-class ExtinctionRules extends ChessRules
-{
- setOtherVariables(fen)
- {
- super.setOtherVariables(fen);
- const pos = V.ParseFen(fen).position;
- // NOTE: no need for safety "|| []", because each piece type must be present
- // (otherwise game is already over!)
- this.material =
- {
- "w":
- {
- [V.KING]: pos.match(/K/g).length,
- [V.QUEEN]: pos.match(/Q/g).length,
- [V.ROOK]: pos.match(/R/g).length,
- [V.KNIGHT]: pos.match(/N/g).length,
- [V.BISHOP]: pos.match(/B/g).length,
- [V.PAWN]: pos.match(/P/g).length
- },
- "b":
- {
- [V.KING]: pos.match(/k/g).length,
- [V.QUEEN]: pos.match(/q/g).length,
- [V.ROOK]: pos.match(/r/g).length,
- [V.KNIGHT]: pos.match(/n/g).length,
- [V.BISHOP]: pos.match(/b/g).length,
- [V.PAWN]: pos.match(/p/g).length
- }
- };
- }
+import { ChessRules } from "@/base_rules";
- getPotentialPawnMoves([x,y])
- {
- let moves = super.getPotentialPawnMoves([x,y]);
- // Add potential promotions into king
- const color = this.turn;
- const shift = (color == "w" ? -1 : 1);
- const lastRank = (color == "w" ? 0 : V.size.x-1);
+export const VariantRules = class ExtinctionRules extends ChessRules {
+ static IsGoodPosition(position) {
+ if (!ChessRules.IsGoodPosition(position))
+ return false;
+ // Also check that each piece type is present
+ const rows = position.split("/");
+ let pieces = {};
+ for (let row of rows) {
+ for (let i = 0; i < row.length; i++) {
+ if (isNaN(parseInt(row[i])) && !pieces[row[i]])
+ pieces[row[i]] = true;
+ }
+ }
+ if (Object.keys(pieces).length != 12)
+ return false;
+ return true;
+ }
- if (x+shift == lastRank)
- {
- // Normal move
- if (this.board[x+shift][y] == V.EMPTY)
- moves.push(this.getBasicMove([x,y], [x+shift,y], {c:color,p:V.KING}));
- // Captures
- if (y>0 && this.board[x+shift][y-1] != V.EMPTY
- && this.canTake([x,y], [x+shift,y-1]))
- {
- moves.push(this.getBasicMove([x,y], [x+shift,y-1], {c:color,p:V.KING}));
- }
- if (y<V.size.y-1 && this.board[x+shift][y+1] != V.EMPTY
- && this.canTake([x,y], [x+shift,y+1]))
- {
- moves.push(this.getBasicMove([x,y], [x+shift,y+1], {c:color,p:V.KING}));
- }
- }
+ setOtherVariables(fen) {
+ super.setOtherVariables(fen);
+ const pos = V.ParseFen(fen).position;
+ // NOTE: no need for safety "|| []", because each piece type must be present
+ // (otherwise game is already over!)
+ this.material = {
+ w: {
+ [V.KING]: pos.match(/K/g).length,
+ [V.QUEEN]: pos.match(/Q/g).length,
+ [V.ROOK]: pos.match(/R/g).length,
+ [V.KNIGHT]: pos.match(/N/g).length,
+ [V.BISHOP]: pos.match(/B/g).length,
+ [V.PAWN]: pos.match(/P/g).length
+ },
+ b: {
+ [V.KING]: pos.match(/k/g).length,
+ [V.QUEEN]: pos.match(/q/g).length,
+ [V.ROOK]: pos.match(/r/g).length,
+ [V.KNIGHT]: pos.match(/n/g).length,
+ [V.BISHOP]: pos.match(/b/g).length,
+ [V.PAWN]: pos.match(/p/g).length
+ }
+ };
+ }
- return moves;
- }
+ getPotentialPawnMoves([x, y]) {
+ let moves = super.getPotentialPawnMoves([x, y]);
+ // Add potential promotions into king
+ const color = this.turn;
+ const shift = color == "w" ? -1 : 1;
+ const lastRank = color == "w" ? 0 : V.size.x - 1;
- // TODO: verify this assertion
- atLeastOneMove()
- {
- return true; //always at least one possible move
- }
+ if (x + shift == lastRank) {
+ // Normal move
+ if (this.board[x + shift][y] == V.EMPTY)
+ moves.push(
+ this.getBasicMove([x, y], [x + shift, y], { c: color, p: V.KING })
+ );
+ // Captures
+ if (
+ y > 0 &&
+ this.board[x + shift][y - 1] != V.EMPTY &&
+ this.canTake([x, y], [x + shift, y - 1])
+ ) {
