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c3a86f01 BA |
1 | import { ChessRules, PiPo, Move } from "@/base_rules"; |
2 | import { ArrayFun } from "@/utils/array"; | |
3 | import { randInt } from "@/utils/alea"; | |
4 | ||
5 | // TODO: | |
6 | ||
c322a844 | 7 | export const VariantRules = class WormholeRules extends ChessRules { |
c3a86f01 BA |
8 | static get HasFlags() { |
9 | return false; | |
10 | } | |
11 | ||
12 | static get HasEnpassant() { | |
13 | return false; | |
14 | } | |
15 | ||
16 | // Analyse in Hidden mode makes no sense | |
17 | static get CanAnalyze() { | |
18 | return false; | |
19 | } | |
20 | ||
21 | // Moves are revealed only when game ends | |
22 | static get ShowMoves() { | |
23 | return "none"; | |
24 | } | |
25 | ||
26 | static get HIDDEN_DECODE() { | |
27 | return { | |
28 | s: "p", | |
29 | t: "q", | |
30 | u: "r", | |
31 | c: "b", | |
32 | o: "n", | |
33 | l: "k" | |
34 | }; | |
35 | } | |
36 | static get HIDDEN_CODE() { | |
37 | return { | |
38 | p: "s", | |
39 | q: "t", | |
40 | r: "u", | |
41 | b: "c", | |
42 | n: "o", | |
43 | k: "l" | |
44 | }; | |
45 | } | |
46 | ||
47 | // Turn a hidden piece or revealed piece into revealed piece: | |
48 | static Decode(p) { | |
49 | if (Object.keys(V.HIDDEN_DECODE).includes(p)) | |
50 | return V.HIDDEN_DECODE[p]; | |
51 | return p; | |
52 | } | |
53 | ||
54 | static get PIECES() { | |
55 | return ChessRules.PIECES.concat(Object.values(V.HIDDEN_CODE)); | |
56 | } | |
57 | ||
58 | // Pieces can be hidden :) | |
59 | getPiece(i, j) { | |
60 | const piece = this.board[i][j].charAt(1); | |
61 | if (Object.keys(V.HIDDEN_DECODE).includes(piece)) | |
62 | return V.HIDDEN_DECODE[piece]; | |
63 | return piece; | |
64 | } | |
65 | ||
66 | // Scan board for kings positions (no castling) | |
67 | scanKingsRooks(fen) { | |
68 | this.kingPos = { w: [-1, -1], b: [-1, -1] }; | |
69 | const fenRows = V.ParseFen(fen).position.split("/"); | |
70 | for (let i = 0; i < fenRows.length; i++) { | |
71 | let k = 0; //column index on board | |
72 | for (let j = 0; j < fenRows[i].length; j++) { | |
73 | switch (fenRows[i].charAt(j)) { | |
74 | case "k": | |
75 | case "l": | |
76 | this.kingPos["b"] = [i, k]; | |
77 | break; | |
78 | case "K": | |
79 | case "L": | |
80 | this.kingPos["w"] = [i, 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 | getPpath(b, color, score) { | |
93 | if (Object.keys(V.HIDDEN_DECODE).includes(b[1])) { | |
94 | // Supposed to be hidden. | |
95 | if (score == "*" && (!color || color != b[0])) | |
96 | return "Hidden/" + b[0] + "p"; | |
97 | // Else: condition OK to show the piece | |
98 | return b[0] + V.HIDDEN_DECODE[b[1]]; | |
99 | } | |
100 | // The piece is already not supposed to be hidden: | |
101 | return b; | |
102 | } | |
103 | ||
104 | getBasicMove([sx, sy], [ex, ey], tr) { | |
105 | if ( | |
106 | tr && | |
107 | Object.keys(V.HIDDEN_DECODE).includes(this.board[sx][sy].charAt(1)) | |
108 | ) { | |
109 | // The transformed piece is a priori hidden | |
110 | tr.p = V.HIDDEN_CODE[tr.p]; | |
111 | } | |
112 | let mv = new Move({ | |
113 | appear: [ | |
114 | new PiPo({ | |
115 | x: ex, | |
116 | y: ey, | |
117 | c: tr ? tr.c : this.getColor(sx, sy), | |
118 | p: tr ? tr.p : this.board[sx][sy].charAt(1) | |
119 | }) | |
120 | ], | |
121 | vanish: [ | |
122 | new PiPo({ | |
123 | x: sx, | |
124 | y: sy, | |
125 | c: this.getColor(sx, sy), | |
126 | p: this.board[sx][sy].charAt(1) | |
127 | }) | |
128 | ] | |
129 | }); | |
130 | ||
131 | // The opponent piece disappears if we take it | |
132 | if (this.board[ex][ey] != V.EMPTY) { | |
133 | mv.vanish.push( | |
