From: Benjamin Auder Date: Wed, 4 Mar 2020 00:30:31 +0000 (+0100) Subject: Add Allmate v1 and v2 (old buggish but funny rules) X-Git-Url: https://git.auder.net/variants/img/current/assets/css/%24%7BgetWhatsApp%28link%29%7D?a=commitdiff_plain;h=9618937e4a56277f35cbd2dd22078c61bb3f47d4;p=vchess.git Add Allmate v1 and v2 (old buggish but funny rules) --- diff --git a/TODO b/TODO index d37e708b..aed4016e 100644 --- a/TODO +++ b/TODO @@ -20,3 +20,5 @@ Both were asked a challenge probably, and both challenges added as different one # New variants 8-pieces https://www.youtube.com/watch?v=XZ8K02Da7Ps&list=PLRyjH8DPuzTBiym6lA0r84P8N0HnTtZyN&index=6&t=0s https://www.chessvariants.com/rules/8-piece-chess +Eightpieces : non-symmetric +Sym8pieces : symmetric (960) diff --git a/client/src/translations/en.js b/client/src/translations/en.js index 635e44ac..e7fcb24d 100644 --- a/client/src/translations/en.js +++ b/client/src/translations/en.js @@ -154,7 +154,8 @@ export const translations = { "Laws of attraction": "Laws of attraction", "Long jumps over pieces": "Long jumps over pieces", "Lose all pieces": "Lose all pieces", - "Mate any piece": "Mate any piece", + "Mate any piece (v1)": "Mate any piece (v1)", + "Mate any piece (v2)": "Mate any piece (v2)", "Mate the knight": "Mate the knight", "Middle battle": "Middle battle", "Move twice": "Move twice", diff --git a/client/src/translations/es.js b/client/src/translations/es.js index 89f2d31d..70e00e70 100644 --- a/client/src/translations/es.js +++ b/client/src/translations/es.js @@ -154,7 +154,8 @@ export const translations = { "Laws of attraction": "Las leyes de las atracciones", "Long jumps over pieces": "Saltos largos sobre las piezas", "Lose all pieces": "Perder todas las piezas", - "Mate any piece": "Matar cualquier pieza", + "Mate any piece (v1)": "Matar cualquier pieza (v1)", + "Mate any piece (v2)": "Matar cualquier pieza (v2)", "Mate the knight": "Matar el caballo", "Middle battle": "Batalla media", "Move twice": "Mover dos veces", diff --git a/client/src/translations/fr.js b/client/src/translations/fr.js index cc3a7b56..3fa73d08 100644 --- a/client/src/translations/fr.js +++ b/client/src/translations/fr.js @@ -154,7 +154,8 @@ export const translations = { "Laws of attraction": "Les lois de l'attraction", "Long jumps over pieces": "Sauts longs par dessus les pièces", "Lose all pieces": "Perdez toutes les pièces", - "Mate any piece": "Matez n'importe quelle pièce", + "Mate any piece (v1)": "Matez n'importe quelle pièce (v1)", + "Mate any piece (v2)": "Matez n'importe quelle pièce (v2)", "Mate the knight": "Matez le cavalier", "Middle battle": "Bataille du milieu", "Move twice": "Jouer deux coups", diff --git a/client/src/translations/rules/Allmate/en.pug b/client/src/translations/rules/Allmate1/en.pug similarity index 94% rename from client/src/translations/rules/Allmate/en.pug rename to client/src/translations/rules/Allmate1/en.pug index ad61e691..24dfe9d1 100644 --- a/client/src/translations/rules/Allmate/en.pug +++ b/client/src/translations/rules/Allmate1/en.pug @@ -1,5 +1,5 @@ p.boxed - | If a piece is attacked and cannot move out of attack, it is captured. + | If a piece is checkmated (as if it was a king), it is captured. p. If a piece is attacked and no orthodox move can prevent its (normal) capture, diff --git a/client/src/translations/rules/Allmate/es.pug b/client/src/translations/rules/Allmate1/es.pug similarity index 100% rename from client/src/translations/rules/Allmate/es.pug rename to