-//https://www.chessvariants.com/large.dir/wildebeest.html
-class GrandRules extends ChessRules
+class WildebeestRules extends ChessRules
{
static getPpath(b)
{
- const V = VariantRules;
return ([V.CAMEL,V.WILDEBEEST].includes(b[1]) ? "Wildebeest/" : "") + b;
}
+ static get size() { return {x:10,y:11}; }
+
static get CAMEL() { return 'c'; }
static get WILDEBEEST() { return 'w'; }
- static get steps() {
+ static get PIECES()
+ {
+ return ChessRules.PIECES.concat([V.CAMEL,V.WILDEBEEST]);
+ }
+
+ static get steps()
+ {
return Object.assign(
ChessRules.steps, //add camel moves:
{'c': [ [-3,-1],[-3,1],[-1,-3],[-1,3],[1,-3],[1,3],[3,-1],[3,1] ]}
);
}
-// TODO: IN epSquares (return array), not return singleton. Easy. Adapt
-// just here for now...
- getEpSquare(move)
+ 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;
+ }
+ }
+ return true;
+ }
+
+ // 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) == VariantRules.PAWN && Math.abs(sx - ex) == 2)
+ if (this.getPiece(sx,sy) == V.PAWN && Math.abs(sx - ex) >= 2)
{
- return {
- x: (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
}
{
switch (this.getPiece(x,y))
{
- case VariantRules.CAMEL:
+ case V.CAMEL:
return this.getPotentialCamelMoves([x,y]);
- case VariantRules.WILDEBEEST:
+ case V.WILDEBEEST:
return this.getPotentialWildebeestMoves([x,y]);
default:
return super.getPotentialMovesFrom([x,y])
}
}
- // TODO: several changes (promote to queen or wildebeest)
+ // Pawns jump 2 or 3 squares, and promote to queen or wildebeest
getPotentialPawnMoves([x,y])
{
const color = this.turn;
let moves = [];
- const V = VariantRules;
- const [sizeX,sizeY] = VariantRules.size;
+ const [sizeX,sizeY] = [V.size.x,V.size.y];
const shift = (color == "w" ? -1 : 1);
- const firstRank = (color == 'w' ? sizeY-1 : 0);
- const startRank = (color == "w" ? sizeY-2 : 1);
- const lastRank = (color == "w" ? 0 : sizeY-1);
+ const startRanks = (color == "w" ? [sizeX-2,sizeX-3] : [1,2]);
+ const lastRank = (color == "w" ? 0 : sizeX-1);
if (x+shift >= 0 && x+shift < sizeX && x+shift != lastRank)
{
if (this.board[x+shift][y] == V.EMPTY)
{
moves.push(this.getBasicMove([x,y], [x+shift,y]));
- // Next condition because variants with pawns on 1st rank generally allow them to jump
- if ([startRank,firstRank].includes(x) && this.board[x+2*shift][y] == V.EMPTY)
+ if (startRanks.includes(x) && this.board[x+2*shift][y] == V.EMPTY)
{
// Two squares jump
moves.push(this.getBasicMove([x,y], [x+2*shift,y]));
+ if (x == startRanks[0] && this.board[x+3*shift][y] == V.EMPTY)
+ {
+ // 3-squares jump
+ moves.push(this.getBasicMove([x,y], [x+3*shift,y]));
+ }
}
}
// Captures
- if (y>0 && this.canTake([x,y], [x+shift,y-1]) && this.board[x+shift][y-1] != V.EMPTY)
+ if (y>0 && this.canTake([x,y], [x+shift,y-1])
+ && this.board[x+shift][y-1] != V.EMPTY)
+ {
moves.push(this.getBasicMove([x,y], [x+shift,y-1]));
- if (y<sizeY-1 && this.canTake([x,y], [x+shift,y+1]) && this.board[x+shift][y+1] != V.EMPTY)
+ }
+ if (y<sizeY-1 && this.canTake([x,y], [x+shift,y+1])
+ && this.board[x+shift][y+1] != V.EMPTY)
+ {
moves.push(this.getBasicMove([x,y], [x+shift,y+1]));
+ }
}
if (x+shift == lastRank)
{
// Promotion
- let promotionPieces = [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN];
+ let promotionPieces = [V.QUEEN,V.WILDEBEEST];
promotionPieces.forEach(p => {
// Normal move
if (this.board[x+shift][y] == V.EMPTY)
moves.push(this.getBasicMove([x,y], [x+shift,y], {c:color,p:p}));
// Captures
- if (y>0 && this.canTake([x,y], [x+shift,y-1]) && this.board[x+shift][y-1] != V.EMPTY)
+ if (y>0 && this.canTake([x,y], [x+shift,y-1])
+ && this.board[x+shift][y-1] != V.EMPTY)
+ {
moves.push(this.getBasicMove([x,y], [x+shift,y-1], {c:color,p:p}));
- if (y<sizeY-1 && this.canTake([x,y], [x+shift,y+1]) && this.board[x+shift][y+1] != V.EMPTY)
+ }
+ if (y<sizeY-1 && this.canTake([x,y], [x+shift,y+1])
+ && this.board[x+shift][y+1] != V.EMPTY)
+ {
moves.push(this.getBasicMove([x,y], [x+shift,y+1], {c:color,p:p}));
+ }
});
}
// En passant
const Lep = this.epSquares.length;
const epSquare = Lep>0 ? this.epSquares[Lep-1] : undefined;
- if (!!epSquare && epSquare.x == x+shift && Math.abs(epSquare.y - y) == 1)
+ if (!!epSquare)
{
- let epStep = epSquare.y - y;
- var enpassantMove = this.getBasicMove([x,y], [x+shift,y+epStep]);
- enpassantMove.vanish.push({
- x: x,
- y: y+epStep,
- p: 'p',
- c: this.getColor(x,y+epStep)
- });
- moves.push(enpassantMove);
+ for (let epsq of epSquare)
+ {
+ // TODO: some redundant checks
+ if (epsq.x == x+shift && Math.abs(epsq.y - y) == 1)
+ {
+ var enpassantMove = this.getBasicMove([x,y], [x+shift,epsq.y]);
+ enpassantMove.vanish.push({
+ x: x,
+ y: epsq.y,
+ p: 'p',
+ c: this.getColor(x,epsq.y)
+ });
+ moves.push(enpassantMove);
+ }
+ }
}
return moves;
}
+ // TODO: wildebeest castle
+
getPotentialCamelMoves(sq)
{
- return this.getSlideNJumpMoves(sq, VariantRules.steps[VariantRules.CAMEL], "oneStep");
+ return this.getSlideNJumpMoves(sq, V.steps[V.CAMEL], "oneStep");
}
getPotentialWildebeestMoves(sq)
{
- const V = VariantRules;
- return this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT].concat(V.steps[V.CAMEL]));
+ return this.getSlideNJumpMoves(
+ sq, V.steps[V.KNIGHT].concat(V.steps[V.CAMEL]), "oneStep");
}
- // TODO: getCastleMoves, generalize a bit to include castleSquares as static variables
- // ==> but this won't be exactly Wildebeest... think about it.
