| 1 | import { ChessRules } from "@/base_rules"; |
| 2 | import { randInt, shuffle } from "@/utils/alea"; |
| 3 | |
| 4 | export class AmbiguousRules extends ChessRules { |
| 5 | static get HasFlags() { |
| 6 | return false; |
| 7 | } |
| 8 | |
| 9 | setOtherVariables(fen) { |
| 10 | super.setOtherVariables(fen); |
| 11 | if (this.movesCount == 0) this.subTurn = 2; |
| 12 | else this.subTurn = 1; |
| 13 | } |
| 14 | |
| 15 | // Subturn 1: play a move for the opponent on the designated square. |
| 16 | // Subturn 2: play a move for me (which just indicate a square). |
| 17 | getPotentialMovesFrom([x, y]) { |
| 18 | const color = this.turn; |
| 19 | const oppCol = V.GetOppCol(color); |
| 20 | if (this.subTurn == 2) { |
| 21 | // Just play a normal move (which in fact only indicate a square) |
| 22 | let movesHash = {}; |
| 23 | return ( |
| 24 | super.getPotentialMovesFrom([x, y]) |
| 25 | .filter(m => { |
| 26 | // Filter promotions: keep only one, since no choice now. |
| 27 | if (m.appear[0].p != m.vanish[0].p) { |
| 28 | const hash = V.CoordsToSquare(m.start) + V.CoordsToSquare(m.end); |
| 29 | if (!movesHash[hash]) { |
| 30 | movesHash[hash] = true; |
| 31 | return true; |
| 32 | } |
| 33 | return false; |
| 34 | } |
| 35 | return true; |
| 36 | }) |
| 37 | .map(m => { |
| 38 | if (m.vanish.length == 1) m.appear[0].p = V.GOAL; |
| 39 | else m.appear[0].p = V.TARGET_CODE[m.vanish[1].p]; |
| 40 | m.appear[0].c = oppCol; |
| 41 | m.vanish.shift(); |
| 42 | return m; |
| 43 | }) |
| 44 | ); |
| 45 | } |
| 46 | // At subTurn == 1, play a targeted move for opponent |
| 47 | // Search for target (we could also have it in a stack...) |
| 48 | let target = { x: -1, y: -1 }; |
| 49 | outerLoop: for (let i = 0; i < V.size.x; i++) { |
| 50 | for (let j = 0; j < V.size.y; j++) { |
| 51 | if (this.board[i][j] != V.EMPTY) { |
| 52 | const piece = this.board[i][j][1]; |
| 53 | if ( |
| 54 | piece == V.GOAL || |
| 55 | Object.keys(V.TARGET_DECODE).includes(piece) |
| 56 | ) { |
| 57 | target = { x: i, y: j}; |
| 58 | break outerLoop; |
| 59 | } |
| 60 | } |
| 61 | } |
| 62 | } |
| 63 | // TODO: could be more efficient than generating all moves. |
| 64 | this.turn = oppCol; |
| 65 | const emptyTarget = (this.board[target.x][target.y][1] == V.GOAL); |
| 66 | if (emptyTarget) this.board[target.x][target.y] = V.EMPTY; |
| 67 | let moves = super.getPotentialMovesFrom([x, y]); |
| 68 | if (emptyTarget) { |
| 69 | this.board[target.x][target.y] = color + V.GOAL; |
| 70 | moves.forEach(m => { |
| 71 | m.vanish.push({ |
| 72 | x: target.x, |
| 73 | y: target.y, |
| 74 | c: color, |
| 75 | p: V.GOAL |
| 76 | }); |
| 77 | }); |
| 78 | } |
| 79 | this.turn = color; |
| 80 | return moves.filter(m => m.end.x == target.x && m.end.y == target.y); |
| 81 | } |
| 82 | |
| 83 | canIplay(side, [x, y]) { |
| 84 | const color = this.getColor(x, y); |
| 85 | return ( |
| 86 | (this.subTurn == 1 && color != side) || |
| 87 | (this.subTurn == 2 && color == side) |
| 88 | ); |
| 89 | } |
| 90 | |
| 91 | getPpath(b) { |
| 92 | if (b[1] == V.GOAL || Object.keys(V.TARGET_DECODE).includes(b[1])) |
| 93 | return "Ambiguous/" + b; |
| 94 | return b; |
| 95 | } |
| 96 | |
