1fbc5d0b0ce172b86fa27538836c7c75f68c2bcf
1 import { randInt
} from "@/utils/alea";
2 import { ChessRules
, PiPo
, Move
} from "@/base_rules";
4 export class EightpiecesRules
extends ChessRules
{
16 static get IMAGE_EXTENSION() {
17 // Temporarily, for the time SVG pieces are being designed:
21 // Lancer directions *from white perspective*
22 static get LANCER_DIRS() {
36 return ChessRules
.PIECES
37 .concat([V
.JAILER
, V
.SENTRY
])
38 .concat(Object
.keys(V
.LANCER_DIRS
));
42 const piece
= this.board
[i
][j
].charAt(1);
43 // Special lancer case: 8 possible orientations
44 if (Object
.keys(V
.LANCER_DIRS
).includes(piece
)) return V
.LANCER
;
48 getPpath(b
, color
, score
, orientation
) {
49 if ([V
.JAILER
, V
.SENTRY
].includes(b
[1])) return "Eightpieces/tmp_png/" + b
;
50 if (Object
.keys(V
.LANCER_DIRS
).includes(b
[1])) {
51 if (orientation
== 'w') return "Eightpieces/tmp_png/" + b
;
52 // Find opposite direction for adequate display:
80 return "Eightpieces/tmp_png/" + b
[0] + oppDir
;
82 // TODO: after we have SVG pieces, remove the folder and next prefix:
83 return "Eightpieces/tmp_png/" + b
;
86 getPPpath(m
, orientation
) {
89 m
.appear
[0].c
+ m
.appear
[0].p
,
97 static ParseFen(fen
) {
98 const fenParts
= fen
.split(" ");
100 ChessRules
.ParseFen(fen
),
101 { sentrypush: fenParts
[5] }
105 static IsGoodFen(fen
) {
106 if (!ChessRules
.IsGoodFen(fen
)) return false;
107 const fenParsed
= V
.ParseFen(fen
);
108 // 5) Check sentry push (if any)
110 fenParsed
.sentrypush
!= "-" &&
111 !fenParsed
.sentrypush
.match(/^([a-h][1-8]){2,2}$/)
119 return super.getFen() + " " + this.getSentrypushFen();
123 return super.getFenForRepeat() + "_" + this.getSentrypushFen();
127 const L
= this.sentryPush
.length
;
128 if (!this.sentryPush
[L
-1]) return "-";
130 const spL
= this.sentryPush
[L
-1].length
;
131 // Condensate path: just need initial and final squares:
133 .map(i
=> V
.CoordsToSquare(this.sentryPush
[L
-1][i
]))
137 setOtherVariables(fen
) {
138 super.setOtherVariables(fen
);
139 // subTurn == 2 only when a sentry moved, and is about to push something
141 // Sentry position just after a "capture" (subTurn from 1 to 2)
142 this.sentryPos
= null;
143 // Stack pieces' forbidden squares after a sentry move at each turn
144 const parsedFen
= V
.ParseFen(fen
);
145 if (parsedFen
.sentrypush
== "-") this.sentryPush
= [null];
147 // Expand init + dest squares into a full path:
148 const init
= V
.SquareToCoords(parsedFen
.sentrypush
.substr(0, 2)),
149 dest
= V
.SquareToCoords(parsedFen
.sentrypush
.substr(2));
150 let newPath
= [init
];
151 const delta
= ['x', 'y'].map(i
=> Math
.abs(dest
[i
] - init
[i
]));
152 // Check that it's not a knight movement:
153 if (delta
[0] == 0 || delta
[1] == 0 || delta
[0] == delta
[1]) {
154 const step
= ['x', 'y'].map((i
, idx
) => {
155 return (dest
[i
] - init
[i
]) / delta
[idx
] || 0
157 let x
= init
.x
+ step
[0],
158 y
= init
.y
+ step
[1];
159 while (x
!= dest
.x
|| y
!= dest
.y
) {
160 newPath
.push({ x: x
, y: y
});
166 this.sentryPush
= [newPath
];
170 static GenRandInitFen(randomness
) {
172 return "jfsqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JDSQKBNR w 0 ahah - -";
174 const baseFen
= ChessRules
.GenRandInitFen(randomness
);
175 const fenParts
= baseFen
.split(' ');
176 const posParts
= fenParts
[0].split('/');
178 // Replace one bishop by sentry, so that sentries on different colors
179 // Also replace one random rook by jailer,
180 // and one random knight by lancer (facing north/south)
