import { ChessRules, Move, PiPo } from "@/base_rules";
import { SuicideRules } from "@/variants/Suicide";
+import { randInt } from "@/utils/alea";
export class ChakartRules extends ChessRules {
static get PawnSpecs() {
// Fictive color 'a', bomb banana mushroom egg
static get BOMB() {
- // Doesn't collide with bishop because color 'a'
+ // Doesn't collide with bishop because color is 'a'
return 'b';
}
static get BANANA() {
for (let c of ["w", "b"]) {
for (let p of ['k', 'q']) {
this.powerFlags[c][p] =
- fenFlags.charAt((c == "w" ? 0 : 2) + (p == 'k' ? 0 : 1)) == "1";
+ fenflags.charAt((c == "w" ? 0 : 2) + (p == 'k' ? 0 : 1)) == "1";
}
}
}
return counts.join("");
}
+ scanKings() {}
+
setOtherVariables(fen) {
+ super.setOtherVariables(fen);
const fenParsed = V.ParseFen(fen);
// Initialize captured pieces' counts from FEN
this.captured = {
}
}
+ // Helper for getBasicMove()
+ getRandomSquare([x, y], steps) {
+ const validSteps = steps.filter(s => {
+ const [i, j] = [x + s[0], y + s[1]];
+ return (
+ V.OnBoard(i, j) &&
+ (this.board[i][j] == V.EMPTY || this.getColor(i, j) == 'a')
+ );
+ });
+ if (validSteps.length == 0)
+ // Can happen after mushroom jump
+ return [x, y];
+ const step = validSteps[randInt(validSteps.length)];
+ return [x + step[0], y + step[1]];
+ }
+
getBasicMove([x1, y1], [x2, y2], tr) {
- // TODO: if this.subTurn == 2 :: no mushroom effect
- // (first, transformation. then:)
// Apply mushroom, bomb or banana effect (hidden to the player).
// Determine egg effect, too, and apply its first part if possible.
- // add egg + add mushroom for pawns.
- let move = super.getBasicMove([x1, y1], [x2, y2]);
- // TODO
+ let move = super.getBasicMove([x1, y1], [x2, y2], tr);
+ const color1 = this.getColor(x1, y1);
+ const color2 = this.getColor(x2, y2);
+ const piece1 = this.getPiece(x1, y1);
+ const piece2 = this.getPiece(x2, y2);
+ const oppCol = V.GetOppCol(color1);
+ if (
+ [V.PAWN, V.KNIGHT].includes(piece1) &&
+ (color2 != 'a' || !([V.BANANA, V.BOMB].includes(piece2)))
+ ) {
+ switch (piece1) {
+ case V.PAWN: {
+ const twoSquaresMove = (Math.abs(x2 - x1) == 2);
+ const mushroomX = x1 + (twoSquaresMove ? (x2 - x1) / 2 : 0);
+ move.appear.push(
+ new PiPo({
+ x: mushroomX,
+ y: y1,
+ c: 'a',
+ p: V.MUSHROOM
+ })
+ );
+ if (this.getColor(mushroomX, y1) == 'a') {
+ move.vanish.push(
+ new PiPo({
+ x: mushroomX,
+ y: y1,
+ c: 'a',
+ p: this.getPiece(mushroomX, y1)
+ })
+ );
+ }
+ break;
+ }
+ case V.KNIGHT: {
+ const deltaX = Math.abs(x2 - x1);
+ const deltaY = Math.abs(y2 - y1);
+ const eggSquare = [
+ x1 + (deltaX == 2 ? (x2 - x1) / 2 : 0),
+ y1 + (deltaY == 2 ? (y2 - y1) / 2 : 0)
+ ];
+ if (
+ this.board[eggSquare[0]][eggSquare[1]] == V.EMPTY ||
+ this.getColor(eggSquare[0], eggSquare[1]) == 'a'
+ ) {
+ move.appear.push(
+ new PiPo({
+ x: eggSquare[0],
+ y: eggSquare[1],
+ c: 'a',
+ p: V.EGG
+ })
+ );
+ if (this.getColor(eggSquare[0], eggSquare[1]) == 'a') {
+ move.vanish.push(
+ new PiPo({
+ x: eggSquare[0],
+ y: eggSquare[1],
+ c: 'a',
+ p: this.getPiece(eggSquare[0], eggSquare[1])
+ })
+ );
+ }
+ }
+ break;
+ }
+ }
+ }
+ const applyBeffect = (steps) => {
+ const [x, y] = [move.appear[0].x, move.appear[0].y];
+ const moveTo = this.getRandomSquare([x, y], steps);
