| 1 | class UltimaRules extends ChessRules |
| 2 | { |
| 3 | static getPpath(b) |
| 4 | { |
| 5 | if (b[1] == "m") //'m' for Immobilizer (I is too similar to 1) |
| 6 | return "Ultima/" + b; |
| 7 | return b; //usual piece |
| 8 | } |
| 9 | |
| 10 | initVariables(fen) |
| 11 | { |
| 12 | this.kingPos = {'w':[-1,-1], 'b':[-1,-1]}; |
| 13 | const fenParts = fen.split(" "); |
| 14 | const position = fenParts[0].split("/"); |
| 15 | for (let i=0; i<position.length; i++) |
| 16 | { |
| 17 | let k = 0; |
| 18 | for (let j=0; j<position[i].length; j++) |
| 19 | { |
| 20 | switch (position[i].charAt(j)) |
| 21 | { |
| 22 | case 'k': |
| 23 | this.kingPos['b'] = [i,k]; |
| 24 | break; |
| 25 | case 'K': |
| 26 | this.kingPos['w'] = [i,k]; |
| 27 | break; |
| 28 | default: |
| 29 | let num = parseInt(position[i].charAt(j)); |
| 30 | if (!isNaN(num)) |
| 31 | k += (num-1); |
| 32 | } |
| 33 | k++; |
| 34 | } |
| 35 | } |
| 36 | this.epSquares = []; //no en-passant here |
| 37 | } |
| 38 | |
| 39 | setFlags(fen) |
| 40 | { |
| 41 | // TODO: for compatibility? |
| 42 | this.castleFlags = {"w":[false,false], "b":[false,false]}; |
| 43 | } |
| 44 | |
| 45 | static get IMMOBILIZER() { return 'm'; } |
| 46 | // Although other pieces keep their names here for coding simplicity, |
| 47 | // keep in mind that: |
| 48 | // - a "rook" is a coordinator, capturing by coordinating with the king |
| 49 | // - a "knight" is a long-leaper, capturing as in draughts |
| 50 | // - a "bishop" is a chameleon, capturing as its prey |
| 51 | // - a "queen" is a withdrawer, capturing by moving away from pieces |
| 52 | |
| 53 | getPotentialMovesFrom([x,y]) |
| 54 | { |
| 55 | // Pre-check: is thing on this square immobilized? |
| 56 | // In this case add potential suicide as a move "taking the immobilizer" |
| 57 | const piece = this.getPiece(x,y); |
| 58 | const color = this.getColor(x,y); |
| 59 | const oppCol = this.getOppCol(color); |
| 60 | const V = VariantRules; |
| 61 | const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); |
| 62 | const [sizeX,sizeY] = V.size; |
| 63 | for (let step of adjacentSteps) |
| 64 | { |
| 65 | const [i,j] = [x+step[0],y+step[1]]; |
| 66 | if (i>=0 && i<sizeX && j>=0 && j<sizeY && this.board[i][j] != V.EMPTY |
| 67 | && this.getColor(i,j) == oppCol) |
| 68 | { |
| 69 | const oppPiece = this.getPiece(i,j); |
| 70 | if (oppPiece == V.IMMOBILIZER |
| 71 | || (oppPiece == V.BISHOP && piece == V.IMMOBILIZER)) |
| 72 | { |
| 73 | return [ new Move({ |
| 74 | appear: [], |
| 75 | vanish: [{x:x,y:y,p:piece,c:color}], |
| 76 | start: {x:x,y:y}, |
| 77 | end: {x:i,y:j} |
| 78 | }) ]; |
| 79 | } |
| 80 | } |
| 81 | } |
| 82 | switch (this.getPiece(x,y)) |
| 83 | { |
| 84 | case VariantRules.IMMOBILIZER: |
| 85 | return this.getPotentialImmobilizerMoves([x,y]); |
| 86 | default: |
| 87 | return super.getPotentialMovesFrom([x,y]); |
| 88 | } |
| 89 | } |
| 90 | |
| 91 | getSlideNJumpMoves([x,y], steps, oneStep) |