134 | new PiPo({ | |
135 | x: ex, | |
136 | y: ey, | |
137 | c: this.getColor(ex, ey), | |
138 | p: this.board[ex][ey].charAt(1) | |
139 | }) | |
140 | ); | |
141 | // Pieces are revealed when they capture | |
142 | mv.appear[0].p = V.Decode(mv.appear[0].p); | |
143 | } | |
144 | ||
145 | return mv; | |
146 | } | |
147 | ||
148 | // What are the king moves from square x,y ? | |
149 | getPotentialKingMoves(sq) { | |
150 | // No castling: | |
151 | return this.getSlideNJumpMoves( | |
152 | sq, | |
153 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]), | |
154 | "oneStep" | |
155 | ); | |
156 | } | |
157 | ||
158 | filterValid(moves) { | |
159 | return moves; | |
160 | } | |
161 | ||
162 | static GenRandInitFen() { | |
163 | let pieces = { w: new Array(8), b: new Array(8) }; | |
164 | // Shuffle pieces + pawns on two first ranks | |
165 | for (let c of ["w", "b"]) { | |
166 | let positions = ArrayFun.range(16); | |
167 | ||
168 | // Get random squares for bishops | |
169 | let randIndex = 2 * randInt(8); | |
170 | const bishop1Pos = positions[randIndex]; | |
171 | // The second bishop must be on a square of different color | |
172 | let randIndex_tmp = 2 * randInt(8) + 1; | |
173 | const bishop2Pos = positions[randIndex_tmp]; | |
174 | // Remove chosen squares | |
175 | positions.splice(Math.max(randIndex, randIndex_tmp), 1); | |
176 | positions.splice(Math.min(randIndex, randIndex_tmp), 1); | |
177 | ||
178 | // Get random squares for knights | |
179 | randIndex = randInt(14); | |
180 | const knight1Pos = positions[randIndex]; | |
181 | positions.splice(randIndex, 1); | |
182 | randIndex = randInt(13); | |
183 | const knight2Pos = positions[randIndex]; | |
184 | positions.splice(randIndex, 1); | |
185 | ||
186 | // Get random squares for rooks | |
187 | randIndex = randInt(12); | |
188 | const rook1Pos = positions[randIndex]; | |
189 | positions.splice(randIndex, 1); | |
190 | randIndex = randInt(11); | |
191 | const rook2Pos = positions[randIndex]; | |
192 | positions.splice(randIndex, 1); | |
193 | ||
194 | // Get random square for queen | |
195 | randIndex = randInt(10); | |
196 | const queenPos = positions[randIndex]; | |
197 | positions.splice(randIndex, 1); | |
198 | ||
199 | // Get random square for king | |
200 | randIndex = randInt(9); | |
201 | const kingPos = positions[randIndex]; | |
202 | positions.splice(randIndex, 1); | |
203 | ||
204 | // Pawns position are all remaining slots: | |
205 | for (let p of positions) | |
206 | pieces[c][p] = "s"; | |
207 | ||
208 | // Finally put the shuffled pieces in the board array | |
209 | pieces[c][rook1Pos] = "u"; | |
210 | pieces[c][knight1Pos] = "o"; | |
211 | pieces[c][bishop1Pos] = "c"; | |
212 | pieces[c][queenPos] = "t"; | |
213 | pieces[c][kingPos] = "l"; | |
214 | pieces[c][bishop2Pos] = "c"; | |
215 | pieces[c][knight2Pos] = "o"; | |
216 | pieces[c][rook2Pos] = "u"; | |
217 | } | |
218 | let upFen = pieces["b"].join(""); | |
219 | upFen = upFen.substr(0,8) + "/" + upFen.substr(8).split("").reverse().join(""); | |
220 | let downFen = pieces["b"].join("").toUpperCase(); | |
221 | downFen = downFen.substr(0,8) + "/" + downFen.substr(8).split("").reverse().join(""); | |
222 | return upFen + "/8/8/8/8/" + downFen + " w 0"; | |
223 | } | |
224 | ||
225 | getCheckSquares() { | |
226 | return []; | |
227 | } | |
228 | ||
229 | updateVariables(move) { | |
230 | super.updateVariables(move); | |
231 | if ( | |
232 | move.vanish.length >= 2 && | |
233 | [V.KING,V.HIDDEN_CODE[V.KING]].includes(move.vanish[1].p) | |
234 | ) { | |
235 | // We took opponent king | |
