import { randInt } from "@/utils/alea";
// TODO:
+// Short-range pieces:
+// rook 1 or 2 squares orthogonal
+// bishop 1 or 2 diagonal
+// queen = bishop + rook
+// knight: one square orthogonal + 1 diagonal (only acepted desc)
+// no castle or en passant. Promotion possible only by capture (otherwise hole)
export const VariantRules = class WormholeRules extends ChessRules {
+ // TODO: redefine pieces movements, taking care of holes (auxiliary func: getSquareAfter(shiftX,shiftY))
+ // this aux func could return null / undefined
+ // revoir getPotentialMoves et isAttacked : tout ce qui touche au board avec calcul,
+ // car les "board[x+..][y+..]" deviennent des board[getSquareAfter...]
+ // Special FEN sign for holes: 'x'
+
static get HasFlags() {
return false;
}
return false;
}
- // Analyse in Hidden mode makes no sense
- static get CanAnalyze() {
- return false;
- }
-
- // Moves are revealed only when game ends
- static get ShowMoves() {
- return "none";
- }
-
- static get HIDDEN_DECODE() {
- return {
- s: "p",
- t: "q",
- u: "r",
- c: "b",
- o: "n",
- l: "k"
- };
- }
- static get HIDDEN_CODE() {
- return {
- p: "s",
- q: "t",
- r: "u",
- b: "c",
- n: "o",
- k: "l"
- };
- }
-
- // Turn a hidden piece or revealed piece into revealed piece:
- static Decode(p) {
- if (Object.keys(V.HIDDEN_DECODE).includes(p))
- return V.HIDDEN_DECODE[p];
- return p;
- }
-
- static get PIECES() {
- return ChessRules.PIECES.concat(Object.values(V.HIDDEN_CODE));
+ getSquareAfter(sq, shift) {
+ // TODO
}
- // Pieces can be hidden :)
- getPiece(i, j) {
- const piece = this.board[i][j].charAt(1);
- if (Object.keys(V.HIDDEN_DECODE).includes(piece))
- return V.HIDDEN_DECODE[piece];
- return piece;
- }
-
- // Scan board for kings positions (no castling)
- scanKingsRooks(fen) {
- this.kingPos = { w: [-1, -1], b: [-1, -1] };
- const fenRows = V.ParseFen(fen).position.split("/");
- for (let i = 0; i < fenRows.length; i++) {
- let k = 0; //column index on board
- for (let j = 0; j < fenRows[i].length; j++) {
- switch (fenRows[i].charAt(j)) {
- case "k":
- case "l":
- this.kingPos["b"] = [i, k];
- break;
- case "K":
- case "L":
- this.kingPos["w"] = [i, k];
- break;
- default: {
- const num = parseInt(fenRows[i].charAt(j));
- if (!isNaN(num)) k += num - 1;
- }
- }
- k++;
- }
- }
- }
-
- getPpath(b, color, score) {
- if (Object.keys(V.HIDDEN_DECODE).includes(b[1])) {
- // Supposed to be hidden.
- if (score == "*" && (!color || color != b[0]))
- return "Hidden/" + b[0] + "p";
- // Else: condition OK to show the piece
- return b[0] + V.HIDDEN_DECODE[b[1]];
- }
- // The piece is already not supposed to be hidden:
+ getPpath(b) {
+ if (b.indexOf('x') >= 0)
+ return "Wormhole/hole.svg";
return b;
}
- getBasicMove([sx, sy], [ex, ey], tr) {
- if (
- tr &&
- Object.keys(V.HIDDEN_DECODE).includes(this.board[sx][sy].charAt(1))
- ) {
- // The transformed piece is a priori hidden
- tr.p = V.HIDDEN_CODE[tr.p];
- }
- let mv = new Move({
- appear: [
- new PiPo({
- x: ex,
- y: ey,
- c: tr ? tr.c : this.getColor(sx, sy),
- p: tr ? tr.p : this.board[sx][sy].charAt(1)
- })
- ],
- vanish: [
- new PiPo({
- x: sx,
- y: sy,
- c: this.getColor(sx, sy),
- p: this.board[sx][sy].charAt(1)
- })
- ]
- });
-
- // The opponent piece disappears if we take it
- if (this.board[ex][ey] != V.EMPTY) {
- mv.vanish.push(
- new PiPo({
- x: ex,
- y: ey,
- c: this.getColor(ex, ey),
- p: this.board[ex][ey].charAt(1)
- })
- );
- // Pieces are revealed when they capture
- mv.appear[0].p = V.Decode(mv.appear[0].p);
- }
-
- return mv;
- }
-
- // What are the king moves from square x,y ?