182 // "replaced" array contains -2 initially, then either -1 if skipped,
183 // or (eventually) the index of replacement:
184 let newPos
= { 0: "", 7: "" };
185 let sentryOddity
= -1;
186 for (let rank
of [0, 7]) {
187 let replaced
= { 'b': -2, 'n': -2, 'r': -2 };
188 for (let i
= 0; i
< 8; i
++) {
189 const curChar
= posParts
[rank
].charAt(i
).toLowerCase();
190 if (['b', 'n', 'r'].includes(curChar
)) {
192 replaced
[curChar
] == -1 ||
193 (curChar
== 'b' && rank
== 7 && i
% 2 == sentryOddity
) ||
195 (curChar
!= 'b' || rank
== 0) &&
196 replaced
[curChar
] == -2 &&
200 replaced
[curChar
] = i
;
201 if (curChar
== 'b') {
202 if (sentryOddity
< 0) sentryOddity
= i
% 2;
205 else if (curChar
== 'r') newPos
[rank
] += 'j';
207 // Lancer: orientation depends on side
208 newPos
[rank
] += (rank
== 0 ? 'g' : 'c');
211 if (replaced
[curChar
] == -2) replaced
[curChar
]++;
212 newPos
[rank
] += curChar
;
215 else newPos
[rank
] += curChar
;
220 newPos
[0] + "/" + posParts
.slice(1, 7).join('/') + "/" +
221 newPos
[7].toUpperCase() + " " + fenParts
.slice(1, 5).join(' ') + " -"
225 canTake([x1
, y1
], [x2
, y2
]) {
226 if (this.subTurn
== 2)
227 // Only self captures on this subturn:
228 return this.getColor(x1
, y1
) == this.getColor(x2
, y2
);
229 return super.canTake([x1
, y1
], [x2
, y2
]);
232 // Is piece on square (x,y) immobilized?
233 isImmobilized([x
, y
]) {
234 const color
= this.getColor(x
, y
);
235 const oppCol
= V
.GetOppCol(color
);
236 for (let step
of V
.steps
[V
.ROOK
]) {
237 const [i
, j
] = [x
+ step
[0], y
+ step
[1]];
240 this.board
[i
][j
] != V
.EMPTY
&&
241 this.getColor(i
, j
) == oppCol
243 if (this.getPiece(i
, j
) == V
.JAILER
) return [i
, j
];
249 // Because of the lancers, getPiece() could be wrong:
250 // use board[x][y][1] instead (always valid).
251 getBasicMove([sx
, sy
], [ex
, ey
], tr
) {
252 const initColor
= this.getColor(sx
, sy
);
253 const initPiece
= this.board
[sx
][sy
].charAt(1);
259 c: tr
? tr
.c : initColor
,
260 p: tr
? tr
.p : initPiece
273 // The opponent piece disappears if we take it
274 if (this.board
[ex
][ey
] != V
.EMPTY
) {
279 c: this.getColor(ex
, ey
),
280 p: this.board
[ex
][ey
].charAt(1)
288 canIplay(side
, [x
, y
]) {
290 (this.subTurn
== 1 && this.turn
== side
&& this.getColor(x
, y
) == side
)
292 (this.subTurn
== 2 && x
== this.sentryPos
.x
&& y
== this.sentryPos
.y
)
296 getPotentialMovesFrom([x
, y
]) {
297 const piece
= this.getPiece(x
, y
);
298 const L
= this.sentryPush
.length
;
299 // At subTurn == 2, jailers aren't effective (Jeff K)
300 if (this.subTurn
== 1) {
301 const jsq
= this.isImmobilized([x
, y
]);
304 // Special pass move if king:
305 if (piece
== V
.KING
) {
310 start: { x: x
, y: y
},
311 end: { x: jsq
[0], y: jsq
[1] }
315 else if (piece
== V
.LANCER
&& !!this.sentryPush
[L
-1]) {
316 // A pushed lancer next to the jailer: reorient
317 const color
= this.getColor(x
, y
);
318 const curDir
= this.board
[x
][y
].charAt(1);
319 Object
.keys(V
.LANCER_DIRS
).forEach(k
=> {
322 appear: [{ x: x
, y: y
, c: color
, p: k
}],
323 vanish: [{ x: x
, y: y
, c: color
, p: curDir
}],
324 start: { x: x
, y: y
},
325 end: { x: jsq
[0], y: jsq
[1] }
336 moves
= this.getPotentialJailerMoves([x
, y
]);
339 moves
= this.getPotentialSentryMoves([x
, y
]);
342 moves
= this.getPotentialLancerMoves([x
, y
]);
345 moves
= super.getPotentialMovesFrom([x
, y
]);
348 if (!!this.sentryPush
[L
-1]) {
349 // Delete moves walking back on sentry push path,
350 // only if not a pawn, and the piece is the pushed one.
