - if (!ChessRules.IsGoodFen(fen)) return false; - const fenParts = fen.split(" "); - if (fenParts.length != 5) return false; - if (fenParts[4] != "-") { - // TODO: a single regexp instead. - // Format is [bpa2[.wpd3]] || '-'/[bbc3[.wrd5]] || '-' - const amoveParts = fenParts[4].split("/"); - if (amoveParts.length != 2) return false; - for (let part of amoveParts) { - if (part != "-") { - for (let psq of part.split(".")) - if (!psq.match(/^[a-z]{3}[1-8]$/)) return false; - } - } + getPartFen(o) { + let res = super.getPartFen(o); + if (o.init) + res["amove"] = '-'; + else { + res["amove"] = this.lastAction.map(a => { + C.UsualFromSquare(C.CoordsToSquare(a.c1)) + + C.UsualFromSquare(C.CoordsToSquare(a.c2)) + }).join('/'); } - return true; - } - - getFen() { - return super.getFen() + " " + this.getAmoveFen(); - } - - getFenForRepeat() { - return super.getFenForRepeat() + "_" + this.getAmoveFen(); - } - - getAmoveFen() { - const L = this.amoves.length; - if (L == 0) return "-"; - return ( - ["appear","vanish"].map( - mpart => { - if (this.amoves[L-1][mpart].length == 0) return "-"; - return ( - this.amoves[L-1][mpart].map( - av => { - const square = V.CoordsToSquare({ x: av.x, y: av.y }); - return av.c + av.p + square; - } - ).join(".") - ); - } - ).join("/") - ); - } - - canTake() { - // Captures don't occur (only pulls & pushes) - return false; + return res; } // Step is right, just add (push/pull) moves in this direction @@ -590,6 +531,7 @@ export default class DynamoRules extends ChessRules { ); } + // TODO: just stack in this.lastAction instead getAmove(move1, move2) { // Just merge (one is action one is move, one may be empty) return { @@ -643,105 +585,6 @@ export default class DynamoRules extends ChessRules { ); } - isAttackedBySlideNJump([x, y], color, piece, steps, oneStep) { - for (let step of steps) { - let rx = x + step[0], - ry = y + step[1]; - while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) { - rx += step[0]; - ry += step[1]; - } - if ( - V.OnBoard(rx, ry) && - this.getPiece(rx, ry) == piece && - this.getColor(rx, ry) == color - ) { - // Continue some steps in the same direction (pull) - rx += step[0]; - ry += step[1]; - while ( - V.OnBoard(rx, ry) && - this.board[rx][ry] == V.EMPTY && - !oneStep - ) { - rx += step[0]; - ry += step[1]; - } - if (!V.OnBoard(rx, ry)) return true; - // Step in the other direction (push) - rx = x - step[0]; - ry = y - step[1]; - while ( - V.OnBoard(rx, ry) && - this.board[rx][ry] == V.EMPTY && - !oneStep - ) { - rx -= step[0]; - ry -= step[1]; - } - if (!V.OnBoard(rx, ry)) return true; - } - } - return false; - } - - isAttackedByPawn([x, y], color) { - // The king can be pushed out by a pawn on last rank or near the edge - const pawnShift = (color == "w" ? 1 : -1); - for (let i of [-1, 1]) { - if ( - V.OnBoard(x + pawnShift, y + i) && - this.board[x + pawnShift][y + i] != V.EMPTY && - this.getPiece(x + pawnShift, y + i) == V.PAWN && - this.getColor(x + pawnShift, y + i) == color - ) { - if (!V.OnBoard(x - pawnShift, y - i)) return true; - } - } - return false; - } - - static OnTheEdge(x, y) { - return (x == 0 || x == 7 || y == 0 || y == 7); - } - - isAttackedByKing([x, y], color) { - // Attacked if I'm on the edge and the opponent king just next, - // but not on the edge. - if (V.OnTheEdge(x, y)) { - for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) { - const [i, j] = [x + step[0], y + step[1]]; - if ( - V.OnBoard(i, j) && - !V.OnTheEdge(i, j) && - this.board[i][j] != V.EMPTY && - this.getPiece(i, j) == V.KING - // NOTE: since only one king of each color, and (x, y) is occupied - // by our king, no need to check other king's color. - ) { - return true; - } - } - } - return false; - } - - // No consideration of color: all pieces could be played - getAllPotentialMoves() { - let potentialMoves = []; - for (let i = 0; i < V.size.x; i++) { - for (let j = 0; j < V.size.y; j++) { - if (this.board[i][j] != V.EMPTY) { - Array.prototype.push.apply( - potentialMoves, - this.getPotentialMovesFrom([i, j]) - ); - } - } - } - return potentialMoves; - } - getEmptyMove() { return new Move({ start: { x: -1, y: -1 }, @@ -854,68 +697,4 @@ export default class DynamoRules extends ChessRules { if (v.p == V.KING) this.kingPos[v.c] = [v.x, v.y]; } - getComputerMove() { - let moves = this.getAllValidMoves(); - if (moves.length == 0) return null; - // "Search" at depth 1 for now - const maxeval = V.INFINITY; - const color = this.turn; - const emptyMove = { - start: { x: -1, y: -1 }, - end: { x: -1, y: -1 }, - appear: [], - vanish: [] - }; - moves.forEach(m => { - this.play(m); - if (this.turn != color) m.eval = this.evalPosition(); - else { - m.eval = (color == "w" ? -1 : 1) * maxeval; - const moves2 = this.getAllValidMoves().concat([emptyMove]); - m.next = moves2[0]; - moves2.forEach(m2 => { - this.play(m2); - const score = this.getCurrentScore(); - let mvEval = 0; - if (score != "1/2") { - if (score != "*") mvEval = (score == "1-0" ? 1 : -1) * maxeval; - else mvEval = this.evalPosition(); - } - if ( - (color == 'w' && mvEval > m.eval) || - (color == 'b' && mvEval < m.eval) - ) { - m.eval = mvEval; - m.next = m2; - } - this.undo(m2); - }); - } - this.undo(m); - }); - moves.sort((a, b) => { - return (color == "w" ? 1 : -1) * (b.eval - a.eval); - }); - let candidates = [0]; - for (let i = 1; i < moves.length && moves[i].eval == moves[0].eval; i++) - candidates.push(i); - const mIdx = candidates[randInt(candidates.length)]; - if (!moves[mIdx].next) return moves[mIdx]; - const move2 = moves[mIdx].next; - delete moves[mIdx]["next"]; - return [moves[mIdx], move2]; - } - - getNotation(move) { - if (move.start.x < 0) - // A second move is always required, but may be empty - return "-"; - const initialSquare = V.CoordsToSquare(move.start); - const finalSquare = V.CoordsToSquare(move.end); - if (move.appear.length == 0) - // Pushed or pulled out of the board - return initialSquare + "R"; - return move.appear[0].p.toUpperCase() + initialSquare + finalSquare; - } - };