| 1 | import { ChessRules, PiPo, Move } from "@/base_rules"; |
| 2 | import { ArrayFun } from "@/utils/array"; |
| 3 | |
| 4 | export const VariantRules = class CrazyhouseRules 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 | // 6) Check promoted array |
| 12 | if (!fenParsed.promoted) return false; |
| 13 | if (fenParsed.promoted == "-") return true; //no promoted piece on board |
| 14 | const squares = fenParsed.promoted.split(","); |
| 15 | for (let square of squares) { |
| 16 | const c = V.SquareToCoords(square); |
| 17 | if (c.y < 0 || c.y > V.size.y || isNaN(c.x) || c.x < 0 || c.x > V.size.x) |
| 18 | return false; |
| 19 | } |
| 20 | return true; |
| 21 | } |
| 22 | |
| 23 | static ParseFen(fen) { |
| 24 | const fenParts = fen.split(" "); |
| 25 | return Object.assign(ChessRules.ParseFen(fen), { |
| 26 | reserve: fenParts[5], |
| 27 | promoted: fenParts[6] |
| 28 | }); |
| 29 | } |
| 30 | |
| 31 | static GenRandInitFen(randomness) { |
| 32 | return ChessRules.GenRandInitFen(randomness) + " 0000000000 -"; |
| 33 | } |
| 34 | |
| 35 | getFen() { |
| 36 | return ( |
| 37 | super.getFen() + " " + this.getReserveFen() + " " + this.getPromotedFen() |
| 38 | ); |
| 39 | } |
| 40 | |
| 41 | getFenForRepeat() { |
| 42 | return ( |
| 43 | this.getBaseFen() + "_" + |
| 44 | this.getTurnFen() + "_" + |
| 45 | this.getFlagsFen() + "_" + |
| 46 | this.getEnpassantFen() + "_" + |
| 47 | this.getReserveFen() + "_" + |
| 48 | this.getPromotedFen() |
| 49 | ); |
| 50 | } |
| 51 | |
| 52 | getReserveFen() { |
| 53 | let counts = new Array(10); |
| 54 | for ( |
| 55 | let i = 0; |
| 56 | i < V.PIECES.length - 1; |
| 57 | i++ //-1: no king reserve |
| 58 | ) { |
| 59 | counts[i] = this.reserve["w"][V.PIECES[i]]; |
| 60 | counts[5 + i] = this.reserve["b"][V.PIECES[i]]; |
| 61 | } |
| 62 | return counts.join(""); |
| 63 | } |
| 64 | |
| 65 | getPromotedFen() { |
| 66 | let res = ""; |
| 67 | for (let i = 0; i < V.size.x; i++) { |
| 68 | for (let j = 0; j < V.size.y; j++) { |
| 69 | if (this.promoted[i][j]) res += V.CoordsToSquare({ x: i, y: j }); |
| 70 | } |
| 71 | } |
| 72 | if (res.length > 0) res = res.slice(0, -1); |
| 73 | //remove last comma |
| 74 | else res = "-"; |
| 75 | return res; |
| 76 | } |
| 77 | |
| 78 | setOtherVariables(fen) { |
| 79 | super.setOtherVariables(fen); |
| 80 | const fenParsed = V.ParseFen(fen); |
| 81 | // Also init reserves (used by the interface to show landable pieces) |
| 82 | this.reserve = { |
| 83 | w: { |
| 84 | [V.PAWN]: parseInt(fenParsed.reserve[0]), |
| 85 | [V.ROOK]: parseInt(fenParsed.reserve[1]), |
| 86 | [V.KNIGHT]: parseInt(fenParsed.reserve[2]), |
| 87 | [V.BISHOP]: parseInt(fenParsed.reserve[3]), |
| 88 | [V.QUEEN]: parseInt(fenParsed.reserve[4]) |
| 89 | }, |
| 90 | b: { |
| 91 | [V.PAWN]: parseInt(fenParsed.reserve[5]), |
| 92 | [V.ROOK]: parseInt(fenParsed.reserve[6]), |
| 93 | [V.KNIGHT]: parseInt(fenParsed.reserve[7]), |
| 94 | [V.BISHOP]: parseInt(fenParsed.reserve[8]), |
| 95 | [V.QUEEN]: parseInt(fenParsed.reserve[9]) |
| 96 | } |
| 97 | }; |
| 98 | this.promoted = ArrayFun.init(V.size.x, V.size.y, false); |
| 99 | if (fenParsed.promoted != "-") { |
| 100 | for (let square of fenParsed.promoted.split(",")) { |
| 101 | const [x, y] = V.SquareToCoords(square); |
| 102 | this.promoted[x][y] = true; |
| 103 | } |
| 104 | } |
| 105 | } |
| 106 | |
| 107 | getColor(i, j) { |
| 108 | if (i >= V.size.x) return i == V.size.x ? "w" : "b"; |
| 109 | return this.board[i][j].charAt(0); |
| 110 | } |
| 111 | |
| 112 | getPiece(i, j) { |
| 113 | if (i >= V.size.x) return V.RESERVE_PIECES[j]; |
| 114 | return this.board[i][j].charAt(1); |
| 115 | } |
| 116 | |
| 117 | // Used by the interface: |
| 118 | getReservePpath(index, color) { |
| 119 | return color + V.RESERVE_PIECES[index]; |
| 120 | } |
| 121 | |
| 122 | // Ordering on reserve pieces |
| 123 | static get RESERVE_PIECES() { |
| 124 | return [V.PAWN, V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN]; |
| 125 | } |
| 126 | |
| 127 | getReserveMoves([x, y]) { |
| 128 | const color = this.turn; |