236 | this.kingPos[this.turn] = [-1, -1]; | |
237 | } | |
238 | } | |
239 | ||
240 | unupdateVariables(move) { | |
241 | super.unupdateVariables(move); | |
242 | const c = move.vanish[0].c; | |
243 | const oppCol = V.GetOppCol(c); | |
244 | if (this.kingPos[oppCol][0] < 0) | |
245 | // Last move took opponent's king: | |
246 | this.kingPos[oppCol] = [move.vanish[1].x, move.vanish[1].y]; | |
247 | } | |
248 | ||
249 | getCurrentScore() { | |
250 | const color = this.turn; | |
251 | const kp = this.kingPos[color]; | |
252 | if (kp[0] < 0) | |
253 | // King disappeared | |
254 | return color == "w" ? "0-1" : "1-0"; | |
255 | // Assume that stalemate is impossible: | |
256 | return "*"; | |
257 | } | |
258 | ||
259 | getComputerMove() { | |
260 | const color = this.turn; | |
261 | let moves = this.getAllValidMoves(); | |
262 | for (let move of moves) { | |
263 | move.eval = 0; //a priori... | |
264 | ||
265 | // Can I take something ? If yes, do it with some probability | |
266 | if (move.vanish.length == 2 && move.vanish[1].c != color) { | |
267 | // OK this isn't a castling move | |
268 | const myPieceVal = V.VALUES[move.appear[0].p]; | |
269 | const hisPieceVal = Object.keys(V.HIDDEN_DECODE).includes(move.vanish[1].p) | |
270 | ? undefined | |
271 | : V.VALUES[move.vanish[1].p]; | |
272 | if (!hisPieceVal) { | |
273 | // Opponent's piece is unknown: do not take too much risk | |
274 | move.eval = -myPieceVal + 1.5; //so that pawns always take | |
275 | } | |
276 | // Favor captures | |
277 | else if (myPieceVal <= hisPieceVal) | |
278 | move.eval = hisPieceVal - myPieceVal + 1; | |
279 | else { | |
280 | // Taking a pawn with minor piece, | |
281 | // or minor piece or pawn with a rook, | |
282 | // or anything but a queen with a queen, | |
283 | // or anything with a king. | |
284 | move.eval = hisPieceVal - myPieceVal; | |
285 | } | |
286 | } else { | |
287 | // If no capture, favor small step moves, | |
288 | // but sometimes move the knight anyway | |
289 | const penalty = V.Decode(move.vanish[0].p) != V.KNIGHT | |
290 | ? Math.abs(move.end.x - move.start.x) + Math.abs(move.end.y - move.start.y) | |
291 | : (Math.random() < 0.5 ? 3 : 1); | |
292 | move.eval -= penalty / (V.size.x + V.size.y - 1); | |
293 | } | |
294 | ||
295 | // TODO: also favor movements toward the center? | |
296 | } | |
297 | ||
298 | moves.sort((a, b) => b.eval - a.eval); | |
299 | let candidates = [0]; | |
300 | for (let j = 1; j < moves.length && moves[j].eval == moves[0].eval; j++) | |
301 | candidates.push(j); | |
302 | return moves[candidates[randInt(candidates.length)]]; | |
303 | } | |
304 | ||
305 | getNotation(move) { | |
306 | // Translate final square | |
307 | const finalSquare = V.CoordsToSquare(move.end); | |
308 | ||
309 | const piece = this.getPiece(move.start.x, move.start.y); | |
310 | if (piece == V.PAWN) { | |
311 | // Pawn move | |
312 | let notation = ""; | |
313 | if (move.vanish.length > move.appear.length) { | |
314 | // Capture | |
315 | const startColumn = V.CoordToColumn(move.start.y); | |
316 | notation = startColumn + "x" + finalSquare; | |
317 | } | |
318 | else notation = finalSquare; | |
319 | if (move.appear.length > 0 && !["p","s"].includes(move.appear[0].p)) { | |
320 | // Promotion | |
321 | const appearPiece = V.Decode(move.appear[0].p); | |
322 | notation += "=" + appearPiece.toUpperCase(); | |
323 | } | |
324 | return notation; | |
325 | } | |
326 | // Piece movement | |
327 | return ( | |
328 | piece.toUpperCase() + | |
329 | (move.vanish.length > move.appear.length ? "x" : "") + | |
330 | finalSquare | |
331 | ); | |
332 | } | |
333 | }; |