f4a96ce17256d3d42be225f5ec46944f28622fc8
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]{14,14}$/))
17 static IsGoodEnpassant(enpassant
) {
18 if (enpassant
!= "-") {
19 const squares
= enpassant
.split(",");
20 if (squares
.length
> 2) return false;
21 for (let sq
of squares
) {
22 const ep
= V
.SquareToCoords(sq
);
23 if (isNaN(ep
.x
) || !V
.OnBoard(ep
)) return false;
29 static ParseFen(fen
) {
30 const fenParts
= fen
.split(" ");
31 return Object
.assign(ChessRules
.ParseFen(fen
), { captured: fenParts
[5] });
35 return ([V
.MARSHALL
, V
.CARDINAL
].includes(b
[1]) ? "Grand/" : "") + b
;
39 return super.getFen() + " " + this.getCapturedFen();
43 return super.getFenForRepeat() + "_" + this.getCapturedFen();
47 let counts
= [...Array(14).fill(0)];
49 for (let j
= 0; j
< V
.PIECES
.length
; j
++) {
50 if (V
.PIECES
[j
] == V
.KING
)
53 counts
[i
] = this.captured
["w"][V
.PIECES
[i
]];
54 counts
[7 + i
] = this.captured
["b"][V
.PIECES
[i
]];
57 return counts
.join("");
60 setOtherVariables(fen
) {
61 super.setOtherVariables(fen
);
62 const fenParsed
= V
.ParseFen(fen
);
63 // Initialize captured pieces' counts from FEN
66 [V
.PAWN
]: parseInt(fenParsed
.captured
[0]),
67 [V
.ROOK
]: parseInt(fenParsed
.captured
[1]),
68 [V
.KNIGHT
]: parseInt(fenParsed
.captured
[2]),
69 [V
.BISHOP
]: parseInt(fenParsed
.captured
[3]),
70 [V
.QUEEN
]: parseInt(fenParsed
.captured
[4]),
71 [V
.MARSHALL
]: parseInt(fenParsed
.captured
[5]),
72 [V
.CARDINAL
]: parseInt(fenParsed
.captured
[6])
75 [V
.PAWN
]: parseInt(fenParsed
.captured
[7]),
76 [V
.ROOK
]: parseInt(fenParsed
.captured
[8]),
77 [V
.KNIGHT
]: parseInt(fenParsed
.captured
[9]),
78 [V
.BISHOP
]: parseInt(fenParsed
.captured
[10]),
79 [V
.QUEEN
]: parseInt(fenParsed
.captured
[11]),
80 [V
.MARSHALL
]: parseInt(fenParsed
.captured
[12]),
81 [V
.CARDINAL
]: parseInt(fenParsed
.captured
[13])
87 return { x: 10, y: 10 };
91 static get MARSHALL() {
96 static get CARDINAL() {
100 static get PIECES() {
101 return ChessRules
.PIECES
.concat([V
.MARSHALL
, V
.CARDINAL
]);
104 // There may be 2 enPassant squares (if pawn jump 3 squares)
106 const L
= this.epSquares
.length
;
107 if (!this.epSquares
[L
- 1]) return "-"; //no en-passant
109 this.epSquares
[L
- 1].forEach(sq
=> {
110 res
+= V
.CoordsToSquare(sq
) + ",";
112 return res
.slice(0, -1); //remove last comma
115 // En-passant after 2-sq or 3-sq jumps
116 getEpSquare(moveOrSquare
) {
117 if (!moveOrSquare
) return undefined;
118 if (typeof moveOrSquare
=== "string") {
119 const square
= moveOrSquare
;
120 if (square
== "-") return undefined;
122 square
.split(",").forEach(sq
=> {
123 res
.push(V
.SquareToCoords(sq
));
127 // Argument is a move:
128 const move = moveOrSquare
;
129 const [sx
, sy
, ex
] = [move.start
.x
, move.start
.y
, move.end
.x
];
130 if (this.getPiece(sx
, sy
) == V
.PAWN
&& Math
.abs(sx
- ex
) >= 2) {
131 const step
= (ex
- sx
) / Math
.abs(ex
- sx
);
138 if (sx
+ 2 * step
!= ex
) {
147 return undefined; //default
150 getPotentialMovesFrom([x
, y
]) {
151 switch (this.getPiece(x
, y
)) {
153 return this.getPotentialMarshallMoves([x
, y
]);
155 return this.getPotentialCardinalMoves([x
, y
]);
157 return super.getPotentialMovesFrom([x
, y
]);
161 // Special pawn rules: promotions to captured friendly pieces,
162 // optional on ranks 8-9 and mandatory on rank 10.
