Advances on Chakart, almost done. Fix DoubleMove2
[vchess.git] / client / src / variants / Chakart.js
1 import { ChessRules } from "@/base_rules";
2 import { SuicideRules } from "@/variants/Suicide";
3
4 export class ChakartRules extends ChessRules {
5 static get PawnSpecs() {
6 return SuicideRules.PawnSpecs;
7 }
8
9 static get HasCastle() {
10 return false;
11 }
12
13 static get HasEnpassant() {
14 // TODO: maybe enable them later, but then the capturing pawn take the
15 // mushroom and continue diagonally?!
16 return false;
17 }
18
19 static get CorrConfirm() {
20 // Because of bonus effects
21 return false;
22 }
23
24 static get CanAnalyze() {
25 return false;
26 }
27
28 hoverHighlight(x, y) {
29 if (
30 this.firstMove.appear.length == 0 ||
31 this.firstMove.vanish.length == 0 ||
32 this.board[x][y] != V.EMPTY
33 ) {
34 return false;
35 }
36 const deltaX = Math.abs(this.firstMove.end.x - x);
37 const deltaY = Math.abs(this.firstMove.end.y - y);
38 return (
39 this.subTurn == 2 &&
40 // Condition: rook or bishop move, may capture, but no bonus move
41 [V.ROOK, V.BISHOP].includes(this.firstMove.vanish[0].p) &&
42 (
43 this.firstMove.vanish.length == 1 ||
44 ['w', 'b'].includes(this.firstMove.vanish[1].c)
45 ) &&
46 (
47 this.firstMove.vanish[0].p == V.ROOK && deltaX == 1 && deltaY == 1 ||
48 this.firstMove.vanish[0].p == V.BISHOP && deltaX + deltaY == 1
49 )
50 );
51 }
52
53 static get IMMOBILIZE_CODE() {
54 return {
55 'p': 's',
56 'r': 'u',
57 'n': 'o',
58 'b': 'c',
59 'q': 't',
60 'k': 'l'
61 };
62 }
63
64 static get IMMOBILIZE_DECODE() {
65 return {
66 's': 'p',
67 'u': 'r',
68 'o': 'n',
69 'c': 'b',
70 't': 'q',
71 'l': 'k'
72 };
73 }
74
75 static get INVISIBLE_QUEEN() {
76 return 'i';
77 }
78
79 // Fictive color 'a', bomb banana mushroom egg
80 static get BOMB() {
81 // Doesn't collide with bishop because color 'a'
82 return 'b';
83 }
84 static get BANANA() {
85 return 'n';
86 }
87 static get EGG() {
88 return 'e';
89 }
90 static get MUSHROOM() {
91 return 'm';
92 }
93
94 static get PIECES() {
95 return (
96 ChessRules.PIECES.concat(
97 Object.keys(V.IMMOBILIZE_DECODE)).concat(
98 [V.BANANA, V.BOMB, V.EGG, V.MUSHROOM, V.INVISIBLE_QUEEN])
99 );
100 }
101
102 getPpath(b) {
103 let prefix = "";
104 if (
105 b[0] == 'a' ||
106 b[1] == V.INVISIBLE_QUEEN ||
107 Object.keys(V.IMMOBILIZE_DECODE).includes(b[1])
108 ) {
109 prefix = "Chakart/";
110 }
111 return prefix + b;
112 }
113
114 static ParseFen(fen) {
115 const fenParts = fen.split(" ");
116 return Object.assign(
117 ChessRules.ParseFen(fen),
118 { captured: fenParts[4] }
119 );
120 }
121
122 // King can be l or L (immobilized) --> similar to Alice variant
123 static IsGoodPosition(position) {
124 if (position.length == 0) return false;
125 const rows = position.split("/");
126 if (rows.length != V.size.x) return false;
127 let kings = { "k": 0, "K": 0, 'l': 0, 'L': 0 };
128 for (let row of rows) {
129 let sumElts = 0;
130 for (let i = 0; i < row.length; i++) {
131 if (['K','k','L','l'].includes(row[i])) kings[row[i]]++;
132 if (V.PIECES.includes(row[i].toLowerCase())) sumElts++;
133 else {
134 const num = parseInt(row[i]);
135 if (isNaN(num)) return false;
136 sumElts += num;
137 }
138 }
139 if (sumElts != V.size.y) return false;
140 }
141 if (kings['k'] + kings['l'] != 1 || kings['K'] + kings['L'] != 1)
142 return false;
143 return true;
144 }
145
146 static IsGoodFlags(flags) {
147 // 4 for Peach + Mario w, b
148 return !!flags.match(/^[01]{4,4}$/);
149 }
150
151 setFlags(fenflags) {
152 this.powerFlags = {
153 w: [...Array(2)], //king can send shell? Queen can be invisible?
