| 1 | import { ChessRules, PiPo, Move } from "@/base_rules"; |
| 2 | import { ArrayFun } from "@/utils/array"; |
| 3 | import { shuffle } from "@/utils/alea"; |
| 4 | |
| 5 | export class RococoRules extends ChessRules { |
| 6 | static get HasFlags() { |
| 7 | return false; |
| 8 | } |
| 9 | |
| 10 | static get HasEnpassant() { |
| 11 | return false; |
| 12 | } |
| 13 | |
| 14 | static get PIECES() { |
| 15 | return ChessRules.PIECES.concat([V.IMMOBILIZER]); |
| 16 | } |
| 17 | |
| 18 | static get Lines() { |
| 19 | return [ |
| 20 | [[1, 1], [1, 9]], |
| 21 | [[1, 9], [9, 9]], |
| 22 | [[9, 9], [9, 1]], |
| 23 | [[9, 1], [1, 1]] |
| 24 | ]; |
| 25 | } |
| 26 | |
| 27 | getPpath(b) { |
| 28 | if (b[1] == "m") |
| 29 | //'m' for Immobilizer (I is too similar to 1) |
| 30 | return "Rococo/" + b; |
| 31 | return b; //usual piece |
| 32 | } |
| 33 | |
| 34 | getPPpath(m) { |
| 35 | // The only "choice" case is between a swap and a mutual destruction: |
| 36 | // show empty square in case of mutual destruction. |
| 37 | if (m.appear.length == 0) return "Rococo/empty"; |
| 38 | return m.appear[0].c + m.appear[0].p; |
| 39 | } |
| 40 | |
| 41 | setOtherVariables(fen) { |
| 42 | // No castling, but checks, so keep track of kings |
| 43 | this.kingPos = { w: [-1, -1], b: [-1, -1] }; |
| 44 | const fenParts = fen.split(" "); |
| 45 | const position = fenParts[0].split("/"); |
| 46 | for (let i = 0; i < position.length; i++) { |
| 47 | let k = 0; |
| 48 | for (let j = 0; j < position[i].length; j++) { |
| 49 | switch (position[i].charAt(j)) { |
| 50 | case "k": |
| 51 | this.kingPos["b"] = [i, k]; |
| 52 | break; |
| 53 | case "K": |
| 54 | this.kingPos["w"] = [i, k]; |
| 55 | break; |
| 56 | default: { |
| 57 | const num = parseInt(position[i].charAt(j)); |
| 58 | if (!isNaN(num)) k += num - 1; |
| 59 | } |
| 60 | } |
| 61 | k++; |
| 62 | } |
| 63 | } |
| 64 | // Local stack of swaps: |
| 65 | this.smoves = []; |
| 66 | const smove = V.ParseFen(fen).smove; |
| 67 | if (smove == "-") this.smoves.push(null); |
| 68 | else { |
| 69 | this.smoves.push({ |
| 70 | start: ChessRules.SquareToCoords(smove.substr(0, 2)), |
| 71 | end: ChessRules.SquareToCoords(smove.substr(2)) |
| 72 | }); |
| 73 | } |
| 74 | } |
| 75 | |
| 76 | static ParseFen(fen) { |
| 77 | return Object.assign( |
| 78 | ChessRules.ParseFen(fen), |
| 79 | { smove: fen.split(" ")[3] } |
| 80 | ); |
| 81 | } |
| 82 | |
| 83 | static IsGoodFen(fen) { |
| 84 | if (!ChessRules.IsGoodFen(fen)) return false; |
| 85 | const fenParts = fen.split(" "); |
| 86 | if (fenParts.length != 4) return false; |
| 87 | if (fenParts[3] != "-" && !fenParts[3].match(/^([a-h][1-8]){2}$/)) |
| 88 | return false; |
| 89 | return true; |
| 90 | } |
| 91 | |
| 92 | getSmove(move) { |
| 93 | if (move.appear.length == 2) |
| 94 | return { start: move.start, end: move.end }; |
| 95 | return null; |
| 96 | } |
| 97 | |
| 98 | static get size() { |
| 99 | // Add the "capturing edge" |
| 100 | return { x: 10, y: 10 }; |
| 101 | } |
| 102 | |
| 103 | static get IMMOBILIZER() { |
| 104 | return "m"; |
| 105 | } |
