| 1 | import { ChessRules, Move, PiPo } from "@/base_rules"; |
| 2 | import { ArrayFun } from "@/utils/array"; |
| 3 | import { randInt, sample } from "@/utils/alea"; |
| 4 | |
| 5 | export class ShakoRules extends ChessRules { |
| 6 | |
| 7 | static get PawnSpecs() { |
| 8 | return Object.assign( |
| 9 | {}, |
| 10 | ChessRules.PawnSpecs, |
| 11 | { |
| 12 | initShift: { w: 2, b: 2 }, |
| 13 | promotions: |
| 14 | ChessRules.PawnSpecs.promotions.concat([V.ELEPHANT, V.CANNON]) |
| 15 | } |
| 16 | ); |
| 17 | } |
| 18 | |
| 19 | static get ELEPHANT() { |
| 20 | return "e"; |
| 21 | } |
| 22 | |
| 23 | static get CANNON() { |
| 24 | return "c"; |
| 25 | } |
| 26 | |
| 27 | static get PIECES() { |
| 28 | return ChessRules.PIECES.concat([V.ELEPHANT, V.CANNON]); |
| 29 | } |
| 30 | |
| 31 | getPpath(b) { |
| 32 | const prefix = [V.ELEPHANT, V.CANNON].includes(b[1]) ? "Shako/" : ""; |
| 33 | return prefix + b; |
| 34 | } |
| 35 | |
| 36 | static get steps() { |
| 37 | return Object.assign( |
| 38 | {}, |
| 39 | ChessRules.steps, |
| 40 | { |
| 41 | e: [ |
| 42 | [-1, -1], |
| 43 | [-1, 1], |
| 44 | [1, -1], |
| 45 | [1, 1], |
| 46 | [-2, -2], |
| 47 | [-2, 2], |
| 48 | [2, -2], |
| 49 | [2, 2] |
| 50 | ] |
| 51 | } |
| 52 | ); |
| 53 | } |
| 54 | |
| 55 | static get size() { |
| 56 | return { x: 10, y: 10}; |
| 57 | } |
| 58 | |
| 59 | getPotentialMovesFrom([x, y]) { |
| 60 | switch (this.getPiece(x, y)) { |
| 61 | case V.ELEPHANT: |
| 62 | return this.getPotentialElephantMoves([x, y]); |
| 63 | case V.CANNON: |
| 64 | return this.getPotentialCannonMoves([x, y]); |
| 65 | default: |
| 66 | return super.getPotentialMovesFrom([x, y]); |
| 67 | } |
| 68 | } |
| 69 | |
| 70 | getPotentialElephantMoves([x, y]) { |
| 71 | return this.getSlideNJumpMoves([x, y], V.steps[V.ELEPHANT], 1); |
| 72 | } |
| 73 | |
| 74 | getPotentialCannonMoves([x, y]) { |
| 75 | const oppCol = V.GetOppCol(this.turn); |
| 76 | let moves = []; |
| 77 | // Look in every direction until an obstacle (to jump) is met |
| 78 | for (const step of V.steps[V.ROOK]) { |
| 79 | let i = x + step[0]; |
| 80 | let j = y + step[1]; |
| 81 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { |
| 82 | moves.push(this.getBasicMove([x, y], [i, j])); |
| 83 | i += step[0]; |
| 84 | j += step[1]; |
| 85 | } |
| 86 | // Then, search for an enemy |
| 87 | i += step[0]; |
| 88 | j += step[1]; |
| 89 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { |
| 90 | i += step[0]; |
| 91 | j += step[1]; |
| 92 | } |
| 93 | if (V.OnBoard(i, j) && this.getColor(i, j) == oppCol) |
| 94 | moves.push(this.getBasicMove([x, y], [i, j])); |
| 95 | } |
| 96 | return moves; |
| 97 | } |
| 98 | |
| 99 | getCastleMoves([x, y]) { |
| 100 | const finalSquares = [ |
| 101 | [3, 4], |
| 102 | [7, 6] |
| 103 | ]; |
| 104 | return super.getCastleMoves([x, y], finalSquares); |
| 105 | } |
| 106 | |
| 107 | isAttacked(sq, color) { |
| 108 | return ( |
| 109 | super.isAttacked(sq, color) || |
| 110 | this.isAttackedByElephant(sq, color) || |
| 111 | this.isAttackedByCannon(sq, color) |
| 112 | ); |
| 113 | } |
| 114 | |
| 115 | isAttackedByElephant(sq, color) { |
| 116 | return ( |
| 117 | this.isAttackedBySlideNJump( |
| 118 | sq, color, V.ELEPHANT, V.steps[V.ELEPHANT], 1 |
| 119 | ) |
| 120 | ); |
| 121 | } |
| 122 | |
| 123 | isAttackedByCannon([x, y], color) { |
| 124 | // Reversed process: is there an obstacle in line, |
| 125 | // and a cannon next in the same line? |
| 126 | for (const step of V.steps[V.ROOK]) { |
| 127 | let [i, j] = [x+step[0], y+step[1]]; |
| 128 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { |
| 129 | i += step[0]; |
| 130 | j += step[1]; |
| 131 | } |
| 132 | if (V.OnBoard(i, j)) { |
| 133 | // Keep looking in this direction |
| 134 | i += step[0]; |
| 135 | j += step[1]; |
| 136 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { |
| 137 | i += step[0]; |
| 138 | j += step[1]; |
| 139 | } |
| 140 | if ( |
