| 1 | import { ArrayFun } from "@/utils/array"; |
| 2 | import { randInt } from "@/utils/alea"; |
| 3 | import { ChessRules, PiPo, Move } from "@/base_rules"; |
| 4 | |
| 5 | export const VariantRules = class EightpiecesRules extends ChessRules { |
| 6 | static get JAILER() { |
| 7 | return "j"; |
| 8 | } |
| 9 | static get SENTRY() { |
| 10 | return "s"; |
| 11 | } |
| 12 | static get LANCER() { |
| 13 | return "l"; |
| 14 | } |
| 15 | |
| 16 | // Lancer directions *from white perspective* |
| 17 | static get LANCER_DIRS() { |
| 18 | return { |
| 19 | 'c': [-1, 0], //north |
| 20 | 'd': [-1, 1], //N-E |
| 21 | 'e': [0, 1], //east |
| 22 | 'f': [1, 1], //S-E |
| 23 | 'g': [1, 0], //south |
| 24 | 'h': [1, -1], //S-W |
| 25 | 'm': [0, -1], //west |
| 26 | 'o': [-1, -1] //N-W |
| 27 | }; |
| 28 | } |
| 29 | |
| 30 | static get PIECES() { |
| 31 | return ChessRules.PIECES |
| 32 | .concat([V.JAILER, V.SENTRY]) |
| 33 | .concat(Object.keys(V.LANCER_DIRS)); |
| 34 | } |
| 35 | |
| 36 | getPiece(i, j) { |
| 37 | const piece = this.board[i][j].charAt(1); |
| 38 | // Special lancer case: 8 possible orientations |
| 39 | if (Object.keys(V.LANCER_DIRS).includes(piece)) return V.LANCER; |
| 40 | return piece; |
| 41 | } |
| 42 | |
| 43 | getPpath(b, color, score, orientation) { |
| 44 | if ([V.JAILER, V.SENTRY].includes(b[1])) return "Eightpieces/" + b; |
| 45 | if (Object.keys(V.LANCER_DIRS).includes(b[1])) { |
| 46 | if (orientation == 'w') return "Eightpieces/" + b; |
| 47 | // Find opposite direction for adequate display: |
| 48 | let oppDir = ''; |
| 49 | switch (b[1]) { |
| 50 | case 'c': |
| 51 | oppDir = 'g'; |
| 52 | break; |
| 53 | case 'g': |
| 54 | oppDir = 'c'; |
| 55 | break; |
| 56 | case 'd': |
| 57 | oppDir = 'h'; |
| 58 | break; |
| 59 | case 'h': |
| 60 | oppDir = 'd'; |
| 61 | break; |
| 62 | case 'e': |
| 63 | oppDir = 'm'; |
| 64 | break; |
| 65 | case 'm': |
| 66 | oppDir = 'e'; |
| 67 | break; |
| 68 | case 'f': |
| 69 | oppDir = 'o'; |
| 70 | break; |
| 71 | case 'o': |
| 72 | oppDir = 'f'; |
| 73 | break; |
| 74 | } |
| 75 | return "Eightpieces/" + b[0] + oppDir; |
| 76 | } |
| 77 | return b; |
| 78 | } |
| 79 | |
| 80 | getPPpath(b, orientation) { |
| 81 | return this.getPpath(b, null, null, orientation); |
| 82 | } |
| 83 | |
| 84 | static ParseFen(fen) { |
| 85 | const fenParts = fen.split(" "); |
| 86 | return Object.assign( |
| 87 | ChessRules.ParseFen(fen), |
| 88 | { sentrypush: fenParts[5] } |
| 89 | ); |
| 90 | } |
| 91 | |
| 92 | static IsGoodFen(fen) { |
| 93 | if (!ChessRules.IsGoodFen(fen)) return false; |
| 94 | const fenParsed = V.ParseFen(fen); |
| 95 | // 5) Check sentry push (if any) |
| 96 | if ( |
| 97 | fenParsed.sentrypush != "-" && |
| 98 | !fenParsed.sentrypush.match(/^([a-h][1-8],?)+$/) |
| 99 | ) { |
| 100 | return false; |
| 101 | } |
| 102 | return true; |
| 103 | } |
| 104 | |
| 105 | getFen() { |
| 106 | return super.getFen() + " " + this.getSentrypushFen(); |
| 107 | } |
| 108 | |
| 109 | getFenForRepeat() { |
| 110 | return super.getFenForRepeat() + "_" + this.getSentrypushFen(); |
| 111 | } |
| 112 | |
| 113 | getSentrypushFen() { |
| 114 | const L = this.sentryPush.length; |
| 115 | if (!this.sentryPush[L-1]) return "-"; |
| 116 | let res = ""; |
| 117 | this.sentryPush[L-1].forEach(coords => |
| 118 | res += V.CoordsToSquare(coords) + ","); |
| 119 | return res.slice(0, -1); |
| 120 | } |
| 121 | |
| 122 | setOtherVariables(fen) { |
| 123 | super.setOtherVariables(fen); |
| 124 | // subTurn == 2 only when a sentry moved, and is about to push something |
| 125 | this.subTurn = 1; |
| 126 | // Sentry position just after a "capture" (subTurn from 1 to 2) |
| 127 | this.sentryPos = null; |
| 128 | // Stack pieces' forbidden squares after a sentry move at each turn |
| 129 | const parsedFen = V.ParseFen(fen); |
| 130 | if (parsedFen.sentrypush == "-") this.sentryPush = [null]; |
| 131 | else { |
| 132 | this.sentryPush = [ |
| 133 | parsedFen.sentrypush.split(",").map(sq => { |
| 134 | return V.SquareToCoords(sq); |
| 135 | }) |
| 136 | ]; |
| 137 | } |
| 138 | } |
| 139 | |
| 140 | static GenRandInitFen(randomness) { |
| 141 | if (randomness == 0) |
| 142 | // Deterministic: |