| 106 | // Although other pieces keep their names here for coding simplicity, |
| 107 | // keep in mind that: |
| 108 | // - a "rook" is a swapper, exchanging positions and "capturing" by |
| 109 | // mutual destruction only. |
| 110 | // - a "knight" is a long-leaper, capturing as in draughts |
| 111 | // - a "bishop" is a chameleon, capturing as its prey |
| 112 | // - a "queen" is a withdrawer+advancer, capturing by moving away from |
| 113 | // pieces or advancing in front of them. |
| 114 | |
| 115 | // Is piece on square (x,y) immobilized? |
| 116 | isImmobilized([x, y]) { |
| 117 | const piece = this.getPiece(x, y); |
| 118 | const oppCol = V.GetOppCol(this.getColor(x, y)); |
| 119 | const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); |
| 120 | for (let step of adjacentSteps) { |
| 121 | const [i, j] = [x + step[0], y + step[1]]; |
| 122 | if ( |
| 123 | V.OnBoard(i, j) && |
| 124 | this.board[i][j] != V.EMPTY && |
| 125 | this.getColor(i, j) == oppCol |
| 126 | ) { |
| 127 | const oppPiece = this.getPiece(i, j); |
| 128 | if (oppPiece == V.IMMOBILIZER) return [i, j]; |
| 129 | // Only immobilizers are immobilized by chameleons: |
| 130 | if (oppPiece == V.BISHOP && piece == V.IMMOBILIZER) return [i, j]; |
| 131 | } |
| 132 | } |
| 133 | return null; |
| 134 | } |
| 135 | |
| 136 | static OnEdge(x, y) { |
| 137 | return x == 0 || y == 0 || x == V.size.x - 1 || y == V.size.y - 1; |
| 138 | } |
| 139 | |
| 140 | getPotentialMovesFrom([x, y]) { |
| 141 | // Pre-check: is thing on this square immobilized? |
| 142 | const imSq = this.isImmobilized([x, y]); |
| 143 | const piece = this.getPiece(x, y); |
| 144 | if (!!imSq && piece != V.KING) { |
| 145 | // Only option is suicide, if I'm not a king: |
| 146 | return [ |
| 147 | new Move({ |
| 148 | start: { x: x, y: y }, |
| 149 | end: { x: imSq[0], y: imSq[1] }, |
| 150 | appear: [], |
| 151 | vanish: [ |
| 152 | new PiPo({ |
| 153 | x: x, |
| 154 | y: y, |
| 155 | c: this.getColor(x, y), |
| 156 | p: this.getPiece(x, y) |
| 157 | }) |
| 158 | ] |
| 159 | }) |
| 160 | ]; |
| 161 | } |
| 162 | let moves = []; |
| 163 | switch (piece) { |
| 164 | case V.IMMOBILIZER: |
| 165 | moves = this.getPotentialImmobilizerMoves([x, y]); |
| 166 | break; |
| 167 | default: |
| 168 | moves = super.getPotentialMovesFrom([x, y]); |
| 169 | } |
| 170 | // Post-processing: prune redundant non-minimal capturing moves, |
| 171 | // and non-capturing moves ending on the edge: |
| 172 | moves.forEach(m => { |
| 173 | // Useful precomputation |
| 174 | m.dist = Math.abs(m.end.x - m.start.x) + Math.abs(m.end.y - m.start.y); |
| 175 | }); |
| 176 | return moves.filter(m => { |
| 177 | if (!V.OnEdge(m.end.x, m.end.y)) return true; |
| 178 | // End on the edge: |
| 179 | if (m.vanish.length == 1) return false; |
| 180 | // Capture or swap: only captures get filtered |
| 181 | if (m.appear.length == 2) return true; |
| 182 | // Can we find other moves with a shorter path to achieve the same |
| 183 | // capture? Apply to queens and knights. |
| 184 | if ( |
| 185 | moves.some(mv => { |
| 186 | return ( |
