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6e0f2842 | 1 | import { ChessRules, PiPo } from "@/base_rules"; |
e88d69a8 BA |
2 | |
3 | export class KoopaRules extends ChessRules { | |
4 | static get HasEnpassant() { | |
5 | return false; | |
6 | } | |
7 | ||
6e0f2842 | 8 | static get STUNNED() { |
e88d69a8 BA |
9 | return ['s', 'u', 'o', 'c', 't', 'l']; |
10 | } | |
11 | ||
6e0f2842 BA |
12 | static get PIECES() { |
13 | return ChessRules.PIECES.concat(V.STUNNED); | |
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14 | } |
15 | ||
6e0f2842 BA |
16 | static ParseFen(fen) { |
17 | let res = ChessRules.ParseFen(fen); | |
18 | const fenParts = fen.split(" "); | |
19 | res.stunned = fenParts[4]; | |
20 | return res; | |
21 | } | |
22 | ||
23 | static IsGoodFen(fen) { | |
24 | if (!ChessRules.IsGoodFen(fen)) return false; | |
25 | const fenParsed = V.ParseFen(fen); | |
26 | // 5) Check "stunned" | |
27 | if ( | |
28 | !fenParsed.stunned || | |
29 | ( | |
30 | fenParsed.stunned != "-" && | |
31 | !fenParsed.stunned.match(/^([a-h][1-8][1-4],?)*$/) | |
32 | ) | |
33 | ) { | |
34 | return false; | |
35 | } | |
36 | return true; | |
37 | } | |
38 | ||
39 | getPpath(b) { | |
40 | return (V.STUNNED.includes(b[1]) ? "Koopa/" : "") + b; | |
41 | } | |
42 | ||
43 | getFen() { | |
44 | return super.getFen() + " " + this.getStunnedFen(); | |
45 | } | |
46 | ||
47 | getFenForRepeat() { | |
48 | return super.getFenForRepeat() + "_" + this.getStunnedFen(); | |
49 | } | |
50 | ||
51 | getStunnedFen() { | |
52 | return ( | |
53 | Object.keys(this.stunned) | |
54 | .map(square => square + this.stunned[square]) | |
55 | .join(",") | |
56 | ); | |
57 | } | |
58 | ||
59 | // Base GenRandInitFen() is fine because en-passant indicator will | |
60 | // stand for stunned indicator. | |
61 | ||
62 | scanKings(fen) { | |
63 | this.INIT_COL_KING = { w: -1, b: -1 }; | |
64 | // Squares of white and black king: | |
65 | this.kingPos = { w: [-1, -1], b: [-1, -1] }; | |
66 | const fenRows = V.ParseFen(fen).position.split("/"); | |
67 | const startRow = { 'w': V.size.x - 1, 'b': 0 }; | |
68 | for (let i = 0; i < fenRows.length; i++) { | |
69 | let k = 0; //column index on board | |
70 | for (let j = 0; j < fenRows[i].length; j++) { | |
71 | switch (fenRows[i].charAt(j)) { | |
72 | case "k": | |
73 | case "l": | |
74 | this.kingPos["b"] = [i, k]; | |
75 | this.INIT_COL_KING["b"] = k; | |
76 | break; | |
77 | case "K": | |
78 | case "L": | |
79 | this.kingPos["w"] = [i, k]; | |
80 | this.INIT_COL_KING["w"] = k; | |
81 | break; | |
82 | default: { | |
83 | const num = parseInt(fenRows[i].charAt(j)); | |
84 | if (!isNaN(num)) k += num - 1; | |
85 | } | |
86 | } | |
87 | k++; | |
88 | } | |
89 | } | |
90 | } | |
91 | ||
92 | setOtherVariables(fen) { | |
93 | super.setOtherVariables(fen); | |
94 | let stunnedArray = []; | |
95 | const stunnedFen = V.ParseFen(fen).stunned; | |
96 | if (stunnedFen != "-") { | |
97 | stunnedArray = | |
98 | stunnedFen | |
99 | .split(",") | |
100 | .map(s => { | |
101 | return { | |
102 | square: s.substr(0, 2), | |
103 | state: parseInt(s[2]) | |
104 | }; | |
105 | }); | |
106 | } | |
107 | this.stunned = {}; | |
108 | stunnedArray.forEach(s => { | |
109 | this.stunned[s.square] = s.state; | |
110 | }); | |
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111 | } |
112 | ||
113 | getNormalizedStep(step) { | |
114 | const [deltaX, deltaY] = [Math.abs(step[0]), Math.abs(step[1])]; | |
115 | if (deltaX == 0 || deltaY == 0 || deltaX == deltaY) | |
116 | return [step[0] / deltaX || 0, step[1] / deltaY || 0]; | |
117 | // Knight: | |
118 | const divisor = Math.min(deltaX, deltaY) | |
119 | return [step[0] / divisor, step[1] / divisor]; | |
120 | } | |
121 | ||
122 | getPotentialMovesFrom([x, y]) { | |
123 | let moves = super.getPotentialMovesFrom([x, y]); | |
124 | // Complete moves: stuns & kicks | |
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125 | let promoteAfterStun = []; |
