}
getPpath(b) {
- return (
- ([V.JAILER, V.SENTRY, V.LANCER].includes(b[1])
- ? "Eightpieces/" : "") + b
- );
+ if ([V.JAILER, V.SENTRY].concat(Object.keys(V.LANCER_DIRS)).includes(b[1]))
+ return "Eightpieces/" + b;
+ return b;
+ }
+
+ static ParseFen(fen) {
+ const fenParts = fen.split(" ");
+ return Object.assign(ChessRules.ParseFen(fen), {
+ sentrypush: fenParts[5]
+ });
+ }
+
+ getFen() {
+ return super.getFen() + " " + this.getSentrypushFen();
+ }
+
+ getFenForRepeat() {
+ return super.getFenForRepeat() + "_" + this.getSentrypushFen();
+ }
+
+ getSentrypushFen() {
+ const L = this.sentryPush.length;
+ if (!this.sentryPush[L-1]) return "-";
+ let res = "";
+ this.sentryPush[L-1].forEach(coords =>
+ res += V.CoordsToSquare(coords) + ",");
+ return res.slice(0, -1);
}
setOtherVariables(fen) {
// subTurn == 2 only when a sentry moved, and is about to push something
this.subTurn = 1;
// Stack pieces' forbidden squares after a sentry move at each turn
- this.sentryPath = [];
+ const parsedFen = V.ParseFen(fen);
+ if (parsedFen.sentrypush == "-") this.sentryPush = [null];
+ else {
+ this.sentryPush = [
+ parsedFen.sentrypush.split(",").map(sq => {
+ return V.SquareToCoords(sq);
+ })
+ ];
+ }
}
canTake([x1,y1], [x2, y2]) {
}
static GenRandInitFen(randomness) {
- // TODO: special conditions
+ if (randomness == 0)
+ // Deterministic:
+ return "jsfqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JSDQKBNR w 0 1111 - -";
+
+ let pieces = { w: new Array(8), b: new Array(8) };
+ // Shuffle pieces on first (and last rank if randomness == 2)
+ for (let c of ["w", "b"]) {
+ if (c == 'b' && randomness == 1) {
+ pieces['b'] = pieces['w'];
+ break;
+ }
+
+ let positions = ArrayFun.range(8);
+
+ // Get random squares for bishop and sentry
+ let randIndex = 2 * randInt(4);
+ let bishopPos = positions[randIndex];
+ // The sentry must be on a square of different color
+ let randIndex_tmp = 2 * randInt(4) + 1;
+ let sentryPos = positions[randIndex_tmp];
+ if (c == 'b') {
+ // Check if white sentry is on the same color as ours.
+ // If yes: swap bishop and sentry positions.
+ if ((pieces['w'].indexOf('s') - sentryPos) % 2 == 0)
+ [bishopPos, sentryPos] = [sentryPos, bishopPos];
+ }
+ positions.splice(Math.max(randIndex, randIndex_tmp), 1);
+ positions.splice(Math.min(randIndex, randIndex_tmp), 1);
+
+ // Get random squares for knight and lancer
+ randIndex = randInt(6);
+ const knightPos = positions[randIndex];
+ positions.splice(randIndex, 1);
+ randIndex = randInt(5);
+ const lancerPos = positions[randIndex];
+ positions.splice(randIndex, 1);
+
+ // Get random square for queen
+ randIndex = randInt(4);
+ const queenPos = positions[randIndex];
+ positions.splice(randIndex, 1);
+
+ // Rook, jailer and king positions are now almost fixed,
+ // only the ordering rook-> jailer or jailer->rook must be decided.
