X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=public%2Fjavascripts%2Fvariants%2FGrand.js;h=7f5fe422fb32c862a3aa70f27c86060d3cf1f42a;hb=6e62b1c7d177585003e923d423025dff280a7525;hp=63108deea1664ec9b5751953331498e03b253956;hpb=a37076f1ac8f4c19d9b34a60cbe89df86b88fa0b;p=vchess.git diff --git a/public/javascripts/variants/Grand.js b/public/javascripts/variants/Grand.js index 63108dee..7f5fe422 100644 --- a/public/javascripts/variants/Grand.js +++ b/public/javascripts/variants/Grand.js @@ -1,27 +1,148 @@ -//https://www.chessvariants.com/large.dir/freeling.html +// NOTE: initial setup differs from the original; see +// https://www.chessvariants.com/large.dir/freeling.html class GrandRules extends ChessRules { static getPpath(b) { - const V = VariantRules; - return ([V.CAMEL,V.WILDEBEEST].includes(b[1]) ? "Grand/" : "") + b; + return ([V.MARSHALL,V.CARDINAL].includes(b[1]) ? "Grand/" : "") + b; } + 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]{10,10}$/)) + return false; + return true; + } + + 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; + } + + static ParseFen(fen) + { + const fenParts = fen.split(" "); + return Object.assign( + ChessRules.ParseFen(fen), + { captured: fenParts[4] } + ); + } + + getFen() + { + return super.getFen() + " " + this.getCapturedFen(); + } + + getCapturedFen() + { + let counts = _.map(_.range(10), 0); + for (let i=0; i pas les règles exactes, on démarre en 2 avec 1,2 ou 3 cases + enPassant comme Wildebeest -// TODO: IN epSquares (return array), not return singleton. Easy. Adapt -// just here for now... - getEpSquare(move) + 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) == 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 } @@ -30,64 +151,231 @@ class GrandRules extends ChessRules { switch (this.getPiece(x,y)) { - case VariantRules.MARSHALL: + case V.MARSHALL: return this.getPotentialMarshallMoves([x,y]); - case VariantRules.CARDINAL: + case V.CARDINAL: return this.getPotentialCardinalMoves([x,y]); default: return super.getPotentialMovesFrom([x,y]) } } - // TODO: quite many changes! Especially promotions, only to friendly pieces already captured. ==> keep track of captured material in initVariables()...... + // Special pawn rules: promotions to captured friendly pieces, + // optional on ranks 8-9 and mandatory on rank 10. getPotentialPawnMoves([x,y]) { + const color = this.turn; + let moves = []; + const [sizeX,sizeY] = [V.size.x,V.size.y]; + const shift = (color == "w" ? -1 : 1); + const startRanks = (color == "w" ? [sizeX-2,sizeX-3] : [1,2]); + const lastRanks = (color == "w" ? [0,1,2] : [sizeX-1,sizeX-2,sizeX-3]); + + if (x+shift >= 0 && x+shift < sizeX && x+shift != lastRanks[0]) + { + // Normal moves + if (this.board[x+shift][y] == V.EMPTY) + { + moves.push(this.getBasicMove([x,y], [x+shift,y])); + 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) + { + moves.push(this.getBasicMove([x,y], [x+shift,y-1])); + } + if (y { + if (this.captured[color][p]==0) + return; + // 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) + { + moves.push(this.getBasicMove([x,y], [x+shift,y-1], {c:color,p:p})); + } + if (y0 ? this.epSquares[Lep-1] : undefined; + if (!!epSquare) + { + 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: different castle? + getPotentialMarshallMoves(sq) { - const V = VariantRules; return this.getSlideNJumpMoves(sq, V.steps[V.ROOK]).concat( this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep")); } getPotentialCardinalMoves(sq) { - const V = VariantRules; return this.getSlideNJumpMoves(sq, V.steps[V.BISHOP]).concat( this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep")); } isAttacked(sq, colors) { - return (super.isAttacked(sq, colors) + return super.isAttacked(sq, colors) || this.isAttackedByMarshall(sq, colors) || this.isAttackedByCardinal(sq, colors); } isAttackedByMarshall(sq, colors) { - const V = VariantRules; return this.isAttackedBySlideNJump(sq, colors, V.MARSHALL, V.steps[V.ROOK]) - || this.isAttackedBySlideNJump(sq, colors, V.MARSHALL, V.steps[V.KNIGHT], "oneStep"); + || this.isAttackedBySlideNJump( + sq, colors, V.MARSHALL, V.steps[V.KNIGHT], "oneStep"); } isAttackedByCardinal(sq, colors) { - const V = VariantRules; return this.isAttackedBySlideNJump(sq, colors, V.CARDINAL, V.steps[V.BISHOP]) - || this.isAttackedBySlideNJump(sq, colors, V.CARDINAL, V.steps[V.KNIGHT], "oneStep"); + || this.isAttackedBySlideNJump( + sq, colors, V.CARDINAL, V.steps[V.KNIGHT], "oneStep"); + } + + updateVariables(move) + { + super.updateVariables(move); + if (move.vanish.length==2 && move.appear.length==1 && move.vanish[1].p != V.PAWN) + { + // Capture: update this.captured + this.captured[move.vanish[1].c][move.vanish[1].p]++; + } + } + + unupdateVariables(move) + { + super.unupdateVariables(move); + if (move.vanish.length==2 && move.appear.length==1 && move.vanish[1].p != V.PAWN) + this.captured[move.vanish[1].c][move.vanish[1].p]--; } - static get VALUES() { + static get VALUES() + { return Object.assign( ChessRules.VALUES, {'c': 5, 'm': 7} //experimental ); } - // TODO: + static get SEARCH_DEPTH() { return 2; } + + // TODO: this function could be generalized and shared better (how ?!...) static GenRandInitFen() { + let pieces = { "w": new Array(10), "b": new Array(10) }; + // Shuffle pieces on first and last rank + for (let c of ["w","b"]) + { + let positions = _.range(10); + + // Get random squares for bishops + let randIndex = 2 * _.random(4); + let bishop1Pos = positions[randIndex]; + // The second bishop must be on a square of different color + let randIndex_tmp = 2 * _.random(4) + 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(7); + let knight1Pos = positions[randIndex]; + positions.splice(randIndex, 1); + randIndex = _.random(6); + let knight2Pos = positions[randIndex]; + positions.splice(randIndex, 1); + + // Get random square for queen + randIndex = _.random(5); + let queenPos = positions[randIndex]; + positions.splice(randIndex, 1); + + // ...random square for marshall + randIndex = _.random(4); + let marshallPos = positions[randIndex]; + positions.splice(randIndex, 1); + + // ...random square for cardinal + randIndex = _.random(3); + let 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]; + + // 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][marshallPos] = 'm'; + pieces[c][cardinalPos] = 'c'; + 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 1111 - 0000000000"; } } + +const VariantRules = GrandRules;