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1 | import { ChessRules, PiPo, Move } from "@/base_rules"; |
2 | ||
9618937e | 3 | export const VariantRules = class Allmate2Rules extends ChessRules { |
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4 | static get HasEnpassant() { |
5 | return false; | |
6 | } | |
7 | ||
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8 | getCheckSquares() { |
9 | // No notion of check | |
10 | return []; | |
11 | } | |
12 | ||
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13 | static GenRandInitFen(randomness) { |
14 | return ChessRules.GenRandInitFen(randomness).replace(/ -$/, ""); | |
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15 | } |
16 | ||
17 | getPotentialMovesFrom([x, y]) { | |
18 | let moves = super.getPotentialMovesFrom([x, y]); | |
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19 | // Remove standard captures (without removing castling): |
20 | moves = moves.filter(m => { | |
21 | return m.vanish.length == 1 || m.appear.length == 2; | |
22 | }); | |
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23 | |
24 | // Augment moves with "mate-captures": | |
25 | // TODO: this is coded in a highly inefficient way... | |
26 | const color = this.turn; | |
27 | const oppCol = V.GetOppCol(this.turn); | |
28 | moves.forEach(m => { | |
29 | this.play(m); | |
30 | ||
31 | // 1) What is attacked? | |
32 | let attacked = {}; | |
33 | for (let i=0; i<V.size.x; i++) { | |
34 | for (let j=0; j<V.size.y; j++) { | |
35 | if (this.getColor(i,j) == oppCol && this.isAttacked([i,j], [color])) | |
36 | attacked[i+"_"+j] = [i,j]; | |
37 | } | |
38 | } | |
39 | ||
40 | // 2) Among attacked pieces, which cannot escape capture? | |
9618937e | 41 | // --> without (normal-)capturing: difference with Allmate variant |
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42 | // Avoid "oppMoves = this.getAllValidMoves();" => infinite recursion |
43 | outerLoop: for (let i=0; i<V.size.x; i++) { | |
44 | for (let j=0; j<V.size.y; j++) { | |
45 | if (this.getColor(i,j) == oppCol) { | |
46 | let oppMoves = []; | |
47 | switch (this.getPiece(i, j)) { | |
48 | case V.PAWN: | |
49 | oppMoves = this.getPotentialPawnMoves([i, j]); | |
50 | break; | |
51 | case V.ROOK: | |
52 | oppMoves = this.getPotentialRookMoves([i, j]); | |
53 | break; | |
54 | case V.KNIGHT: | |
55 | oppMoves = this.getPotentialKnightMoves([i, j]); | |
56 | break; | |
57 | case V.BISHOP: | |
58 | oppMoves = this.getPotentialBishopMoves([i, j]); | |
59 | break; | |
60 | case V.QUEEN: | |
61 | oppMoves = this.getPotentialQueenMoves([i, j]); | |
62 | break; | |
63 | case V.KING: | |
64 | oppMoves = this.getPotentialKingMoves([i, j]); | |
65 | break; | |
66 | } | |
67 | for (let om of oppMoves) { | |
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68 | if (om.vanish.length == 2 && om.appear.length == 1) |
69 | // Skip captures: forbidden in this mode | |
70 | continue; | |
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71 | V.PlayOnBoard(this.board, om); |
72 | Object.values(attacked).forEach(sq => { | |
73 | const origSq = [sq[0], sq[1]]; | |
74 | if (om.start.x == sq[0] && om.start.y == sq[1]) | |
75 | // Piece moved: | |
76 | sq = [om.appear[0].x, om.appear[0].y]; | |
77 | if (!this.isAttacked(sq, [color])) | |
78 | delete attacked[origSq[0]+"_"+origSq[1]]; | |
79 | }); | |
80 | V.UndoOnBoard(this.board, om); | |
81 | if (Object.keys(attacked).length == 0) | |
82 | // No need to explore more moves | |
83 | break outerLoop; | |
84 | } | |
85 | } | |
86 | } | |
87 | } | |
88 | ||
89 | // 3) Add mate-captures: | |
90 | Object.values(attacked).forEach(sq => { | |
91 | m.vanish.push(new PiPo({ | |
92 | x: sq[0], | |
93 | y: sq[1], | |
94 | c: oppCol, | |
