1 import { ChessRules
} from "@/base_rules";
2 import { ArrayFun
} from "@/utils/array";
3 import { randInt
} from "@/utils/alea";
5 // NOTE: initial setup differs from the original; see
6 // https://www.chessvariants.com/large.dir/freeling.html
7 export class GrandRules
extends ChessRules
{
8 static IsGoodFen(fen
) {
9 if (!ChessRules
.IsGoodFen(fen
)) return false;
10 const fenParsed
= V
.ParseFen(fen
);
12 if (!fenParsed
.captured
|| !fenParsed
.captured
.match(/^[0-9]{12,12}$/))
17 static IsGoodEnpassant(enpassant
) {
18 if (enpassant
!= "-") return !!enpassant
.match(/^([a-j][0-9]{1,2},?)+$/);
22 static ParseFen(fen
) {
23 const fenParts
= fen
.split(" ");
25 ChessRules
.ParseFen(fen
),
26 { captured: fenParts
[5] }
31 return ([V
.MARSHALL
, V
.CARDINAL
].includes(b
[1]) ? "Grand/" : "") + b
;
35 return super.getFen() + " " + this.getCapturedFen();
39 return super.getFenForRepeat() + "_" + this.getCapturedFen();
43 let counts
= [...Array(12).fill(0)];
45 for (let j
= 0; j
< V
.PIECES
.length
; j
++) {
46 if ([V
.KING
, V
.PAWN
].includes(V
.PIECES
[j
]))
47 // No king captured, and pawns don't promote in pawns
49 counts
[i
] = this.captured
["w"][V
.PIECES
[j
]];
50 counts
[6 + i
] = this.captured
["b"][V
.PIECES
[j
]];
53 return counts
.join("");
56 setOtherVariables(fen
) {
57 super.setOtherVariables(fen
);
59 V
.ParseFen(fen
).captured
.split("").map(x
=> parseInt(x
, 10));
60 // Initialize captured pieces' counts from FEN
63 [V
.ROOK
]: captured
[0],
64 [V
.KNIGHT
]: captured
[1],
65 [V
.BISHOP
]: captured
[2],
66 [V
.QUEEN
]: captured
[3],
67 [V
.MARSHALL
]: captured
[4],
68 [V
.CARDINAL
]: captured
[5]
71 [V
.ROOK
]: captured
[6],
72 [V
.KNIGHT
]: captured
[7],
73 [V
.BISHOP
]: captured
[8],
74 [V
.QUEEN
]: captured
[9],
75 [V
.MARSHALL
]: captured
[10],
76 [V
.CARDINAL
]: captured
[11]
82 return { x: 10, y: 10 };
86 static get MARSHALL() {
91 static get CARDINAL() {
96 return ChessRules
.PIECES
.concat([V
.MARSHALL
, V
.CARDINAL
]);
99 // There may be 2 enPassant squares (if pawn jump 3 squares)
101 const L
= this.epSquares
.length
;
102 if (!this.epSquares
[L
- 1]) return "-"; //no en-passant
104 this.epSquares
[L
- 1].forEach(sq
=> {
105 res
+= V
.CoordsToSquare(sq
) + ",";
107 return res
.slice(0, -1); //remove last comma
110 // En-passant after 2-sq or 3-sq jumps
111 getEpSquare(moveOrSquare
) {
112 if (!moveOrSquare
) return undefined;
113 if (typeof moveOrSquare
=== "string") {
114 const square
= moveOrSquare
;
115 if (square
== "-") return undefined;
117 square
.split(",").forEach(sq
=> {
118 res
.push(V
.SquareToCoords(sq
));
122 // Argument is a move:
123 const move = moveOrSquare
;
124 const [sx
, sy
, ex
] = [move.start
.x
, move.start
.y
, move.end
.x
];
125 if (this.getPiece(sx
, sy
) == V
.PAWN
&& Math
.abs(sx
- ex
) >= 2) {
126 const step
= (ex
- sx
) / Math
.abs(ex
- sx
);
133 if (sx
+ 2 * step
!= ex
) {
142 return undefined; //default
145 getPotentialMovesFrom([x
, y
]) {
146 switch (this.getPiece(x
, y
)) {
148 return this.getPotentialMarshallMoves([x
, y
]);
150 return this.getPotentialCardinalMoves([x
, y
]);
152 return super.getPotentialMovesFrom([x
, y
]);
156 // Special pawn rules: promotions to captured friendly pieces,
157 // optional on ranks 8-9 and mandatory on rank 10.