126 | const color = this.turn; | |
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127 | moves.forEach(m => { |
128 | if (m.vanish.length == 2 && m.appear.length == 1) { | |
129 | const step = | |
130 | this.getNormalizedStep([m.end.x - m.start.x, m.end.y - m.start.y]); | |
131 | // "Capture" something: is target stunned? | |
6e0f2842 | 132 | if (V.STUNNED.includes(m.vanish[1].p)) { |
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133 | // Kick it: continue movement in the same direction, |
134 | // destroying all on its path. | |
135 | let [i, j] = [m.end.x + step[0], m.end.y + step[1]]; | |
136 | while (V.OnBoard(i, j)) { | |
137 | if (this.board[i][j] != V.EMPTY) { | |
138 | m.vanish.push( | |
139 | new PiPo({ | |
140 | x: i, | |
141 | y: j, | |
142 | c: this.getColor(i, j), | |
143 | p: this.getPiece(i, j) | |
144 | }) | |
145 | ); | |
146 | } | |
147 | i += step[0]; | |
148 | j += step[1]; | |
149 | } | |
150 | } | |
151 | else { | |
152 | // The piece is now stunned | |
6e0f2842 | 153 | m.appear.push(JSON.parse(JSON.stringify(m.vanish[1]))); |
e88d69a8 | 154 | const pIdx = ChessRules.PIECES.findIndex(p => p == m.appear[1].p); |
6e0f2842 | 155 | m.appear[1].p = V.STUNNED[pIdx]; |
e88d69a8 BA |
156 | // And the capturer continue in the same direction until an empty |
157 | // square or the edge of the board, maybe stunning other pieces. | |
158 | let [i, j] = [m.end.x + step[0], m.end.y + step[1]]; | |
159 | while (V.OnBoard(i, j) && this.board[i][j] != V.EMPTY) { | |
160 | const colIJ = this.getColor(i, j); | |
161 | const pieceIJ = this.getPiece(i, j); | |
6e0f2842 BA |
162 | let pIdx = ChessRules.PIECES.findIndex(p => p == pieceIJ); |
163 | if (pIdx >= 0) { | |
164 | // The piece isn't already stunned | |
165 | m.vanish.push( | |
166 | new PiPo({ | |
167 | x: i, | |
168 | y: j, | |
169 | c: colIJ, | |
170 | p: pieceIJ | |
171 | }) | |
172 | ); | |
173 | m.appear.push( | |
174 | new PiPo({ | |
175 | x: i, | |
176 | y: j, | |
177 | c: colIJ, | |
178 | p: V.STUNNED[pIdx] | |
179 | }) | |
180 | ); | |
181 | } | |
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182 | i += step[0]; |
183 | j += step[1]; | |
184 | } | |
185 | if (V.OnBoard(i, j)) { | |
186 | m.appear[0].x = i; | |
187 | m.appear[0].y = j; | |
188 | // Is it a pawn on last rank? | |
6e0f2842 BA |
189 | if ((color == 'w' && i == 0) || (color == 'b' && i == 7)) { |
190 | m.appear[0].p = V.ROOK; | |
191 | for (let ppiece of [V.KNIGHT, V.BISHOP, V.QUEEN]) { | |
192 | let mp = JSON.parse(JSON.stringify(m)); | |
193 | mp.appear[0].p = ppiece; | |
194 | promoteAfterStun.push(mp); | |
195 | } | |
196 | } | |
e88d69a8 | 197 | } |
6e0f2842 | 198 | else |
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199 | // The piece is out |
200 | m.appear.shift(); | |
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201 | } |
202 | } | |
203 | }); | |
6e0f2842 | 204 | return moves.concat(promoteAfterStun); |
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205 | } |
206 | ||
207 | filterValid(moves) { | |
208 | // Forbid kicking own king out | |
209 | const color = this.turn; | |
210 | return moves.filter(m => { | |
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211 | const kingAppear = m.appear.some(a => a.c == color && a.p == V.KING); |
212 | return m.vanish.every(v => { | |
213 | return ( | |
214 | v.c != color || | |
215 | !["k", "l"].includes(v.p) || | |
216 | (v.p == "k" && kingAppear) | |
217 | ); | |
218 | }); | |
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219 | }); |
220 | } | |
221 | ||
222 | getCheckSquares() { | |
223 | return []; | |
224 | } | |
225 | ||
226 | getCurrentScore() { | |
227 | if (this.kingPos['w'][0] < 0) return "0-1"; | |
228 | if (this.kingPos['b'][0] < 0) return "1-0"; | |
229 | if (!this.atLeastOneMove()) return "1/2"; | |
230 | return "*"; | |
231 | } | |
232 | ||
233 | postPlay(move) { | |
6e0f2842 BA |
234 | // Base method is fine because a stunned king (which won't be detected) |
