| 1 | import { ChessRules } from "@/base_rules"; |
| 2 | |
| 3 | export class EmpireRules extends ChessRules { |
| 4 | |
| 5 | static get PawnSpecs() { |
| 6 | return Object.assign( |
| 7 | {}, |
| 8 | ChessRules.PawnSpecs, |
| 9 | { promotions: [V.QUEEN] } |
| 10 | ); |
| 11 | } |
| 12 | |
| 13 | static get LoseOnRepetition() { |
| 14 | return true; |
| 15 | } |
| 16 | |
| 17 | static IsGoodFlags(flags) { |
| 18 | // Only black can castle |
| 19 | return !!flags.match(/^[a-z]{2,2}$/); |
| 20 | } |
| 21 | |
| 22 | getPpath(b) { |
| 23 | return (b[0] == 'w' ? "Empire/" : "") + b; |
| 24 | } |
| 25 | |
| 26 | static GenRandInitFen(options) { |
| 27 | if (options.randomness == 0) |
| 28 | return "rnbqkbnr/pppppppp/8/8/8/PPPSSPPP/8/TECDKCET w 0 ah -"; |
| 29 | |
| 30 | // Mapping kingdom --> empire: |
| 31 | const piecesMap = { |
| 32 | 'R': 'T', |
| 33 | 'N': 'E', |
| 34 | 'B': 'C', |
| 35 | 'Q': 'D', |
| 36 | 'K': 'K' |
| 37 | }; |
| 38 | |
| 39 | const baseFen = ChessRules.GenRandInitFen(options); |
| 40 | return ( |
| 41 | baseFen.substr(0, 24) + "PPPSSPPP/8/" + |
| 42 | baseFen.substr(35, 8).split('').map(p => piecesMap[p]).join('') + |
| 43 | baseFen.substr(43, 5) + baseFen.substr(50) |
| 44 | ); |
| 45 | } |
| 46 | |
| 47 | getFlagsFen() { |
| 48 | return this.castleFlags['b'].map(V.CoordToColumn).join(""); |
| 49 | } |
| 50 | |
| 51 | setFlags(fenflags) { |
| 52 | this.castleFlags = { 'b': [-1, -1] }; |
| 53 | for (let i = 0; i < 2; i++) |
| 54 | this.castleFlags['b'][i] = V.ColumnToCoord(fenflags.charAt(i)); |
| 55 | } |
| 56 | |
| 57 | static get TOWER() { |
| 58 | return 't'; |
| 59 | } |
| 60 | static get EAGLE() { |
| 61 | return 'e'; |
| 62 | } |
| 63 | static get CARDINAL() { |
| 64 | return 'c'; |
| 65 | } |
| 66 | static get DUKE() { |
| 67 | return 'd'; |
| 68 | } |
| 69 | static get SOLDIER() { |
| 70 | return 's'; |
| 71 | } |
| 72 | // Kaiser is technically a King, so let's keep things simple. |
| 73 | |
| 74 | static get PIECES() { |
| 75 | return ChessRules.PIECES.concat( |
| 76 | [V.TOWER, V.EAGLE, V.CARDINAL, V.DUKE, V.SOLDIER]); |
| 77 | } |
| 78 | |
| 79 | getPotentialMovesFrom(sq) { |
| 80 | let moves = []; |
| 81 | const piece = this.getPiece(sq[0], sq[1]); |
| 82 | switch (piece) { |
| 83 | case V.TOWER: |
| 84 | moves = this.getPotentialTowerMoves(sq); |
| 85 | break; |
| 86 | case V.EAGLE: |
| 87 | moves = this.getPotentialEagleMoves(sq); |
| 88 | break; |
| 89 | case V.CARDINAL: |
| 90 | moves = this.getPotentialCardinalMoves(sq); |
| 91 | break; |
| 92 | case V.DUKE: |
| 93 | moves = this.getPotentialDukeMoves(sq); |
| 94 | break; |
| 95 | case V.SOLDIER: |
| 96 | moves = this.getPotentialSoldierMoves(sq); |
| 97 | break; |
| 98 | default: |
| 99 | moves = super.getPotentialMovesFrom(sq); |
| 100 | } |
| 101 | if ( |
| 102 | piece != V.KING && |
| 103 | this.kingPos['w'][0] != this.kingPos['b'][0] && |