+ let rookPos = positions[0];
+ let jailerPos = positions[2];
+ const kingPos = positions[1];
+ if (Math.random() < 0.5) [rookPos, jailerPos] = [jailerPos, rookPos];
+
+ pieces[c][rookPos] = "r";
+ pieces[c][knightPos] = "n";
+ pieces[c][bishopPos] = "b";
+ pieces[c][queenPos] = "q";
+ pieces[c][kingPos] = "k";
+ pieces[c][sentryPos] = "s";
+ // Lancer faces north for white, and south for black:
+ pieces[c][lancerPos] = c == 'w' ? 'c' : 'g';
+ pieces[c][jailerPos] = "j";
+ }
+ return (
+ pieces["b"].join("") +
+ "/pppppppp/8/8/8/8/PPPPPPPP/" +
+ pieces["w"].join("").toUpperCase() +
+ " w 0 1111 - -"
+ );
}
- // TODO: rook + jailer
+ // Scan kings, rooks and jailers
scanKingsRooks(fen) {
+ this.INIT_COL_KING = { w: -1, b: -1 };
+ this.INIT_COL_ROOK = { w: -1, b: -1 };
+ this.INIT_COL_JAILER = { w: -1, b: -1 };
this.kingPos = { w: [-1, -1], b: [-1, -1] };
const fenRows = V.ParseFen(fen).position.split("/");
+ const startRow = { 'w': V.size.x - 1, 'b': 0 };
for (let i = 0; i < fenRows.length; i++) {
- let k = 0; //column index on board
+ let k = 0;
for (let j = 0; j < fenRows[i].length; j++) {
switch (fenRows[i].charAt(j)) {
case "k":
- case "l":
this.kingPos["b"] = [i, k];
+ this.INIT_COL_KING["b"] = k;
break;
case "K":
- case "L":
this.kingPos["w"] = [i, k];
+ this.INIT_COL_KING["w"] = k;
+ break;
+ case "r":
+ if (i == startRow['b'] && this.INIT_COL_ROOK["b"] < 0)
+ this.INIT_COL_ROOK["b"] = k;
+ break;
+ case "R":
+ if (i == startRow['w'] && this.INIT_COL_ROOK["w"] < 0)
+ this.INIT_COL_ROOK["w"] = k;
+ break;
+ case "j":
+ if (i == startRow['b'] && this.INIT_COL_JAILER["b"] < 0)
+ this.INIT_COL_JAILER["b"] = k;
+ break;
+ case "J":
+ if (i == startRow['w'] && this.INIT_COL_JAILER["w"] < 0)
+ this.INIT_COL_JAILER["w"] = k;
break;
default: {
const num = parseInt(fenRows[i].charAt(j));
}
}
+ // Is piece on square (x,y) immobilized?
+ isImmobilized([x, y]) {
+ const color = this.getColor(x, y);
+ const oppCol = V.GetOppCol(color);
+ for (let step of V.steps[V.ROOK]) {
+ const [i, j] = [x + step[0], y + step[1]];
+ if (
+ V.OnBoard(i, j) &&
+ this.board[i][j] != V.EMPTY &&
+ this.getColor(i, j) == oppCol
+ ) {
+ const oppPiece = this.getPiece(i, j);
+ if (oppPiece == V.JAILER) return [i, j];
+ }
+ }
+ return null;
+ }
+
+ getPotentialMovesFrom_aux([x, y]) {
+ switch (this.getPiece(x, y)) {
+ case V.JAILER:
+ return this.getPotentialJailerMoves([x, y]);
+ case V.SENTRY:
+ return this.getPotentialSentryMoves([x, y]);
+ case V.LANCER:
+ return this.getPotentialLancerMoves([x, y]);
+ default:
+ return super.getPotentialMovesFrom([x, y]);
+ }
+ }
+
getPotentialMovesFrom([x,y]) {
- // if subTurn == 2, allow only
+ if (this.subTurn == 1) {
+ if (!!this.isImmobilized([x, y])) return [];
+ return this.getPotentialMovesFrom_aux([x, y]);
+ }
+ // subTurn == 2: only the piece pushed by the sentry is allowed to move,
+ // as if the sentry didn't exist
+ if (x != this.sentryPos.x && y != this.sentryPos.y) return [];
+ return this.getPotentialMovesFrom_aux([x, y]);
}
- // getPotentialMoves, isAttacked: TODO
- getPotentialCastleMoves(sq) { //TODO: adapt, with jailer
+ getAllValidMoves() {
+ let moves = super.getAllValidMoves().filter(m => {
+ // Remove jailer captures
+ return m.vanish[0].p != V.JAILER || m.vanish.length == 1;
+ });
+ const L = this.sentryPush.length;
+ if (!!this.sentryPush[L-1] && this.subTurn == 1) {
+ // Delete moves walking back on sentry push path
+ moves = moves.filter(m => {
+ if (
+ m.vanish[0].p != V.PAWN &&
+ this.sentryPush[L-1].some(sq => sq.x == m.end.x && sq.y == m.end.y)
+ ) {
+ return false;
+ }
+ return true;
+ });
+ }
+ return moves;
+ }
+
+ filterValid(moves) {
+ // Disable check tests when subTurn == 2, because the move isn't finished
+ if (this.subTurn == 2) return moves;
+ const filteredMoves = super.filterValid(moves);
+ // If at least one full move made, everything is allowed:
+ if (this.movesCount >= 2) return filteredMoves;
+ // Else, forbid check and captures:
+ const oppCol = V.GetOppCol(this.turn);
+ return filteredMoves.filter(m => {
+ if (m.vanish.length == 2 && m.appear.length == 1) return false;
+ this.play(m);
+ const res = !this.underCheck(oppCol);
+ this.undo(m);
+ return res;
+ });
+ }
+
+ // Obtain all lancer moves in "step" direction,
+ // without final re-orientation.
