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b866a62a BA |
1 | import { ChessRules, Move, PiPo } from "@/base_rules"; |
2 | ||
0d5335de | 3 | export class DynamoRules extends ChessRules { |
7ddfec38 | 4 | // TODO: later, allow to push out pawns on a and h files |
61656127 BA |
5 | static get HasEnpassant() { |
6 | return false; | |
7 | } | |
8 | ||
c7550017 BA |
9 | canIplay(side, [x, y]) { |
10 | // Sometimes opponent's pieces can be moved directly | |
11 | return true; | |
12 | } | |
13 | ||
61656127 BA |
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; | |
93ce6119 | 20 | if (amove != "-") { |
61656127 BA |
21 | const amoveParts = amove.split("/"); |
22 | let amove = { | |
23 | // No need for start & end | |
24 | appear: [], | |
25 | vanish: [] | |
26 | }; | |
27 | [0, 1].map(i => { | |
93ce6119 | 28 | amoveParts[i].split(".").forEach(av => { |
61656127 BA |
29 | // Format is "bpe3" |
30 | const xy = V.SquareToCoords(av.substr(2)); | |
31 | move[i == 0 ? "appear" : "vanish"].push( | |
32 | new PiPo({ | |
33 | x: xy.x, | |
34 | y: xy.y, | |
35 | c: av[0], | |
36 | p: av[1] | |
37 | }) | |
38 | ); | |
39 | }); | |
40 | }); | |
41 | this.amoves.push(move); | |
c7550017 | 42 | } |
a443d256 BA |
43 | // Stack "first moves" (on subTurn 1) to merge and check opposite moves |
44 | this.firstMove = []; | |
c7550017 BA |
45 | } |
46 | ||
61656127 BA |
47 | static ParseFen(fen) { |
48 | return Object.assign( | |
49 | ChessRules.ParseFen(fen), | |
93ce6119 | 50 | { amove: fen.split(" ")[4] } |
61656127 BA |
51 | ); |
52 | } | |
53 | ||
54 | static IsGoodFen(fen) { | |
55 | if (!ChessRules.IsGoodFen(fen)) return false; | |
56 | const fenParts = fen.split(" "); | |
57 | if (fenParts.length != 6) return false; | |
58 | if (fenParts[5] != "-" && !fenParts[5].match(/^([a-h][1-8]){2}$/)) | |
59 | return false; | |
60 | return true; | |
61 | } | |
62 | ||
93ce6119 BA |
63 | getFen() { |
64 | return super.getFen() + " " + this.getAmoveFen(); | |
61656127 BA |
65 | } |
66 | ||
93ce6119 BA |
67 | getFenForRepeat() { |
68 | return super.getFenForRepeat() + "_" + this.getAmoveFen(); | |
69 | } | |
70 | ||
71 | getAmoveFen() { | |
72 | const L = this.amoves.length; | |
73 | return ( | |
74 | ["appear","vanish"].map( | |
75 | mpart => { | |
76 | return ( | |
77 | this.amoves[L-1][mpart].map( | |
78 | av => { | |
79 | const square = V.CoordsToSquare({ x: av.x, y: av.y }); | |
80 | return av.c + av.p + square; | |
81 | } | |
82 | ).join(".") | |
83 | ); | |
84 | } | |
85 | ).join("/") | |
86 | ); | |
61656127 BA |
87 | } |
88 | ||
89 | canTake() { | |
90 | // Captures don't occur (only pulls & pushes) | |
91 | return false; | |
92 | } | |
93 | ||
b2655276 BA |
94 | // Step is right, just add (push/pull) moves in this direction |
95 | // Direction is assumed normalized. | |
96 | getMovesInDirection([x, y], [dx, dy], nbSteps) { | |
97 | nbSteps = nbSteps || 8; //max 8 steps anyway | |
98 | let [i, j] = [x + dx, y + dy]; | |
61656127 | 99 | let moves = []; |
b2655276 BA |
100 | const color = this.getColor(x, y); |
101 | const piece = this.getPiece(x, y); | |
102 | const lastRank = (color == 'w' ? 0 : 7); | |
103 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { | |
104 | if (i == lastRank && piece == V.PAWN) { | |
105 | // Promotion by push or pull | |
106 | V.PawnSpecs.promotions.forEach(p => { | |
