8ede111aa4e8631933af4cb6601cee48f2cebcd1
1 import { ChessRules
, Move
, PiPo
} from "@/base_rules";
2 import { randInt
} from "@/utils/alea";
4 export class JanggiRules
extends ChessRules
{
10 static get Monochrome() {
14 static get Notoodark() {
20 // Draw all inter-squares lines, shifted:
21 for (let i
= 0; i
< V
.size
.x
; i
++)
22 lines
.push([[i
+0.5, 0.5], [i
+0.5, V
.size
.y
-0.5]]);
23 for (let j
= 0; j
< V
.size
.y
; j
++)
24 lines
.push([[0.5, j
+0.5], [V
.size
.x
-0.5, j
+0.5]]);
26 lines
.push([[0.5, 3.5], [2.5, 5.5]]);
27 lines
.push([[0.5, 5.5], [2.5, 3.5]]);
28 lines
.push([[9.5, 3.5], [7.5, 5.5]]);
29 lines
.push([[9.5, 5.5], [7.5, 3.5]]);
33 // No castle, but flag: bikjang
34 static get HasCastle() {
38 static get HasEnpassant() {
42 static get ELEPHANT() {
50 static get ADVISOR() {
55 return [V
.PAWN
, V
.ROOK
, V
.KNIGHT
, V
.ELEPHANT
, V
.ADVISOR
, V
.KING
, V
.CANNON
];
63 return { x: 10, y: 9};
66 static IsGoodFlags(flags
) {
67 // bikjang status of last move + pass
68 return !!flags
.match(/^[0-2]{2,2}$/);
72 return [this.bikjangFlag
, this.passFlag
];
75 disaggregateFlags(flags
) {
76 this.bikjangFlag
= flags
[0];
77 this.passFlag
= flags
[1];
81 return this.bikjangFlag
.toString() + this.passFlag
.toString()
85 this.bikjangFlag
= parseInt(fenflags
.charAt(0), 10);
86 this.passFlag
= parseInt(fenflags
.charAt(1), 10);
89 setOtherVariables(fen
) {
90 super.setOtherVariables(fen
);
91 // Sub-turn is useful only at first move...
95 getPotentialMovesFrom([x
, y
]) {
97 const c
= this.getColor(x
, y
);
98 const oppCol
= V
.GetOppCol(c
);
99 if (this.kingPos
[c
][0] == x
&& this.kingPos
[c
][1] == y
) {
100 // Add pass move (might be impossible if undercheck)
105 start: { x: this.kingPos
[c
][0], y: this.kingPos
[c
][1] },
106 end: { x: this.kingPos
[oppCol
][0], y: this.kingPos
[oppCol
][1] }
110 // TODO: next "if" is mutually exclusive with the block above
111 if (this.movesCount
<= 1) {
112 const firstRank
= (this.movesCount
== 0 ? 9 : 0);
113 const initDestFile
= new Map([[1, 2], [7, 6]]);
114 // Only option is knight --> elephant swap:
117 !!initDestFile
.get(y
) &&
118 this.getPiece(x
, y
) == V
.KNIGHT
120 const destFile
= initDestFile
.get(y
);
151 start: { x: x
, y: y
},
152 end: { x: x
, y: destFile
}
158 let normalMoves
= [];
159 switch (this.getPiece(x
, y
)) {
161 normalMoves
= this.getPotentialPawnMoves([x
, y
]);
164 normalMoves
= this.getPotentialRookMoves([x
, y
]);
167 normalMoves
= this.getPotentialKnightMoves([x
, y
]);
170 normalMoves
= this.getPotentialElephantMoves([x
, y
]);
173 normalMoves
= this.getPotentialAdvisorMoves([x
, y
]);
176 normalMoves
= this.getPotentialKingMoves([x
, y
]);
179 normalMoves
= this.getPotentialCannonMoves([x
, y
]);
182 Array
.prototype.push
.apply(moves
, normalMoves
);
187 getPotentialPawnMoves([x
, y
]) {
188 const c
= this.getColor(x
, y
);
189 const oppCol
= V
.GetOppCol(c
);
190 const shiftX
= (c
== 'w' ? -1 : 1);
191 const rank23
= (oppCol
== 'w' ? [8, 7] : [1, 2]);
192 let steps
= [[shiftX
, 0], [0, -1], [0, 1]];
193 // Diagonal moves inside enemy palace:
194 if (y
== 4 && x
== rank23
[0])
195 Array
.prototype.push
.apply(steps
, [[shiftX
, 1], [shiftX
, -1]]);
196 else if (x
== rank23
[1]) {
197 if (y
== 3) steps
.push([shiftX
, 1]);
198 else if (y
== 5) steps
.push([shiftX
, -1]);
200 return super.getSlideNJumpMoves([x
