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5b18515f BA |
1 | import { ChessRules } from "@/base_rules"; |
2 | ||
3 | export class AmbiguousRules extends ChessRules { | |
4 | static get HasFlags() { | |
5 | return false; | |
6 | } | |
7 | ||
8 | setOtherVariables(fen) { | |
9 | super.setOtherVariables(fen); | |
10 | if (this.movesCount == 0) this.subTurn = 2; | |
11 | else this.subTurn = 1; | |
12 | } | |
13 | ||
14 | // Subturn 1: play a move for the opponent on the designated square. | |
15 | // Subturn 2: play a move for me (which just indicate a square). | |
16 | getPotentialMovesFrom([x, y]) { | |
17 | const color = this.turn; | |
18 | const oppCol = V.GetOppCol(color); | |
19 | if (this.subTurn == 2) { | |
20 | // Just play a normal move (which in fact only indicate a square) | |
21 | return ( | |
22 | super.getPotentialMovesFrom([x, y]) | |
23 | .map(m => { | |
24 | if (m.vanish.length == 1) m.appear[0].p = V.GOAL; | |
25 | else m.appear[0].p = V.TARGET_CODE[m.vanish[1].p]; | |
26 | m.appear[0].c = oppCol; | |
27 | m.vanish.shift(); | |
28 | return m; | |
29 | }) | |
30 | ); | |
31 | } | |
32 | // At subTurn == 1, play a targeted move for opponent | |
33 | // Search for target (we could also have it in a stack...) | |
34 | let target = { x: -1, y: -1 }; | |
35 | outerLoop: for (let i = 0; i < V.size.x; i++) { | |
36 | for (let j = 0; j < V.size.y; j++) { | |
37 | if (this.board[i][j] != V.EMPTY) { | |
38 | const piece = this.board[i][j][1]; | |
39 | if ( | |
40 | piece == V.GOAL || | |
41 | Object.keys(V.TARGET_DECODE).includes(piece) | |
42 | ) { | |
43 | target = { x: i, y: j}; | |
44 | break outerLoop; | |
45 | } | |
46 | } | |
47 | } | |
48 | } | |
49 | // TODO: could be more efficient than generating all moves. | |
50 | this.turn = oppCol; | |
51 | const emptyTarget = (this.board[target.x][target.y][1] == V.GOAL); | |
52 | if (emptyTarget) this.board[target.x][target.y] = V.EMPTY; | |
53 | let moves = super.getPotentialMovesFrom([x, y]); | |
54 | if (emptyTarget) { | |
55 | this.board[target.x][target.y] = color + V.GOAL; | |
56 | moves.forEach(m => { | |
57 | m.vanish.push({ | |
58 | x: target.x, | |
59 | y: target.y, | |
60 | c: color, | |
61 | p: V.GOAL | |
62 | }); | |
63 | }); | |
64 | } | |
65 | this.turn = color; | |
66 | return moves.filter(m => m.end.x == target.x && m.end.y == target.y); | |
67 | } | |
68 | ||
69 | canIplay(side, [x, y]) { | |
70 | const color = this.getColor(x, y); | |
71 | return ( | |
72 | (this.subTurn == 1 && color != side) || | |
73 | (this.subTurn == 2 && color == side) | |
74 | ); | |
75 | } | |
76 | ||
77 | getPpath(b) { | |
78 | if (b[1] == V.GOAL || Object.keys(V.TARGET_DECODE).includes(b[1])) | |
79 | return "Ambiguous/" + b; | |
80 | return b; | |
81 | } | |
82 | ||
83 | // Code for empty square target | |
84 | static get GOAL() { | |
85 | return 'g'; | |
86 | } | |
87 | ||
88 | static get TARGET_DECODE() { | |
89 | return { | |
90 | 's': 'p', | |
91 | 't': 'q', | |
92 | 'u': 'r', | |
93 | 'o': 'n', | |
94 | 'c': 'b', | |
95 | 'l': 'k' | |
96 | }; | |
97 | } | |
98 | ||
99 | static get TARGET_CODE() { | |
100 | return { | |
101 | 'p': 's', | |
102 | 'q': 't', | |
103 | 'r': 'u', | |
104 | 'n': 'o', | |
105 | 'b': 'c', | |
106 | 'k': 'l' | |
107 | }; | |
108 | } | |
109 | ||
110 | static get PIECES() { | |
111 | return ( | |
112 | ChessRules.PIECES.concat(Object.keys(V.TARGET_DECODE)).concat([V.GOAL]) | |
113 | ); | |
114 | } | |
115 | ||
116 | getAllPotentialMoves() { | |
117 | const color = this.turn; | |
118 | let potentialMoves = []; | |
119 | for (let i = 0; i < V.size.x; i++) { | |
120 | for (let j = 0; j < V.size.y; j++) { | |
121 | if ( | |
122 | this.board[i][j] != V.EMPTY && | |
123 | this.getColor(i, j) == color && | |
124 | this.board[i][j][1] != V.GOAL && | |
125 | !(Object.keys(V.TARGET_DECODE).includes(this.board[i][j][1])) | |
126 | ) { | |
127 | Array.prototype.push.apply( | |
128 | potentialMoves, | |
129 | this.getPotentialMovesFrom([i, j]) | |
130 | ); | |
131 | } | |
132 | } | |
133 | } | |
134 | return potentialMoves; | |
135 | } | |
136 | ||
137 | atLeastOneMove() { | |
138 | // Since there are no checks this seems true (same as for Magnetic...) | |