| 143 | return "jsfqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JSDQKBNR w 0 ahah - -"; |
| 144 | |
| 145 | let pieces = { w: new Array(8), b: new Array(8) }; |
| 146 | let flags = ""; |
| 147 | // Shuffle pieces on first (and last rank if randomness == 2) |
| 148 | for (let c of ["w", "b"]) { |
| 149 | if (c == 'b' && randomness == 1) { |
| 150 | const lancerIdx = pieces['w'].findIndex(p => { |
| 151 | return Object.keys(V.LANCER_DIRS).includes(p); |
| 152 | }); |
| 153 | pieces['b'] = |
| 154 | pieces['w'].slice(0, lancerIdx) |
| 155 | .concat(['g']) |
| 156 | .concat(pieces['w'].slice(lancerIdx + 1)); |
| 157 | flags += flags; |
| 158 | break; |
| 159 | } |
| 160 | |
| 161 | let positions = ArrayFun.range(8); |
| 162 | |
| 163 | // Get random squares for bishop and sentry |
| 164 | let randIndex = 2 * randInt(4); |
| 165 | let bishopPos = positions[randIndex]; |
| 166 | // The sentry must be on a square of different color |
| 167 | let randIndex_tmp = 2 * randInt(4) + 1; |
| 168 | let sentryPos = positions[randIndex_tmp]; |
| 169 | if (c == 'b') { |
| 170 | // Check if white sentry is on the same color as ours. |
| 171 | // If yes: swap bishop and sentry positions. |
| 172 | if ((pieces['w'].indexOf('s') - sentryPos) % 2 == 0) |
| 173 | [bishopPos, sentryPos] = [sentryPos, bishopPos]; |
| 174 | } |
| 175 | positions.splice(Math.max(randIndex, randIndex_tmp), 1); |
| 176 | positions.splice(Math.min(randIndex, randIndex_tmp), 1); |
| 177 | |
| 178 | // Get random squares for knight and lancer |
| 179 | randIndex = randInt(6); |
| 180 | const knightPos = positions[randIndex]; |
| 181 | positions.splice(randIndex, 1); |
| 182 | randIndex = randInt(5); |
| 183 | const lancerPos = positions[randIndex]; |
| 184 | positions.splice(randIndex, 1); |
| 185 | |
| 186 | // Get random square for queen |
| 187 | randIndex = randInt(4); |
| 188 | const queenPos = positions[randIndex]; |
| 189 | positions.splice(randIndex, 1); |
| 190 | |
| 191 | // Rook, jailer and king positions are now almost fixed, |
| 192 | // only the ordering rook-> jailer or jailer->rook must be decided. |
| 193 | let rookPos = positions[0]; |
| 194 | let jailerPos = positions[2]; |
| 195 | const kingPos = positions[1]; |
| 196 | flags += V.CoordToColumn(rookPos) + V.CoordToColumn(jailerPos); |
| 197 | if (Math.random() < 0.5) [rookPos, jailerPos] = [jailerPos, rookPos]; |
| 198 | |
| 199 | pieces[c][rookPos] = "r"; |
| 200 | pieces[c][knightPos] = "n"; |
| 201 | pieces[c][bishopPos] = "b"; |
| 202 | pieces[c][queenPos] = "q"; |
| 203 | pieces[c][kingPos] = "k"; |
| 204 | pieces[c][sentryPos] = "s"; |
| 205 | // Lancer faces north for white, and south for black: |
| 206 | pieces[c][lancerPos] = c == 'w' ? 'c' : 'g'; |
| 207 | pieces[c][jailerPos] = "j"; |
| 208 | } |
| 209 | return ( |
| 210 | pieces["b"].join("") + |
| 211 | "/pppppppp/8/8/8/8/PPPPPPPP/" + |
| 212 | pieces["w"].join("").toUpperCase() + |
| 213 | " w 0 " + flags + " - -" |
| 214 | ); |
| 215 | } |
| 216 | |
| 217 | // Is piece on square (x,y) immobilized? |
| 218 | isImmobilized([x, y]) { |
| 219 | const color = this.getColor(x, y); |
| 220 | const oppCol = V.GetOppCol(color); |
| 221 | for (let step of V.steps[V.ROOK]) { |
| 222 | const [i, j] = [x + step[0], y + step[1]]; |
| 223 | if ( |
| 224 | V.OnBoard(i, j) && |
| 225 | this.board[i][j] != V.EMPTY && |
| 226 | this.getColor(i, j) == oppCol |
| 227 | ) { |
| 228 | if (this.getPiece(i, j) == V.JAILER) return [i, j]; |
| 229 | } |
| 230 | } |
| 231 | return null; |
| 232 | } |
| 233 | |
| 234 | // Because of the lancers, getPiece() could be wrong: |
| 235 | // use board[x][y][1] instead (always valid). |
| 236 | getBasicMove([sx, sy], [ex, ey], tr) { |
| 237 | let mv = new Move({ |
| 238 | appear: [ |
| 239 | new PiPo({ |
| 240 | x: ex, |
| 241 | y: ey, |
| 242 | c: tr ? tr.c : this.getColor(sx, sy), |
| 243 | p: tr ? tr.p : this.board[sx][sy].charAt(1) |
| 244 | }) |
| 245 | ], |
| 246 | vanish: [ |
| 247 | new PiPo({ |
| 248 | x: sx, |
| 249 | y: sy, |
| 250 | c: this.getColor(sx, sy), |
| 251 | p: this.board[sx][sy].charAt(1) |
| 252 | }) |
| 253 | ] |
| 254 | }); |
| 255 | |
| 256 | // The opponent piece disappears if we take it |
| 257 | if (this.board[ex][ey] != V.EMPTY) { |