, y
], steps
, 1);
203 knightStepsFromRookStep(step
) {
204 if (step
[0] == 0) return [ [1, 2*step
[1]], [-1, 2*step
[1]] ];
205 return [ [2*step
[0], 1], [2*step
[0], -1] ];
208 getPotentialKnightMoves([x
, y
]) {
210 for (let rookStep
of ChessRules
.steps
[V
.ROOK
]) {
211 const [i
, j
] = [x
+ rookStep
[0], y
+ rookStep
[1]];
212 if (V
.OnBoard(i
, j
) && this.board
[i
][j
] == V
.EMPTY
) {
213 Array
.prototype.push
.apply(steps
,
214 // These moves might be impossible, but need to be checked:
215 this.knightStepsFromRookStep(rookStep
));
218 return super.getSlideNJumpMoves([x
, y
], steps
, 1);
221 elephantStepsFromRookStep(step
) {
222 if (step
[0] == 0) return [ [2, 3*step
[1]], [-2, 3*step
[1]] ];
223 return [ [3*step
[0], 2], [3*step
[0], -2] ];
226 getPotentialElephantMoves([x
, y
]) {
228 for (let rookStep
of ChessRules
.steps
[V
.ROOK
]) {
229 const eSteps
= this.elephantStepsFromRookStep(rookStep
);
230 const [i
, j
] = [x
+ rookStep
[0], y
+ rookStep
[1]];
231 if (V
.OnBoard(i
, j
) && this.board
[i
][j
] == V
.EMPTY
) {
232 // Check second crossing:
233 const knightSteps
= this.knightStepsFromRookStep(rookStep
);
234 for (let k
of [0, 1]) {
235 const [ii
, jj
] = [x
+ knightSteps
[k
][0], y
+ knightSteps
[k
][1]];
236 if (V
.OnBoard(ii
, jj
) && this.board
[ii
][jj
] == V
.EMPTY
)
237 steps
.push(eSteps
[k
]); //ok: same ordering
241 return super.getSlideNJumpMoves([x
, y
], steps
, 1);
244 palacePeopleMoves([x
, y
]) {
245 const c
= this.getColor(x
, y
);
248 if (x
< (c
== 'w' ? 9 : 2)) steps
.push([1, 0]);
249 if (x
> (c
== 'w' ? 7 : 0)) steps
.push([-1, 0]);
250 if (y
> 3) steps
.push([0, -1]);
251 if (y
< 5) steps
.push([0, 1]);
252 // Diagonal steps, if in the middle or corner:
256 (c
== 'w' && x
!= 8) ||
260 // In a corner: maximum one diagonal step available
262 const direction
= (c
== 'w' ? -1 : 1);
263 if ((c
== 'w' && x
== 9) || (c
== 'b' && x
== 0)) {
265 if (y
== 3) step
= [direction
, 1];
266 else step
= [direction
, -1];
268 else if ((c
== 'w' && x
== 7) || (c
== 'b' && x
== 2)) {
270 if (y
== 3) step
= [-direction
, 1];
271 else step
= [-direction
, -1];
278 (c
== 'w' && x
== 8) ||
282 // At the middle: all directions available
283 Array
.prototype.push
.apply(steps
, ChessRules
.steps
[V
.BISHOP
]);
285 return super.getSlideNJumpMoves([x
, y
], steps
, 1);
288 getPotentialAdvisorMoves(sq
) {
289 return this.palacePeopleMoves(sq
);
292 getPotentialKingMoves(sq
) {
293 return this.palacePeopleMoves(sq
);
296 getPotentialRookMoves([x
, y
]) {
297 let moves
= super.getPotentialRookMoves([x
, y
]);
298 if ([3, 5].includes(y
) && [0, 2, 7, 9].includes(x
)) {
299 // In a corner of a palace: move along diagonal
300 const step
= [[0, 7].includes(x
) ? 1 : -1, 4 - y
];
301 const oppCol
= V
.GetOppCol(this.getColor(x
, y
));
302 for (let i
of [1, 2]) {
303 const [xx
, yy
] = [x
+ i
* step
[0], y
+ i
* step
[1]];
304 if (this.board
[xx
][yy
] == V
.EMPTY
)
305 moves
.push(this.getBasicMove([x
, y
], [xx
, yy
]));
307 if (this.getColor(xx
, yy
) == oppCol
)
308 moves
.push(this.getBasicMove([x
, y
], [xx
, yy
]));
313 else if (y
== 4 && [1, 8].includes(x
)) {
314 // In the middle of a palace: 4 one-diagonal-step to check
315 Array
.prototype.push
.apply(
317 super.getSlideNJumpMoves([x
, y
], ChessRules
.steps
[V
.BISHOP
], 1)
323 // NOTE: (mostly) duplicated from Shako (TODO?)
