Separate client and server codes. Keep everything in one git repo for simplicity
[vchess.git] / public / javascripts / variants / Crazyhouse.js
diff --git a/public/javascripts/variants/Crazyhouse.js b/public/javascripts/variants/Crazyhouse.js
deleted file mode 100644 (file)
index 179fffa..0000000
+++ /dev/null
@@ -1,283 +0,0 @@
-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);
-       }
-}