| 258 | mv.vanish.push( |
| 259 | new PiPo({ |
| 260 | x: ex, |
| 261 | y: ey, |
| 262 | c: this.getColor(ex, ey), |
| 263 | p: this.board[ex][ey].charAt(1) |
| 264 | }) |
| 265 | ); |
| 266 | } |
| 267 | |
| 268 | return mv; |
| 269 | } |
| 270 | |
| 271 | canIplay(side, [x, y]) { |
| 272 | return ( |
| 273 | (this.subTurn == 1 && this.turn == side && this.getColor(x, y) == side) || |
| 274 | (this.subTurn == 2 && x == this.sentryPos.x && y == this.sentryPos.y) |
| 275 | ); |
| 276 | } |
| 277 | |
| 278 | getPotentialMovesFrom([x, y]) { |
| 279 | // At subTurn == 2, jailers aren't effective (Jeff K) |
| 280 | if (this.subTurn == 1) { |
| 281 | const jsq = this.isImmobilized([x, y]); |
| 282 | if (!!jsq) { |
| 283 | let moves = []; |
| 284 | // Special pass move if king: |
| 285 | if (this.getPiece(x, y) == V.KING) { |
| 286 | moves.push( |
| 287 | new Move({ |
| 288 | appear: [], |
| 289 | vanish: [], |
| 290 | start: { x: x, y: y }, |
| 291 | end: { x: jsq[0], y: jsq[1] } |
| 292 | }) |
| 293 | ); |
| 294 | } |
| 295 | return moves; |
| 296 | } |
| 297 | } |
| 298 | if (this.subTurn == 2) { |
| 299 | // Temporarily change pushed piece color. |
| 300 | // (Not using getPiece() because of lancers) |
| 301 | var oppCol = this.getColor(x, y); |
| 302 | var color = V.GetOppCol(oppCol); |
| 303 | var saveXYstate = this.board[x][y]; |
| 304 | this.board[x][y] = color + this.board[x][y].charAt(1); |
| 305 | } |
| 306 | let moves = []; |
| 307 | switch (this.getPiece(x, y)) { |
| 308 | case V.JAILER: |
| 309 | moves = this.getPotentialJailerMoves([x, y]); |
| 310 | break; |
| 311 | case V.SENTRY: |
| 312 | moves = this.getPotentialSentryMoves([x, y]); |
| 313 | break; |
| 314 | case V.LANCER: |
| 315 | moves = this.getPotentialLancerMoves([x, y]); |
| 316 | break; |
| 317 | default: |
| 318 | moves = super.getPotentialMovesFrom([x, y]); |
| 319 | break; |
| 320 | } |
| 321 | const L = this.sentryPush.length; |
| 322 | if (!!this.sentryPush[L-1]) { |
| 323 | // Delete moves walking back on sentry push path |
| 324 | moves = moves.filter(m => { |
| 325 | if ( |
| 326 | m.vanish[0].p != V.PAWN && |
| 327 | this.sentryPush[L-1].some(sq => sq.x == m.end.x && sq.y == m.end.y) |
| 328 | ) { |
| 329 | return false; |
| 330 | } |
| 331 | return true; |
| 332 | }); |
| 333 | } |
| 334 | else if (this.subTurn == 2) { |
| 335 | // Don't forget to re-add the sentry on the board: |
| 336 | // Also fix color of pushed piece afterward: |
| 337 | moves.forEach(m => { |
| 338 | m.appear.unshift({x: x, y: y, p: V.SENTRY, c: color}); |
| 339 | m.appear[1].c = oppCol; |
| 340 | m.vanish[0].c = oppCol; |
| 341 | }); |
| 342 | this.board[x][y] = saveXYstate; |
| 343 | } |
| 344 | return moves; |
| 345 | } |
| 346 | |
| 347 | getPotentialPawnMoves([x, y]) { |
| 348 | const color = this.getColor(x, y); |
| 349 | let moves = []; |
| 350 | const [sizeX, sizeY] = [V.size.x, V.size.y]; |
| 351 | const shiftX = color == "w" ? -1 : 1; |
| 352 | const startRank = color == "w" ? sizeX - 2 : 1; |
| 353 | const lastRank = color == "w" ? 0 : sizeX - 1; |
| 354 | |
| 355 | const finalPieces = |
| 356 | // No promotions after pushes! |
| 357 | x + shiftX == lastRank && this.subTurn == 1 |
| 358 | ? |
| 359 | Object.keys(V.LANCER_DIRS).concat( |
| 360 | [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.SENTRY, V.JAILER]) |
| 361 | : [V.PAWN]; |
| 362 | if (this.board[x + shiftX][y] == V.EMPTY) { |
| 363 | // One square forward |
| 364 | for (let piece of finalPieces) { |
| 365 | moves.push( |
| 366 | this.getBasicMove([x, y], [x + shiftX, y], { |
| 367 | c: color, |
| 368 | p: piece |
| 369 | }) |
| 370 | ); |
| 371 | } |
| 372 | if ( |
| 373 | x == startRank && |
| 374 | this.board[x + 2 * shiftX][y] == V.EMPTY |
| 375 | ) { |
| 376 | // Two squares jump |
| 377 | moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y])); |
| 378 | } |
| 379 | } |
| 380 | // Captures |
| 381 | for (let shiftY of [-1, 1]) { |
| 382 | if ( |
| 383 | y + shiftY >= 0 && |
| 384 | y + shiftY < sizeY && |
| 385 | this.board[x + shiftX][y + shiftY] != V.EMPTY && |
| 386 | this.canTake([x, y], [x + shiftX, y + shiftY]) |
| 387 | ) { |
| 388 | for (let piece of finalPieces) { |