| 92 | { |
| 93 | const color = this.getColor(x,y); |
| 94 | const piece = this.getPiece(x,y); |
| 95 | let moves = []; |
| 96 | const [sizeX,sizeY] = VariantRules.size; |
| 97 | outerLoop: |
| 98 | for (let step of steps) |
| 99 | { |
| 100 | let i = x + step[0]; |
| 101 | let j = y + step[1]; |
| 102 | while (i>=0 && i<sizeX && j>=0 && j<sizeY |
| 103 | && this.board[i][j] == VariantRules.EMPTY) |
| 104 | { |
| 105 | moves.push(this.getBasicMove([x,y], [i,j])); |
| 106 | if (oneStep !== undefined) |
| 107 | continue outerLoop; |
| 108 | i += step[0]; |
| 109 | j += step[1]; |
| 110 | } |
| 111 | // Only king can take on occupied square: |
| 112 | if (piece==VariantRules.KING && i>=0 && i<sizeX && j>=0 |
| 113 | && j<sizeY && this.canTake([x,y], [i,j])) |
| 114 | { |
| 115 | moves.push(this.getBasicMove([x,y], [i,j])); |
| 116 | } |
| 117 | } |
| 118 | return moves; |
| 119 | } |
| 120 | |
| 121 | // "Pincher" |
| 122 | getPotentialPawnMoves([x,y]) |
| 123 | { |
| 124 | let moves = super.getPotentialRookMoves([x,y]); |
| 125 | // Add captures |
| 126 | moves.forEach(m => { |
| 127 | if (m |
| 128 | }); |
| 129 | } |
| 130 | |
| 131 | // Coordinator |
| 132 | getPotentialRookMoves(sq) |
| 133 | { |
| 134 | const color = this.getColor(sq); |
| 135 | const oppCol = this.getOppCol(color); |
| 136 | const kp = this.kingPos[color]; |
| 137 | let moves = super.getPotentialQueenMoves(sq); |
| 138 | moves.forEach(m => { |
| 139 | // Check piece-king rectangle (if any) corners for enemy pieces |
| 140 | if (m.end.x == kp[0] || m.end.y == kp[1]) |
| 141 | return; //"flat rectangle" |
| 142 | const corner1 = [Math.max(m.end.x,kp[0]), Math.min(m.end.y,kp[1])]; |
| 143 | const corner2 = [Math.min(m.end.x,kp[0]), Math.max(m.end.y,kp[1])]; |
| 144 | for (let [i,j] of [corner1,corner2]) |
| 145 | { |
| 146 | if (this.board[i][j] != VariantRules.EMPTY && this.getColor(i,j) == oppCol) |
| 147 | { |
| 148 | m.vanish.push( new PiPo({ |
| 149 | x:i, |
| 150 | y:j, |
| 151 | p:this.getPiece(i,j), |
| 152 | c:oppCol |
| 153 | }) ); |
| 154 | } |
| 155 | } |
| 156 | }); |
| 157 | return moves; |
| 158 | } |
| 159 | |
| 160 | // Long-leaper |
| 161 | getPotentialKnightMoves([x,y]) |
| 162 | { |
| 163 | let moves = super.getPotentialQueenMoves(sq); |
| 164 | // Look in every direction for captures |
| 165 | const V = VariantRules; |
| 166 | const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); |
| 167 | const [sizeX,sizeY] = V.size; |
| 168 | const color = this.getColor(x,y); |
| 169 | for (let step of steps) |
| 170 | { |
| 171 | let [i,j] = [x+step[0], y+step[1]]; |
| 172 | while (i>=0 && i<sizeX && j>=0 && j<sizeY && this.board[i][j]==V.EMPTY) |
| 173 | { |
| 174 | i += step[0]; |
| 175 | j += step[1]; |
| 176 | } |
| 177 | if (i<0 && i>=sizeX || j<0 || j>=sizeY || this.getColor(i,j)==color) |
| 178 | continue; |
| 179 | // Found an enemy piece: potential capture (if empty space behind) |
