Add Perfect Chess, fix a bug in BaseGame when moving while choosing a promotion,...
[vchess.git] / client / src / variants / Grand.js
index c056244..f4a96ce 100644 (file)
+import { ChessRules } from "@/base_rules";
+import { ArrayFun } from "@/utils/array";
+import { randInt } from "@/utils/alea";
+
 // NOTE: initial setup differs from the original; see
 // https://www.chessvariants.com/large.dir/freeling.html
-class GrandRules extends ChessRules
-{
-       static getPpath(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]{14,14}$/))
-                       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[5] }
-               );
-       }
-
-       getFen()
-       {
-               return super.getFen() + " " + this.getCapturedFen();
-       }
-
-       getCapturedFen()
-       {
-               let counts = [...Array(14).fill(0)];
-               let i = 0;
-               for (let j=0; j<V.PIECES.length; j++)
-               {
-                       if (V.PIECES[j] == V.KING) //no king captured
-                               continue;
-                       counts[i] = this.captured["w"][V.PIECES[i]];
-                       counts[7+i] = this.captured["b"][V.PIECES[i]];
-                       i++;
-               }
-               return counts.join("");
-       }
-
-       setOtherVariables(fen)
-       {
-               super.setOtherVariables(fen);
-               const fenParsed = V.ParseFen(fen);
-               // Initialize captured pieces' counts from FEN
-               this.captured =
-               {
-                       "w":
-                       {
-                               [V.PAWN]: parseInt(fenParsed.captured[0]),
-                               [V.ROOK]: parseInt(fenParsed.captured[1]),
-                               [V.KNIGHT]: parseInt(fenParsed.captured[2]),
-                               [V.BISHOP]: parseInt(fenParsed.captured[3]),
-                               [V.QUEEN]: parseInt(fenParsed.captured[4]),
-                               [V.MARSHALL]: parseInt(fenParsed.captured[5]),
-                               [V.CARDINAL]: parseInt(fenParsed.captured[6]),
-                       },
-                       "b":
-                       {
-                               [V.PAWN]: parseInt(fenParsed.captured[7]),
-                               [V.ROOK]: parseInt(fenParsed.captured[8]),
-                               [V.KNIGHT]: parseInt(fenParsed.captured[9]),
-                               [V.BISHOP]: parseInt(fenParsed.captured[10]),
-                               [V.QUEEN]: parseInt(fenParsed.captured[11]),
-                               [V.MARSHALL]: parseInt(fenParsed.captured[12]),
-                               [V.CARDINAL]: parseInt(fenParsed.captured[13]),
-                       }
-               };
-       }
-
-       static get size() { return {x:10,y:10}; }
-
-       static get MARSHALL() { return 'm'; } //rook+knight
-       static get CARDINAL() { return 'c'; } //bishop+knight
-
-       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) == V.PAWN && Math.abs(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
-       }
-
-       getPotentialMovesFrom([x,y])
-       {
-               switch (this.getPiece(x,y))
-               {
-                       case V.MARSHALL:
-                               return this.getPotentialMarshallMoves([x,y]);
-                       case V.CARDINAL:
-                               return this.getPotentialCardinalMoves([x,y]);
-                       default:
-                               return super.getPotentialMovesFrom([x,y])
-               }
-       }
-
-       // 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 shiftX = (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]);
-               const promotionPieces =
-                       [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN,V.MARSHALL,V.CARDINAL];
-
-               // Always x+shiftX >= 0 && x+shiftX < sizeX, because no pawns on last rank
-               let finalPieces = undefined;
-               if (lastRanks.includes(x + shiftX))
-               {
-                       finalPieces = promotionPieces.filter(p => this.captured[color][p] > 0);
-                       if (x + shiftX != lastRanks[0])
-                               finalPieces.push(V.PAWN);
-               }
-               else
-                       finalPieces = [V.PAWN];
-               if (this.board[x+shiftX][y] == V.EMPTY)
-               {
-                       // One square forward
-                       for (let piece of finalPieces)
-                               moves.push(this.getBasicMove([x,y], [x+shiftX,y], {c:color,p:piece}));
-                       if (startRanks.includes(x))
-                       {
-                               if (this.board[x+2*shiftX][y] == V.EMPTY)
-                               {
-                                       // Two squares jump
-                                       moves.push(this.getBasicMove([x,y], [x+2*shiftX,y]));
-                                       if (x==startRanks[0] && this.board[x+3*shiftX][y] == V.EMPTY)
-                                       {
-                                               // Three squares jump
-                                               moves.push(this.getBasicMove([x,y], [x+3*shiftX,y]));
