X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FGrand.js;h=a53f59e9c9f51c19eaf5edaf8d7d31f069107673;hp=6ddfbd7cbfecd57edb17c94131b9e3f1539b8c16;hb=dac395887d96e2d642b209c6db6aaacc3ffacb34;hpb=5fde3a01497262862afc4cb4c9457d4e0ad69a4a diff --git a/client/src/variants/Grand.js b/client/src/variants/Grand.js index 6ddfbd7c..a53f59e9 100644 --- a/client/src/variants/Grand.js +++ b/client/src/variants/Grand.js @@ -6,388 +6,388 @@ import { randInt } from "@/utils/alea"; // https://www.chessvariants.com/large.dir/freeling.html export const VariantRules = 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 { - 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 = 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"; - } + 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 { + 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 = 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"; + } }