| 1 | class UltimaRules extends ChessRules |
| 2 | { |
| 3 | static getPpath(b) |
| 4 | { |
| 5 | if (b[1] == "m") //'m' for Immobilizer (I is too similar to 1) |
| 6 | return "Ultima/" + b; |
| 7 | return b; //usual piece |
| 8 | } |
| 9 | |
| 10 | initVariables(fen) |
| 11 | { |
| 12 | this.kingPos = {'w':[-1,-1], 'b':[-1,-1]}; |
| 13 | const fenParts = fen.split(" "); |
| 14 | const position = fenParts[0].split("/"); |
| 15 | for (let i=0; i<position.length; i++) |
| 16 | { |
| 17 | let k = 0; |
| 18 | for (let j=0; j<position[i].length; j++) |
| 19 | { |
| 20 | switch (position[i].charAt(j)) |
| 21 | { |
| 22 | case 'k': |
| 23 | this.kingPos['b'] = [i,k]; |
| 24 | break; |
| 25 | case 'K': |
| 26 | this.kingPos['w'] = [i,k]; |
| 27 | break; |
| 28 | default: |
| 29 | let num = parseInt(position[i].charAt(j)); |
| 30 | if (!isNaN(num)) |
| 31 | k += (num-1); |
| 32 | } |
| 33 | k++; |
| 34 | } |
| 35 | } |
| 36 | this.epSquares = []; //no en-passant here |
| 37 | } |
| 38 | |
| 39 | setFlags(fen) |
| 40 | { |
| 41 | // TODO: for compatibility? |
| 42 | this.castleFlags = {"w":[false,false], "b":[false,false]}; |
| 43 | } |
| 44 | |
| 45 | static get IMMOBILIZER() { return 'm'; } |
| 46 | // Although other pieces keep their names here for coding simplicity, |
| 47 | // keep in mind that: |
| 48 | // - a "rook" is a coordinator, capturing by coordinating with the king |
| 49 | // - a "knight" is a long-leaper, capturing as in draughts |
| 50 | // - a "bishop" is a chameleon, capturing as its prey |
| 51 | // - a "queen" is a withdrawer, capturing by moving away from pieces |
| 52 | |
| 53 | getPotentialMovesFrom([x,y]) |
| 54 | { |
| 55 | switch (this.getPiece(x,y)) |
| 56 | { |
| 57 | case VariantRules.IMMOBILIZER: |
| 58 | return this.getPotentialImmobilizerMoves([x,y]); |
| 59 | default: |
| 60 | return super.getPotentialMovesFrom([x,y]); |
| 61 | } |
| 62 | // TODO: add potential suicides as a move "taking the immobilizer" |
| 63 | // TODO: add long-leaper captures |
| 64 | // TODO: mark matching coordinator/withdrawer/chameleon moves as captures |
| 65 | // (will be a bit tedious for chameleons) |
| 66 | // --> filter directly in functions below |
| 67 | } |
| 68 | |
| 69 | getSlideNJumpMoves([x,y], steps, oneStep) |
| 70 | { |
| 71 | const color = this.getColor(x,y); |
| 72 | const piece = this.getPiece(x,y); |
| 73 | let moves = []; |
| 74 | const [sizeX,sizeY] = VariantRules.size; |
| 75 | outerLoop: |
| 76 | for (let step of steps) |
| 77 | { |
| 78 | let i = x + step[0]; |
| 79 | let j = y + step[1]; |
| 80 | while (i>=0 && i<sizeX && j>=0 && j<sizeY |
| 81 | && this.board[i][j] == VariantRules.EMPTY) |
| 82 | { |
| 83 | moves.push(this.getBasicMove([x,y], [i,j])); |
| 84 | if (oneStep !== undefined) |
| 85 | continue outerLoop; |
| 86 | i += step[0]; |
| 87 | j += step[1]; |
| 88 | } |
| 89 | // Only king can take on occupied square: |
| 90 | if (piece==VariantRules.KING && i>=0 && i<sizeX && j>=0 |
| 91 | && j<sizeY && this.canTake([x,y], [i,j])) |
| 92 | { |
| 93 | moves.push(this.getBasicMove([x,y], [i,j])); |
| 94 | } |
| 95 | } |
| 96 | return moves; |
| 97 | } |
| 98 | |
| 99 | getPotentialPawnMoves([x,y]) |
| 100 | { |
| 101 | return super.getPotentialRookMoves([x,y]); |
| 102 | } |
| 103 | |
| 104 | getPotentialRookMoves(sq) |
| 105 | { |
| 106 | return super.getPotentialQueenMoves(sq); |
| 107 | } |
| 108 | |
| 109 | getPotentialKnightMoves(sq) |
| 110 | { |
| 111 | return super.getPotentialQueenMoves(sq); |
| 112 | } |
| 113 | |
| 114 | getPotentialBishopMoves(sq) |
| 115 | { |
| 116 | return super.getPotentialQueenMoves(sq); |
| 117 | } |
| 118 | |
| 119 | getPotentialQueenMoves(sq) |
| 120 | { |
| 121 | return super.getPotentialQueenMoves(sq); |
| 122 | } |
| 123 | |
| 124 | getPotentialKingMoves(sq) |
| 125 | { |
| 126 | const V = VariantRules; |
| 127 | return this.getSlideNJumpMoves(sq, |