-                                       }
-                               }
-                       }
-               }
-               // Captures
-               for (let shiftY of [-1,1])
-               {
-                       if (y + shiftY >= 0 && y + shiftY < sizeY
-                               && this.board[x+shiftX][y+shiftY] != V.EMPTY
-                               && this.canTake([x,y], [x+shiftX,y+shiftY]))
-                       {
-                               for (let piece of finalPieces)
-                               {
-                                       moves.push(this.getBasicMove([x,y], [x+shiftX,y+shiftY],
-                                               {c:color,p:piece}));
-                               }
-                       }
-               }
-
-               // En passant
-               const Lep = this.epSquares.length;
-               const epSquare = this.epSquares[Lep-1];
-               if (!!epSquare)
-               {
-                       for (let epsq of epSquare)
-                       {
-                               // TODO: some redundant checks
-                               if (epsq.x == x+shiftX && Math.abs(epsq.y - y) == 1)
-                               {
-                                       var enpassantMove = this.getBasicMove([x,y], [epsq.x,epsq.y]);
-                                       // WARNING: the captured pawn may be diagonally behind us,
-                                       // if it's a 3-squares jump and we take on 1st passing square
-                                       const px = (this.board[x][epsq.y] != V.EMPTY ? x : x - shiftX);
-                                       enpassantMove.vanish.push({
-                                               x: px,
-                                               y: epsq.y,
-                                               p: 'p',
-                                               c: this.getColor(px,epsq.y)
-                                       });
-                                       moves.push(enpassantMove);
-                               }
-                       }
-               }
-
-               return moves;
-       }
-
-       // TODO: different castle?
-
-       getPotentialMarshallMoves(sq)
-       {
-               return this.getSlideNJumpMoves(sq, V.steps[V.ROOK]).concat(
-                       this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep"));
-       }
-
-       getPotentialCardinalMoves(sq)
-       {
-               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)
-                       || this.isAttackedByMarshall(sq, colors)
-                       || this.isAttackedByCardinal(sq, colors);
-       }
-
-       isAttackedByMarshall(sq, colors)
-       {
-               return this.isAttackedBySlideNJump(sq, colors, V.MARSHALL, V.steps[V.ROOK])
-                       || this.isAttackedBySlideNJump(
-                               sq, colors, V.MARSHALL, V.steps[V.KNIGHT], "oneStep");
-       }
-
-       isAttackedByCardinal(sq, colors)
-       {
-               return this.isAttackedBySlideNJump(sq, colors, V.CARDINAL, V.steps[V.BISHOP])
-                       || 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)
-               {
-                       // Capture: update this.captured
-                       this.captured[move.vanish[1].c][move.vanish[1].p]++;
-               }
-               if (move.vanish[0].p != move.appear[0].p)
-               {
-                       // Promotion: update this.captured
-                       this.captured[move.vanish[0].c][move.appear[0].p]--;
-               }
-       }
-
-       unupdateVariables(move)
-       {
-               super.unupdateVariables(move);
-               if (move.vanish.length == 2 && move.appear.length == 1)
-                       this.captured[move.vanish[1].c][move.vanish[1].p]--;
-               if (move.vanish[0].p != move.appear[0].p)
-                       this.captured[move.vanish[0].c][move.appear[0].p]++;
-       }
-
-       static get VALUES()
-       {
-               return Object.assign(
-                       ChessRules.VALUES,
-                       {'c': 5, 'm': 7} //experimental
-               );
-       }
-
-       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(5);
-                       let bishop1Pos = positions[randIndex];
-                       // The second bishop must be on a square of different color
-                       let randIndex_tmp = 2 * random(5) + 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(8);
-                       let knight1Pos = positions[randIndex];
-                       positions.splice(randIndex, 1);
-                       randIndex = random(7);
-                       let knight2Pos = positions[randIndex];
-                       positions.splice(randIndex, 1);
-
-                       // Get random square for queen
-                       randIndex = random(6);
-                       let queenPos = positions[randIndex];
-                       positions.splice(randIndex, 1);
-
-                       // ...random square for marshall
-                       randIndex = random(5);
-                       let marshallPos = positions[randIndex];
