Several small improvements + integrate options + first working draft of Cwda
[vchess.git] / client / src / variants / Crazyhouse.js
index 179fffa..eabdd49 100644 (file)
-class CrazyhouseRules extends ChessRules
-{
-       static IsGoodFen(fen)
-       {
-               if (!ChessRules.IsGoodFen(fen))
-                       return false;
-               const fenParsed = V.ParseFen(fen);
-               // 5) Check reserves
-               if (!fenParsed.reserve || !fenParsed.reserve.match(/^[0-9]{10,10}$/))
-                       return false;
-               // 6) Check promoted array
-               if (!fenParsed.promoted)
-                       return false;
-               if (fenParsed.promoted == "-")
-                       return true; //no promoted piece on board
-               const squares = fenParsed.promoted.split(",");
-               for (let square of squares)
-               {
-                       const c = V.SquareToCoords(square);
-                       if (c.y < 0 || c.y > V.size.y || isNaN(c.x) || c.x < 0 || c.x > V.size.x)
-                               return false;
-               }
-               return true;
-       }
-
-       static ParseFen(fen)
-       {
-               const fenParts = fen.split(" ");
-               return Object.assign(
-                       ChessRules.ParseFen(fen),
-                       {
-                               reserve: fenParts[5],
-                               promoted: fenParts[6],
-                       }
-               );
-       }
-
-       static GenRandInitFen()
-       {
-               return ChessRules.GenRandInitFen() + " 0000000000 -";
-       }
-
-       getFen()
-       {
-               return super.getFen() + " " + this.getReserveFen() + " " + this.getPromotedFen();
-       }
-
-       getReserveFen()
-       {
-               let counts = new Array(10);
-               for (let i=0; i<V.PIECES.length-1; i++) //-1: no king reserve
-               {
-                       counts[i] = this.reserve["w"][V.PIECES[i]];
-                       counts[5+i] = this.reserve["b"][V.PIECES[i]];
-               }
-               return counts.join("");
-       }
-
-       getPromotedFen()
-       {
-               let res = "";
-               for (let i=0; i<V.size.x; i++)
-               {
-                       for (let j=0; j<V.size.y; j++)
-                       {
-                               if (this.promoted[i][j])
-                                       res += V.CoordsToSquare({x:i,y:j});
-                       }
-               }
-               if (res.length > 0)
-                       res = res.slice(0,-1); //remove last comma
-               else
-                       res = "-";
-               return res;
-       }
-
-       setOtherVariables(fen)
-       {
-               super.setOtherVariables(fen);
-               const fenParsed = V.ParseFen(fen);
-               // Also init reserves (used by the interface to show landable pieces)
-               this.reserve =
-               {
-                       "w":
-                       {
-                               [V.PAWN]: parseInt(fenParsed.reserve[0]),
-                               [V.ROOK]: parseInt(fenParsed.reserve[1]),
-                               [V.KNIGHT]: parseInt(fenParsed.reserve[2]),
-                               [V.BISHOP]: parseInt(fenParsed.reserve[3]),
-                               [V.QUEEN]: parseInt(fenParsed.reserve[4]),
-                       },
-                       "b":
-                       {
-                               [V.PAWN]: parseInt(fenParsed.reserve[5]),
-                               [V.ROOK]: parseInt(fenParsed.reserve[6]),
-                               [V.KNIGHT]: parseInt(fenParsed.reserve[7]),
-                               [V.BISHOP]: parseInt(fenParsed.reserve[8]),
-                               [V.QUEEN]: parseInt(fenParsed.reserve[9]),
-                       }
-               };
-               this.promoted = doubleArray(V.size.x, V.size.y, false);
-               if (fenParsed.promoted != "-")
-               {
-                       for (let square of fenParsed.promoted.split(","))
-                       {
-                               const [x,y] = V.SquareToCoords(square);
-                               promoted[x][y] = true;
-                       }
-               }
-       }
-
-       getColor(i,j)
-       {
-               if (i >= V.size.x)
-                       return (i==V.size.x ? "w" : "b");
-               return this.board[i][j].charAt(0);
-       }
-
-       getPiece(i,j)
-       {
-               if (i >= V.size.x)
-                       return V.RESERVE_PIECES[j];
-               return this.board[i][j].charAt(1);
-       }
-
-       // Used by the interface:
-       getReservePpath(color, index)
-       {
-               return color + V.RESERVE_PIECES[index];
-       }
-
-       // Ordering on reserve pieces
-       static get RESERVE_PIECES()
-       {
-               return [V.PAWN,V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN];
-       }
-
-       getReserveMoves([x,y])
-       {
-               const color = this.turn;
-               const p = V.RESERVE_PIECES[y];
-               if (this.reserve[color][p] == 0)
-                       return [];
-               let moves = [];
-               const pawnShift = (p==V.PAWN ? 1 : 0);
-               for (let i=pawnShift; i<V.size.x-pawnShift; i++)
-               {
-                       for (let j=0; j<V.size.y; j++)
-                       {
-                               if (this.board[i][j] == V.EMPTY)
-                               {
-                                       let mv = new Move({
-                                               appear: [
-                                                       new PiPo({
-                                                               x: i,
-                                                               y: j,
-                                                               c: color,
-                                                               p: p
-                                                       })
-                                               ],
-                                               vanish: [],
-                                               start: {x:x, y:y}, //a bit artificial...
