| 1 | import { ChessRules } from "@/base_rules"; |
| 2 | |
| 3 | export class Pacifist1Rules extends ChessRules { |
| 4 | |
| 5 | static get PawnSpecs() { |
| 6 | return Object.assign( |
| 7 | {}, |
| 8 | ChessRules.PawnSpecs, |
| 9 | { canCapture: false } |
| 10 | ); |
| 11 | } |
| 12 | |
| 13 | static get HasEnpassant() { |
| 14 | return false; |
| 15 | } |
| 16 | |
| 17 | static IsGoodPosition(position) { |
| 18 | if (position.length == 0) return false; |
| 19 | const rows = position.split("/"); |
| 20 | if (rows.length != V.size.x) return false; |
| 21 | let kingsCount = 0; |
| 22 | for (let row of rows) { |
| 23 | let sumElts = 0; |
| 24 | for (let i = 0; i < row.length; i++) { |
| 25 | if (['K','k'].includes(row[i])) kingsCount++; |
| 26 | if (V.PIECES.includes(row[i].toLowerCase())) sumElts++; |
| 27 | else { |
| 28 | const num = parseInt(row[i], 10); |
| 29 | if (isNaN(num)) return false; |
| 30 | sumElts += num; |
| 31 | } |
| 32 | } |
| 33 | if (sumElts != V.size.y) return false; |
| 34 | } |
| 35 | // Both kings should be on board. May be of the same color. |
| 36 | if (kingsCount != 2) return false; |
| 37 | return true; |
| 38 | } |
| 39 | |
| 40 | // Kings may be swapped, so they are not tracked (no kingPos) |
| 41 | scanKings(fen) { } |
| 42 | |
| 43 | // Sum white pieces attacking a square, and remove black pieces count. |
| 44 | sumAttacks([x, y]) { |
| 45 | const getSign = (color) => { |
| 46 | return (color == 'w' ? 1 : -1); |
| 47 | }; |
| 48 | let res = 0; |
| 49 | // Knights: |
| 50 | V.steps[V.KNIGHT].forEach(s => { |
| 51 | const [i, j] = [x + s[0], y + s[1]]; |
| 52 | if (V.OnBoard(i, j) && this.getPiece(i, j) == V.KNIGHT) |
| 53 | res += getSign(this.getColor(i, j)); |
| 54 | }); |
| 55 | // Kings: |
| 56 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]).forEach(s => { |
| 57 | const [i, j] = [x + s[0], y + s[1]]; |
| 58 | if (V.OnBoard(i, j) && this.getPiece(i, j) == V.KING) |
| 59 | res += getSign(this.getColor(i, j)); |
| 60 | }); |
| 61 | // Pawns: |
| 62 | for (let c of ['w', 'b']) { |
| 63 | for (let shift of [-1, 1]) { |
| 64 | const sign = getSign(c); |
| 65 | const [i, j] = [x + sign, y + shift]; |
| 66 | if ( |
| 67 | V.OnBoard(i, j) && |
| 68 | this.getPiece(i, j) == V.PAWN && |
| 69 | this.getColor(i, j) == c |
| 70 | ) { |
| 71 | res += sign; |
| 72 | } |
| 73 | } |
| 74 | } |
| 75 | // Other pieces (sliders): |
| 76 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]).forEach(s => { |
| 77 | let [i, j] = [x + s[0], y + s[1]]; |
| 78 | let compatible = [V.QUEEN]; |
| 79 | compatible.push(s[0] == 0 || s[1] == 0 ? V.ROOK : V.BISHOP); |
| 80 | let firstCol = undefined; |
| 81 | while (V.OnBoard(i, j)) { |
| 82 | if (this.board[i][j] != V.EMPTY) { |
| 83 | if (!(compatible.includes(this.getPiece(i, j)))) break; |
| 84 | const colIJ = this.getColor(i, j); |
| 85 | if (!firstCol) firstCol = colIJ; |
| 86 | if (colIJ == firstCol) res += getSign(colIJ); |
| 87 | else break; |
| 88 | } |
| 89 | i += s[0]; |
| 90 | j += s[1]; |
| 91 | } |
| 92 | }); |
| 93 | return res; |
| 94 | } |
| 95 | |
| 96 | getPotentialMovesFrom([x, y]) { |
| 97 | let moves = super.getPotentialMovesFrom([x, y]); |
| 98 | const color = this.turn; |
| 99 | const oppCol = V.GetOppCol(color); |
| 100 | if (this.getPiece(x, y) == V.PAWN) { |
| 101 | // Pawns cannot move 2 squares if the intermediate is overly persuaded |
| 102 | moves = moves.filter(m => { |
| 103 | if (Math.abs(m.end.x - m.start.x) == 2) { |
| 104 | const [i, j] = [(m.start.x + m.end.x) / 2, y]; |
| 105 | const persuasion = this.sumAttacks([i, j]); |
| 106 | return ( |
| 107 | color == 'w' && persuasion >= 0 || |
| 108 | color == 'b' && persuasion <= 0 |
| 109 | ); |
| 110 | } |
| 111 | return true; |
| 112 | }); |
| 113 | } |
