| 1 | import { ChessRules, Move, PiPo } from "@/base_rules"; |
| 2 | |
| 3 | export class DynamoRules extends ChessRules { |
| 4 | // TODO: later, allow to push out pawns on a and h files? |
| 5 | static get HasEnpassant() { |
| 6 | return false; |
| 7 | } |
| 8 | |
| 9 | canIplay(side, [x, y]) { |
| 10 | // Sometimes opponent's pieces can be moved directly |
| 11 | return true; |
| 12 | } |
| 13 | |
| 14 | setOtherVariables(fen) { |
| 15 | super.setOtherVariables(fen); |
| 16 | this.subTurn = 1; |
| 17 | // Local stack of "action moves" |
| 18 | this.amoves = []; |
| 19 | const amove = V.ParseFen(fen).amove; |
| 20 | if (cmove == "-") this.amoves.push(null); |
| 21 | else { |
| 22 | const amoveParts = amove.split("/"); |
| 23 | let amove = { |
| 24 | // No need for start & end |
| 25 | appear: [], |
| 26 | vanish: [] |
| 27 | }; |
| 28 | [0, 1].map(i => { |
| 29 | amoveParts[0].split(".").forEach(av => { |
| 30 | // Format is "bpe3" |
| 31 | const xy = V.SquareToCoords(av.substr(2)); |
| 32 | move[i == 0 ? "appear" : "vanish"].push( |
| 33 | new PiPo({ |
| 34 | x: xy.x, |
| 35 | y: xy.y, |
| 36 | c: av[0], |
| 37 | p: av[1] |
| 38 | }) |
| 39 | ); |
| 40 | }); |
| 41 | }); |
| 42 | this.amoves.push(move); |
| 43 | } |
| 44 | } |
| 45 | |
| 46 | static ParseFen(fen) { |
| 47 | return Object.assign( |
| 48 | ChessRules.ParseFen(fen), |
| 49 | { cmove: fen.split(" ")[4] } |
| 50 | ); |
| 51 | } |
| 52 | |
| 53 | static IsGoodFen(fen) { |
| 54 | if (!ChessRules.IsGoodFen(fen)) return false; |
| 55 | const fenParts = fen.split(" "); |
| 56 | if (fenParts.length != 6) return false; |
| 57 | if (fenParts[5] != "-" && !fenParts[5].match(/^([a-h][1-8]){2}$/)) |
| 58 | return false; |
| 59 | return true; |
| 60 | } |
| 61 | |
| 62 | getAmove(move) { |
| 63 | if (move.appear.length == 2 && move.vanish.length == 2) |
| 64 | return { appear: move.appear, vanish: move.vanish }; |
| 65 | return null; |
| 66 | } |
| 67 | |
| 68 | // TODO: this.firstMove + rooks location in setOtherVariables |
| 69 | // only rooks location in FEN (firstMove is forgotten if quit game and come back) |
| 70 | doClick(square) { |
| 71 | // If subTurn == 2 && square is the final square of last move, |
| 72 | // then return an empty move |
| 73 | if ( |
| 74 | this.subTurn == 2 && |
| 75 | square.x == this.firstMove.end.x && |
| 76 | square.y == this.firstMove.end.y |
| 77 | ) { |
| 78 | return { |
| 79 | appear: [], |
| 80 | vanish: [] |
| 81 | }; |
| 82 | } |
| 83 | return null; |
| 84 | } |
| 85 | |
| 86 | canTake() { |
| 87 | // Captures don't occur (only pulls & pushes) |
| 88 | return false; |
| 89 | } |
| 90 | |
| 91 | // "pa" : piece (as a square) doing this push/pull action |
| 92 | getActionMoves([sx, sy], [ex, ey], pa) { |
| 93 | const color = this.getColor(sx, sy); |
| 94 | const lastRank = (color == 'w' ? 0 : 7); |
| 95 | const piece = this.getPiece(sx, sy); |
| 96 | let moves = []; |
| 97 | if (ex == lastRank && piece == V.PAWN) { |
