Fix parseInt() usage, rename Doubleorda --> Ordamirror, implement Clorange variant
[vchess.git] / client / src / variants / Grand.js
1 import { ChessRules } from "@/base_rules";
2 import { ArrayFun } from "@/utils/array";
3 import { randInt } from "@/utils/alea";
4
5 // NOTE: initial setup differs from the original; see
6 // https://www.chessvariants.com/large.dir/freeling.html
7 export class GrandRules extends ChessRules {
8 static IsGoodFen(fen) {
9 if (!ChessRules.IsGoodFen(fen)) return false;
10 const fenParsed = V.ParseFen(fen);
11 // 5) Check captures
12 if (!fenParsed.captured || !fenParsed.captured.match(/^[0-9]{12,12}$/))
13 return false;
14 return true;
15 }
16
17 static IsGoodEnpassant(enpassant) {
18 if (enpassant != "-") return !!enpassant.match(/^([a-j][0-9]{1,2},?)+$/);
19 return true;
20 }
21
22 static ParseFen(fen) {
23 const fenParts = fen.split(" ");
24 return Object.assign(
25 ChessRules.ParseFen(fen),
26 { captured: fenParts[5] }
27 );
28 }
29
30 getPpath(b) {
31 return ([V.MARSHALL, V.CARDINAL].includes(b[1]) ? "Grand/" : "") + b;
32 }
33
34 getFen() {
35 return super.getFen() + " " + this.getCapturedFen();
36 }
37
38 getFenForRepeat() {
39 return super.getFenForRepeat() + "_" + this.getCapturedFen();
40 }
41
42 getCapturedFen() {
43 let counts = [...Array(12).fill(0)];
44 let i = 0;
45 for (let j = 0; j < V.PIECES.length; j++) {
46 if ([V.KING, V.PAWN].includes(V.PIECES[j]))
47 // No king captured, and pawns don't promote in pawns
48 continue;
49 counts[i] = this.captured["w"][V.PIECES[j]];
50 counts[6 + i] = this.captured["b"][V.PIECES[j]];
51 i++;
52 }
53 return counts.join("");
54 }
55
56 setOtherVariables(fen) {
57 super.setOtherVariables(fen);
58 const captured =
59 V.ParseFen(fen).captured.split("").map(x => parseInt(x, 10));
60 // Initialize captured pieces' counts from FEN
61 this.captured = {
62 w: {
63 [V.ROOK]: captured[0],
64 [V.KNIGHT]: captured[1],
65 [V.BISHOP]: captured[2],
66 [V.QUEEN]: captured[3],
67 [V.MARSHALL]: captured[4],
68 [V.CARDINAL]: captured[5]
69 },
70 b: {
71 [V.ROOK]: captured[6],
72 [V.KNIGHT]: captured[7],
73 [V.BISHOP]: captured[8],
74 [V.QUEEN]: captured[9],
75 [V.MARSHALL]: captured[10],
76 [V.CARDINAL]: captured[11]
77 }
78 };
79 }
80
81 static get size() {
82 return { x: 10, y: 10 };
83 }
84
85 // Rook + knight:
86 static get MARSHALL() {
87 return "m";
88 }
89
90 // Bishop + knight
91 static get CARDINAL() {
92 return "c";
93 }
94
95 static get PIECES() {
96 return ChessRules.PIECES.concat([V.MARSHALL, V.CARDINAL]);
97 }
98
99 // There may be 2 enPassant squares (if pawn jump 3 squares)
100 getEnpassantFen() {
101 const L = this.epSquares.length;
102 if (!this.epSquares[L - 1]) return "-"; //no en-passant
103 let res = "";
104 this.epSquares[L - 1].forEach(sq => {
105 res += V.CoordsToSquare(sq) + ",";
106 });
107 return res.slice(0, -1); //remove last comma
108 }
109
110 // En-passant after 2-sq or 3-sq jumps
111 getEpSquare(moveOrSquare) {
112 if (!moveOrSquare) return undefined;
113 if (typeof moveOrSquare === "string") {
114 const square = moveOrSquare;
115 if (square == "-") return undefined;
116 let res = [];
117 square.split(",").forEach(sq => {
118 res.push(V.SquareToCoords(sq));
119 });
120 return res;
121 }
122 // Argument is a move:
123 const move = moveOrSquare;
124 const [sx, sy, ex] = [move.start.x, move.start.y, move.end.x];
125 if (this.getPiece(sx, sy) == V.PAWN && Math.abs(sx - ex) >= 2) {
126 const step = (ex - sx) / Math.abs(ex - sx);
127 let res = [
128 {
129 x: sx + step,
130 y: sy
131 }
132 ];
133 if (sx + 2 * step != ex) {
134 // 3-squares jump
135 res.push({
136 x: sx + 2 * step,
137 y: sy
138 });
139 }
140 return res;
141 }
142 return undefined; //default
143 }
144
145 getPotentialMovesFrom([x, y]) {
146 switch (this.getPiece(x, y)) {
147 case V.MARSHALL:
148 return this.getPotentialMarshallMoves([x, y]);
149 case V.CARDINAL:
150 return this.getPotentialCardinalMoves([x, y]);
151 default:
152 return super.getPotentialMovesFrom([x, y]);
153 }
154 }
155
156 // Special pawn rules: promotions to captured friendly pieces,
157 // optional on ranks 8-9 and mandatory on rank 10.