351 const pl
= this.sentryPush
[L
-1].length
;
352 const finalPushedSq
= this.sentryPush
[L
-1][pl
-1];
353 moves
= moves
.filter(m
=> {
355 m
.vanish
[0].p
!= V
.PAWN
&&
356 m
.start
.x
== finalPushedSq
.x
&& m
.start
.y
== finalPushedSq
.y
&&
357 this.sentryPush
[L
-1].some(sq
=> sq
.x
== m
.end
.x
&& sq
.y
== m
.end
.y
)
364 else if (this.subTurn
== 2) {
365 // Put back the sentinel on board:
366 const color
= this.turn
;
368 m
.appear
.push({x: x
, y: y
, p: V
.SENTRY
, c: color
});
374 getPotentialPawnMoves([x
, y
]) {
375 const color
= this.getColor(x
, y
);
377 const [sizeX
, sizeY
] = [V
.size
.x
, V
.size
.y
];
378 let shiftX
= (color
== "w" ? -1 : 1);
379 if (this.subTurn
== 2) shiftX
*= -1;
380 const firstRank
= color
== "w" ? sizeX
- 1 : 0;
381 const startRank
= color
== "w" ? sizeX
- 2 : 1;
382 const lastRank
= color
== "w" ? 0 : sizeX
- 1;
384 // Pawns might be pushed on 1st rank and attempt to move again:
385 if (!V
.OnBoard(x
+ shiftX
, y
)) return [];
387 // A push cannot put a pawn on last rank (it goes backward)
388 let finalPieces
= [V
.PAWN
];
389 if (x
+ shiftX
== lastRank
) {
390 // Only allow direction facing inside board:
391 const allowedLancerDirs
=
393 ? ['e', 'f', 'g', 'h', 'm']
394 : ['c', 'd', 'e', 'm', 'o'];
397 .concat([V
.ROOK
, V
.KNIGHT
, V
.BISHOP
, V
.QUEEN
, V
.SENTRY
, V
.JAILER
]);
399 if (this.board
[x
+ shiftX
][y
] == V
.EMPTY
) {
400 // One square forward
401 for (let piece
of finalPieces
) {
403 this.getBasicMove([x
, y
], [x
+ shiftX
, y
], {
410 // 2-squares jumps forbidden if pawn push
412 [startRank
, firstRank
].includes(x
) &&
413 this.board
[x
+ 2 * shiftX
][y
] == V
.EMPTY
416 moves
.push(this.getBasicMove([x
, y
], [x
+ 2 * shiftX
, y
]));
420 for (let shiftY
of [-1, 1]) {
423 y
+ shiftY
< sizeY
&&
424 this.board
[x
+ shiftX
][y
+ shiftY
] != V
.EMPTY
&&
425 this.canTake([x
, y
], [x
+ shiftX
, y
+ shiftY
])
427 for (let piece
of finalPieces
) {
429 this.getBasicMove([x
, y
], [x
+ shiftX
, y
+ shiftY
], {
438 // En passant: only on subTurn == 1
439 const Lep
= this.epSquares
.length
;
440 const epSquare
= this.epSquares
[Lep
- 1];
444 epSquare
.x
== x
+ shiftX
&&
445 Math
.abs(epSquare
.y
- y
) == 1
447 let enpassantMove
= this.getBasicMove([x
, y
], [epSquare
.x
, epSquare
.y
]);
448 enpassantMove
.vanish
.push({
452 c: this.getColor(x
, epSquare
.y
)
454 moves
.push(enpassantMove
);
461 if (isNaN(square
[0])) return null;
462 const L
= this.sentryPush
.length
;
463 const [x
, y
] = [square
[0], square
[1]];
464 const color
= this.turn
;
467 this.board
[x
][y
] == V
.EMPTY
||
468 this.getPiece(x
, y
) != V
.LANCER
||
469 this.getColor(x
, y
) != color
||
470 !!this.sentryPush
[L
-1]
475 const orientation
= this.board
[x
][y
][1];
476 const step
= V
.LANCER_DIRS
[orientation
];
477 if (!V
.OnBoard(x
+ step
[0], y
+ step
[1])) {
479 Object
.keys(V
.LANCER_DIRS
).forEach(k
=> {
480 const dir
= V
.LANCER_DIRS
[k
];
482 (dir
[0] != step
[0] || dir
[1] != step
[1]) &&
483 V
.OnBoard(x
+ dir
[0], y
+ dir
[1])
503 start: { x: x
, y : y
},
504 end: { x: -1, y: -1 }
514 // Obtain all lancer moves in "step" direction
515 getPotentialLancerMoves_aux([x
, y
], step
, tr
) {