+ move.appear[0].x = moveTo[0];
+ move.appear[0].y = moveTo[1];
+ };
+ // For (wa)luigi effect:
+ const changePieceColor = (color) => {
+ let pieces = [];
+ for (let i=0; i<8; i++) {
+ for (let j=0; j<8; j++) {
+ if (
+ this.board[i][j] != V.EMPTY &&
+ this.getColor(i, j) == color
+ ) {
+ const piece = this.getPiece(i, j);
+ if (piece != V.KING)
+ pieces.push({ x: i, y: j, p: piece });
+ }
+ }
+ }
+ const cp = pieces[randInt(pieces.length)];
+ move.vanish.push(
+ new PiPo({
+ x: cp.x,
+ y: cp.y,
+ c: color,
+ p: cp.p
+ })
+ );
+ move.appear.push(
+ new PiPo({
+ x: cp.x,
+ y: cp.y,
+ c: V.GetOppCol(color),
+ p: cp.p
+ })
+ );
+ };
+ const applyEggEffect = () => {
+ if (this.subTurn == 1) {
+ // 1) Determine the effect (some may be impossible)
+ let effects = ["kingboo", "koopa", "chomp", "bowser"];
+ if (this.captured[color1].some(c => c >= 1))
+ effects.push("toadette");
+ V.PlayOnBoard(this.board, move);
+ const canPlayAgain = this.getPotentialMovesFrom([x2, y2]).length > 0;
+ V.UndoOnBoard(this.board, move);
+ if (canPlayAgain) effects.push("daisy");
+ if (
+ board.some(b =>
+ b.some(cell => cell[0] == oppCol && cell[1] != V.KING))
+ ) {
+ effects.push("luigi");
+ }
+ if (
+ board.some(b =>
+ b.some(cell => cell[0] == color1 && cell[1] != V.KING))
+ ) {
+ effects.push("waluigi");
+ }
+ const effect = effects[randInd(effects.length)];
+ // 2) Apply it if possible, or set move.end.effect
+ if (["kingboo", "toadette", "daisy"].includes(effect))
+ move.end.effect = effect;
+ else {
+ switch (effect) {
+ case "koopa":
+ move.appear[0].x = x1;
+ move.appear[0].y = y1;
+ break;
+ case "chomp":
+ move.appear.unshift();
+ break;
+ case "bowser":
+ move.appear[0].p = V.IMMOBILIZE_CODE[piece1];
+ break;
+ case "luigi":
+ changePieceColor(oppCol);
+ break;
+ case "waluigi":
+ changePieceColor(color1);
+ break;
+ }
+ }
+ }
+ };
+ const applyMushroomEffect = () => {
+ if ([V.PAWN, V.KING, V.KNIGHT].includes(piece1)) {
+ // Just make another similar step, if possible (non-capturing)
+ const [i, j] = [
+ move.appear[0].x + 2 * (x2 - x1),
+ move.appear[0].y + 2 * (y2 - y1)
+ ];
+ if (
+ V.OnBoard(i, j) &&
+ (this.board[i][j] == V.EMPTY || this.getColor(i, j) == 'a')
+ ) {
+ move.appear[0].x = i;
+ move.appear[0].y = j;
+ if (this.board[i][j] != V.EMPTY) {
+ const object = this.getPiece(i, j);
+ move.vanish.push(
+ new PiPo({
+ x: i,
+ y: j,
+ c: 'a',
+ p: object
+ })
+ );
+ switch (object) {
+ case V.BANANA:
+ applyBeffect(V.steps[V.ROOK]);
+ break;
+ case V.BOMB:
+ applyBeffect(V.steps[V.BISHOP]);
+ break;
+ case V.EGG:
+ applyEggEffect();
+ break;
+ case V.MUSHROOM:
+ applyMushroomEffect();
+ break;
+ }
+ }
+ }
+ }
+ else {
+ // Queen, bishop or rook:
+ const step = [
+ (x2 - x1) / Math.abs(x2 - x1) || 0,
+ (y2 - y1) / Math.abs(y2 - y1) || 0
+ ];
+ const next = [move.appear[0].x + step[0], move.appear[0].y + step[1]];
+ if (
+ V.OnBoard(next[0], next[1]) &&
+ this.board[next[0]][next[1]] != V.EMPTY &&
+ this.getColor(next[0], next[1]) != 'a'
+ ) {
+ const afterNext = [next[0] + step[0], next[1] + step[1]];
+ if (
+ V.OnBoard(afterNext[0], afterNext[1]) &&
+ (
+ this.board[afterNext[0]][afterNext[1]] == V.EMPTY ||
+ this.getColor(afterNext[0], afterNext[1]) == 'a'