| 141 | V.OnBoard(i, j) && |
| 142 | this.getPiece(i, j) == V.CANNON && |
| 143 | this.getColor(i, j) == color |
| 144 | ) { |
| 145 | return true; |
| 146 | } |
| 147 | } |
| 148 | } |
| 149 | return false; |
| 150 | } |
| 151 | |
| 152 | updateCastleFlags(move, piece) { |
| 153 | const c = V.GetOppCol(this.turn); |
| 154 | const firstRank = (c == "w" ? V.size.x - 2 : 1); |
| 155 | // Update castling flags if rooks are moved |
| 156 | const oppCol = this.turn; |
| 157 | const oppFirstRank = V.size.x - 1 - firstRank; |
| 158 | if (piece == V.KING) |
| 159 | this.castleFlags[c] = [V.size.y, V.size.y]; |
| 160 | else if ( |
| 161 | move.start.x == firstRank && //our rook moves? |
| 162 | this.castleFlags[c].includes(move.start.y) |
| 163 | ) { |
| 164 | const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1); |
| 165 | this.castleFlags[c][flagIdx] = V.size.y; |
| 166 | } |
| 167 | // NOTE: not "else if" because a rook could take an opposing rook |
| 168 | if ( |
| 169 | move.end.x == oppFirstRank && //we took opponent rook? |
| 170 | this.castleFlags[oppCol].includes(move.end.y) |
| 171 | ) { |
| 172 | const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1); |
| 173 | this.castleFlags[oppCol][flagIdx] = V.size.y; |
| 174 | } |
| 175 | } |
| 176 | |
| 177 | static get VALUES() { |
| 178 | return Object.assign( |
| 179 | { e: 3, c: 5 }, |
| 180 | ChessRules.VALUES |
| 181 | ); |
| 182 | } |
| 183 | |
| 184 | static get SEARCH_DEPTH() { |
| 185 | return 2; |
| 186 | } |
| 187 | |
| 188 | static GenRandInitFen(options) { |
| 189 | if (options.randomness == 0) { |
| 190 | return ( |
| 191 | "c8c/ernbqkbnre/pppppppppp/91/91/91/91/PPPPPPPPPP/ERNBQKBNRE/C8C " + |
| 192 | "w 0 bibi -" |
| 193 | ); |
| 194 | } |
| 195 | |
| 196 | let pieces = { w: new Array(10), b: new Array(10) }; |
| 197 | let flags = ""; |
| 198 | // Shuffle pieces on second (and before-last rank if randomness == 2) |
| 199 | for (let c of ["w", "b"]) { |
| 200 | if (c == 'b' && options.randomness == 1) { |
| 201 | pieces['b'] = pieces['w']; |
| 202 | flags += flags; |
| 203 | break; |
| 204 | } |
| 205 | |
| 206 | let positions = ArrayFun.range(10); |
| 207 | |
| 208 | // Get random squares for bishops + elephants |
| 209 | const be1Pos = sample([0, 2, 4, 6, 8], 2); |
| 210 | const be2Pos = sample([1, 3, 5, 7, 9], 2); |
| 211 | const bishop1Pos = be1Pos[0]; |
| 212 | const bishop2Pos = be2Pos[0]; |
| 213 | const elephant1Pos = be1Pos[1]; |
| 214 | const elephant2Pos = be2Pos[1]; |
| 215 | // Remove chosen squares |
| 216 | (be1Pos.concat(be2Pos)).sort((x, y) => y - x).forEach(pos => { |
| 217 | positions.splice(pos, 1); |
| 218 | }); |
| 219 | |
| 220 | let randIndex = randInt(6); |
| 221 | const knight1Pos = positions[randIndex]; |
| 222 | positions.splice(randIndex, 1); |
| 223 | randIndex = randInt(5); |
| 224 | const knight2Pos = positions[randIndex]; |
| 225 | positions.splice(randIndex, 1); |
| 226 | |
| 227 | randIndex = randInt(4); |
| 228 | const queenPos = positions[randIndex]; |
| 229 | positions.splice(randIndex, 1); |
| 230 | |
| 231 | const rook1Pos = positions[0]; |
| 232 | const kingPos = positions[1]; |
| 233 | const rook2Pos = positions[2]; |
| 234 | |
| 235 | pieces[c][elephant1Pos] = "e"; |
| 236 | pieces[c][rook1Pos] = "r"; |
| 237 | pieces[c][knight1Pos] = "n"; |
| 238 | pieces[c][bishop1Pos] = "b"; |
| 239 | pieces[c][queenPos] = "q"; |
| 240 | pieces[c][kingPos] = "k"; |
| 241 | pieces[c][bishop2Pos] = "b"; |
| 242 | pieces[c][knight2Pos] = "n"; |
| 243 | pieces[c][rook2Pos] = "r"; |
| 244 | pieces[c][elephant2Pos] = "e"; |
| 245 | flags += V.CoordToColumn(rook1Pos) + V.CoordToColumn(rook2Pos); |
| 246 | } |
| 247 | // Add turn + flags + enpassant |
| 248 | return ( |
| 249 | "c8c/" + pieces["b"].join("") + |
| 250 | "/pppppppppp/91/91/91/91/PPPPPPPPPP/" + |
| 251 | pieces["w"].join("").toUpperCase() + "/C8C" + |
| 252 | " w 0 " + flags + " -" |
| 253 | ); |
| 254 | } |
| 255 | |
| 256 | }; |