-                       positions.splice(randIndex, 1);
-
-                       // ...random square for cardinal
-                       randIndex = random(4);
-                       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 - 00000000000000";
-       }
-}
+export class GrandRules extends ChessRules {
+  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]{14,14}$/))
+      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[5] });
+  }
+
+  getPpath(b) {
+    return ([V.MARSHALL, V.CARDINAL].includes(b[1]) ? "Grand/" : "") + b;
+  }
+
+  getFen() {
+    return super.getFen() + " " + this.getCapturedFen();
+  }
+
+  getFenForRepeat() {
+    return super.getFenForRepeat() + "_" + this.getCapturedFen();
+  }
+
+  getCapturedFen() {
+    let counts = [...Array(14).fill(0)];
+    let i = 0;
+    for (let j = 0; j < V.PIECES.length; j++) {
+      if (V.PIECES[j] == V.KING)
+        //no king captured
+        continue;
+      counts[i] = this.captured["w"][V.PIECES[i]];
+      counts[7 + i] = this.captured["b"][V.PIECES[i]];
+      i++;
+    }
+    return counts.join("");
+  }
+
+  setOtherVariables(fen) {
+    super.setOtherVariables(fen);
+    const fenParsed = V.ParseFen(fen);
+    // Initialize captured pieces' counts from FEN
+    this.captured = {
+      w: {
+        [V.PAWN]: parseInt(fenParsed.captured[0]),
+        [V.ROOK]: parseInt(fenParsed.captured[1]),
+        [V.KNIGHT]: parseInt(fenParsed.captured[2]),
+        [V.BISHOP]: parseInt(fenParsed.captured[3]),
+        [V.QUEEN]: parseInt(fenParsed.captured[4]),
+        [V.MARSHALL]: parseInt(fenParsed.captured[5]),
+        [V.CARDINAL]: parseInt(fenParsed.captured[6])
+      },
+      b: {
+        [V.PAWN]: parseInt(fenParsed.captured[7]),
+        [V.ROOK]: parseInt(fenParsed.captured[8]),
+        [V.KNIGHT]: parseInt(fenParsed.captured[9]),
+        [V.BISHOP]: parseInt(fenParsed.captured[10]),
+        [V.QUEEN]: parseInt(fenParsed.captured[11]),
+        [V.MARSHALL]: parseInt(fenParsed.captured[12]),
+        [V.CARDINAL]: parseInt(fenParsed.captured[13])
+      }
+    };
+  }
+
+  static get size() {
+    return { x: 10, y: 10 };
+  }
+
+  // Rook + knight:
+  static get MARSHALL() {
+    return "m";
+  }
+
+  // Bishop + knight
+  static get CARDINAL() {
+    return "c";
+  }
+
+  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) == V.PAWN && Math.abs(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
+  }
+
+  getPotentialMovesFrom([x, y]) {
+    switch (this.getPiece(x, y)) {
+      case V.MARSHALL:
+        return this.getPotentialMarshallMoves([x, y]);
+      case V.CARDINAL:
+        return this.getPotentialCardinalMoves([x, y]);
+      default:
+        return super.getPotentialMovesFrom([x, y]);
+    }
+  }
+
+  // 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 shiftX = 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];
+    const promotionPieces = [
+      V.ROOK,
+      V.KNIGHT,
+      V.BISHOP,
+      V.QUEEN,
+      V.MARSHALL,
+      V.CARDINAL
+    ];
+
+    // Always x+shiftX >= 0 && x+shiftX < sizeX, because no pawns on last rank
+    let finalPieces = undefined;
+    if (lastRanks.includes(x + shiftX)) {
+      finalPieces = promotionPieces.filter(p => this.captured[color][p] > 0);
+      if (x + shiftX != lastRanks[0]) finalPieces.push(V.PAWN);
+    } else finalPieces = [V.PAWN];
+    if (this.board[x + shiftX][y] == V.EMPTY) {
+      // One square forward
+      for (let piece of finalPieces)
+        moves.push(
+          this.getBasicMove([x, y], [x + shiftX, y], { c: color, p: piece })
+        );
+      if (startRanks.includes(x)) {
+        if (this.board[x + 2 * shiftX][y] == V.EMPTY) {
+          // Two squares jump
+          moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
+          if (x == startRanks[0] && this.board[x + 3 * shiftX][y] == V.EMPTY) {
+            // Three squares jump
+            moves.push(this.getBasicMove([x, y], [x + 3 * shiftX, y]));
+          }
+        }
+      }
+    }
+    // Captures
+    for (let shiftY of [-1, 1]) {
+      if (
+        y + shiftY >= 0 &&
+        y + shiftY < sizeY &&
+        this.board[x + shiftX][y + shiftY] != V.EMPTY &&
+        this.canTake([x, y], [x + shiftX, y + shiftY])
+      ) {
+        for (let piece of finalPieces) {
+          moves.push(
+            this.getBasicMove([x, y], [x + shiftX, y + shiftY], {
+              c: color,
+              p: piece
+            })
+          );
+        }
+      }
+    }
+
+    // En passant
+    const Lep = this.epSquares.length;
+    const epSquare = this.epSquares[Lep - 1];
+    if (epSquare) {
+      for (let epsq of epSquare) {
+        // TODO: some redundant checks
+        if (epsq.x == x + shiftX && Math.abs(epsq.y - y) == 1) {
+          let enpassantMove = this.getBasicMove([x, y], [epsq.x, epsq.y]);
+          // WARNING: the captured pawn may be diagonally behind us,
+          // if it's a 3-squares jump and we take on 1st passing square
+          const px = this.board[x][epsq.y] != V.EMPTY ? x : x - shiftX;
+          enpassantMove.vanish.push({
+            x: px,
+            y: epsq.y,
+            p: "p",
+            c: this.getColor(px, epsq.y)
+          });
+          moves.push(enpassantMove);
+        }
+      }
+    }
+
+    return moves;
+  }
+
+  // TODO: different castle?