| 98 | // Promotion by push or pull |
| 99 | V.PawnSpecs.promotions.forEach(p => { |
| 100 | let move = super.getBasicMove([sx, sy], [ex, ey], { c: color, p: p }); |
| 101 | moves.push(move); |
| 102 | }); |
| 103 | } else moves.push(super.getBasicMove([sx, sy], [ex, ey])); |
| 104 | const actionType = |
| 105 | ( |
| 106 | Math.abs(pa[0] - sx) < Math.abs(pa[0] - ex) || |
| 107 | Math.abs(pa[1] - sy) < Math.abs(pa[1] - ey) |
| 108 | ) |
| 109 | ? "push" |
| 110 | : "pull"; |
| 111 | moves.forEach(m => m.action = [{ by: pa, type: actionType }]); |
| 112 | return moves; |
| 113 | } |
| 114 | |
| 115 | // TODO: if type is given, consider only actions of this type |
| 116 | getPactions(sq, color, type) { |
| 117 | const [x, y] = sq; |
| 118 | let moves = []; |
| 119 | let squares = {}; |
| 120 | if (!by) { |
| 121 | const oppCol = V.GetOppCol(color); |
| 122 | // Look in all directions for a "color" piece |
| 123 | for (let step of V.steps[V.KNIGHT]) { |
| 124 | const xx = x + step[0], |
| 125 | yy = y + step[1]; |
| 126 | if ( |
| 127 | V.OnBoard(xx, yy) && |
| 128 | this.getPiece(xx, yy) == V.KNIGHT && |
| 129 | this.getColor(xx, yy) == color |
| 130 | ) { |
| 131 | const px = x - step[0], |
| 132 | py = y - step[1]; |
| 133 | if (V.OnBoard(px, py)) { |
| 134 | if (this.board[px][py] == V.EMPTY) { |
| 135 | const hash = "s" + px + py; |
| 136 | if (!squares[hash]) { |
| 137 | squares[hash] = true; |
| 138 | Array.prototype.push.apply( |
| 139 | moves, |
| 140 | this.getActionMoves([x, y], [px, py], [xx, yy]) |
| 141 | ); |
| 142 | } |
| 143 | else { //add piece doing action |
| 144 | } |
| 145 | } |
| 146 | } else { |
| 147 | const hash = "s" + xx + yy; |
| 148 | if (!squares[hash]) { |
| 149 | squares[hash] = true; |
| 150 | moves.push( |
| 151 | new Move({ |
| 152 | start: { x: x, y: y }, |
| 153 | end: { x: xx, y: yy }, |
| 154 | appear: [], |
| 155 | vanish: [ |
| 156 | new PiPo({ |
| 157 | x: x, |
| 158 | y: y, |
| 159 | p: this.getPiece(x, y), |
| 160 | c: oppCol |
| 161 | }) |
| 162 | ] |
| 163 | }) |
| 164 | ); |
| 165 | } |
| 166 | } |
| 167 | } |
| 168 | } |
| 169 | for (let step in V.steps[V.ROOK]) { |
| 170 | // (+ if color is ours, pawn pushes) king, rook and queen |
| 171 | // --> pawns special case can push from a little distance if on 2nd rank (or 1st rank) |
| 172 | } |
| 173 | for (let step in V.steps[V.BISHOP]) { |
| 174 | // King, bishop, queen, and possibly pawns attacks (if color is enemy) |
| 175 | } |
| 176 | } |
| 177 | return moves; |
| 178 | } |
| 179 | |
| 180 | // NOTE: to push a piece out of the board, make it slide until our piece |
| 181 | // (doing the action, moving or not) |
| 182 | // TODO: for pushes, play the pushed piece first. |
| 183 | // for pulls: play the piece doing the action first |
| 184 | getPotentialMovesFrom([x, y]) { |
| 185 | const color = this.turn; |
| 186 | if (this.getColor(x, y) != color) |
