398a96cca55ed7316ac2ca05dbdd927f705a75b3
1 import { ChessRules
} from "@/base_rules";
2 import { ArrayFun
} from "@/utils/array";
3 import { randInt
} from "@/utils/alea";
5 // NOTE: initial setup differs from the original; see
6 // https://www.chessvariants.com/large.dir/freeling.html
7 export class GrandRules
extends ChessRules
{
9 static IsGoodFen(fen
) {
10 if (!ChessRules
.IsGoodFen(fen
)) return false;
11 const fenParsed
= V
.ParseFen(fen
);
13 if (!fenParsed
.captured
|| !fenParsed
.captured
.match(/^[0-9]{12,12}$/))
18 static IsGoodEnpassant(enpassant
) {
19 if (enpassant
!= "-") return !!enpassant
.match(/^([a-j][0-9]{1,2},?)+$/);
23 static ParseFen(fen
) {
24 const fenParts
= fen
.split(" ");
26 ChessRules
.ParseFen(fen
),
27 { captured: fenParts
[5] }
32 return ([V
.MARSHALL
, V
.CARDINAL
].includes(b
[1]) ? "Grand/" : "") + b
;
36 return super.getFen() + " " + this.getCapturedFen();
40 return super.getFenForRepeat() + "_" + this.getCapturedFen();
44 let counts
= [...Array(12).fill(0)];
46 for (let j
= 0; j
< V
.PIECES
.length
; j
++) {
47 if ([V
.KING
, V
.PAWN
].includes(V
.PIECES
[j
]))
48 // No king captured, and pawns don't promote in pawns
50 counts
[i
] = this.captured
["w"][V
.PIECES
[j
]];
51 counts
[6 + i
] = this.captured
["b"][V
.PIECES
[j
]];
54 return counts
.join("");
57 setOtherVariables(fen
) {
58 super.setOtherVariables(fen
);
60 V
.ParseFen(fen
).captured
.split("").map(x
=> parseInt(x
, 10));
61 // Initialize captured pieces' counts from FEN
64 [V
.ROOK
]: captured
[0],
65 [V
.KNIGHT
]: captured
[1],
66 [V
.BISHOP
]: captured
[2],
67 [V
.QUEEN
]: captured
[3],
68 [V
.MARSHALL
]: captured
[4],
69 [V
.CARDINAL
]: captured
[5]
72 [V
.ROOK
]: captured
[6],
73 [V
.KNIGHT
]: captured
[7],
74 [V
.BISHOP
]: captured
[8],
75 [V
.QUEEN
]: captured
[9],
76 [V
.MARSHALL
]: captured
[10],
77 [V
.CARDINAL
]: captured
[11]
83 return { x: 10, y: 10 };
87 static get MARSHALL() {
92 static get CARDINAL() {
97 return ChessRules
.PIECES
.concat([V
.MARSHALL
, V
.CARDINAL
]);
100 // There may be 2 enPassant squares (if pawn jump 3 squares)
102 const L
= this.epSquares
.length
;
103 if (!this.epSquares
[L
- 1]) return "-"; //no en-passant
105 this.epSquares
[L
- 1].forEach(sq
=> {
106 res
+= V
.CoordsToSquare(sq
) + ",";
108 return res
.slice(0, -1); //remove last comma
111 // En-passant after 2-sq or 3-sq jumps
112 getEpSquare(moveOrSquare
) {
113 if (!moveOrSquare
) return undefined;
114 if (typeof moveOrSquare
=== "string") {
115 const square
= moveOrSquare
;
116 if (square
== "-") return undefined;
118 square
.split(",").forEach(sq
=> {
119 res
.push(V
.SquareToCoords(sq
));
123 // Argument is a move:
124 const move = moveOrSquare
;
125 const [sx
, sy
, ex
] = [move.start
.x
, move.start
.y
, move.end
.x
];
126 if (this.getPiece(sx
, sy
) == V
.PAWN
&& Math
.abs(sx
- ex
) >= 2) {
127 const step
= (ex
- sx
) / Math
.abs(ex
- sx
);
134 if (sx
+ 2 * step
!= ex
) {
143 return undefined; //default
146 getPotentialMovesFrom([x
, y
]) {
147 switch (this.getPiece(x
, y
)) {
149 return this.getPotentialMarshallMoves([x
, y
]);
151 return this.getPotentialCardinalMoves([x
, y
]);
153 return super.getPotentialMovesFrom([x
, y
]);
157 // Special pawn rules: promotions to captured friendly pieces,
158 // optional on ranks 8-9 and mandatory on rank 10.