158 getPotentialPawnMoves([x
, y
]) {
159 const color
= this.turn
;
161 const [sizeX
, sizeY
] = [V
.size
.x
, V
.size
.y
];
162 const shiftX
= color
== "w" ? -1 : 1;
163 const startRanks
= color
== "w" ? [sizeX
- 2, sizeX
- 3] : [1, 2];
165 color
== "w" ? [0, 1, 2] : [sizeX
- 1, sizeX
- 2, sizeX
- 3];
166 const promotionPieces
= [
175 // Always x+shiftX >= 0 && x+shiftX < sizeX, because no pawns on last rank
176 let finalPieces
= undefined;
177 if (lastRanks
.includes(x
+ shiftX
)) {
178 finalPieces
= promotionPieces
.filter(p
=> this.captured
[color
][p
] > 0);
179 if (x
+ shiftX
!= lastRanks
[0]) finalPieces
.push(V
.PAWN
);
180 } else finalPieces
= [V
.PAWN
];
181 if (this.board
[x
+ shiftX
][y
] == V
.EMPTY
) {
182 // One square forward
183 for (let piece
of finalPieces
)
185 this.getBasicMove([x
, y
], [x
+ shiftX
, y
], { c: color
, p: piece
})
187 if (startRanks
.includes(x
)) {
188 if (this.board
[x
+ 2 * shiftX
][y
] == V
.EMPTY
) {
190 moves
.push(this.getBasicMove([x
, y
], [x
+ 2 * shiftX
, y
]));
191 if (x
== startRanks
[0] && this.board
[x
+ 3 * shiftX
][y
] == V
.EMPTY
) {
192 // Three squares jump
193 moves
.push(this.getBasicMove([x
, y
], [x
+ 3 * shiftX
, y
]));
199 for (let shiftY
of [-1, 1]) {
202 y
+ shiftY
< sizeY
&&
203 this.board
[x
+ shiftX
][y
+ shiftY
] != V
.EMPTY
&&
204 this.canTake([x
, y
], [x
+ shiftX
, y
+ shiftY
])
206 for (let piece
of finalPieces
) {
208 this.getBasicMove([x
, y
], [x
+ shiftX
, y
+ shiftY
], {
218 const Lep
= this.epSquares
.length
;
219 const epSquare
= this.epSquares
[Lep
- 1];
221 for (let epsq
of epSquare
) {
222 // TODO: some redundant checks
223 if (epsq
.x
== x
+ shiftX
&& Math
.abs(epsq
.y
- y
) == 1) {
224 let enpassantMove
= this.getBasicMove([x
, y
], [epsq
.x
, epsq
.y
]);
225 // WARNING: the captured pawn may be diagonally behind us,
226 // if it's a 3-squares jump and we take on 1st passing square
227 const px
= this.board
[x
][epsq
.y
] != V
.EMPTY
? x : x
- shiftX
;
228 enpassantMove
.vanish
.push({
232 c: this.getColor(px
, epsq
.y
)
234 moves
.push(enpassantMove
);
242 // TODO: different castle?
