Add Pandemonium
[vchess.git] / client / src / variants / Pandemonium.js
CommitLineData
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BA
1import { ChessRules, Move, PiPo } from "@/base_rules";
2import { randInt } from "@/utils/alea";
3
4export class PandemoniumRules extends ChessRules {
5
6 static get PawnSpecs() {
7 return Object.assign(
8 {},
9 ChessRules.PawnSpecs,
10 {
11 threeSquares: true,
12 promotions: [V.GILDING]
13 }
14 );
15 }
16
17 static get GILDING() {
18 return "g";
19 }
20
21 static get SCEPTER() {
22 return "s";
23 }
24
25 static get HORSE() {
26 return "h";
27 }
28
29 static get DRAGON() {
30 return "d";
31 }
32
33 static get CARDINAL() {
34 return "c";
35 }
36
37 static get WHOLE() {
38 return "w";
39 }
40
41 static get MARSHAL() {
42 return "m";
43 }
44
45 static get APRICOT() {
46 return "a";
47 }
48
49 static get PIECES() {
50 return (
51 ChessRules.PIECES.concat([
52 V.GILDING, V.SCEPTER, V.HORSE, V.DRAGON,
53 V.CARDINAL, V.WHOLE, V.MARSHAL, V.APRICOT])
54 );
55 }
56
57 getPpath(b) {
58 const prefix = (ChessRules.PIECES.includes(b[1]) ? "" : "Pandemonium/");
59 return prefix + b;
60 }
61
62 static get size() {
63 return { x: 10, y: 10};
64 }
65
66 getColor(i, j) {
67 if (i >= V.size.x) return i == V.size.x ? "w" : "b";
68 return this.board[i][j].charAt(0);
69 }
70
71 getPiece(i, j) {
72 if (i >= V.size.x) return V.RESERVE_PIECES[j];
73 return this.board[i][j].charAt(1);
74 }
75
76 setOtherVariables(fen) {
77 super.setOtherVariables(fen);
78 // Sub-turn is useful only at first move...
79 this.subTurn = 1;
80 // Also init reserves (used by the interface to show landable pieces)
81 const reserve =
82 V.ParseFen(fen).reserve.split("").map(x => parseInt(x, 10));
83 this.reserve = {
84 w: {
85 [V.PAWN]: reserve[0],
86 [V.ROOK]: reserve[1],
87 [V.KNIGHT]: reserve[2],
88 [V.BISHOP]: reserve[3],
89 [V.QUEEN]: reserve[4],
90 [V.CARDINAL]: reserve[5],
91 [V.MARSHAL]: reserve[6],
92 },
93 b: {
94 [V.PAWN]: reserve[7],
95 [V.ROOK]: reserve[8],
96 [V.KNIGHT]: reserve[9],
97 [V.BISHOP]: reserve[10],
98 [V.QUEEN]: reserve[11],
99 [V.CARDINAL]: reserve[12],
100 [V.MARSHAL]: reserve[13]
101 }
102 };
103 }
104
105 static IsGoodEnpassant(enpassant) {
106 if (enpassant != "-") {
107 const squares = enpassant.split(",");
108 if (squares.length > 2) return false;
109 for (let sq of squares) {
110 if (!sq.match(/[a-j0-9]/)) return false;
111 }
112 }
113 return true;
114 }
115
116 static IsGoodFen(fen) {
117 if (!ChessRules.IsGoodFen(fen)) return false;
118 const fenParsed = V.ParseFen(fen);
119 // Check reserves
120 if (!fenParsed.reserve || !fenParsed.reserve.match(/^[0-9]{14,14}$/))
121 return false;
122 return true;
123 }
124
125 static ParseFen(fen) {
126 const fenParts = fen.split(" ");
127 return Object.assign(
128 ChessRules.ParseFen(fen),
129 { reserve: fenParts[5] }
130 );
131 }
132
133 getFen() {
134 return super.getFen() + " " + this.getReserveFen();
135 }
136
137 getFenForRepeat() {
138 return super.getFenForRepeat() + "_" + this.getReserveFen();
139 }
140
141 getReserveFen() {
142 let counts = new Array(14);
143 for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
144 counts[i] = this.reserve["w"][V.RESERVE_PIECES[i]];
145 counts[7 + i] = this.reserve["b"][V.RESERVE_PIECES[i]];
146 }
147 return counts.join("");
148 }
149
150 setFlags(fenflags) {
151 // white a-castle, h-castle, king pos, then same for black.