324 getPotentialCannonMoves([x
, y
]) {
325 const oppCol
= V
.GetOppCol(this.turn
);
327 // Look in every direction until an obstacle (to jump) is met
328 for (const step
of V
.steps
[V
.ROOK
]) {
331 while (V
.OnBoard(i
, j
) && this.board
[i
][j
] == V
.EMPTY
) {
335 // Then, search for an enemy (if jumped piece isn't a cannon)
336 if (V
.OnBoard(i
, j
) && this.getPiece(i
, j
) != V
.CANNON
) {
339 while (V
.OnBoard(i
, j
) && this.board
[i
][j
] == V
.EMPTY
) {
340 moves
.push(this.getBasicMove([x
, y
], [i
, j
]));
346 this.getColor(i
, j
) == oppCol
&&
347 this.getPiece(i
, j
) != V
.CANNON
349 moves
.push(this.getBasicMove([x
, y
], [i
, j
]));
353 if ([3, 5].includes(y
) && [0, 2, 7, 9].includes(x
)) {
354 // In a corner of a palace: hop over next obstacle if possible
355 const step
= [[0, 7].includes(x
) ? 1 : -1, 4 - y
];
356 const [x1
, y1
] = [x
+ step
[0], y
+ step
[1]];
357 const [x2
, y2
] = [x
+ 2 * step
[0], y
+ 2 * step
[1]];
359 this.board
[x1
][y1
] != V
.EMPTY
&&
360 this.getPiece(x1
, y1
) != V
.CANNON
&&
362 this.board
[x2
][y2
] == V
.EMPTY
||
364 this.getColor(x2
, y2
) == oppCol
&&
365 this.getPiece(x2
, y2
) != V
.CANNON
369 moves
.push(this.getBasicMove([x
, y
], [x2
, y2
]));
375 // (King) Never attacked by advisor, since it stays in the palace
376 isAttacked(sq
, color
) {
378 this.isAttackedByPawn(sq
, color
) ||
379 this.isAttackedByRook(sq
, color
) ||
380 this.isAttackedByKnight(sq
, color
) ||
381 this.isAttackedByElephant(sq
, color
) ||
382 this.isAttackedByCannon(sq
, color
)
386 onPalaceDiagonal([x
, y
]) {
388 (y
== 4 && [1, 8].includes(x
)) ||
389 ([3, 5].includes(y
) && [0, 2, 7, 9].includes(x
))
393 isAttackedByPawn([x
, y
], color
) {
394 const shiftX
= (color
== 'w' ? 1 : -1); //shift from king
395 if (super.isAttackedBySlideNJump(
396 [x
, y
], color
, V
.PAWN
, [[shiftX
, 0], [0, 1], [0, -1]], 1)
400 if (this.onPalaceDiagonal([x
, y
])) {
401 for (let yStep
of [-1, 1]) {
402 const [xx
, yy
] = [x
+ shiftX
, y
+ yStep
];
404 this.onPalaceDiagonal([xx
,yy
]) &&
405 this.board
[xx
][yy
] != V
.EMPTY
&&
406 this.getColor(xx
, yy
) == color
&&
407 this.getPiece(xx
, yy
) == V
.PAWN
416 knightStepsFromBishopStep(step
) {
417 return [ [2*step
[0], step
[1]], [step
[0], 2*step
[1]] ];
420 isAttackedByKnight([x
, y
], color
) {
421 // Check bishop steps: if empty, look continuation knight step
423 for (let s
of ChessRules
.steps
[V
.BISHOP
]) {
424 const [i
, j
] = [x
+ s
[0], y
+ s
[1]];
427 this.board
[i
][j
] == V
.EMPTY
429 Array
.prototype.push
.apply(steps
, this.knightStepsFromBishopStep(s
));
433 super.isAttackedBySlideNJump([x
, y
], color
, V
.KNIGHT
, steps
, 1)
437 elephantStepsFromBishopStep(step
) {
438 return [ [3*step
[0], 2*step
[1]], [2*step
[0], 3*step
[1]] ];
441 isAttackedByElephant([x
, y
], color
) {
442 // Check bishop steps: if empty, look continuation elephant step
444 for (let s
of ChessRules
.steps
[V
.BISHOP
]) {
445 const [i1
, j1
] = [x
+ s
[0], y
+ s
[1]];
446 const [i2
, j2
] = [x
+ 2*s
[0], y
+ 2*s
[1]];
448 V
.OnBoard(i2
, j2
) && this.board
[i2
][j2
] == V
.EMPTY
&&
449 V
.OnBoard(i1
, j1
) && this.board
[i1
][j1
] == V
.EMPTY
451 Array
.prototype.push
.apply(steps
, this.elephantStepsFromBishopStep(s
));
455 super.isAttackedBySlideNJump([x
, y
], color
, V
.ELEPHANT
, steps
, 1)
459 isAttackedByRook([x
, y
], color
) {
460 if (super.isAttackedByRook([x
, y
], color
)) return true;
461 // Also check diagonals, if inside palace
462 if (this.onPalaceDiagonal([x
, y
])) {
463 // TODO: next scan is clearly suboptimal
464 for (let s
of ChessRules
.steps
[V
.BISHOP
]) {
465 for (let i
of [1, 2]) {
466 const [xx
, yy
] = [x
+ i
* s
[0], y
+ i
* s
[1]];
469 this.onPalaceDiagonal([xx
, yy
])
471 if (this.board
[xx
][yy
] != V
.EMPTY
) {
473 this.getColor(xx
, yy
) == color
&&
474 this.getPiece(xx
, yy
) == V
.ROOK
488 // NOTE: (mostly) duplicated from Shako (TODO?)