| 389 | moves.push( |
| 390 | this.getBasicMove([x, y], [x + shiftX, y + shiftY], { |
| 391 | c: color, |
| 392 | p: piece |
| 393 | }) |
| 394 | ); |
| 395 | } |
| 396 | } |
| 397 | } |
| 398 | |
| 399 | // En passant: |
| 400 | const Lep = this.epSquares.length; |
| 401 | const epSquare = this.epSquares[Lep - 1]; |
| 402 | if ( |
| 403 | !!epSquare && |
| 404 | epSquare.x == x + shiftX && |
| 405 | Math.abs(epSquare.y - y) == 1 |
| 406 | ) { |
| 407 | let enpassantMove = this.getBasicMove([x, y], [epSquare.x, epSquare.y]); |
| 408 | enpassantMove.vanish.push({ |
| 409 | x: x, |
| 410 | y: epSquare.y, |
| 411 | p: "p", |
| 412 | c: this.getColor(x, epSquare.y) |
| 413 | }); |
| 414 | moves.push(enpassantMove); |
| 415 | } |
| 416 | |
| 417 | return moves; |
| 418 | } |
| 419 | |
| 420 | // Obtain all lancer moves in "step" direction |
| 421 | getPotentialLancerMoves_aux([x, y], step, tr) { |
| 422 | let moves = []; |
| 423 | // Add all moves to vacant squares until opponent is met: |
| 424 | const oppCol = V.GetOppCol(this.getColor(x, y)); |
| 425 | let sq = [x + step[0], y + step[1]]; |
| 426 | while (V.OnBoard(sq[0], sq[1]) && this.getColor(sq[0], sq[1]) != oppCol) { |
| 427 | if (this.board[sq[0]][sq[1]] == V.EMPTY) |
| 428 | moves.push(this.getBasicMove([x, y], sq, tr)); |
| 429 | sq[0] += step[0]; |
| 430 | sq[1] += step[1]; |
| 431 | } |
| 432 | if (V.OnBoard(sq[0], sq[1])) |
| 433 | // Add capturing move |
| 434 | moves.push(this.getBasicMove([x, y], sq, tr)); |
| 435 | return moves; |
| 436 | } |
| 437 | |
| 438 | getPotentialLancerMoves([x, y]) { |
| 439 | let moves = []; |
| 440 | // Add all lancer possible orientations, similar to pawn promotions. |
| 441 | // Except if just after a push: allow all movements from init square then |
| 442 | const L = this.sentryPush.length; |
| 443 | if (!!this.sentryPush[L-1]) { |
| 444 | // Maybe I was pushed |
| 445 | const pl = this.sentryPush[L-1].length; |
| 446 | if ( |
| 447 | this.sentryPush[L-1][pl-1].x == x && |
| 448 | this.sentryPush[L-1][pl-1].y == y |
| 449 | ) { |
| 450 | // I was pushed: allow all directions (for this move only), but |
| 451 | // do not change direction after moving, *except* if I keep the |
| 452 | // same orientation in which I was pushed. |
| 453 | const color = this.getColor(x, y); |
| 454 | const curDir = V.LANCER_DIRS[this.board[x][x].charAt(1)]; |
| 455 | Object.values(V.LANCER_DIRS).forEach(step => { |
| 456 | const dirCode = Object.keys(V.LANCER_DIRS).find(k => { |
| 457 | return ( |
| 458 | V.LANCER_DIRS[k][0] == step[0] && |
| 459 | V.LANCER_DIRS[k][1] == step[1] |
| 460 | ); |
| 461 | }); |
| 462 | const dirMoves = |
| 463 | this.getPotentialLancerMoves_aux( |
| 464 | [x, y], |
| 465 | step, |
| 466 | { p: dirCode, c: color } |
| 467 | ); |
| 468 | if (curDir[0] == step[0] && curDir[1] == step[1]) { |
| 469 | // Keeping same orientation: can choose after |
| 470 | let chooseMoves = []; |
| 471 | dirMoves.forEach(m => { |
| 472 | Object.keys(V.LANCER_DIRS).forEach(k => { |
| 473 | let mk = JSON.parse(JSON.stringify(m)); |
| 474 | mk.appear[0].p = k; |
| 475 | moves.push(mk); |
| 476 | }); |
| 477 | }); |
| 478 | Array.prototype.push.apply(moves, chooseMoves); |
| 479 | } else Array.prototype.push.apply(moves, dirMoves); |
| 480 | }); |
| 481 | return moves; |
| 482 | } |
| 483 | } |
| 484 | // I wasn't pushed: standard lancer move |
| 485 | const dirCode = this.board[x][y][1]; |
| 486 | const monodirMoves = |
| 487 | this.getPotentialLancerMoves_aux([x, y], V.LANCER_DIRS[dirCode]); |
| 488 | // Add all possible orientations aftermove except if I'm being pushed |
| 489 | if (this.subTurn == 1) { |
| 490 | monodirMoves.forEach(m => { |
| 491 | Object.keys(V.LANCER_DIRS).forEach(k => { |
| 492 | let mk = JSON.parse(JSON.stringify(m)); |
| 493 | mk.appear[0].p = k; |
| 494 | moves.push(mk); |
| 495 | }); |
| 496 | }); |
| 497 | return moves; |
| 498 | } else { |
| 499 | // I'm pushed: add potential nudges |
| 500 | let potentialNudges = []; |
| 501 | for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) { |
| 502 | if ( |
| 503 | V.OnBoard(x + step[0], y + step[1]) && |
| 504 | this.board[x + step[0]][y + step[1]] == V.EMPTY |
| 505 | ) { |