client/src/translations/rules/Allmate1/es.pug diff --git a/client/src/translations/rules/Allmate/fr.pug b/client/src/translations/rules/Allmate1/fr.pug similarity index 100% rename from client/src/translations/rules/Allmate/fr.pug rename to client/src/translations/rules/Allmate1/fr.pug diff --git a/client/src/translations/rules/Allmate2/en.pug b/client/src/translations/rules/Allmate2/en.pug new file mode 100644 index 00000000..34c44ec8 --- /dev/null +++ b/client/src/translations/rules/Allmate2/en.pug @@ -0,0 +1,21 @@ +p.boxed + | An attacked piece is taken if the capture cannot + | be prevented with non-capturing moves. + +p. + This is exactly the Allmate1 variant, with a weaker mating condition: + capturing moves to escape from checkmate are not considered. + (Mate-)Capturing is thus easier: on the next diagram, 1.Qe6 captures + the d7, e7 and f7 pawns. + +figure.diagram-container + .diagram.diag12 + | fen:4k3/pppppppp/8/8/4Q3/8/PPP2PPP/4K3: + figcaption Before 1.Qe6 + .diagram.diag22 + | fen:4k3/ppp3pp/4Q3/8/8/8/PPP2PPP/4K3: + figcaption After + +h3 Source + +p See Allmate1 variant. diff --git a/client/src/translations/rules/Allmate2/es.pug b/client/src/translations/rules/Allmate2/es.pug new file mode 100644 index 00000000..9eca21ad --- /dev/null +++ b/client/src/translations/rules/Allmate2/es.pug @@ -0,0 +1,42 @@ +p.boxed + | Si una pieza es atacada y no puede escapar del ataque, se captura. + +p. + Si se ataca una pieza y ningún movimiento ortodoxo puede evitar su + capturado (en el sentido habitual), se considera matado y se elimina del juego. + Si tal movimiento ortodoxo existe, no necesita ser jugado + (incluso podría ser ilegal porque las capturas normales están prohibidas): + la pieza no se captura. + Por lo tanto, los reyes y otras piezas pueden permanecer en jaque. + +p. + Las piezas no pueden capturar en el sentido habitual, solo a través de + "mate-captura" descrito anteriormente. + +p El juego termina cuando un rey es "mate-capturado". + +figure.diagram-container + .diagram + | fen:rnbqkbnr/p1pppppp/8/8/1P6/2N5/P1PPPPPP/RNBQKBNR: + figcaption Después de 1.b4 b5 2.Nc3X el peón b5 es "mate-capturado" + +p. + Nota sobre la notación de las jugadas: ya que las capturas no se realizan + en la casilla de llegada, se agrega una marca "X" al movimiento para indicar la captura. + Para evitar las notaciones demasiado largas, la lista potencial de casillas + de captura no está escrita. + +h3 Nota "suicidio" + +p. + En la implementación actual, todas las piezas excepto los reyes pueden + "suicidarse", es decir, ir o quedarse en una casilla donde son mate. + +h3 Fuente + +p + | La + a(href="https://www.chessvariants.com/difftaking.dir/allmate.html") variante Allmate + |  en chessvariants.com. + +p Inventor: Dr. Chris Taylor (1979) diff --git a/client/src/translations/rules/Allmate2/fr.pug b/client/src/translations/rules/Allmate2/fr.pug new file mode 100644 index 00000000..b6a3295c --- /dev/null +++ b/client/src/translations/rules/Allmate2/fr.pug @@ -0,0 +1,21 @@ +p.boxed + | Une pièce attaquée est capturée si la prise ne peut être + | empêchée par des coups non capturants. + +p. + C'est exactement la variante Allmate1, avec une condition de mat plus faible : + les coups capturants pour échapper à un mat ne sont pas considérés. + Les (mat-)captures sont donc plus faciles : sur le diagramme suivant, + 1.Qe6 prend les pions d7, e7 et f7. + +figure.diagram-container + .diagram.diag12 + | fen:4k3/pppppppp/8/8/4Q3/8/PPP2PPP/4K3: + figcaption Avant 1.Qe6 + .diagram.diag22 + | fen:4k3/ppp3pp/4Q3/8/8/8/PPP2PPP/4K3: + figcaption Après + +h3 Source + +p Voir la variante Allmate1. diff --git a/client/src/variants/Allmate.js b/client/src/variants/Allmate1.js similarity index 99% rename from client/src/variants/Allmate.js rename to client/src/variants/Allmate1.js index 728de25f..bf8f1be9 100644 --- a/client/src/variants/Allmate.js +++ b/client/src/variants/Allmate1.js @@ -1,6 +1,6 @@ import { ChessRules, PiPo, Move } from "@/base_rules"; -export const VariantRules = class AllmateRules extends ChessRules { +export const VariantRules = class Allmate1Rules extends ChessRules { static get HasEnpassant() { return false; } diff --git a/client/src/variants/Allmate2.js b/client/src/variants/Allmate2.js new file mode 100644 index 00000000..34a0f8b0 --- /dev/null +++ b/client/src/variants/Allmate2.js @@ -0,0 +1,305 @@ +import { ChessRules, PiPo, Move } from "@/base_rules"; + +export const VariantRules = class Allmate2Rules extends ChessRules { + static get HasEnpassant() { + return false; + } + + getCheckSquares() { + // No notion of check + return []; + } + + static GenRandInitFen() { + return ChessRules.GenRandInitFen().replace(/ -$/, ""); + } + + getPotentialMovesFrom([x, y]) { + let moves = super.getPotentialMovesFrom([x, y]); + // Remove standard captures (without removing castling): + moves = moves.filter(m => { + return m.vanish.length == 1 || m.appear.length == 2; + }); + + // Augment moves with "mate-captures": + // TODO: this is coded in a highly inefficient way... + const color = this.turn; + const oppCol = V.GetOppCol(this.turn); + moves.forEach(m => { + this.play(m); + + // 1) What is attacked? + let attacked = {}; + for (let i=0; i without (normal-)capturing: difference with Allmate variant + // Avoid "oppMoves = this.getAllValidMoves();" => infinite recursion + outerLoop: for (let i=0; i { + const origSq = [sq[0], sq[1]]; + if (om.start.x == sq[0] && om.start.y == sq[1]) + // Piece moved: + sq = [om.appear[0].x, om.appear[0].y]; + if (!this.isAttacked(sq, [color])) + delete attacked[origSq[0]+"_"+origSq[1]]; + }); + V.UndoOnBoard(this.board, om); + if (Object.keys(attacked).length == 0) + // No need to explore more moves + break outerLoop; + } + } + } + } + + // 3) Add mate-captures: + Object.values(attacked).forEach(sq => { + m.vanish.push(new PiPo({ + x: sq[0], + y: sq[1], + c: oppCol, + p: this.getPiece(sq[0], sq[1]) + })); + }); + + this.undo(m); + }); + + return moves; + } + + // No "under check" conditions in castling + getCastleMoves([x, y]) { + const c = this.getColor(x, y); + if (x != (c == "w" ? V.size.x - 1 : 0) || y != this.INIT_COL_KING[c]) + return []; //x isn't first rank, or king has moved (shortcut) + + // Castling ? + const oppCol = V.GetOppCol(c); + let moves = []; + let i = 0; + // King, then rook: + const finalSquares = [ + [2, 3], + [V.size.y - 2, V.size.y - 3] + ]; + castlingCheck: for ( + let castleSide = 0; + castleSide < 2; + castleSide++ //large, then small + ) { + if (!this.castleFlags[c][castleSide]) continue; + // If this code is reached, rooks and king are on initial position + + // Nothing on the path of the king ? (and no checks) + const finDist = finalSquares[castleSide][0] - y; + let step = finDist / Math.max(1, Math.abs(finDist)); + for (let i = y; i != finalSquares[castleSide][0]; i += step) { + if ( + this.board[x][i] != V.EMPTY && + // NOTE: next check is enough, because of chessboard constraints + (this.getColor(x, i) != c || + ![V.KING, V.ROOK].includes(this.getPiece(x, i))) + ) { + continue