| 187 | mv.dist < m.dist && |
| 188 | mv.vanish.length == m.vanish.length && |
| 189 | mv.vanish.every(v => { |
| 190 | return m.vanish.some(vv => { |
| 191 | return ( |
| 192 | vv.x == v.x && vv.y == v.y && vv.c == v.c && vv.p == v.p |
| 193 | ); |
| 194 | }); |
| 195 | }) |
| 196 | ); |
| 197 | }) |
| 198 | ) { |
| 199 | return false; |
| 200 | } |
| 201 | return true; |
| 202 | }); |
| 203 | // NOTE: not removing "dist" field; shouldn't matter much... |
| 204 | } |
| 205 | |
| 206 | getSlideNJumpMoves([x, y], steps, oneStep) { |
| 207 | const piece = this.getPiece(x, y); |
| 208 | let moves = []; |
| 209 | outerLoop: for (let step of steps) { |
| 210 | let i = x + step[0]; |
| 211 | let j = y + step[1]; |
| 212 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { |
| 213 | moves.push(this.getBasicMove([x, y], [i, j])); |
| 214 | if (oneStep !== undefined) continue outerLoop; |
| 215 | i += step[0]; |
| 216 | j += step[1]; |
| 217 | } |
| 218 | // Only king can take on occupied square: |
| 219 | if (piece == V.KING && V.OnBoard(i, j) && this.canTake([x, y], [i, j])) |
| 220 | moves.push(this.getBasicMove([x, y], [i, j])); |
| 221 | } |
| 222 | return moves; |
| 223 | } |
| 224 | |
| 225 | // "Cannon/grasshopper pawn" |
| 226 | getPotentialPawnMoves([x, y]) { |
| 227 | const oppCol = V.GetOppCol(this.turn); |
| 228 | let moves = []; |
| 229 | const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); |
| 230 | adjacentSteps.forEach(step => { |
| 231 | const [i, j] = [x + step[0], y + step[1]]; |
| 232 | if (V.OnBoard(i, j)) { |
| 233 | if (this.board[i][j] == V.EMPTY) |
| 234 | moves.push(this.getBasicMove([x, y], [i, j])); |
| 235 | else { |
| 236 | // Try to leap over: |
| 237 | const [ii, jj] = [i + step[0], j + step[1]]; |
| 238 | if (V.OnBoard(ii, jj) && this.getColor(ii, jj) == oppCol) |
| 239 | moves.push(this.getBasicMove([x, y], [ii, jj])); |
| 240 | } |
| 241 | } |
| 242 | }); |
| 243 | return moves; |
| 244 | } |
| 245 | |
| 246 | // NOTE: not really captures, but let's keep the name |
| 247 | getRookCaptures([x, y], byChameleon) { |
| 248 | let moves = []; |
| 249 | const oppCol = V.GetOppCol(this.turn); |
| 250 | // Simple: if something is visible, we can swap |
| 251 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]).forEach(step => { |
| 252 | let [i, j] = [x + step[0], y + step[1]]; |
| 253 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { |
| 254 | i += step[0]; |
| 255 | j += step[1]; |
| 256 | } |
| 257 | if (V.OnBoard(i, j) && this.getColor(i, j) == oppCol) { |
| 258 | const oppPiece = this.getPiece(i, j); |
| 259 | if (!byChameleon || oppPiece == V.ROOK) { |
| 260 | let m = this.getBasicMove([x, y], [i, j]); |
| 261 | m.appear.push( |
| 262 | new PiPo({ |
| 263 | x: x, |
| 264 | y: y, |
| 265 | c: oppCol, |
| 266 | p: this.getPiece(i, j) |
| 267 | }) |
| 268 | ); |
| 269 | moves.push(m); |
| 270 | if (i == x + step[0] && j == y + step[1]) { |
| 271 | // Add mutual destruction option: |
| 272 | m = new Move({ |
| 273 | start: { x: x, y: y}, |
| 274 | end: { x: i, y: j }, |
| 275 | appear: [], |