235 | // can still castle after going back to normal. | |
236 | super.postPlay(move); | |
237 | const kIdx = move.vanish.findIndex(v => v.p == "l"); | |
238 | if (kIdx >= 0) | |
239 | // A stunned king vanish (game over) | |
240 | this.kingPos[move.vanish[kIdx].c] = [-1, -1]; | |
241 | move.stunned = JSON.stringify(this.stunned); | |
242 | // Array of stunned stage 1 pieces (just back to normal then) | |
243 | Object.keys(this.stunned).forEach(square => { | |
244 | // All (formerly) stunned pieces progress by 1 level, if still on board | |
245 | const coords = V.SquareToCoords(square); | |
246 | const [x, y] = [coords.x, coords.y]; | |
247 | if (V.STUNNED.includes(this.board[x][y][1])) { | |
248 | // Stunned piece still on board | |
249 | this.stunned[square]--; | |
250 | if (this.stunned[square] == 0) { | |
251 | delete this.stunned[square]; | |
252 | const color = this.getColor(x, y); | |
253 | const piece = this.getPiece(x, y); | |
254 | const pIdx = V.STUNNED.findIndex(p => p == piece); | |
255 | this.board[x][y] = color + ChessRules.PIECES[pIdx]; | |
256 | } | |
257 | } | |
258 | else delete this.stunned[square]; | |
259 | }); | |
260 | // Any new stunned pieces? | |
261 | move.appear.forEach(a => { | |
262 | if (V.STUNNED.includes(a.p)) | |
263 | // Set to maximum stun level: | |
264 | this.stunned[V.CoordsToSquare({ x: a.x, y: a.y })] = 4; | |
265 | }); | |
e88d69a8 BA |
266 | } |
267 | ||
268 | postUndo(move) { | |
6e0f2842 BA |
269 | super.postUndo(move); |
270 | const kIdx = move.vanish.findIndex(v => v.p == "l"); | |
271 | if (kIdx >= 0) { | |
272 | // A stunned king vanished | |
273 | this.kingPos[move.vanish[kIdx].c] = | |
274 | [move.vanish[kIdx].x, move.vanish[kIdx].y]; | |
275 | } | |
276 | this.stunned = JSON.parse(move.stunned); | |
277 | for (let i=0; i<8; i++) { | |
278 | for (let j=0; j<8; j++) { | |
279 | const square = V.CoordsToSquare({ x: i, y: j }); | |
280 | const pieceIJ = this.getPiece(i, j); | |
281 | if (!this.stunned[square]) { | |
282 | const pIdx = V.STUNNED.findIndex(p => p == pieceIJ); | |
283 | if (pIdx >= 0) | |
284 | this.board[i][j] = this.getColor(i, j) + ChessRules.PIECES[pIdx]; | |
285 | } | |
286 | else { | |
287 | const pIdx = ChessRules.PIECES.findIndex(p => p == pieceIJ); | |
288 | if (pIdx >= 0) | |
289 | this.board[i][j] = this.getColor(i, j) + V.STUNNED[pIdx]; | |
290 | } | |
291 | } | |
292 | } | |
293 | } | |
294 | ||
295 | static get VALUES() { | |
296 | return Object.assign( | |
297 | { | |
298 | s: 1, | |
299 | u: 5, | |
300 | o: 3, | |
301 | c: 3, | |
302 | t: 9, | |
303 | l: 1000 | |
304 | }, | |
305 | ChessRules.VALUES | |
306 | ); | |
307 | } | |
308 | ||
309 | static get SEARCH_DEPTH() { | |
310 | return 2; | |
311 | } | |
312 | ||
313 | getNotation(move) { | |
314 | if ( | |
315 | move.appear.length == 2 && | |
316 | move.vanish.length == 2 && | |
317 | move.appear.concat(move.vanish).every( | |
318 | av => ChessRules.PIECES.includes(av.p)) && | |
319 | move.appear[0].p == V.KING | |
320 | ) { | |
321 | if (move.end.y < move.start.y) return "0-0-0"; | |
322 | return "0-0"; | |
323 | } | |
324 | const finalSquare = V.CoordsToSquare(move.end); | |
325 | const piece = this.getPiece(move.start.x, move.start.y); | |
326 | const captureMark = move.vanish.length >= 2 ? "x" : ""; | |
327 | let pawnMark = ""; | |
328 | if (piece == 'p' && captureMark.length == 1) | |
329 | pawnMark = V.CoordToColumn(move.start.y); //start column | |
330 | // Piece or pawn movement | |
331 | let notation = | |
332 | (piece == V.PAWN ? pawnMark : piece.toUpperCase()) + | |
333 | captureMark + finalSquare; | |
334 | if ( | |
335 | piece == 'p' && | |
336 | move.appear[0].c == move.vanish[0].c && | |
337 | move.appear[0].p != 'p' | |
338 | ) { | |
339 | // Promotion | |
340 | notation += "=" + move.appear[0].p.toUpperCase(); | |
341 | } | |
342 | return notation; | |
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343 | } |
344 | }; |