| 1 | import { ChessRules, Move, PiPo } from "@/base_rules"; |
| 2 | import { randInt } from "@/utils/alea"; |
| 3 | |
| 4 | export class KonaneRules extends ChessRules { |
| 5 | |
| 6 | static get HasFlags() { |
| 7 | return false; |
| 8 | } |
| 9 | |
| 10 | static get HasEnpassant() { |
| 11 | return false; |
| 12 | } |
| 13 | |
| 14 | static get ReverseColors() { |
| 15 | return true; |
| 16 | } |
| 17 | |
| 18 | static get PIECES() { |
| 19 | return V.PAWN; |
| 20 | } |
| 21 | |
| 22 | getPiece() { |
| 23 | return V.PAWN; |
| 24 | } |
| 25 | |
| 26 | getPpath(b) { |
| 27 | return "Konane/" + b; |
| 28 | } |
| 29 | |
| 30 | static IsGoodPosition(position) { |
| 31 | if (position.length == 0) return false; |
| 32 | const rows = position.split("/"); |
| 33 | if (rows.length != V.size.x) return false; |
| 34 | for (let row of rows) { |
| 35 | let sumElts = 0; |
| 36 | for (let i = 0; i < row.length; i++) { |
| 37 | if (V.PIECES.includes(row[i].toLowerCase())) sumElts++; |
| 38 | else { |
| 39 | const num = parseInt(row[i], 10); |
| 40 | if (isNaN(num) || num <= 0) return false; |
| 41 | sumElts += num; |
| 42 | } |
| 43 | } |
| 44 | if (sumElts != V.size.y) return false; |
| 45 | } |
| 46 | return true; |
| 47 | } |
| 48 | |
| 49 | static GenRandInitFen() { |
| 50 | return ( |
| 51 | "PpPpPpPp/pPpPpPpP/PpPpPpPp/pPpPpPpP/" + |
| 52 | "PpPpPpPp/pPpPpPpP/PpPpPpPp/pPpPpPpP w 0" |
| 53 | ); |
| 54 | } |
| 55 | |
| 56 | setOtherVariables(fen) { |
| 57 | this.captures = []; //reinit for each move |
| 58 | } |
| 59 | |
| 60 | hoverHighlight(x, y) { |
| 61 | if (this.movesCount >= 2) return false; |
| 62 | const c = this.turn; |
| 63 | if (c == 'w') return (x == y && [0, 3, 4, 7].includes(x)); |
| 64 | // "Black": search for empty square and allow nearby |
| 65 | for (let i of [0, 3, 4, 7]) { |
| 66 | if (this.board[i][i] == V.EMPTY) |
| 67 | return (Math.abs(x - i) + Math.abs(y - i) == 1) |
| 68 | } |
| 69 | } |
| 70 | |
| 71 | onlyClick([x, y]) { |
| 72 | return ( |
| 73 | this.movesCount <= 1 || |
| 74 | // TODO: next line theoretically shouldn't be required... |
| 75 | (this.movesCount == 2 && this.getColor(x, y) != this.turn) |
| 76 | ); |
| 77 | } |
| 78 | |
| 79 | doClick([x, y]) { |
| 80 | if (this.movesCount >= 2) return null; |
| 81 | const color = this.turn; |
| 82 | if (color == 'w') { |
| 83 | if (x != y || ![0, 3, 4, 7].includes(x)) return null; |
| 84 | return new Move({ |
| 85 | appear: [], |
| 86 | vanish: [ new PiPo({ x: x, y: y, c: color, p: V.PAWN }) ], |
| 87 | end: { x: x, y: y } |
| 88 | }); |
| 89 | } |
| 90 | // "Black": search for empty square and allow nearby |
| 91 | for (let i of [0, 3, 4, 7]) { |
| 92 | if (this.board[i][i] == V.EMPTY) { |
| 93 | if (Math.abs(x - i) + Math.abs(y - i) != 1) return null; |
| 94 | return new Move({ |
| 95 | appear: [], |
| 96 | vanish: [ new PiPo({ x: x, y: y, c: color, p: V.PAWN }) ], |
| 97 | end: { x: x, y: y } |
| 98 | }); |
| 99 | } |
| 100 | } |
| 101 | } |
| 102 | |
| 103 | getPotentialMovesFrom([x, y]) { |
| 104 | if (this.movesCount <= 1) { |
| 105 | const mv = this.doClick([x, y]); |
| 106 | return (!!mv ? [mv] : []); |
| 107 | } |
| 108 | const L = this.captures.length; |
| 109 | const c = (L > 0 ? this.captures[L-1] : null); |
| 110 | const color = this.turn; |
| 111 | const oppCol = V.GetOppCol(color); |
| 112 | let step = null; |
| 113 | let moves = []; |
| 114 | if (!!c) { |
| 115 | if (x != c.end.x || y != c.end.y) return []; |