152 this.castleFlags = { w: [-1, -1, -1], b: [-1, -1, -1] };
153 for (let i = 0; i < 6; i++) {
154 this.castleFlags[i < 3 ? "w" : "b"][i % 3] =
155 V.ColumnToCoord(fenflags.charAt(i));
156 }
157 }
158
159 static GenRandInitFen(randomness) {
160 // No randomization here for now (but initial setup choice)
161 return (
162 "rnbqkmcbnr/pppppppppp/91/91/91/91/91/91/PPPPPPPPPP/RNBQKMCBNR " +
163 "w 0 ajeaje - 00000000000000"
164 );
165 // TODO later: randomization too --> 2 bishops, not next to each other.
166 // then knights next to bishops. Then other pieces (...).
167 }
168
169 getEnpassantFen() {
170 const L = this.epSquares.length;
171 if (!this.epSquares[L - 1]) return "-"; //no en-passant
172 let res = "";
173 this.epSquares[L - 1].forEach(sq => {
174 res += V.CoordsToSquare(sq) + ",";
175 });
176 return res.slice(0, -1); //remove last comma
177 }
178
179 getEpSquare(moveOrSquare) {
180 if (!moveOrSquare) return undefined;
181 if (typeof moveOrSquare === "string") {
182 const square = moveOrSquare;
183 if (square == "-") return undefined;
184 let res = [];
185 square.split(",").forEach(sq => {
186 res.push(V.SquareToCoords(sq));
187 });
188 return res;
189 }
190 // Argument is a move:
191 const move = moveOrSquare;
192 const [sx, sy, ex] = [move.start.x, move.start.y, move.end.x];
193 if (this.getPiece(sx, sy) == V.PAWN && Math.abs(sx - ex) >= 2) {
194 const step = (ex - sx) / Math.abs(ex - sx);
195 let res = [{
196 x: sx + step,
197 y: sy
198 }];
199 if (sx + 2 * step != ex) {
200 // 3-squares jump
201 res.push({
202 x: sx + 2 * step,
203 y: sy
204 });
205 }
206 return res;
207 }
208 return undefined; //default
209 }
210
211 getReservePpath(index, color) {
212 const p = V.RESERVE_PIECES[index];
213 const prefix = (ChessRules.PIECES.includes(p) ? "" : "Pandemonium/");
214 return prefix + color + p;;
215 }
216
217 // Ordering on reserve pieces
218 static get RESERVE_PIECES() {
219 return (
220 [V.PAWN, V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.CARDINAL, V.MARSHAL]
221 );
222 }
223
224 getReserveMoves([x, y]) {
225 const color = this.turn;
226 const p = V.RESERVE_PIECES[y];
227 if (this.reserve[color][p] == 0) return [];
228 const bounds = (p == V.PAWN ? [1, V.size.x - 1] : [0, V.size.x]);
229 let moves = [];
230 for (let i = bounds[0]; i < bounds[1]; i++) {
231 for (let j = 0; j < V.size.y; j++) {
232 if (this.board[i][j] == V.EMPTY) {
233 let mv = new Move({
234 appear: [
235 new PiPo({
236 x: i,
237 y: j,
238 c: color,
239 p: p
240 })
241 ],
242 vanish: [],
243 start: { x: x, y: y }, //a bit artificial...