| 129 | const p = V.RESERVE_PIECES[y]; |
| 130 | if (this.reserve[color][p] == 0) return []; |
| 131 | let moves = []; |
| 132 | const pawnShift = p == V.PAWN ? 1 : 0; |
| 133 | for (let i = pawnShift; i < V.size.x - pawnShift; i++) { |
| 134 | for (let j = 0; j < V.size.y; j++) { |
| 135 | if (this.board[i][j] == V.EMPTY) { |
| 136 | let mv = new Move({ |
| 137 | appear: [ |
| 138 | new PiPo({ |
| 139 | x: i, |
| 140 | y: j, |
| 141 | c: color, |
| 142 | p: p |
| 143 | }) |
| 144 | ], |
| 145 | vanish: [], |
| 146 | start: { x: x, y: y }, //a bit artificial... |
| 147 | end: { x: i, y: j } |
| 148 | }); |
| 149 | moves.push(mv); |
| 150 | } |
| 151 | } |
| 152 | } |
| 153 | return moves; |
| 154 | } |
| 155 | |
| 156 | getPotentialMovesFrom([x, y]) { |
| 157 | if (x >= V.size.x) { |
| 158 | // Reserves, outside of board: x == sizeX(+1) |
| 159 | return this.getReserveMoves([x, y]); |
| 160 | } |
| 161 | // Standard moves |
| 162 | return super.getPotentialMovesFrom([x, y]); |
| 163 | } |
| 164 | |
| 165 | getAllValidMoves() { |
| 166 | let moves = super.getAllValidMoves(); |
| 167 | const color = this.turn; |
| 168 | for (let i = 0; i < V.RESERVE_PIECES.length; i++) |
| 169 | moves = moves.concat( |
| 170 | this.getReserveMoves([V.size.x + (color == "w" ? 0 : 1), i]) |
| 171 | ); |
| 172 | return this.filterValid(moves); |
| 173 | } |
| 174 | |
| 175 | atLeastOneMove() { |
| 176 | if (!super.atLeastOneMove()) { |
| 177 | // Search one reserve move |
| 178 | for (let i = 0; i < V.RESERVE_PIECES.length; i++) { |
| 179 | let moves = this.filterValid( |
| 180 | this.getReserveMoves([V.size.x + (this.turn == "w" ? 0 : 1), i]) |
| 181 | ); |
| 182 | if (moves.length > 0) return true; |
| 183 | } |
| 184 | return false; |
| 185 | } |
| 186 | return true; |
| 187 | } |
| 188 | |
| 189 | updateVariables(move) { |
| 190 | super.updateVariables(move); |
| 191 | if (move.vanish.length == 2 && move.appear.length == 2) return; //skip castle |
| 192 | const color = move.appear[0].c; |
| 193 | if (move.vanish.length == 0) { |
| 194 | this.reserve[color][move.appear[0].p]--; |
| 195 | return; |
| 196 | } |
| 197 | move.movePromoted = this.promoted[move.start.x][move.start.y]; |
| 198 | move.capturePromoted = this.promoted[move.end.x][move.end.y]; |
| 199 | this.promoted[move.start.x][move.start.y] = false; |
| 200 | this.promoted[move.end.x][move.end.y] = |
| 201 | move.movePromoted || |
| 202 | (move.vanish[0].p == V.PAWN && move.appear[0].p != V.PAWN); |
| 203 | if (move.capturePromoted) this.reserve[color][V.PAWN]++; |
| 204 | else if (move.vanish.length == 2) this.reserve[color][move.vanish[1].p]++; |
| 205 | } |
| 206 | |
| 207 | unupdateVariables(move) { |
| 208 | super.unupdateVariables(move); |
| 209 | if (move.vanish.length == 2 && move.appear.length == 2) return; |
| 210 | const color = this.turn; |
| 211 | if (move.vanish.length == 0) { |
| 212 | this.reserve[color][move.appear[0].p]++; |
| 213 | return; |
| 214 | } |
| 215 | if (move.movePromoted) this.promoted[move.start.x][move.start.y] = true; |
| 216 | this.promoted[move.end.x][move.end.y] = move.capturePromoted; |
| 217 | if (move.capturePromoted) this.reserve[color][V.PAWN]--; |
| 218 | else if (move.vanish.length == 2) this.reserve[color][move.vanish[1].p]--; |
| 219 | } |
| 220 | |
| 221 | static get SEARCH_DEPTH() { |
| 222 | // High branching factor |
| 223 | return 2; |
| 224 | } |
| 225 | |
| 226 | evalPosition() { |
| 227 | let evaluation = super.evalPosition(); |
| 228 | // Add reserves: |
| 229 | for (let i = 0; i < V.RESERVE_PIECES.length; i++) { |
| 230 | const p = V.RESERVE_PIECES[i]; |
| 231 | evaluation += this.reserve["w"][p] * V.VALUES[p]; |
| 232 | evaluation -= this.reserve["b"][p] * V.VALUES[p]; |
| 233 | } |
| 234 | return evaluation; |
| 235 | } |
| 236 | |
| 237 | getNotation(move) { |
| 238 | if (move.vanish.length > 0) return super.getNotation(move); |
| 239 | // Rebirth: |
| 240 | const piece = |
| 241 | move.appear[0].p != V.PAWN ? move.appear[0].p.toUpperCase() : ""; |
| 242 | return piece + "@" + V.CoordsToSquare(move.end); |
| 243 | } |
| 244 | }; |