517 // Add all moves to vacant squares until opponent is met:
518 const color
= this.getColor(x
, y
);
522 // at subTurn == 2, consider own pieces as opponent
524 let sq
= [x
+ step
[0], y
+ step
[1]];
525 while (V
.OnBoard(sq
[0], sq
[1]) && this.getColor(sq
[0], sq
[1]) != oppCol
) {
526 if (this.board
[sq
[0]][sq
[1]] == V
.EMPTY
)
527 moves
.push(this.getBasicMove([x
, y
], sq
, tr
));
531 if (V
.OnBoard(sq
[0], sq
[1]))
532 // Add capturing move
533 moves
.push(this.getBasicMove([x
, y
], sq
, tr
));
537 getPotentialLancerMoves([x
, y
]) {
539 // Add all lancer possible orientations, similar to pawn promotions.
540 // Except if just after a push: allow all movements from init square then
541 const L
= this.sentryPush
.length
;
542 const color
= this.getColor(x
, y
);
543 const dirCode
= this.board
[x
][y
][1];
544 const curDir
= V
.LANCER_DIRS
[dirCode
];
545 if (!!this.sentryPush
[L
-1]) {
546 // Maybe I was pushed
547 const pl
= this.sentryPush
[L
-1].length
;
549 this.sentryPush
[L
-1][pl
-1].x
== x
&&
550 this.sentryPush
[L
-1][pl
-1].y
== y
552 // I was pushed: allow all directions (for this move only), but
553 // do not change direction after moving, *except* if I keep the
554 // same orientation in which I was pushed.
555 // Also allow simple reorientation ("capturing king"):
556 if (!V
.OnBoard(x
+ curDir
[0], y
+ curDir
[1])) {
557 const kp
= this.kingPos
[color
];
558 let reorientMoves
= [];
559 Object
.keys(V
.LANCER_DIRS
).forEach(k
=> {
560 const dir
= V
.LANCER_DIRS
[k
];
562 (dir
[0] != curDir
[0] || dir
[1] != curDir
[1]) &&
563 V
.OnBoard(x
+ dir
[0], y
+ dir
[1])
583 start: { x: x
, y : y
},
584 end: { x: kp
[0], y: kp
[1] }
589 Array
.prototype.push
.apply(moves
, reorientMoves
);
591 Object
.values(V
.LANCER_DIRS
).forEach(step
=> {
592 const dirCode
= Object
.keys(V
.LANCER_DIRS
).find(k
=> {
594 V
.LANCER_DIRS
[k
][0] == step
[0] &&
595 V
.LANCER_DIRS
[k
][1] == step
[1]
599 this.getPotentialLancerMoves_aux(
602 { p: dirCode
, c: color
}
604 if (curDir
[0] == step
[0] && curDir
[1] == step
[1]) {
605 // Keeping same orientation: can choose after
606 let chooseMoves
= [];
607 dirMoves
.forEach(m
=> {
608 Object
.keys(V
.LANCER_DIRS
).forEach(k
=> {
609 const newDir
= V
.LANCER_DIRS
[k
];
610 // Prevent orientations toward outer board:
611 if (V
.OnBoard(m
.end
.x
+ newDir
[0], m
.end
.y
+ newDir
[1])) {
612 let mk
= JSON
.parse(JSON
.stringify(m
));
614 chooseMoves
.push(mk
);
618 Array
.prototype.push
.apply(moves
, chooseMoves
);
620 else Array
.prototype.push
.apply(moves
, dirMoves
);
625 // I wasn't pushed: standard lancer move
627 this.getPotentialLancerMoves_aux([x
, y
], V
.LANCER_DIRS
[dirCode
]);
628 // Add all possible orientations aftermove except if I'm being pushed
629 if (this.subTurn
== 1) {
630 monodirMoves
.forEach(m
=> {
631 Object
.keys(V
.LANCER_DIRS
).forEach(k
=> {
632 const newDir
= V
.LANCER_DIRS
[k
];
633 // Prevent orientations toward outer board:
634 if (V
.OnBoard(m
.end
.x
+ newDir
[0], m
.end
.y
+ newDir
[1])) {
635 let mk
= JSON
.parse(JSON
.stringify(m
));
644 // I'm pushed: add potential nudges, except for current orientation
645 let potentialNudges
= [];
646 for (let step