+ getPotentialLancerMoves_aux([x, y], step) {
+ let moves = [];
+ // Add all moves to vacant squares until opponent is met:
+ const oppCol = V.GetOppCol(this.turn);
+ let sq = [x + step[0], y + step[1]];
+ while (V.OnBoard(sq[0], sq[1]) && this.getColor(sq[0], sq[1]) != oppCol) {
+ if (this.board[sq[0]][sq[1]] == V.EMPTY)
+ moves.push(this.getBasicMove([x, y], sq));
+ sq[0] += step[0];
+ sq[1] += step[1];
+ }
+ if (V.OnBoard(sq[0], sq[1]))
+ // Add capturing move
+ moves.push(this.getBasicMove([x, y], sq));
+ return moves;
+ }
+
+ getPotentialLancerMoves([x, y]) {
+ let moves = [];
+ // Add all lancer possible orientations, similar to pawn promotions.
+ // Except if just after a push: allow all movements from init square then
+ if (!!this.sentryPath[L-1]) {
+ // Maybe I was pushed
+ const pl = this.sentryPath[L-1].length;
+ if (
+ this.sentryPath[L-1][pl-1].x == x &&
+ this.sentryPath[L-1][pl-1].y == y
+ ) {
+ // I was pushed: allow all directions (for this move only), but
+ // do not change direction after moving.
+ Object.values(V.LANCER_DIRS).forEach(step => {
+ Array.prototype.push.apply(
+ moves,
+ this.getPotentialLancerMoves_aux([x, y], step)
+ );
+ });
+ return moves;
+ }
+ }
+ // I wasn't pushed: standard lancer move
+ const dirCode = this.board[x][y][1];
+ const monodirMoves =
+ this.getPotentialLancerMoves_aux([x, y], V.LANCER_DIRS[dirCode]);
+ // Add all possible orientations aftermove:
+ monodirMoves.forEach(m => {
+ Object.keys(V.LANCER_DIRS).forEach(k => {
+ let mk = JSON.parse(JSON.stringify(m));
+ mk.appear[0].p = k;
+ moves.push(mk);
+ });
+ });
+ return moves;
+ }
+
+ getPotentialSentryMoves([x, y]) {
+ // The sentry moves a priori like a bishop:
+ let moves = super.getPotentialBishopMoves([x, y]);
+ // ...but captures are replaced by special move
+ moves.forEach(m => {
+ if (m.vanish.length == 2) {
+ // Temporarily cancel the sentry capture:
+ m.appear.pop();
+ m.vanish.pop();
+ }
+ });
+ return moves;
+ }
+
+ getPotentialJailerMoves([x, y]) {
+ // Captures are removed afterward:
+ return super.getPotentialRookMoves([x, y]);
+ }
+
+ getPotentialKingMoves([x, y]) {
+ let moves = super.getPotentialKingMoves([x, y]);
+ // Augment with pass move is the king is immobilized:
+ const jsq = this.isImmobilized([x, y]);
+ if (!!jsq) {
+ moves.push(
+ new Move({
+ appear: [],
+ vanish: [],
+ start: { x: x, y: y },
+ end: { x: jsq[0], y: jsq[1] }
+ })
+ );
+ }
+ return moves;
+ }
+
+ // Adapted: castle with jailer possible
+ getCastleMoves([x, y]) {
+ const c = this.getColor(x, y);
+ const firstRank = (c == "w" ? V.size.x - 1 : 0);
+ if (x != firstRank || y != this.INIT_COL_KING[c])
+ return [];
+
+ const oppCol = V.GetOppCol(c);
+ let moves = [];
+ let i = 0;
+ // King, then rook or jailer:
+ const finalSquares = [
+ [2, 3],
+ [V.size.y - 2, V.size.y - 3]
+ ];
+ castlingCheck: for (
+ let castleSide = 0;
+ castleSide < 2;
+ castleSide++
+ ) {
+ if (!this.castleFlags[c][castleSide]) continue;
+ // Rook (or jailer) and king are on initial position
+
+ const finDist = finalSquares[castleSide][0] - y;
+ let step = finDist / Math.max(1, Math.abs(finDist));
+ i = y;
+ do {
+ if (
+ this.isAttacked([x, i], [oppCol]) ||
+ (this.board[x][i] != V.EMPTY &&
+ (this.getColor(x, i) != c ||
+ ![V.KING, V.ROOK].includes(this.getPiece(x, i))))
+ ) {
+ continue castlingCheck;
+ }
+ i += step;
+ } while (i != finalSquares[castleSide][0]);
+
+ step = castleSide == 0 ? -1 : 1;
+ const rookOrJailerPos =
+ castleSide == 0
+ ? Math.min(this.INIT_COL_ROOK[c], this.INIT_COL_JAILER[c])
+ : Math.max(this.INIT_COL_ROOK[c], this.INIT_COL_JAILER[c]);
+ for (i = y + step; i != rookOrJailerPos; i += step)
+ if (this.board[x][i] != V.EMPTY) continue castlingCheck;
+
+ // Nothing on final squares, except maybe king and castling rook or jailer?
