1 import { ChessRules
} from "@/base_rules";
2 import { ArrayFun
} from "@/utils/array";
3 import { randInt
} from "@/utils/alea";
5 export const VariantRules
= class DarkRules
extends ChessRules
{
6 // Analyse in Dark mode makes no sense
7 static get CanAnalyze() {
11 // Moves are revealed only when game ends
12 static get ShowMoves() {
16 setOtherVariables(fen
) {
17 super.setOtherVariables(fen
);
18 const [sizeX
, sizeY
] = [V
.size
.x
, V
.size
.y
];
20 w: ArrayFun
.init(sizeX
, sizeY
),
21 b: ArrayFun
.init(sizeX
, sizeY
)
23 // Setup enlightened: squares reachable by each side
24 // (TODO: one side would be enough ?)
25 this.updateEnlightened();
29 for (let i
= 0; i
< V
.size
.x
; i
++) {
30 for (let j
= 0; j
< V
.size
.y
; j
++) {
31 this.enlightened
["w"][i
][j
] = false;
32 this.enlightened
["b"][i
][j
] = false;
35 const pawnShift
= { w: -1, b: 1 };
36 // Initialize with pieces positions (which are seen)
37 for (let i
= 0; i
< V
.size
.x
; i
++) {
38 for (let j
= 0; j
< V
.size
.y
; j
++) {
39 if (this.board
[i
][j
] != V
.EMPTY
) {
40 const color
= this.getColor(i
, j
);
41 this.enlightened
[color
][i
][j
] = true;
42 // Add potential squares visible by "impossible pawn capture"
43 if (this.getPiece(i
, j
) == V
.PAWN
) {
44 for (let shiftY
of [-1, 1]) {
46 V
.OnBoard(i
+ pawnShift
[color
], j
+ shiftY
) &&
47 this.board
[i
+ pawnShift
[color
]][j
+ shiftY
] == V
.EMPTY
49 this.enlightened
[color
][i
+ pawnShift
[color
]][j
+ shiftY
] = true;
56 const currentTurn
= this.turn
;
58 const movesWhite
= this.getAllValidMoves();
60 const movesBlack
= this.getAllValidMoves();
61 this.turn
= currentTurn
;
62 for (let move of movesWhite
)
63 this.enlightened
["w"][move.end
.x
][move.end
.y
] = true;
64 for (let move of movesBlack
)
65 this.enlightened
["b"][move.end
.x
][move.end
.y
] = true;
68 // Has to be redefined to avoid an infinite loop
70 const color
= this.turn
;
71 let potentialMoves
= [];
72 for (let i
= 0; i
< V
.size
.x
; i
++) {
73 for (let j
= 0; j
< V
.size
.y
; j
++) {
74 if (this.board
[i
][j
] != V
.EMPTY
&& this.getColor(i
, j
) == color
)
75 Array
.prototype.push
.apply(
77 this.getPotentialMovesFrom([i
, j
])
81 return potentialMoves
; //because there are no checks
88 updateVariables(move) {
89 super.updateVariables(move);
90 if (move.vanish
.length
>= 2 && move.vanish
[1].p
== V
.KING
)
91 // We took opponent king (because if castle vanish[1] is a rook)
92 this.kingPos
[this.turn
] = [-1, -1];
94 // Update lights for both colors:
95 this.updateEnlightened();
98 unupdateVariables(move) {
99 super.unupdateVariables(move);
100 const c
= move.vanish
[0].c
;
101 const oppCol
= V
.GetOppCol(c
);
102 if (this.kingPos
[oppCol
][0] < 0)
103 // Last move took opponent's king:
104 this.kingPos
[oppCol
] = [move.vanish
[1].x
, move.vanish
[1].y
];
106 // Update lights for both colors:
107 this.updateEnlightened();
111 const color
= this.turn
;
112 const kp
= this.kingPos
[color
];
115 return color
== "w" ? "0-1" : "1-0";
116 // Assume that stalemate is impossible (I think so. Would need proof...)