| 276 | // TODO: is copying necessary here? |
| 277 | vanish: JSON.parse(JSON.stringify(m.vanish)) |
| 278 | }); |
| 279 | moves.push(m); |
| 280 | } |
| 281 | } |
| 282 | } |
| 283 | }); |
| 284 | return moves; |
| 285 | } |
| 286 | |
| 287 | // Swapper |
| 288 | getPotentialRookMoves(sq) { |
| 289 | return super.getPotentialQueenMoves(sq).concat(this.getRookCaptures(sq)); |
| 290 | } |
| 291 | |
| 292 | getKnightCaptures(startSquare, byChameleon) { |
| 293 | // Look in every direction for captures |
| 294 | const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); |
| 295 | const color = this.turn; |
| 296 | const oppCol = V.GetOppCol(color); |
| 297 | let moves = []; |
| 298 | const [x, y] = [startSquare[0], startSquare[1]]; |
| 299 | const piece = this.getPiece(x, y); //might be a chameleon! |
| 300 | outerLoop: for (let step of steps) { |
| 301 | let [i, j] = [x + step[0], y + step[1]]; |
| 302 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { |
| 303 | i += step[0]; |
| 304 | j += step[1]; |
| 305 | } |
| 306 | if ( |
| 307 | !V.OnBoard(i, j) || |
| 308 | this.getColor(i, j) == color || |
| 309 | (!!byChameleon && this.getPiece(i, j) != V.KNIGHT) |
| 310 | ) { |
| 311 | continue; |
| 312 | } |
| 313 | // last(thing), cur(thing) : stop if "cur" is our color, |
| 314 | // or beyond board limits, or if "last" isn't empty and cur neither. |
| 315 | // Otherwise, if cur is empty then add move until cur square; |
| 316 | // if cur is occupied then stop if !!byChameleon and the square not |
| 317 | // occupied by a leaper. |
| 318 | let last = [i, j]; |
| 319 | let cur = [i + step[0], j + step[1]]; |
| 320 | let vanished = [new PiPo({ x: x, y: y, c: color, p: piece })]; |
| 321 | while (V.OnBoard(cur[0], cur[1])) { |
| 322 | if (this.board[last[0]][last[1]] != V.EMPTY) { |
| 323 | const oppPiece = this.getPiece(last[0], last[1]); |
| 324 | if (!!byChameleon && oppPiece != V.KNIGHT) continue outerLoop; |
| 325 | // Something to eat: |
| 326 | vanished.push( |
| 327 | new PiPo({ x: last[0], y: last[1], c: oppCol, p: oppPiece }) |
| 328 | ); |
| 329 | } |
| 330 | if (this.board[cur[0]][cur[1]] != V.EMPTY) { |
| 331 | if ( |
| 332 | this.getColor(cur[0], cur[1]) == color || |
| 333 | this.board[last[0]][last[1]] != V.EMPTY |
| 334 | ) { |
| 335 | //TODO: redundant test |
| 336 | continue outerLoop; |
| 337 | } |
| 338 | } else { |
| 339 | moves.push( |
| 340 | new Move({ |
| 341 | appear: [new PiPo({ x: cur[0], y: cur[1], c: color, p: piece })], |
| 342 | vanish: JSON.parse(JSON.stringify(vanished)), //TODO: required? |
| 343 | start: { x: x, y: y }, |
| 344 | end: { x: cur[0], y: cur[1] } |
| 345 | }) |
| 346 | ); |
| 347 | } |
| 348 | last = [last[0] + step[0], last[1] + step[1]]; |
| 349 | cur = [cur[0] + step[0], cur[1] + step[1]]; |
| 350 | } |
| 351 | } |
| 352 | return moves; |
| 353 | } |
| 354 | |
| 355 | // Long-leaper |
| 356 | getPotentialKnightMoves(sq) { |
| 357 | return super.getPotentialQueenMoves(sq).concat(this.getKnightCaptures(sq)); |
| 358 | } |
| 359 | |
| 360 | // Chameleon |
| 361 | getPotentialBishopMoves([x, y]) { |
