From: Benjamin Auder <benjamin.auder@somewhere>
Date: Thu, 19 Mar 2020 19:43:17 +0000 (+0100)
Subject: Add Perfect Chess, fix a bug in BaseGame when moving while choosing a promotion,... 
X-Git-Url: https://git.auder.net/%7B%7B%20asset%28%27mixstore/images/assets/doc/current/config.php?a=commitdiff_plain;h=a68362420a3a92099dfaacea10f6cbd579161183;p=vchess.git

Add Perfect Chess, fix a bug in BaseGame when moving while choosing a promotion, eliminate some redundant castling code
---

diff --git a/client/public/images/pieces/Perfect/ba.svg b/client/public/images/pieces/Perfect/ba.svg
new file mode 100644
index 00000000..0215b879
--- /dev/null
+++ b/client/public/images/pieces/Perfect/ba.svg
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diff --git a/client/public/images/pieces/Perfect/be.svg b/client/public/images/pieces/Perfect/be.svg
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index 00000000..fd548016
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diff --git a/client/public/images/pieces/Perfect/ws.svg b/client/public/images/pieces/Perfect/ws.svg
new file mode 100644
index 00000000..b45ea509
--- /dev/null
+++ b/client/public/images/pieces/Perfect/ws.svg
@@ -0,0 +1,152 @@
+<?xml version="1.0" encoding="UTF-8" standalone="no"?>
+<!-- Created with Inkscape (http://www.inkscape.org/) -->
+
+<svg
+   xmlns:dc="http://purl.org/dc/elements/1.1/"
+   xmlns:cc="http://creativecommons.org/ns#"
+   xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
+   xmlns:svg="http://www.w3.org/2000/svg"
+   xmlns="http://www.w3.org/2000/svg"
+   xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
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+   version="1.0"
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diff --git a/client/src/base_rules.js b/client/src/base_rules.js
index cd4bb778..267b2335 100644
--- a/client/src/base_rules.js
+++ b/client/src/base_rules.js
@@ -810,7 +810,8 @@ export const ChessRules = class ChessRules {
     return moves;
   }
 
-  getCastleMoves([x, y]) {
+  // "castleInCheck" arg to let some variants castle under check
+  getCastleMoves([x, y], castleInCheck) {
     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)
@@ -832,7 +833,9 @@ export const ChessRules = class ChessRules {
       if (this.castleFlags[c][castleSide] >= V.size.y) continue;
       // If this code is reached, rooks and king are on initial position
 