244 end: { x: i, y: j }
245 });
246 if (p == V.PAWN) {
247 // Do not drop on checkmate:
248 this.play(mv);
249 const res = (
250 this.underCheck(oppCol) && !this.atLeastOneMove("noReserve")
251 );
252 this.undo(mv);
253 if (res) continue;
254 }
255 moves.push(mv);
256 }
257 }
258 }
259 return moves;
260 }
261
262 static get PromoteMap() {
263 return {
264 r: 'd',
265 n: 's',
266 b: 'h',
267 c: 'w',
268 m: 'a'
269 };
270 }
271
272 getPotentialMovesFrom([x, y]) {
273 const c = this.getColor(x, y);
274 const oppCol = V.GetOppCol(c);
275 if (this.movesCount <= 1) {
276 if (this.kingPos[c][0] == x && this.kingPos[c][1] == y) {
277 // Pass (if setup is ok)
278 return [
279 new Move({
280 appear: [],
281 vanish: [],
282 start: { x: this.kingPos[c][0], y: this.kingPos[c][1] },
283 end: { x: this.kingPos[oppCol][0], y: this.kingPos[oppCol][1] }
284 })
285 ];
286 }
287 const firstRank = (this.movesCount == 0 ? 9 : 0);
288 // TODO: initDestFile currently hardcoded for deterministic setup
289 const initDestFile = new Map([[1, 2], [8, 7]]);
290 // Only option is knight / bishop swap:
291 if (x == firstRank && !!initDestFile.get(y)) {
292 const destFile = initDestFile.get(y);
293 return [
294 new Move({
295 appear: [
296 new PiPo({
297 x: x,
298 y: destFile,
299 c: c,
300 p: V.KNIGHT
301 }),
302 new PiPo({
303 x: x,
304 y: y,
305 c: c,
306 p: V.BISHOP
307 })
308 ],
309 vanish: [
310 new PiPo({
311 x: x,
312 y: y,
313 c: c,
314 p: V.KNIGHT
315 }),
316 new PiPo({
317 x: x,
318 y: destFile,
319 c: c,
320 p: V.BISHOP
321 })
322 ],
323 start: { x: x, y: y },
324 end: { x: x, y: destFile }
325 })
326 ];
327 }
328 return [];
329 }
330 // Normal move (after initial setup)
331 if (x >= V.size.x) return this.getReserveMoves(x, y);
332 const p = this.getPiece(x, y);
333 const sq = [x, y];
334 let moves = [];
335 if (ChessRules.PIECES.includes(p))
336 moves = super.getPotentialMovesFrom(sq);
337 if ([V.GILDING, V.APRICOT, V.WHOLE].includes(p))
338 moves = super.getPotentialQueenMoves(sq);
339 switch (p) {
340 case V.SCEPTER:
341 moves = this.getPotentialScepterMoves(sq);
342 break;
343 case V.HORSE:
344 moves = this.getPotentialHorseMoves(sq);
345 break;
346 case V.DRAGON:
347 moves = this.getPotentialDragonMoves(sq);
348 break;
349 case V.CARDINAL:
350 moves = this.getPotentialCardinalMoves(sq);
351 break;
352 case V.MARSHAL:
353 moves = this.getPotentialMarshalMoves(sq);
354 break;
355 }
356 // Maybe apply promotions:
357 if (Object.keys(V.PromoteMap).includes(p)) {
358 const promoted = V.PromoteMap[p];
359 const lastRank = (c == 'w' ? 0 : 9);
360 let promotions = [];
361 moves.forEach(m => {
362 if (m.start.x == lastRank || m.end.x == lastRank) {
363 let pMove = JSON.parse(JSON.stringify(m));
364 pMove.appear[0].p = promoted;
365 promotions.push(pMove);
366 }
367 });
368 Array.prototype.push.apply(moves, promotions);
369 }
370 return moves;
371 }
372
373 getPotentialPawnMoves([x, y]) {
374 const color = this.turn;
375 const shiftX = V.PawnSpecs.directions[color];
376 let moves = [];
377 if (this.board[x + shiftX][y] == V.EMPTY) {
378 this.addPawnMoves([x, y], [x + shiftX, y], moves);
379 if ((color == 'w' && x >= V.size.x - 3) || (color == 'b' && x <= 3)) {
380 if (this.board[x + 2 * shiftX][y] == V.EMPTY) {
381 moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
382 if (
383 (
384 (color == 'w' && x >= V.size.x - 2) ||
385 (color == 'b' && x <= 2)
386 )
387 &&
388 this.board[x + 3 * shiftX][y] == V.EMPTY
389 ) {
390 moves.push(this.getBasicMove([x, y], [x + 3 * shiftX, y]));
391 }