| 506 | potentialNudges.push( |
| 507 | this.getBasicMove( |
| 508 | [x, y], |
| 509 | [x + step[0], y + step[1]] |
| 510 | ) |
| 511 | ); |
| 512 | } |
| 513 | } |
| 514 | return monodirMoves.concat(potentialNudges); |
| 515 | } |
| 516 | } |
| 517 | |
| 518 | getPotentialSentryMoves([x, y]) { |
| 519 | // The sentry moves a priori like a bishop: |
| 520 | let moves = super.getPotentialBishopMoves([x, y]); |
| 521 | // ...but captures are replaced by special move, if and only if |
| 522 | // "captured" piece can move now, considered as the capturer unit. |
| 523 | // --> except is subTurn == 2, in this case I don't push anything. |
| 524 | if (this.subTurn == 2) return moves.filter(m => m.vanish.length == 1); |
| 525 | moves.forEach(m => { |
| 526 | if (m.vanish.length == 2) { |
| 527 | // Temporarily cancel the sentry capture: |
| 528 | m.appear.pop(); |
| 529 | m.vanish.pop(); |
| 530 | } |
| 531 | }); |
| 532 | // Can the pushed unit make any move? ...resulting in a non-self-check? |
| 533 | const color = this.getColor(x, y); |
| 534 | const fMoves = moves.filter(m => { |
| 535 | // Sentry push? |
| 536 | if (m.appear.length == 0) { |
| 537 | let res = false; |
| 538 | this.play(m); |
| 539 | let potentialMoves = this.getPotentialMovesFrom([m.end.x, m.end.y]); |
| 540 | // Add nudges (if any a priori possible) |
| 541 | for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) { |
| 542 | if ( |
| 543 | V.OnBoard(m.end.x + step[0], m.end.y + step[1]) && |
| 544 | this.board[m.end.x + step[0]][m.end.y + step[1]] == V.EMPTY |
| 545 | ) { |
| 546 | potentialMoves.push( |
| 547 | this.getBasicMove( |
| 548 | [m.end.x, m.end.y], |
| 549 | [m.end.x + step[0], m.end.y + step[1]] |
| 550 | ) |
| 551 | ); |
| 552 | } |
| 553 | } |
| 554 | let moves2 = this.filterValid(potentialMoves); |
| 555 | for (let m2 of moves2) { |
| 556 | this.play(m2); |
| 557 | res = !this.underCheck(color); |
| 558 | this.undo(m2); |
| 559 | if (res) break; |
| 560 | } |
| 561 | this.undo(m); |
| 562 | return res; |
| 563 | } |
| 564 | return true; |
| 565 | }); |
| 566 | return fMoves; |
| 567 | } |
| 568 | |
| 569 | getPotentialJailerMoves([x, y]) { |
| 570 | return super.getPotentialRookMoves([x, y]).filter(m => { |
| 571 | // Remove jailer captures |
| 572 | return m.vanish[0].p != V.JAILER || m.vanish.length == 1; |
| 573 | }); |
| 574 | } |
| 575 | |
| 576 | // Adapted: castle with jailer possible |
| 577 | getCastleMoves([x, y]) { |
| 578 | const c = this.getColor(x, y); |
| 579 | const firstRank = (c == "w" ? V.size.x - 1 : 0); |
| 580 | if (x != firstRank || y != this.INIT_COL_KING[c]) |
| 581 | return []; |
| 582 | |
| 583 | const oppCol = V.GetOppCol(c); |
| 584 | let moves = []; |
| 585 | let i = 0; |
| 586 | // King, then rook or jailer: |
| 587 | const finalSquares = [ |
| 588 | [2, 3], |
| 589 | [V.size.y - 2, V.size.y - 3] |
| 590 | ]; |
| 591 | castlingCheck: for ( |
| 592 | let castleSide = 0; |
| 593 | castleSide < 2; |
| 594 | castleSide++ |
| 595 | ) { |
| 596 | if (this.castleFlags[c][castleSide] >= 8) continue; |
| 597 | // Rook (or jailer) and king are on initial position |
| 598 | const finDist = finalSquares[castleSide][0] - y; |
| 599 | let step = finDist / Math.max(1, Math.abs(finDist)); |
| 600 | i = y; |
| 601 | do { |
| 602 | if ( |
| 603 | this.isAttacked([x, i], [oppCol]) || |
| 604 | (this.board[x][i] != V.EMPTY && |
| 605 | (this.getColor(x, i) != c || |
| 606 | ![V.KING, V.ROOK, V.JAILER].includes(this.getPiece(x, i)))) |
| 607 | ) { |
| 608 | continue castlingCheck; |
| 609 | } |
| 610 | i += step; |
| 611 | } while (i != finalSquares[castleSide][0]); |
| 612 | step = castleSide == 0 ? -1 : 1; |
| 613 | const rookOrJailerPos = this.castleFlags[c][castleSide]; |
| 614 | for (i = y + step; i != rookOrJailerPos; i += step) |
| 615 | if (this.board[x][i] != V.EMPTY) continue castlingCheck; |
| 616 | |
| 617 | // Nothing on final squares, except maybe king and castling rook or jailer? |
| 618 | for (i = 0; i < 2; i++) { |
| 619 | if ( |
| 620 | this.board[x][finalSquares[castleSide][i]] != V.EMPTY && |
| 621 | this.getPiece(x, finalSquares[castleSide][i]) != V.KING && |
| 622 | finalSquares[castleSide][i] != rookOrJailerPos |
| 623 | ) { |