154 b: [...Array(2)]
155 };
156 for (let c of ["w", "b"]) {
157 for (let i = 0; i < 2; i++)
158 this.pawnFlags[c][i] = fenFlags.charAt((c == "w" ? 0 : 2) + i) == "1";
159 }
160 }
161
162 aggregateFlags() {
163 return this.powerFlags;
164 }
165
166 disaggregateFlags(flags) {
167 this.powerFlags = flags;
168 }
169
170 getFen() {
171 return super.getFen() + " " + this.getCapturedFen();
172 }
173
174 getFenForRepeat() {
175 return super.getFenForRepeat() + "_" + this.getCapturedFen();
176 }
177
178 getCapturedFen() {
179 let counts = [...Array(10).fill(0)];
180 let i = 0;
181 for (let p of [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.PAWN]) {
182 counts[i] = this.captured["w"][p];
183 counts[5 + i] = this.captured["b"][p];
184 i++;
185 }
186 return counts.join("");
187 }
188
189 setOtherVariables(fen) {
190 const fenParsed = V.ParseFen(fen);
191 // Initialize captured pieces' counts from FEN
192 this.captured = {
193 w: {
194 [V.ROOK]: parseInt(fenParsed.captured[0]),
195 [V.KNIGHT]: parseInt(fenParsed.captured[1]),
196 [V.BISHOP]: parseInt(fenParsed.captured[2]),
197 [V.QUEEN]: parseInt(fenParsed.captured[3]),
198 [V.PAWN]: parseInt(fenParsed.captured[4]),
199 },
200 b: {
201 [V.ROOK]: parseInt(fenParsed.captured[5]),
202 [V.KNIGHT]: parseInt(fenParsed.captured[6]),
203 [V.BISHOP]: parseInt(fenParsed.captured[7]),
204 [V.QUEEN]: parseInt(fenParsed.captured[8]),
205 [V.PAWN]: parseInt(fenParsed.captured[9]),
206 }
207 };
208 this.subTurn = 1;
209 }
210
211 getFlagsFen() {
212 let fen = "";
213 // Add power flags
214 for (let c of ["w", "b"])
215 for (let i = 0; i < 2; i++) fen += (this.powerFlags[c][i] ? "1" : "0");
216 return fen;
217 }
218
219 getPotentialMovesFrom(sq) {
220 if (this.subTurn == 1) return super.getPotentialMovesFrom(sq);
221 if (this.subTurn == 2) {
222 // TODO: coup compatible avec firstMove
223 }
224 }
225
226 getBasicMove([x1, y1], [x2, y2]) {
227 // Apply mushroom, bomb or banana effect (hidden to the player).
228 // Determine egg effect, too, and apply its first part if possible.
229 // add egg + add mushroom for pawns.
230 let move = super.getBasicMove([x1, y1], [x2, y2]);
231 // TODO
232 return move;
233 // Infer move type based on its effects (used to decide subTurn 1 --> 2)
234 // --> impossible étant donné juste first part (egg --> effect?)
235 // => stocker l'effet (i, ii ou iii) dans le coup directement,
236 // Pas terrible, mais y'aura pas 36 variantes comme ça. Disons end.effect == null, 0, 1, 2 ou 3
237 // 0 => tour ou fou, pose potentielle.