of V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
])) {
648 (step
[0] != curDir
[0] || step
[1] != curDir
[1]) &&
649 V
.OnBoard(x
+ step
[0], y
+ step
[1]) &&
650 this.board
[x
+ step
[0]][y
+ step
[1]] == V
.EMPTY
652 const newDirCode
= Object
.keys(V
.LANCER_DIRS
).find(k
=> {
653 const codeStep
= V
.LANCER_DIRS
[k
];
654 return (codeStep
[0] == step
[0] && codeStep
[1] == step
[1]);
656 potentialNudges
.push(
659 [x
+ step
[0], y
+ step
[1]],
660 { c: color
, p: newDirCode
}
665 return monodirMoves
.concat(potentialNudges
);
669 getPotentialSentryMoves([x
, y
]) {
670 // The sentry moves a priori like a bishop:
671 let moves
= super.getPotentialBishopMoves([x
, y
]);
672 // ...but captures are replaced by special move, if and only if
673 // "captured" piece can move now, considered as the capturer unit.
674 // --> except is subTurn == 2, in this case I don't push anything.
675 if (this.subTurn
== 2) return moves
.filter(m
=> m
.vanish
.length
== 1);
677 if (m
.vanish
.length
== 2) {
678 // Temporarily cancel the sentry capture:
683 const color
= this.getColor(x
, y
);
684 const fMoves
= moves
.filter(m
=> {
685 // Can the pushed unit make any move? ...resulting in a non-self-check?
686 if (m
.appear
.length
== 0) {
689 let moves2
= this.getPotentialMovesFrom([m
.end
.x
, m
.end
.y
]);
690 for (let m2
of moves2
) {
692 res
= !this.underCheck(color
);
704 getPotentialJailerMoves([x
, y
]) {
705 return super.getPotentialRookMoves([x
, y
]).filter(m
=> {
706 // Remove jailer captures
707 return m
.vanish
[0].p
!= V
.JAILER
|| m
.vanish
.length
== 1;
711 getPotentialKingMoves(sq
) {
712 const moves
= this.getSlideNJumpMoves(
714 V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
]),
719 ? moves
.concat(this.getCastleMoves(sq
))
725 // If in second-half of a move, we already know that a move is possible
726 if (this.subTurn
== 2) return true;
727 return super.atLeastOneMove();
731 if (moves
.length
== 0) return [];
732 const basicFilter
= (m
, c
) => {
734 const res
= !this.underCheck(c
);
738 // Disable check tests for sentry pushes,
739 // because in this case the move isn't finished
740 let movesWithoutSentryPushes
= [];
741 let movesWithSentryPushes
= [];
743 // Second condition below for special king "pass" moves
744 if (m
.appear
.length
> 0 || m
.vanish
.length
== 0)
745 movesWithoutSentryPushes
.push(m
);
746 else movesWithSentryPushes
.push(m
);
748 const color
= this.turn
;
749 const oppCol
= V
.GetOppCol(color
);
750 const filteredMoves
=
751 movesWithoutSentryPushes
.filter(m
=> basicFilter(m
, color
));
752 // If at least one full move made, everything is allowed.
753 // Else: forbid checks and captures.
757 : filteredMoves
.filter(m
=> {
758 return (m
.vanish
.length
<= 1 && basicFilter(m
, oppCol
));
760 ).concat(movesWithSentryPushes
);
764 if (this.subTurn
== 1) return super.getAllValidMoves();
766 const sentrySq
= [this.sentryPos
.x
, this.sentryPos
.y
];
767 return this.filterValid(this.getPotentialMovesFrom(sentrySq
));
770 isAttacked(sq
, color
) {
772 super.isAttacked(sq
, color
) ||
773 this.isAttackedByLancer(sq
, color
) ||
774 this.isAttackedBySentry(sq
, color
)
775 // The jailer doesn't capture.