107 | let move = super.getBasicMove([x, y], [i, j], { c: color, p: p }); | |
108 | moves.push(move); | |
109 | }); | |
110 | } | |
111 | else moves.push(super.getBasicMove([x, y], [i, j])); | |
112 | } | |
113 | if (!V.OnBoard(i, j) && piece != V.KING) { | |
114 | // Add special "exit" move, by "taking king" | |
115 | moves.push( | |
116 | new Move({ | |
117 | start: { x: x, y: y }, | |
118 | end: JSON.parse(JSON.stringify(this.kingPos[color])), | |
119 | appear: [], | |
120 | vanish: [{ x: x, y: y, c: color, p: piece }] | |
121 | }) | |
122 | ); | |
123 | } | |
61656127 BA |
124 | return moves; |
125 | } | |
126 | ||
b2655276 BA |
127 | // Normalize direction to know the step |
128 | getNormalizedDirection([dx, dy]) { | |
129 | const absDir = [Math.abs(dx), Math.abs(dy)]; | |
130 | let divisor = 0; | |
131 | if (absDir[0] != 0 && absDir[1] != 0 && absDir[0] != absDir[1]) | |
132 | // Knight | |
133 | divisor = Math.min(absDir[0], absDir[1]); | |
134 | else | |
135 | // Standard slider (or maybe a pawn or king: same) | |
136 | divisor = Math.max(absDir[0], absDir[1]); | |
137 | return [dx / divisor, dy / divisor]; | |
138 | } | |
139 | ||
140 | // There is something on x2,y2, maybe our color, pushed/pulled | |
141 | static IsAprioriValidMove([x1, y1], [x2, y2]) { | |
142 | const color1 = this.getColor(x1, y1); | |
143 | const color2 = this.getColor(x2, y2); | |
144 | const pawnShift = (color1 == 'w' ? -1 : 1); | |
145 | const pawnStartRank = (color1 == 'w' ? 6 : 1); | |
146 | const deltaX = Math.abs(x1 - x2); | |
147 | const deltaY = Math.abs(y1 - y2); | |
148 | switch (this.getPiece(x1, y1)) { | |
149 | case V.PAWN: | |
150 | return ( | |
151 | ( | |
152 | color1 == color2 && | |
153 | y1 == y2 && | |
154 | ( | |
155 | x1 + pawnShift == x2 || | |
156 | x1 == pawnStartRank && x1 + 2 * pawnShift == x2 | |
157 | ) | |
158 | ) | |
159 | || | |
160 | ( | |
161 | color1 != color2 && | |
162 | deltaY == 1 && | |
163 | x1 + pawnShift == x2 | |
164 | ) | |
165 | ); | |
166 | case V.ROOK: | |
167 | return (x1 == x2 || y1 == y2); | |
168 | case V.KNIGHT: { | |
169 | return (deltaX + deltaY == 3 && (deltaX == 1 || deltaY == 1)); | |
b866a62a | 170 | } |
b2655276 BA |
171 | case V.BISHOP: |
172 | return (deltaX == deltaY); | |
173 | case V.QUEEN: | |
174 | return ( | |
175 | (deltaX == 0 || deltaY == 0 || deltaX == deltaY) | |
176 | ); | |
177 | case V.KING: | |
178 | return (deltaX <= 1 && deltaY <= 1); | |
93ce6119 | 179 | } |
b2655276 | 180 | return false; |
b866a62a BA |
181 | } |
182 | ||
93ce6119 | 183 | // NOTE: for pushes, play the pushed piece first. |
61656127 | 184 | // for pulls: play the piece doing the action first |
b2655276 | 185 | // NOTE: to push a piece out of the board, make it slide until its king |
b866a62a BA |
186 | getPotentialMovesFrom([x, y]) { |
187 | const color = this.turn; | |
93ce6119 | 188 | if (this.subTurn == 1) { |
b2655276 BA |
189 | // Free to play any move: |
190 | const moves = super.getPotentialMovesFrom([x, y]) | |
191 | // Structure to avoid adding moves twice (can be action & move) | |
192 | let hashMoves = {}; | |
193 | moves.forEach(m => { hashMoves[getMoveHash(m)] = true; }); | |
194 | const getMoveHash = (m) => { | |
195 | return V.CoordsToSquare(m.start) + V.CoordsToSquare(m.end); | |
196 | }; | |
197 | const addMoves = (dir, nbSteps) => { | |
198 | const newMoves = | |