| 187 | // The only moves possible with enemy pieces are pulls and pushes: |
| 188 | return this.getPactions([x, y], color); |
| 189 | // Playing my pieces: either on their own, or pushed by another |
| 190 | // If subTurn == 2 then we should have a first move, |
| 191 | // TODO = use it to allow some type of action |
| 192 | if (this.subTurn == 2) { |
| 193 | return ( |
| 194 | this.moveOnSubturn1.isAnAction |
| 195 | ? super.getPotentialMovesFrom([x, y]) |
| 196 | : this.getPactions([x, y], color, TODO_arg) |
| 197 | ); |
| 198 | } |
| 199 | // Both options are possible at subTurn1: normal move, or push |
| 200 | return ( |
| 201 | super.getPotentialMovesFrom([x, y]) |
| 202 | .concat(this.getPactions([x, y], color, "push")) |
| 203 | // TODO: discard moves that let the king underCheck, and no second |
| 204 | // move can counter check. Example: pinned queen pushes pinned pawn. |
| 205 | .filter(m => { |
| 206 | this.play(m); |
| 207 | const res = this.filterMoves(this.getPotentialMoves(/* TODO: args? */)).length > 0; |
| 208 | this.undo(m); |
| 209 | return res; |
| 210 | }) |
| 211 | ); |
| 212 | } |
| 213 | |
| 214 | // TODO: track rooks locations, should be a field in FEN, in castleflags? |
| 215 | // --> only useful if castleFlags is still ON |
| 216 | getCastleMoves(sq) { |
| 217 | // TODO: if rook1 isn't at its place (with castleFlags ON), set it off |
| 218 | // same for rook2. |
| 219 | let moves = super.getCastleMoves(sq); |
| 220 | // TODO: restore castleFlags |
| 221 | } |
| 222 | |
| 223 | // Does m2 un-do m1 ? (to disallow undoing actions) |
| 224 | oppositeMoves(m1, m2) { |
| 225 | const isEqual = (av1, av2) => { |
| 226 | // Precondition: av1 and av2 length = 2 |
| 227 | for (let av of av1) { |
| 228 | const avInAv2 = av2.find(elt => { |
| 229 | return ( |
| 230 | elt.x == av.x && |
| 231 | elt.y == av.y && |
| 232 | elt.c == av.c && |
| 233 | elt.p == av.p |
| 234 | ); |
| 235 | }); |
| 236 | if (!avInAv2) return false; |
| 237 | } |
| 238 | return true; |
| 239 | }; |
| 240 | return ( |
| 241 | !!m1 && |
| 242 | m1.appear.length == 2 && |
| 243 | m2.appear.length == 2 && |
| 244 | m1.vanish.length == 2 && |
| 245 | m2.vanish.length == 2 && |
| 246 | isEqual(m1.appear, m2.vanish) && |
| 247 | isEqual(m1.vanish, m2.appear) |
| 248 | ); |
| 249 | } |
| 250 | |
| 251 | filterValid(moves) { |
| 252 | if (moves.length == 0) return []; |
| 253 | const color = this.turn; |
| 254 | return moves.filter(m => { |
| 255 | const L = this.amoves.length; //at least 1: init from FEN |
| 256 | return !this.oppositeMoves(this.amoves[L - 1], m); |
| 257 | }); |
| 258 | } |
| 259 | |
| 260 | isAttackedBySlideNJump([x, y], color, piece, steps, oneStep) { |
| 261 | for (let step of steps) { |
| 262 | let rx = x + step[0], |
| 263 | ry = y + step[1]; |
| 264 | while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) { |
| 265 | rx += step[0]; |
| 266 | ry += step[1]; |
| 267 | } |
| 268 | if ( |
| 269 | V.OnBoard(rx, ry) && |