779 isAttackedBySlideNJump([x
, y
], color
, piece
, steps
, oneStep
) {
780 for (let step
of steps
) {
781 let rx
= x
+ step
[0],
783 while (V
.OnBoard(rx
, ry
) && this.board
[rx
][ry
] == V
.EMPTY
&& !oneStep
) {
789 this.getPiece(rx
, ry
) == piece
&&
790 this.getColor(rx
, ry
) == color
&&
791 !this.isImmobilized([rx
, ry
])
799 isAttackedByPawn([x
, y
], color
) {
800 const pawnShift
= (color
== "w" ? 1 : -1);
801 if (x
+ pawnShift
>= 0 && x
+ pawnShift
< V
.size
.x
) {
802 for (let i
of [-1, 1]) {
806 this.getPiece(x
+ pawnShift
, y
+ i
) == V
.PAWN
&&
807 this.getColor(x
+ pawnShift
, y
+ i
) == color
&&
808 !this.isImmobilized([x
+ pawnShift
, y
+ i
])
817 isAttackedByLancer([x
, y
], color
) {
818 for (let step
of V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
])) {
819 // If in this direction there are only enemy pieces and empty squares,
820 // and we meet a lancer: can he reach us?
821 // NOTE: do not stop at first lancer, there might be several!
822 let coord
= { x: x
+ step
[0], y: y
+ step
[1] };
825 V
.OnBoard(coord
.x
, coord
.y
) &&
827 this.board
[coord
.x
][coord
.y
] == V
.EMPTY
||
828 this.getColor(coord
.x
, coord
.y
) == color
832 this.getPiece(coord
.x
, coord
.y
) == V
.LANCER
&&
833 !this.isImmobilized([coord
.x
, coord
.y
])
835 lancerPos
.push({x: coord
.x
, y: coord
.y
});
840 const L
= this.sentryPush
.length
;
841 const pl
= (!!this.sentryPush
[L
-1] ? this.sentryPush
[L
-1].length : 0);
842 for (let xy
of lancerPos
) {
843 const dir
= V
.LANCER_DIRS
[this.board
[xy
.x
][xy
.y
].charAt(1)];
845 (dir
[0] == -step
[0] && dir
[1] == -step
[1]) ||
846 // If the lancer was just pushed, this is an attack too:
848 !!this.sentryPush
[L
-1] &&
849 this.sentryPush
[L
-1][pl
-1].x
== xy
.x
&&
850 this.sentryPush
[L
-1][pl
-1].y
== xy
.y
860 // Helper to check sentries attacks:
861 selfAttack([x1
, y1
], [x2
, y2
]) {
862 const color
= this.getColor(x1
, y1
);
863 const oppCol
= V
.GetOppCol(color
);
864 const sliderAttack
= (allowedSteps
, lancer
) => {
865 const deltaX
= x2
- x1
,
866 absDeltaX
= Math
.abs(deltaX
);
867 const deltaY
= y2
- y1
,
868 absDeltaY
= Math
.abs(deltaY
);
869 const step
= [ deltaX
/ absDeltaX
|| 0, deltaY
/ absDeltaY
|| 0 ];
871 // Check that the step is a priori valid:
872 (absDeltaX
!= absDeltaY
&& deltaX
!= 0 && deltaY
!= 0) ||
873 allowedSteps
.every(st
=> st
[0] != step
[0] || st
[1] != step
[1])
877 let sq
= [ x1
+ step
[0], y1
+ step
[1] ];
878 while (sq
[0] != x2
|| sq
[1] != y2
) {
880 // NOTE: no need to check OnBoard in this special case
881 (!lancer
&& this.board
[sq
[0]][sq
[1]] != V
.EMPTY
) ||
882 (!!lancer
&& this.getColor(sq
[0], sq
[1]) == oppCol
)
891 switch (this.getPiece(x1
, y1
)) {
893 // Pushed pawns move as enemy pawns
894 const shift
= (color
== 'w' ? 1 : -1);
895 return (x1
+ shift
== x2
&& Math
.abs(y1
- y2
) == 1);
898 const deltaX
= Math
.abs(x1
- x2
);
899 const deltaY
= Math
.abs(y1
- y2
);
901 deltaX
+ deltaY
== 3 &&
902 [1, 2].includes(deltaX
) &&
903 [1, 2].includes(deltaY
)
907 return sliderAttack(V
.steps
[V
.ROOK
]);
909 return sliderAttack(V
.steps
[V
.BISHOP
]);
911 return sliderAttack(V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
]));
913 // Special case: as long as no enemy units stands in-between,
914 // it attacks (if it points toward the king).