| 362 | const oppCol = V.GetOppCol(this.turn); |
| 363 | let moves = super |
| 364 | .getPotentialQueenMoves([x, y]) |
| 365 | .concat(this.getKnightCaptures([x, y], "asChameleon")) |
| 366 | .concat(this.getRookCaptures([x, y], "asChameleon")); |
| 367 | // No "king capture" because king cannot remain under check |
| 368 | this.addQueenCaptures(moves, "asChameleon"); |
| 369 | // Also add pawn captures (as a pawn): |
| 370 | const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); |
| 371 | adjacentSteps.forEach(step => { |
| 372 | const [i, j] = [x + step[0], y + step[1]]; |
| 373 | const [ii, jj] = [i + step[0], j + step[1]]; |
| 374 | // Try to leap over (i,j): |
| 375 | if ( |
| 376 | V.OnBoard(ii, jj) && |
| 377 | this.board[i][j] != V.EMPTY && |
| 378 | this.board[ii][jj] != V.EMPTY && |
| 379 | this.getColor(ii, jj) == oppCol && |
| 380 | this.getPiece(ii, jj) == V.PAWN |
| 381 | ) { |
| 382 | moves.push(this.getBasicMove([x, y], [ii, jj])); |
| 383 | } |
| 384 | }); |
| 385 | // Post-processing: merge similar moves, concatenating vanish arrays |
| 386 | let mergedMoves = {}; |
| 387 | moves.forEach(m => { |
| 388 | const key = m.end.x + V.size.x * m.end.y; |
| 389 | if (!mergedMoves[key]) mergedMoves[key] = m; |
| 390 | else { |
| 391 | for (let i = 1; i < m.vanish.length; i++) |
| 392 | mergedMoves[key].vanish.push(m.vanish[i]); |
| 393 | } |
| 394 | }); |
| 395 | return Object.values(mergedMoves); |
| 396 | } |
| 397 | |
| 398 | addQueenCaptures(moves, byChameleon) { |
| 399 | if (moves.length == 0) return; |
| 400 | const [x, y] = [moves[0].start.x, moves[0].start.y]; |
| 401 | const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); |
| 402 | let capturingDirStart = {}; |
| 403 | const oppCol = V.GetOppCol(this.turn); |
| 404 | // Useful precomputation: |
| 405 | adjacentSteps.forEach(step => { |
| 406 | const [i, j] = [x + step[0], y + step[1]]; |
| 407 | if ( |
| 408 | V.OnBoard(i, j) && |
| 409 | this.board[i][j] != V.EMPTY && |
| 410 | this.getColor(i, j) == oppCol && |
| 411 | (!byChameleon || this.getPiece(i, j) == V.QUEEN) |
| 412 | ) { |
| 413 | capturingDirStart[step[0] + "_" + step[1]] = this.getPiece(i, j); |
| 414 | } |
| 415 | }); |
| 416 | moves.forEach(m => { |
| 417 | const step = [ |
| 418 | m.end.x != x ? (m.end.x - x) / Math.abs(m.end.x - x) : 0, |
| 419 | m.end.y != y ? (m.end.y - y) / Math.abs(m.end.y - y) : 0 |
| 420 | ]; |
| 421 | // TODO: this test should be done only once per direction |
| 422 | const capture = capturingDirStart[(-step[0]) + "_" + (-step[1])]; |
| 423 | if (!!capture) { |
| 424 | const [i, j] = [x - step[0], y - step[1]]; |
| 425 | m.vanish.push( |
| 426 | new PiPo({ |
| 427 | x: i, |
| 428 | y: j, |
| 429 | p: capture, |
| 430 | c: oppCol |
| 431 | }) |
| 432 | ); |
| 433 | } |
| 434 | // Also test the end (advancer effect) |
| 435 | const [i, j] = [m.end.x + step[0], m.end.y + step[1]]; |
| 436 | if ( |
| 437 | V.OnBoard(i, j) && |
| 438 | this.board[i][j] != V.EMPTY && |
| 439 | this.getColor(i, j) == oppCol && |
| 440 | (!byChameleon || this.getPiece(i, j) == V.QUEEN) |