| 270 | this.getPiece(rx, ry) == piece && |
| 271 | this.getColor(rx, ry) == color |
| 272 | ) { |
| 273 | // Now step in the other direction: if end of the world, then attacked |
| 274 | rx = x - step[0]; |
| 275 | ry = y - step[1]; |
| 276 | while ( |
| 277 | V.OnBoard(rx, ry) && |
| 278 | this.board[rx][ry] == V.EMPTY && |
| 279 | !oneStep |
| 280 | ) { |
| 281 | rx -= step[0]; |
| 282 | ry -= step[1]; |
| 283 | } |
| 284 | if (!V.OnBoard(rx, ry)) return true; |
| 285 | } |
| 286 | } |
| 287 | return false; |
| 288 | } |
| 289 | |
| 290 | isAttackedByPawn([x, y], color) { |
| 291 | const lastRank = (color == 'w' ? 0 : 7); |
| 292 | if (y != lastRank) |
| 293 | // The king can be pushed out by a pawn only on last rank |
| 294 | return false; |
| 295 | const pawnShift = (color == "w" ? 1 : -1); |
| 296 | for (let i of [-1, 1]) { |
| 297 | if ( |
| 298 | y + i >= 0 && |
| 299 | y + i < V.size.y && |
| 300 | this.getPiece(x + pawnShift, y + i) == V.PAWN && |
| 301 | this.getColor(x + pawnShift, y + i) == color |
| 302 | ) { |
| 303 | return true; |
| 304 | } |
| 305 | } |
| 306 | return false; |
| 307 | } |
| 308 | |
| 309 | getCurrentScore() { |
| 310 | if (this.subTurn == 2) |
| 311 | // Move not over |
| 312 | return "*"; |
| 313 | return super.getCurrentScore(); |
| 314 | } |
| 315 | |
| 316 | play(move) { |
| 317 | move.flags = JSON.stringify(this.aggregateFlags()); |
| 318 | V.PlayOnBoard(this.board, move); |
| 319 | if (this.subTurn == 1) { |
| 320 | // TODO: is there a second move possible? |
| 321 | // (if the first move is a normal one, there may be no actions available) |
| 322 | // --> If not, just change turn as ion the else {} section |
| 323 | this.subTurn = 2; |
| 324 | this.movesCount++; |
| 325 | } else { |
| 326 | // subTurn == 2 |
| 327 | this.turn = V.GetOppCol(this.turn); |
| 328 | this.subTurn = 1; |
| 329 | } |
| 330 | this.postPlay(move); |
| 331 | } |
| 332 | |
| 333 | updateCastleFlags(move, piece) { |
| 334 | const c = V.GetOppCol(this.turn); |
| 335 | const firstRank = (c == "w" ? V.size.x - 1 : 0); |
| 336 | // Update castling flags if rooks are moved (only) |
| 337 | if (piece == V.KING && move.appear.length > 0) |
| 338 | this.castleFlags[c] = [V.size.y, V.size.y]; |
| 339 | else if ( |
| 340 | move.start.x == firstRank && |
| 341 | this.castleFlags[c].includes(move.start.y) |
| 342 | ) { |
| 343 | const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1); |
| 344 | this.castleFlags[c][flagIdx] = V.size.y; |
| 345 | } |
| 346 | } |
| 347 | |
| 348 | undo(move) { |
| 349 | this.disaggregateFlags(JSON.parse(move.flags)); |
| 350 | V.UndoOnBoard(this.board, move); |
| 351 | if (this.subTurn == 2) { |
| 352 | this.subTurn = 1; |
| 353 | this.movesCount--; |
| 354 | } else { |
| 355 | // subTurn == 1 (after a move played) |
| 356 | this.turn = V.GetOppCol(this.turn); |
| 357 | this.subTurn = 2; |
| 358 | } |
| 359 | this.postUndo(move); |
| 360 | } |
| 361 | }; |