| 624 | continue castlingCheck; |
| 625 | } |
| 626 | } |
| 627 | |
| 628 | // If this code is reached, castle is valid |
| 629 | const castlingPiece = this.getPiece(firstRank, rookOrJailerPos); |
| 630 | moves.push( |
| 631 | new Move({ |
| 632 | appear: [ |
| 633 | new PiPo({ x: x, y: finalSquares[castleSide][0], p: V.KING, c: c }), |
| 634 | new PiPo({ x: x, y: finalSquares[castleSide][1], p: castlingPiece, c: c }) |
| 635 | ], |
| 636 | vanish: [ |
| 637 | new PiPo({ x: x, y: y, p: V.KING, c: c }), |
| 638 | new PiPo({ x: x, y: rookOrJailerPos, p: castlingPiece, c: c }) |
| 639 | ], |
| 640 | end: |
| 641 | Math.abs(y - rookOrJailerPos) <= 2 |
| 642 | ? { x: x, y: rookOrJailerPos } |
| 643 | : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } |
| 644 | }) |
| 645 | ); |
| 646 | } |
| 647 | |
| 648 | return moves; |
| 649 | } |
| 650 | |
| 651 | atLeastOneMove() { |
| 652 | // If in second-half of a move, we already know that a move is possible |
| 653 | if (this.subTurn == 2) return true; |
| 654 | return super.atLeastOneMove(); |
| 655 | } |
| 656 | |
| 657 | filterValid(moves) { |
| 658 | // Disable check tests for sentry pushes, |
| 659 | // because in this case the move isn't finished |
| 660 | let movesWithoutSentryPushes = []; |
| 661 | let movesWithSentryPushes = []; |
| 662 | moves.forEach(m => { |
| 663 | if (m.appear.length > 0) movesWithoutSentryPushes.push(m); |
| 664 | else movesWithSentryPushes.push(m); |
| 665 | }); |
| 666 | |
| 667 | // TODO: if after move a sentry can take king in 2 times?! |
| 668 | |
| 669 | const filteredMoves = super.filterValid(movesWithoutSentryPushes); |
| 670 | // If at least one full move made, everything is allowed: |
| 671 | if (this.movesCount >= 2) |
| 672 | return filteredMoves.concat(movesWithSentryPushes); |
| 673 | // Else, forbid checks and captures: |
| 674 | const oppCol = V.GetOppCol(this.turn); |
| 675 | return filteredMoves.filter(m => { |
| 676 | if (m.vanish.length == 2 && m.appear.length == 1) return false; |
| 677 | this.play(m); |
| 678 | const res = !this.underCheck(oppCol); |
| 679 | this.undo(m); |
| 680 | return res; |
| 681 | }).concat(movesWithSentryPushes); |
| 682 | } |
| 683 | |
| 684 | getAllValidMoves() { |
| 685 | if (this.subTurn == 1) return super.getAllValidMoves(); |
| 686 | // Sentry push: |
| 687 | const sentrySq = [this.sentryPos.x, this.sentryPos.y]; |
| 688 | return this.filterValid(this.getPotentialMovesFrom(sentrySq)); |
| 689 | } |
| 690 | |
| 691 | prePlay(move) { |
| 692 | if (move.appear.length == 0 && move.vanish.length == 1) { |
| 693 | // The sentry is about to push a piece: subTurn goes from 1 to 2 |
| 694 | this.sentryPos = { x: move.end.x, y: move.end.y }; |
| 695 | } else if (this.subTurn == 2 && move.vanish[0].p != V.PAWN) { |
| 696 | // A piece is pushed: forbid array of squares between start and end |
| 697 | // of move, included (except if it's a pawn) |
| 698 | let squares = []; |
| 699 | if ([V.KNIGHT,V.KING].includes(move.vanish[0].p)) |
| 700 | // short-range pieces: just forbid initial square |
| 701 | squares.push({ x: move.start.x, y: move.start.y }); |
| 702 | else { |
| 703 | const deltaX = move.end.x - move.start.x; |
| 704 | const deltaY = move.end.y - move.start.y; |
| 705 | const step = [ |
| 706 | deltaX / Math.abs(deltaX) || 0, |
| 707 | deltaY / Math.abs(deltaY) || 0 |
| 708 | ]; |
| 709 | for ( |
| 710 | let sq = {x: move.start.x, y: move.start.y}; |
| 711 | sq.x != move.end.x && sq.y != move.end.y; |
| 712 | sq.x += step[0], sq.y += step[1] |
| 713 | ) { |
| 714 | squares.push({ x: sq.x, y: sq.y }); |
| 715 | } |
| 716 | } |
| 717 | // Add end square as well, to know if I was pushed (useful for lancers) |
| 718 | squares.push({ x: move.end.x, y: move.end.y }); |
| 719 | this.sentryPush.push(squares); |
| 720 | } else this.sentryPush.push(null); |
| 721 | } |
| 722 | |
| 723 | play(move) { |
| 724 | // if (!this.states) this.states = []; |
| 725 | // const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen(); |
| 726 | // this.states.push(stateFen); |
| 727 | |
| 728 | this.prePlay(move); |
| 729 | move.flags = JSON.stringify(this.aggregateFlags()); |
| 730 | this.epSquares.push(this.getEpSquare(move)); |