158 getPotentialPawnMoves([x, y]) {
159 const color = this.turn;
160 let moves = [];
161 const [sizeX, sizeY] = [V.size.x, V.size.y];
162 const shiftX = color == "w" ? -1 : 1;
163 const startRanks = color == "w" ? [sizeX - 2, sizeX - 3] : [1, 2];
164 const lastRanks =
165 color == "w" ? [0, 1, 2] : [sizeX - 1, sizeX - 2, sizeX - 3];
166 const promotionPieces = [
167 V.ROOK,
168 V.KNIGHT,
169 V.BISHOP,
170 V.QUEEN,
171 V.MARSHALL,
172 V.CARDINAL
173 ];
174
175 // Always x+shiftX >= 0 && x+shiftX < sizeX, because no pawns on last rank
176 let finalPieces = undefined;
177 if (lastRanks.includes(x + shiftX)) {
178 finalPieces = promotionPieces.filter(p => this.captured[color][p] > 0);
179 if (x + shiftX != lastRanks[0]) finalPieces.push(V.PAWN);
180 } else finalPieces = [V.PAWN];
181 if (this.board[x + shiftX][y] == V.EMPTY) {
182 // One square forward
183 for (let piece of finalPieces)
184 moves.push(
185 this.getBasicMove([x, y], [x + shiftX, y], { c: color, p: piece })
186 );
187 if (startRanks.includes(x)) {
188 if (this.board[x + 2 * shiftX][y] == V.EMPTY) {
189 // Two squares jump
190 moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
191 if (x == startRanks[0] && this.board[x + 3 * shiftX][y] == V.EMPTY) {
192 // Three squares jump
193 moves.push(this.getBasicMove([x, y], [x + 3 * shiftX, y]));
194 }
195 }
196 }
197 }
198 // Captures
199 for (let shiftY of [-1, 1]) {
200 if (
201 y + shiftY >= 0 &&
202 y + shiftY < sizeY &&
203 this.board[x + shiftX][y + shiftY] != V.EMPTY &&
204 this.canTake([x, y], [x + shiftX, y + shiftY])
205 ) {
206 for (let piece of finalPieces) {
207 moves.push(
208 this.getBasicMove([x, y], [x + shiftX, y + shiftY], {
209 c: color,
210 p: piece
211 })
212 );
213 }
214 }
215 }
216
217 // En passant
218 const Lep = this.epSquares.length;
219 const epSquare = this.epSquares[Lep - 1];
220 if (!!epSquare) {
221 for (let epsq of epSquare) {
222 // TODO: some redundant checks
223 if (epsq.x == x + shiftX && Math.abs(epsq.y - y) == 1) {
224 let enpassantMove = this.getBasicMove([x, y], [epsq.x, epsq.y]);
225 // WARNING: the captured pawn may be diagonally behind us,
226 // if it's a 3-squares jump and we take on 1st passing square
227 const px = this.board[x][epsq.y] != V.EMPTY ? x : x - shiftX;
228 enpassantMove.vanish.push({
229 x: px,
230 y: epsq.y,
231 p: "p",
232 c: this.getColor(px, epsq.y)
233 });
234 moves.push(enpassantMove);
235 }
236 }
237 }
238
239 return moves;
240 }
241
242 // TODO: different castle?