| 116 | step = [(c.end.x - c.start.x) / 2, (c.end.y - c.start.y) / 2]; |
| 117 | // Add move to adjacent empty square to mark "end of capture" |
| 118 | moves.push( |
| 119 | new Move({ |
| 120 | appear: [], |
| 121 | vanish: [], |
| 122 | start: { x: x, y: y }, |
| 123 | end: { x: x - step[0], y: y - step[1] } |
| 124 | }) |
| 125 | ); |
| 126 | } |
| 127 | // Examine captures from here |
| 128 | for (let s of (!!step ? [step] : V.steps[V.ROOK])) { |
| 129 | let [i, j] = [x + 2*s[0], y + 2*s[1]]; |
| 130 | if ( |
| 131 | !!c || //avoid redundant checks if continuation |
| 132 | ( |
| 133 | V.OnBoard(i, j) && |
| 134 | this.board[i][j] == V.EMPTY && |
| 135 | this.board[i - s[0]][j - s[1]] != V.EMPTY && |
| 136 | this.getColor(i - s[0], j - s[1]) == oppCol |
| 137 | ) |
| 138 | ) { |
| 139 | let mv = new Move({ |
| 140 | appear: [ |
| 141 | new PiPo({ x: i, y: j, c: color, p: V.PAWN }) |
| 142 | ], |
| 143 | vanish: [ |
| 144 | new PiPo({ x: x, y: y, c: color, p: V.PAWN }), |
| 145 | new PiPo({ x: i - s[0], y: j - s[1], c: oppCol, p: V.PAWN }) |
| 146 | ] |
| 147 | }); |
| 148 | // Is there another capture possible then? |
| 149 | [i, j] = [i + 2*s[0], j + 2*s[1]]; |
| 150 | if ( |
| 151 | V.OnBoard(i, j) && |
| 152 | this.board[i][j] == V.EMPTY && |
| 153 | this.board[i - s[0]][j - s[1]] != V.EMPTY && |
| 154 | this.getColor(i - s[0], j - s[1]) == oppCol |
| 155 | ) { |
| 156 | mv.end.moreCapture = true; |
| 157 | } |
| 158 | moves.push(mv); |
| 159 | } |
| 160 | } |
| 161 | return moves; |
| 162 | } |
| 163 | |
| 164 | filterValid(moves) { |
| 165 | return moves; |
| 166 | } |
| 167 | |
| 168 | getCheckSquares() { |
| 169 | return []; |
| 170 | } |
| 171 | |
| 172 | getCurrentScore() { |
| 173 | if (this.atLeastOneMove()) return "*"; |
| 174 | return (this.turn == "w" ? "0-1" : "1-0"); |
| 175 | } |
| 176 | |
| 177 | play(move) { |
| 178 | V.PlayOnBoard(this.board, move); |
| 179 | if (!move.end.moreCapture) { |
| 180 | this.turn = V.GetOppCol(this.turn); |
| 181 | this.movesCount++; |
| 182 | this.captures = []; |
| 183 | } |
| 184 | else { |
| 185 | this.captures.push( |
| 186 | { |
| 187 | start: move.start, |
| 188 | end: { x: move.end.x, y: move.end.y } |
| 189 | } |
| 190 | ); |
| 191 | } |
| 192 | } |
| 193 | |
| 194 | undo(move) { |
| 195 | V.UndoOnBoard(this.board, move); |
| 196 | if (!move.end.moreCapture) { |
| 197 | this.turn = V.GetOppCol(this.turn); |
| 198 | this.movesCount--; |
| 199 | } |
| 200 | else this.captures.pop(); |
| 201 | } |
| 202 | |
| 203 | getComputerMove() { |
| 204 | const color = this.turn; |
| 205 | let mvArray = []; |
| 206 | let mv = null; |
| 207 | const undoAll = () => { |
| 208 | for (let i = mvArray.length - 1; i >= 0; i--) this.undo(mvArray[i]); |
| 209 | }; |
| 210 | // Just play random moves (for now at least. TODO?) |
| 211 | while (this.turn == color) { |
| 212 | let moves = super.getAllValidMoves(); |
| 213 | if (moves.length == 0) { |
| 214 | // Shouldn't happen, but... |
| 215 | undoAll(); |
| 216 | return null; |
| 217 | } |
| 218 | mv = moves[randInt(moves.length)]; |
| 219 | mvArray.push(mv); |
| 220 | this.play(mv); |
| 221 | } |
| 222 | undoAll(); |
| 223 | return (mvArray.length > 1 ? mvArray : mvArray[0]); |
| 224 | } |
| 225 | |
| 226 | getNotation(move) { |
| 227 | if (this.movesCount <= 1) return V.CoordsToSquare(move.start) + "X"; |
| 228 | if (move.vanish.length == 0) return "end"; |
| 229 | return V.CoordsToSquare(move.start) + "x" + V.CoordsToSquare(move.end); |
| 230 | } |
| 231 | |
| 232 | }; |