| 1 | import { ChessRules, PiPo, Move } from "@/base_rules"; |
| 2 | import { ArrayFun } from "@/utils/array"; |
| 3 | |
| 4 | export const VariantRules = class RecycleRules extends ChessRules { |
| 5 | static IsGoodFen(fen) { |
| 6 | if (!ChessRules.IsGoodFen(fen)) return false; |
| 7 | const fenParsed = V.ParseFen(fen); |
| 8 | // 5) Check reserves |
| 9 | if (!fenParsed.reserve || !fenParsed.reserve.match(/^[0-9]{10,10}$/)) |
| 10 | return false; |
| 11 | return true; |
| 12 | } |
| 13 | |
| 14 | static ParseFen(fen) { |
| 15 | const fenParts = fen.split(" "); |
| 16 | return Object.assign(ChessRules.ParseFen(fen), { |
| 17 | reserve: fenParts[5], |
| 18 | }); |
| 19 | } |
| 20 | |
| 21 | static GenRandInitFen() { |
| 22 | return ChessRules.GenRandInitFen() + " 0000000000"; |
| 23 | } |
| 24 | |
| 25 | getFen() { |
| 26 | return ( |
| 27 | super.getFen() + " " + this.getReserveFen() |
| 28 | ); |
| 29 | } |
| 30 | |
| 31 | getReserveFen() { |
| 32 | let counts = new Array(10); |
| 33 | for ( |
| 34 | let i = 0; |
| 35 | i < V.PIECES.length - 1; |
| 36 | i++ //-1: no king reserve |
| 37 | ) { |
| 38 | counts[i] = this.reserve["w"][V.PIECES[i]]; |
| 39 | counts[5 + i] = this.reserve["b"][V.PIECES[i]]; |
| 40 | } |
| 41 | return counts.join(""); |
| 42 | } |
| 43 | |
| 44 | setOtherVariables(fen) { |
| 45 | super.setOtherVariables(fen); |
| 46 | const fenParsed = V.ParseFen(fen); |
| 47 | // Also init reserves (used by the interface to show landable pieces) |
| 48 | this.reserve = { |
| 49 | w: { |
| 50 | [V.PAWN]: parseInt(fenParsed.reserve[0]), |
| 51 | [V.ROOK]: parseInt(fenParsed.reserve[1]), |
| 52 | [V.KNIGHT]: parseInt(fenParsed.reserve[2]), |
| 53 | [V.BISHOP]: parseInt(fenParsed.reserve[3]), |
| 54 | [V.QUEEN]: parseInt(fenParsed.reserve[4]) |
| 55 | }, |
| 56 | b: { |
| 57 | [V.PAWN]: parseInt(fenParsed.reserve[5]), |
| 58 | [V.ROOK]: parseInt(fenParsed.reserve[6]), |
| 59 | [V.KNIGHT]: parseInt(fenParsed.reserve[7]), |
| 60 | [V.BISHOP]: parseInt(fenParsed.reserve[8]), |
| 61 | [V.QUEEN]: parseInt(fenParsed.reserve[9]) |
| 62 | } |
| 63 | }; |
| 64 | } |
| 65 | |
| 66 | getColor(i, j) { |
| 67 | if (i >= V.size.x) return i == V.size.x ? "w" : "b"; |
| 68 | return this.board[i][j].charAt(0); |
| 69 | } |
| 70 | |
| 71 | getPiece(i, j) { |
| 72 | if (i >= V.size.x) return V.RESERVE_PIECES[j]; |
| 73 | return this.board[i][j].charAt(1); |
| 74 | } |
| 75 | |
| 76 | // Used by the interface: |
| 77 | getReservePpath(color, index) { |
| 78 | return color + V.RESERVE_PIECES[index]; |
| 79 | } |
| 80 | |
| 81 | // Ordering on reserve pieces |
| 82 | static get RESERVE_PIECES() { |
| 83 | return [V.PAWN, V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN]; |
| 84 | } |
| 85 | |
| 86 | getReserveMoves([x, y]) { |
| 87 | const color = this.turn; |
| 88 | const p = V.RESERVE_PIECES[y]; |
| 89 | if (this.reserve[color][p] == 0) return []; |
| 90 | let moves = []; |
| 91 | const pawnShift = p == V.PAWN ? 1 : 0; |