| 97 | // Code for empty square target |
| 98 | static get GOAL() { |
| 99 | return 'g'; |
| 100 | } |
| 101 | |
| 102 | static get TARGET_DECODE() { |
| 103 | return { |
| 104 | 's': 'p', |
| 105 | 't': 'q', |
| 106 | 'u': 'r', |
| 107 | 'o': 'n', |
| 108 | 'c': 'b', |
| 109 | 'l': 'k' |
| 110 | }; |
| 111 | } |
| 112 | |
| 113 | static get TARGET_CODE() { |
| 114 | return { |
| 115 | 'p': 's', |
| 116 | 'q': 't', |
| 117 | 'r': 'u', |
| 118 | 'n': 'o', |
| 119 | 'b': 'c', |
| 120 | 'k': 'l' |
| 121 | }; |
| 122 | } |
| 123 | |
| 124 | static get PIECES() { |
| 125 | return ( |
| 126 | ChessRules.PIECES.concat(Object.keys(V.TARGET_DECODE)).concat([V.GOAL]) |
| 127 | ); |
| 128 | } |
| 129 | |
| 130 | getAllPotentialMoves() { |
| 131 | const color = this.turn; |
| 132 | let potentialMoves = []; |
| 133 | for (let i = 0; i < V.size.x; i++) { |
| 134 | for (let j = 0; j < V.size.y; j++) { |
| 135 | const colIJ = this.getColor(i, j); |
| 136 | if ( |
| 137 | this.board[i][j] != V.EMPTY && |
| 138 | ( |
| 139 | (this.subTurn == 2 && colIJ == color) || |
| 140 | ( |
| 141 | this.subTurn == 1 && colIJ != color && |
| 142 | this.board[i][j][1] != V.GOAL && |
| 143 | !(Object.keys(V.TARGET_DECODE).includes(this.board[i][j][1])) |
| 144 | ) |
| 145 | ) |
| 146 | ) { |
| 147 | Array.prototype.push.apply( |
| 148 | potentialMoves, |
| 149 | this.getPotentialMovesFrom([i, j]) |
| 150 | ); |
| 151 | } |
| 152 | } |
| 153 | } |
| 154 | return potentialMoves; |
| 155 | } |
| 156 | |
| 157 | atLeastOneMove() { |
| 158 | // Since there are no checks this seems true (same as for Magnetic...) |
| 159 | return true; |
| 160 | } |
| 161 | |
| 162 | filterValid(moves) { |
| 163 | return moves; |
| 164 | } |
| 165 | |
| 166 | getCheckSquares() { |
| 167 | return []; |
| 168 | } |
| 169 | |
| 170 | getCurrentScore() { |
| 171 | // This function is only called at subTurn 1 |
| 172 | const color = V.GetOppCol(this.turn); |
| 173 | if (this.kingPos[color][0] < 0) return (color == 'w' ? "0-1" : "1-0"); |
| 174 | return "*"; |
| 175 | } |
| 176 | |
| 177 | prePlay(move) { |
| 178 | const c = V.GetOppCol(this.turn); |
| 179 | const piece = move.vanish[0].p; |
| 180 | if (piece == V.KING) { |
| 181 | // (Opp) king moves: |
| 182 | this.kingPos[c][0] = move.appear[0].x; |
| 183 | this.kingPos[c][1] = move.appear[0].y; |
| 184 | } |
| 185 | if (move.vanish.length == 2 && [V.KING, 'l'].includes(move.vanish[1].p)) |
| 186 | // (My) king is captured: |
| 187 | this.kingPos[this.turn] = [-1, -1]; |
| 188 | } |
| 189 | |
| 190 | play(move) { |
| 191 | let kingCaptured = false; |
| 192 | if (this.subTurn == 1) { |
| 193 | this.prePlay(move); |
| 194 | this.epSquares.push(this.getEpSquare(move)); |
| 195 | kingCaptured = this.kingPos[this.turn][0] < 0; |
| 196 | } |
| 197 | if (kingCaptured) move.kingCaptured = true; |
| 198 | V.PlayOnBoard(this.board, move); |
| 199 | if (this.subTurn == 2 || kingCaptured) { |
| 200 | this.turn = V.GetOppCol(this.turn); |
| 201 | this.movesCount++; |
| 202 | } |
| 203 | if (!kingCaptured) this.subTurn = 3 - this.subTurn; |
| 204 | } |
| 205 | |
| 206 | undo(move) { |
| 207 | if (!move.kingCaptured) this.subTurn = 3 - this.subTurn; |
