| 1 | import { ChessRules } from "@/base_rules"; |
| 2 | |
| 3 | export class ExtinctionRules extends ChessRules { |
| 4 | static get PawnSpecs() { |
| 5 | return Object.assign( |
| 6 | {}, |
| 7 | ChessRules.PawnSpecs, |
| 8 | { promotions: ChessRules.PawnSpecs.promotions.concat([V.KING]) } |
| 9 | ); |
| 10 | } |
| 11 | |
| 12 | static IsGoodPosition(position) { |
| 13 | if (!ChessRules.IsGoodPosition(position)) return false; |
| 14 | // Also check that each piece type is present |
| 15 | const rows = position.split("/"); |
| 16 | let pieces = {}; |
| 17 | for (let row of rows) { |
| 18 | for (let i = 0; i < row.length; i++) { |
| 19 | if (isNaN(parseInt(row[i], 10)) && !pieces[row[i]]) |
| 20 | pieces[row[i]] = true; |
| 21 | } |
| 22 | } |
| 23 | if (Object.keys(pieces).length != 12) return false; |
| 24 | return true; |
| 25 | } |
| 26 | |
| 27 | setOtherVariables(fen) { |
| 28 | super.setOtherVariables(fen); |
| 29 | const pos = V.ParseFen(fen).position; |
| 30 | // NOTE: no need for safety "|| []", because each piece type is present |
| 31 | // (otherwise game is already over!) |
| 32 | this.material = { |
| 33 | w: { |
| 34 | [V.KING]: pos.match(/K/g).length, |
| 35 | [V.QUEEN]: pos.match(/Q/g).length, |
| 36 | [V.ROOK]: pos.match(/R/g).length, |
| 37 | [V.KNIGHT]: pos.match(/N/g).length, |
| 38 | [V.BISHOP]: pos.match(/B/g).length, |
| 39 | [V.PAWN]: pos.match(/P/g).length |
| 40 | }, |
| 41 | b: { |
| 42 | [V.KING]: pos.match(/k/g).length, |
| 43 | [V.QUEEN]: pos.match(/q/g).length, |
| 44 | [V.ROOK]: pos.match(/r/g).length, |
| 45 | [V.KNIGHT]: pos.match(/n/g).length, |
| 46 | [V.BISHOP]: pos.match(/b/g).length, |
| 47 | [V.PAWN]: pos.match(/p/g).length |
| 48 | } |
| 49 | }; |
| 50 | } |
| 51 | |
| 52 | // TODO: verify this assertion |
| 53 | atLeastOneMove() { |
| 54 | return true; //always at least one possible move |
| 55 | } |
| 56 | |
| 57 | filterValid(moves) { |
| 58 | return moves; //there is no check |
| 59 | } |
| 60 | |
| 61 | getCheckSquares() { |
| 62 | return []; |
| 63 | } |
| 64 | |
| 65 | postPlay(move) { |
| 66 | super.postPlay(move); |
| 67 | // Treat the promotion case: (not the capture part) |
| 68 | if (move.appear[0].p != move.vanish[0].p) { |
| 69 | this.material[move.appear[0].c][move.appear[0].p]++; |
| 70 | this.material[move.appear[0].c][V.PAWN]--; |
| 71 | } |
| 72 | if (move.vanish.length == 2 && move.appear.length == 1) |
| 73 | //capture |
| 74 | this.material[move.vanish[1].c][move.vanish[1].p]--; |
| 75 | } |
| 76 | |
| 77 | postUndo(move) { |
| 78 | super.postUndo(move); |
| 79 | if (move.appear[0].p != move.vanish[0].p) { |
| 80 | this.material[move.appear[0].c][move.appear[0].p]--; |
| 81 | this.material[move.appear[0].c][V.PAWN]++; |
| 82 | } |
| 83 | if (move.vanish.length == 2 && move.appear.length == 1) |
| 84 | this.material[move.vanish[1].c][move.vanish[1].p]++; |
| 85 | } |
| 86 | |
| 87 | getCurrentScore() { |
| 88 | if (this.atLeastOneMove()) { |
| 89 | // Game not over? |
| 90 | const color = this.turn; |
| 91 | if ( |
| 92 | Object.keys(this.material[color]).some(p => { |
| 93 | return this.material[color][p] == 0; |
| 94 | }) |
| 95 | ) { |
| 96 | return this.turn == "w" ? "0-1" : "1-0"; |
| 97 | } |
| 98 | return "*"; |
| 99 | } |
| 100 | return this.turn == "w" ? "0-1" : "1-0"; //NOTE: currently unreachable... |
| 101 | } |
| 102 | |
| 103 | evalPosition() { |
| 104 | const color = this.turn; |
| 105 | if ( |
| 106 | Object.keys(this.material[color]).some(p => { |
| 107 | return this.material[color][p] == 0; |
| 108 | }) |
| 109 | ) { |
| 110 | // Very negative (resp. positive) |
| 111 | // if white (reps. black) pieces set is incomplete |
| 112 | return (color == "w" ? -1 : 1) * V.INFINITY; |
| 113 | } |
| 114 | return super.evalPosition(); |
| 115 | } |
| 116 | }; |