| 1 | import { ChessRules } from "@/base_rules"; |
| 2 | |
| 3 | export class MonochromeRules extends ChessRules { |
| 4 | static get HasEnpassant() { |
| 5 | // Pawns would be on the same side |
| 6 | return false; |
| 7 | } |
| 8 | |
| 9 | static IsGoodPosition(position) { |
| 10 | if (position.length == 0) return false; |
| 11 | const rows = position.split("/"); |
| 12 | if (rows.length != V.size.x) return false; |
| 13 | for (let row of rows) { |
| 14 | let sumElts = 0; |
| 15 | for (let i = 0; i < row.length; i++) { |
| 16 | if (V.PIECES.includes(row[i])) sumElts++; |
| 17 | else { |
| 18 | const num = parseInt(row[i]); |
| 19 | if (isNaN(num)) return false; |
| 20 | sumElts += num; |
| 21 | } |
| 22 | } |
| 23 | if (sumElts != V.size.y) return false; |
| 24 | } |
| 25 | return true; |
| 26 | } |
| 27 | |
| 28 | canIplay(side, [x, y]) { |
| 29 | const xBounds = side == 'w' ? [4,7] : [0,3]; |
| 30 | return this.turn == side && x >= xBounds[0] && x <= xBounds[1]; |
| 31 | } |
| 32 | |
| 33 | canTake([x1, y1], [x2, y2]) { |
| 34 | // Capture in other half-board |
| 35 | return ((x1 <= 3 && x2 >= 4) || (x1 >= 4 && x2 <= 3)); |
| 36 | } |
| 37 | |
| 38 | // Trim all non-capturing moves |
| 39 | static KeepCaptures(moves) { |
| 40 | return moves.filter(m => m.vanish.length == 2 && m.appear.length == 1); |
| 41 | } |
| 42 | |
| 43 | getAllPotentialMoves() { |
| 44 | const xBounds = this.turn == 'w' ? [4,7] : [0,3]; |
| 45 | let potentialMoves = []; |
| 46 | for (let i = xBounds[0]; i <= xBounds[1]; i++) { |
| 47 | for (let j = 0; j < V.size.y; j++) { |
| 48 | if (this.board[i][j] != V.EMPTY) { |
| 49 | Array.prototype.push.apply( |
| 50 | potentialMoves, |
| 51 | this.getPotentialMovesFrom([i, j]) |
| 52 | ); |
| 53 | } |
| 54 | } |
| 55 | } |
| 56 | if (potentialMoves.some(m => m.vanish.length == 2 && m.appear.length == 1)) |
| 57 | return V.KeepCaptures(potentialMoves); |
| 58 | return potentialMoves; |
| 59 | } |
| 60 | |
| 61 | atLeastOneMove() { |
| 62 | const xBounds = this.turn == 'w' ? [4,7] : [0,3]; |
| 63 | for (let i = xBounds[0]; i <= xBounds[1]; i++) { |
| 64 | for (let j = 0; j < V.size.y; j++) { |
| 65 | if ( |
| 66 | this.board[i][j] != V.EMPTY && |
| 67 | this.getPotentialMovesFrom([i, j]).length > 0 |
| 68 | ) { |
| 69 | return true; |
| 70 | } |
| 71 | } |
| 72 | } |
| 73 | return false; |
| 74 | } |
| 75 | |
| 76 | // Stop at the first capture found (if any) |
| 77 | atLeastOneCapture() { |
| 78 | const xBounds = this.turn == 'w' ? [4,7] : [0,3]; |
| 79 | for (let i = xBounds[0]; i <= xBounds[1]; i++) { |
| 80 | for (let j = 0; j < V.size.y; j++) { |
| 81 | if ( |
| 82 | this.board[i][j] != V.EMPTY && |
| 83 | this.getPotentialMovesFrom([i, j]).some(m => |
| 84 | // Warning: discard castle moves |
| 85 | m.vanish.length == 2 && m.appear.length == 1) |
| 86 | ) { |
| 87 | return true; |
| 88 | } |
| 89 | } |
| 90 | } |
| 91 | return false; |
| 92 | } |
| 93 | |
| 94 | getPossibleMovesFrom(sq) { |
| 95 | let moves = this.getPotentialMovesFrom(sq); |
| 96 | const captureMoves = V.KeepCaptures(moves); |
| 97 | if (captureMoves.length > 0) return captureMoves; |
| 98 | if (this.atLeastOneCapture()) return []; |
| 99 | return moves; |
| 100 | } |
| 101 | |
| 102 | filterValid(moves) { |
| 103 | return moves; |
| 104 | } |
| 105 | |
| 106 | isAttacked() { |
| 107 | return false; |
| 108 | } |
| 109 | |
| 110 | getCheckSquares() { |
| 111 | return []; |
| 112 | } |
| 113 | |
| 114 | getCurrentScore() { |
| 115 | // Is there anything in my half board? |
| 116 | const color = V.GetOppCol(this.turn); |
| 117 | const xBounds = color == 'w' ? [4,7] : [0,3]; |
| 118 | let nothingHere = true; |
| 119 | outerLoop: for (let i = xBounds[0]; i <= xBounds[1]; i++) { |
| 120 | for (let j = 0; j < V.size.y; j++) { |
| 121 | if (this.board[i][j] != V.EMPTY) { |
| 122 | nothingHere = false; |
| 123 | break outerLoop; |
| 124 | } |
| 125 | } |
| 126 | } |
| 127 | if (nothingHere) return color == 'w' ? "0-1" : "1-0"; |
| 128 | if (this.atLeastOneMove()) return '*'; |
| 129 | return "1/2"; |
| 130 | } |
| 131 | |
| 132 | static GenRandInitFen(randomness) { |
| 133 | // Remove the en-passant part of the FEN |
| 134 | const fen = ChessRules.GenRandInitFen(randomness).slice(0, -2); |
| 135 | const firstSpace = fen.indexOf(' '); |
| 136 | return ( |
| 137 | fen.substr(0, firstSpace).replace(/[A-Z]/g, (c) => c.toLowerCase()) + |
| 138 | fen.substr(firstSpace) |
| 139 | ); |
| 140 | } |
| 141 | |
| 142 | static get SEARCH_DEPTH() { |
| 143 | return 4; |
| 144 | } |
| 145 | |
| 146 | evalPosition() { |
| 147 | let evaluation = 0; |
| 148 | for (let i = 0; i < 8; i++) { |
| 149 | for (let j = 0; j < V.size.y; j++) { |
| 150 | if (this.board[i][j] != V.EMPTY) { |
| 151 | const sign = (i <= 3 ? -1 : 1); |
| 152 | // I don't think taking pieces' values into account would help |
| 153 | evaluation += sign; //* V.VALUES[this.getPiece(i, j)]; |
| 154 | } |
| 155 | } |
| 156 | } |
| 157 | return evaluation; |
| 158 | } |
| 159 | }; |