+      // NOTE: in some variants this is not a rook, but let's keep variable name
       const rookPos = this.castleFlags[c][castleSide];
+      const castlingPiece = this.getPiece(x, rookPos);
       if (this.getColor(x, rookPos) != c)
         // Rook is here but changed color (see Benedict)
         continue;
@@ -843,11 +846,11 @@ export const ChessRules = class ChessRules {
       i = y;
       do {
         if (
-          this.isAttacked([x, i], oppCol) ||
+          (!castleInCheck && this.isAttacked([x, i], oppCol)) ||
           (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))))
+              ![V.KING, castlingPiece].includes(this.getPiece(x, i))))
         ) {
           continue castlingCheck;
         }
@@ -876,11 +879,11 @@ export const ChessRules = class ChessRules {
         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 })
+            new PiPo({ x: x, y: finalSquares[castleSide][1], p: castlingPiece, 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 })
+            new PiPo({ x: x, y: rookPos, p: castlingPiece, c: c })
           ],
           end:
             Math.abs(y - rookPos) <= 2
diff --git a/client/src/components/BaseGame.vue b/client/src/components/BaseGame.vue
index 3446a036..65e96cf6 100644
--- a/client/src/components/BaseGame.vue
+++ b/client/src/components/BaseGame.vue
@@ -11,6 +11,7 @@ div#baseGame
   #gameContainer
     #boardContainer
       Board(
+        ref="board"
         :vr="vr"
         :last-move="lastMove"
         :analyze="game.mode=='analyze'"
@@ -306,6 +307,8 @@ export default {
     },
     // "light": if gotoMove() or gotoEnd()
     play: function(move, received, light, noemit) {
+      // Freeze while choices are shown:
+      if (this.$refs["board"].choices.length > 0) return;
       if (!!noemit) {
         if (this.inPlay) {
           // Received moves in observed games can arrive too fast:
@@ -445,6 +448,8 @@ export default {
     },
     // "light": if gotoMove() or gotoBegin()
     undo: function(move, light) {
+      // Freeze while choices are shown:
+      if (this.$refs["board"].choices.length > 0) return;
       if (this.inMultimove) {
         this.cancelCurrentMultimove();
         this.incheck = this.vr.getCheckSquares(this.vr.turn);
@@ -467,6 +472,7 @@ export default {
       }
     },
     gotoMove: function(index) {
+      if (this.$refs["board"].choices.length > 0) return;
       if (this.inMultimove) this.cancelCurrentMultimove();
       if (index == this.cursor) return;
       if (index < this.cursor) {
@@ -484,6 +490,7 @@ export default {
       this.emitFenIfAnalyze();
     },
     gotoBegin: function() {
+      if (this.$refs["board"].choices.length > 0) return;
       if (this.inMultimove) this.cancelCurrentMultimove();
       const minCursor =
         this.moves.length > 0 && this.moves[0].notation == "..."
@@ -495,11 +502,13 @@ export default {
       this.emitFenIfAnalyze();
     },
     gotoEnd: function() {
+      if (this.$refs["board"].choices.length > 0) return;
       if (this.cursor == this.moves.length - 1) return;
       this.gotoMove(this.moves.length - 1);
       this.emitFenIfAnalyze();
     },
     flip: function() {
+      if (this.$refs["board"].choices.length > 0) return;
       this.orientation = V.GetOppCol(this.orientation);
     }
   }
diff --git a/client/src/translations/en.js b/client/src/translations/en.js
index 328f0895..5d093742 100644
--- a/client/src/translations/en.js
+++ b/client/src/translations/en.js
@@ -187,6 +187,7 @@ export const translations = {
   "Move twice": "Move twice",
   "Neverending rows": "Neverending rows",
   "Pawns move diagonally": "Pawns move diagonally",
+  "Powerful pieces": "Powerful pieces",
   "Queen disguised as a pawn": "Queen disguised as a pawn",
   "Reuse pieces": "Reuse pieces",
   "Reverse captures": "Reverse captures",
diff --git a/client/src/translations/es.js b/client/src/translations/es.js
index 78c0b054..877f8587 100644
--- a/client/src/translations/es.js
+++ b/client/src/translations/es.js
@@ -187,6 +187,7 @@ export const translations = {
   "Move twice": "Mover dos veces",
   "Neverending rows": "Filas interminables",
   "Pawns move diagonally": "Peones se mueven en diagonal",
+  "Powerful pieces": "Piezas poderosas",
   "Queen disguised as a pawn": "Reina disfrazada de peón",
   "Reuse pieces": "Reutilizar piezas",
   "Reverse captures": "Capturas invertidas",