| 128 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep"); |
| 129 | } |
| 130 | |
| 131 | // isAttacked() is OK because the immobilizer doesn't take |
| 132 | |
| 133 | isAttackedByPawn([x,y], colors) |
| 134 | { |
| 135 | // Square (x,y) must be surrounded by two enemy pieces, |
| 136 | // and one of them at least should be a pawn |
| 137 | return false; |
| 138 | } |
| 139 | |
| 140 | isAttackedByRook(sq, colors) |
| 141 | { |
| 142 | // Enemy king must be on same file and a rook on same row (or reverse) |
| 143 | } |
| 144 | |
| 145 | isAttackedByKnight(sq, colors) |
| 146 | { |
| 147 | // Square (x,y) must be on same line as a knight, |
| 148 | // and there must be empty square(s) behind. |
| 149 | } |
| 150 | |
| 151 | isAttackedByBishop(sq, colors) |
| 152 | { |
| 153 | // switch on piece nature on square sq: a chameleon attack as this piece |
| 154 | // ==> call the appropriate isAttackedBy... (exception of immobilizers) |
| 155 | // Other exception: a chameleon cannot attack a chameleon (seemingly...) |
| 156 | } |
| 157 | |
| 158 | isAttackedByQueen(sq, colors) |
| 159 | { |
| 160 | // Square (x,y) must be adjacent to a queen, and the queen must have |
| 161 | // some free space in the opposite direction from (x,y) |
| 162 | } |
| 163 | |
| 164 | updateVariables(move) |
| 165 | { |
| 166 | // Just update king position |
| 167 | const piece = this.getPiece(move.start.x,move.start.y); |
| 168 | const c = this.getColor(move.start.x,move.start.y); |
| 169 | if (piece == VariantRules.KING && move.appear.length > 0) |
| 170 | { |
| 171 | this.kingPos[c][0] = move.appear[0].x; |
| 172 | this.kingPos[c][1] = move.appear[0].y; |
| 173 | } |
| 174 | } |
| 175 | |
| 176 | static get VALUES() { //TODO: totally experimental! |
| 177 | return { |
| 178 | 'p': 1, |
| 179 | 'r': 2, |
| 180 | 'n': 5, |
| 181 | 'b': 3, |
| 182 | 'q': 3, |
| 183 | 'm': 5, |
| 184 | 'k': 1000 |
| 185 | }; |
| 186 | } |
| 187 | |
| 188 | static get SEARCH_DEPTH() { return 2; } //TODO? |
| 189 | |
| 190 | static GenRandInitFen() |
| 191 | { |
| 192 | let pieces = { "w": new Array(8), "b": new Array(8) }; |
| 193 | // Shuffle pieces on first and last rank |
| 194 | for (let c of ["w","b"]) |
| 195 | { |
| 196 | let positions = _.range(8); |
| 197 | // Get random squares for every piece, totally freely |
| 198 | |
| 199 | let randIndex = _.random(7); |
| 200 | const bishop1Pos = positions[randIndex]; |
| 201 | positions.splice(randIndex, 1); |
| 202 | |
| 203 | randIndex = _.random(6); |
| 204 | const bishop2Pos = positions[randIndex]; |
| 205 | positions.splice(randIndex, 1); |
| 206 | |
| 207 | randIndex = _.random(5); |
| 208 | const knight1Pos = positions[randIndex]; |
| 209 | positions.splice(randIndex, 1); |
| 210 | |
| 211 | randIndex = _.random(4); |
| 212 | const knight2Pos = positions[randIndex]; |
| 213 | positions.splice(randIndex, 1); |
| 214 | |
| 215 | randIndex = _.random(3); |
| 216 | const queenPos = positions[randIndex]; |
| 217 | positions.splice(randIndex, 1); |
| 218 | |
| 219 | randIndex = _.random(2); |
| 220 | const kingPos = positions[randIndex]; |
| 221 | positions.splice(randIndex, 1); |
| 222 | |
| 223 | randIndex = _.random(1); |
| 224 | const rookPos = positions[randIndex]; |
| 225 | positions.splice(randIndex, 1); |
| 226 | const immobilizerPos = positions[2]; |
| 227 | |
| 228 | pieces[c][bishop1Pos] = 'b'; |
| 229 | pieces[c][bishop2Pos] = 'b'; |
| 230 | pieces[c][knight1Pos] = 'n'; |
| 231 | pieces[c][knight2Pos] = 'n'; |
| 232 | pieces[c][queenPos] = 'q'; |
| 233 | pieces[c][kingPos] = 'k'; |
| 234 | pieces[c][rookPos] = 'r'; |
| 235 | pieces[c][immobilizerPos] = 'm'; |
| 236 | } |
| 237 | return pieces["b"].join("") + |
| 238 | "/pppppppp/8/8/8/8/PPPPPPPP/" + |
| 239 | pieces["w"].join("").toUpperCase() + |
| 240 | " 0000"; //TODO: flags?! |
| 241 | } |
| 242 | |
| 243 | getFlagsFen() |
| 244 | { |
| 245 | return "0000"; //TODO: or "-" ? |
| 246 | } |
| 247 | } |