Commit | Line | Data |
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0d5335de BA |
1 | import { ChessRules, PiPo, Move } from "@/base_rules"; |
2 | ||
3 | export class ParachuteRules extends ChessRules { | |
4 | static get HasFlags() { | |
5 | return false; | |
6 | } | |
7 | ||
8 | static IsGoodFen(fen) { | |
9 | if (!ChessRules.IsGoodFen(fen)) return false; | |
10 | const fenParsed = V.ParseFen(fen); | |
11 | // 5) Check reserves | |
12 | if (!fenParsed.reserve || !fenParsed.reserve.match(/^[0-9]{12,12}$/)) | |
13 | return false; | |
14 | return true; | |
15 | } | |
16 | ||
17 | static ParseFen(fen) { | |
18 | const fenParts = fen.split(" "); | |
19 | return Object.assign( | |
20 | ChessRules.ParseFen(fen), | |
21 | { reserve: fenParts[4] } | |
22 | ); | |
23 | } | |
24 | ||
25 | static GenRandInitFen() { | |
26 | // ChessRules.PIECES order is P, R, N, B, Q, K: | |
27 | return "8/8/8/8/8/8/8/8 w 0 - 822211822211"; | |
28 | } | |
29 | ||
30 | getFen() { | |
31 | return super.getFen() + " " + this.getReserveFen(); | |
32 | } | |
33 | ||
34 | getFenForRepeat() { | |
35 | return super.getFenForRepeat() + "_" + this.getReserveFen(); | |
36 | } | |
37 | ||
38 | getReserveFen() { | |
39 | let counts = new Array(12); | |
40 | for (let i = 0; i < V.PIECES.length; i++) { | |
41 | counts[i] = this.reserve["w"][V.PIECES[i]]; | |
42 | counts[6 + i] = this.reserve["b"][V.PIECES[i]]; | |
43 | } | |
44 | return counts.join(""); | |
45 | } | |
46 | ||
47 | setOtherVariables(fen) { | |
48 | super.setOtherVariables(fen); | |
49 | const fenParsed = V.ParseFen(fen); | |
50 | // Also init reserves (used by the interface to show landable pieces) | |
51 | this.reserve = { | |
52 | w: { | |
53 | [V.PAWN]: parseInt(fenParsed.reserve[0]), | |
54 | [V.ROOK]: parseInt(fenParsed.reserve[1]), | |
55 | [V.KNIGHT]: parseInt(fenParsed.reserve[2]), | |
56 | [V.BISHOP]: parseInt(fenParsed.reserve[3]), | |
57 | [V.QUEEN]: parseInt(fenParsed.reserve[4]), | |
58 | [V.KING]: parseInt(fenParsed.reserve[5]) | |
59 | }, | |
60 | b: { | |
61 | [V.PAWN]: parseInt(fenParsed.reserve[6]), | |
62 | [V.ROOK]: parseInt(fenParsed.reserve[7]), | |
63 | [V.KNIGHT]: parseInt(fenParsed.reserve[8]), | |
64 | [V.BISHOP]: parseInt(fenParsed.reserve[9]), | |
65 | [V.QUEEN]: parseInt(fenParsed.reserve[10]), | |
66 | [V.KING]: parseInt(fenParsed.reserve[11]) | |
67 | } | |
68 | }; | |
69 | } | |
70 | ||
71 | getColor(i, j) { | |
72 | if (i >= V.size.x) return i == V.size.x ? "w" : "b"; | |
73 | return this.board[i][j].charAt(0); | |
74 | } | |
75 | ||
76 | getPiece(i, j) { | |
77 | if (i >= V.size.x) return V.RESERVE_PIECES[j]; | |
78 | return this.board[i][j].charAt(1); | |
79 | } | |
80 | ||
81 | // Used by the interface: | |
82 | getReservePpath(index, color) { | |
83 | return color + V.RESERVE_PIECES[index]; | |
84 | } | |
85 | ||
86 | // Ordering on reserve pieces (matching V.PIECES order) | |
87 | static get RESERVE_PIECES() { | |
88 | return [V.PAWN, V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.KING]; | |
89 | } | |
90 | ||
91 | getReserveMoves([x, y]) { | |
92 | const color = this.turn; | |
93 | const oppCol = V.GetOppCol(color); | |
94 | const p = V.RESERVE_PIECES[y]; | |
95 | if (this.reserve[color][p] == 0) return []; | |
96 | let moves = []; | |
97 | let boundary = | |
98 | p == V.PAWN | |
99 | // Pawns can land only on 4 first ranks: | |
100 | ? (color == 'w' ? [4, 8] : [0, 4]) | |
101 | : [0, 8]; | |
102 | for (let i = boundary[0]; i < boundary[1]; i++) { | |