castlingCheck; + } + } + + // Nothing on the path to the rook? + step = castleSide == 0 ? -1 : 1; + for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step) { + if (this.board[x][i] != V.EMPTY) continue castlingCheck; + } + const rookPos = this.INIT_COL_ROOK[c][castleSide]; + + // Nothing on final squares, except maybe king and castling rook? + for (i = 0; i < 2; i++) { + if ( + this.board[x][finalSquares[castleSide][i]] != V.EMPTY && + this.getPiece(x, finalSquares[castleSide][i]) != V.KING && + finalSquares[castleSide][i] != rookPos + ) { + continue castlingCheck; + } + } + + // If this code is reached, castle is valid + moves.push( + new Move({ + appear: [ + new PiPo({ x: x, y: finalSquares[castleSide][0], p: V.KING, c: c }), + new PiPo({ x: x, y: finalSquares[castleSide][1], p: V.ROOK, c: c }) + ], + vanish: [ + new PiPo({ x: x, y: y, p: V.KING, c: c }), + new PiPo({ x: x, y: rookPos, p: V.ROOK, c: c }) + ], + end: + Math.abs(y - rookPos) <= 2 + ? { x: x, y: rookPos } + : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } + }) + ); + } + + return moves; + } + + // TODO: allow pieces to "commit suicide"? (Currently yes except king) + filterValid(moves) { + // Remove moves which let the king mate-captured: + if (moves.length == 0) return []; + const color = this.turn; + const oppCol = V.GetOppCol(color); + return moves.filter(m => { + let res = true; + this.play(m); + if (this.underCheck(color)) { + res = false; + const attacked = this.kingPos[color]; + // Try to find a move to escape check + // TODO: very inefficient method. + outerLoop: for (let i=0; i= 2 && move.appear.length == 1) { + move.vanish.forEach(v => { + if (v.c == color) + return; + // Did opponent king disappeared? + if (v.p == V.KING) + this.kingPos[this.turn] = [-1, -1]; + // Or maybe a rook? + else if (v.p == V.ROOK) { + if (v.y < this.INIT_COL_KING[v.c]) + this.castleFlags[v.c][0] = false; + else + // v.y > this.INIT_COL_KING[v.c] + this.castleFlags[v.c][1] = false; + } + }); + } + } + + unupdateVariables(move) { + super.unupdateVariables(move); + const color = this.turn; + if (move.vanish.length >= 2 && move.appear.length == 1) { + // Did opponent king disappeared? + const psq = move.vanish.find(v => v.p == V.KING && v.c != color) + if (psq) + this.kingPos[psq.c] = [psq.x, psq.y]; + } + } + + getCurrentScore() { + const color = this.turn; + const kp = this.kingPos[color]; + if (kp[0] < 0) + // King disappeared + return color == "w" ? "0-1" : "1-0"; + if (this.atLeastOneMove()) + return "*"; + // Kings still there, no moves: + return "1/2"; + } + + static get SEARCH_DEPTH() { + return 2; + } + + getNotation(move) { + let notation = super.getNotation(move); + // Add a capture mark (not describing what is captured...): + if (move.vanish.length > 1 && move.appear.length == 1) { + if (notation.match(/^[a-h]x/)) + // Pawn capture: remove initial "b" in bxc4 for example + notation = notation.substr(1); + notation = notation.replace("x","") + "X"; + } + return notation; + } +}; diff --git a/server/db/populate.sql b/server/db/populate.sql index 0989f716..b151b596 100644 --- a/server/db/populate.sql +++ b/server/db/populate.sql @@ -2,7 +2,8 @@ insert or ignore into Variants (name,description) values ('Alice', 'Both sides of the mirror'), - ('Allmate', 'Mate any piece'), + ('Allmate1', 'Mate any piece (v1)'), + ('Allmate2', 'Mate any piece (v2)'), ('Antiking', 'Keep antiking in check'), ('Antimatter', 'Dangerous collisions'), ('Arena', 'Middle battle'),