| 1 | import { ChessRules, Move, PiPo } from "@/base_rules"; |
| 2 | import { randInt } from "@/utils/alea"; |
| 3 | |
| 4 | export class Teleport1Rules extends ChessRules { |
| 5 | |
| 6 | hoverHighlight([x, y]) { |
| 7 | // Testing move validity results in an infinite update loop. |
| 8 | // TODO: find a way to test validity anyway. |
| 9 | return (this.subTurn == 2 && this.board[x][y] == V.EMPTY); |
| 10 | } |
| 11 | |
| 12 | setOtherVariables(fen) { |
| 13 | super.setOtherVariables(fen); |
| 14 | this.subTurn = 1; |
| 15 | this.firstMove = []; |
| 16 | } |
| 17 | |
| 18 | canTake([x1, y1], [x2, y2]) { |
| 19 | return this.subTurn == 1; |
| 20 | } |
| 21 | |
| 22 | canIplay(side, [x, y]) { |
| 23 | if (this.subTurn == 2) return (this.board[x][y] == V.EMPTY); |
| 24 | return super.canIplay(side, [x, y]); |
| 25 | } |
| 26 | |
| 27 | getPPpath(m) { |
| 28 | if ( |
| 29 | m.vanish.length == 2 && |
| 30 | m.appear.length == 1 && |
| 31 | m.vanish[0].c == m.vanish[1].c && |
| 32 | m.appear[0].p == V.KING |
| 33 | ) { |
| 34 | // Rook teleportation with the king |
| 35 | return this.getPpath(m.vanish[1].c + m.vanish[1].p); |
| 36 | } |
| 37 | return this.getPpath(m.appear[0].c + m.appear[0].p); |
| 38 | } |
| 39 | |
| 40 | getPotentialMovesFrom([x, y]) { |
| 41 | if (this.subTurn == 1) return super.getPotentialMovesFrom([x, y]); |
| 42 | // subTurn == 2: a move is a click, not handled here |
| 43 | return []; |
| 44 | } |
| 45 | |
| 46 | filterValid(moves) { |
| 47 | if (this.subTurn == 2) return super.filterValid(moves); |
| 48 | const color = this.turn; |
| 49 | return moves.filter(m => { |
| 50 | this.play(m); |
| 51 | let res = false; |
| 52 | if ( |
| 53 | m.vanish.length == 1 || |
| 54 | m.appear.length == 2 || |
| 55 | m.vanish[0].c != m.vanish[1].c |
| 56 | ) { |
| 57 | // Standard check: |
| 58 | res = !this.underCheck(color); |
| 59 | } |
| 60 | else { |
| 61 | // Self-capture: find landing square not resulting in check |
| 62 | outerLoop: for (let i=0; i<8; i++) { |
| 63 | for (let j=0; j<8; j++) { |
| 64 | if ( |
| 65 | this.board[i][j] == V.EMPTY && |
| 66 | ( |
| 67 | m.vanish[1].p != V.PAWN || |
| 68 | i != (color == 'w' ? 0 : 7) |
| 69 | ) |
| 70 | ) { |
| 71 | const tMove = new Move({ |
| 72 | appear: [ |
| 73 | new PiPo({ |
| 74 | x: i, |
| 75 | y: j, |
| 76 | c: color, |
| 77 | // The dropped piece nature has no importance: |
| 78 | p: V.KNIGHT |
| 79 | }) |
| 80 | ], |
| 81 | vanish: [], |
| 82 | start: { x: -1, y: -1 } |
| 83 | }); |
| 84 | this.play(tMove); |
| 85 | const moveOk = !this.underCheck(color); |
| 86 | this.undo(tMove); |
| 87 | if (moveOk) { |
| 88 | res = true; |
| 89 | break outerLoop; |
| 90 | } |
| 91 | } |
| 92 | } |
| 93 | } |
| 94 | } |
| 95 | this.undo(m); |
| 96 | return res; |
| 97 | }); |
| 98 | } |
| 99 | |
| 100 | getAllValidMoves() { |
| 101 | if (this.subTurn == 1) return super.getAllValidMoves(); |
| 102 | // Subturn == 2: only teleportations |
| 103 | let moves = []; |
| 104 | const L = this.firstMove.length; |
| 105 | const color = this.turn; |
| 106 | for (let i=0; i<8; i++) { |
| 107 | for (let j=0; j<8; j++) { |
| 108 | if ( |
| 109 | this.board[i][j] == V.EMPTY && |
| 110 | ( |
| 111 | this.firstMove[L-1].vanish[1].p != V.PAWN || |
| 112 | i != (color == 'w' ? 0 : 7) |
| 113 | ) |
| 114 | ) { |
| 115 | const tMove = new Move({ |
| 116 | appear: [ |
| 117 | new PiPo({ |
| 118 | x: i, |
| 119 | y: j, |
| 120 | c: color, |
| 121 | p: this.firstMove[L-1].vanish[1].p |