diff --git a/client/src/translations/fr.js b/client/src/translations/fr.js
index 8c782953..cf32f6e4 100644
--- a/client/src/translations/fr.js
+++ b/client/src/translations/fr.js
@@ -187,6 +187,7 @@ export const translations = {
   "Move twice": "Jouer deux coups",
   "Neverending rows": "Rangées sans fin",
   "Pawns move diagonally": "Les pions vont en diagonale",
+  "Powerful pieces": "Pièces puissantes",
   "Queen disguised as a pawn": "Reine déguisée en pion",
   "Reuse pieces": "Réutiliser les pièces",
   "Reverse captures": "Captures inversées",
diff --git a/client/src/translations/rules/Perfect/en.pug b/client/src/translations/rules/Perfect/en.pug
new file mode 100644
index 00000000..5973aa8f
--- /dev/null
+++ b/client/src/translations/rules/Perfect/en.pug
@@ -0,0 +1,31 @@
+p.boxed
+  | Three new pieces appear, combining the movements of the knight
+  | with those of the queen, rook or bishop.
+
+figure.diagram-container
+  .diagram
+    | fen:esqakbnr/pppppppp/8/8/8/8/PPPPPPPP/ESQAKBNR:
+  figcaption.
+    Standard initial position: empresses, princesses and amazons
+    respectively on a, b and d files.
+
+p As the pictures suggest,
+ul
+  li The Amazon (A) moves like a queen + knight,
+  li The Empress (E) moves like a rook + knight,
+  li the Princess (S) moves like a bishop + knight.
+
+p.
+  Note: in the original version of the rules the fairy pieces
+  are called General, Chancellor and Minister.
+
+h3 Source
+
+p
+  a(href="https://www.chessvariants.com/diffmove.dir/perfectchess.html") Perfect chess
+  | &nbsp;on chessvariants.com.
+  | You can also play this variant 
+  a(href="https://greenchess.net/rules.php?v=perfect") on greenchess
+  | .
+
+p Inventor: Köksal Karakus (2000)
diff --git a/client/src/translations/rules/Perfect/es.pug b/client/src/translations/rules/Perfect/es.pug
new file mode 100644
index 00000000..f5a5240e
--- /dev/null
+++ b/client/src/translations/rules/Perfect/es.pug
@@ -0,0 +1,32 @@
+p.boxed
+  | Aparecen tres piezas nuevas que combinan los movimientos del caballo
+  | con los de la dama, la torre o el loco.
+
+figure.diagram-container
+  .diagram
+    | fen:esqakbnr/pppppppp/8/8/8/8/PPPPPPPP/ESQAKBNR:
+  figcaption.
+    Posición inicial estándar: emperatriz, princesas y amazonas.
+    están respectivamente en las columnas a, b y d.
+
+p Como sugiere la imagen,
+ul
+  li The Amazon (A) se mueve como una dama + caballo,
+  li La emperatriz (E) se mueve como una torre + caballo,
+  li La princesa (S) se mueve como un alfil + caballo.
+
+p.
+  Nota: en la versión original de estas reglas, las piezas mágicas son
+  llamado General, Canciller y Ministro.
+
+h3 Fuente
+
+p
+  | La 
+  a(href="https://www.chessvariants.com/diffmove.dir/perfectchess.html") variante Perfect
+  | &nbsp;en chessvariants.com.
+  | Esta variante también es jugable 
+  a(href="https://greenchess.net/rules.php?v=perfect") en greenchess
+  | .
+
+p Inventor: Köksal Karakus (2000)
diff --git a/client/src/translations/rules/Perfect/fr.pug b/client/src/translations/rules/Perfect/fr.pug
new file mode 100644
index 00000000..07e3b38a
--- /dev/null
+++ b/client/src/translations/rules/Perfect/fr.pug
@@ -0,0 +1,32 @@
+p.boxed
+  | Trois nouvelles pièces apparaissent, combinant les déplacements du cavalier
+  | avec ceux de la dame, de la tour ou du fou.
+
+figure.diagram-container
+  .diagram
+    | fen:esqakbnr/pppppppp/8/8/8/8/PPPPPPPP/ESQAKBNR:
+  figcaption.
+    Position de départ standard : les impératrices, princesses et amazones
+    sont respectivement sur les colonnes a, b et d.
+
+p Comme suggéré par l'image,
+ul
+  li L'Amazone (A) se déplace comme une dame + cavalier,
+  li L'Impératrice (E) se déplace comme une tour + cavalier,
+  li La Princesse (S) se déplace comme un fou + cavalier.
+
+p.
+  Note : dans la version d'ortigine de ces règles, les pièces féériques sont
+  appelées Général, Chancelier et Ministre.
+
+h3 Source
+
+p
+  | La 
+  a(href="https://www.chessvariants.com/diffmove.dir/perfectchess.html") variante Perfect
+  | &nbsp;sur chessvariants.com.
+  | Cette variante est également jouable 
+  a(href="https://greenchess.net/rules.php?v=perfect") sur greenchess
+  | .
+
+p Inventeur : Köksal Karakus (2000)
diff --git a/client/src/variants/Allmate1.js b/client/src/variants/Allmate1.js
index 65e20b79..3d843005 100644
--- a/client/src/variants/Allmate1.js
+++ b/client/src/variants/Allmate1.js
@@ -99,80 +99,8 @@ export class Allmate1Rules extends ChessRules {
   }
 