915 const allowedStep
= V
.LANCER_DIRS
[this.board
[x1
][y1
].charAt(1)];
916 return sliderAttack([allowedStep
], "lancer");
918 // No sentries or jailer tests: they cannot self-capture
923 isAttackedBySentry([x
, y
], color
) {
924 // Attacked by sentry means it can self-take our king.
925 // Just check diagonals of enemy sentry(ies), and if it reaches
926 // one of our pieces: can I self-take?
927 const myColor
= V
.GetOppCol(color
);
929 for (let i
=0; i
<V
.size
.x
; i
++) {
930 for (let j
=0; j
<V
.size
.y
; j
++) {
932 this.getPiece(i
,j
) == V
.SENTRY
&&
933 this.getColor(i
,j
) == color
&&
934 !this.isImmobilized([i
, j
])
936 for (let step
of V
.steps
[V
.BISHOP
]) {
937 let sq
= [ i
+ step
[0], j
+ step
[1] ];
939 V
.OnBoard(sq
[0], sq
[1]) &&
940 this.board
[sq
[0]][sq
[1]] == V
.EMPTY
946 V
.OnBoard(sq
[0], sq
[1]) &&
947 this.getColor(sq
[0], sq
[1]) == myColor
949 candidates
.push([ sq
[0], sq
[1] ]);
955 for (let c
of candidates
)
956 if (this.selfAttack(c
, [x
, y
])) return true;
960 // Jailer doesn't capture or give check
963 if (move.appear
.length
== 0 && move.vanish
.length
== 1)
964 // The sentry is about to push a piece: subTurn goes from 1 to 2
965 this.sentryPos
= { x: move.end
.x
, y: move.end
.y
};
966 if (this.subTurn
== 2 && move.vanish
[0].p
!= V
.PAWN
) {
967 // A piece is pushed: forbid array of squares between start and end
968 // of move, included (except if it's a pawn)
970 if ([V
.KNIGHT
,V
.KING
].includes(move.vanish
[0].p
))
971 // short-range pieces: just forbid initial square
972 squares
.push({ x: move.start
.x
, y: move.start
.y
});
974 const deltaX
= move.end
.x
- move.start
.x
;
975 const deltaY
= move.end
.y
- move.start
.y
;
977 deltaX
/ Math
.abs(deltaX
) || 0,
978 deltaY
/ Math
.abs(deltaY
) || 0
981 let sq
= {x: move.start
.x
, y: move.start
.y
};
982 sq
.x
!= move.end
.x
|| sq
.y
!= move.end
.y
;
983 sq
.x
+= step
[0], sq
.y
+= step
[1]
985 squares
.push({ x: sq
.x
, y: sq
.y
});
988 // Add end square as well, to know if I was pushed (useful for lancers)
989 squares
.push({ x: move.end
.x
, y: move.end
.y
});
990 this.sentryPush
.push(squares
);
991 } else this.sentryPush
.push(null);
996 move.flags
= JSON
.stringify(this.aggregateFlags());
997 this.epSquares
.push(this.getEpSquare(move));
998 V
.PlayOnBoard(this.board
, move);
999 // Is it a sentry push? (useful for undo)
1000 move.sentryPush
= (this.subTurn
== 2);
1001 if (this.subTurn
== 1) this.movesCount
++;
1002 if (move.appear
.length
== 0 && move.vanish
.length
== 1) this.subTurn
= 2;
1004 // Turn changes only if not a sentry "pre-push"
1005 this.turn
= V
.GetOppCol(this.turn
);
1008 this.postPlay(move);
1012 if (move.vanish
.length
== 0 || this.subTurn
== 2)
1013 // Special pass move of the king, or sentry pre-push: nothing to update
1015 const c
= move.vanish
[0].c
;
1016 const piece
= move.vanish
[0].p
;
1017 const firstRank
= c
== "w" ? V
.size
.x
- 1 : 0;
1019 if (piece
== V
.KING
) {
1020 this.kingPos
[c
][0] = move.appear
[0].x
;
1021 this.kingPos
[c
][1] = move.appear
[0].y
;
1022 this.castleFlags
[c
] = [V
.size
.y
, V
.size
.y
];
1025 // Update castling flags if rooks are moved
1026 const oppCol
= V
.GetOppCol(c
);
1027 const oppFirstRank
= V
.size
.x
- 1 - firstRank
;
1029 move.start
.x
== firstRank
&& //our rook moves?