| 731 | V.PlayOnBoard(this.board, move); |
| 732 | // Is it a sentry push? (useful for undo) |
| 733 | move.sentryPush = (this.subTurn == 2); |
| 734 | if (this.subTurn == 1) this.movesCount++; |
| 735 | if (move.appear.length == 0 && move.vanish.length == 1) this.subTurn = 2; |
| 736 | else { |
| 737 | // Turn changes only if not a sentry "pre-push" |
| 738 | this.turn = V.GetOppCol(this.turn); |
| 739 | this.subTurn = 1; |
| 740 | } |
| 741 | this.postPlay(move); |
| 742 | } |
| 743 | |
| 744 | postPlay(move) { |
| 745 | if (move.vanish.length == 0) |
| 746 | // Special pass move of the king: nothing to update! |
| 747 | return; |
| 748 | super.postPlay(move); |
| 749 | } |
| 750 | |
| 751 | undo(move) { |
| 752 | this.epSquares.pop(); |
| 753 | this.disaggregateFlags(JSON.parse(move.flags)); |
| 754 | V.UndoOnBoard(this.board, move); |
| 755 | // Decrement movesCount except if the move is a sentry push |
| 756 | if (!move.sentryPush) this.movesCount--; |
| 757 | if (this.subTurn == 2) this.subTurn = 1; |
| 758 | else { |
| 759 | this.turn = V.GetOppCol(this.turn); |
| 760 | if (move.sentryPush) this.subTurn = 2; |
| 761 | } |
| 762 | this.postUndo(move); |
| 763 | |
| 764 | // const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen(); |
| 765 | // if (stateFen != this.states[this.states.length-1]) debugger; |
| 766 | // this.states.pop(); |
| 767 | } |
| 768 | |
| 769 | postUndo(move) { |
| 770 | super.postUndo(move); |
| 771 | this.sentryPush.pop(); |
| 772 | } |
| 773 | |
| 774 | isAttacked(sq, colors) { |
| 775 | return ( |
| 776 | super.isAttacked(sq, colors) || |
| 777 | this.isAttackedByLancer(sq, colors) || |
| 778 | this.isAttackedBySentry(sq, colors) |
| 779 | ); |
| 780 | } |
| 781 | |
| 782 | isAttackedByLancer([x, y], colors) { |
| 783 | for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) { |
| 784 | // If in this direction there are only enemy pieces and empty squares, |
| 785 | // and we meet a lancer: can he reach us? |
| 786 | // NOTE: do not stop at first lancer, there might be several! |
| 787 | let coord = { x: x + step[0], y: y + step[1] }; |
| 788 | let lancerPos = []; |
| 789 | while ( |
| 790 | V.OnBoard(coord.x, coord.y) && |
| 791 | ( |
| 792 | this.board[coord.x][coord.y] == V.EMPTY || |
| 793 | colors.includes(this.getColor(coord.x, coord.y)) |
| 794 | ) |
| 795 | ) { |
| 796 | if (this.getPiece(coord.x, coord.y) == V.LANCER) |
| 797 | lancerPos.push({x: coord.x, y: coord.y}); |
| 798 | coord.x += step[0]; |
| 799 | coord.y += step[1]; |
| 800 | } |
| 801 | for (let xy of lancerPos) { |
| 802 | const dir = V.LANCER_DIRS[this.board[xy.x][xy.y].charAt(1)]; |
| 803 | if (dir[0] == -step[0] && dir[1] == -step[1]) return true; |
| 804 | } |
| 805 | } |
| 806 | return false; |
| 807 | } |
| 808 | |
| 809 | // Helper to check sentries attacks: |
| 810 | selfAttack([x1, y1], [x2, y2]) { |
| 811 | const color = this.getColor(x1, y1); |
| 812 | const sliderAttack = (allowedSteps, lancer) => { |
| 813 | const deltaX = x2 - x1; |
| 814 | const deltaY = y2 - y1; |
| 815 | const step = [ deltaX / Math.abs(deltaX), deltaY / Math.abs(deltaY) ]; |
| 816 | if (allowedSteps.every(st => st[0] != step[0] || st[1] != step[1])) |
| 817 | return false; |
| 818 | let sq = [ x1 + step[0], y1 + step[1] ]; |
| 819 | while (sq[0] != x2 && sq[1] != y2) { |
| 820 | if ( |
| 821 | // NOTE: no need to check OnBoard in this special case |
| 822 | (!lancer && this.board[sq[0]][sq[1]] != V.EMPTY) || |
| 823 | (!!lancer && this.getColor(sq[0], sq[1]) != color) |
| 824 | ) { |
| 825 | return false; |
| 826 | } |
| 827 | sq[0] += step[0]; |
| 828 | sq[1] += step[1]; |
| 829 | } |
| 830 | return true; |
| 831 | }; |
| 832 | switch (this.getPiece(x1, y1)) { |
| 833 | case V.PAWN: { |
| 834 | // Pushed pawns move as enemy pawns |
| 835 | const shift = (color == 'w' ? 1 : -1); |
| 836 | return (x1 + shift == x2 && Math.abs(y1 - y2) == 1); |
| 837 | } |
| 838 | case V.KNIGHT: { |
| 839 | const deltaX = Math.abs(x1 - x2); |
| 840 | const deltaY = Math.abs(y1 - y2); |
| 841 | return ( |
| 842 | deltaX + deltaY == 3 && |
| 843 | [1, 2].includes(deltaX) && |
| 844 | [1, 2].includes(deltaY) |
| 845 | ); |
| 846 | } |
| 847 | case V.ROOK: |