| 92 | for (let i = pawnShift; i < V.size.x - pawnShift; i++) { |
| 93 | for (let j = 0; j < V.size.y; j++) { |
| 94 | if (this.board[i][j] == V.EMPTY) { |
| 95 | let mv = new Move({ |
| 96 | appear: [ |
| 97 | new PiPo({ |
| 98 | x: i, |
| 99 | y: j, |
| 100 | c: color, |
| 101 | p: p |
| 102 | }) |
| 103 | ], |
| 104 | vanish: [], |
| 105 | start: { x: x, y: y }, //a bit artificial... |
| 106 | end: { x: i, y: j } |
| 107 | }); |
| 108 | moves.push(mv); |
| 109 | } |
| 110 | } |
| 111 | } |
| 112 | return moves; |
| 113 | } |
| 114 | |
| 115 | getPotentialMovesFrom([x, y]) { |
| 116 | if (x >= V.size.x) { |
| 117 | // Reserves, outside of board: x == sizeX(+1) |
| 118 | return this.getReserveMoves([x, y]); |
| 119 | } |
| 120 | // Standard moves |
| 121 | return super.getPotentialMovesFrom([x, y]); |
| 122 | } |
| 123 | |
| 124 | getPotentialPawnMoves([x, y]) { |
| 125 | const color = this.turn; |
| 126 | let moves = []; |
| 127 | const [sizeX, sizeY] = [V.size.x, V.size.y]; |
| 128 | const shiftX = color == "w" ? -1 : 1; |
| 129 | const startRank = color == "w" ? sizeX - 2 : 1; |
| 130 | const lastRank = color == "w" ? 0 : sizeX - 1; |
| 131 | |
| 132 | // One square forward |
| 133 | if (this.board[x + shiftX][y] == V.EMPTY) { |
| 134 | moves.push( |
| 135 | this.getBasicMove([x, y], [x + shiftX, y]) |
| 136 | ); |
| 137 | // Next condition because pawns on 1st rank can generally jump |
| 138 | if ( |
| 139 | x == startRank && |
| 140 | this.board[x + 2 * shiftX][y] == V.EMPTY |
| 141 | ) { |
| 142 | // Two squares jump |
| 143 | moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y])); |
| 144 | } |
| 145 | } |
| 146 | // Captures |
| 147 | for (let shiftY of [-1, 1]) { |
| 148 | if ( |
| 149 | y + shiftY >= 0 && |
| 150 | y + shiftY < sizeY && |
| 151 | this.board[x + shiftX][y + shiftY] != V.EMPTY && |
| 152 | this.canTake([x, y], [x + shiftX, y + shiftY]) |
| 153 | ) { |
| 154 | moves.push( |
| 155 | this.getBasicMove([x, y], [x + shiftX, y + shiftY]) |
| 156 | ); |
| 157 | } |
| 158 | } |
| 159 | |
| 160 | // En passant |
| 161 | const Lep = this.epSquares.length; |
| 162 | const epSquare = this.epSquares[Lep - 1]; //always at least one element |
| 163 | if ( |
| 164 | !!epSquare && |
| 165 | epSquare.x == x + shiftX && |
| 166 | Math.abs(epSquare.y - y) == 1 |
| 167 | ) { |
| 168 | let enpassantMove = this.getBasicMove([x, y], [epSquare.x, epSquare.y]); |
| 169 | enpassantMove.vanish.push({ |
| 170 | x: x, |
| 171 | y: epSquare.y, |
| 172 | p: "p", |
| 173 | c: this.getColor(x, epSquare.y) |
| 174 | }); |
| 175 | moves.push(enpassantMove); |
| 176 | } |
| 177 | |
| 178 | // Post-processing: remove falling pawns |
| 179 | if (x + shiftX == lastRank) { |
| 180 | moves.forEach(m => { |
| 181 | m.appear.pop(); |
| 182 | }); |
| 183 | } |
| 184 | |
| 185 | return moves; |
| 186 | } |
| 187 | |
| 188 | getAllValidMoves() { |
| 189 | let moves = super.getAllValidMoves(); |
| 190 | const color = this.turn; |
