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 const VariantRules = class GrandRules extends ChessRules {
- static IsGoodFen(fen) {
- if (!ChessRules.IsGoodFen(fen)) return false;
- const fenParsed = V.ParseFen(fen);
- // 5) Check captures
- if (!fenParsed.captured || !fenParsed.captured.match(/^[0-9]{14,14}$/))
- return false;
- return true;
+export class GrandRules extends ChessRules {
+
+ static get HasFlags() {
+ return false;
}
static IsGoodEnpassant(enpassant) {
- if (enpassant != "-") {
- const squares = enpassant.split(",");
- if (squares.length > 2) return false;
- for (let sq of squares) {
- const ep = V.SquareToCoords(sq);
- if (isNaN(ep.x) || !V.OnBoard(ep)) return false;
- }
- }
+ if (enpassant != "-") return !!enpassant.match(/^([a-j][0-9]{1,2},?)+$/);
return true;
}
- static ParseFen(fen) {
- const fenParts = fen.split(" ");
- return Object.assign(ChessRules.ParseFen(fen), { captured: fenParts[5] });
- }
-
getPpath(b) {
return ([V.MARSHALL, V.CARDINAL].includes(b[1]) ? "Grand/" : "") + b;
}
- getFen() {
- return super.getFen() + " " + this.getCapturedFen();
- }
-
- getFenForRepeat() {
- return super.getFenForRepeat() + "_" + this.getCapturedFen();
- }
-
- getCapturedFen() {
- let counts = [...Array(14).fill(0)];
- let i = 0;
- for (let j = 0; j < V.PIECES.length; j++) {
- if (V.PIECES[j] == V.KING)
- //no king captured
- continue;
- counts[i] = this.captured["w"][V.PIECES[i]];
- counts[7 + i] = this.captured["b"][V.PIECES[i]];
- i++;
- }
- return counts.join("");
- }
-
- setOtherVariables(fen) {
- super.setOtherVariables(fen);
- const fenParsed = V.ParseFen(fen);
- // Initialize captured pieces' counts from FEN
- this.captured = {
- w: {
- [V.PAWN]: parseInt(fenParsed.captured[0]),
- [V.ROOK]: parseInt(fenParsed.captured[1]),
- [V.KNIGHT]: parseInt(fenParsed.captured[2]),
- [V.BISHOP]: parseInt(fenParsed.captured[3]),
- [V.QUEEN]: parseInt(fenParsed.captured[4]),
- [V.MARSHALL]: parseInt(fenParsed.captured[5]),
- [V.CARDINAL]: parseInt(fenParsed.captured[6])
- },
- b: {
- [V.PAWN]: parseInt(fenParsed.captured[7]),
- [V.ROOK]: parseInt(fenParsed.captured[8]),
- [V.KNIGHT]: parseInt(fenParsed.captured[9]),
- [V.BISHOP]: parseInt(fenParsed.captured[10]),
- [V.QUEEN]: parseInt(fenParsed.captured[11]),
- [V.MARSHALL]: parseInt(fenParsed.captured[12]),
- [V.CARDINAL]: parseInt(fenParsed.captured[13])
- }
- };
- }
-
static get size() {
return { x: 10, y: 10 };
}
+ // Rook + knight:
static get MARSHALL() {
return "m";
- } //rook+knight
+ }
+
+ // Bishop + knight
static get CARDINAL() {
return "c";
- } //bishop+knight
+ }
static get PIECES() {
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 move
- 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 = [
- V.ROOK,
- V.KNIGHT,
- V.BISHOP,
- V.QUEEN,
- V.MARSHALL,
- V.CARDINAL
- ];
-
// Always x+shiftX >= 0 && x+shiftX < sizeX, because no pawns on last rank
- let finalPieces = undefined;
+ let finalPieces = [V.PAWN];
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];
+ // Determine which promotion pieces are available:
+ let promotionPieces = {
+ [V.ROOK]: 2,
+ [V.KNIGHT]: 2,
+ [V.BISHOP]: 2,
+ [V.QUEEN]: 1,