| 122 | }) |
| 123 | ], |
| 124 | vanish: [], |
| 125 | start: { x: -1, y: -1 } |
| 126 | }); |
| 127 | this.play(tMove); |
| 128 | const moveOk = !this.underCheck(color); |
| 129 | this.undo(tMove); |
| 130 | if (moveOk) moves.push(tMove); |
| 131 | } |
| 132 | } |
| 133 | } |
| 134 | return moves; |
| 135 | } |
| 136 | |
| 137 | underCheck(color) { |
| 138 | if (this.kingPos[color][0] < 0) |
| 139 | // King is being moved: |
| 140 | return false; |
| 141 | return super.underCheck(color); |
| 142 | } |
| 143 | |
| 144 | doClick(square) { |
| 145 | if (isNaN(square[0])) return null; |
| 146 | // If subTurn == 2 && square is empty && !underCheck, then teleport |
| 147 | if (this.subTurn == 2 && this.board[square[0]][square[1]] == V.EMPTY) { |
| 148 | const L = this.firstMove.length; |
| 149 | const color = this.turn; |
| 150 | if ( |
| 151 | this.firstMove[L-1].vanish[1].p == V.PAWN && |
| 152 | square[0] == (color == 'w' ? 0 : 7) |
| 153 | ) { |
| 154 | // Pawns cannot be teleported on last rank |
| 155 | return null; |
| 156 | } |
| 157 | const tMove = new Move({ |
| 158 | appear: [ |
| 159 | new PiPo({ |
| 160 | x: square[0], |
| 161 | y: square[1], |
| 162 | c: color, |
| 163 | p: this.firstMove[L-1].vanish[1].p |
| 164 | }) |
| 165 | ], |
| 166 | vanish: [], |
| 167 | start: { x: -1, y: -1 } |
| 168 | }); |
| 169 | this.play(tMove); |
| 170 | const moveOk = !this.underCheck(color); |
| 171 | this.undo(tMove); |
| 172 | if (moveOk) return tMove; |
| 173 | } |
| 174 | return null; |
| 175 | } |
| 176 | |
| 177 | play(move) { |
| 178 | move.flags = JSON.stringify(this.aggregateFlags()); |
| 179 | if (move.vanish.length > 0) { |
| 180 | this.epSquares.push(this.getEpSquare(move)); |
| 181 | this.firstMove.push(move); |
| 182 | } |
| 183 | V.PlayOnBoard(this.board, move); |
| 184 | if ( |
| 185 | this.subTurn == 2 || |
| 186 | move.vanish.length == 1 || |
| 187 | move.appear.length == 2 || |
| 188 | move.vanish[0].c != move.vanish[1].c |
| 189 | ) { |
| 190 | this.turn = V.GetOppCol(this.turn); |
| 191 | this.subTurn = 1; |
| 192 | this.movesCount++; |
| 193 | } |
| 194 | else this.subTurn = 2; |
| 195 | this.postPlay(move); |
| 196 | } |
| 197 | |
| 198 | postPlay(move) { |
| 199 | if (move.vanish.length == 2 && move.vanish[1].p == V.KING) |
| 200 | // A king is moved: temporarily off board |
| 201 | this.kingPos[move.vanish[1].c] = [-1, -1]; |
| 202 | else if (move.appear[0].p == V.KING) |
| 203 | this.kingPos[move.appear[0].c] = [move.appear[0].x, move.appear[0].y]; |
| 204 | if (move.vanish.length > 0) this.updateCastleFlags(move); |
| 205 | } |
| 206 | |
| 207 | // NOTE: no need to update if castleFlags already off |
| 208 | updateCastleFlags(move) { |
| 209 | if (move.vanish.length == 0) return; |
| 210 | const c = move.vanish[0].c; |
| 211 | if ( |
| 212 | move.vanish.length == 2 && |
| 213 | move.appear.length == 1 && |
| 214 | move.vanish[0].c == move.vanish[1].c |
| 215 | ) { |
| 216 | // Self-capture: of the king or a rook? |
| 217 | if (move.vanish[1].p == V.KING) |
| 218 | this.castleFlags[c] = [V.size.y, V.size.y]; |
| 219 | else if (move.vanish[1].p == V.ROOK) { |
| 220 | const firstRank = (c == "w" ? V.size.x - 1 : 0); |
| 221 | if ( |
| 222 | move.end.x == firstRank && |
| 223 | this.castleFlags[c].includes(move.end.y) |
| 224 | ) { |
| 225 | const flagIdx = (move.end.y == this.castleFlags[c][0] ? 0 : 1); |
| 226 | this.castleFlags[c][flagIdx] = V.size.y; |
| 227 | } |
| 228 | } |
| 229 | } |