| 441 | ) { |
| 442 | m.vanish.push( |
| 443 | new PiPo({ |
| 444 | x: i, |
| 445 | y: j, |
| 446 | p: this.getPiece(i, j), |
| 447 | c: oppCol |
| 448 | }) |
| 449 | ); |
| 450 | } |
| 451 | }); |
| 452 | } |
| 453 | |
| 454 | // Withdrawer + advancer: "pushme-pullyu" |
| 455 | getPotentialQueenMoves(sq) { |
| 456 | let moves = super.getPotentialQueenMoves(sq); |
| 457 | this.addQueenCaptures(moves); |
| 458 | return moves; |
| 459 | } |
| 460 | |
| 461 | getPotentialImmobilizerMoves(sq) { |
| 462 | // Immobilizer doesn't capture |
| 463 | return super.getPotentialQueenMoves(sq); |
| 464 | } |
| 465 | |
| 466 | // Does m2 un-do m1 ? (to disallow undoing swaps) |
| 467 | oppositeMoves(m1, m2) { |
| 468 | return ( |
| 469 | !!m1 && |
| 470 | m2.appear.length == 2 && |
| 471 | m1.start.x == m2.start.x && |
| 472 | m1.end.x == m2.end.x && |
| 473 | m1.start.y == m2.start.y && |
| 474 | m1.end.y == m2.end.y |
| 475 | ); |
| 476 | } |
| 477 | |
| 478 | filterValid(moves) { |
| 479 | if (moves.length == 0) return []; |
| 480 | const color = this.turn; |
| 481 | return ( |
| 482 | super.filterValid( |
| 483 | moves.filter(m => { |
| 484 | const L = this.smoves.length; //at least 1: init from FEN |
| 485 | return !this.oppositeMoves(this.smoves[L - 1], m); |
| 486 | }) |
| 487 | ) |
| 488 | ); |
| 489 | } |
| 490 | |
| 491 | // isAttacked() is OK because the immobilizer doesn't take |
| 492 | |
| 493 | isAttackedByPawn([x, y], color) { |
| 494 | // Attacked if an enemy pawn stands just behind an immediate obstacle: |
| 495 | const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); |
| 496 | for (let step of adjacentSteps) { |
| 497 | const [i, j] = [x + step[0], y + step[1]]; |
| 498 | const [ii, jj] = [i + step[0], j + step[1]]; |
| 499 | if ( |
| 500 | V.OnBoard(ii, jj) && |
| 501 | this.board[i][j] != V.EMPTY && |
| 502 | this.board[ii][jj] != V.EMPTY && |
| 503 | this.getColor(ii, jj) == color && |
| 504 | this.getPiece(ii, jj) == V.PAWN && |
| 505 | !this.isImmobilized([ii, jj]) |
| 506 | ) { |
| 507 | return true; |
| 508 | } |
| 509 | } |
| 510 | return false; |
| 511 | } |
| 512 | |
| 513 | isAttackedByRook([x, y], color) { |
| 514 | // The only way a swapper can take is by mutual destruction when the |
| 515 | // enemy piece stands just next: |
| 516 | const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); |
| 517 | for (let step of adjacentSteps) { |
| 518 | const [i, j] = [x + step[0], y + step[1]]; |
| 519 | if ( |
| 520 | V.OnBoard(i, j) && |
| 521 | this.board[i][j] != V.EMPTY && |
| 522 | this.getColor(i, j) == color && |
| 523 | this.getPiece(i, j) == V.ROOK && |
| 524 | !this.isImmobilized([i, j]) |
| 525 | ) { |
| 526 | return true; |
| 527 | } |
| 528 | } |
| 529 | return false; |
| 530 | } |
| 531 | |
| 532 | isAttackedByKnight([x, y], color) { |
| 533 | // Square (x,y) must be on same line as a knight, |
| 534 | // and there must be empty square(s) behind. |
| 535 | const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); |
| 536 | outerLoop: for (let step of steps) { |
| 537 | const [i0, j0] = [x + step[0], y + step[1]]; |
