| 1 | import { ChessRules, Move, PiPo } from "@/base_rules"; |
| 2 | |
| 3 | export class Align4Rules extends ChessRules { |
| 4 | |
| 5 | static GenRandInitFen(randomness) { |
| 6 | const baseFen = ChessRules.GenRandInitFen(Math.min(randomness, 1)); |
| 7 | return "4k3/8" + baseFen.substring(17, 50) + " -"; |
| 8 | } |
| 9 | |
| 10 | getReservePpath() { |
| 11 | return "bp"; |
| 12 | } |
| 13 | |
| 14 | static get RESERVE_PIECES() { |
| 15 | return [V.PAWN]; //only black pawns |
| 16 | } |
| 17 | |
| 18 | getColor(i, j) { |
| 19 | if (i >= V.size.x) return "b"; |
| 20 | return this.board[i][j].charAt(0); |
| 21 | } |
| 22 | |
| 23 | getPiece(i, j) { |
| 24 | if (i >= V.size.x) return V.PAWN; |
| 25 | return this.board[i][j].charAt(1); |
| 26 | } |
| 27 | |
| 28 | static IsGoodFlags(flags) { |
| 29 | // Only white can castle |
| 30 | return !!flags.match(/^[a-z]{2,2}$/); |
| 31 | } |
| 32 | |
| 33 | getFlagsFen() { |
| 34 | return this.castleFlags['w'].map(V.CoordToColumn).join(""); |
| 35 | } |
| 36 | |
| 37 | setFlags(fenflags) { |
| 38 | this.castleFlags = { 'w': [-1, -1] }; |
| 39 | for (let i = 0; i < 2; i++) |
| 40 | this.castleFlags['w'][i] = V.ColumnToCoord(fenflags.charAt(i)); |
| 41 | } |
| 42 | |
| 43 | setOtherVariables(fen) { |
| 44 | super.setOtherVariables(fen); |
| 45 | this.reserve = { b: { [V.PAWN]: 1 } }; |
| 46 | } |
| 47 | |
| 48 | getReserveMoves() { |
| 49 | if (this.turn != 'b') return []; |
| 50 | let moves = []; |
| 51 | for (let i = 1; i <= 6; i++) { |
| 52 | for (let j = 0; j < V.size.y; j++) { |
| 53 | if (this.board[i][j] == V.EMPTY) { |
| 54 | let mv = new Move({ |
| 55 | appear: [ |
| 56 | new PiPo({ |
| 57 | x: i, |
| 58 | y: j, |
| 59 | c: 'b', |
| 60 | p: 'p' |
| 61 | }) |
| 62 | ], |
| 63 | vanish: [], |
| 64 | start: { x: 9, y: 0 }, |
| 65 | end: { x: i, y: j } |
| 66 | }); |
| 67 | moves.push(mv); |
| 68 | } |
| 69 | } |
| 70 | } |
| 71 | return moves; |
| 72 | } |
| 73 | |
| 74 | getPotentialMovesFrom(sq) { |
| 75 | if (sq[0] >= V.size.x) return this.getReserveMoves(); |
| 76 | return super.getPotentialMovesFrom(sq); |
| 77 | } |
| 78 | |
| 79 | getPotentialKingMoves([x, y]) { |
| 80 | if (this.getColor(x, y) == 'w') return super.getPotentialKingMoves([x, y]); |
| 81 | // Black doesn't castle: |
| 82 | return super.getSlideNJumpMoves( |
| 83 | [x, y], |
| 84 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]), |
| 85 | "oneStep" |
| 86 | ); |
| 87 | } |
| 88 | |
| 89 | getAllValidMoves() { |
| 90 | return ( |
| 91 | super.getAllValidMoves().concat( |
| 92 | super.filterValid(this.getReserveMoves())) |
| 93 | ); |
| 94 | } |
| 95 | |
| 96 | atLeastOneMove() { |
| 97 | if (super.atLeastOneMove()) return true; |
| 98 | // Search one reserve move |
| 99 | if (this.filterValid(this.getReserveMoves()).length > 0) return true; |
| 100 | return false; |
| 101 | } |
| 102 | |
| 103 | updateCastleFlags(move, piece) { |
| 104 | // Only white can castle: |
| 105 | const firstRank = 7; |
| 106 | if (piece == V.KING && move.appear[0].c == 'w') |
