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1 | import { ChessRules, PiPo, Move } from "@/base_rules"; |
2 | ||
9618937e | 3 | export const VariantRules = class Allmate1Rules extends ChessRules { |
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4 | static get HasEnpassant() { |
5 | return false; | |
6 | } | |
7 | ||
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8 | getCheckSquares() { |
9 | // No notion of check | |
10 | return []; | |
11 | } | |
12 | ||
13 | static GenRandInitFen() { | |
14 | return ChessRules.GenRandInitFen().replace(/ -$/, ""); | |
15 | } | |
16 | ||
17 | getPotentialMovesFrom([x, y]) { | |
18 | let moves = super.getPotentialMovesFrom([x, y]); | |
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19 | // Remove standard captures (without removing castling): |
20 | moves = moves.filter(m => { | |
21 | return m.vanish.length == 1 || m.appear.length == 2; | |
22 | }); | |
e9b736ee BA |
23 | |
24 | // Augment moves with "mate-captures": | |
25 | // TODO: this is coded in a highly inefficient way... | |
26 | const color = this.turn; | |
27 | const oppCol = V.GetOppCol(this.turn); | |
28 | moves.forEach(m => { | |
29 | this.play(m); | |
30 | ||
31 | // 1) What is attacked? | |
32 | let attacked = {}; | |
33 | for (let i=0; i<V.size.x; i++) { | |
34 | for (let j=0; j<V.size.y; j++) { | |
35 | if (this.getColor(i,j) == oppCol && this.isAttacked([i,j], [color])) | |
36 | attacked[i+"_"+j] = [i,j]; | |
37 | } | |
38 | } | |
39 | ||
40 | // 2) Among attacked pieces, which cannot escape capture? | |
41 | // Avoid "oppMoves = this.getAllValidMoves();" => infinite recursion | |
42 | outerLoop: for (let i=0; i<V.size.x; i++) { | |
43 | for (let j=0; j<V.size.y; j++) { | |
44 | if (this.getColor(i,j) == oppCol) { | |
45 | let oppMoves = []; | |
46 | switch (this.getPiece(i, j)) { | |
47 | case V.PAWN: | |
48 | oppMoves = this.getPotentialPawnMoves([i, j]); | |
49 | break; | |
50 | case V.ROOK: | |
51 | oppMoves = this.getPotentialRookMoves([i, j]); | |
52 | break; | |
53 | case V.KNIGHT: | |
54 | oppMoves = this.getPotentialKnightMoves([i, j]); | |
55 | break; | |
56 | case V.BISHOP: | |
57 | oppMoves = this.getPotentialBishopMoves([i, j]); | |
58 | break; | |
59 | case V.QUEEN: | |
60 | oppMoves = this.getPotentialQueenMoves([i, j]); | |
61 | break; | |
62 | case V.KING: | |
63 | oppMoves = this.getPotentialKingMoves([i, j]); | |
64 | break; | |
65 | } | |
66 | for (let om of oppMoves) { | |
67 | V.PlayOnBoard(this.board, om); | |
68 | Object.values(attacked).forEach(sq => { | |
69 | const origSq = [sq[0], sq[1]]; | |
70 | if (om.start.x == sq[0] && om.start.y == sq[1]) | |
71 | // Piece moved: | |
72 | sq = [om.appear[0].x, om.appear[0].y]; | |
73 | if (!this.isAttacked(sq, [color])) | |
74 | delete attacked[origSq[0]+"_"+origSq[1]]; | |
75 | }); | |
76 | V.UndoOnBoard(this.board, om); | |
77 | if (Object.keys(attacked).length == 0) | |
78 | // No need to explore more moves | |
79 | break outerLoop; | |
80 | } | |
81 | } | |
82 | } | |
83 | } | |
84 | ||
85 | // 3) Add mate-captures: | |
86 | Object.values(attacked).forEach(sq => { | |
87 | m.vanish.push(new PiPo({ | |
88 | x: sq[0], | |
89 | y: sq[1], | |
90 | c: oppCol, | |
91 | p: this.getPiece(sq[0], sq[1]) | |
92 | })); | |
93 | }); | |
94 | ||
95 | this.undo(m); | |
96 | }); | |
97 | ||
98 | return moves; | |
99 | } | |
100 | ||
101 | // No "under check" conditions in castling | |
102 | getCastleMoves([x, y]) { | |
103 | const c = this.getColor(x, y); | |