| 104 | this.kingPos['w'][1] != this.kingPos['b'][1] |
| 105 | ) { |
| 106 | return moves; |
| 107 | } |
| 108 | // TODO: factor two next "if" into one (rank/column...) |
| 109 | if (this.kingPos['w'][1] == this.kingPos['b'][1]) { |
| 110 | const colKing = this.kingPos['w'][1]; |
| 111 | let intercept = 0; //count intercepting pieces |
| 112 | let [kingPos1, kingPos2] = [this.kingPos['w'][0], this.kingPos['b'][0]]; |
| 113 | if (kingPos1 > kingPos2) [kingPos1, kingPos2] = [kingPos2, kingPos1]; |
| 114 | for (let i = kingPos1 + 1; i < kingPos2; i++) { |
| 115 | if (this.board[i][colKing] != V.EMPTY) intercept++; |
| 116 | } |
| 117 | if (intercept >= 2) return moves; |
| 118 | // intercept == 1 (0 is impossible): |
| 119 | // Any move not removing intercept is OK |
| 120 | return moves.filter(m => { |
| 121 | return ( |
| 122 | // From another column? |
| 123 | m.start.y != colKing || |
| 124 | // From behind a king? (including kings themselves!) |
| 125 | m.start.x <= kingPos1 || |
| 126 | m.start.x >= kingPos2 || |
| 127 | // Intercept piece moving: must remain in-between |
| 128 | ( |
| 129 | m.end.y == colKing && |
| 130 | m.end.x > kingPos1 && |
| 131 | m.end.x < kingPos2 |
| 132 | ) |
| 133 | ); |
| 134 | }); |
| 135 | } |
| 136 | if (this.kingPos['w'][0] == this.kingPos['b'][0]) { |
| 137 | const rowKing = this.kingPos['w'][0]; |
| 138 | let intercept = 0; //count intercepting pieces |
| 139 | let [kingPos1, kingPos2] = [this.kingPos['w'][1], this.kingPos['b'][1]]; |
| 140 | if (kingPos1 > kingPos2) [kingPos1, kingPos2] = [kingPos2, kingPos1]; |
| 141 | for (let i = kingPos1 + 1; i < kingPos2; i++) { |
| 142 | if (this.board[rowKing][i] != V.EMPTY) intercept++; |
| 143 | } |
| 144 | if (intercept >= 2) return moves; |
| 145 | // intercept == 1 (0 is impossible): |
| 146 | // Any move not removing intercept is OK |
| 147 | return moves.filter(m => { |
| 148 | return ( |
| 149 | // From another row? |
| 150 | m.start.x != rowKing || |
| 151 | // From "behind" a king? (including kings themselves!) |
| 152 | m.start.y <= kingPos1 || |
| 153 | m.start.y >= kingPos2 || |
| 154 | // Intercept piece moving: must remain in-between |
| 155 | ( |
| 156 | m.end.x == rowKing && |
| 157 | m.end.y > kingPos1 && |
| 158 | m.end.y < kingPos2 |
| 159 | ) |
| 160 | ); |
| 161 | }); |
| 162 | } |
| 163 | // piece == king: check only if move.end.y == enemy king column, |
| 164 | // or if move.end.x == enemy king rank. |
| 165 | const color = this.getColor(sq[0], sq[1]); |
| 166 | const oppCol = V.GetOppCol(color); |
| 167 | return moves.filter(m => { |
| 168 | if ( |
| 169 | m.end.y != this.kingPos[oppCol][1] && |
| 170 | m.end.x != this.kingPos[oppCol][0] |
| 171 | ) { |
| 172 | return true; |
| 173 | } |
| 174 | // check == -1 if (row, or col) unchecked, 1 if checked and occupied, |
| 175 | // 0 if checked and clear |
| 176 | let check = [-1, -1]; |
