| 1 | import { ChessRules, PiPo, Move } from "@/base_rules"; |
| 2 | |
| 3 | export class ParachuteRules extends ChessRules { |
| 4 | |
| 5 | static get HasFlags() { |
| 6 | return false; |
| 7 | } |
| 8 | |
| 9 | static IsGoodFen(fen) { |
| 10 | if (!ChessRules.IsGoodFen(fen)) return false; |
| 11 | const fenParsed = V.ParseFen(fen); |
| 12 | // 5) Check reserves |
| 13 | if (!fenParsed.reserve || !fenParsed.reserve.match(/^[0-9]{12,12}$/)) |
| 14 | return false; |
| 15 | return true; |
| 16 | } |
| 17 | |
| 18 | static IsGoodPosition(position) { |
| 19 | if (position.length == 0) return false; |
| 20 | const rows = position.split("/"); |
| 21 | if (rows.length != V.size.x) return false; |
| 22 | for (let row of rows) { |
| 23 | let sumElts = 0; |
| 24 | for (let i = 0; i < row.length; i++) { |
| 25 | if (V.PIECES.includes(row[i].toLowerCase())) sumElts++; |
| 26 | else { |
| 27 | const num = parseInt(row[i], 10); |
| 28 | if (isNaN(num)) return false; |
| 29 | sumElts += num; |
| 30 | } |
| 31 | } |
| 32 | if (sumElts != V.size.y) return false; |
| 33 | } |
| 34 | return true; |
| 35 | } |
| 36 | |
| 37 | static ParseFen(fen) { |
| 38 | const fenParts = fen.split(" "); |
| 39 | return Object.assign( |
| 40 | ChessRules.ParseFen(fen), |
| 41 | { reserve: fenParts[4] } |
| 42 | ); |
| 43 | } |
| 44 | |
| 45 | static GenRandInitFen() { |
| 46 | // ChessRules.PIECES order is P, R, N, B, Q, K: |
| 47 | return "8/8/8/8/8/8/8/8 w 0 - 822211822211"; |
| 48 | } |
| 49 | |
| 50 | getFen() { |
| 51 | return super.getFen() + " " + this.getReserveFen(); |
| 52 | } |
| 53 | |
| 54 | getFenForRepeat() { |
| 55 | return super.getFenForRepeat() + "_" + this.getReserveFen(); |
| 56 | } |
| 57 | |
| 58 | getReserveFen() { |
| 59 | let counts = new Array(12); |
| 60 | for (let i = 0; i < V.PIECES.length; i++) { |
| 61 | counts[i] = this.reserve["w"][V.PIECES[i]]; |
| 62 | counts[6 + i] = this.reserve["b"][V.PIECES[i]]; |
| 63 | } |
| 64 | return counts.join(""); |
| 65 | } |
| 66 | |
| 67 | setOtherVariables(fen) { |
| 68 | super.setOtherVariables(fen); |
| 69 | // Also init reserves (used by the interface to show landable pieces) |
| 70 | const reserve = |
| 71 | V.ParseFen(fen).reserve.split("").map(x => parseInt(x, 10)); |
| 72 | this.reserve = { |
| 73 | w: { |
| 74 | [V.PAWN]: reserve[0], |
| 75 | [V.ROOK]: reserve[1], |
| 76 | [V.KNIGHT]: reserve[2], |
| 77 | [V.BISHOP]: reserve[3], |
| 78 | [V.QUEEN]: reserve[4], |
| 79 | [V.KING]: reserve[5] |
| 80 | }, |
| 81 | b: { |
| 82 | [V.PAWN]: reserve[6], |
| 83 | [V.ROOK]: reserve[7], |
| 84 | [V.KNIGHT]: reserve[8], |
| 85 | [V.BISHOP]: reserve[9], |
| 86 | [V.QUEEN]: reserve[10], |
| 87 | [V.KING]: reserve[11] |
| 88 | } |
| 89 | }; |
| 90 | } |
| 91 | |
| 92 | getColor(i, j) { |
| 93 | if (i >= V.size.x) return i == V.size.x ? "w" : "b"; |
| 94 | return this.board[i][j].charAt(0); |
| 95 | } |
| 96 | |
| 97 | getPiece(i, j) { |
| 98 | if (i >= V.size.x) return V.RESERVE_PIECES[j]; |
| 99 | return this.board[i][j].charAt(1); |
| 100 | } |
| 101 | |
| 102 | // Used by the interface: |
| 103 | getReservePpath(index, color) { |
| 104 | return color + V.RESERVE_PIECES[index]; |
| 105 | } |
| 106 | |
| 107 | // Ordering on reserve pieces (matching V.PIECES order) |
| 108 | static get RESERVE_PIECES() { |
| 109 | return [V.PAWN, V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.KING]; |
| 110 | } |
| 111 | |
| 112 | getReserveMoves([x, y]) { |
| 113 | const color = this.turn; |
| 114 | const oppCol = V.GetOppCol(color); |
| 115 | const p = V.RESERVE_PIECES[y]; |
| 116 | if (this.reserve[color][p] == 0) return []; |
| 117 | let moves = []; |
| 118 | let boundary = |
| 119 | p == V.PAWN |
| 120 | // Pawns can land only on 4 first ranks: |
| 121 | ? (color == 'w' ? [4, 8] : [0, 4]) |
