X-Git-Url: https://git.auder.net/img/rock_paper_scissors_lizard_spock.gif?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FEmpire.js;fp=client%2Fsrc%2Fvariants%2FEmpire.js;h=2ce84930e348569397d2676de96beac3e74a3cde;hb=1269441e90bb8437bc63cc6cca63ca050f1e2aae;hp=0000000000000000000000000000000000000000;hpb=9a1e3abe33fff07218b17c7c799eb622a730b7c7;p=vchess.git diff --git a/client/src/variants/Empire.js b/client/src/variants/Empire.js new file mode 100644 index 00000000..2ce84930 --- /dev/null +++ b/client/src/variants/Empire.js @@ -0,0 +1,436 @@ +import { ChessRules } from "@/base_rules"; + +export class EmpireRules extends ChessRules { + + static get PawnSpecs() { + return Object.assign( + {}, + ChessRules.PawnSpecs, + { promotions: [V.QUEEN] } + ); + } + + static get LoseOnRepetition() { + return true; + } + + static IsGoodFlags(flags) { + // Only black can castle + return !!flags.match(/^[a-z]{2,2}$/); + } + + getPpath(b) { + return (b[0] == 'w' ? "Empire/" : "") + b; + } + + static GenRandInitFen(randomness) { + if (randomness == 0) + return "rnbqkbnr/pppppppp/8/8/8/PPPSSPPP/8/TECDKCET w 0 ah -"; + + // Mapping kingdom --> empire: + const piecesMap = { + 'R': 'T', + 'N': 'E', + 'B': 'C', + 'Q': 'D', + 'K': 'K' + }; + + const baseFen = ChessRules.GenRandInitFen(randomness); + return ( + baseFen.substr(0, 24) + "PPPSSPPP/8/" + + baseFen.substr(35, 8).split('').map(p => piecesMap[p]).join('') + + baseFen.substr(43, 5) + baseFen.substr(50) + ); + } + + getFlagsFen() { + return this.castleFlags['b'].map(V.CoordToColumn).join(""); + } + + setFlags(fenflags) { + this.castleFlags = { 'b': [-1, -1] }; + for (let i = 0; i < 2; i++) + this.castleFlags['b'][i] = V.ColumnToCoord(fenflags.charAt(i)); + } + + static get TOWER() { + return 't'; + } + static get EAGLE() { + return 'e'; + } + static get CARDINAL() { + return 'c'; + } + static get DUKE() { + return 'd'; + } + static get SOLDIER() { + return 's'; + } + // Kaiser is technically a King, so let's keep things simple. + + static get PIECES() { + return ChessRules.PIECES.concat( + [V.TOWER, V.EAGLE, V.CARDINAL, V.DUKE, V.SOLDIER]); + } + + getPotentialMovesFrom(sq) { + let moves = []; + const piece = this.getPiece(sq[0], sq[1]); + switch (piece) { + case V.TOWER: + moves = this.getPotentialTowerMoves(sq); + break; + case V.EAGLE: + moves = this.getPotentialEagleMoves(sq); + break; + case V.CARDINAL: + moves = this.getPotentialCardinalMoves(sq); + break; + case V.DUKE: + moves = this.getPotentialDukeMoves(sq); + break; + case V.SOLDIER: + moves = this.getPotentialSoldierMoves(sq); + break; + default: + moves = super.getPotentialMovesFrom(sq); + } + if ( + piece != V.KING && + this.kingPos['w'][0] != this.kingPos['b'][0] && + this.kingPos['w'][1] != this.kingPos['b'][1] + ) { + return moves; + } + // TODO: factor two next "if" into one (rank/column...) + if (this.kingPos['w'][1] == this.kingPos['b'][1]) { + const colKing = this.kingPos['w'][1]; + let intercept = 0; //count intercepting pieces + let [kingPos1, kingPos2] = [this.kingPos['w'][0], this.kingPos['b'][0]]; + if (kingPos1 > kingPos2) [kingPos1, kingPos2] = [kingPos2, kingPos1]; + for (let i = kingPos1 + 1; i < kingPos2; i++) { + if (this.board[i][colKing] != V.EMPTY) intercept++; + } + if (intercept >= 2) return moves; + // intercept == 1 (0 is impossible): + // Any move not removing intercept is OK + return moves.filter(m => { + return ( + // From another column? + m.start.y != colKing || + // From behind a king? (including kings themselves!) + m.start.x <= kingPos1 || + m.start.x >= kingPos2 || + // Intercept piece moving: must remain in-between + ( + m.end.y == colKing && + m.end.x > kingPos1 && + m.end.x < kingPos2 + ) + ); + }); + } + if (this.kingPos['w'][0] == this.kingPos['b'][0]) { + const rowKing = this.kingPos['w'][0]; + let intercept = 0; //count intercepting pieces + let [kingPos1, kingPos2] = [this.kingPos['w'][1], this.kingPos['b'][1]]; + if (kingPos1 > kingPos2) [kingPos1, kingPos2] = [kingPos2, kingPos1]; + for (let i = kingPos1 + 1; i < kingPos2; i++) { + if (this.board[rowKing][i] != V.EMPTY) intercept++; + } + if (intercept >= 2) return moves; + // intercept == 1 (0 is impossible): + // Any move not removing intercept is OK + return moves.filter(m => { + return ( + // From another row? + m.start.x != rowKing || + // From "behind" a king? (including kings themselves!) + m.start.y <= kingPos1 || + m.start.y >= kingPos2 || + // Intercept piece moving: must remain in-between + ( + m.end.x == rowKing && + m.end.y > kingPos1 && + m.end.y < kingPos2 + ) + ); + }); + } + // piece == king: check only if move.end.y == enemy king column, + // or if move.end.x == enemy king rank. + const color = this.getColor(sq[0], sq[1]); + const oppCol = V.GetOppCol(color); + // check == -1 if (row, or col) unchecked, 1 if checked and occupied, + // 0 if checked and clear + let check = [-1, -1]; + return moves.filter(m => { + if ( + m.end.y != this.kingPos[oppCol][1] && + m.end.x != this.kingPos[oppCol][0] + ) { + return true; + } + // TODO: factor two next "if"... + if (m.end.x == this.kingPos[oppCol][0]) { + if (check[0] < 0) { + // Do the check: + check[0] = 0; + let [kingPos1, kingPos2] = + [this.kingPos[color][1], this.kingPos[oppCol][1]]; + if (kingPos1 > kingPos2) [kingPos1, kingPos2] = [kingPos2, kingPos1]; + for (let i = kingPos1 + 1; i < kingPos2; i++) { + if (this.board[m.end.x][i] != V.EMPTY) { + check[0]++; + break; + } + } + return check[0] == 1; + } + // Check already done: + return check[0] == 1; + } + //if (m.end.y == this.kingPos[oppCol][1]) //true... + if (check[1] < 0) { + // Do the check: + check[1] = 0; + let [kingPos1, kingPos2] = + [this.kingPos[color][0], this.kingPos[oppCol][0]]; + if (kingPos1 > kingPos2) [kingPos1, kingPos2] = [kingPos2, kingPos1]; + for (let i = kingPos1 + 1; i < kingPos2; i++) { + if (this.board[i][m.end.y] != V.EMPTY) { + check[1]++; + break; + } + } + return check[1] == 1; + } + // Check already done: + return check[1] == 1; + }); + } + + getSlideNJumpMoves_([x, y], steps, oneStep) { + let moves = []; + outerLoop: for (let step of steps) { + const s = step.s; + let i = x + s[0]; + let j = y + s[1]; + while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { + if (!step.onlyTake) moves.push(this.getBasicMove([x, y], [i, j])); + // NOTE: (bad) HACK here, since onlyTake is true only for Eagle + // capturing moves, which are oneStep... + if (!!oneStep || !!step.onlyTake) continue outerLoop; + i += s[0]; + j += s[1]; + } + if (V.OnBoard(i, j) && this.canTake([x, y], [i, j]) && !step.onlyMove) + moves.push(this.getBasicMove([x, y], [i, j])); + } + return moves; + } + + static get steps() { + return ( + Object.assign( + { + t: [ + { s: [-1, 0] }, + { s: [1, 0] }, + { s: [0, -1] }, + { s: [0, 1] }, + { s: [-1, -1], onlyMove: true }, + { s: [-1, 1], onlyMove: true }, + { s: [1, -1], onlyMove: true }, + { s: [1, 1], onlyMove: true } + ], + c: [ + { s: [-1, 0], onlyMove: true }, + { s: [1, 0], onlyMove: true }, + { s: [0, -1], onlyMove: true }, + { s: [0, 1], onlyMove: true }, + { s: [-1, -1] }, + { s: [-1, 1] }, + { s: [1, -1] }, + { s: [1, 1] } + ], + e: [ + { s: [-1, 0], onlyMove: true }, + { s: [1, 0], onlyMove: true }, + { s: [0, -1], onlyMove: true }, + { s: [0, 1], onlyMove: true }, + { s: [-1, -1], onlyMove: true }, + { s: [-1, 1], onlyMove: true }, + { s: [1, -1], onlyMove: true }, + { s: [1, 1], onlyMove: true }, + { s: [-2, -1], onlyTake: true }, + { s: [-2, 1], onlyTake: true }, + { s: [-1, -2], onlyTake: true }, + { s: [-1, 2], onlyTake: true }, + { s: [1, -2], onlyTake: true }, + { s: [1, 2], onlyTake: true }, + { s: [2, -1], onlyTake: true }, + { s: [2, 1], onlyTake: true } + ] + }, + ChessRules.steps + ) + ); + } + + getPotentialTowerMoves(sq) { + return