120 static get THRESHOLD_MATE() {
121 return 500; //checkmates evals may be slightly below 1000
124 // In this special situation, we just look 1 half move ahead
126 const maxeval
= V
.INFINITY
;
127 const color
= this.turn
;
128 const oppCol
= V
.GetOppCol(color
);
129 const pawnShift
= color
== "w" ? -1 : 1;
131 // Do not cheat: the current enlightment is all we can see
132 const myLight
= JSON
.parse(JSON
.stringify(this.enlightened
[color
]));
134 // Can a slider on (i,j) apparently take my king?
135 // NOTE: inaccurate because assume yes if some squares are shadowed
136 const sliderTake
= ([i
, j
], piece
) => {
137 const kp
= this.kingPos
[color
];
138 let step
= undefined;
139 if (piece
== V
.BISHOP
) {
140 if (Math
.abs(kp
[0] - i
) == Math
.abs(kp
[1] - j
)) {
142 (i
- kp
[0]) / Math
.abs(i
- kp
[0]),
143 (j
- kp
[1]) / Math
.abs(j
- kp
[1])
146 } else if (piece
== V
.ROOK
) {
147 if (kp
[0] == i
) step
= [0, (j
- kp
[1]) / Math
.abs(j
- kp
[1])];
148 else if (kp
[1] == j
) step
= [(i
- kp
[0]) / Math
.abs(i
- kp
[0]), 0];
150 if (!step
) return false;
151 // Check for obstacles
152 let obstacle
= false;
154 let x
= kp
[0] + step
[0], y
= kp
[1] + step
[1];
156 x
+= step
[0], y
+= step
[1]
158 if (myLight
[x
][y
] && this.board
[x
][y
] != V
.EMPTY
) {
163 if (!obstacle
) return true;
167 // Do I see something which can take my king ?
168 const kingThreats
= () => {
169 const kp
= this.kingPos
[color
];
170 for (let i
= 0; i
< V
.size
.x
; i
++) {
171 for (let j
= 0; j
< V
.size
.y
; j
++) {
174 this.board
[i
][j
] != V
.EMPTY
&&
175 this.getColor(i
, j
) != color
177 switch (this.getPiece(i
, j
)) {
179 if (kp
[0] + pawnShift
== i
&& Math
.abs(kp
[1] - j
) == 1)
184 (Math
.abs(kp
[0] - i
) == 2 && Math
.abs(kp
[1] - j
) == 1) ||
185 (Math
.abs(kp
[0] - i
) == 1 && Math
.abs(kp
[1] - j
) == 2)
191 if (Math
.abs(kp
[0] - i
) == 1 && Math
.abs(kp
[1] - j
) == 1)
195 if (sliderTake([i
, j
], V
.BISHOP
)) return true;
198 if (sliderTake([i
, j
], V
.ROOK
)) return true;
201 if (sliderTake([i
, j
], V
.BISHOP
) || sliderTake([i
, j
], V
.ROOK
))
211 let moves
= this.getAllValidMoves();
212 for (let move of moves
) {
214 if (this.kingPos
[oppCol
][0] >= 0 && kingThreats()) {
215 // We didn't take opponent king, and our king will be captured: bad
216 move.eval
= -maxeval
;
220 if (move.eval
) continue;
222 move.eval
= 0; //a priori...
224 // Can I take something ? If yes, do it if it seems good...
225 if (move.vanish
.length
== 2 && move.vanish
[1].c
!= color
) {
227 const myPieceVal
= V
.VALUES
[move.appear
[0].p
];
228 const hisPieceVal
= V
.VALUES
[move.vanish
[1].p
];
229 if (myPieceVal
<= hisPieceVal
) move.eval
= hisPieceVal
- myPieceVal
+ 2;
232 // Taking a pawn with minor piece,
233 // or minor piece or pawn with a rook,
234 // or anything but a queen with a queen,
235 // or anything with a king.
236 // ==> Do it at random, although
237 // this is clearly inferior to what a human can deduce...
238 move.eval
= Math
.random() < 0.5 ? 1 : -1;
243 // TODO: also need to implement the case when an opponent piece (in light)
244 // is threatening something - maybe not the king, but e.g. pawn takes rook.
246 moves
.sort((a
, b
) => b
.eval
- a
.eval
);
247 let candidates
= [0];
248 for (let j
= 1; j
< moves
.length
&& moves
[j
].eval
== moves
[0].eval
; j
++)
250 return moves
[candidates
[randInt(candidates
.length
)]];