   // 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] >= 8) 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;
-      const rookPos = this.castleFlags[c][castleSide];
-      for (i = y + step; i != rookPos; i += step) {
-        if (this.board[x][i] != V.EMPTY) continue castlingCheck;
-      }
-
-      // 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;
+  getCastleMoves(sq) {
+    return super.getCastleMoves(sq, "castleInCheck");
   }
 
   // TODO: allow pieces to "commit suicide"? (Currently yes except king)
diff --git a/client/src/variants/Allmate2.js b/client/src/variants/Allmate2.js
index 386bf697..424ff61b 100644
--- a/client/src/variants/Allmate2.js
+++ b/client/src/variants/Allmate2.js
@@ -103,80 +103,8 @@ export class Allmate2Rules extends ChessRules {
   }
 
   // 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] >= 8) 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;
-      const rookPos = this.castleFlags[c][castleSide];
-      for (i = y + step; i != rookPos; i += step) {
-        if (this.board[x][i] != V.EMPTY) continue castlingCheck;
-      }
-
-      // 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;
+  getCastleMoves(sq) {
+    return super.getCastleMoves(sq, "castleInCheck");
   }
 
   // TODO: allow pieces to "commit suicide"? (Currently yes except king)
diff --git a/client/src/variants/Eightpieces.js b/client/src/variants/Eightpieces.js
index bea261a3..81d69d81 100644
--- a/client/src/variants/Eightpieces.js
+++ b/client/src/variants/Eightpieces.js
@@ -195,7 +195,7 @@ export class EightpiecesRules extends ChessRules {
       positions.splice(randIndex, 1);
 
       // Rook, jailer and king positions are now almost fixed,
-      // only the ordering rook-> jailer or jailer->rook must be decided.
+      // only the ordering rook->jailer or jailer->rook must be decided.
       let rookPos = positions[0];
       let jailerPos = positions[2];
       const kingPos = positions[1];
@@ -610,81 +610,6 @@ export class EightpiecesRules extends ChessRules {
     );
   }
 
-  // Adapted: castle with jailer possible
-  getCastleMoves([x, y]) {
-    const c = this.getColor(x, y);
-    const firstRank = (c == "w" ? V.size.x - 1 : 0);
-    if (x != firstRank || y != this.INIT_COL_KING[c])
-      return [];
-
-    const oppCol = V.GetOppCol(c);
-    let moves = [];
-    let i = 0;
-    // King, then rook or jailer:
-    const finalSquares = [
-      [2, 3],
-      [V.size.y - 2, V.size.y - 3]
-    ];
-    castlingCheck: for (
-      let castleSide = 0;
-      castleSide < 2;
-      castleSide++
-    ) {
-      if (this.castleFlags[c][castleSide] >= 8) continue;
-      // Rook (or jailer) and king are on initial position
-      const finDist = finalSquares[castleSide][0] - y;
-      let step = finDist / Math.max(1, Math.abs(finDist));
-      i = y;
-      do {
-        if (
-          this.isAttacked([x, i], oppCol) ||
-          (this.board[x][i] != V.EMPTY &&
-            (this.getColor(x, i) != c ||
-              ![V.KING, V.ROOK, V.JAILER].includes(this.getPiece(x, i))))
-        ) {
-          continue castlingCheck;
-        }
-        i += step;
-      } while (i != finalSquares[castleSide][0]);
-      step = castleSide == 0 ? -1 : 1;
-      const rookOrJailerPos = this.castleFlags[c][castleSide];
-      for (i = y + step; i != rookOrJailerPos; i += step)
-        if (this.board[x][i] != V.EMPTY) continue castlingCheck;
-
-      // Nothing on final squares, except maybe king and castling rook or jailer?
-      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] != rookOrJailerPos
-        ) {
-          continue castlingCheck;
-        }
-      }
-
-      // If this code is reached, castle is valid
-      const castlingPiece = this.getPiece(firstRank, rookOrJailerPos);
-      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: castlingPiece, c: c })
-          ],
-          vanish: [
-            new PiPo({ x: x, y: y, p: V.KING, c: c }),
-            new PiPo({ x: x, y: rookOrJailerPos, p: castlingPiece, c: c })
-          ],
-          end:
-            Math.abs(y - rookOrJailerPos) <= 2
-              ? { x: x, y: rookOrJailerPos }
-              : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) }
-        })
-      );
-    }
-
-    return moves;
-  }
-
   atLeastOneMove() {
     // If in second-half of a move, we already know that a move is possible
     if (this.subTurn == 2) return true;
@@ -764,10 +689,6 @@ export class EightpiecesRules extends ChessRules {
   }
 