this.getSlideNJumpMoves_(sq, V.steps[V.TOWER]); + } + + getPotentialCardinalMoves(sq) { + return this.getSlideNJumpMoves_(sq, V.steps[V.CARDINAL]); + } + + getPotentialEagleMoves(sq) { + return this.getSlideNJumpMoves_(sq, V.steps[V.EAGLE]); + } + + getPotentialDukeMoves([x, y]) { + // Anything to capture around? mark other steps to explore after + let steps = []; + const oppCol = V.GetOppCol(this.getColor(x, y)); + let moves = []; + for (let s of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) { + const [i, j] = [x + s[0], y + s[1]]; + if ( + V.OnBoard(i, j) && + this.board[i][j] != V.EMPTY && + this.getColor(i, j) == oppCol + ) { + moves.push(super.getBasicMove([x, y], [i, j])); + } + else steps.push({ s: s, onlyMove: true }); + } + if (steps.length > 0) { + const noncapturingMoves = this.getSlideNJumpMoves_([x, y], steps); + Array.prototype.push.apply(moves, noncapturingMoves); + } + return moves; + } + + getPotentialKingMoves([x, y]) { + if (this.getColor(x, y) == 'b') return super.getPotentialKingMoves([x, y]); + // Empire doesn't castle: + return super.getSlideNJumpMoves( + [x, y], + V.steps[V.ROOK].concat(V.steps[V.BISHOP]), + "oneStep" + ); + } + + getPotentialSoldierMoves([x, y]) { + const c = this.getColor(x, y); + const shiftX = (c == 'w' ? -1 : 1); + const lastRank = (c == 'w' && x == 0 || c == 'b' && x == 9); + let steps = []; + if (!lastRank) steps.push([shiftX, 0]); + if (y > 0) steps.push([0, -1]); + if (y < 9) steps.push([0, 1]); + return super.getSlideNJumpMoves([x, y], steps, "oneStep"); + } + + isAttacked(sq, color) { + if (color == 'b') return super.isAttacked(sq, color); + // Empire: only pawn and king (+ queen if promotion) in common: + return ( + super.isAttackedByPawn(sq, color) || + this.isAttackedByTower(sq, color) || + this.isAttackedByEagle(sq, color) || + this.isAttackedByCardinal(sq, color) || + this.isAttackedByDuke(sq, color) || + this.isAttackedBySoldier(sq, color) || + super.isAttackedByKing(sq, color) || + super.isAttackedByQueen(sq, color) + ); + } + + isAttackedByTower(sq, color) { + return super.isAttackedBySlideNJump(sq, color, V.TOWER, V.steps[V.ROOK]); + } + + isAttackedByEagle(sq, color) { + return super.isAttackedBySlideNJump( + sq, color, V.EAGLE, V.steps[V.KNIGHT], "oneStep"); + } + + isAttackedByCardinal(sq, color) { + return super.isAttackedBySlideNJump( + sq, color, V.CARDINAL, V.steps[V.BISHOP]); + } + + isAttackedByDuke(sq, color) { + return ( + super.isAttackedBySlideNJump( + sq, color, V.DUKE, + V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep" + ) + ); + } + + isAttackedBySoldier([x, y], color) { + const shiftX = (color == 'w' ? 1 : -1); //shift from king + return super.isAttackedBySlideNJump( + [x, y], color, V.SOLDIER, [[shiftX, 0], [0, 1], [0, -1]], "oneStep"); + } + + updateCastleFlags(move, piece) { + // Only black can castle: + const firstRank = 0; + if (piece == V.KING && move.appear[0].c == 'b') + this.castleFlags['b'] = [8, 8]; + else if ( + move.start.x == firstRank && + this.castleFlags['b'].includes(move.start.y) + ) { + const flagIdx = (move.start.y == this.castleFlags['b'][0] ? 0 : 1); + this.castleFlags['b'][flagIdx] = 8; + } + else if ( + move.end.x == firstRank && + this.castleFlags['b'].includes(move.end.y) + ) { + const flagIdx = (move.end.y == this.castleFlags['b'][0] ? 0 : 1); + this.castleFlags['b'][flagIdx] = 8; + } + } + + getCurrentScore() { + // Turn has changed: + const color = V.GetOppCol(this.turn); + const lastRank = (color == 'w' ? 0 : 7); + if (this.kingPos[color][0] == lastRank) + // The opposing edge is reached! + return color == "w" ? "1-0" : "0-1"; + if (this.atLeastOneMove()) return "*"; + // Game over + const oppCol = this.turn; + return (oppCol == "w" ? "0-1" : "1-0"); + } + + static get VALUES() { + return Object.assign( + {}, + ChessRules.VALUES, + { + t: 7, + e: 7, + c: 4, + d: 4, + s: 2 + } + ); + } + + static get SEARCH_DEPTH() { + return 2; + } + +};