199 | this.getMovesInDirection([x, y], [-dir[0], -dir[1]], nbSteps) | |
200 | .filter(m => !movesHash[getMoveHash(m)]); | |
201 | newMoves.forEach(m => { hashMoves[getMoveHash(m)] = true; }); | |
202 | Array.prototype.push.apply(moves, newMoves); | |
203 | }; | |
204 | const pawnShift = (color == 'w' ? -1 : 1); | |
205 | const pawnStartRank = (color == 'w' ? 6 : 1); | |
206 | // [x, y] is pushed by 'color' | |
207 | for (let step of V.steps[V.KNIGHT]) { | |
208 | const [i, j] = [x + step[0], y + step[1]]; | |
209 | if (V.OnBoard(i, j) && this.board[i][j] != V.EMPTY) { | |
210 | // Only can move away from a knight (can pull but must move first) | |
211 | Array.prototype.push.apply( | |
212 | moves, | |
213 | this.getMovesInDirection([x, y], [-step[0], -step[1]], 1) | |
214 | .filter(m => !movesHash[getMoveHash(m)]) | |
215 | ); | |
216 | } | |
217 | } | |
218 | for (let step in V.steps[V.ROOK].concat(V.steps[V.BISHOP])) { | |
219 | let [i, j] = [x + step[0], y + step[1]]; | |
220 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { | |
221 | i += step[0]; | |
222 | j += step[1]; | |
223 | } | |
224 | if ( | |
225 | V.OnBoard(i, j) && | |
226 | this.board[i][j] != V.EMPTY && | |
227 | this.getColor(i, j) == color | |
228 | ) { | |
229 | const deltaX = Math.abs(i - x); | |
230 | const deltaY = Math.abs(j - y); | |
231 | // Can a priori go both ways, except with pawns | |
232 | switch (this.getPiece(i, j)) { | |
233 | case V.PAWN: | |
234 | if (deltaX <= 2 && deltaY <= 1) { | |
235 | const pColor = this.getColor(x, y); | |
236 | if (pColor == color && deltaY == 0) { | |
237 | // Pushed forward | |
238 | const maxSteps = (i == pawnStartRank && deltaX == 1 ? 2 : 1); | |
239 | addMoves(step, maxSteps); | |
240 | } | |
241 | else if (pColor != color && deltaY == 1 && deltaX == 1) | |
242 | // Pushed diagonally | |
243 | addMoves(step, 1); | |
244 | } | |
245 | break; | |
246 | case V.ROOK: | |
247 | if (deltaX == 0 || deltaY == 0) addMoves(step); | |
248 | break; | |
249 | case V.KNIGHT: | |
250 | if (deltaX + deltaY == 3 && (deltaX == 1 || deltaY == 1)) | |
251 | addMoves(step, 1); | |
252 | break; | |
253 | case V.BISHOP: | |
254 | if (deltaX == deltaY) addMoves(step); | |
255 | break; | |
256 | case V.QUEEN: | |
257 | if (deltaX == 0 || deltaY == 0 || deltaX == deltaY) | |
258 | addMoves(step); | |
259 | break; | |
260 | case V.KING: | |
261 | if (deltaX <= 1 && deltaY <= 1) addMoves(step, 1); | |
262 | break; | |
263 | } | |
264 | } | |
265 | } | |
266 | return moves; | |
b866a62a | 267 | } |
93ce6119 | 268 | // If subTurn == 2 then we should have a first move, |
b2655276 BA |
269 | // which restrict what we can play now: only in the first move direction |
270 | // NOTE: no need for knight or pawn checks, because the move will be | |
271 | // naturally limited in those cases. | |
93ce6119 BA |
272 | const L = this.firstMove.length; |
273 | const fm = this.firstMove[L-1]; | |
b2655276 BA |
274 | if (fm.appear.length == 2 && fm.vanish.length == 2) |
275 | // Castle: no real move playable then. | |
276 | return []; | |
277 | if (fm.appear.length == 0) { | |
278 | // Piece at subTurn 1 just exited the board. | |
279 | // Can I be a piece which caused the exit? | |
280 | this.undo(fm); | |
281 | const moveOk = V.IsAprioriValidMove([x, y], [fm.start.x, fm.start.y]); | |
282 | this.play(fm); | |
283 | if (moveOk) { | |
284 | // Seems so: | |
