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388e4c40 | 1 | class DarkRules extends ChessRules |
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2 | { |
3 | // Standard rules, in the shadow | |
4 | setOtherVariables(fen) | |
5 | { | |
6 | super.setOtherVariables(fen); | |
388e4c40 | 7 | const [sizeX,sizeY] = [V.size.x,V.size.y]; |
375ecdd1 | 8 | this.enlightened = { |
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9 | "w": doubleArray(sizeX,sizeY), |
10 | "b": doubleArray(sizeX,sizeY) | |
375ecdd1 | 11 | }; |
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12 | // Setup enlightened: squares reachable by each side |
13 | // (TODO: one side would be enough ?) | |
14 | this.updateEnlightened(); | |
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15 | } |
16 | ||
388e4c40 | 17 | updateEnlightened() |
375ecdd1 | 18 | { |
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19 | for (let i=0; i<V.size.x; i++) |
20 | { | |
21 | for (let j=0; j<V.size.y; j++) | |
22 | { | |
23 | this.enlightened["w"][i][j] = false; | |
24 | this.enlightened["b"][i][j] = false; | |
f5722ece BA |
25 | } |
26 | } | |
27 | const pawnShift = {"w":-1, "b":1}; | |
28 | // Initialize with pieces positions (which are seen) | |
29 | for (let i=0; i<V.size.x; i++) | |
30 | { | |
31 | for (let j=0; j<V.size.y; j++) | |
32 | { | |
388e4c40 | 33 | if (this.board[i][j] != V.EMPTY) |
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34 | { |
35 | const color = this.getColor(i,j); | |
36 | this.enlightened[color][i][j] = true; | |
37 | // Add potential squares visible by "impossible pawn capture" | |
38 | if (this.getPiece(i,j) == V.PAWN) | |
39 | { | |
40 | for (let shiftY of [-1,1]) | |
41 | { | |
42 | if (V.OnBoard(i+pawnShift[color],j+shiftY) | |
43 | && this.board[i+pawnShift[color]][j+shiftY] == V.EMPTY) | |
44 | { | |
45 | this.enlightened[color][i+pawnShift[color]][j+shiftY] = true; | |
46 | } | |
47 | } | |
48 | } | |
49 | } | |
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50 | } |
51 | } | |
52 | const currentTurn = this.turn; | |
53 | this.turn = "w"; | |
54 | const movesWhite = this.getAllValidMoves(); | |
55 | this.turn = "b"; | |
56 | const movesBlack = this.getAllValidMoves(); | |
57 | this.turn = currentTurn; | |
58 | for (let move of movesWhite) | |
59 | this.enlightened["w"][move.end.x][move.end.y] = true; | |
60 | for (let move of movesBlack) | |
61 | this.enlightened["b"][move.end.x][move.end.y] = true; | |
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62 | } |
63 | ||
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64 | // Has to be redefined to avoid an infinite loop |
65 | getAllValidMoves() | |
66 | { | |
67 | const color = this.turn; | |
26b8e4f7 | 68 | const oppCol = V.GetOppCol(color); |
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69 | let potentialMoves = []; |
70 | for (let i=0; i<V.size.x; i++) | |
71 | { | |
72 | for (let j=0; j<V.size.y; j++) | |
73 | { | |
74 | if (this.board[i][j] != V.EMPTY && this.getColor(i,j) == color) | |
75 | Array.prototype.push.apply(potentialMoves, this.getPotentialMovesFrom([i,j])); | |
76 | } | |
77 | } | |
78 | return potentialMoves; //because there are no checks | |
79 | } | |
80 | ||
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81 | atLeastOneMove() |
82 | { | |
