1 import { ChessRules
, PiPo
, Move
} from "@/base_rules";
2 import { ArrayFun
} from "@/utils/array";
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
);
9 if (!fenParsed
.reserve
|| !fenParsed
.reserve
.match(/^[0-9]{10,10}$/))
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
)
23 static ParseFen(fen
) {
24 const fenParts
= fen
.split(" ");
25 return Object
.assign(ChessRules
.ParseFen(fen
), {
31 static GenRandInitFen(randomness
) {
32 return ChessRules
.GenRandInitFen(randomness
) + " 0000000000 -";
37 super.getFen() + " " + this.getReserveFen() + " " + this.getPromotedFen()
43 this.getBaseFen() + "_" +
44 this.getTurnFen() + "_" +
45 this.getFlagsFen() + "_" +
46 this.getEnpassantFen() + "_" +
47 this.getReserveFen() + "_" +
53 let counts
= new Array(10);
56 i
< V
.PIECES
.length
- 1;
57 i
++ //-1: no king reserve
59 counts
[i
] = this.reserve
["w"][V
.PIECES
[i
]];
60 counts
[5 + i
] = this.reserve
["b"][V
.PIECES
[i
]];
62 return counts
.join("");
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
});
72 if (res
.length
> 0) res
= res
.slice(0, -1);
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)
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])
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])
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;
108 if (i
>= V
.size
.x
) return i
== V
.size
.x
? "w" : "b";
109 return this.board
[i
][j
].charAt(0);
113 if (i
>= V
.size
.x
) return V
.RESERVE_PIECES
[j
];
114 return this.board
[i
][j
].charAt(1);
117 // Used by the interface:
118 getReservePpath(index
, color
) {
119 return color
+ V
.RESERVE_PIECES
[index
];
122 // Ordering on reserve pieces
123 static get RESERVE_PIECES() {
124 return [V
.PAWN
, V
.ROOK
, V
.KNIGHT
, V
.BISHOP
, V
.QUEEN
];
127 getReserveMoves([x
, y
]) {
128 const color
= this.turn
;
129 const p
= V
.RESERVE_PIECES
[y
];
130 if (this.reserve
[color
][p
] == 0) return [];
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
) {
146 start: { x: x
, y: y
}, //a bit artificial...
156 getPotentialMovesFrom([x
, y
]) {
158 // Reserves, outside of board: x == sizeX(+1)
159 return this.getReserveMoves([x
, y
]);
162 return super.getPotentialMovesFrom([x
, y
]);
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
])
172 return this.filterValid(moves
);
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
])
182 if (moves
.length
> 0) return true;
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
]--;
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
] =
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
]++;
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
]++;
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
]--;
221 static get SEARCH_DEPTH() {
222 // High branching factor
227 let evaluation
= super.evalPosition();
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
];
238 if (move.vanish
.length
> 0) return super.getNotation(move);
241 move.appear
[0].p
!= V
.PAWN
? move.appear
[0].p
.toUpperCase() : "";
242 return piece
+ "@" + V
.CoordsToSquare(move.end
);