| 848 | return sliderAttack(V.steps[V.ROOK]); |
| 849 | case V.BISHOP: |
| 850 | return sliderAttack(V.steps[V.BISHOP]); |
| 851 | case V.QUEEN: |
| 852 | return sliderAttack(V.steps[V.ROOK].concat(V.steps[V.BISHOP])); |
| 853 | case V.LANCER: { |
| 854 | // Special case: as long as no enemy units stands in-between, it attacks |
| 855 | // (if it points toward the king). |
| 856 | const allowedStep = V.LANCER_DIRS[this.board[x1][y1].charAt(1)]; |
| 857 | return sliderAttack([allowedStep], "lancer"); |
| 858 | } |
| 859 | // No sentries or jailer tests: they cannot self-capture |
| 860 | } |
| 861 | return false; |
| 862 | } |
| 863 | |
| 864 | isAttackedBySentry([x, y], colors) { |
| 865 | // Attacked by sentry means it can self-take our king. |
| 866 | // Just check diagonals of enemy sentry(ies), and if it reaches |
| 867 | // one of our pieces: can I self-take? |
| 868 | const color = V.GetOppCol(colors[0]); |
| 869 | let candidates = []; |
| 870 | for (let i=0; i<V.size.x; i++) { |
| 871 | for (let j=0; j<V.size.y; j++) { |
| 872 | if ( |
| 873 | this.getPiece(i,j) == V.SENTRY && |
| 874 | colors.includes(this.getColor(i,j)) |
| 875 | ) { |
| 876 | for (let step of V.steps[V.BISHOP]) { |
| 877 | let sq = [ i + step[0], j + step[1] ]; |
| 878 | while ( |
| 879 | V.OnBoard(sq[0], sq[1]) && |
| 880 | this.board[sq[0]][sq[1]] == V.EMPTY |
| 881 | ) { |
| 882 | sq[0] += step[0]; |
| 883 | sq[1] += step[1]; |
| 884 | } |
| 885 | if ( |
| 886 | V.OnBoard(sq[0], sq[1]) && |
| 887 | this.getColor(sq[0], sq[1]) == color |
| 888 | ) { |
| 889 | candidates.push([ sq[0], sq[1] ]); |
| 890 | } |
| 891 | } |
| 892 | } |
| 893 | } |
| 894 | } |
| 895 | for (let c of candidates) |
| 896 | if (this.selfAttack(c, [x, y])) return true; |
| 897 | return false; |
| 898 | } |
| 899 | |
| 900 | // Jailer doesn't capture or give check |
| 901 | |
| 902 | static get VALUES() { |
| 903 | return Object.assign( |
| 904 | { l: 4.8, s: 2.8, j: 3.8 }, //Jeff K. estimations |
| 905 | ChessRules.VALUES |
| 906 | ); |
| 907 | } |
| 908 | |
| 909 | getComputerMove() { |
| 910 | const maxeval = V.INFINITY; |
| 911 | const color = this.turn; |
| 912 | let moves1 = this.getAllValidMoves(); |
| 913 | |
| 914 | if (moves1.length == 0) |
| 915 | // TODO: this situation should not happen |
| 916 | return null; |
| 917 | |
| 918 | const setEval = (move, next) => { |
| 919 | const score = this.getCurrentScore(); |
| 920 | const curEval = move.eval; |
| 921 | if (score != "*") { |
| 922 | move.eval = |
| 923 | score == "1/2" |
| 924 | ? 0 |
| 925 | : (score == "1-0" ? 1 : -1) * maxeval; |
| 926 | } else move.eval = this.evalPosition(); |
| 927 | if ( |
| 928 | // "next" is defined after sentry pushes |
| 929 | !!next && ( |
| 930 | !curEval || |
| 931 | color == 'w' && move.eval > curEval || |
| 932 | color == 'b' && move.eval < curEval |
| 933 | ) |
| 934 | ) { |
| 935 | move.second = next; |
| 936 | } |
| 937 | }; |
| 938 | |
| 939 | // Just search_depth == 1 (because of sentries. TODO: can do better...) |
| 940 | moves1.forEach(m1 => { |
| 941 | this.play(m1); |
| 942 | if (this.subTurn == 1) setEval(m1); |
| 943 | else { |
| 944 | // Need to play every pushes and count: |
| 945 | const moves2 = this.getAllValidMoves(); |
| 946 | moves2.forEach(m2 => { |
| 947 | this.play(m2); |
| 948 | setEval(m1, m2); |
| 949 | this.undo(m2); |
| 950 | }); |
| 951 | } |
| 952 | this.undo(m1); |
| 953 | }); |
| 954 | |
| 955 | moves1.sort((a, b) => { |
| 956 | return (color == "w" ? 1 : -1) * (b.eval - a.eval); |
| 957 | }); |
| 958 | let candidates = [0]; |
| 959 | for (let j = 1; j < moves1.length && moves1[j].eval == moves1[0].eval; j++) |
| 960 | candidates.push(j); |
| 961 | const choice = moves1[candidates[randInt(candidates.length)]]; |
| 962 | return (!choice.second ? choice : [choice, choice.second]); |
| 963 | } |
| 964 | |
| 965 | // TODO: if subTurn == 2, take some precautions, in particular pawn pushed on 1st rank. |
| 966 | // --> should indicate Sxb2,bxc1 |
| 967 | getNotation(move) { |
| 968 | // Special case "king takes jailer" is a pass move |
| 969 | if (move.appear.length == 0 && move.vanish.length == 0) return "pass"; |
| 970 | return super.getNotation(move); |
| 971 | } |
| 972 | }; |