285 | const dir = this.getNormalizedDirection( | |
286 | [fm.start.x - x, fm.start.y - y]); | |
287 | return this.getMovesInDirection([x, y], dir); | |
288 | } | |
93ce6119 BA |
289 | } |
290 | else { | |
b2655276 BA |
291 | const dirM = this.getNormalizedDirection( |
292 | [fm.end.x - fm.start.x, fm.end.y - fm.start.y]); | |
293 | const dir = this.getNormalizedDirection( | |
294 | [fm.start.x - x, fm.start.y - y]); | |
295 | // Normalized directions should match: | |
296 | if (dir[0] == dirM[0] && dir[1] == dirM[1]) | |
297 | return this.getMovesInDirection([x, y], dir); | |
93ce6119 | 298 | } |
b2655276 | 299 | return []; |
61656127 BA |
300 | } |
301 | ||
302 | // Does m2 un-do m1 ? (to disallow undoing actions) | |
303 | oppositeMoves(m1, m2) { | |
304 | const isEqual = (av1, av2) => { | |
305 | // Precondition: av1 and av2 length = 2 | |
306 | for (let av of av1) { | |
307 | const avInAv2 = av2.find(elt => { | |
308 | return ( | |
309 | elt.x == av.x && | |
310 | elt.y == av.y && | |
311 | elt.c == av.c && | |
312 | elt.p == av.p | |
313 | ); | |
314 | }); | |
315 | if (!avInAv2) return false; | |
316 | } | |
317 | return true; | |
318 | }; | |
319 | return ( | |
61656127 BA |
320 | m1.appear.length == 2 && |
321 | m2.appear.length == 2 && | |
322 | m1.vanish.length == 2 && | |
323 | m2.vanish.length == 2 && | |
324 | isEqual(m1.appear, m2.vanish) && | |
325 | isEqual(m1.vanish, m2.appear) | |
326 | ); | |
327 | } | |
328 | ||
93ce6119 BA |
329 | getAmove(move1, move2) { |
330 | // Just merge (one is action one is move, one may be empty) | |
331 | return { | |
332 | appear: move1.appear.concat(move2.appear), | |
333 | vanish: move1.vanish.concat(move2.vanish) | |
334 | } | |
335 | } | |
336 | ||
61656127 | 337 | filterValid(moves) { |
93ce6119 BA |
338 | const color = this.turn; |
339 | if (this.subTurn == 1) { | |
340 | return moves.filter(m => { | |
341 | // A move is valid either if it doesn't result in a check, | |
342 | // or if a second move is possible to counter the check | |
343 | // (not undoing a potential move + action of the opponent) | |
344 | this.play(m); | |
345 | let res = this.underCheck(color); | |
346 | if (res) { | |
347 | const moves2 = this.getAllPotentialMoves(); | |
348 | for (m2 of moves2) { | |
349 | this.play(m2); | |
350 | const res2 = this.underCheck(color); | |
351 | this.undo(m2); | |
352 | if (!res2) { | |
353 | res = false; | |
354 | break; | |
355 | } | |
356 | } | |
357 | } | |
358 | this.undo(m); | |
359 | return !res; | |
360 | }); | |
361 | } | |
362 | const Lf = this.firstMove.length; | |
363 | const La = this.amoves.length; | |
364 | if (La == 0) return super.filterValid(moves); | |
a443d256 | 365 | return ( |
93ce6119 | 366 | super.filterValid( |
a443d256 BA |
367 | moves.filter(m => { |
368 | // Move shouldn't undo another: | |
93ce6119 BA |
369 | const amove = this.getAmove(this.firstMove[Lf-1], m); |
370 | return !this.oppositeMoves(this.amoves[La-1], amove); | |
a443d256 BA |
371 | }) |
372 | ) | |
373 | ); | |
b866a62a BA |
374 | } |
375 | ||
c7550017 BA |
376 | isAttackedBySlideNJump([x, y], color, piece, steps, oneStep) { |
377 | for (let step of steps) { | |
378 | let rx = x + step[0], | |
379 | ry = y + step[1]; | |
380 | while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) { | |
381 | rx += step[0]; | |
382 | ry += step[1]; | |
383 | } | |