83 | if (this.kingPos[this.turn][0] < 0) | |
84 | return false; | |
85 | return true; //TODO: is it right? | |
86 | } | |
87 | ||
f6dbe8e3 | 88 | underCheck(color) |
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89 | { |
90 | return false; //there is no check | |
91 | } | |
92 | ||
f6dbe8e3 | 93 | getCheckSquares(color) |
375ecdd1 | 94 | { |
f6dbe8e3 | 95 | return []; |
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96 | } |
97 | ||
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98 | updateVariables(move) |
99 | { | |
69f3d801 | 100 | super.updateVariables(move); |
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101 | if (move.vanish.length >= 2 && move.vanish[1].p == V.KING) |
102 | { | |
103 | // We took opponent king ! | |
69f3d801 | 104 | this.kingPos[this.turn] = [-1,-1]; |
388e4c40 BA |
105 | } |
106 | ||
107 | // Update moves for both colors: | |
108 | this.updateEnlightened(); | |
109 | } | |
110 | ||
111 | unupdateVariables(move) | |
112 | { | |
113 | super.unupdateVariables(move); | |
114 | const c = move.vanish[0].c; | |
26b8e4f7 | 115 | const oppCol = V.GetOppCol(c); |
388e4c40 BA |
116 | if (this.kingPos[oppCol][0] < 0) |
117 | { | |
118 | // Last move took opponent's king | |
119 | for (let psq of move.vanish) | |
120 | { | |
121 | if (psq.p == 'k') | |
122 | { | |
123 | this.kingPos[oppCol] = [psq.x, psq.y]; | |
124 | break; | |
125 | } | |
126 | } | |
127 | } | |
128 | ||
129 | // Update moves for both colors: | |
130 | this.updateEnlightened(); | |
131 | } | |
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132 | |
133 | checkGameEnd() | |
134 | { | |
135 | // No valid move: our king disappeared | |
136 | return this.turn == "w" ? "0-1" : "1-0"; | |
137 | } | |
138 | ||
139 | static get THRESHOLD_MATE() | |
140 | { | |
141 | return 500; //checkmates evals may be slightly below 1000 | |
142 | } | |
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143 | |
144 | // In this special situation, we just look 1 half move ahead | |
145 | getComputerMove() | |
146 | { | |
147 | const maxeval = V.INFINITY; | |
148 | const color = this.turn; | |
26b8e4f7 | 149 | const oppCol = V.GetOppCol(color); |
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150 | const pawnShift = (color == "w" ? -1 : 1); |
151 | const kp = this.kingPos[color]; | |
152 | ||
153 | // Do not cheat: the current enlightment is all we can see | |
154 | const myLight = JSON.parse(JSON.stringify(this.enlightened[color])); | |
155 | ||
156 | // Can a slider on (i,j) apparently take my king? | |
157 | // NOTE: inaccurate because assume yes if some squares are shadowed | |
158 | const sliderTake = ([i,j], piece) => { | |
159 | let step = undefined; | |
160 | if (piece == V.BISHOP) | |
161 | { | |
162 | if (Math.abs(kp[0] - i) == Math.abs(kp[1] - j)) | |
163 | { | |
164 | step = | |
165 | [ | |
166 | (i-kp[0]) / Math.abs(i-kp[0]), | |
167 | (j-kp[1]) / Math.abs(j-kp[1]) | |
168 | ]; | |
169 | } | |
170 | } | |
171 | else if (piece == V.ROOK) | |
172 | { | |
173 | if (kp[0] == i) | |
174 | step = [0, (j-kp[1]) / Math.abs(j-kp[1])]; | |
175 | else if (kp[1] == j) | |
176 | step = [(i-kp[0]) / Math.abs(i-kp[0]), 0]; | |
177 | } | |
178 | if (!step) | |
179 | return false; | |
180 | // Check for obstacles | |
181 | let obstacle = false; | |
182 | for ( | |
183 | let x=kp[0]+step[0], y=kp[1]+step[1]; | |