489 isAttackedByCannon([x
, y
], color
) {
490 // Reversed process: is there an obstacle in line,
491 // and a cannon next in the same line?
492 for (const step
of V
.steps
[V
.ROOK
]) {
493 let [i
, j
] = [x
+step
[0], y
+step
[1]];
494 while (V
.OnBoard(i
, j
) && this.board
[i
][j
] == V
.EMPTY
) {
498 if (V
.OnBoard(i
, j
) && this.getPiece(i
, j
) != V
.CANNON
) {
499 // Keep looking in this direction
502 while (V
.OnBoard(i
, j
) && this.board
[i
][j
] == V
.EMPTY
) {
508 this.getPiece(i
, j
) == V
.CANNON
&&
509 this.getColor(i
, j
) == color
519 if ([this.bikjangFlag
, this.passFlag
].includes(2)) return "1/2";
520 const color
= this.turn
;
521 // super.atLeastOneMove() does not consider passing (OK)
522 if (this.underCheck(color
) && !super.atLeastOneMove())
523 return (color
== "w" ? "0-1" : "1-0");
527 static get VALUES() {
539 static get SEARCH_DEPTH() {
543 static GenRandInitFen() {
544 // No randomization here (but initial setup choice)
546 "rnea1aenr/4k4/1c5c1/p1p1p1p1p/9/9/P1P1P1P1P/1C5C1/4K4/RNEA1AENR w 0 00"
551 move.subTurn
= this.subTurn
; //much easier
552 if (this.movesCount
>= 2 || this.subTurn
== 2 || move.vanish
.length
== 0) {
553 this.turn
= V
.GetOppCol(this.turn
);
557 else this.subTurn
= 2;
558 move.flags
= JSON
.stringify(this.aggregateFlags());
559 V
.PlayOnBoard(this.board
, move);
564 if (move.vanish
.length
> 0) super.postPlay(move);
565 else if (this.movesCount
> 2) this.passFlag
++;
566 // Update bikjang flag
567 if (this.kingPos
['w'][1] == this.kingPos
['b'][1]) {
568 const y
= this.kingPos
['w'][1];
570 for (let x
= this.kingPos
['b'][0] + 1; x
< this.kingPos
['w'][0]; x
++) {
571 if (this.board
[x
][y
] != V
.EMPTY
) {
576 if (bikjang
) this.bikjangFlag
++;
577 else this.bikjangFlag
= 0;
579 else this.bikjangFlag
= 0;
583 this.disaggregateFlags(JSON
.parse(move.flags
));
584 V
.UndoOnBoard(this.board
, move);
586 if (this.movesCount
>= 2 || this.subTurn
== 1 || move.vanish
.length
== 0) {
587 this.turn
= V
.GetOppCol(this.turn
);
590 this.subTurn
= move.subTurn
;
594 if (move.vanish
.length
> 0) super.postUndo(move);
598 if (this.movesCount
<= 1) {
599 // Special case: swap and pass at random
600 const moves1
= this.getAllValidMoves();
601 const m1
= moves1
[randInt(moves1
.length
)];
603 if (m1
.vanish
.length
== 0) {
607 const moves2
= this.getAllValidMoves();
608 const m2
= moves2
[randInt(moves2
.length
)];
612 return super.getComputerMove();
616 if (move.vanish
.length
== 0) return "pass";
617 if (move.appear
.length
== 2) return "S"; //"swap"
618 let notation
= super.getNotation(move);
619 if (move.vanish
.length
== 2 && move.vanish
[0].p
== V
.PAWN
)
620 notation
= "P" + notation
.substr(1);