+
+  getPotentialMarshallMoves(sq) {
+    return this.getSlideNJumpMoves(sq, V.steps[V.ROOK]).concat(
+      this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep")
+    );
+  }
+
+  getPotentialCardinalMoves(sq) {
+    return this.getSlideNJumpMoves(sq, V.steps[V.BISHOP]).concat(
+      this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep")
+    );
+  }
+
+  isAttacked(sq, color) {
+    return (
+      super.isAttacked(sq, color) ||
+      this.isAttackedByMarshall(sq, color) ||
+      this.isAttackedByCardinal(sq, color)
+    );
+  }
+
+  isAttackedByMarshall(sq, color) {
+    return (
+      this.isAttackedBySlideNJump(sq, color, V.MARSHALL, V.steps[V.ROOK]) ||
+      this.isAttackedBySlideNJump(
+        sq,
+        color,
+        V.MARSHALL,
+        V.steps[V.KNIGHT],
+        "oneStep"
+      )
+    );
+  }
+
+  isAttackedByCardinal(sq, color) {
+    return (
+      this.isAttackedBySlideNJump(sq, color, V.CARDINAL, V.steps[V.BISHOP]) ||
+      this.isAttackedBySlideNJump(
+        sq,
+        color,
+        V.CARDINAL,
+        V.steps[V.KNIGHT],
+        "oneStep"
+      )
+    );
+  }
+
+  postPlay(move) {
+    super.postPlay(move);
+    if (move.vanish.length == 2 && move.appear.length == 1) {
+      // Capture: update this.captured
+      this.captured[move.vanish[1].c][move.vanish[1].p]++;
+    }
+    if (move.vanish[0].p != move.appear[0].p) {
+      // Promotion: update this.captured
+      this.captured[move.vanish[0].c][move.appear[0].p]--;
+    }
+  }
+
+  postUndo(move) {
+    super.postUndo(move);
+    if (move.vanish.length == 2 && move.appear.length == 1)
+      this.captured[move.vanish[1].c][move.vanish[1].p]--;
+    if (move.vanish[0].p != move.appear[0].p)
+      this.captured[move.vanish[0].c][move.appear[0].p]++;
+  }
+
+  static get VALUES() {
+    return Object.assign(
+      { c: 5, m: 7 }, //experimental
+      ChessRules.VALUES
+    );
+  }
+
+  static get SEARCH_DEPTH() {
+    return 2;
+  }
+
+  static GenRandInitFen(randomness) {
+    if (randomness == 0) {
+      // No castling in the official initial setup
+      return "r8r/1nbqkmcbn1/pppppppppp/10/10/10/10/PPPPPPPPPP/1NBQKMCBN1/R8R " +
+        "w 0 zzzz - 00000000000000";
+    }
+
+    let pieces = { w: new Array(10), b: new Array(10) };
+    // Shuffle pieces on first and last rank
+    for (let c of ["w", "b"]) {
+      if (c == 'b' && randomness == 1) {
+        pieces['b'] = pieces['w'];
+        break;
+      }
+
+      let positions = ArrayFun.range(10);
+
+      // Get random squares for bishops
+      let randIndex = 2 * randInt(5);
+      let bishop1Pos = positions[randIndex];
+      // The second bishop must be on a square of different color
+      let randIndex_tmp = 2 * randInt(5) + 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 = randInt(8);
+      let knight1Pos = positions[randIndex];
+      positions.splice(randIndex, 1);
+      randIndex = randInt(7);
+      let knight2Pos = positions[randIndex];
+      positions.splice(randIndex, 1);
+
+      // Get random square for queen
+      randIndex = randInt(6);
+      let queenPos = positions[randIndex];
+      positions.splice(randIndex, 1);
+
+      // ...random square for marshall
+      randIndex = randInt(5);
+      let marshallPos = positions[randIndex];
+      positions.splice(randIndex, 1);
+
+      // ...random square for cardinal
+      randIndex = randInt(4);
+      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 0 1111 - 00000000000000"
+    );
+  }
+};