+import { ChessRules, PiPo, Move } from "@/base_rules";
+
+export class ParachuteRules extends ChessRules {
+ static get HasFlags() {
+ return false;
+ }
+
+ static IsGoodFen(fen) {
+ if (!ChessRules.IsGoodFen(fen)) return false;
+ const fenParsed = V.ParseFen(fen);
+ // 5) Check reserves
+ if (!fenParsed.reserve || !fenParsed.reserve.match(/^[0-9]{12,12}$/))
+ return false;
+ return true;
+ }
+
+ static ParseFen(fen) {
+ const fenParts = fen.split(" ");
+ return Object.assign(
+ ChessRules.ParseFen(fen),
+ { reserve: fenParts[4] }
+ );
+ }
+
+ static GenRandInitFen() {
+ // ChessRules.PIECES order is P, R, N, B, Q, K:
+ return "8/8/8/8/8/8/8/8 w 0 - 822211822211";
+ }
+
+ getFen() {
+ return super.getFen() + " " + this.getReserveFen();
+ }
+
+ getFenForRepeat() {
+ return super.getFenForRepeat() + "_" + this.getReserveFen();
+ }
+
+ getReserveFen() {
+ let counts = new Array(12);
+ for (let i = 0; i < V.PIECES.length; i++) {
+ counts[i] = this.reserve["w"][V.PIECES[i]];
+ counts[6 + i] = this.reserve["b"][V.PIECES[i]];
+ }
+ return counts.join("");
+ }
+
+ setOtherVariables(fen) {
+ super.setOtherVariables(fen);
+ const fenParsed = V.ParseFen(fen);
+ // Also init reserves (used by the interface to show landable pieces)
+ this.reserve = {
+ w: {
+ [V.PAWN]: parseInt(fenParsed.reserve[0]),
+ [V.ROOK]: parseInt(fenParsed.reserve[1]),
+ [V.KNIGHT]: parseInt(fenParsed.reserve[2]),
+ [V.BISHOP]: parseInt(fenParsed.reserve[3]),
+ [V.QUEEN]: parseInt(fenParsed.reserve[4]),
+ [V.KING]: parseInt(fenParsed.reserve[5])
+ },
+ b: {
+ [V.PAWN]: parseInt(fenParsed.reserve[6]),
+ [V.ROOK]: parseInt(fenParsed.reserve[7]),
+ [V.KNIGHT]: parseInt(fenParsed.reserve[8]),
+ [V.BISHOP]: parseInt(fenParsed.reserve[9]),
+ [V.QUEEN]: parseInt(fenParsed.reserve[10]),
+ [V.KING]: parseInt(fenParsed.reserve[11])
+ }
+ };
+ }
+
+ getColor(i, j) {
+ if (i >= V.size.x) return i == V.size.x ? "w" : "b";
+ return this.board[i][j].charAt(0);
+ }
+
+ getPiece(i, j) {
+ if (i >= V.size.x) return V.RESERVE_PIECES[j];
+ return this.board[i][j].charAt(1);
+ }
+
+ // Used by the interface:
+ getReservePpath(index, color) {
+ return color + V.RESERVE_PIECES[index];
+ }
+
+ // Ordering on reserve pieces (matching V.PIECES order)
+ static get RESERVE_PIECES() {
+ return [V.PAWN, V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.KING];
+ }
+
+ getReserveMoves([x, y]) {
+ const color = this.turn;
+ const oppCol = V.GetOppCol(color);
+ const p = V.RESERVE_PIECES[y];
+ if (this.reserve[color][p] == 0) return [];
+ let moves = [];
+ let boundary =
+ p == V.PAWN
+ // Pawns can land only on 4 first ranks:
+ ? (color == 'w' ? [4, 8] : [0, 4])
+ : [0, 8];
+ for (let i = boundary[0]; i < boundary[1]; i++) {
+ for (let j = 0; j < 8; j++) {
+ if (this.board[i][j] == V.EMPTY) {
+ let mv = new Move({
+ appear: [
+ new PiPo({
+ x: i,
+ y: j,
+ c: color,
+ p: p
+ })
+ ],
+ vanish: [],
+ start: { x: x, y: y }, //a bit artificial...
+ end: { x: i, y: j }
+ });
+ this.play(mv);
+ // Landing with check is forbidden:
+ if (!this.underCheck(oppCol)) moves.push(mv);
+ this.undo(mv);
+ }
+ }
+ }
+ return moves;
+ }
+
+ getPotentialMovesFrom([x, y]) {
+ let moves =
+ x >= 8
+ ? this.getReserveMoves([x, y])
+ : super.getPotentialMovesFrom([x, y]);
+ // Forbid captures if king not landed yet:
+ if (x < 8 && moves.length > 0 && this.kingPos[moves[0].appear[0].c][0] < 0)
+ moves = moves.filter(m => m.vanish.length == 1);
+ return moves;
+ }
+
+ getAllValidMoves() {
+ let moves = super.getAllValidMoves();
+ const color = this.turn;
+ for (let i = 0; i < V.RESERVE_PIECES.length; i++)
+ moves = moves.concat(
+ this.getReserveMoves([V.size.x + (color == "w" ? 0 : 1), i])
+ );
+ return this.filterValid(moves);
+ }
+
+ isAttacked(sq, color) {
+ // While the king hasn't landed, nothing is attacked:
+ if (this.kingPos[color][0] < 0) return false;
+ return super.isAttacked(sq, color);
+ }
+
+ atLeastOneMove() {
+ if (!super.atLeastOneMove()) {
+ // Search one reserve move
+ for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
+ let moves = this.filterValid(
+ this.getReserveMoves([V.size.x + (this.turn == "w" ? 0 : 1), i])
+ );
+ if (moves.length > 0) return true;
+ }
+ return false;
+ }
+ return true;
+ }
+
+ prePlay(move) {
+ super.prePlay(move);
+ if (move.vanish.length == 0) this.reserve[this.turn][move.appear[0].p]--;
+ }
+
+ postUndo(move) {
+ if (move.vanish.length == 0) this.reserve[this.turn][move.appear[0].p]++;
+ // (Potentially) Reset king position
+ if (move.appear[0].p == V.KING) {
+ const c = move.appear[0].c;
+ if (move.vanish.length == 0)
+ // Landing king
+ this.kingPos[c] = [-1, -1];
+ else
+ // King movement
+ this.kingPos[c] = [move.start.x, move.start.y];
+ }
+ }
+
+ static get SEARCH_DEPTH() {
+ return 1;
+ }
+
+ evalPosition() {
+ let evaluation = super.evalPosition();
+ // Add reserves:
+ for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
+ const p = V.RESERVE_PIECES[i];
+ evaluation += this.reserve["w"][p] * V.VALUES[p];
+ evaluation -= this.reserve["b"][p] * V.VALUES[p];
+ }
+ return evaluation;
+ }
+
+ getNotation(move) {
+ if (move.vanish.length > 0) return super.getNotation(move);
+ // Parachutage:
+ const piece =
+ move.appear[0].p != V.PAWN ? move.appear[0].p.toUpperCase() : "";
+ return piece + "@" + V.CoordsToSquare(move.end);
+ }
+};