| 191 | for (let i = 0; i < V.RESERVE_PIECES.length; i++) |
| 192 | moves = moves.concat( |
| 193 | this.getReserveMoves([V.size.x + (color == "w" ? 0 : 1), i]) |
| 194 | ); |
| 195 | return this.filterValid(moves); |
| 196 | } |
| 197 | |
| 198 | atLeastOneMove() { |
| 199 | if (!super.atLeastOneMove()) { |
| 200 | // Search one reserve move |
| 201 | for (let i = 0; i < V.RESERVE_PIECES.length; i++) { |
| 202 | let moves = this.filterValid( |
| 203 | this.getReserveMoves([V.size.x + (this.turn == "w" ? 0 : 1), i]) |
| 204 | ); |
| 205 | if (moves.length > 0) return true; |
| 206 | } |
| 207 | return false; |
| 208 | } |
| 209 | return true; |
| 210 | } |
| 211 | |
| 212 | canTake([x1, y1], [x2, y2]) { |
| 213 | // Self-captures allowed, except for the king: |
| 214 | return this.getPiece(x2, y2) != V.KING; |
| 215 | } |
| 216 | |
| 217 | updateVariables(move) { |
| 218 | super.updateVariables(move); |
| 219 | if (move.vanish.length == 2 && move.appear.length == 2) return; //skip castle |
| 220 | const color = V.GetOppCol(this.turn); |
| 221 | if (move.vanish.length == 0) { |
| 222 | this.reserve[color][move.appear[0].p]--; |
| 223 | return; |
| 224 | } |
| 225 | else if (move.vanish.length == 2 && move.vanish[1].c == color) { |
| 226 | // Self-capture |
| 227 | this.reserve[color][move.vanish[1].p]++; |
| 228 | } |
| 229 | } |
| 230 | |
| 231 | unupdateVariables(move) { |
| 232 | super.unupdateVariables(move); |
| 233 | if (move.vanish.length == 2 && move.appear.length == 2) return; |
| 234 | const color = this.turn; |
| 235 | if (move.vanish.length == 0) { |
| 236 | this.reserve[color][move.appear[0].p]++; |
| 237 | return; |
| 238 | } |
| 239 | else if (move.vanish.length == 2 && move.vanish[1].c == color) { |
| 240 | this.reserve[color][move.vanish[1].p]--; |
| 241 | } |
| 242 | } |
| 243 | |
| 244 | static get SEARCH_DEPTH() { |
| 245 | return 2; |
| 246 | } |
| 247 | |
| 248 | evalPosition() { |
| 249 | let evaluation = super.evalPosition(); |
| 250 | // Add reserves: |
| 251 | for (let i = 0; i < V.RESERVE_PIECES.length; i++) { |
| 252 | const p = V.RESERVE_PIECES[i]; |
| 253 | evaluation += this.reserve["w"][p] * V.VALUES[p]; |
| 254 | evaluation -= this.reserve["b"][p] * V.VALUES[p]; |
| 255 | } |
| 256 | return evaluation; |
| 257 | } |
| 258 | |
| 259 | getNotation(move) { |
| 260 | const finalSquare = V.CoordsToSquare(move.end); |
| 261 | if (move.vanish.length > 0) { |
| 262 | if (move.appear.length > 0) { |
| 263 | // Standard move |
| 264 | return super.getNotation(move); |
| 265 | } else { |
| 266 | // Pawn fallen: capturing or not |
| 267 | let res = ""; |
| 268 | if (move.vanish.length == 2) |
| 269 | res += V.CoordToColumn(move.start.y) + "x"; |
| 270 | return res + finalSquare; |
| 271 | } |
| 272 | } |
| 273 | // Rebirth: |
| 274 | const piece = |
| 275 | move.appear[0].p != V.PAWN ? move.appear[0].p.toUpperCase() : ""; |
| 276 | return piece + "@" + V.CoordsToSquare(move.end); |
| 277 | } |
| 278 | }; |