1 import { ChessRules
, PiPo
, Move
} from "@/base_rules";
2 import { ArrayFun
} from "@/utils/array";
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
);
9 if (!fenParsed
.reserve
|| !fenParsed
.reserve
.match(/^[0-9]{10,10}$/))
14 static ParseFen(fen
) {
15 const fenParts
= fen
.split(" ");
16 return Object
.assign(ChessRules
.ParseFen(fen
), {
21 static GenRandInitFen(randomness
) {
22 return ChessRules
.GenRandInitFen(randomness
) + " 0000000000";
27 super.getFen() + " " + this.getReserveFen()
33 this.getBaseFen() + "_" +
34 this.getTurnFen() + "_" +
35 this.getFlagsFen() + "_" +
36 this.getEnpassantFen() + "_" +
42 let counts
= new Array(10);
45 i
< V
.PIECES
.length
- 1;
46 i
++ //-1: no king reserve
48 counts
[i
] = this.reserve
["w"][V
.PIECES
[i
]];
49 counts
[5 + i
] = this.reserve
["b"][V
.PIECES
[i
]];
51 return counts
.join("");
54 setOtherVariables(fen
) {
55 super.setOtherVariables(fen
);
56 const fenParsed
= V
.ParseFen(fen
);
57 // Also init reserves (used by the interface to show landable pieces)
60 [V
.PAWN
]: parseInt(fenParsed
.reserve
[0]),
61 [V
.ROOK
]: parseInt(fenParsed
.reserve
[1]),
62 [V
.KNIGHT
]: parseInt(fenParsed
.reserve
[2]),
63 [V
.BISHOP
]: parseInt(fenParsed
.reserve
[3]),
64 [V
.QUEEN
]: parseInt(fenParsed
.reserve
[4])
67 [V
.PAWN
]: parseInt(fenParsed
.reserve
[5]),
68 [V
.ROOK
]: parseInt(fenParsed
.reserve
[6]),
69 [V
.KNIGHT
]: parseInt(fenParsed
.reserve
[7]),
70 [V
.BISHOP
]: parseInt(fenParsed
.reserve
[8]),
71 [V
.QUEEN
]: parseInt(fenParsed
.reserve
[9])
77 if (i
>= V
.size
.x
) return i
== V
.size
.x
? "w" : "b";
78 return this.board
[i
][j
].charAt(0);
82 if (i
>= V
.size
.x
) return V
.RESERVE_PIECES
[j
];
83 return this.board
[i
][j
].charAt(1);
86 // Used by the interface:
87 getReservePpath(index
, color
) {
88 return color
+ V
.RESERVE_PIECES
[index
];
91 // Ordering on reserve pieces
92 static get RESERVE_PIECES() {
93 return [V
.PAWN
, V
.ROOK
, V
.KNIGHT
, V
.BISHOP
, V
.QUEEN
];
96 getReserveMoves([x
, y
]) {
97 const color
= this.turn
;
98 const p
= V
.RESERVE_PIECES
[y
];
99 if (this.reserve
[color
][p
] == 0) return [];
101 const pawnShift
= p
== V
.PAWN
? 1 : 0;
102 for (let i
= pawnShift
; i
< V
.size
.x
- pawnShift
; i
++) {
103 for (let j
= 0; j
< V
.size
.y
; j
++) {
104 if (this.board
[i
][j
] == V
.EMPTY
) {
115 start: { x: x
, y: y
}, //a bit artificial...