384 | if ( | |
385 | V.OnBoard(rx, ry) && | |
386 | this.getPiece(rx, ry) == piece && | |
387 | this.getColor(rx, ry) == color | |
388 | ) { | |
389 | // Now step in the other direction: if end of the world, then attacked | |
390 | rx = x - step[0]; | |
391 | ry = y - step[1]; | |
2c5d7b20 BA |
392 | while ( |
393 | V.OnBoard(rx, ry) && | |
394 | this.board[rx][ry] == V.EMPTY && | |
395 | !oneStep | |
396 | ) { | |
c7550017 BA |
397 | rx -= step[0]; |
398 | ry -= step[1]; | |
399 | } | |
400 | if (!V.OnBoard(rx, ry)) return true; | |
401 | } | |
402 | } | |
403 | return false; | |
404 | } | |
405 | ||
406 | isAttackedByPawn([x, y], color) { | |
407 | const lastRank = (color == 'w' ? 0 : 7); | |
408 | if (y != lastRank) | |
409 | // The king can be pushed out by a pawn only on last rank | |
410 | return false; | |
411 | const pawnShift = (color == "w" ? 1 : -1); | |
412 | for (let i of [-1, 1]) { | |
413 | if ( | |
414 | y + i >= 0 && | |
415 | y + i < V.size.y && | |
416 | this.getPiece(x + pawnShift, y + i) == V.PAWN && | |
417 | this.getColor(x + pawnShift, y + i) == color | |
418 | ) { | |
419 | return true; | |
420 | } | |
421 | } | |
422 | return false; | |
423 | } | |
61656127 BA |
424 | |
425 | getCurrentScore() { | |
426 | if (this.subTurn == 2) | |
427 | // Move not over | |
428 | return "*"; | |
429 | return super.getCurrentScore(); | |
430 | } | |
431 | ||
93ce6119 | 432 | doClick(square) { |
b2655276 BA |
433 | // If subTurn == 2 && square is empty && !underCheck, |
434 | // then return an empty move, allowing to "pass" subTurn2 | |
93ce6119 BA |
435 | if ( |
436 | this.subTurn == 2 && | |
b2655276 BA |
437 | this.board[square.x][square.y] == V.EMPTY && |
438 | !this.underCheck(this.turn) | |
93ce6119 BA |
439 | ) { |
440 | return { | |
441 | appear: [], | |
442 | vanish: [] | |
443 | }; | |
444 | } | |
445 | return null; | |
446 | } | |
447 | ||
61656127 BA |
448 | play(move) { |
449 | move.flags = JSON.stringify(this.aggregateFlags()); | |
450 | V.PlayOnBoard(this.board, move); | |
7ddfec38 | 451 | if (this.subTurn == 2) { |
61656127 | 452 | this.turn = V.GetOppCol(this.turn); |
7ddfec38 | 453 | this.movesCount++; |
61656127 | 454 | } |
a443d256 | 455 | else this.firstMove.push(move); |
7ddfec38 | 456 | this.subTurn = 3 - this.subTurn; |
61656127 BA |
457 | this.postPlay(move); |
458 | } | |
459 | ||
460 | updateCastleFlags(move, piece) { | |
461 | const c = V.GetOppCol(this.turn); | |
462 | const firstRank = (c == "w" ? V.size.x - 1 : 0); | |
7ddfec38 BA |
463 | // Update castling flags |
464 | if (piece == V.KING) this.castleFlags[c] = [V.size.y, V.size.y]; | |
465 | for (let v of move.vanish) { | |
466 | if (v.x == firstRank && this.castleFlags[c].includes(v.y)) { | |
467 | const flagIdx = (v.y == this.castleFlags[c][0] ? 0 : 1); | |
468 | this.castleFlags[c][flagIdx] = V.size.y; | |
469 | } | |
61656127 BA |
470 | } |
471 | } | |
472 | ||
473 | undo(move) { | |
474 | this.disaggregateFlags(JSON.parse(move.flags)); | |
475 | V.UndoOnBoard(this.board, move); | |
7ddfec38 | 476 | if (this.subTurn == 1) { |
61656127 | 477 | this.turn = V.GetOppCol(this.turn); |
7ddfec38 | 478 | this.movesCount--; |
61656127 | 479 | } |
a443d256 | 480 | else this.firstMove.pop(); |
7ddfec38 | 481 | this.subTurn = 3 - this.subTurn; |
61656127 BA |
482 | this.postUndo(move); |
483 | } | |
0d5335de | 484 | }; |