- getPotentialKingMoves(sq) {
- // No castling:
- return this.getSlideNJumpMoves(
- sq,
- V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
- "oneStep"
- );
- }
-
- filterValid(moves) {
- return moves;
- }
-
- static GenRandInitFen() {
- let pieces = { w: new Array(8), b: new Array(8) };
- // Shuffle pieces + pawns on two first ranks
- for (let c of ["w", "b"]) {
- let positions = ArrayFun.range(16);
-
- // Get random squares for bishops
- let randIndex = 2 * randInt(8);
- const bishop1Pos = positions[randIndex];
- // The second bishop must be on a square of different color
- let randIndex_tmp = 2 * randInt(8) + 1;
- const bishop2Pos = positions[randIndex_tmp];
- // Remove chosen squares
- positions.splice(Math.max(randIndex, randIndex_tmp), 1);
- positions.splice(Math.min(randIndex, randIndex_tmp), 1);
-
- // Get random squares for knights
- randIndex = randInt(14);
- const knight1Pos = positions[randIndex];
- positions.splice(randIndex, 1);
- randIndex = randInt(13);
- const knight2Pos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- // Get random squares for rooks
- randIndex = randInt(12);
- const rook1Pos = positions[randIndex];
- positions.splice(randIndex, 1);
- randIndex = randInt(11);
- const rook2Pos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- // Get random square for queen
- randIndex = randInt(10);
- const queenPos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- // Get random square for king
- randIndex = randInt(9);
- const kingPos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- // Pawns position are all remaining slots:
- for (let p of positions)
- pieces[c][p] = "s";
-
- // Finally put the shuffled pieces in the board array
- pieces[c][rook1Pos] = "u";
- pieces[c][knight1Pos] = "o";
- pieces[c][bishop1Pos] = "c";
- pieces[c][queenPos] = "t";
- pieces[c][kingPos] = "l";
- pieces[c][bishop2Pos] = "c";
- pieces[c][knight2Pos] = "o";
- pieces[c][rook2Pos] = "u";
- }
- let upFen = pieces["b"].join("");
- upFen = upFen.substr(0,8) + "/" + upFen.substr(8).split("").reverse().join("");
- let downFen = pieces["b"].join("").toUpperCase();
- downFen = downFen.substr(0,8) + "/" + downFen.substr(8).split("").reverse().join("");
- return upFen + "/8/8/8/8/" + downFen + " w 0";
- }
-
- getCheckSquares() {
- return [];
- }
+ // TODO: postUpdateVars: board[start] = "xx"; --> V.HOLE
updateVariables(move) {
super.updateVariables(move);
- if (
- move.vanish.length >= 2 &&
- [V.KING,V.HIDDEN_CODE[V.KING]].includes(move.vanish[1].p)
- ) {
- // We took opponent king
- this.kingPos[this.turn] = [-1, -1];
- }
}
unupdateVariables(move) {
super.unupdateVariables(move);
- const c = move.vanish[0].c;
- const oppCol = V.GetOppCol(c);
- if (this.kingPos[oppCol][0] < 0)
- // Last move took opponent's king:
- this.kingPos[oppCol] = [move.vanish[1].x, move.vanish[1].y];
- }
-
- getCurrentScore() {
- const color = this.turn;
- const kp = this.kingPos[color];
- if (kp[0] < 0)
- // King disappeared
- return color == "w" ? "0-1" : "1-0";
- // Assume that stalemate is impossible:
- return "*";
- }
-
- getComputerMove() {
- const color = this.turn;
- let moves = this.getAllValidMoves();
- for (let move of moves) {
- move.eval = 0; //a priori...
-
- // Can I take something ? If yes, do it with some probability
- if (move.vanish.length == 2 && move.vanish[1].c != color) {
- // OK this isn't a castling move
- const myPieceVal = V.VALUES[move.appear[0].p];
- const hisPieceVal = Object.keys(V.HIDDEN_DECODE).includes(move.vanish[1].p)
- ? undefined
- : V.VALUES[move.vanish[1].p];
- if (!hisPieceVal) {
- // Opponent's piece is unknown: do not take too much risk
- move.eval = -myPieceVal + 1.5; //so that pawns always take
- }
- // Favor captures
- else if (myPieceVal <= hisPieceVal)
- move.eval = hisPieceVal - myPieceVal + 1;
- else {
- // Taking a pawn with minor piece,
- // or minor piece or pawn with a rook,
- // or anything but a queen with a queen,
- // or anything with a king.
- move.eval = hisPieceVal - myPieceVal;
- }
- } else {
- // If no capture, favor small step moves,
- // but sometimes move the knight anyway
- const penalty = V.Decode(move.vanish[0].p) != V.KNIGHT
- ? Math.abs(move.end.x - move.start.x) + Math.abs(move.end.y - move.start.y)
- : (Math.random() < 0.5 ? 3 : 1);
- move.eval -= penalty / (V.size.x + V.size.y - 1);
- }
-
- // TODO: also favor movements toward the center?
- }
-
- moves.sort((a, b) => b.eval - a.eval);
- let candidates = [0];
- for (let j = 1; j < moves.length && moves[j].eval == moves[0].eval; j++)
- candidates.push(j);
- return moves[candidates[randInt(candidates.length)]];
}
getNotation(move) {
- // Translate final square
- const finalSquare = V.CoordsToSquare(move.end);
-
const piece = this.getPiece(move.start.x, move.start.y);
- if (piece == V.PAWN) {
- // Pawn move
- let notation = "";
- if (move.vanish.length > move.appear.length) {
- // Capture
- const startColumn = V.CoordToColumn(move.start.y);
- notation = startColumn + "x" + finalSquare;
- }
- else notation = finalSquare;
- if (move.appear.length > 0 && !["p","s"].includes(move.appear[0].p)) {
- // Promotion
- const appearPiece = V.Decode(move.appear[0].p);
- notation += "=" + appearPiece.toUpperCase();
- }
- return notation;
- }
- // Piece movement
- return (
+ // Indicate start square + dest square, because holes distort the board
+ let notation =
piece.toUpperCase() +
+ V.CoordsToSquare(move.start) +
(move.vanish.length > move.appear.length ? "x" : "") +
- finalSquare
- );
+ V.CoordsToSquare(move.end);
+ if (piece == V.PAWN && move.appear[0].p != V.PAWN)
+ // Promotion
+ notation += "=" + move.appear[0].p.toUpperCase();
+ return notation;
}
};