104 | if (x != (c == "w" ? V.size.x - 1 : 0) || y != this.INIT_COL_KING[c]) | |
105 | return []; //x isn't first rank, or king has moved (shortcut) | |
106 | ||
107 | // Castling ? | |
108 | const oppCol = V.GetOppCol(c); | |
109 | let moves = []; | |
110 | let i = 0; | |
111 | // King, then rook: | |
112 | const finalSquares = [ | |
113 | [2, 3], | |
114 | [V.size.y - 2, V.size.y - 3] | |
115 | ]; | |
116 | castlingCheck: for ( | |
117 | let castleSide = 0; | |
118 | castleSide < 2; | |
119 | castleSide++ //large, then small | |
120 | ) { | |
121 | if (!this.castleFlags[c][castleSide]) continue; | |
122 | // If this code is reached, rooks and king are on initial position | |
123 | ||
124 | // Nothing on the path of the king ? (and no checks) | |
125 | const finDist = finalSquares[castleSide][0] - y; | |
126 | let step = finDist / Math.max(1, Math.abs(finDist)); | |
127 | for (let i = y; i != finalSquares[castleSide][0]; i += step) { | |
128 | if ( | |
129 | this.board[x][i] != V.EMPTY && | |
130 | // NOTE: next check is enough, because of chessboard constraints | |
131 | (this.getColor(x, i) != c || | |
132 | ![V.KING, V.ROOK].includes(this.getPiece(x, i))) | |
133 | ) { | |
134 | continue castlingCheck; | |
135 | } | |
136 | } | |
137 | ||
138 | // Nothing on the path to the rook? | |
139 | step = castleSide == 0 ? -1 : 1; | |
140 | for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step) { | |
141 | if (this.board[x][i] != V.EMPTY) continue castlingCheck; | |
142 | } | |
143 | const rookPos = this.INIT_COL_ROOK[c][castleSide]; | |
144 | ||
145 | // Nothing on final squares, except maybe king and castling rook? | |
146 | for (i = 0; i < 2; i++) { | |
147 | if ( | |
148 | this.board[x][finalSquares[castleSide][i]] != V.EMPTY && | |
149 | this.getPiece(x, finalSquares[castleSide][i]) != V.KING && | |
150 | finalSquares[castleSide][i] != rookPos | |
151 | ) { | |
152 | continue castlingCheck; | |
153 | } | |
154 | } | |
155 | ||
156 | // If this code is reached, castle is valid | |
157 | moves.push( | |
158 | new Move({ | |
159 | appear: [ | |
160 | new PiPo({ x: x, y: finalSquares[castleSide][0], p: V.KING, c: c }), | |
161 | new PiPo({ x: x, y: finalSquares[castleSide][1], p: V.ROOK, c: c }) | |
162 | ], | |
163 | vanish: [ | |
164 | new PiPo({ x: x, y: y, p: V.KING, c: c }), | |
165 | new PiPo({ x: x, y: rookPos, p: V.ROOK, c: c }) | |
166 | ], | |
167 | end: | |
168 | Math.abs(y - rookPos) <= 2 | |
169 | ? { x: x, y: rookPos } | |
170 | : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } | |
171 | }) | |
172 | ); | |
173 | } | |
174 | ||
175 | return moves; | |
176 | } | |
177 | ||
54b7b81b | 178 | // TODO: allow pieces to "commit suicide"? (Currently yes except king) |
e9b736ee | 179 | filterValid(moves) { |
54b7b81b BA |
180 | // Remove moves which let the king mate-captured: |
181 | if (moves.length == 0) return []; | |
182 | const color = this.turn; | |
183 | const oppCol = V.GetOppCol(color); | |
184 | return moves.filter(m => { | |
185 | let res = true; | |
186 | this.play(m); | |
187 | if (this.underCheck(color)) { | |
188 | res = false; | |
189 | const attacked = this.kingPos[color]; | |
190 | // Try to find a move to escape check | |
191 | // TODO: very inefficient method. | |
192 | outerLoop: for (let i=0; i<V.size.x; i++) { | |
193 | for (let j=0; j<V.size.y; j++) { | |
194 | if (this.getColor(i,j) == color) { | |
195 | let emoves = []; | |
196 | // Artficial turn change to "play twice": | |
197 | this.turn = color; | |
198 | switch (this.getPiece(i, j)) { | |