103 | for (let j = 0; j < 8; j++) { | |
104 | if (this.board[i][j] == V.EMPTY) { | |
105 | let mv = new Move({ | |
106 | appear: [ | |
107 | new PiPo({ | |
108 | x: i, | |
109 | y: j, | |
110 | c: color, | |
111 | p: p | |
112 | }) | |
113 | ], | |
114 | vanish: [], | |
115 | start: { x: x, y: y }, //a bit artificial... | |
116 | end: { x: i, y: j } | |
117 | }); | |
118 | this.play(mv); | |
119 | // Landing with check is forbidden: | |
120 | if (!this.underCheck(oppCol)) moves.push(mv); | |
121 | this.undo(mv); | |
122 | } | |
123 | } | |
124 | } | |
125 | return moves; | |
126 | } | |
127 | ||
128 | getPotentialMovesFrom([x, y]) { | |
129 | let moves = | |
130 | x >= 8 | |
131 | ? this.getReserveMoves([x, y]) | |
132 | : super.getPotentialMovesFrom([x, y]); | |
133 | // Forbid captures if king not landed yet: | |
134 | if (x < 8 && moves.length > 0 && this.kingPos[moves[0].appear[0].c][0] < 0) | |
135 | moves = moves.filter(m => m.vanish.length == 1); | |
136 | return moves; | |
137 | } | |
138 | ||
139 | getAllValidMoves() { | |
140 | let moves = super.getAllValidMoves(); | |
141 | const color = this.turn; | |
142 | for (let i = 0; i < V.RESERVE_PIECES.length; i++) | |
143 | moves = moves.concat( | |
144 | this.getReserveMoves([V.size.x + (color == "w" ? 0 : 1), i]) | |
145 | ); | |
146 | return this.filterValid(moves); | |
147 | } | |
148 | ||
149 | isAttacked(sq, color) { | |
150 | // While the king hasn't landed, nothing is attacked: | |
151 | if (this.kingPos[color][0] < 0) return false; | |
152 | return super.isAttacked(sq, color); | |
153 | } | |
154 | ||
155 | atLeastOneMove() { | |
156 | if (!super.atLeastOneMove()) { | |
157 | // Search one reserve move | |
158 | for (let i = 0; i < V.RESERVE_PIECES.length; i++) { | |
159 | let moves = this.filterValid( | |
160 | this.getReserveMoves([V.size.x + (this.turn == "w" ? 0 : 1), i]) | |
161 | ); | |
162 | if (moves.length > 0) return true; | |
163 | } | |
164 | return false; | |
165 | } | |
166 | return true; | |
167 | } | |
168 | ||
169 | prePlay(move) { | |
170 | super.prePlay(move); | |
171 | if (move.vanish.length == 0) this.reserve[this.turn][move.appear[0].p]--; | |
172 | } | |
173 | ||
174 | postUndo(move) { | |
175 | if (move.vanish.length == 0) this.reserve[this.turn][move.appear[0].p]++; | |
176 | // (Potentially) Reset king position | |
177 | if (move.appear[0].p == V.KING) { | |
178 | const c = move.appear[0].c; | |
179 | if (move.vanish.length == 0) | |
180 | // Landing king | |
181 | this.kingPos[c] = [-1, -1]; | |
182 | else | |
183 | // King movement | |
184 | this.kingPos[c] = [move.start.x, move.start.y]; | |
185 | } | |
186 | } | |
187 | ||
188 | static get SEARCH_DEPTH() { | |
189 | return 1; | |
190 | } | |
191 | ||
192 | evalPosition() { | |
193 | let evaluation = super.evalPosition(); | |
194 | // Add reserves: | |
195 | for (let i = 0; i < V.RESERVE_PIECES.length; i++) { | |
196 | const p = V.RESERVE_PIECES[i]; | |
197 | evaluation += this.reserve["w"][p] * V.VALUES[p]; | |
198 | evaluation -= this.reserve["b"][p] * V.VALUES[p]; | |
199 | } | |
200 | return evaluation; | |
201 | } | |
202 | ||
203 | getNotation(move) { | |
204 | if (move.vanish.length > 0) return super.getNotation(move); | |
205 | // Parachutage: | |
206 | const piece = | |
207 | move.appear[0].p != V.PAWN ? move.appear[0].p.toUpperCase() : ""; | |
208 | return piece + "@" + V.CoordsToSquare(move.end); | |
209 | } | |
210 | }; |