| 177 | // TODO: factor two next "if"... |
| 178 | if (m.end.x == this.kingPos[oppCol][0]) { |
| 179 | if (check[0] < 0) { |
| 180 | // Do the check: |
| 181 | check[0] = 0; |
| 182 | let [kingPos1, kingPos2] = [m.end.y, this.kingPos[oppCol][1]]; |
| 183 | if (kingPos1 > kingPos2) [kingPos1, kingPos2] = [kingPos2, kingPos1]; |
| 184 | for (let i = kingPos1 + 1; i < kingPos2; i++) { |
| 185 | if (this.board[m.end.x][i] != V.EMPTY) { |
| 186 | check[0]++; |
| 187 | break; |
| 188 | } |
| 189 | } |
| 190 | return check[0] == 1; |
| 191 | } |
| 192 | // Check already done: |
| 193 | return check[0] == 1; |
| 194 | } |
| 195 | //if (m.end.y == this.kingPos[oppCol][1]) //true... |
| 196 | if (check[1] < 0) { |
| 197 | // Do the check: |
| 198 | check[1] = 0; |
| 199 | let [kingPos1, kingPos2] = [m.end.x, this.kingPos[oppCol][0]]; |
| 200 | if (kingPos1 > kingPos2) [kingPos1, kingPos2] = [kingPos2, kingPos1]; |
| 201 | for (let i = kingPos1 + 1; i < kingPos2; i++) { |
| 202 | if (this.board[i][m.end.y] != V.EMPTY) { |
| 203 | check[1]++; |
| 204 | break; |
| 205 | } |
| 206 | } |
| 207 | return check[1] == 1; |
| 208 | } |
| 209 | // Check already done: |
| 210 | return check[1] == 1; |
| 211 | }); |
| 212 | } |
| 213 | |
| 214 | // TODO: some merging to do with Orda method (and into base_rules.js) |
| 215 | getSlideNJumpMoves_([x, y], steps, oneStep) { |
| 216 | let moves = []; |
| 217 | outerLoop: for (let step of steps) { |
| 218 | const s = step.s; |
| 219 | let i = x + s[0]; |
| 220 | let j = y + s[1]; |
| 221 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { |
| 222 | if (!step.onlyTake) moves.push(this.getBasicMove([x, y], [i, j])); |
| 223 | // NOTE: (bad) HACK here, since onlyTake is true only for Eagle |
| 224 | // capturing moves, which are oneStep... |
| 225 | if (oneStep || step.onlyTake) continue outerLoop; |
| 226 | i += s[0]; |
| 227 | j += s[1]; |
| 228 | } |
| 229 | if (V.OnBoard(i, j) && this.canTake([x, y], [i, j]) && !step.onlyMove) |
| 230 | moves.push(this.getBasicMove([x, y], [i, j])); |
| 231 | } |
| 232 | return moves; |
| 233 | } |
| 234 | |
| 235 | static get steps() { |
| 236 | return ( |
| 237 | Object.assign( |
| 238 | { |
| 239 | t: [ |
| 240 | { s: [-1, 0] }, |
| 241 | { s: [1, 0] }, |
| 242 | { s: [0, -1] }, |
| 243 | { s: [0, 1] }, |
| 244 | { s: [-1, -1], onlyMove: true }, |
| 245 | { s: [-1, 1], onlyMove: true }, |
| 246 | { s: [1, -1], onlyMove: true }, |
| 247 | { s: [1, 1], onlyMove: true } |
| 248 | ], |
| 249 | c: [ |
| 250 | { s: [-1, 0], onlyMove: true }, |
| 251 | { s: [1, 0], onlyMove: true }, |
| 252 | { s: [0, -1], onlyMove: true }, |
| 253 | { s: [0, 1], onlyMove: true }, |
| 254 | { s: [-1, -1] }, |
| 255 | { s: [-1, 1] }, |
| 256 | { s: [1, -1] }, |
| 257 | { s: [1, 1] } |
| 258 | ], |
| 259 | e: [ |
| 260 | { s: [-1, 0], onlyMove: true }, |
| 261 | { s: [1, 0], onlyMove: true }, |
| 262 | { s: [0, -1], onlyMove: true }, |