| 107 | this.castleFlags['w'] = [8, 8]; |
| 108 | else if ( |
| 109 | move.start.x == firstRank && |
| 110 | this.castleFlags['w'].includes(move.start.y) |
| 111 | ) { |
| 112 | const flagIdx = (move.start.y == this.castleFlags['w'][0] ? 0 : 1); |
| 113 | this.castleFlags['w'][flagIdx] = 8; |
| 114 | } |
| 115 | else if ( |
| 116 | move.end.x == firstRank && |
| 117 | this.castleFlags['w'].includes(move.end.y) |
| 118 | ) { |
| 119 | const flagIdx = (move.end.y == this.castleFlags['w'][0] ? 0 : 1); |
| 120 | this.castleFlags['w'][flagIdx] = 8; |
| 121 | } |
| 122 | } |
| 123 | |
| 124 | getCurrentScore() { |
| 125 | const score = super.getCurrentScore(); |
| 126 | if (score != "*") return score; |
| 127 | // Check pawns connection: |
| 128 | for (let i = 0; i < V.size.x; i++) { |
| 129 | for (let j = 0; j < V.size.y; j++) { |
| 130 | if ( |
| 131 | this.board[i][j] != V.EMPTY && |
| 132 | this.getColor(i, j) == 'b' && |
| 133 | this.getPiece(i, j) == V.PAWN |
| 134 | ) { |
| 135 | // Exploration "rightward + downward" is enough |
| 136 | for (let step of [[1, 0], [0, 1], [1, 1], [-1, 1]]) { |
| 137 | let [ii, jj] = [i + step[0], j + step[1]]; |
| 138 | let kounter = 1; |
| 139 | while ( |
| 140 | V.OnBoard(ii, jj) && |
| 141 | this.board[ii][jj] != V.EMPTY && |
| 142 | this.getColor(ii, jj) == 'b' && |
| 143 | this.getPiece(ii, jj) != V.KING |
| 144 | ) { |
| 145 | kounter++; |
| 146 | ii += step[0]; |
| 147 | jj += step[1]; |
| 148 | } |
| 149 | if (kounter == 4) return "0-1"; |
| 150 | } |
| 151 | } |
| 152 | } |
| 153 | } |
| 154 | return "*"; |
| 155 | } |
| 156 | |
| 157 | evalPosition() { |
| 158 | let evaluation = 0; |
| 159 | // Count white material + check pawns alignments |
| 160 | let maxAlign = 0; |
| 161 | for (let i = 0; i < V.size.x; i++) { |
| 162 | for (let j = 0; j < V.size.y; j++) { |
| 163 | if (this.board[i][j] != V.EMPTY) { |
| 164 | const piece = this.getPiece(i, j); |
| 165 | if (piece != V.KING) { |
| 166 | const color = this.getColor(i, j); |
| 167 | if (color == 'w') evaluation += V.VALUES[piece]; |
| 168 | else { |
| 169 | // Exploration "rightward + downward" is enough |
| 170 | for (let step of [[1, 0], [0, 1], [1, 1], [-1, 1]]) { |
| 171 | let [ii, jj] = [i + step[0], j + step[1]]; |
| 172 | let kounter = 1; |
| 173 | while ( |
| 174 | V.OnBoard(ii, jj) && |
| 175 | this.board[ii][jj] != V.EMPTY && |
| 176 | this.getColor(ii, jj) == 'b' && |
| 177 | this.getPiece(ii, jj) != V.KING |
| 178 | ) { |
| 179 | kounter++; |
| 180 | ii += step[0]; |
| 181 | jj += step[1]; |
| 182 | } |
| 183 | if (kounter > maxAlign) maxAlign = kounter; |
| 184 | } |
| 185 | } |
| 186 | } |
| 187 | } |
| 188 | } |
| 189 | } |
| 190 | // -1 for two aligned pawns, -3 for 3 aligned pawns. |
| 191 | if ([1, 2].includes(maxAlign)) maxAlign--; |
| 192 | return evaluation - maxAlign; |
| 193 | } |
| 194 | |
| 195 | getNotation(move) { |
| 196 | if (move.vanish.length == 0) return "@" + V.CoordsToSquare(move.end); |
| 197 | return super.getNotation(move); |
| 198 | } |
| 199 | |
| 200 | }; |
| 201 | |