| 180 | // So, while we find enemy pieces + space in this direction, add captures! |
| 181 | i += step[0]; |
| 182 | j += step[1]; |
| 183 | while ( ) //TODO: finish........ |
| 184 | } |
| 185 | return moves; |
| 186 | } |
| 187 | |
| 188 | getPotentialBishopMoves(sq) |
| 189 | { |
| 190 | return super.getPotentialQueenMoves(sq); |
| 191 | // TODO: add captures of coordinators,pinchers,withdrawers... by re-using code |
| 192 | } |
| 193 | |
| 194 | getPotentialQueenMoves([x,y]) |
| 195 | { |
| 196 | let moves = super.getPotentialQueenMoves(sq); |
| 197 | const V = VariantRules; |
| 198 | const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); |
| 199 | let capturingDirections = []; |
| 200 | const color = this.getColor(x,y); |
| 201 | const oppCol = this.getOppCol(color); |
| 202 | adjacentSteps.forEach(step => { |
| 203 | const [i,j] = [x+step[0],y+step[1]]; |
| 204 | if (this.board[i][j] != V.EMPTY && this.getColor(i,j) == oppCol) |
| 205 | capturingDirections.push(step); |
| 206 | }); |
| 207 | moves.forEach(m => { |
| 208 | const step = [ |
| 209 | m.end.x!=x ? (m.end.x-x)/Math.abs(m.end.x-x) : 0, |
| 210 | m.end.y!=y ? (m.end.y-y)/Math.abs(m.end.y-y) : 0 |
| 211 | ]; |
| 212 | // NOTE: includes() function does not work on complex array elements |
| 213 | // TODO: this test should be done only once per direction |
| 214 | if (capturingDirection.some(dir => _.isEqual(dir, step))) |
| 215 | { |
| 216 | const [i,j] = [x-step[0],y-step[1]]; |
| 217 | m.vanish.push(new PiPo({ |
| 218 | x:i, |
| 219 | y:j, |
| 220 | p:this.getPiece(i,j), |
| 221 | c:oppCol |
| 222 | })); |
| 223 | } |
| 224 | }); |
| 225 | } |
| 226 | |
| 227 | getPotentialImmobilizerMoves(sq) |
| 228 | { |
| 229 | return super.getPotentialQueenMoves(sq); |
| 230 | } |
| 231 | |
| 232 | getPotentialKingMoves(sq) |
| 233 | { |
| 234 | const V = VariantRules; |
| 235 | return this.getSlideNJumpMoves(sq, |
| 236 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep"); |
| 237 | } |
| 238 | |
| 239 | // isAttacked() is OK because the immobilizer doesn't take |
| 240 | |
| 241 | isAttackedByPawn([x,y], colors) |
| 242 | { |
| 243 | // Square (x,y) must be surrounded by two enemy pieces, |
| 244 | // and one of them at least should be a pawn |
| 245 | return false; |
| 246 | } |
| 247 | |
| 248 | isAttackedByRook(sq, colors) |
| 249 | { |
| 250 | // Enemy king must be on same file and a rook on same row (or reverse) |
| 251 | } |
| 252 | |
| 253 | isAttackedByKnight(sq, colors) |
| 254 | { |
| 255 | // Square (x,y) must be on same line as a knight, |
| 256 | // and there must be empty square(s) behind. |
| 257 | } |
| 258 | |
| 259 | isAttackedByBishop(sq, colors) |
| 260 | { |
| 261 | // switch on piece nature on square sq: a chameleon attack as this piece |
| 262 | // ==> call the appropriate isAttackedBy... (exception of immobilizers) |
| 263 | // Other exception: a chameleon cannot attack a chameleon (seemingly...) |
