Draft code reorganisation (+ fix Alice rules + stateless VariantRules object)
[vchess.git] / public / javascripts / variants / Crazyhouse.js
index 0ee4bd3..3d9c743 100644 (file)
 class CrazyhouseRules extends ChessRules
 {
-       initVariables(fen)
+       static IsGoodFen(fen)
        {
-               super.initVariables();
-               // Also init reserves (used by the interface to show landing pieces)
-               const V = VariantRules;
+               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]: 0,
-                               [V.ROOK]: 0,
-                               [V.KNIGHT]: 0,
-                               [V.BISHOP]: 0,
-                               [V.QUEEN]: 0,
+                               [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]: 0,
-                               [V.ROOK]: 0,
-                               [V.KNIGHT]: 0,
-                               [V.BISHOP]: 0,
-                               [V.QUEEN]: 0,
+                               [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]),
                        }
                };
-               // It may be a continuation: adjust numbers of pieces according to captures + rebirths
-               // TODO
+               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:
-       getReservePieces(color)
-       {
-               return {
-                       [color+V.PAWN]: this.reserve[color][V.PAWN],
-                       [color+V.ROOK]: this.reserve[color][V.ROOK],
-                       [color+V.KNIGHT]: this.reserve[color][V.KNIGHT],
-                       [color+V.BISHOP]: this.reserve[color][V.BISHOP],
-                       [color+V.QUEEN]: this.reserve[color][V.QUEEN],
-               };
+       getReservePpath(color, index)
+       {
+               return color + V.RESERVE_PIECES[index];
        }
 
-       getPotentialMovesFrom([x,y])
+       // Ordering on reserve pieces
+       static get RESERVE_PIECES()
        {
-               let moves = super.getPotentialMovesFrom([x,y]);
-               // Add landing moves:
-               const color = this.turn;
-               Object.keys(this.reserve[color]).forEach(p => {
+               return [V.PAWN,V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN];
+       }
 
-                       moves.push(...); //concat... just appear
-               });
+       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;
        }
 
-       // TODO: condition "if this is reserve" --> special square !!! coordinates ??
-       getPossibleMovesFrom(sq)
+       getPotentialMovesFrom([x,y])
        {
-               // Assuming color is right (already checked)
-               return this.filterValid( this.getPotentialMovesFrom(sq) );
+               if (x >= V.size.x)
+               {
+                       // Reserves, outside of board: x == sizeX(+1)
+                       return this.getReserveMoves([x,y]);
+               }
+               // Standard moves
+               return super.getPotentialMovesFrom([x,y]);
        }
 
-       // TODO: add reserve moves
        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);
        }
 
-       // TODO: also
        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;
        }
 
-       // TODO: update reserve
        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 != VariantRules.PAWN ? move.appear.p.toUpperCase() : "");
-               const finalSquare =
-                       String.fromCharCode(97 + move.end.y) + (VariantRules.size[0]-move.end.x);
-               return piece + "@" + finalSquare;
+                       (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);
        }
 }
+
+const VariantRules = CrazyhouseRules;