244 getPotentialMarshallMoves(sq
) {
245 return this.getSlideNJumpMoves(sq
, V
.steps
[V
.ROOK
]).concat(
246 this.getSlideNJumpMoves(sq
, V
.steps
[V
.KNIGHT
], "oneStep")
250 getPotentialCardinalMoves(sq
) {
251 return this.getSlideNJumpMoves(sq
, V
.steps
[V
.BISHOP
]).concat(
252 this.getSlideNJumpMoves(sq
, V
.steps
[V
.KNIGHT
], "oneStep")
256 isAttacked(sq
, color
) {
258 super.isAttacked(sq
, color
) ||
259 this.isAttackedByMarshall(sq
, color
) ||
260 this.isAttackedByCardinal(sq
, color
)
264 isAttackedByMarshall(sq
, color
) {
266 this.isAttackedBySlideNJump(sq
, color
, V
.MARSHALL
, V
.steps
[V
.ROOK
]) ||
267 this.isAttackedBySlideNJump(
277 isAttackedByCardinal(sq
, color
) {
279 this.isAttackedBySlideNJump(sq
, color
, V
.CARDINAL
, V
.steps
[V
.BISHOP
]) ||
280 this.isAttackedBySlideNJump(
291 super.postPlay(move);
292 if (move.vanish
.length
== 2 && move.appear
.length
== 1)
293 // Capture: update this.captured
294 this.captured
[move.vanish
[1].c
][move.vanish
[1].p
]++;
298 super.postUndo(move);
299 if (move.vanish
.length
== 2 && move.appear
.length
== 1)
300 this.captured
[move.vanish
[1].c
][move.vanish
[1].p
]--;
303 static get VALUES() {
304 return Object
.assign(
305 { c: 5, m: 7 }, //experimental
310 static get SEARCH_DEPTH() {
314 static GenRandInitFen(randomness
) {
315 if (randomness
== 0) {
317 "r8r/1nbqkmcbn1/pppppppppp/91/91/91/91/PPPPPPPPPP/1NBQKMCBN1/R8R " +
318 // No castling in the official initial setup
319 "w 0 zzzz - 00000000000000"
323 let pieces
= { w: new Array(10), b: new Array(10) };
325 // Shuffle pieces on first and last rank
326 for (let c
of ["w", "b"]) {
327 if (c
== 'b' && randomness
== 1) {
328 pieces
['b'] = pieces
['w'];
333 let positions
= ArrayFun
.range(10);
335 // Get random squares for bishops
336 let randIndex
= 2 * randInt(5);
337 let bishop1Pos
= positions
[randIndex
];
338 // The second bishop must be on a square of different color
339 let randIndex_tmp
= 2 * randInt(5) + 1;
340 let bishop2Pos
= positions
[randIndex_tmp
];
341 // Remove chosen squares
342 positions
.splice(Math
.max(randIndex
, randIndex_tmp
), 1);
343 positions
.splice(Math
.min(randIndex
, randIndex_tmp
), 1);
345 // Get random squares for knights
346 randIndex
= randInt(8);
347 let knight1Pos
= positions
[randIndex
];
348 positions
.splice(randIndex
, 1);
349 randIndex
= randInt(7);
350 let knight2Pos
= positions
[randIndex
];
351 positions
.splice(randIndex
, 1);
353 // Get random square for queen
354 randIndex
= randInt(6);
355 let queenPos
= positions
[randIndex
];
356 positions
.splice(randIndex
, 1);
358 // ...random square for marshall
359 randIndex
= randInt(5);
360 let marshallPos
= positions
[randIndex
];
361 positions
.splice(randIndex
, 1);
363 // ...random square for cardinal
364 randIndex
= randInt(4);
365 let cardinalPos
= positions
[randIndex
];
366 positions
.splice(randIndex
, 1);
368 // Rooks and king positions are now fixed,
369 // because of the ordering rook-king-rook
370 let rook1Pos
= positions
[0];
371 let kingPos
= positions
[1];
372 let rook2Pos
= positions
[2];
374 // Finally put the shuffled pieces in the board array
375 pieces
[c
][rook1Pos
] = "r";
376 pieces
[c
][knight1Pos
] = "n";
377 pieces
[c
][bishop1Pos
] = "b";
378 pieces
[c
][queenPos
] = "q";
379 pieces
[c
][marshallPos
] = "m";
380 pieces
[c
][cardinalPos
] = "c";
381 pieces
[c
][kingPos
] = "k";
382 pieces
[c
][bishop2Pos
] = "b";
383 pieces
[c
][knight2Pos
] = "n";
384 pieces
[c
][rook2Pos
] = "r";
385 flags
+= V
.CoordToColumn(rook1Pos
) + V
.CoordToColumn(rook2Pos
);
388 pieces
["b"].join("") +
389 "/pppppppppp/91/91/91/91/91/91/PPPPPPPPPP/" +
390 pieces
["w"].join("").toUpperCase() +
391 " w 0 " + flags
+ " - 00000000000000"