| 208 | if (this.subTurn == 2 || !!move.kingCaptured) { |
| 209 | this.turn = V.GetOppCol(this.turn); |
| 210 | this.movesCount--; |
| 211 | } |
| 212 | V.UndoOnBoard(this.board, move); |
| 213 | if (this.subTurn == 1) { |
| 214 | this.epSquares.pop(); |
| 215 | this.postUndo(move); |
| 216 | } |
| 217 | } |
| 218 | |
| 219 | postUndo(move) { |
| 220 | // (Potentially) Reset king(s) position |
| 221 | const c = V.GetOppCol(this.turn); |
| 222 | const piece = move.vanish[0].p; |
| 223 | if (piece == V.KING) { |
| 224 | // (Opp) king moved: |
| 225 | this.kingPos[c][0] = move.vanish[0].x; |
| 226 | this.kingPos[c][1] = move.vanish[0].y; |
| 227 | } |
| 228 | if (move.vanish.length == 2 && [V.KING, 'l'].includes(move.vanish[1].p)) |
| 229 | // (My) king was captured: |
| 230 | this.kingPos[this.turn] = [move.vanish[1].x, move.vanish[1].y]; |
| 231 | } |
| 232 | |
| 233 | static GenRandInitFen(randomness) { |
| 234 | if (randomness == 0) |
| 235 | return "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0 -"; |
| 236 | |
| 237 | let pieces = { w: new Array(8), b: new Array(8) }; |
| 238 | for (let c of ["w", "b"]) { |
| 239 | if (c == 'b' && randomness == 1) { |
| 240 | pieces['b'] = pieces['w']; |
| 241 | break; |
| 242 | } |
| 243 | |
| 244 | // Get random squares for every piece, totally freely |
| 245 | let positions = shuffle(ArrayFun.range(8)); |
| 246 | const composition = ['b', 'b', 'r', 'r', 'n', 'n', 'k', 'q']; |
| 247 | const rem2 = positions[0] % 2; |
| 248 | if (rem2 == positions[1] % 2) { |
| 249 | // Fix bishops (on different colors) |
| 250 | for (let i=2; i<8; i++) { |
| 251 | if (positions[i] % 2 != rem2) |
| 252 | [positions[1], positions[i]] = [positions[i], positions[1]]; |
| 253 | } |
| 254 | } |
| 255 | for (let i = 0; i < 8; i++) pieces[c][positions[i]] = composition[i]; |
| 256 | } |
| 257 | return ( |
| 258 | pieces["b"].join("") + |
| 259 | "/pppppppp/8/8/8/8/PPPPPPPP/" + |
| 260 | pieces["w"].join("").toUpperCase() + |
| 261 | // En-passant allowed, but no flags |
| 262 | " w 0 -" |
| 263 | ); |
| 264 | } |
| 265 | |
| 266 | getComputerMove() { |
| 267 | let moves = this.getAllValidMoves(); |
| 268 | if (moves.length == 0) return null; |
| 269 | // Random mover for now |
| 270 | const color = this.turn; |
| 271 | const m1 = moves[randInt(moves.length)]; |
| 272 | this.play(m1); |
| 273 | let m = undefined; |
| 274 | if (this.turn != color) m = m1; |
| 275 | else { |
| 276 | const moves2 = this.getAllValidMoves(); |
| 277 | m = [m1, moves2[randInt(moves2.length)]]; |
| 278 | } |
| 279 | this.undo(m1); |
| 280 | return m; |
| 281 | } |
| 282 | |
| 283 | getNotation(move) { |
| 284 | if (this.subTurn == 2) return "T:" + V.CoordsToSquare(move.end); |
| 285 | // Remove and re-add target to get a good notation: |
| 286 | const withTarget = move.vanish[1]; |
| 287 | if (move.vanish[1].p == V.GOAL) move.vanish.pop(); |
| 288 | else move.vanish[1].p = V.TARGET_DECODE[move.vanish[1].p]; |
| 289 | const notation = super.getNotation(move); |
| 290 | if (move.vanish.length == 1) move.vanish.push(withTarget); |
| 291 | else move.vanish[1].p = V.TARGET_CODE[move.vanish[1].p]; |
| 292 | return notation; |
| 293 | } |
| 294 | }; |