| 538 | if (V.OnBoard(i0, j0) && this.board[i0][j0] == V.EMPTY) { |
| 539 | // Try in opposite direction: |
| 540 | let [i, j] = [x - step[0], y - step[1]]; |
| 541 | while (V.OnBoard(i, j)) { |
| 542 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { |
| 543 | i -= step[0]; |
| 544 | j -= step[1]; |
| 545 | } |
| 546 | if (V.OnBoard(i, j)) { |
| 547 | if (this.getColor(i, j) == color) { |
| 548 | if ( |
| 549 | this.getPiece(i, j) == V.KNIGHT && |
| 550 | !this.isImmobilized([i, j]) |
| 551 | ) |
| 552 | return true; |
| 553 | continue outerLoop; |
| 554 | } |
| 555 | // [else] Our color, |
| 556 | // could be captured *if there was an empty space* |
| 557 | if (this.board[i + step[0]][j + step[1]] != V.EMPTY) |
| 558 | continue outerLoop; |
| 559 | i -= step[0]; |
| 560 | j -= step[1]; |
| 561 | } |
| 562 | } |
| 563 | } |
| 564 | } |
| 565 | return false; |
| 566 | } |
| 567 | |
| 568 | isAttackedByBishop([x, y], color) { |
| 569 | // We cheat a little here: since this function is used exclusively for |
| 570 | // the king, it's enough to check the immediate surrounding of the square. |
| 571 | const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); |
| 572 | for (let step of adjacentSteps) { |
| 573 | const [i, j] = [x + step[0], y + step[1]]; |
| 574 | if ( |
| 575 | V.OnBoard(i, j) && |
| 576 | this.board[i][j] != V.EMPTY && |
| 577 | this.getColor(i, j) == color && |
| 578 | this.getPiece(i, j) == V.BISHOP && |
| 579 | !this.isImmobilized([i, j]) |
| 580 | ) { |
| 581 | return true; |
| 582 | } |
| 583 | } |
| 584 | return false; |
| 585 | } |
| 586 | |
| 587 | isAttackedByQueen([x, y], color) { |
| 588 | // Is there a queen in view? |
| 589 | const adjacentSteps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); |
| 590 | for (let step of adjacentSteps) { |
| 591 | let [i, j] = [x + step[0], y + step[1]]; |
| 592 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { |
| 593 | i += step[0]; |
| 594 | j += step[1]; |
| 595 | } |
| 596 | if ( |
| 597 | V.OnBoard(i, j) && |
| 598 | this.getColor(i, j) == color && |
| 599 | this.getPiece(i, j) == V.QUEEN |
| 600 | ) { |
| 601 | // Two cases: the queen is at 2 steps at least, or just close |
| 602 | // but maybe with enough space behind to withdraw. |
| 603 | let attacked = false; |
| 604 | if (i == x + step[0] && j == y + step[1]) { |
| 605 | const [ii, jj] = [i + step[0], j + step[1]]; |
| 606 | if (V.OnBoard(ii, jj) && this.board[ii][jj] == V.EMPTY) |
| 607 | attacked = true; |
| 608 | } |
| 609 | else attacked = true; |
| 610 | if (attacked && !this.isImmobilized([i, j])) return true; |
| 611 | } |
| 612 | } |
| 613 | return false; |
| 614 | } |
| 615 | |
| 616 | isAttackedByKing([x, y], color) { |
| 617 | const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); |
| 618 | for (let step of steps) { |
| 619 | let rx = x + step[0], |
| 620 | ry = y + step[1]; |
| 621 | if ( |
| 622 | V.OnBoard(rx, ry) && |
| 623 | this.getPiece(rx, ry) === V.KING && |
| 624 | this.getColor(rx, ry) == color && |
| 625 | !this.isImmobilized([rx, ry]) |
| 626 | ) { |