| 264 | } |
| 265 | |
| 266 | isAttackedByQueen(sq, colors) |
| 267 | { |
| 268 | // Square (x,y) must be adjacent to a queen, and the queen must have |
| 269 | // some free space in the opposite direction from (x,y) |
| 270 | } |
| 271 | |
| 272 | updateVariables(move) |
| 273 | { |
| 274 | // Just update king position |
| 275 | const piece = this.getPiece(move.start.x,move.start.y); |
| 276 | const c = this.getColor(move.start.x,move.start.y); |
| 277 | if (piece == VariantRules.KING && move.appear.length > 0) |
| 278 | { |
| 279 | this.kingPos[c][0] = move.appear[0].x; |
| 280 | this.kingPos[c][1] = move.appear[0].y; |
| 281 | } |
| 282 | } |
| 283 | |
| 284 | static get VALUES() { //TODO: totally experimental! |
| 285 | return { |
| 286 | 'p': 1, |
| 287 | 'r': 2, |
| 288 | 'n': 5, |
| 289 | 'b': 3, |
| 290 | 'q': 3, |
| 291 | 'm': 5, |
| 292 | 'k': 1000 |
| 293 | }; |
| 294 | } |
| 295 | |
| 296 | static get SEARCH_DEPTH() { return 2; } //TODO? |
| 297 | |
| 298 | static GenRandInitFen() |
| 299 | { |
| 300 | let pieces = { "w": new Array(8), "b": new Array(8) }; |
| 301 | // Shuffle pieces on first and last rank |
| 302 | for (let c of ["w","b"]) |
| 303 | { |
| 304 | let positions = _.range(8); |
| 305 | // Get random squares for every piece, totally freely |
| 306 | |
| 307 | let randIndex = _.random(7); |
| 308 | const bishop1Pos = positions[randIndex]; |
| 309 | positions.splice(randIndex, 1); |
| 310 | |
| 311 | randIndex = _.random(6); |
| 312 | const bishop2Pos = positions[randIndex]; |
| 313 | positions.splice(randIndex, 1); |
| 314 | |
| 315 | randIndex = _.random(5); |
| 316 | const knight1Pos = positions[randIndex]; |
| 317 | positions.splice(randIndex, 1); |
| 318 | |
| 319 | randIndex = _.random(4); |
| 320 | const knight2Pos = positions[randIndex]; |
| 321 | positions.splice(randIndex, 1); |
| 322 | |
| 323 | randIndex = _.random(3); |
| 324 | const queenPos = positions[randIndex]; |
| 325 | positions.splice(randIndex, 1); |
| 326 | |
| 327 | randIndex = _.random(2); |
| 328 | const kingPos = positions[randIndex]; |
| 329 | positions.splice(randIndex, 1); |
| 330 | |
| 331 | randIndex = _.random(1); |
| 332 | const rookPos = positions[randIndex]; |
| 333 | positions.splice(randIndex, 1); |
| 334 | const immobilizerPos = positions[0]; |
| 335 | |
| 336 | pieces[c][bishop1Pos] = 'b'; |
| 337 | pieces[c][bishop2Pos] = 'b'; |
| 338 | pieces[c][knight1Pos] = 'n'; |
| 339 | pieces[c][knight2Pos] = 'n'; |
| 340 | pieces[c][queenPos] = 'q'; |
| 341 | pieces[c][kingPos] = 'k'; |
| 342 | pieces[c][rookPos] = 'r'; |
| 343 | pieces[c][immobilizerPos] = 'm'; |
| 344 | } |
| 345 | return pieces["b"].join("") + |
| 346 | "/pppppppp/8/8/8/8/PPPPPPPP/" + |
| 347 | pieces["w"].join("").toUpperCase() + |
| 348 | " 0000"; //TODO: flags?! |
| 349 | } |
| 350 | |
| 351 | getFlagsFen() |
| 352 | { |
| 353 | return "0000"; //TODO: or "-" ? |
| 354 | } |
| 355 | } |