-                                               end: {x:i, y:j}
-                                       });
-                                       moves.push(mv);
-                               }
-                       }
-               }
-               return moves;
-       }
-
-       getPotentialMovesFrom([x,y])
-       {
-               if (x >= V.size.x)
-               {
-                       // Reserves, outside of board: x == sizeX(+1)
-                       return this.getReserveMoves([x,y]);
-               }
-               // Standard moves
-               return super.getPotentialMovesFrom([x,y]);
-       }
-
-       getAllValidMoves()
-       {
-               let moves = super.getAllValidMoves();
-               const color = this.turn;
-               for (let i=0; i<V.RESERVE_PIECES.length; i++)
-                       moves = moves.concat(this.getReserveMoves([V.size.x+(color=="w"?0:1),i]));
-               return this.filterValid(moves);
-       }
-
-       atLeastOneMove()
-       {
-               if (!super.atLeastOneMove())
-               {
-                       const color = this.turn;
-                       // Search one reserve move
-                       for (let i=0; i<V.RESERVE_PIECES.length; i++)
-                       {
-                               let moves = this.filterValid(
-                                       this.getReserveMoves([V.size.x+(this.turn=="w"?0:1), i]) );
-                               if (moves.length > 0)
-                                       return true;
-                       }
-                       return false;
-               }
-               return true;
-       }
-
-       updateVariables(move)
-       {
-               super.updateVariables(move);
-               if (move.vanish.length == 2 && move.appear.length == 2)
-                       return; //skip castle
-               const color = move.appear[0].c;
-               if (move.vanish.length == 0)
-               {
-                       this.reserve[color][move.appear[0].p]--;
-                       return;
-               }
-               move.movePromoted = this.promoted[move.start.x][move.start.y];
-               move.capturePromoted = this.promoted[move.end.x][move.end.y]
-               this.promoted[move.start.x][move.start.y] = false;
-               this.promoted[move.end.x][move.end.y] = move.movePromoted
-                       || (move.vanish[0].p == V.PAWN && move.appear[0].p != V.PAWN);
-               if (move.capturePromoted)
-                       this.reserve[color][V.PAWN]++;
-               else if (move.vanish.length == 2)
-                       this.reserve[color][move.vanish[1].p]++;
-       }
-
-       unupdateVariables(move)
-       {
-               super.unupdateVariables(move);
-               if (move.vanish.length == 2 && move.appear.length == 2)
-                       return;
-               const color = this.turn;
-               if (move.vanish.length == 0)
-               {
-                       this.reserve[color][move.appear[0].p]++;
-                       return;
-               }
-               if (move.movePromoted)
-                       this.promoted[move.start.x][move.start.y] = true;
-               this.promoted[move.end.x][move.end.y] = move.capturePromoted;
-               if (move.capturePromoted)
-                       this.reserve[color][V.PAWN]--;
-               else if (move.vanish.length == 2)
-                       this.reserve[color][move.vanish[1].p]--;
-       }
-
-       static get SEARCH_DEPTH() { return 2; } //high branching factor
-
-       evalPosition()
-       {
-               let evaluation = super.evalPosition();
-               // Add reserves:
-               for (let i=0; i<V.RESERVE_PIECES.length; i++)
-               {
-                       const p = V.RESERVE_PIECES[i];
-                       evaluation += this.reserve["w"][p] * V.VALUES[p];
-                       evaluation -= this.reserve["b"][p] * V.VALUES[p];
-               }
-               return evaluation;
-       }
-
-       getNotation(move)
-       {
-               if (move.vanish.length > 0)
-                       return super.getNotation(move);
-               // Rebirth:
-               const piece =