| 114 | // Potentially flipped (opp) pieces |
| 115 | let targets = []; |
| 116 | for (let i=0; i<8; i++) { |
| 117 | for (let j=0; j<8; j++) { |
| 118 | if (this.board[i][j] != V.EMPTY && this.getColor(i, j) == oppCol) |
| 119 | targets.push([i, j]); |
| 120 | } |
| 121 | } |
| 122 | moves.forEach(m => { |
| 123 | // Start persuading other pieces: loop until nothing changes |
| 124 | V.PlayOnBoard(this.board, m); |
| 125 | while (true) { |
| 126 | let persuaded = []; |
| 127 | targets.forEach(t => { |
| 128 | if (this.getColor(t[0], t[1]) == oppCol) { |
| 129 | const sqAttacks = this.sumAttacks([t[0], t[1]]); |
| 130 | if ( |
| 131 | (oppCol == 'w' && sqAttacks < 0) || |
| 132 | (oppCol == 'b' && sqAttacks > 0) |
| 133 | ) { |
| 134 | persuaded.push(t); |
| 135 | } |
| 136 | } |
| 137 | }); |
| 138 | if (persuaded.length == 0) break; |
| 139 | persuaded.forEach(p => { |
| 140 | this.board[p[0]][p[1]] = color + this.getPiece(p[0], p[1]); |
| 141 | }); |
| 142 | } |
| 143 | V.UndoOnBoard(this.board, m); |
| 144 | // Reset pieces colors + adjust move (flipped pieces) |
| 145 | targets.forEach(t => { |
| 146 | if (this.getColor(t[0], t[1]) == color) { |
| 147 | const piece = this.getPiece(t[0], t[1]); |
| 148 | m.appear.push({ x: t[0], y: t[1], c: color, p: piece }); |
| 149 | m.vanish.push({ x: t[0], y: t[1], c: oppCol, p: piece }); |
| 150 | this.board[t[0]][t[1]] = oppCol + piece; |
| 151 | } |
| 152 | }); |
| 153 | }); |
| 154 | return moves; |
| 155 | } |
| 156 | |
| 157 | canTake() { |
| 158 | // No captures |
| 159 | return false; |
| 160 | } |
| 161 | |
| 162 | underCheck(color) { |
| 163 | // Find the king(s) and determine if it (both) is persuaded. |
| 164 | // If yes, "under check" |
| 165 | let kingPos = []; |
| 166 | for (let i=0; i<8; i++) { |
| 167 | for (let j=0; j<8; j++) { |
| 168 | if (this.getPiece(i, j) == V.KING && this.getColor(i, j) == color) |
| 169 | kingPos.push([i, j]); |
| 170 | } |
| 171 | } |
| 172 | return kingPos.every(kp => { |
| 173 | const persuasion = this.sumAttacks(kp); |
| 174 | return ( |
| 175 | (color == 'w' && persuasion < 0) || |
| 176 | (color == 'b' && persuasion > 0) |
| 177 | ); |
| 178 | }); |
| 179 | } |
| 180 | |
| 181 | filterValid(moves) { |
| 182 | const fmoves = super.filterValid(moves); |
| 183 | const color = this.turn; |
| 184 | // If the king isn't here, only moves persuading a king are valid |
| 185 | const kingHere = this.board.some(b => |
| 186 | b.some(cell => cell[0] == color && cell[1] == V.KING) |
| 187 | ); |
| 188 | if (!kingHere) { |
| 189 | return ( |
| 190 | fmoves.filter(m => m.appear.some(a => a.c == color && a.p == V.KING)) |
| 191 | ); |
| 192 | } |
| 193 | return fmoves; |
| 194 | } |
| 195 | |
| 196 | getCheckSquares() { |
| 197 | // There are not really "checks": just color change |
| 198 | return []; |
| 199 | } |
| 200 | |
| 201 | getCurrentScore() { |
| 202 | const color = this.turn; |
| 203 | // TODO: if no king of turn color, and no move to get one, then it's lost |
| 204 | // otherwise 1/2 if no moves, or "*" |
| 205 | const kingHere = this.board.some(b => |
| 206 | b.some(cell => cell[0] == color && cell[1] == V.KING) |
| 207 | ); |
| 208 | if (kingHere) { |
| 209 | if (this.atLeastOneMove()) return "*"; |
| 210 | return "1/2"; |
| 211 | } |
| 212 | // No king was found: try to convert one |
| 213 | const moves = this.getAllValidMoves(); |
| 214 | return ( |
| 215 | moves.some(m => m.appear.some(a => a.c == color && a.p == V.KING)) |
| 216 | ? "*" |
| 217 | : (color == 'w' ? "0-1" : "1-0") |
| 218 | ); |
| 219 | } |
| 220 | |
| 221 | postPlay(move) { |
| 222 | this.updateCastleFlags(move, move.vanish[0].p); |
| 223 | } |
| 224 | |
| 225 | postUndo() {} |
| 226 | |
| 227 | static get SEARCH_DEPTH() { |
| 228 | return 1; |
| 229 | } |
| 230 | |
| 231 | }; |