1 import { ChessRules
, PiPo
, Move
} from "@/base_rules";
2 import { ArrayFun
} from "@/utils/array";
4 export class RecycleRules
extends ChessRules
{
5 static get PawnSpecs() {
9 { promotions: [V
.PAWN
] } //in fact, none
13 static IsGoodFen(fen
) {
14 if (!ChessRules
.IsGoodFen(fen
)) return false;
15 const fenParsed
= V
.ParseFen(fen
);
17 if (!fenParsed
.reserve
|| !fenParsed
.reserve
.match(/^[0-9]{10,10}$/))
22 static ParseFen(fen
) {
23 const fenParts
= fen
.split(" ");
25 ChessRules
.ParseFen(fen
),
26 { reserve: fenParts
[5] }
30 static GenRandInitFen(randomness
) {
31 return ChessRules
.GenRandInitFen(randomness
) + " 0000000000";
35 return super.getFen() + " " + this.getReserveFen();
39 return super.getFenForRepeat() + "_" + this.getReserveFen();
43 let counts
= new Array(10);
46 i
< V
.PIECES
.length
- 1;
47 i
++ //-1: no king reserve
49 counts
[i
] = this.reserve
["w"][V
.PIECES
[i
]];
50 counts
[5 + i
] = this.reserve
["b"][V
.PIECES
[i
]];
52 return counts
.join("");
55 setOtherVariables(fen
) {
56 super.setOtherVariables(fen
);
57 // Also init reserves (used by the interface to show landable pieces)
59 V
.ParseFen(fen
).reserve
.split("").map(x
=> parseInt(x
, 10));
64 [V
.KNIGHT
]: reserve
[2],
65 [V
.BISHOP
]: reserve
[3],
71 [V
.KNIGHT
]: reserve
[7],
72 [V
.BISHOP
]: reserve
[8],
79 if (i
>= V
.size
.x
) return i
== V
.size
.x
? "w" : "b";
80 return this.board
[i
][j
].charAt(0);
84 if (i
>= V
.size
.x
) return V
.RESERVE_PIECES
[j
];
85 return this.board
[i
][j
].charAt(1);
88 // Used by the interface:
89 getReservePpath(index
, color
) {
90 return color
+ V
.RESERVE_PIECES
[index
];
93 // Ordering on reserve pieces
94 static get RESERVE_PIECES() {
95 return [V
.PAWN
, V
.ROOK
, V
.KNIGHT
, V
.BISHOP
, V
.QUEEN
];
98 getReserveMoves([x
, y
]) {
99 const color
= this.turn
;
100 const p
= V
.RESERVE_PIECES
[y
];
101 if (this.reserve
[color
][p
] == 0) return [];
103 const pawnShift
= p
== V
.PAWN
? 1 : 0;
104 for (let i
= pawnShift
; i
< V
.size
.x
- pawnShift
; i
++) {
105 for (let j
= 0; j
< V
.size
.y
; j
++) {
106 if (this.board
[i
][j
] == V
.EMPTY
) {
117 start: { x: x
, y: y
}, //a bit artificial...
127 getPotentialMovesFrom([x
, y
]) {
129 // Reserves, outside of board: x == sizeX(+1)
130 return this.getReserveMoves([x
, y
]);
132 return super.getPotentialMovesFrom([x
, y
]);
135 getPotentialPawnMoves([x
, y
]) {
136 let moves
= super.getPotentialPawnMoves([x
, y
]);
137 // Remove pawns on 8th rank ("fallen"):
138 const color
= this.turn
;
139 const lastRank
= (color
== "w" ? 0 : V
.size
.x
- 1);
141 if (m
.appear
[0].x
== lastRank
) m
.appear
.pop();
147 let moves
= super.getAllPotentialMoves();
148 const color
= this.turn
;
149 for (let i
= 0; i
< V
.RESERVE_PIECES
.length
; i
++) {
150 moves
= moves
.concat(
151 this.getReserveMoves([V
.size
.x
+ (color
== "w" ? 0 : 1), i
])
154 return this.filterValid(moves
);
158 if (!super.atLeastOneMove()) {
159 // Search one reserve move
160 for (let i
= 0; i
< V
.RESERVE_PIECES
.length
; i
++) {
161 let moves
= this.filterValid(
162 this.getReserveMoves([V
.size
.x
+ (this.turn
== "w" ? 0 : 1), i
])
164 if (moves
.length
> 0) return true;
171 canTake([x1
, y1
], [x2
, y2
]) {
172 // Self-captures allowed, except for the king:
173 return this.getPiece(x2
, y2
) != V
.KING
;
179 if (move.vanish
.length
== 2 && move.appear
.length
== 2) return;
180 const color
= this.turn
;
181 if (move.vanish
.length
== 0) this.reserve
[color
][move.appear
[0].p
]--;
182 else if (move.vanish
.length
== 2 && move.vanish
[1].c
== color
)
184 this.reserve
[color
][move.vanish
[1].p
]++;
188 super.postUndo(move);
189 if (move.vanish
.length
== 2 && move.appear
.length
== 2) return;
190 const color
= this.turn
;
191 if (move.vanish
.length
== 0) this.reserve
[color
][move.appear
[0].p
]++;
192 else if (move.vanish
.length
== 2 && move.vanish
[1].c
== color
)
193 this.reserve
[color
][move.vanish
[1].p
]--;
196 static get SEARCH_DEPTH() {
201 let evaluation
= super.evalPosition();
203 for (let i
= 0; i
< V
.RESERVE_PIECES
.length
; i
++) {
204 const p
= V
.RESERVE_PIECES
[i
];
205 evaluation
+= this.reserve
["w"][p
] * V
.VALUES
[p
];
206 evaluation
-= this.reserve
["b"][p
] * V
.VALUES
[p
];
212 const finalSquare
= V
.CoordsToSquare(move.end
);
213 if (move.vanish
.length
> 0) {
214 if (move.appear
.length
> 0) {
216 return super.getNotation(move);
218 // Pawn fallen: capturing or not
220 if (move.vanish
.length
== 2)
221 res
+= V
.CoordToColumn(move.start
.y
) + "x";
222 return res
+ finalSquare
;
227 move.appear
[0].p
!= V
.PAWN
? move.appear
[0].p
.toUpperCase() : "";
228 return piece
+ "@" + V
.CoordsToSquare(move.end
);