159 getPotentialPawnMoves([x
, y
]) {
160 const color
= this.turn
;
162 const [sizeX
, sizeY
] = [V
.size
.x
, V
.size
.y
];
163 const shiftX
= color
== "w" ? -1 : 1;
164 const startRanks
= color
== "w" ? [sizeX
- 2, sizeX
- 3] : [1, 2];
166 color
== "w" ? [0, 1, 2] : [sizeX
- 1, sizeX
- 2, sizeX
- 3];
167 const promotionPieces
= [
176 // Always x+shiftX >= 0 && x+shiftX < sizeX, because no pawns on last rank
177 let finalPieces
= undefined;
178 if (lastRanks
.includes(x
+ shiftX
)) {
179 finalPieces
= promotionPieces
.filter(p
=> this.captured
[color
][p
] > 0);
180 if (x
+ shiftX
!= lastRanks
[0]) finalPieces
.push(V
.PAWN
);
181 } else finalPieces
= [V
.PAWN
];
182 if (this.board
[x
+ shiftX
][y
] == V
.EMPTY
) {
183 // One square forward
184 for (let piece
of finalPieces
)
186 this.getBasicMove([x
, y
], [x
+ shiftX
, y
], { c: color
, p: piece
})
188 if (startRanks
.includes(x
)) {
189 if (this.board
[x
+ 2 * shiftX
][y
] == V
.EMPTY
) {
191 moves
.push(this.getBasicMove([x
, y
], [x
+ 2 * shiftX
, y
]));
192 if (x
== startRanks
[0] && this.board
[x
+ 3 * shiftX
][y
] == V
.EMPTY
) {
193 // Three squares jump
194 moves
.push(this.getBasicMove([x
, y
], [x
+ 3 * shiftX
, y
]));
200 for (let shiftY
of [-1, 1]) {
203 y
+ shiftY
< sizeY
&&
204 this.board
[x
+ shiftX
][y
+ shiftY
] != V
.EMPTY
&&
205 this.canTake([x
, y
], [x
+ shiftX
, y
+ shiftY
])
207 for (let piece
of finalPieces
) {
209 this.getBasicMove([x
, y
], [x
+ shiftX
, y
+ shiftY
], {
219 const Lep
= this.epSquares
.length
;
220 const epSquare
= this.epSquares
[Lep
- 1];
222 for (let epsq
of epSquare
) {
223 // TODO: some redundant checks
224 if (epsq
.x
== x
+ shiftX
&& Math
.abs(epsq
.y
- y
) == 1) {
225 let enpassantMove
= this.getBasicMove([x
, y
], [epsq
.x
, epsq
.y
]);
226 // WARNING: the captured pawn may be diagonally behind us,
227 // if it's a 3-squares jump and we take on 1st passing square
228 const px
= this.board
[x
][epsq
.y
] != V
.EMPTY
? x : x
- shiftX
;
229 enpassantMove
.vanish
.push({
233 c: this.getColor(px
, epsq
.y
)
235 moves
.push(enpassantMove
);
243 // TODO: different castle?