-                       (move.appear[0].p != V.PAWN ? move.appear[0].p.toUpperCase() : "");
-               return piece + "@" + V.CoordsToSquare(move.end);
-       }
-
-       getLongNotation(move)
-       {
-               if (move.vanish.length > 0)
-                       return super.getLongNotation(move);
-               return "@" + V.CoordsToSquare(move.end);
-       }
-}
+import { ChessRules, PiPo, Move } from "@/base_rules";
+import { ArrayFun } from "@/utils/array";
+
+export class CrazyhouseRules extends ChessRules {
+
+  static get PawnSpecs() {
+    return Object.assign(
+      {},
+      ChessRules.PawnSpecs,
+      // Change names to know that this goes back to pawn after capture:
+      { promotions: ['u', 'o', 'c', 't'] }
+    );
+  }
+
+  static get PIECES() {
+    return ChessRules.PIECES.concat(['u', 'o', 'c', 't']);
+  }
+
+  getPpath(b) {
+    const prefix = (ChessRules.PIECES.includes(b[1]) ? "" : "Crazyhouse/");
+    return prefix + b;
+  }
+
+  static IsGoodFen(fen) {
+    if (!ChessRules.IsGoodFen(fen)) return false;
+    const fenParsed = V.ParseFen(fen);
+    // 5) Check reserves
+    if (!fenParsed.reserve || !fenParsed.reserve.match(/^[0-9]{10,10}$/))
+      return false;
+    return true;
+  }
+
+  static ParseFen(fen) {
+    const fenParts = fen.split(" ");
+    return Object.assign(
+      ChessRules.ParseFen(fen),
+      { reserve: fenParts[5] }
+    );
+  }
+
+  static GenRandInitFen(options) {
+    return ChessRules.GenRandInitFen(options) + " 0000000000 -";
+  }
+
+  getFen() {
+    return super.getFen() + " " + this.getReserveFen();
+  }
+
+  getFenForRepeat() {
+    return super.getFenForRepeat() + "_" + this.getReserveFen();
+  }
+
+  getReserveFen() {
+    let counts = new Array(10);
+    for (
+      let i = 0;
+      i < V.PIECES.length - 1;
+      i++ //-1: no king reserve
+    ) {
+      counts[i] = this.reserve["w"][V.PIECES[i]];
+      counts[5 + i] = this.reserve["b"][V.PIECES[i]];
+    }
+    return counts.join("");
+  }
+
+  setOtherVariables(fen) {
+    super.setOtherVariables(fen);
+    const fenParsed = V.ParseFen(fen);
+    // Also init reserves (used by the interface to show landable pieces)
+    const reserve = fenParsed.reserve.split("").map(x => parseInt(x, 10));
+    this.reserve = {
+      w: {
+        [V.PAWN]: reserve[0],
+        [V.ROOK]: reserve[1],
+        [V.KNIGHT]: reserve[2],
+        [V.BISHOP]: reserve[3],
+        [V.QUEEN]: reserve[4]
+      },
+      b: {
+        [V.PAWN]: reserve[5],
+        [V.ROOK]: reserve[6],
+        [V.KNIGHT]: reserve[7],
+        [V.BISHOP]: reserve[8],
+        [V.QUEEN]: reserve[9]
+      }
+    };
+  }
+
+  getColor(i, j) {
+    if (i >= V.size.x) return i == V.size.x ? "w" : "b";
+    return this.board[i][j].charAt(0);
+  }
+
+  // Pieces types after pawn promotion
+  static get PromotionMap() {
+    return {
+      u: 'r',
+      o: 'n',
+      c: 'b',
+      t: 'q'
+    };
+  }
+
+  getPiece(i, j) {
+    if (i >= V.size.x) return V.RESERVE_PIECES[j];
+    const p = this.board[i][j].charAt(1);
+    if (ChessRules.PIECES.includes(p)) return p;
+    // Pawn promotion:
+    return V.PromotionMap[p];
+  }
+
+  // Used by the interface:
+  getReservePpath(index, color) {
+    return color + V.RESERVE_PIECES[index];
+  }
+//  // Version if some day I have pieces with numbers printed on it:
+//  getReservePpath(index, color) {
+//    return (
+//      "Crazyhouse/" +
+//      color + V.RESERVE_PIECES[index] +
+//      "_" + this.vr.reserve[playingColor][V.RESERVE_PIECES[i]]
+//    );
+//  }
+
+  // Ordering on reserve pieces
+  static get RESERVE_PIECES() {
+    return [V.PAWN, V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN];
+  }
+
+  getReserveMoves([x, y]) {
+    const color = this.turn;
+    const p = V.RESERVE_PIECES[y];
+    if (this.reserve[color][p] == 0) return [];
+    let moves = [];
+    const pawnShift = p == V.PAWN ? 1 : 0;
+    for (let i = pawnShift; i < V.size.x - pawnShift; i++) {
+      for (let j = 0; j < V.size.y; j++) {
+        if (this.board[i][j] == V.EMPTY) {
+          let mv = new Move({
+            appear: [
+              new PiPo({
+                x: i,
+                y: j,
+                c: color,
+                p: p
+              })
+            ],
+            vanish: [],
+            start: { x: x, y: y }, //a bit artificial...