243
244 getPotentialMarshallMoves(sq) {
245 return this.getSlideNJumpMoves(sq, V.steps[V.ROOK]).concat(
246 this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep")
247 );
248 }
249
250 getPotentialCardinalMoves(sq) {
251 return this.getSlideNJumpMoves(sq, V.steps[V.BISHOP]).concat(
252 this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep")
253 );
254 }
255
256 isAttacked(sq, color) {
257 return (
258 super.isAttacked(sq, color) ||
259 this.isAttackedByMarshall(sq, color) ||
260 this.isAttackedByCardinal(sq, color)
261 );
262 }
263
264 isAttackedByMarshall(sq, color) {
265 return (
266 this.isAttackedBySlideNJump(sq, color, V.MARSHALL, V.steps[V.ROOK]) ||
267 this.isAttackedBySlideNJump(
268 sq,
269 color,
270 V.MARSHALL,
271 V.steps[V.KNIGHT],
272 "oneStep"
273 )
274 );
275 }
276
277 isAttackedByCardinal(sq, color) {
278 return (
279 this.isAttackedBySlideNJump(sq, color, V.CARDINAL, V.steps[V.BISHOP]) ||
280 this.isAttackedBySlideNJump(
281 sq,
282 color,
283 V.CARDINAL,
284 V.steps[V.KNIGHT],
285 "oneStep"
286 )
287 );
288 }
289
290 postPlay(move) {
291 super.postPlay(move);
292 if (move.vanish.length == 2 && move.appear.length == 1)
293 // Capture: update this.captured
294 this.captured[move.vanish[1].c][move.vanish[1].p]++;
295 }
296
297 postUndo(move) {
298 super.postUndo(move);
299 if (move.vanish.length == 2 && move.appear.length == 1)
300 this.captured[move.vanish[1].c][move.vanish[1].p]--;
301 }
302
303 static get VALUES() {
304 return Object.assign(
305 { c: 5, m: 7 }, //experimental
306 ChessRules.VALUES
307 );
308 }
309
310 static get SEARCH_DEPTH() {
311 return 2;
312 }
313
314 static GenRandInitFen(randomness) {
315 if (randomness == 0) {
316 return (
317 "r8r/1nbqkmcbn1/pppppppppp/91/91/91/91/PPPPPPPPPP/1NBQKMCBN1/R8R " +
318 // No castling in the official initial setup
319 "w 0 zzzz - 00000000000000"
320 );
321 }
322
323 let pieces = { w: new Array(10), b: new Array(10) };
324 let flags = "";
325 // Shuffle pieces on first and last rank
326 for (let c of ["w", "b"]) {
327 if (c == 'b' && randomness == 1) {
328 pieces['b'] = pieces['w'];
329 flags += flags;
330 break;
331 }
332
333 let positions = ArrayFun.range(10);
334
335 // Get random squares for bishops
336 let randIndex = 2 * randInt(5);
337 let bishop1Pos = positions[randIndex];
338 // The second bishop must be on a square of different color
339 let randIndex_tmp = 2 * randInt(5) + 1;
340 let bishop2Pos = positions[randIndex_tmp];
341 // Remove chosen squares
342 positions.splice(Math.max(randIndex, randIndex_tmp), 1);
343 positions.splice(Math.min(randIndex, randIndex_tmp), 1);
344
345 // Get random squares for knights
346 randIndex = randInt(8);
347 let knight1Pos = positions[randIndex];
348 positions.splice(randIndex, 1);
349 randIndex = randInt(7);
350 let knight2Pos = positions[randIndex];
351 positions.splice(randIndex, 1);
352
353 // Get random square for queen
354 randIndex = randInt(6);
355 let queenPos = positions[randIndex];
356 positions.splice(randIndex, 1);
357
358 // ...random square for marshall
359 randIndex = randInt(5);
360 let marshallPos = positions[randIndex];
361 positions.splice(randIndex, 1);
362
363 // ...random square for cardinal
364 randIndex = randInt(4);
365 let cardinalPos = positions[randIndex];
366 positions.splice(randIndex, 1);
367
368 // Rooks and king positions are now fixed,
369 // because of the ordering rook-king-rook
370 let rook1Pos = positions[0];
371 let kingPos = positions[1];
372 let rook2Pos = positions[2];
373
374 // Finally put the shuffled pieces in the board array
375 pieces[c][rook1Pos] = "r";
376 pieces[c][knight1Pos] = "n";
377 pieces[c][bishop1Pos] = "b";
378 pieces[c][queenPos] = "q";
379 pieces[c][marshallPos] = "m";
380 pieces[c][cardinalPos] = "c";
381 pieces[c][kingPos] = "k";
382 pieces[c][bishop2Pos] = "b";
383 pieces[c][knight2Pos] = "n";
384 pieces[c][rook2Pos] = "r";
385 flags += V.CoordToColumn(rook1Pos) + V.CoordToColumn(rook2Pos);
386 }
387 return (
388 pieces["b"].join("") +
389 "/pppppppppp/91/91/91/91/91/91/PPPPPPPPPP/" +
390 pieces["w"].join("").toUpperCase() +
391 " w 0 " + flags + " - 00000000000000"
392 );
393 }
394 };