95 | p: this.getPiece(sq[0], sq[1]) | |
96 | })); | |
97 | }); | |
98 | ||
99 | this.undo(m); | |
100 | }); | |
101 | ||
102 | return moves; | |
103 | } | |
104 | ||
105 | // No "under check" conditions in castling | |
106 | getCastleMoves([x, y]) { | |
107 | const c = this.getColor(x, y); | |
108 | if (x != (c == "w" ? V.size.x - 1 : 0) || y != this.INIT_COL_KING[c]) | |
109 | return []; //x isn't first rank, or king has moved (shortcut) | |
110 | ||
111 | // Castling ? | |
112 | const oppCol = V.GetOppCol(c); | |
113 | let moves = []; | |
114 | let i = 0; | |
115 | // King, then rook: | |
116 | const finalSquares = [ | |
117 | [2, 3], | |
118 | [V.size.y - 2, V.size.y - 3] | |
119 | ]; | |
120 | castlingCheck: for ( | |
121 | let castleSide = 0; | |
122 | castleSide < 2; | |
123 | castleSide++ //large, then small | |
124 | ) { | |
125 | if (!this.castleFlags[c][castleSide]) continue; | |
126 | // If this code is reached, rooks and king are on initial position | |
127 | ||
128 | // Nothing on the path of the king ? (and no checks) | |
129 | const finDist = finalSquares[castleSide][0] - y; | |
130 | let step = finDist / Math.max(1, Math.abs(finDist)); | |
131 | for (let i = y; i != finalSquares[castleSide][0]; i += step) { | |
132 | if ( | |
133 | this.board[x][i] != V.EMPTY && | |
134 | // NOTE: next check is enough, because of chessboard constraints | |
135 | (this.getColor(x, i) != c || | |
136 | ![V.KING, V.ROOK].includes(this.getPiece(x, i))) | |
137 | ) { | |
138 | continue castlingCheck; | |
139 | } | |
140 | } | |
141 | ||
142 | // Nothing on the path to the rook? | |
143 | step = castleSide == 0 ? -1 : 1; | |
144 | for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step) { | |
145 | if (this.board[x][i] != V.EMPTY) continue castlingCheck; | |
146 | } | |
147 | const rookPos = this.INIT_COL_ROOK[c][castleSide]; | |
148 | ||
149 | // Nothing on final squares, except maybe king and castling rook? | |
150 | for (i = 0; i < 2; i++) { | |
151 | if ( | |
152 | this.board[x][finalSquares[castleSide][i]] != V.EMPTY && | |
153 | this.getPiece(x, finalSquares[castleSide][i]) != V.KING && | |
154 | finalSquares[castleSide][i] != rookPos | |
155 | ) { | |
156 | continue castlingCheck; | |
157 | } | |
158 | } | |
159 | ||
160 | // If this code is reached, castle is valid | |
161 | moves.push( | |
162 | new Move({ | |
163 | appear: [ | |
164 | new PiPo({ x: x, y: finalSquares[castleSide][0], p: V.KING, c: c }), | |
165 | new PiPo({ x: x, y: finalSquares[castleSide][1], p: V.ROOK, c: c }) | |
166 | ], | |
167 | vanish: [ | |
168 | new PiPo({ x: x, y: y, p: V.KING, c: c }), | |
169 | new PiPo({ x: x, y: rookPos, p: V.ROOK, c: c }) | |
170 | ], | |
171 | end: | |
172 | Math.abs(y - rookPos) <= 2 | |
173 | ? { x: x, y: rookPos } | |
174 | : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } | |
175 | }) | |
176 | ); | |
177 | } | |
178 | ||
179 | return moves; | |
180 | } | |
181 | ||
54b7b81b | 182 | // TODO: allow pieces to "commit suicide"? (Currently yes except king) |
e9b736ee | 183 | filterValid(moves) { |
54b7b81b BA |
184 | // Remove moves which let the king mate-captured: |
185 | if (moves.length == 0) return []; | |
186 | const color = this.turn; | |
187 | const oppCol = V.GetOppCol(color); | |
188 | return moves.filter(m => { | |
189 | let res = true; | |
190 | this.play(m); | |
191 | if (this.underCheck(color)) { | |
192 | res = false; | |
193 | const attacked = this.kingPos[color]; | |
194 | // Try to find a move to escape check | |
195 | // TODO: very inefficient method. | |
196 | outerLoop: for (let i=0; i<V.size.x; i++) { | |
197 | for (let j=0; j<V.size.y; j++) { | |
198 | if (this.getColor(i,j) == color) { | |
199 | let emoves = []; | |