| 263 | { s: [0, 1], onlyMove: true }, |
| 264 | { s: [-1, -1], onlyMove: true }, |
| 265 | { s: [-1, 1], onlyMove: true }, |
| 266 | { s: [1, -1], onlyMove: true }, |
| 267 | { s: [1, 1], onlyMove: true }, |
| 268 | { s: [-2, -1], onlyTake: true }, |
| 269 | { s: [-2, 1], onlyTake: true }, |
| 270 | { s: [-1, -2], onlyTake: true }, |
| 271 | { s: [-1, 2], onlyTake: true }, |
| 272 | { s: [1, -2], onlyTake: true }, |
| 273 | { s: [1, 2], onlyTake: true }, |
| 274 | { s: [2, -1], onlyTake: true }, |
| 275 | { s: [2, 1], onlyTake: true } |
| 276 | ] |
| 277 | }, |
| 278 | ChessRules.steps |
| 279 | ) |
| 280 | ); |
| 281 | } |
| 282 | |
| 283 | getPotentialTowerMoves(sq) { |
| 284 | return this.getSlideNJumpMoves_(sq, V.steps[V.TOWER]); |
| 285 | } |
| 286 | |
| 287 | getPotentialCardinalMoves(sq) { |
| 288 | return this.getSlideNJumpMoves_(sq, V.steps[V.CARDINAL]); |
| 289 | } |
| 290 | |
| 291 | getPotentialEagleMoves(sq) { |
| 292 | return this.getSlideNJumpMoves_(sq, V.steps[V.EAGLE]); |
| 293 | } |
| 294 | |
| 295 | getPotentialDukeMoves([x, y]) { |
| 296 | // Anything to capture around? mark other steps to explore after |
| 297 | let steps = []; |
| 298 | const oppCol = V.GetOppCol(this.getColor(x, y)); |
| 299 | let moves = []; |
| 300 | for (let s of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) { |
| 301 | const [i, j] = [x + s[0], y + s[1]]; |
| 302 | if ( |
| 303 | V.OnBoard(i, j) && |
| 304 | this.board[i][j] != V.EMPTY && |
| 305 | this.getColor(i, j) == oppCol |
| 306 | ) { |
| 307 | moves.push(super.getBasicMove([x, y], [i, j])); |
| 308 | } |
| 309 | else steps.push({ s: s, onlyMove: true }); |
| 310 | } |
| 311 | if (steps.length > 0) { |
| 312 | const noncapturingMoves = this.getSlideNJumpMoves_([x, y], steps); |
| 313 | Array.prototype.push.apply(moves, noncapturingMoves); |
| 314 | } |
| 315 | return moves; |
| 316 | } |
| 317 | |
| 318 | getPotentialKingMoves([x, y]) { |
| 319 | if (this.getColor(x, y) == 'b') return super.getPotentialKingMoves([x, y]); |
| 320 | // Empire doesn't castle: |
| 321 | return super.getSlideNJumpMoves( |
| 322 | [x, y], V.steps[V.ROOK].concat(V.steps[V.BISHOP]), 1); |
| 323 | } |
| 324 | |
| 325 | getPotentialSoldierMoves([x, y]) { |
| 326 | const c = this.getColor(x, y); |
| 327 | const shiftX = (c == 'w' ? -1 : 1); |
| 328 | const lastRank = (c == 'w' && x == 0 || c == 'b' && x == 9); |
| 329 | let steps = []; |
| 330 | if (!lastRank) steps.push([shiftX, 0]); |
| 331 | if (y > 0) steps.push([0, -1]); |
| 332 | if (y < 9) steps.push([0, 1]); |
| 333 | return super.getSlideNJumpMoves([x, y], steps, 1); |
| 334 | } |
| 335 | |
| 336 | isAttacked(sq, color) { |
| 337 | if (color == 'b') return super.isAttacked(sq, color); |
| 338 | // Empire: only pawn and king (+ queen if promotion) in common: |
| 339 | return ( |
| 340 | super.isAttackedByPawn(sq, color) || |