+ for (i = 0; i < 2; i++) {
+ if (
+ this.board[x][finalSquares[castleSide][i]] != V.EMPTY &&
+ this.getPiece(x, finalSquares[castleSide][i]) != V.KING &&
+ finalSquares[castleSide][i] != rookOrJailerPos
+ ) {
+ continue castlingCheck;
+ }
+ }
+
+ // If this code is reached, castle is valid
+ const castlingPiece = this.getPiece(firstRank, rookOrJailerPos);
+ moves.push(
+ new Move({
+ appear: [
+ new PiPo({ x: x, y: finalSquares[castleSide][0], p: V.KING, c: c }),
+ new PiPo({ x: x, y: finalSquares[castleSide][1], p: castlingPiece, c: c })
+ ],
+ vanish: [
+ new PiPo({ x: x, y: y, p: V.KING, c: c }),
+ new PiPo({ x: x, y: rookOrJailerPos, p: castlingPiece, c: c })
+ ],
+ end:
+ Math.abs(y - rookOrJailerPos) <= 2
+ ? { x: x, y: rookOrJailerPos }
+ : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) }
+ })
+ );
+ }
+
+ return moves;
}
updateVariables(move) {
- // TODO: stack sentryPath if subTurn == 2 --> all squares between move.start et move.end, sauf si c'est un pion
+ super.updateVariables(move);
+ if (this.subTurn == 2) {
+ // A piece is pushed: forbid array of squares between start and end
+ // of move, included (except if it's a pawn)
+ let squares = [];
+ if (move.vanish[0].p != V.PAWN) {
+ if ([V.KNIGHT,V.KING].insludes(move.vanish[0].p))
+ // short-range pieces: just forbid initial square
+ squares.push(move.start);
+ else {
+ const deltaX = move.end.x - move.start.x;
+ const deltaY = move.end.y - move.start.y;
+ const step = [
+ deltaX / Math.abs(deltaX) || 0,
+ deltaY / Math.abs(deltaY) || 0
+ ];
+ for (
+ let sq = {x: x, y: y};
+ sq.x != move.end.x && sq.y != move.end.y;
+ sq.x += step[0], sq.y += step[1]
+ ) {
+ squares.push(sq);
+ }
+ }
+ // Add end square as well, to know if I was pushed (useful for lancers)
+ squares.push(move.end);
+ }
+ this.sentryPush.push(squares);
+ } else this.sentryPush.push(null);
}
- // TODO: special pass move: take jailer with king
+ play(move) {
+ move.flags = JSON.stringify(this.aggregateFlags());
+ this.epSquares.push(this.getEpSquare(move));
+ V.PlayOnBoard(this.board, move);
+ if (this.subTurn == 1) this.movesCount++;
+ this.updateVariables(move);
+ // move.sentryPush indicates that sentry is *about to* push
+ move.sentryPush = (move.appear.length == 0 && move.vanish.length == 1);
+ // Turn changes only if not a sentry "pre-push" or subTurn == 2 (push)
+ if (!move.sentryPush || this.subTurn == 2)
+ this.turn = V.GetOppCol(this.turn);
+ }
- // subTurn : if sentry moved to some enemy piece --> enregistrer déplacement sentry, subTurn == 2, puis déplacer pièce adverse --> 1st 1/2 of turn, vanish sentry tout simplement.
- // --> le turn ne change pas !
- // 2nd half: move only
- // FEN flag: sentryPath from init pushing to final enemy square --> forbid some moves (getPotentialMoves)
+ undo(move) {
+ this.epSquares.pop();
+ this.disaggregateFlags(JSON.parse(move.flags));
+ V.UndoOnBoard(this.board, move);
+ if (this.subTurn == 2) this.movesCount--;
+ this.unupdateVariables(move);
+ // Turn changes only if not undoing second part of a sentry push
+ if (!move.sentryPush || this.subTurn == 1)
+ this.turn = V.GetOppCol(this.turn);
+ }
static get VALUES() {
return Object.assign(
ChessRules.VALUES
);
}
+
+ getNotation(move) {
+ // Special case "king takes jailer" is a pass move
+ if (move.appear.length == 0 && move.vanish.length == 0) return "pass";
+ return super.getNotation(move);
+ }
};