+ )
+ ) {
+ move.appear[0].x = afterNext[0];
+ move.appear[0].y = afterNext[1];
+ if (this.board[afterNext[0]][afterNext[1]] != V.EMPTY) {
+ const object = this.getPiece(afterNext[0], afterNext[1]);
+ move.vanish.push(
+ new PiPo({
+ x: afterNext[0],
+ y: afterNext[0],
+ c: 'a',
+ p: object
+ })
+ );
+ switch (object) {
+ case V.BANANA:
+ applyBeffect(V.steps[V.ROOK]);
+ break;
+ case V.BOMB:
+ applyBeffect(V.steps[V.BISHOP]);
+ break;
+ case V.EGG:
+ applyEggEffect();
+ break;
+ case V.MUSHROOM:
+ applyMushroomEffect();
+ break;
+ }
+ }
+ }
+ }
+ }
+ };
+ if (color2 == 'a') {
+ switch (piece2) {
+ case V.BANANA:
+ applyBeffect(V.steps[V.ROOK]);
+ break;
+ case V.BOMB:
+ applyBeffect(V.steps[V.BISHOP]);
+ break;
+ case V.MUSHROOM:
+ applyMushroomEffect();
+ break;
+ case V.EGG:
+ if (this.subTurn == 1) {
+ // No egg effect at subTurn 2
+ if ([V.ROOK, V.BISHOP].includes(piece1)) {
+ // Drop a bomb or banana at random, because even if bonus is
+ // "play again" nothing can be done after next move.
+ const steps = V.steps[piece1 == V.ROOK ? V.BISHOP : V.ROOK];
+ const object = (piece1 == V.ROOK ? V.BANANA : V.BOMB);
+ const dropOn = this.getRandomSquare([x, y], steps);
+ move.appear.push(
+ new PiPo({
+ x: dropOn[0],
+ y: dropOn[1],
+ c: 'a',
+ p: object
+ })
+ );
+ }
+ applyEggEffect();
+ }
+ break;
+ }
+ }
+ else if (
+ this.subTurn == 1 &&
+ [V.ROOK, V.BISHOP].includes(piece1)
+ ) {
+ move.end.effect = 0;
+ }
return move;
- // Infer move type based on its effects (used to decide subTurn 1 --> 2)
- // --> impossible étant donné juste first part (egg --> effect?)
- // => stocker l'effet (i, ii ou iii) dans le coup directement,
- // Pas terrible, mais y'aura pas 36 variantes comme ça. Disons end.effect == 0, 1, 2 ou 3
- // 0 => tour ou fou, pose potentielle.
- // If queen can be invisible, add move same start + end but final type changes
- // set move.end.effect (if subTurn --> 2)
}
getEnpassantCaptures([x, y], shiftX) {
return !!enpassantMove ? [enpassantMove] : [];
}
+ getPotentialPawnMoves([x, y]) {
+ const color = this.turn;
+ const oppCol = V.GetOppCol(color);
+ const [sizeX, sizeY] = [V.size.x, V.size.y];
+ const shiftX = V.PawnSpecs.directions[color];
+ const firstRank = (color == "w" ? sizeX - 1 : 0);
+ let moves = [];
+ if (
+ this.board[x + shiftX][y] == V.EMPTY ||
+ this.getColor(x + shiftX, y) == 'a'
+ ) {
+ this.addPawnMoves([x, y], [x + shiftX, y], moves);
+ if (
+ [firstRank, firstRank + shiftX].includes(x) &&
+ this.board[x + 2 * shiftX][y] == V.EMPTY
+ ) {
+ moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
+ }
+ }
+ for (let shiftY of [-1, 1]) {
+ if (
+ y + shiftY >= 0 &&
+ y + shiftY < sizeY &&
+ this.board[x + shiftX][y + shiftY] != V.EMPTY &&
+ this.getColor(x + shiftX, y + shiftY) == oppCol
+ ) {
+ this.addPawnMoves([x, y], [x + shiftX, y + shiftY], moves);
+ }
+ }
+ Array.prototype.push.apply(
+ moves,
+ this.getEnpassantCaptures([x, y], shiftX)
+ );
+ return moves;
+ }
+
getPotentialQueenMoves(sq) {
const normalMoves = super.getPotentialQueenMoves(sq);
// If flag allows it, add 'invisible movements'
let moves = [];
const L = this.firstMove.length;
const fm = this.firstMove[L-1];
- //switch (fm.end.effect) {
- // case 0: //...