199 | case V.PAWN: | |
200 | emoves = this.getPotentialPawnMoves([i, j]); | |
201 | break; | |
202 | case V.ROOK: | |
203 | emoves = this.getPotentialRookMoves([i, j]); | |
204 | break; | |
205 | case V.KNIGHT: | |
206 | emoves = this.getPotentialKnightMoves([i, j]); | |
207 | break; | |
208 | case V.BISHOP: | |
209 | emoves = this.getPotentialBishopMoves([i, j]); | |
210 | break; | |
211 | case V.QUEEN: | |
212 | emoves = this.getPotentialQueenMoves([i, j]); | |
213 | break; | |
214 | case V.KING: | |
215 | emoves = this.getPotentialKingMoves([i, j]); | |
216 | break; | |
217 | } | |
218 | this.turn = oppCol; | |
219 | for (let em of emoves) { | |
220 | V.PlayOnBoard(this.board, em); | |
221 | let sq = attacked; | |
222 | if (em.start.x == attacked[0] && em.start.y == attacked[1]) | |
223 | // King moved: | |
224 | sq = [em.appear[0].x, em.appear[0].y]; | |
225 | if (!this.isAttacked(sq, [oppCol])) | |
226 | res = true; | |
227 | V.UndoOnBoard(this.board, em); | |
228 | if (res) | |
229 | // No need to explore more moves | |
230 | break outerLoop; | |
231 | } | |
232 | } | |
233 | } | |
234 | } | |
235 | } | |
236 | this.undo(m); | |
237 | return res; | |
238 | }); | |
e9b736ee BA |
239 | } |
240 | ||
241 | updateVariables(move) { | |
242 | super.updateVariables(move); | |
094e11f2 BA |
243 | const color = V.GetOppCol(this.turn); |
244 | if (move.vanish.length >= 2 && move.appear.length == 1) { | |
245 | move.vanish.forEach(v => { | |
246 | if (v.c == color) | |
247 | return; | |
248 | // Did opponent king disappeared? | |
249 | if (v.p == V.KING) | |
250 | this.kingPos[this.turn] = [-1, -1]; | |
251 | // Or maybe a rook? | |
252 | else if (v.p == V.ROOK) { | |
253 | if (v.y < this.INIT_COL_KING[v.c]) | |
254 | this.castleFlags[v.c][0] = false; | |
255 | else | |
256 | // v.y > this.INIT_COL_KING[v.c] | |
257 | this.castleFlags[v.c][1] = false; | |
258 | } | |
259 | }); | |
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260 | } |
261 | } | |
262 | ||
263 | unupdateVariables(move) { | |
264 | super.unupdateVariables(move); | |
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265 | const color = this.turn; |
266 | if (move.vanish.length >= 2 && move.appear.length == 1) { | |
e9b736ee | 267 | // Did opponent king disappeared? |
094e11f2 BA |
268 | const psq = move.vanish.find(v => v.p == V.KING && v.c != color) |
269 | if (psq) | |
270 | this.kingPos[psq.c] = [psq.x, psq.y]; | |
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271 | } |
272 | } | |
273 | ||
274 | getCurrentScore() { | |
275 | const color = this.turn; | |
276 | const kp = this.kingPos[color]; | |
277 | if (kp[0] < 0) | |
278 | // King disappeared | |
279 | return color == "w" ? "0-1" : "1-0"; | |
280 | if (this.atLeastOneMove()) | |
281 | return "*"; | |
282 | // Kings still there, no moves: | |
283 | return "1/2"; | |
284 | } | |
285 | ||
286 | static get SEARCH_DEPTH() { | |
287 | return 2; | |
288 | } | |
289 | ||
290 | getNotation(move) { | |
291 | let notation = super.getNotation(move); | |
292 | // Add a capture mark (not describing what is captured...): | |
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293 | if (move.vanish.length > 1 && move.appear.length == 1) { |
294 | if (notation.match(/^[a-h]x/)) | |
295 | // Pawn capture: remove initial "b" in bxc4 for example | |
296 | notation = notation.substr(1); | |
297 | notation = notation.replace("x","") + "X"; | |
54b7b81b | 298 | } |
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299 | return notation; |
300 | } | |
301 | }; |