+ moves.push(
+ this.getBasicMove([x, y], [x + shift, y - 1], { c: color, p: V.KING })
+ );
+ }
+ if (
+ y < V.size.y - 1 &&
+ this.board[x + shift][y + 1] != V.EMPTY &&
+ this.canTake([x, y], [x + shift, y + 1])
+ ) {
+ moves.push(
+ this.getBasicMove([x, y], [x + shift, y + 1], { c: color, p: V.KING })
+ );
+ }
+ }
- underCheck(color)
- {
- return false; //there is no check
- }
+ return moves;
+ }
- getCheckSquares(color)
- {
- return [];
- }
+ // TODO: verify this assertion
+ atLeastOneMove() {
+ return true; //always at least one possible move
+ }
- updateVariables(move)
- {
- super.updateVariables(move);
- // Treat the promotion case: (not the capture part)
- if (move.appear[0].p != move.vanish[0].p)
- {
- this.material[move.appear[0].c][move.appear[0].p]++;
- this.material[move.appear[0].c][V.PAWN]--;
- }
- if (move.vanish.length==2 && move.appear.length==1) //capture
- this.material[move.vanish[1].c][move.vanish[1].p]--;
- }
+ filterValid(moves) {
+ return moves; //there is no check
+ }
- unupdateVariables(move)
- {
- super.unupdateVariables(move);
- if (move.appear[0].p != move.vanish[0].p)
- {
- this.material[move.appear[0].c][move.appear[0].p]--;
- this.material[move.appear[0].c][V.PAWN]++;
- }
- if (move.vanish.length==2 && move.appear.length==1)
- this.material[move.vanish[1].c][move.vanish[1].p]++;
- }
+ getCheckSquares() {
+ return [];
+ }
- checkGameOver()
- {
- if (this.checkRepetition())
- return "1/2";
+ postPlay(move) {
+ super.postPlay(move);
+ // Treat the promotion case: (not the capture part)
+ if (move.appear[0].p != move.vanish[0].p) {
+ this.material[move.appear[0].c][move.appear[0].p]++;
+ this.material[move.appear[0].c][V.PAWN]--;
+ }
+ if (move.vanish.length == 2 && move.appear.length == 1)
+ //capture
+ this.material[move.vanish[1].c][move.vanish[1].p]--;
+ }
- if (this.atLeastOneMove()) // game not over?
- {
- const color = this.turn;
- if (Object.keys(this.material[color]).some(
- p => { return this.material[color][p] == 0; }))
- {
- return this.checkGameEnd();
- }
- return "*";
- }
+ postUndo(move) {
+ super.postUndo(move);
+ if (move.appear[0].p != move.vanish[0].p) {
+ this.material[move.appear[0].c][move.appear[0].p]--;
+ this.material[move.appear[0].c][V.PAWN]++;
+ }
+ if (move.vanish.length == 2 && move.appear.length == 1)
+ this.material[move.vanish[1].c][move.vanish[1].p]++;
+ }
- return this.checkGameEnd(); //NOTE: currently unreachable...
- }
+ getCurrentScore() {
+ if (this.atLeastOneMove()) {
+ // Game not over?
+ const color = this.turn;
+ if (
+ Object.keys(this.material[color]).some(p => {
+ return this.material[color][p] == 0;
+ })
+ ) {
+ return this.turn == "w" ? "0-1" : "1-0";
+ }
+ return "*";
+ }
- checkGameEnd()
- {
- return (this.turn == "w" ? "0-1" : "1-0");
- }
+ return this.turn == "w" ? "0-1" : "1-0"; //NOTE: currently unreachable...
+ }
- evalPosition()
- {
- const color = this.turn;
- if (Object.keys(this.material[color]).some(
- p => { return this.material[color][p] == 0; }))
- {
- // Very negative (resp. positive) if white (reps. black) pieces set is incomplete
- return (color=="w"?-1:1) * V.INFINITY;
- }
- return super.evalPosition();
- }
-}
+ evalPosition() {
+ const color = this.turn;
+ if (
+ Object.keys(this.material[color]).some(p => {
+ return this.material[color][p] == 0;
+ })
+ ) {
+ // Very negative (resp. positive) if white (reps. black) pieces set is incomplete
+ return (color == "w" ? -1 : 1) * V.INFINITY;
+ }
+ return super.evalPosition();
+ }
+};