import { ArrayFun } from "@/utils/array";
import { randInt } from "@/utils/alea";
-// NOTE: initial setup differs from the original; see
-// https://www.chessvariants.com/large.dir/freeling.html
export class GrandRules extends ChessRules {
+
+ static get HasCastle() {
+ return false;
+ }
+
static IsGoodFen(fen) {
if (!ChessRules.IsGoodFen(fen)) return false;
const fenParsed = V.ParseFen(fen);
const fenParts = fen.split(" ");
return Object.assign(
ChessRules.ParseFen(fen),
- { captured: fenParts[5] }
+ { captured: fenParts[4] }
);
}
return ChessRules.PIECES.concat([V.MARSHALL, V.CARDINAL]);
}
- // There may be 2 enPassant squares (if pawn jump 3 squares)
- getEnpassantFen() {
- const L = this.epSquares.length;
- if (!this.epSquares[L - 1]) return "-"; //no en-passant
- let res = "";
- this.epSquares[L - 1].forEach(sq => {
- res += V.CoordsToSquare(sq) + ",";
- });
- return res.slice(0, -1); //remove last comma
- }
-
- // En-passant after 2-sq or 3-sq jumps
- getEpSquare(moveOrSquare) {
- if (!moveOrSquare) return undefined;
- if (typeof moveOrSquare === "string") {
- const square = moveOrSquare;
- if (square == "-") return undefined;
- let res = [];
- square.split(",").forEach(sq => {
- res.push(V.SquareToCoords(sq));
- });
- return res;
- }
- // Argument is a move:
- const move = moveOrSquare;
- const [sx, sy, ex] = [move.start.x, move.start.y, move.end.x];
- if (this.getPiece(sx, sy) == V.PAWN && Math.abs(sx - ex) >= 2) {
- const step = (ex - sx) / Math.abs(ex - sx);
- let res = [
- {
- x: sx + step,
- y: sy
- }
- ];
- if (sx + 2 * step != ex) {
- // 3-squares jump
- res.push({
- x: sx + 2 * step,
- y: sy
- });
- }
- return res;
- }
- return undefined; //default
- }
-
getPotentialMovesFrom([x, y]) {
switch (this.getPiece(x, y)) {
case V.MARSHALL:
let moves = [];
const [sizeX, sizeY] = [V.size.x, V.size.y];
const shiftX = color == "w" ? -1 : 1;
- const startRanks = color == "w" ? [sizeX - 2, sizeX - 3] : [1, 2];
+ const startRank = (color == "w" ? sizeX - 3 : 2);
const lastRanks =
color == "w" ? [0, 1, 2] : [sizeX - 1, sizeX - 2, sizeX - 3];
const promotionPieces = [
if (lastRanks.includes(x + shiftX)) {
finalPieces = promotionPieces.filter(p => this.captured[color][p] > 0);
if (x + shiftX != lastRanks[0]) finalPieces.push(V.PAWN);
- } else finalPieces = [V.PAWN];
+ }
+ else finalPieces = [V.PAWN];
if (this.board[x + shiftX][y] == V.EMPTY) {
// One square forward
for (let piece of finalPieces)
moves.push(
this.getBasicMove([x, y], [x + shiftX, y], { c: color, p: piece })
);
- if (startRanks.includes(x)) {
- if (this.board[x + 2 * shiftX][y] == V.EMPTY) {
- // Two squares jump
- moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
- if (x == startRanks[0] && this.board[x + 3 * shiftX][y] == V.EMPTY) {
- // Three squares jump
- moves.push(this.getBasicMove([x, y], [x + 3 * shiftX, y]));
- }
- }
- }
+ if (x == startRank && this.board[x + 2 * shiftX][y] == V.EMPTY)
+ // Two squares jump
+ moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
}
// Captures
for (let shiftY of [-1, 1]) {
}
// En passant
- const Lep = this.epSquares.length;
- const epSquare = this.epSquares[Lep - 1];
- if (!!epSquare) {
- for (let epsq of epSquare) {
- // TODO: some redundant checks
- if (epsq.x == x + shiftX && Math.abs(epsq.y - y) == 1) {
- let enpassantMove = this.getBasicMove([x, y], [epsq.x, epsq.y]);
- // WARNING: the captured pawn may be diagonally behind us,
- // if it's a 3-squares jump and we take on 1st passing square
- const px = this.board[x][epsq.y] != V.EMPTY ? x : x - shiftX;
- enpassantMove.vanish.push({
- x: px,
- y: epsq.y,
- p: "p",
- c: this.getColor(px, epsq.y)
- });
- moves.push(enpassantMove);
- }
- }
- }
+ Array.prototype.push.apply(
+ moves,
+ this.getEnpassantCaptures([x, y], shiftX)
+ );
return moves;
}
- // TODO: different castle?