200 | // Artficial turn change to "play twice": | |
201 | this.turn = color; | |
202 | switch (this.getPiece(i, j)) { | |
203 | case V.PAWN: | |
204 | emoves = this.getPotentialPawnMoves([i, j]); | |
205 | break; | |
206 | case V.ROOK: | |
207 | emoves = this.getPotentialRookMoves([i, j]); | |
208 | break; | |
209 | case V.KNIGHT: | |
210 | emoves = this.getPotentialKnightMoves([i, j]); | |
211 | break; | |
212 | case V.BISHOP: | |
213 | emoves = this.getPotentialBishopMoves([i, j]); | |
214 | break; | |
215 | case V.QUEEN: | |
216 | emoves = this.getPotentialQueenMoves([i, j]); | |
217 | break; | |
218 | case V.KING: | |
219 | emoves = this.getPotentialKingMoves([i, j]); | |
220 | break; | |
221 | } | |
222 | this.turn = oppCol; | |
223 | for (let em of emoves) { | |
224 | V.PlayOnBoard(this.board, em); | |
225 | let sq = attacked; | |
226 | if (em.start.x == attacked[0] && em.start.y == attacked[1]) | |
227 | // King moved: | |
228 | sq = [em.appear[0].x, em.appear[0].y]; | |
229 | if (!this.isAttacked(sq, [oppCol])) | |
230 | res = true; | |
231 | V.UndoOnBoard(this.board, em); | |
232 | if (res) | |
233 | // No need to explore more moves | |
234 | break outerLoop; | |
235 | } | |
236 | } | |
237 | } | |
238 | } | |
239 | } | |
240 | this.undo(m); | |
241 | return res; | |
242 | }); | |
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243 | } |
244 | ||
245 | updateVariables(move) { | |
246 | super.updateVariables(move); | |
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247 | const color = V.GetOppCol(this.turn); |
248 | if (move.vanish.length >= 2 && move.appear.length == 1) { | |
249 | move.vanish.forEach(v => { | |
250 | if (v.c == color) | |
251 | return; | |
252 | // Did opponent king disappeared? | |
253 | if (v.p == V.KING) | |
254 | this.kingPos[this.turn] = [-1, -1]; | |
255 | // Or maybe a rook? | |
256 | else if (v.p == V.ROOK) { | |
257 | if (v.y < this.INIT_COL_KING[v.c]) | |
258 | this.castleFlags[v.c][0] = false; | |
259 | else | |
260 | // v.y > this.INIT_COL_KING[v.c] | |
261 | this.castleFlags[v.c][1] = false; | |
262 | } | |
263 | }); | |
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264 | } |
265 | } | |
266 | ||
267 | unupdateVariables(move) { | |
268 | super.unupdateVariables(move); | |
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269 | const color = this.turn; |
270 | if (move.vanish.length >= 2 && move.appear.length == 1) { | |
e9b736ee | 271 | // Did opponent king disappeared? |
094e11f2 BA |
272 | const psq = move.vanish.find(v => v.p == V.KING && v.c != color) |
273 | if (psq) | |
274 | this.kingPos[psq.c] = [psq.x, psq.y]; | |
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275 | } |
276 | } | |
277 | ||
278 | getCurrentScore() { | |
279 | const color = this.turn; | |
280 | const kp = this.kingPos[color]; | |
281 | if (kp[0] < 0) | |
282 | // King disappeared | |
283 | return color == "w" ? "0-1" : "1-0"; | |
284 | if (this.atLeastOneMove()) | |
285 | return "*"; | |
286 | // Kings still there, no moves: | |
287 | return "1/2"; | |
288 | } | |
289 | ||
290 | static get SEARCH_DEPTH() { | |
291 | return 2; | |
292 | } | |
293 | ||
294 | getNotation(move) { | |
295 | let notation = super.getNotation(move); | |
296 | // Add a capture mark (not describing what is captured...): | |
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297 | if (move.vanish.length > 1 && move.appear.length == 1) { |
298 | if (notation.match(/^[a-h]x/)) | |
299 | // Pawn capture: remove initial "b" in bxc4 for example | |
300 | notation = notation.substr(1); | |
301 | notation = notation.replace("x","") + "X"; | |
54b7b81b | 302 | } |
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303 | return notation; |
304 | } | |
305 | }; |