-
- // TODO: also generalize lastRank ==> DO NOT HARDCODE 7 !!!
-
isAttacked(sq, colors)
{
- return (super.isAttacked(sq, colors)
+ return super.isAttacked(sq, colors)
|| this.isAttackedByCamel(sq, colors)
|| this.isAttackedByWildebeest(sq, colors);
}
isAttackedByCamel(sq, colors)
{
return this.isAttackedBySlideNJump(sq, colors,
- VariantRules.CAMEL, VariantRules.steps[VariantRules.CAMEL]);
+ V.CAMEL, V.steps[V.CAMEL], "oneStep");
}
isAttackedByWildebeest(sq, colors)
{
- const V = VariantRules;
return this.isAttackedBySlideNJump(sq, colors, V.WILDEBEEST,
- V.steps[V.KNIGHT].concat(V.steps[V.CAMEL]));
+ V.steps[V.KNIGHT].concat(V.steps[V.CAMEL]), "oneStep");
+ }
+
+ checkGameEnd()
+ {
+ // No valid move: game is lost (stalemate is a win)
+ return this.turn == "w" ? "0-1" : "1-0";
}
static get VALUES() {
static get SEARCH_DEPTH() { return 2; }
- // TODO:
static GenRandInitFen()
{
- let pieces = [new Array(8), new Array(8)];
- // Shuffle pieces on first and last rank
- for (let c = 0; c <= 1; c++)
+ let pieces = { "w": new Array(10), "b": new Array(10) };
+ for (let c of ["w","b"])
{
- let positions = _.range(8);
-
- // Get random squares for bishops
- let randIndex = 2 * _.random(3);
- let bishop1Pos = positions[randIndex];
- // The second bishop must be on a square of different color
- let randIndex_tmp = 2 * _.random(3) + 1;
- let 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 = _.random(5);
+ let positions = _.range(11);
+
+ // Get random squares for bishops + camels (different colors)
+ let randIndexes = _.sample(_.range(6), 2).map(i => { return 2*i; });
+ let bishop1Pos = positions[randIndexes[0]];
+ let camel1Pos = positions[randIndexes[1]];
+ // The second bishop (camel) must be on a square of different color
+ let randIndexes_tmp = _.sample(_.range(5), 2).map(i => { return 2*i+1; });
+ let bishop2Pos = positions[randIndexes_tmp[0]];
+ let camel2Pos = positions[randIndexes_tmp[1]];
+ for (let idx of randIndexes.concat(randIndexes_tmp)
+ .sort((a,b) => { return b-a; })) //largest indices first
+ {
+ positions.splice(idx, 1);
+ }
+
+ let randIndex = _.random(6);
let knight1Pos = positions[randIndex];
positions.splice(randIndex, 1);
- randIndex = _.random(4);
+ randIndex = _.random(5);
let knight2Pos = positions[randIndex];
positions.splice(randIndex, 1);
- // Get random square for queen
- randIndex = _.random(3);
+ randIndex = _.random(4);
let queenPos = positions[randIndex];
positions.splice(randIndex, 1);
- // Rooks and king positions are now fixed, because of the ordering rook-king-rook
+ // Random square for wildebeest
+ randIndex = _.random(3);
+ let wildebeestPos = positions[randIndex];
+ positions.splice(randIndex, 1);
+
let rook1Pos = positions[0];
let kingPos = positions[1];
let rook2Pos = positions[2];
- // 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][camel1Pos] = 'c';
+ pieces[c][camel2Pos] = 'c';
+ pieces[c][wildebeestPos] = 'w';
pieces[c][kingPos] = 'k';
pieces[c][bishop2Pos] = 'b';
pieces[c][knight2Pos] = 'n';
pieces[c][rook2Pos] = 'r';
}
- let fen = pieces[0].join("") +
- "/pppppppp/8/8/8/8/PPPPPPPP/" +
- pieces[1].join("").toUpperCase() +
- " 1111"; //add flags
- return fen;
+ return pieces["b"].join("") +
+ "/ppppppppppp/11/11/11/11/11/11/PPPPPPPPPPP/" +
+ pieces["w"].join("").toUpperCase() +
+ " w 1111 -";
}
}
+
+const VariantRules = WildebeestRules;