392 }
393 }
394 }
395 for (let shiftY of [-1, 1]) {
396 if (y + shiftY >= 0 && y + shiftY < V.size.y) {
397 if (
398 this.board[x + shiftX][y + shiftY] != V.EMPTY &&
399 this.canTake([x, y], [x + shiftX, y + shiftY])
400 ) {
401 this.addPawnMoves([x, y], [x + shiftX, y + shiftY], moves);
402 }
403 }
404 }
405 Array.prototype.push.apply(
406 moves,
407 this.getEnpassantCaptures([x, y], shiftX)
408 );
409 return moves;
410 }
411
412 getPotentialMarshalMoves(sq) {
413 return this.getSlideNJumpMoves(sq, V.steps[V.ROOK]).concat(
414 this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep")
415 );
416 }
417
418 getPotentialCardinalMoves(sq) {
419 return this.getSlideNJumpMoves(sq, V.steps[V.BISHOP]).concat(
420 this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep")
421 );
422 }
423
424 getPotentialScepterMoves(sq) {
425 const steps =
426 V.steps[V.KNIGHT].concat(V.steps[V.BISHOP]).concat(V.steps[V.ROOK]);
427 return this.getSlideNJumpMoves(sq, steps, "oneStep");
428 }
429
430 getPotentialHorseMoves(sq) {
431 return this.getSlideNJumpMoves(sq, V.steps[V.BISHOP]).concat(
432 this.getSlideNJumpMoves(sq, V.steps[V.ROOK], "oneStep"));
433 }
434
435 getPotentialDragonMoves(sq) {
436 return this.getSlideNJumpMoves(sq, V.steps[V.ROOK]).concat(
437 this.getSlideNJumpMoves(sq, V.steps[V.BISHOP], "oneStep"));
438 }
439
440 getEnpassantCaptures([x, y], shiftX) {
441 const Lep = this.epSquares.length;
442 const epSquare = this.epSquares[Lep - 1];
443 let moves = [];
444 if (!!epSquare) {
445 for (let epsq of epSquare) {
446 // TODO: some redundant checks
447 if (epsq.x == x + shiftX && Math.abs(epsq.y - y) == 1) {
448 let enpassantMove = this.getBasicMove([x, y], [epsq.x, epsq.y]);
449 // WARNING: the captured pawn may be diagonally behind us,
450 // if it's a 3-squares jump and we take on 1st passing square
451 const px = this.board[x][epsq.y] != V.EMPTY ? x : x - shiftX;
452 enpassantMove.vanish.push({
453 x: px,
454 y: epsq.y,
455 p: "p",
456 c: this.getColor(px, epsq.y)
457 });
458 moves.push(enpassantMove);
459 }
460 }
461 }
462 return moves;
463 }
464
465 getPotentialKingMoves(sq) {
466 // Initialize with normal moves
467 let moves = this.getSlideNJumpMoves(
468 sq,
469 V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
470 "oneStep"
471 );
472 const c = this.turn;
473 if (
474 this.castleFlags[c][0] < V.size.y ||
475 this.castleFlags[c][1] < V.size.y
476 ) {
477 moves = moves.concat(this.getCastleMoves(sq));
478 }
479 return moves;
480 }
481
482 getCastleMoves([x, y]) {
483 const c = this.getColor(x, y);
484 if (
485 ((c == 'w' && x == 9) || (c == 'b' && x == 0)) &&
486 y == this.castleFlags[c][2]
487 ) {
488 const finalSquares = [
489 [1, 2],
490 [7, 6]
491 ];
492 return super.getCastleMoves([x, y], finalSquares, false, [V.ROOK]);
493 }
494 return [];
495 }
496
497 isAttacked(sq, color) {
498 return (
499 this.isAttackedByPawn(sq, color) ||
500 this.isAttackedByRook(sq, color) ||
501 this.isAttackedByKnight(sq, color) ||
502 this.isAttackedByBishop(sq, color) ||
503 this.isAttackedByKing(sq, color) ||
504 this.isAttackedByQueens(sq, color) ||
505 this.isAttackedByScepter(sq, color) ||
506 this.isAttackedByDragon(sq, color) ||
507 this.isAttackedByHorse(sq, color) ||
508 this.isAttackedByMarshal(sq, color) ||
509 this.isAttackedByCardinal(sq, color)
510 );
511 }
512
513 isAttackedByQueens([x, y], color) {
514 // pieces: because queen = gilding = whole = apricot
515 const pieces = [V.QUEEN, V.GILDING, V.WHOLE, V.APRICOT];
516 const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