| 341 | this.isAttackedByTower(sq, color) || |
| 342 | this.isAttackedByEagle(sq, color) || |
| 343 | this.isAttackedByCardinal(sq, color) || |
| 344 | this.isAttackedByDuke(sq, color) || |
| 345 | this.isAttackedBySoldier(sq, color) || |
| 346 | super.isAttackedByKing(sq, color) || |
| 347 | super.isAttackedByQueen(sq, color) |
| 348 | ); |
| 349 | } |
| 350 | |
| 351 | isAttackedByTower(sq, color) { |
| 352 | return super.isAttackedBySlideNJump(sq, color, V.TOWER, V.steps[V.ROOK]); |
| 353 | } |
| 354 | |
| 355 | isAttackedByEagle(sq, color) { |
| 356 | return super.isAttackedBySlideNJump( |
| 357 | sq, color, V.EAGLE, V.steps[V.KNIGHT], 1); |
| 358 | } |
| 359 | |
| 360 | isAttackedByCardinal(sq, color) { |
| 361 | return super.isAttackedBySlideNJump( |
| 362 | sq, color, V.CARDINAL, V.steps[V.BISHOP]); |
| 363 | } |
| 364 | |
| 365 | isAttackedByDuke(sq, color) { |
| 366 | return ( |
| 367 | super.isAttackedBySlideNJump( |
| 368 | sq, color, V.DUKE, |
| 369 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]), 1 |
| 370 | ) |
| 371 | ); |
| 372 | } |
| 373 | |
| 374 | isAttackedBySoldier([x, y], color) { |
| 375 | const shiftX = (color == 'w' ? 1 : -1); //shift from king |
| 376 | return super.isAttackedBySlideNJump( |
| 377 | [x, y], color, V.SOLDIER, [[shiftX, 0], [0, 1], [0, -1]], 1); |
| 378 | } |
| 379 | |
| 380 | updateCastleFlags(move, piece) { |
| 381 | // Only black can castle: |
| 382 | const firstRank = 0; |
| 383 | if (piece == V.KING && move.appear[0].c == 'b') |
| 384 | this.castleFlags['b'] = [8, 8]; |
| 385 | else if ( |
| 386 | move.start.x == firstRank && |
| 387 | this.castleFlags['b'].includes(move.start.y) |
| 388 | ) { |
| 389 | const flagIdx = (move.start.y == this.castleFlags['b'][0] ? 0 : 1); |
| 390 | this.castleFlags['b'][flagIdx] = 8; |
| 391 | } |
| 392 | else if ( |
| 393 | move.end.x == firstRank && |
| 394 | this.castleFlags['b'].includes(move.end.y) |
| 395 | ) { |
| 396 | const flagIdx = (move.end.y == this.castleFlags['b'][0] ? 0 : 1); |
| 397 | this.castleFlags['b'][flagIdx] = 8; |
| 398 | } |
| 399 | } |
| 400 | |
| 401 | getCurrentScore() { |
| 402 | // Turn has changed: |
| 403 | const color = V.GetOppCol(this.turn); |
| 404 | const lastRank = (color == 'w' ? 0 : 7); |
| 405 | if (this.kingPos[color][0] == lastRank) |
| 406 | // The opposing edge is reached! |
| 407 | return color == "w" ? "1-0" : "0-1"; |
| 408 | if (this.atLeastOneMove()) return "*"; |
| 409 | // Game over |
| 410 | const oppCol = this.turn; |
| 411 | return (oppCol == "w" ? "0-1" : "1-0"); |
| 412 | } |
| 413 | |
| 414 | static get VALUES() { |
| 415 | return Object.assign( |
| 416 | {}, |
| 417 | ChessRules.VALUES, |
| 418 | { |
| 419 | t: 7, |
| 420 | e: 7, |
| 421 | c: 4, |
| 422 | d: 4, |
| 423 | s: 2 |
| 424 | } |
| 425 | ); |
| 426 | } |
| 427 | |
| 428 | static get SEARCH_DEPTH() { |
| 429 | return 2; |
| 430 | } |
| 431 | |
| 432 | }; |