   play(move) {
-//    if (!this.states) this.states = [];
-//    const stateFen = this.getFen();
-//    this.states.push(stateFen);
-
     this.prePlay(move);
     move.flags = JSON.stringify(this.aggregateFlags());
     this.epSquares.push(this.getEpSquare(move));
@@ -828,10 +749,6 @@ export class EightpiecesRules extends ChessRules {
       if (move.sentryPush) this.subTurn = 2;
     }
     this.postUndo(move);
-
-//    const stateFen = this.getFen();
-//    if (stateFen != this.states[this.states.length-1]) debugger;
-//    this.states.pop();
   }
 
   postUndo(move) {
diff --git a/client/src/variants/Grand.js b/client/src/variants/Grand.js
index 5523244b..f4a96ce1 100644
--- a/client/src/variants/Grand.js
+++ b/client/src/variants/Grand.js
@@ -87,12 +87,15 @@ export class GrandRules extends ChessRules {
     return { x: 10, y: 10 };
   }
 
+  // Rook + knight:
   static get MARSHALL() {
     return "m";
-  } //rook+knight
+  }
+
+  // Bishop + knight
   static get CARDINAL() {
     return "c";
-  } //bishop+knight
+  }
 
   static get PIECES() {
     return ChessRules.PIECES.concat([V.MARSHALL, V.CARDINAL]);
diff --git a/client/src/variants/Perfect.js b/client/src/variants/Perfect.js
new file mode 100644
index 00000000..a0c75c57
--- /dev/null
+++ b/client/src/variants/Perfect.js
@@ -0,0 +1,202 @@
+import { ChessRules } from "@/base_rules";
+import { ArrayFun } from "@/utils/array";
+import { randInt } from "@/utils/alea";
+
+export class PerfectRules extends ChessRules {
+  static get PawnSpecs() {
+    return Object.assign(
+      {},
+      ChessRules.PawnSpecs,
+      {
+        promotions:
+          ChessRules.PawnSpecs.promotions
+          .concat([V.AMAZON, V.EMPRESS, V.PRINCESS])
+      }
+    );
+  }
+
+  getPpath(b) {
+    return (
+      [V.AMAZON, V.EMPRESS, V.PRINCESS].includes(b[1])
+        ? "Perfect/"
+        : ""
+    ) + b;
+  }
+
+  // Queen + knight
+  static get AMAZON() {
+    return "a";
+  }
+
+  // Rook + knight
+  static get EMPRESS() {
+    return "e";
+  }
+
+  // Bishop + knight
+  static get PRINCESS() {
+    return "s";
+  }
+
+  static get PIECES() {
+    return ChessRules.PIECES.concat([V.AMAZON, V.EMPRESS, V.PRINCESS]);
+  }
+
+  getPotentialMovesFrom([x, y]) {
+    switch (this.getPiece(x, y)) {
+      case V.AMAZON:
+        return this.getPotentialAmazonMoves([x, y]);
+      case V.EMPRESS:
+        return this.getPotentialEmpressMoves([x, y]);
+      case V.PRINCESS:
+        return this.getPotentialPrincessMoves([x, y]);
+      default:
+        return super.getPotentialMovesFrom([x, y]);
+    }
+  }
+
+  getPotentialAmazonMoves(sq) {
+    return super.getPotentialQueenMoves(sq).concat(
+      this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep")
+    );
+  }
+
+  getPotentialEmpressMoves(sq) {
+    return this.getSlideNJumpMoves(sq, V.steps[V.ROOK]).concat(
+      this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep")
+    );
+  }
+
+  getPotentialPrincessMoves(sq) {
+    return this.getSlideNJumpMoves(sq, V.steps[V.BISHOP]).concat(
+      this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep")
+    );
+  }
+
+  isAttacked(sq, color) {
+    return (
+      super.isAttacked(sq, color) ||
+      this.isAttackedByAmazon(sq, color) ||
+      this.isAttackedByEmpress(sq, color) ||
+      this.isAttackedByPrincess(sq, color)
+    );
+  }
+
+  isAttackedByAmazon(sq, color) {
+    return (
+      super.isAttackedByQueen(sq, color) ||
+      this.isAttackedBySlideNJump(
+        sq,
+        color,
+        V.MARSHALL,