| 122 | : [0, 8]; |
| 123 | for (let i = boundary[0]; i < boundary[1]; i++) { |
| 124 | for (let j = 0; j < 8; j++) { |
| 125 | if (this.board[i][j] == V.EMPTY) { |
| 126 | let mv = new Move({ |
| 127 | appear: [ |
| 128 | new PiPo({ |
| 129 | x: i, |
| 130 | y: j, |
| 131 | c: color, |
| 132 | p: p |
| 133 | }) |
| 134 | ], |
| 135 | vanish: [], |
| 136 | start: { x: x, y: y }, //a bit artificial... |
| 137 | end: { x: i, y: j } |
| 138 | }); |
| 139 | this.play(mv); |
| 140 | // Landing with check is forbidden: |
| 141 | if (!this.underCheck(oppCol)) moves.push(mv); |
| 142 | this.undo(mv); |
| 143 | } |
| 144 | } |
| 145 | } |
| 146 | return moves; |
| 147 | } |
| 148 | |
| 149 | getPotentialMovesFrom([x, y]) { |
| 150 | let moves = |
| 151 | x >= 8 |
| 152 | ? this.getReserveMoves([x, y]) |
| 153 | : super.getPotentialMovesFrom([x, y]); |
| 154 | // Forbid captures if king not landed yet: |
| 155 | if (x < 8 && moves.length > 0 && this.kingPos[moves[0].appear[0].c][0] < 0) |
| 156 | moves = moves.filter(m => m.vanish.length == 1); |
| 157 | return moves; |
| 158 | } |
| 159 | |
| 160 | getAllValidMoves() { |
| 161 | let moves = super.getAllValidMoves(); |
| 162 | const color = this.turn; |
| 163 | for (let i = 0; i < V.RESERVE_PIECES.length; i++) |
| 164 | moves = moves.concat( |
| 165 | this.getReserveMoves([V.size.x + (color == "w" ? 0 : 1), i]) |
| 166 | ); |
| 167 | return this.filterValid(moves); |
| 168 | } |
| 169 | |
| 170 | isAttacked(sq, color) { |
| 171 | // While the king hasn't landed, nothing is attacked: |
| 172 | if (this.kingPos[color][0] < 0) return false; |
| 173 | return super.isAttacked(sq, color); |
| 174 | } |
| 175 | |
| 176 | atLeastOneMove() { |
| 177 | if (!super.atLeastOneMove()) { |
| 178 | // Search one reserve move |
| 179 | for (let i = 0; i < V.RESERVE_PIECES.length; i++) { |
| 180 | let moves = this.filterValid( |
| 181 | this.getReserveMoves([V.size.x + (this.turn == "w" ? 0 : 1), i]) |
| 182 | ); |
| 183 | if (moves.length > 0) return true; |
| 184 | } |
| 185 | return false; |
| 186 | } |
| 187 | return true; |
| 188 | } |
| 189 | |
| 190 | underCheck(color) { |
| 191 | if (this.kingPos[color][0] < 0) |
| 192 | // A king outside the board isn't under check |
| 193 | return false; |
| 194 | return this.isAttacked(this.kingPos[color], V.GetOppCol(color)); |
| 195 | } |
| 196 | |
| 197 | prePlay(move) { |
| 198 | super.prePlay(move); |
| 199 | if (move.vanish.length == 0) this.reserve[this.turn][move.appear[0].p]--; |
| 200 | } |
| 201 | |
| 202 | postUndo(move) { |
| 203 | if (move.vanish.length == 0) this.reserve[this.turn][move.appear[0].p]++; |
| 204 | // (Potentially) Reset king position |
| 205 | if (move.appear[0].p == V.KING) { |
| 206 | const c = move.appear[0].c; |
| 207 | if (move.vanish.length == 0) |
| 208 | // Landing king |
| 209 | this.kingPos[c] = [-1, -1]; |
| 210 | else |
| 211 | // King movement |
| 212 | this.kingPos[c] = [move.start.x, move.start.y]; |
| 213 | } |
| 214 | } |
| 215 | |
| 216 | static get SEARCH_DEPTH() { |
| 217 | return 1; |
| 218 | } |
| 219 | |
| 220 | evalPosition() { |
| 221 | let evaluation = super.evalPosition(); |
| 222 | // Add reserves: |
| 223 | for (let i = 0; i < V.RESERVE_PIECES.length; i++) { |
| 224 | const p = V.RESERVE_PIECES[i]; |
| 225 | evaluation += this.reserve["w"][p] * V.VALUES[p]; |
| 226 | evaluation -= this.reserve["b"][p] * V.VALUES[p]; |
| 227 | } |
| 228 | return evaluation; |
| 229 | } |
| 230 | |
| 231 | getNotation(move) { |
| 232 | if (move.vanish.length > 0) return super.getNotation(move); |
| 233 | // Parachutage: |
| 234 | const piece = |
| 235 | move.appear[0].p != V.PAWN ? move.appear[0].p.toUpperCase() : ""; |
| 236 | return piece + "@" + V.CoordsToSquare(move.end); |
| 237 | } |
| 238 | |
| 239 | }; |