238 // If queen can be invisible, add move same start + end but final type changes
239 }
240
241 getPotentialKingMoves([x, y]) {
242 let moves = super.getPotentialKingMoves([x, y]);
243 // TODO: if flags allows it, add 'remote shell captures'
244 return moves;
245 }
246
247 getSlideNJumpMoves([x, y], steps, oneStep) {
248 let moves = [];
249 outerLoop: for (let step of steps) {
250 let i = x + step[0];
251 let j = y + step[1];
252 while (
253 V.OnBoard(i, j) &&
254 (
255 this.board[i][j] == V.EMPTY ||
256 (
257 this.getColor(i, j) == 'a' &&
258 [V.EGG, V.MUSHROOM].includes(this.getPiece(i, j))
259 )
260 )
261 ) {
262 moves.push(this.getBasicMove([x, y], [i, j]));
263 if (oneStep) continue outerLoop;
264 i += step[0];
265 j += step[1];
266 }
267 if (V.OnBoard(i, j) && this.canTake([x, y], [i, j]))
268 moves.push(this.getBasicMove([x, y], [i, j]));
269 }
270 return moves;
271 }
272
273 getAllPotentialMoves() {
274 if (this.subTurn == 1) return super.getAllPotentialMoves();
275 // TODO: subTurn == 2, switch on firstMove.end.effect --> lack firstMove, setOtherVariables, play/undo, see Dynamo
276 }
277
278 doClick(square) {
279 if (isNaN(square[0])) return null;
280 // TODO: If subTurn == 2:
281 // if square is empty && firstMove is compatible,
282 // complete the move (banana or bomb or piece exchange).
283 // if square not empty, just complete with empty move
284 const Lf = this.firstMove.length;
285 if (this.subTurn == 2) {
286 if (
287 this.board[square[0]][square[1]] == V.EMPTY &&
288 (La == 0 || !this.oppositeMoves(this.amoves[La-1], this.firstMove[Lf-1]))
289 ) {
290 return {
291 start: { x: -1, y: -1 },
292 end: { x: -1, y: -1 },
293 appear: [],
294 vanish: []
295 };
296 }
297 }
298 return null;
299 }
300
301 play(move) {
302 // TODO
303 // --> pour bonus toadette, passer "capture" temporairement en "reserve" pour permettre de jouer le coup.
304 // il faut alors mettre à jour 'captured'
305 // TODO: subTurn passe à 2 si arrivée sur bonus cavalier + effect == 1, 2 ou 3 ou si coup de tour ou fou (non cumulables)
306 }
307
308 postPlay(move) {
309 // TODO: if effect = resurect a piece, then this.reserve = this.captured;
310 if (move.vanish.length == 2 && move.vanish[1].c != 'a')
311 // Capture: update this.captured
312 this.captured[move.vanish[1].c][move.vanish[1].p]++;
313 else if (move.vanish.length == 0) {
314 // A piece is back on board
315 this.captured[move.vanish[1].c][move.vanish[1].p]++;
316 this.reserve = null;
317 }
318 // si pièce immobilisée de ma couleur : elle redevient utilisable (changer status fin de play)
319 // TODO: un-immobilize my formerly immobilized piece, if any.
320 // Make invisible queen visible again, if any opponent invisible queen.
321 }
322
323 undo(move) {
324 // TODO: should be easy once end.effect is set in getBasicMove()
325 }
326
327 postUndo(move) {
328 if (move.vanish.length == 2 && move.vanish[1].c != 'a')
329 this.captured[move.vanish[1].c][move.vanish[1].p]--;
330 }
331
332 getCheckSquares() {
333 return [];
334 }
335
336 getCurrentScore() {
337 // Find kings (not tracked in this variant)
338 let kingThere = { w: false, b: false };
339 for (let i=0; i<8; i++) {
340 for (let j=0; j<8; j++) {
341 if (this.board[i][j] != V.EMPTY && this.getPiece(i, j) == V.KING)
342 kingThere[this.getColor(i, j)] = true;
343 }
344 }
345 if (!kingThere['w']) return "0-1";
346 if (!kingThere['b']) return "1-0";
347 return "*";
348 }
349
350 static GenRandInitFen(randomness) {
351 return (
352 SuicideRules.GenRandInitFen(randomness).slice(0, -1) +
353 // Add Peach + Mario flags, re-add en-passant + capture counts
354 "0000 - 0000000000"
355 );
356 }
357
358 filterValid(moves) {
359 return moves;
360 }
361
362 getComputerMove() {
363 const moves = this.getAllValidMoves();
364 // TODO: random mover
365 return moves[0];
366 }
367
368 getNotation(move) {
369 // TODO
370 // invisibility used? --> move notation Q??
371 return "?";
372 }
373 };