+        V.steps[V.KNIGHT],
+        "oneStep"
+      )
+    );
+  }
+
+  isAttackedByEmpress(sq, color) {
+    return (
+      this.isAttackedBySlideNJump(sq, color, V.MARSHALL, V.steps[V.ROOK]) ||
+      this.isAttackedBySlideNJump(
+        sq,
+        color,
+        V.MARSHALL,
+        V.steps[V.KNIGHT],
+        "oneStep"
+      )
+    );
+  }
+
+  isAttackedByPrincess(sq, color) {
+    return (
+      this.isAttackedBySlideNJump(sq, color, V.CARDINAL, V.steps[V.BISHOP]) ||
+      this.isAttackedBySlideNJump(
+        sq,
+        color,
+        V.CARDINAL,
+        V.steps[V.KNIGHT],
+        "oneStep"
+      )
+    );
+  }
+
+  static get VALUES() {
+    return Object.assign(
+      { a: 12, e: 7, s: 5 }, //experimental
+      ChessRules.VALUES
+    );
+  }
+
+  static get SEARCH_DEPTH() {
+    return 2;
+  }
+
+  static GenRandInitFen(randomness) {
+    if (randomness == 0)
+      return "esqakbnr/pppppppp/8/8/8/8/PPPPPPPP/ESQAKBNR w 0 ahah -";
+
+    let pieces = { w: new Array(8), b: new Array(8) };
+    let flags = "";
+    let whiteBishopPos = -1;
+    for (let c of ["w", "b"]) {
+      if (c == 'b' && randomness == 1) {
+        pieces['b'] = pieces['w'];
+        flags += flags;
+        break;
+      }
+
+      let positions = ArrayFun.range(8);
+
+      // Get random squares for bishop: if black, pick a different color
+      // than where the white one stands.
+      let randIndex =
+        c == 'w'
+          ? randInt(8)
+          : 2 * randInt(4) + (1 - whiteBishopPos % 2);
+      if (c == 'w') whiteBishopPos = randIndex;
+      const bishopPos = positions[randIndex];
+      positions.splice(randIndex, 1);
+
+      randIndex = randInt(7);
+      const knightPos = positions[randIndex];
+      positions.splice(randIndex, 1);
+
+      randIndex = randInt(6);
+      const queenPos = positions[randIndex];
+      positions.splice(randIndex, 1);
+
+      randIndex = randInt(5);
+      const amazonPos = positions[randIndex];
+      positions.splice(randIndex, 1);
+
+      randIndex = randInt(4);
+      const princessPos = positions[randIndex];
+      positions.splice(randIndex, 1);
+
+      // Rook, empress and king positions are now almost fixed,
+      // only the ordering rook->empress or empress->rook must be decided.
+      let rookPos = positions[0];
+      let empressPos = positions[2];
+      const kingPos = positions[1];
+      flags += V.CoordToColumn(rookPos) + V.CoordToColumn(empressPos);
+      if (Math.random() < 0.5) [rookPos, empressPos] = [empressPos, rookPos];
+
+      pieces[c][rookPos] = "r";
+      pieces[c][knightPos] = "n";
+      pieces[c][bishopPos] = "b";
+      pieces[c][queenPos] = "q";
+      pieces[c][kingPos] = "k";
+      pieces[c][amazonPos] = "a";
+      pieces[c][princessPos] = "s";
+      pieces[c][empressPos] = "e";
+    }
+    // Add turn + flags + enpassant
+    return (
+      pieces["b"].join("") +
+      "/pppppppp/8/8/8/8/PPPPPPPP/" +
+      pieces["w"].join("").toUpperCase() +
+      " w 0 " + flags + " -"
+    );
+  }
+};
diff --git a/server/db/populate.sql b/server/db/populate.sql
index cee29708..2f1dcf58 100644
--- a/server/db/populate.sql
+++ b/server/db/populate.sql
@@ -33,6 +33,7 @@ insert or ignore into Variants (name,description) values
   ('Losers', 'Get strong at self-mate'),
   ('Magnetic', 'Laws of attraction'),
   ('Marseille', 'Move twice'),
+  ('Perfect', 'Powerful pieces'),
   ('Racingkings', 'Kings cross the 8x8 board'),
   ('Rifle', 'Shoot pieces'),
   ('Recycle', 'Reuse pieces'),