+ switch (fm.end.effect) {
+ case 0:
+ moves.push({
+ start: { x: -1, y: -1 },
+ end: { x: -1, y: -1 },
+ appear: [],
+ vanish: []
+ });
+ for (
+ let step of
+ (fm.vanish[0].p == V.ROOK ? V.steps[V.BISHOP] : V.steps[V.ROOK])
+ ) {
+ const [i, j] = [fm.end.x + step[0], fm.end.y + step[1]];
+ if (
+ V.OnBoard(i, j) &&
+ (this.board[i][j] == V.EMPTY || this.getColor(i, j) == 'a')
+ ) {
+ let m = new Move({
+ start: { x: -1, y: -1 },
+ end: { x: i, y: j },
+ appear: [
+ new PiPo({
+ x: i,
+ y: j,
+ c: 'a',
+ p: (fm.vanish[0].p == V.ROOK ? V.BANANA : V.BOMB)
+ })
+ ],
+ vanish: []
+ });
+ if (this.board[i][j] != V.EMPTY) {
+ m.vanish.push(
+ new PiPo({ x: i, y: j, c: 'a', p: this.getPiece(i, j) }));
+ }
+ moves.push(m);
+ }
+ }
+ break;
+ case 1: {
+ const [x, y] = [fm.end.x, fm.end.y];
+ for (let i=0; i<8; i++) {
+ for (let j=0; j<8; j++) {
+ const colIJ = this.getColor(i, j);
+ if (
+ i != x &&
+ j != y &&
+ this.board[i][j] != V.EMPTY &&
+ colIJ != 'a'
+ ) {
+ const movedUnit = new PiPo({
+ x: x,
+ y: y,
+ c: colIJ,
+ p: this.getPiece(i, j)
+ });
+ let mMove = this.getBasicMove([x, y], [i, j]);
+ mMove.appear.push(movedUnit);
+ moves.push(mMove);
+ }
+ }
+ }
+ break;
+ }
+ case 2: {
+ const x = V.size.x + (this.turn == 'w' ? 0 : 1);
+ for (let y = 0; y < 8; y++)
+ Array.prototype.push.apply(moves, this.getReserveMoves([x, y]));
+ break;
+ }
+ case 3:
+ moves = super.getPotentialMovesFrom([fm.end.x, fm.end.y]);
+ break;
+ }
+ return moves;
}
doClick(square) {
};
}
if (
- this.board[x][y] == V.EMPTY &&
+ (this.board[x][y] == V.EMPTY || this.getColor(x, y) == 'a') &&
(
(fm.vanish[0].p == V.ROOK && deltaX == 1 && deltaY == 1) ||
(fm.vanish[0].p == V.BISHOP && deltaX + deltaY == 1)
)
) {
- return new Move({
+ let m = new Move({
start: { x: -1, y: -1 },
end: { x: x, y: y },
appear: [
],
vanish: []
});
+ if (this.board[x][y] != V.EMPTY) {
+ m.vanish.push(
+ new PiPo({ x: x, y: y, c: 'a', p: this.getPiece(x, y) }));
+ }
+ return m;
}
return null;
}
move.flags = JSON.stringify(this.aggregateFlags());
this.epSquares.push(this.getEpSquare(move));
V.PlayOnBoard(this.board, move);
+ move.turn = [this.turn, this.subTurn];
if (move.end.effect !== undefined) {
this.firstMove.push(move);
this.subTurn = 2;
- if (move.end.effect == 2) this.reserve = this.captured;
}
else {
this.turn = V.GetOppCol(this.turn);
+ this.movesCount++;
this.subTurn = 1;
- this.reserve = null;
}
+ this.postPlay(move);
}
postPlay(move) {
- if (move.vanish[0].p == V.KING) { }
- //si roi et delta >= 2 ou dame et appear invisible queen : turn flag off
+ if (move.end.effect == 2) this.reserve = this.captured;
+ else this.reserve = null;
if (move.vanish.length == 2 && move.vanish[1].c != 'a')
// Capture: update this.captured
this.captured[move.vanish[1].c][move.vanish[1].p]++;
else if (move.vanish.length == 0) {
// A piece is back on board
- this.captured[move.vanish[1].c][move.vanish[1].p]++;
+ this.captured[move.appear[0].c][move.appear[0].p]++;
this.reserve = null;
}
- // si pièce immobilisée de ma couleur : elle redevient utilisable (changer status fin de play)
- // TODO: un-immobilize my formerly immobilized piece, if any.