1030 this.castleFlags
[c
].includes(move.start
.y
)
1032 const flagIdx
= (move.start
.y
== this.castleFlags
[c
][0] ? 0 : 1);
1033 this.castleFlags
[c
][flagIdx
] = V
.size
.y
;
1035 move.end
.x
== oppFirstRank
&& //we took opponent rook?
1036 this.castleFlags
[oppCol
].includes(move.end
.y
)
1038 const flagIdx
= (move.end
.y
== this.castleFlags
[oppCol
][0] ? 0 : 1);
1039 this.castleFlags
[oppCol
][flagIdx
] = V
.size
.y
;
1044 this.epSquares
.pop();
1045 this.disaggregateFlags(JSON
.parse(move.flags
));
1046 V
.UndoOnBoard(this.board
, move);
1047 // Decrement movesCount except if the move is a sentry push
1048 if (!move.sentryPush
) this.movesCount
--;
1049 if (this.subTurn
== 2) this.subTurn
= 1;
1051 this.turn
= V
.GetOppCol(this.turn
);
1052 if (move.sentryPush
) this.subTurn
= 2;
1054 this.postUndo(move);
1058 super.postUndo(move);
1059 this.sentryPush
.pop();
1062 static get VALUES() {
1063 return Object
.assign(
1064 { l: 4.8, s: 2.8, j: 3.8 }, //Jeff K. estimations
1070 const maxeval
= V
.INFINITY
;
1071 const color
= this.turn
;
1072 let moves1
= this.getAllValidMoves();
1074 if (moves1
.length
== 0)
1075 // TODO: this situation should not happen
1078 const setEval
= (move, next
) => {
1079 const score
= this.getCurrentScore();
1080 const curEval
= move.eval
;
1085 : (score
== "1-0" ? 1 : -1) * maxeval
;
1086 } else move.eval
= this.evalPosition();
1088 // "next" is defined after sentry pushes
1091 color
== 'w' && move.eval
> curEval
||
1092 color
== 'b' && move.eval
< curEval
1099 // Just search_depth == 1 (because of sentries. TODO: can do better...)
1100 moves1
.forEach(m1
=> {
1102 if (this.subTurn
== 1) setEval(m1
);
1104 // Need to play every pushes and count:
1105 const moves2
= this.getAllValidMoves();
1106 moves2
.forEach(m2
=> {
1115 moves1
.sort((a
, b
) => {
1116 return (color
== "w" ? 1 : -1) * (b
.eval
- a
.eval
);
1118 let candidates
= [0];
1119 for (let j
= 1; j
< moves1
.length
&& moves1
[j
].eval
== moves1
[0].eval
; j
++)
1121 const choice
= moves1
[candidates
[randInt(candidates
.length
)]];
1122 return (!choice
.second
? choice : [choice
, choice
.second
]);
1125 // For moves notation:
1126 static get LANCER_DIRNAMES() {
1140 // Special case "king takes jailer" is a pass move
1141 if (move.appear
.length
== 0 && move.vanish
.length
== 0) return "pass";
1142 let notation
= undefined;
1143 if (this.subTurn
== 2) {
1144 // Do not consider appear[1] (sentry) for sentry pushes
1145 const simpleMove
= {
1146 appear: [move.appear
[0]],
1147 vanish: move.vanish
,
1151 notation
= super.getNotation(simpleMove
);
1154 move.appear
.length
> 0 &&
1155 move.vanish
[0].x
== move.appear
[0].x
&&
1156 move.vanish
[0].y
== move.appear
[0].y
1158 // Lancer in-place reorientation:
1159 notation
= "L" + V
.CoordsToSquare(move.start
) + ":R";
1161 else notation
= super.getNotation(move);
1162 if (Object
.keys(V
.LANCER_DIRNAMES
).includes(move.vanish
[0].p
))
1163 // Lancer: add direction info
1164 notation
+= "=" + V
.LANCER_DIRNAMES
[move.appear
[0].p
];
1166 move.vanish
[0].p
== V
.PAWN
&&
1167 Object
.keys(V
.LANCER_DIRNAMES
).includes(move.appear
[0].p
)
1169 // Fix promotions in lancer:
1170 notation
= notation
.slice(0, -1) +
1171 "L:" + V
.LANCER_DIRNAMES
[move.appear
[0].p
];