245 getPotentialMarshallMoves(sq
) {
246 return this.getSlideNJumpMoves(sq
, V
.steps
[V
.ROOK
]).concat(
247 this.getSlideNJumpMoves(sq
, V
.steps
[V
.KNIGHT
], "oneStep")
251 getPotentialCardinalMoves(sq
) {
252 return this.getSlideNJumpMoves(sq
, V
.steps
[V
.BISHOP
]).concat(
253 this.getSlideNJumpMoves(sq
, V
.steps
[V
.KNIGHT
], "oneStep")
257 isAttacked(sq
, color
) {
259 super.isAttacked(sq
, color
) ||
260 this.isAttackedByMarshall(sq
, color
) ||
261 this.isAttackedByCardinal(sq
, color
)
265 isAttackedByMarshall(sq
, color
) {
267 this.isAttackedBySlideNJump(sq
, color
, V
.MARSHALL
, V
.steps
[V
.ROOK
]) ||
268 this.isAttackedBySlideNJump(
278 isAttackedByCardinal(sq
, color
) {
280 this.isAttackedBySlideNJump(sq
, color
, V
.CARDINAL
, V
.steps
[V
.BISHOP
]) ||
281 this.isAttackedBySlideNJump(
292 super.postPlay(move);
293 if (move.vanish
.length
== 2 && move.appear
.length
== 1)
294 // Capture: update this.captured
295 this.captured
[move.vanish
[1].c
][move.vanish
[1].p
]++;
299 super.postUndo(move);
300 if (move.vanish
.length
== 2 && move.appear
.length
== 1)
301 this.captured
[move.vanish
[1].c
][move.vanish
[1].p
]--;
304 static get VALUES() {
305 return Object
.assign(
306 { c: 5, m: 7 }, //experimental
311 static get SEARCH_DEPTH() {
315 static GenRandInitFen(randomness
) {
316 if (randomness
== 0) {
318 "r8r/1nbqkmcbn1/pppppppppp/91/91/91/91/PPPPPPPPPP/1NBQKMCBN1/R8R " +
319 // No castling in the official initial setup
320 "w 0 zzzz - 00000000000000"
324 let pieces
= { w: new Array(10), b: new Array(10) };
326 // Shuffle pieces on first and last rank
327 for (let c
of ["w", "b"]) {
328 if (c
== 'b' && randomness
== 1) {
329 pieces
['b'] = pieces
['w'];
334 let positions
= ArrayFun
.range(10);
336 // Get random squares for bishops
337 let randIndex
= 2 * randInt(5);
338 let bishop1Pos
= positions
[randIndex
];
339 // The second bishop must be on a square of different color
340 let randIndex_tmp
= 2 * randInt(5) + 1;
341 let bishop2Pos
= positions
[randIndex_tmp
];
342 // Remove chosen squares
343 positions
.splice(Math
.max(randIndex
, randIndex_tmp
), 1);
344 positions
.splice(Math
.min(randIndex
, randIndex_tmp
), 1);
346 // Get random squares for knights
347 randIndex
= randInt(8);
348 let knight1Pos
= positions
[randIndex
];
349 positions
.splice(randIndex
, 1);
350 randIndex
= randInt(7);
351 let knight2Pos
= positions
[randIndex
];
352 positions
.splice(randIndex
, 1);
354 // Get random square for queen
355 randIndex
= randInt(6);
356 let queenPos
= positions
[randIndex
];
357 positions
.splice(randIndex
, 1);
359 // ...random square for marshall
360 randIndex
= randInt(5);
361 let marshallPos
= positions
[randIndex
];
362 positions
.splice(randIndex
, 1);
364 // ...random square for cardinal
365 randIndex
= randInt(4);
366 let cardinalPos
= positions
[randIndex
];
367 positions
.splice(randIndex
, 1);
369 // Rooks and king positions are now fixed,
370 // because of the ordering rook-king-rook
371 let rook1Pos
= positions
[0];
372 let kingPos
= positions
[1];
373 let rook2Pos
= positions
[2];
375 // Finally put the shuffled pieces in the board array
376 pieces
[c
][rook1Pos
] = "r";
377 pieces
[c
][knight1Pos
] = "n";
378 pieces
[c
][bishop1Pos
] = "b";
379 pieces
[c
][queenPos
] = "q";
380 pieces
[c
][marshallPos
] = "m";
381 pieces
[c
][cardinalPos
] = "c";
382 pieces
[c
][kingPos
] = "k";
383 pieces
[c
][bishop2Pos
] = "b";
384 pieces
[c
][knight2Pos
] = "n";
385 pieces
[c
][rook2Pos
] = "r";
386 flags
+= V
.CoordToColumn(rook1Pos
) + V
.CoordToColumn(rook2Pos
);
389 pieces
["b"].join("") +
390 "/pppppppppp/91/91/91/91/91/91/PPPPPPPPPP/" +
391 pieces
["w"].join("").toUpperCase() +
392 " w 0 " + flags
+ " - 00000000000000"