+            end: { x: i, y: j }
+          });
+          moves.push(mv);
+        }
+      }
+    }
+    return moves;
+  }
+
+  getPotentialMovesFrom([x, y]) {
+    if (x >= V.size.x)
+      // Reserves, outside of board: x == sizeX(+1)
+      return this.getReserveMoves([x, y]);
+    // Standard moves
+    return super.getPotentialMovesFrom([x, y]);
+  }
+
+  getAllValidMoves() {
+    let moves = super.getAllPotentialMoves();
+    const color = this.turn;
+    for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
+      moves = moves.concat(
+        this.getReserveMoves([V.size.x + (color == "w" ? 0 : 1), i])
+      );
+    }
+    return this.filterValid(moves);
+  }
+
+  atLeastOneMove() {
+    if (super.atLeastOneMove()) return true;
+    // Search one reserve move
+    for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
+      const moves = this.filterValid(
+        this.getReserveMoves([V.size.x + (this.turn == "w" ? 0 : 1), i])
+      );
+      if (moves.length > 0) return true;
+    }
+    return false;
+  }
+
+  postPlay(move) {
+    super.postPlay(move);
+    // Skip castle:
+    if (move.vanish.length == 2 && move.appear.length == 2) return;
+    const color = move.appear[0].c;
+    if (move.vanish.length == 0) {
+      this.reserve[color][move.appear[0].p]--;
+      return;
+    }
+    if (move.vanish.length == 2) {
+      if (V.PawnSpecs.promotions.includes(move.vanish[1].p))
+        this.reserve[color][V.PAWN]++;
+      else this.reserve[color][move.vanish[1].p]++;
+    }
+  }
+
+  postUndo(move) {
+    super.postUndo(move);
+    if (move.vanish.length == 2 && move.appear.length == 2) return;
+    const color = this.turn;
+    if (move.vanish.length == 0) {
+      this.reserve[color][move.appear[0].p]++;
+      return;
+    }
+    if (move.vanish.length == 2) {
+      if (V.PawnSpecs.promotions.includes(move.vanish[1].p))
+        this.reserve[color][V.PAWN]--;
+      else this.reserve[color][move.vanish[1].p]--;
+    }
+  }
+
+  static get SEARCH_DEPTH() {
+    return 2;
+  }
+
+  evalPosition() {
+    let evaluation = super.evalPosition();
+    // Add reserves:
+    for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
+      const p = V.RESERVE_PIECES[i];
+      evaluation += this.reserve["w"][p] * V.VALUES[p];
+      evaluation -= this.reserve["b"][p] * V.VALUES[p];
+    }
+    return evaluation;
+  }
+
+  getNotation(move) {
+    if (move.vanish.length > 0) return super.getNotation(move);
+    // Rebirth:
+    let piece = move.appear[0].p;
+    let prefix = "";
+    const endNotation = "@" + V.CoordsToSquare(move.end);
+    if (piece != V.PAWN) {
+      if (ChessRules.PIECES.includes(piece)) prefix = piece.toUpperCase();
+      else piece = V.PromotionMap[piece].toUpperCase();
+    }
+    return prefix + endNotation;
+  }
+
+};