| 230 | // Normal check: |
| 231 | super.updateCastleFlags(move, move.vanish[0].p, c); |
| 232 | } |
| 233 | |
| 234 | undo(move) { |
| 235 | this.disaggregateFlags(JSON.parse(move.flags)); |
| 236 | if (move.vanish.length > 0) { |
| 237 | this.epSquares.pop(); |
| 238 | this.firstMove.pop(); |
| 239 | } |
| 240 | V.UndoOnBoard(this.board, move); |
| 241 | if (this.subTurn == 2) this.subTurn = 1; |
| 242 | else { |
| 243 | this.turn = V.GetOppCol(this.turn); |
| 244 | this.movesCount--; |
| 245 | this.subTurn = (move.vanish.length > 0 ? 1 : 2); |
| 246 | } |
| 247 | this.postUndo(move); |
| 248 | } |
| 249 | |
| 250 | postUndo(move) { |
| 251 | if (move.vanish.length == 0) { |
| 252 | if (move.appear[0].p == V.KING) |
| 253 | // A king was teleported |
| 254 | this.kingPos[move.appear[0].c] = [-1, -1]; |
| 255 | } |
| 256 | else if (move.vanish.length == 2 && move.vanish[1].p == V.KING) |
| 257 | // A king was (self-)taken |
| 258 | this.kingPos[move.vanish[1].c] = [move.end.x, move.end.y]; |
| 259 | else super.postUndo(move); |
| 260 | } |
| 261 | |
| 262 | getComputerMove() { |
| 263 | let moves = this.getAllValidMoves(); |
| 264 | if (moves.length == 0) return null; |
| 265 | // Custom "search" at depth 1 (for now. TODO?) |
| 266 | const maxeval = V.INFINITY; |
| 267 | const color = this.turn; |
| 268 | const initEval = this.evalPosition(); |
| 269 | moves.forEach(m => { |
| 270 | this.play(m); |
| 271 | m.eval = (color == "w" ? -1 : 1) * maxeval; |
| 272 | if ( |
| 273 | m.vanish.length == 2 && |
| 274 | m.appear.length == 1 && |
| 275 | m.vanish[0].c == m.vanish[1].c |
| 276 | ) { |
| 277 | const moves2 = this.getAllValidMoves(); |
| 278 | m.next = moves2[0]; |
| 279 | moves2.forEach(m2 => { |
| 280 | this.play(m2); |
| 281 | const score = this.getCurrentScore(); |
| 282 | let mvEval = 0; |
| 283 | if (["1-0", "0-1"].includes(score)) |
| 284 | mvEval = (score == "1-0" ? 1 : -1) * maxeval; |
| 285 | else if (score == "*") |
| 286 | // Add small fluctuations to avoid dropping pieces always on the |
| 287 | // first square available. |
| 288 | mvEval = initEval + 0.05 - Math.random() / 10; |
| 289 | if ( |
| 290 | (color == 'w' && mvEval > m.eval) || |
| 291 | (color == 'b' && mvEval < m.eval) |
| 292 | ) { |
| 293 | m.eval = mvEval; |
| 294 | m.next = m2; |
| 295 | } |
| 296 | this.undo(m2); |
| 297 | }); |
| 298 | } |
| 299 | else { |
| 300 | const score = this.getCurrentScore(); |
| 301 | if (score != "1/2") { |
| 302 | if (score != "*") m.eval = (score == "1-0" ? 1 : -1) * maxeval; |
| 303 | else m.eval = this.evalPosition(); |
| 304 | } |
| 305 | } |
| 306 | this.undo(m); |
| 307 | }); |
| 308 | moves.sort((a, b) => { |
| 309 | return (color == "w" ? 1 : -1) * (b.eval - a.eval); |
| 310 | }); |
| 311 | let candidates = [0]; |
| 312 | for (let i = 1; i < moves.length && moves[i].eval == moves[0].eval; i++) |
| 313 | candidates.push(i); |
| 314 | const mIdx = candidates[randInt(candidates.length)]; |
| 315 | if (!moves[mIdx].next) return moves[mIdx]; |
| 316 | const move2 = moves[mIdx].next; |
| 317 | delete moves[mIdx]["next"]; |
| 318 | return [moves[mIdx], move2]; |
| 319 | } |
| 320 | |
| 321 | getNotation(move) { |
| 322 | if (move.vanish.length > 0) return super.getNotation(move); |
| 323 | // Teleportation: |
| 324 | const piece = |
| 325 | move.appear[0].p != V.PAWN ? move.appear[0].p.toUpperCase() : ""; |
| 326 | return piece + "@" + V.CoordsToSquare(move.end); |
| 327 | } |
| 328 | |
| 329 | }; |