| 627 | return true; |
| 628 | } |
| 629 | } |
| 630 | return false; |
| 631 | } |
| 632 | |
| 633 | static GenRandInitFen(randomness) { |
| 634 | if (randomness == 0) { |
| 635 | return ( |
| 636 | "91/1rqnbknqm1/1pppppppp1/91/91/91/91/1PPPPPPPP1/1MQNBKNQR1/91 w 0 -" |
| 637 | ); |
| 638 | } |
| 639 | |
| 640 | let pieces = { w: new Array(8), b: new Array(8) }; |
| 641 | // Shuffle pieces on first and last rank |
| 642 | for (let c of ["w", "b"]) { |
| 643 | if (c == 'b' && randomness == 1) { |
| 644 | pieces['b'] = pieces['w']; |
| 645 | break; |
| 646 | } |
| 647 | |
| 648 | // Get random squares for every piece, totally freely |
| 649 | let positions = shuffle(ArrayFun.range(8)); |
| 650 | const composition = ['r', 'm', 'n', 'n', 'q', 'q', 'b', 'k']; |
| 651 | for (let i = 0; i < 8; i++) pieces[c][positions[i]] = composition[i]; |
| 652 | } |
| 653 | return ( |
| 654 | "91/1" + pieces["b"].join("") + |
| 655 | "1/1pppppppp1/91/91/91/91/1PPPPPPPP1/1" + |
| 656 | pieces["w"].join("").toUpperCase() + "1/91 w 0 -" |
| 657 | ); |
| 658 | } |
| 659 | |
| 660 | getSmoveFen() { |
| 661 | const L = this.smoves.length; |
| 662 | return ( |
| 663 | !this.smoves[L - 1] |
| 664 | ? "-" |
| 665 | : ChessRules.CoordsToSquare(this.smoves[L - 1].start) + |
| 666 | ChessRules.CoordsToSquare(this.smoves[L - 1].end) |
| 667 | ); |
| 668 | } |
| 669 | |
| 670 | getFen() { |
| 671 | return super.getFen() + " " + this.getSmoveFen(); |
| 672 | } |
| 673 | |
| 674 | getFenForRepeat() { |
| 675 | return super.getFenForRepeat() + "_" + this.getSmoveFen(); |
| 676 | } |
| 677 | |
| 678 | postPlay(move) { |
| 679 | super.postPlay(move); |
| 680 | this.smoves.push(this.getSmove(move)); |
| 681 | } |
| 682 | |
| 683 | postUndo(move) { |
| 684 | super.postUndo(move); |
| 685 | this.smoves.pop(); |
| 686 | } |
| 687 | |
| 688 | static get VALUES() { |
| 689 | return { |
| 690 | p: 1, |
| 691 | r: 2, |
| 692 | n: 5, |
| 693 | b: 3, |
| 694 | q: 5, |
| 695 | m: 5, |
| 696 | k: 1000 |
| 697 | }; |
| 698 | } |
| 699 | |
| 700 | static get SEARCH_DEPTH() { |
| 701 | return 2; |
| 702 | } |
| 703 | |
| 704 | getNotation(move) { |
| 705 | const initialSquare = V.CoordsToSquare(move.start); |
| 706 | const finalSquare = V.CoordsToSquare(move.end); |
| 707 | if (move.appear.length == 0) { |
| 708 | // Suicide 'S' or mutual destruction 'D': |
| 709 | return ( |
| 710 | initialSquare + (move.vanish.length == 1 ? "S" : "D" + finalSquare) |
| 711 | ); |
| 712 | } |
| 713 | let notation = undefined; |
| 714 | if (move.appear[0].p == V.PAWN) { |
| 715 | // Pawn: generally ambiguous short notation, so we use full description |
| 716 | notation = "P" + initialSquare + finalSquare; |
| 717 | } else if (move.appear[0].p == V.KING) |
| 718 | notation = "K" + (move.vanish.length > 1 ? "x" : "") + finalSquare; |
| 719 | else notation = move.appear[0].p.toUpperCase() + finalSquare; |
| 720 | // Add a capture mark (not describing what is captured...): |
| 721 | if (move.vanish.length > 1 && move.appear[0].p != V.KING) notation += "X"; |
| 722 | return notation; |
| 723 | } |
| 724 | }; |