-
getPotentialMarshallMoves(sq) {
return this.getSlideNJumpMoves(sq, V.steps[V.ROOK]).concat(
this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep")
if (randomness == 0) {
return (
"r8r/1nbqkmcbn1/pppppppppp/91/91/91/91/PPPPPPPPPP/1NBQKMCBN1/R8R " +
- // No castling in the official initial setup
- "w 0 zzzz - 00000000000000"
+ "w 0 - 00000000000000"
);
}
- let pieces = { w: new Array(10), b: new Array(10) };
- let flags = "";
- // Shuffle pieces on first and last rank
+ let pieces = { w: new Array(8), b: new Array(8) };
+ // Shuffle pieces on second and before-last rank
for (let c of ["w", "b"]) {
if (c == 'b' && randomness == 1) {
pieces['b'] = pieces['w'];
- flags += flags;
break;
}
- let positions = ArrayFun.range(10);
+ let positions = ArrayFun.range(8);
// Get random squares for bishops
- let randIndex = 2 * randInt(5);
- let bishop1Pos = positions[randIndex];
+ let randIndex = 2 * randInt(4);
+ const bishop1Pos = positions[randIndex];
// The second bishop must be on a square of different color
- let randIndex_tmp = 2 * randInt(5) + 1;
- let bishop2Pos = positions[randIndex_tmp];
+ let randIndex_tmp = 2 * randInt(4) + 1;
+ const bishop2Pos = positions[randIndex_tmp];
// Remove chosen squares
positions.splice(Math.max(randIndex, randIndex_tmp), 1);
positions.splice(Math.min(randIndex, randIndex_tmp), 1);
// Get random squares for knights
- randIndex = randInt(8);
- let knight1Pos = positions[randIndex];
+ randIndex = randInt(6);
+ const knight1Pos = positions[randIndex];
positions.splice(randIndex, 1);
- randIndex = randInt(7);
- let knight2Pos = positions[randIndex];
+ randIndex = randInt(5);
+ const knight2Pos = positions[randIndex];
positions.splice(randIndex, 1);
// Get random square for queen
- randIndex = randInt(6);
- let queenPos = positions[randIndex];
+ randIndex = randInt(4);
+ const queenPos = positions[randIndex];
positions.splice(randIndex, 1);
// ...random square for marshall
- randIndex = randInt(5);
- let marshallPos = positions[randIndex];
+ randIndex = randInt(3);
+ const marshallPos = positions[randIndex];
positions.splice(randIndex, 1);
// ...random square for cardinal
- randIndex = randInt(4);
- let cardinalPos = positions[randIndex];
+ randIndex = randInt(2);
+ const cardinalPos = positions[randIndex];
positions.splice(randIndex, 1);
- // Rooks and king positions are now fixed,
- // because of the ordering rook-king-rook
- let rook1Pos = positions[0];
- let kingPos = positions[1];
- let rook2Pos = positions[2];
+ // King position is now fixed,
+ const kingPos = positions[0];
// Finally put the shuffled pieces in the board array
- pieces[c][rook1Pos] = "r";
pieces[c][knight1Pos] = "n";
pieces[c][bishop1Pos] = "b";
pieces[c][queenPos] = "q";
pieces[c][kingPos] = "k";
pieces[c][bishop2Pos] = "b";
pieces[c][knight2Pos] = "n";
- pieces[c][rook2Pos] = "r";
- flags += V.CoordToColumn(rook1Pos) + V.CoordToColumn(rook2Pos);
}
return (
- pieces["b"].join("") +
- "/pppppppppp/91/91/91/91/91/91/PPPPPPPPPP/" +
- pieces["w"].join("").toUpperCase() +
- " w 0 " + flags + " - 00000000000000"
+ "r8r/1" + pieces["b"].join("") + "1/" +
+ "pppppppppp/91/91/91/91/PPPPPPPPPP/" +
+ "1" + pieces["w"].join("").toUpperCase() + "1/R8R" +
+ " w 0 " + " - 00000000000000"
);
}
+
};