- // Make invisible queen visible again, if any opponent invisible queen.
+ if (this.subTurn == 1) {
+ // Update flags:
+ if (
+ move.vanish[0].p == V.KING &&
+ (
+ Math.abs(move.end.x - move.start.x) >= 2 ||
+ Math.abs(move.end.y - move.start.y) >= 2
+ )
+ ) {
+ this.powerFlags[move.vanish[0].c][V.KING] = false;
+ }
+ else if (
+ move.vanish[0].p == V.QUEEN &&
+ this.getPiece(move.end.x, move.end.y) == V.INVISIBLE_QUEEN
+ ) {
+ this.powerFlags[move.vanish[0].c][V.QUEEN] = false;
+ }
+ const color = move.vanish[0].c;
+ const oppCol = V.GetOppCol(color);
+ if (!(Object.keys(V.IMMOBILIZE_DECODE).includes(move.appear[0].p))) {
+ // Look for an immobilized piece of my color: it can now move
+ // Also make opponent invisible queen visible again, if any
+ for (let i=0; i<8; i++) {
+ for (let j=0; j<8; j++) {
+ if (this.board[i][j] != V.EMPTY) {
+ const colIJ = this.getColor(i, j);
+ const piece = this.getPiece(i, j);
+ if (
+ colIJ == color &&
+ Object.keys(V.IMMOBILIZE_DECODE).includes(piece)
+ ) {
+ this.board[i][j] = color + V.IMMOBILIZE_DECODE[piece];
+ move.wasImmobilized = [i, j];
+ }
+ else if (
+ colIJ == oppCol &&
+ piece == V.INVISIBLE_QUEEN
+ ) {
+ this.board[i][j] = oppCol + V.QUEEN;
+ move.wasInvisible = [i, j];
+ }
+ }
+ }
+ }
+ }
+ }
}
undo(move) {
- // TODO: should be easy once end.effect is set in getBasicMove()
- if (move.end.effect !== undefined)
- this.firstMove.pop();
+ this.epSquares.pop();
+ this.disaggregateFlags(JSON.parse(move.flags));
+ V.UndoOnBoard(this.board, move);
+ if (move.end.effect !== undefined) this.firstMove.pop();
+ else this.movesCount--;
+ if (this.subTurn == 1) this.movesCount--;
+ this.turn = move.turn[0];
+ this.subTurn = move.turn[1];
+ this.postUndo(move);
}
postUndo(move) {
+ if (!!move.wasImmobilized) {
+ const [i, j] = move.wasImmobilized;
+ this.board[i][j] =
+ this.getColor(i, j) + V.IMMOBILIZE_CODE[this.getPiece(i, j)];
+ }
+ if (!!move.wasInvisible) {
+ const [i, j] = move.wasInvisible;
+ this.board[i][j] =
+ this.getColor(i, j) + V.INVISIBLE_QUEEN;
+ }
if (move.vanish.length == 2 && move.vanish[1].c != 'a')
this.captured[move.vanish[1].c][move.vanish[1].p]--;
+ else if (move.vanish.length == 0) {
+ // A piece is back on board
+ this.captured[move.vanish[1].c][move.vanish[1].p]++;
+ this.reserve = null;
+ }
+ if (move.vanish.length == 0) this.reserve = this.captured;
+ else this.reserve = null;
}
getCheckSquares() {
getComputerMove() {
// Random mover:
const moves = this.getAllValidMoves();
- let move1 = moves[randInt(movs.length)];
+ let move1 = moves[randInt(moves.length)];
this.play(move1);
let move2 = undefined;
if (this.subTurn == 2) {
getNotation(move) {
// TODO: invisibility used => move notation Q??
// Also, bonus should be clearly indicated + bomb/bananas locations
+ // TODO: effect name + code to help move notation
+ if (move.vanish.length == 0) {
+ const piece =
+ move.appear[0].p != V.PAWN ? move.appear[0].p.toUpperCase() : "";
+ return piece + "@" + V.CoordsToSquare(move.end);
+ }
return super.getNotation(move);
}
};