517 for (let step of steps) {
518 let rx = x + step[0],
519 ry = y + step[1];
520 while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY) {
521 rx += step[0];
522 ry += step[1];
523 }
524 if (
525 V.OnBoard(rx, ry) &&
526 this.board[rx][ry] != V.EMPTY &&
527 pieces.includes(this.getPiece(rx, ry)) &&
528 this.getColor(rx, ry) == color
529 ) {
530 return true;
531 }
532 }
533 return false;
534 }
535
536 isAttackedByScepter(sq, color) {
537 const steps =
538 V.steps[V.KNIGHT].concat(V.steps[V.ROOK]).concat(V.steps[V.BISHOP]);
539 return (
540 super.isAttackedBySlideNJump(sq, color, steps, V.SCEPTER, "oneStep")
541 );
542 }
543
544 isAttackedByHorse(sq, color) {
545 return (
546 super.isAttackedBySlideNJump(sq, color, V.steps[V.BISHOP], V.HORSE) ||
547 super.isAttackedBySlideNJump(
548 sq, color, V.steps[V.ROOK], V.HORSE, "oneStep")
549 );
550 }
551
552 isAttackedByDragon(sq, color) {
553 return (
554 super.isAttackedBySlideNJump(sq, color, V.steps[V.ROOK], V.DRAGON) ||
555 super.isAttackedBySlideNJump(
556 sq, color, V.steps[V.BISHOP], V.DRAGON, "oneStep")
557 );
558 }
559
560 isAttackedByMarshal(sq, color) {
561 return (
562 super.isAttackedBySlideNJump(sq, color, V.MARSHAL, V.steps[V.ROOK]) ||
563 super.isAttackedBySlideNJump(
564 sq,
565 color,
566 V.MARSHAL,
567 V.steps[V.KNIGHT],
568 "oneStep"
569 )
570 );
571 }
572
573 isAttackedByCardinal(sq, color) {
574 return (
575 super.isAttackedBySlideNJump(sq, color, V.CARDINAL, V.steps[V.BISHOP]) ||
576 super.isAttackedBySlideNJump(
577 sq,
578 color,
579 V.CARDINAL,
580 V.steps[V.KNIGHT],
581 "oneStep"
582 )
583 );
584 }
585
586 getAllValidMoves() {
587 let moves = super.getAllPotentialMoves();
588 const color = this.turn;
589 for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
590 moves = moves.concat(
591 this.getReserveMoves([V.size.x + (color == "w" ? 0 : 1), i])
592 );
593 }
594 return this.filterValid(moves);
595 }
596
597 atLeastOneMove(noReserve) {
598 if (!super.atLeastOneMove()) {
599 if (!noReserve) {
600 // Search one reserve move
601 for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
602 let moves = this.filterValid(
603 this.getReserveMoves([V.size.x + (this.turn == "w" ? 0 : 1), i])
604 );
605 if (moves.length > 0) return true;
606 }
607 }
608 return false;
609 }
610 return true;
611 }
612
613 // Reverse 'PromoteMap'
614 static get P_CORRESPONDANCES() {
615 return {
616 d: 'r',
617 s: 'n',
618 h: 'b',
619 w: 'c',
620 a: 'm'
621 };
622 }
623
624 static MayDecode(piece) {
625 if (Object.keys(V.P_CORRESPONDANCES).includes(piece))
626 return V.P_CORRESPONDANCES[piece];
627 return piece;
628 }
629
630 play(move) {
631 move.subTurn = this.subTurn; //much easier
632 if (this.movesCount >= 2 || this.subTurn == 2 || move.vanish.length == 0) {
633 this.turn = V.GetOppCol(this.turn);
634 this.subTurn = 1;
635 this.movesCount++;
636 }
637 else this.subTurn = 2;
638 move.flags = JSON.stringify(this.aggregateFlags());
639 this.epSquares.push(this.getEpSquare(move));
640 V.PlayOnBoard(this.board, move);
641 this.postPlay(move);
642 }
643
644 updateCastleFlags(move, piece) {
645 if (move.appear.length == 2) {
646 // Castling (only move which disable flags)
647 this.castleFlags[move.appear[0].c][0] = 10;
648 this.castleFlags[move.appear[0].c][1] = 10;
649 }
650 }
651
652 postPlay(move) {
653 if (move.vanish.length == 0 && move.appear.length == 0) return;
654 super.postPlay(move);
655 const color = move.appear[0].c;
656 if (move.vanish.length == 0)
657 // Drop unpromoted piece:
658 this.reserve[color][move.appear[0].p]--;
659 else if (move.vanish.length == 2)
660 // May capture a promoted piece:
661 this.reserve[color][V.MayDecode(move.vanish[1].p)]++;
662 }
663
664 undo(move) {
665 this.epSquares.pop();
666 this.disaggregateFlags(JSON.parse(move.flags));
667 V.UndoOnBoard(this.board, move);
668 if (this.movesCount >= 2 || this.subTurn == 1 || move.vanish.length == 0) {
669 this.turn = V.GetOppCol(this.turn);
670 this.movesCount--;
671 }
672 this.subTurn = move.subTurn;
673 this.postUndo(move);
674 }
675
676 postUndo(move) {
677 if (move.vanish.length == 0 && move.appear.length == 0) return;
678 super.postUndo(move);
679 const color = move.appear[0].c;
680 if (move.vanish.length == 0)
681 this.reserve[color][move.appear[0].p]++;
682 else if (move.vanish.length == 2)
683 this.reserve[color][V.MayDecode(move.vanish[1].p)]--;
684 }
685
686 getCurrentScore() {
687 const c = this.turn,
688 oppCol = V.GetOppCol(this.turn);
689 let facingKings = false;
690 if (
691 this.kingPos[c][0] == this.kingPos[oppCol][0] ||
692 this.kingPos[c][1] == this.kingPos[oppCol][1]
693 ) {
694 facingKings = true;
695 let step = [
696 this.kingPos[oppCol][0] - this.kingPos[c][0],
697 this.kingPos[oppCol][1] - this.kingPos[c][1]
698 ];
699 if (step[0] != 0) step[0] /= Math.abs(step[0]);
700 else step[1] /= Math.abs(step[1]);
701 let [x, y] =
702 [ this.kingPos[c][0] + step[0], this.kingPos[c][1] + step[1] ];
703 while (x != this.kingPos[oppCol][0] || y != this.kingPos[oppCol][1]) {
704 if (this.board[x][y] != V.EMPTY) {
705 facingKings = false;
706 break;
707 }
708 x += step[0];
709 y += step[1];
710 }
711 }
712 if (facingKings) return (c == "w" ? "1-0" : "0-1");
713 if (!this.atLeastOneMove()) return (c == "w" ? "0-1" : "1-0");
714 return "*";
715 }
716
717 static get VALUES() {
718 return Object.assign(
719 {
720 g: 9,
721 s: 5,
722 h: 6,
723 d: 7,
724 c: 7,
725 w: 9,
726 m: 8,
727 a: 9
728 },
729 ChessRules.VALUES
730 );
731 }
732
733 static get SEARCH_DEPTH() {
734 return 2;
735 }
736
737 getComputerMove() {
738 if (this.movesCount <= 1) {
739 // Special case: swap and pass at random
740 const moves1 = this.getAllValidMoves();
741 const m1 = moves1[randInt(moves1.length)];
742 this.play(m1);
743 if (m1.vanish.length == 0) {
744 this.undo(m1);
745 return m1;
746 }
747 const moves2 = this.getAllValidMoves();
748 const m2 = moves2[randInt(moves2.length)];
749 this.undo(m1);
750 return [m1, m2];
751 }
752 return super.getComputerMove();
753 }
754
755 evalPosition() {
756 let evaluation = super.evalPosition();
757 // Add reserves:
758 for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
759 const p = V.RESERVE_PIECES[i];
760 evaluation += this.reserve["w"][p] * V.VALUES[p];
761 evaluation -= this.reserve["b"][p] * V.VALUES[p];
762 }
763 return evaluation;
764 }
765
766 getNotation(move) {
767 if (move.vanish.length == 0) {
768 if (move.appear.length == 0) return "pass";
769 const pieceName =
770 (move.appear[0].p == V.PAWN ? "" : move.appear[0].p.toUpperCase());
771 return pieceName + "@" + V.CoordsToSquare(move.end);
772 }
773 if (move.appear.length == 2) {
774 if (move.appear[0].p != V.KING)
775 return V.CoordsToSquare(move.start) + "S" + V.CoordsToSquare(move.end);
776 return (move.end.y < move.start.y ? "0-0" : "0-0-0");
777 }
778 let notation = super.getNotation(move);
779 if (move.vanish[0].p != V.PAWN && move.appear[0].p != move.vanish[0].p)
780 // Add promotion indication:
781 notation += "=" + move.appear[0].p.toUpperCase();
782 return notation;
783 }
784
785};