+ [V.MARSHALL]: 1,
+ [V.CARDINAL]: 1
+ };
+ for (let i=0; i<10; i++) {
+ for (let j=0; j<10; j++) {
+ if (this.board[i][j] != V.EMPTY && this.getColor(i, j) == color) {
+ const p = this.getPiece(i, j);
+ if (![V.PAWN, V.KING].includes(p)) promotionPieces[p]--;
+ }
+ }
+ }
+ const availablePieces =
+ Object.keys(promotionPieces).filter(k => promotionPieces[k] > 0);
+ if (x + shiftX == lastRanks[0]) finalPieces = availablePieces;
+ else Array.prototype.push.apply(finalPieces, availablePieces);
+ }
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) {
- var 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")
+ this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], 1)
);
}
getPotentialCardinalMoves(sq) {
return this.getSlideNJumpMoves(sq, V.steps[V.BISHOP]).concat(
- this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep")
+ this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], 1)
);
}
isAttackedByMarshall(sq, color) {
return (
this.isAttackedBySlideNJump(sq, color, V.MARSHALL, V.steps[V.ROOK]) ||
- this.isAttackedBySlideNJump(
- sq,
- color,
- V.MARSHALL,
- V.steps[V.KNIGHT],
- "oneStep"
- )
+ this.isAttackedBySlideNJump(sq, color, V.MARSHALL, V.steps[V.KNIGHT], 1)
);
}
isAttackedByCardinal(sq, color) {
return (
this.isAttackedBySlideNJump(sq, color, V.CARDINAL, V.steps[V.BISHOP]) ||
- this.isAttackedBySlideNJump(
- sq,
- color,
- V.CARDINAL,
- V.steps[V.KNIGHT],
- "oneStep"
- )
+ this.isAttackedBySlideNJump(sq, color, V.CARDINAL, V.steps[V.KNIGHT], 1)
);
}
- postPlay(move) {
- super.postPlay(move);
- if (move.vanish.length == 2 && move.appear.length == 1) {
- // Capture: update this.captured
- this.captured[move.vanish[1].c][move.vanish[1].p]++;
- }
- if (move.vanish[0].p != move.appear[0].p) {
- // Promotion: update this.captured
- this.captured[move.vanish[0].c][move.appear[0].p]--;
- }
- }
-
- postUndo(move) {
- super.postUndo(move);
- if (move.vanish.length == 2 && move.appear.length == 1)
- this.captured[move.vanish[1].c][move.vanish[1].p]--;
- if (move.vanish[0].p != move.appear[0].p)
- this.captured[move.vanish[0].c][move.appear[0].p]++;
- }
-
static get VALUES() {
return Object.assign(
{ c: 5, m: 7 }, //experimental
return 2;
}
- static GenRandInitFen(randomness) {
- if (randomness == 0) {
- // No castling in the official initial setup
- return "r8r/1nbqkmcbn1/pppppppppp/10/10/10/10/PPPPPPPPPP/1NBQKMCBN1/R8R " +
- "w 0 zzzz - 00000000000000";
+ static GenRandInitFen(options) {
+ if (options.randomness == 0) {
+ return (
+ "r8r/1nbqkmcbn1/pppppppppp/91/91/91/91/PPPPPPPPPP/1NBQKMCBN1/R8R " +
+ "w 0 -"
+ );
}
- let pieces = { w: new Array(10), b: new Array(10) };
- // 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) {
+ if (c == 'b' && options.randomness == 1) {
pieces['b'] = pieces['w'];
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";
}
return (
- pieces["b"].join("") +
- "/pppppppppp/10/10/10/10/10/10/PPPPPPPPPP/" +
- pieces["w"].join("").toUpperCase() +
- " w 0 1111 - 00000000000000"
+ "r8r/1" + pieces["b"].join("") + "1/" +
+ "pppppppppp/91/91/91/91/PPPPPPPPPP/" +
+ "1" + pieces["w"].join("").toUpperCase() + "1/R8R" +
+ " w 0 -"
);
}
+
};