184 | x != i && y != j; | |
185 | x += step[0], y+= step[1]) | |
186 | { | |
187 | if (myLight[x][y] && this.board[x][y] != V.EMPTY) | |
188 | { | |
189 | obstacle = true; | |
190 | break; | |
191 | } | |
192 | } | |
193 | if (!obstacle) | |
194 | return true; | |
195 | return false; | |
196 | }; | |
197 | ||
198 | // Do I see something which can take my king ? | |
199 | const kingThreats = () => { | |
200 | for (let i=0; i<V.size.x; i++) | |
201 | { | |
202 | for (let j=0; j<V.size.y; j++) | |
203 | { | |
204 | if (myLight[i][j] && this.board[i][j] != V.EMPTY | |
205 | && this.getColor(i,j) != color) | |
206 | { | |
207 | switch (this.getPiece(i,j)) | |
208 | { | |
209 | case V.PAWN: | |
210 | if (kp[0] + pawnShift == i && Math.abs(kp[1]-j) == 1) | |
211 | return true; | |
212 | break; | |
213 | case V.KNIGHT: | |
214 | if ((Math.abs(kp[0] - i) == 2 && Math.abs(kp[1] - j) == 1) || | |
215 | (Math.abs(kp[0] - i) == 1 && Math.abs(kp[1] - j) == 2)) | |
216 | { | |
217 | return true; | |
218 | } | |
219 | break; | |
220 | case V.KING: | |
221 | if (Math.abs(kp[0] - i) == 1 && Math.abs(kp[1] - j) == 1) | |
222 | return true; | |
223 | break; | |
224 | case V.BISHOP: | |
225 | if (sliderTake([i,j], V.BISHOP)) | |
226 | return true; | |
227 | break; | |
228 | case V.ROOK: | |
229 | if (sliderTake([i,j], V.ROOK)) | |
230 | return true; | |
231 | break; | |
232 | case V.QUEEN: | |
233 | if (sliderTake([i,j], V.BISHOP) || sliderTake([i,j], V.ROOK)) | |
234 | return true; | |
235 | break; | |
236 | } | |
237 | } | |
238 | } | |
239 | } | |
240 | return false; | |
241 | }; | |
242 | ||
243 | let moves = this.getAllValidMoves(); | |
244 | for (let move of moves) | |
245 | { | |
246 | this.play(move); | |
247 | if (this.kingPos[oppCol][0] >= 0 && kingThreats()) | |
248 | { | |
249 | // We didn't take opponent king, and our king will be captured: bad | |
250 | move.eval = -maxeval; | |
251 | } | |
252 | this.undo(move); | |
253 | if (!!move.eval) | |
254 | continue; | |
255 | ||
256 | move.eval = 0; //a priori... | |
257 | ||
258 | // Can I take something ? If yes, do it if it seems good... | |
259 | if (move.vanish.length == 2 && move.vanish[1].c != color) //avoid castle | |
260 | { | |
261 | const myPieceVal = V.VALUES[move.appear[0].p]; | |
262 | const hisPieceVal = V.VALUES[move.vanish[1].p]; | |
263 | if (myPieceVal <= hisPieceVal) | |
264 | move.eval = hisPieceVal - myPieceVal + 2; //favor captures | |
265 | else | |
266 | { | |
267 | // Taking a pawn with minor piece, | |
268 | // or minor piece or pawn with a rook, | |
269 | // or anything but a queen with a queen, | |
270 | // or anything with a king. | |
271 | // ==> Do it at random, although | |
272 | // this is clearly inferior to what a human can deduce... | |
273 | move.eval = (Math.random() < 0.5 ? 1 : -1); | |
274 | } | |
275 | } | |
276 | } | |
277 | ||
278 | // TODO: also need to implement the case when an opponent piece (in light) | |
279 | // is threatening something - maybe not the king, but e.g. pawn takes rook. | |
280 | ||
281 | moves.sort((a,b) => b.eval - a.eval); | |
282 | let candidates = [0]; | |
283 | for (let j=1; j<moves.length && moves[j].eval == moves[0].eval; j++) | |
284 | candidates.push(j); | |
8d61fc4a | 285 | return moves[sample(candidates)]; |
5915f720 | 286 | } |
375ecdd1 | 287 | } |