125 getPotentialMovesFrom([x
, y
]) {
127 // Reserves, outside of board: x == sizeX(+1)
128 return this.getReserveMoves([x
, y
]);
131 return super.getPotentialMovesFrom([x
, y
]);
134 getPotentialPawnMoves([x
, y
]) {
135 const color
= this.turn
;
137 const [sizeX
, sizeY
] = [V
.size
.x
, V
.size
.y
];
138 const shiftX
= color
== "w" ? -1 : 1;
139 const startRank
= color
== "w" ? sizeX
- 2 : 1;
140 const lastRank
= color
== "w" ? 0 : sizeX
- 1;
142 // One square forward
143 if (this.board
[x
+ shiftX
][y
] == V
.EMPTY
) {
145 this.getBasicMove([x
, y
], [x
+ shiftX
, y
])
147 // Next condition because pawns on 1st rank can generally jump
150 this.board
[x
+ 2 * shiftX
][y
] == V
.EMPTY
153 moves
.push(this.getBasicMove([x
, y
], [x
+ 2 * shiftX
, y
]));
157 for (let shiftY
of [-1, 1]) {
160 y
+ shiftY
< sizeY
&&
161 this.board
[x
+ shiftX
][y
+ shiftY
] != V
.EMPTY
&&
162 this.canTake([x
, y
], [x
+ shiftX
, y
+ shiftY
])
165 this.getBasicMove([x
, y
], [x
+ shiftX
, y
+ shiftY
])
171 const Lep
= this.epSquares
.length
;
172 const epSquare
= this.epSquares
[Lep
- 1]; //always at least one element
175 epSquare
.x
== x
+ shiftX
&&
176 Math
.abs(epSquare
.y
- y
) == 1
178 let enpassantMove
= this.getBasicMove([x
, y
], [epSquare
.x
, epSquare
.y
]);
179 enpassantMove
.vanish
.push({
183 c: this.getColor(x
, epSquare
.y
)
185 moves
.push(enpassantMove
);
188 // Post-processing: remove falling pawns
189 if (x
+ shiftX
== lastRank
) {
199 let moves
= super.getAllValidMoves();
200 const color
= this.turn
;
201 for (let i
= 0; i
< V
.RESERVE_PIECES
.length
; i
++)
202 moves
= moves
.concat(
203 this.getReserveMoves([V
.size
.x
+ (color
== "w" ? 0 : 1), i
])
205 return this.filterValid(moves
);
209 if (!super.atLeastOneMove()) {
210 // Search one reserve move
211 for (let i
= 0; i
< V
.RESERVE_PIECES
.length
; i
++) {
212 let moves
= this.filterValid(
213 this.getReserveMoves([V
.size
.x
+ (this.turn
== "w" ? 0 : 1), i
])
215 if (moves
.length
> 0) return true;
222 canTake([x1
, y1
], [x2
, y2
]) {
223 // Self-captures allowed, except for the king:
224 return this.getPiece(x2
, y2
) != V
.KING
;
227 updateVariables(move) {
228 super.updateVariables(move);
229 if (move.vanish
.length
== 2 && move.appear
.length
== 2) return; //skip castle
230 const color
= V
.GetOppCol(this.turn
);
231 if (move.vanish
.length
== 0) {
232 this.reserve
[color
][move.appear
[0].p
]--;
235 else if (move.vanish
.length
== 2 && move.vanish
[1].c
== color
) {
237 this.reserve
[color
][move.vanish
[1].p
]++;
241 unupdateVariables(move) {
242 super.unupdateVariables(move);
243 if (move.vanish
.length
== 2 && move.appear
.length
== 2) return;
244 const color
= this.turn
;
245 if (move.vanish
.length
== 0) {
246 this.reserve
[color
][move.appear
[0].p
]++;
249 else if (move.vanish
.length
== 2 && move.vanish
[1].c
== color
) {
250 this.reserve
[color
][move.vanish
[1].p
]--;
254 static get SEARCH_DEPTH() {
259 let evaluation
= super.evalPosition();
261 for (let i
= 0; i
< V
.RESERVE_PIECES
.length
; i
++) {
262 const p
= V
.RESERVE_PIECES
[i
];
263 evaluation
+= this.reserve
["w"][p
] * V
.VALUES
[p
];
264 evaluation
-= this.reserve
["b"][p
] * V
.VALUES
[p
];
270 const finalSquare
= V
.CoordsToSquare(move.end
);
271 if (move.vanish
.length
> 0) {
272 if (move.appear
.length
> 0) {
274 return super.getNotation(move);
276 // Pawn fallen: capturing or not
278 if (move.vanish
.length
== 2)
279 res
+= V
.CoordToColumn(move.start
.y
) + "x";
280 return res
+ finalSquare
;
285 move.appear
[0].p
!= V
.PAWN
? move.appear
[0].p
.toUpperCase() : "";
286 return piece
+ "@" + V
.CoordsToSquare(move.end
);