139 | return true; | |
140 | } | |
141 | ||
142 | filterValid(moves) { | |
143 | return moves; | |
144 | } | |
145 | ||
146 | getCheckSquares() { | |
147 | return []; | |
148 | } | |
149 | ||
150 | getCurrentScore() { | |
151 | // This function is only called at subTurn 1 | |
152 | const color = V.GetOppCol(this.turn); | |
153 | if (this.kingPos[color][0] < 0) return (color == 'w' ? "0-1" : "1-0"); | |
154 | return "*"; | |
155 | } | |
156 | ||
157 | prePlay(move) { | |
158 | const c = V.GetOppCol(this.turn); | |
159 | const piece = move.vanish[0].p; | |
160 | if (piece == V.KING) { | |
161 | // (Opp) king moves: | |
162 | this.kingPos[c][0] = move.appear[0].x; | |
163 | this.kingPos[c][1] = move.appear[0].y; | |
164 | } | |
165 | if (move.vanish.length == 2 && [V.KING, 'l'].includes(move.vanish[1].p)) | |
166 | // (My) king is captured: | |
167 | this.kingPos[this.turn] = [-1, -1]; | |
168 | } | |
169 | ||
170 | play(move) { | |
171 | let kingCaptured = false; | |
172 | if (this.subTurn == 1) { | |
173 | this.prePlay(move); | |
174 | this.epSquares.push(this.getEpSquare(move)); | |
175 | kingCaptured = this.kingPos[this.turn][0] < 0; | |
176 | } | |
177 | if (kingCaptured) move.kingCaptured = true; | |
178 | V.PlayOnBoard(this.board, move); | |
179 | if (this.subTurn == 2 || kingCaptured) { | |
180 | this.turn = V.GetOppCol(this.turn); | |
181 | this.movesCount++; | |
182 | } | |
183 | if (!kingCaptured) this.subTurn = 3 - this.subTurn; | |
184 | } | |
185 | ||
186 | undo(move) { | |
187 | if (!move.kingCaptured) this.subTurn = 3 - this.subTurn; | |
188 | if (this.subTurn == 2 || !!move.kingCaptured) { | |
189 | this.turn = V.GetOppCol(this.turn); | |
190 | this.movesCount--; | |
191 | } | |
192 | V.UndoOnBoard(this.board, move); | |
193 | if (this.subTurn == 1) { | |
194 | this.epSquares.pop(); | |
195 | this.postUndo(move); | |
196 | } | |
197 | } | |
198 | ||
199 | postUndo(move) { | |
200 | // (Potentially) Reset king(s) position | |
201 | const c = V.GetOppCol(this.turn); | |
202 | const piece = move.vanish[0].p; | |
203 | if (piece == V.KING) { | |
204 | // (Opp) king moved: | |
205 | this.kingPos[c][0] = move.vanish[0].x; | |
206 | this.kingPos[c][1] = move.vanish[0].y; | |
207 | } | |
208 | if (move.vanish.length == 2 && [V.KING, 'l'].includes(move.vanish[1].p)) | |
209 | // (My) king was captured: | |
210 | this.kingPos[this.turn] = [move.vanish[1].x, move.vanish[1].y]; | |
211 | } | |
212 | ||
213 | static GenRandInitFen(randomness) { | |
214 | if (randomness == 0) | |
215 | return "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0 -"; | |
216 | ||
217 | let pieces = { w: new Array(8), b: new Array(8) }; | |
218 | for (let c of ["w", "b"]) { | |
219 | if (c == 'b' && randomness == 1) { | |
220 | pieces['b'] = pieces['w']; | |
221 | break; | |
222 | } | |
223 | ||
224 | // Get random squares for every piece, totally freely | |
225 | let positions = shuffle(ArrayFun.range(8)); | |
226 | const composition = ['b', 'b', 'r', 'r', 'n', 'n', 'k', 'q']; | |
227 | const rem2 = positions[0] % 2; | |
228 | if (rem2 == positions[1] % 2) { | |
229 | // Fix bishops (on different colors) | |
230 | for (let i=2; i<8; i++) { | |
231 | if (positions[i] % 2 != rem2) | |
232 | [positions[1], positions[i]] = [positions[i], positions[1]]; | |
233 | } | |
234 | } | |
235 | for (let i = 0; i < 8; i++) pieces[c][positions[i]] = composition[i]; | |
236 | } | |
237 | return ( | |
238 | pieces["b"].join("") + | |
239 | "/pppppppp/8/8/8/8/PPPPPPPP/" + | |
240 | pieces["w"].join("").toUpperCase() + | |
241 | // En-passant allowed, but no flags | |
242 | " w 0 -" | |
243 | ); | |
244 | } | |
245 | ||
246 | getNotation(move) { | |
247 | if (this.subTurn == 2) return "T:" + V.CoordsToSquare(move.end); | |
248 | // Remove and re-add target to get a good notation: | |
249 | const withTarget = move.vanish[1]; | |
250 | if (move.vanish[1].p == V.GOAL) move.vanish.pop(); | |
251 | else move.vanish[1].p = V.TARGET_DECODE[move.vanish[1].p]; | |
252 | const notation = super.getNotation(move); | |
253 | if (move.vanish.length == 1) move.vanish.push(withTarget); | |
254 | else move.vanish[1].p = V.TARGET_CODE[move.vanish[1].p]; | |
255 | return notation; | |
256 | } | |
257 | }; |