163 getPotentialPawnMoves([x
, y
]) {
164 const color
= this.turn
;
166 const [sizeX
, sizeY
] = [V
.size
.x
, V
.size
.y
];
167 const shiftX
= color
== "w" ? -1 : 1;
168 const startRanks
= color
== "w" ? [sizeX
- 2, sizeX
- 3] : [1, 2];
170 color
== "w" ? [0, 1, 2] : [sizeX
- 1, sizeX
- 2, sizeX
- 3];
171 const promotionPieces
= [
180 // Always x+shiftX >= 0 && x+shiftX < sizeX, because no pawns on last rank
181 let finalPieces
= undefined;
182 if (lastRanks
.includes(x
+ shiftX
)) {
183 finalPieces
= promotionPieces
.filter(p
=> this.captured
[color
][p
] > 0);
184 if (x
+ shiftX
!= lastRanks
[0]) finalPieces
.push(V
.PAWN
);
185 } else finalPieces
= [V
.PAWN
];
186 if (this.board
[x
+ shiftX
][y
] == V
.EMPTY
) {
187 // One square forward
188 for (let piece
of finalPieces
)
190 this.getBasicMove([x
, y
], [x
+ shiftX
, y
], { c: color
, p: piece
})
192 if (startRanks
.includes(x
)) {
193 if (this.board
[x
+ 2 * shiftX
][y
] == V
.EMPTY
) {
195 moves
.push(this.getBasicMove([x
, y
], [x
+ 2 * shiftX
, y
]));
196 if (x
== startRanks
[0] && this.board
[x
+ 3 * shiftX
][y
] == V
.EMPTY
) {
197 // Three squares jump
198 moves
.push(this.getBasicMove([x
, y
], [x
+ 3 * shiftX
, y
]));
204 for (let shiftY
of [-1, 1]) {
207 y
+ shiftY
< sizeY
&&
208 this.board
[x
+ shiftX
][y
+ shiftY
] != V
.EMPTY
&&
209 this.canTake([x
, y
], [x
+ shiftX
, y
+ shiftY
])
211 for (let piece
of finalPieces
) {
213 this.getBasicMove([x
, y
], [x
+ shiftX
, y
+ shiftY
], {
223 const Lep
= this.epSquares
.length
;
224 const epSquare
= this.epSquares
[Lep
- 1];
226 for (let epsq
of epSquare
) {
227 // TODO: some redundant checks
228 if (epsq
.x
== x
+ shiftX
&& Math
.abs(epsq
.y
- y
) == 1) {
229 let enpassantMove
= this.getBasicMove([x
, y
], [epsq
.x
, epsq
.y
]);
230 // WARNING: the captured pawn may be diagonally behind us,
231 // if it's a 3-squares jump and we take on 1st passing square
232 const px
= this.board
[x
][epsq
.y
] != V
.EMPTY
? x : x
- shiftX
;
233 enpassantMove
.vanish
.push({
237 c: this.getColor(px
, epsq
.y
)
239 moves
.push(enpassantMove
);
247 // TODO: different castle?
249 getPotentialMarshallMoves(sq
) {
250 return this.getSlideNJumpMoves(sq
, V
.steps
[V
.ROOK
]).concat(
251 this.getSlideNJumpMoves(sq
, V
.steps
[V
.KNIGHT
], "oneStep")
255 getPotentialCardinalMoves(sq
) {
256 return this.getSlideNJumpMoves(sq
, V
.steps
[V
.BISHOP
]).concat(
257 this.getSlideNJumpMoves(sq
, V
.steps
[V
.KNIGHT
], "oneStep")
261 isAttacked(sq
, color
) {
263 super.isAttacked(sq
, color
) ||
264 this.isAttackedByMarshall(sq
, color
) ||
265 this.isAttackedByCardinal(sq
, color
)
269 isAttackedByMarshall(sq
, color
) {
271 this.isAttackedBySlideNJump(sq
, color
, V
.MARSHALL
, V
.steps
[V
.ROOK
]) ||
272 this.isAttackedBySlideNJump(
282 isAttackedByCardinal(sq
, color
) {
284 this.isAttackedBySlideNJump(sq
, color
, V
.CARDINAL
, V
.steps
[V
.BISHOP
]) ||
285 this.isAttackedBySlideNJump(
296 super.postPlay(move);
297 if (move.vanish
.length
== 2 && move.appear
.length
== 1) {
298 // Capture: update this.captured
299 this.captured
[move.vanish
[1].c
][move.vanish
[1].p
]++;
301 if (move.vanish
[0].p
!= move.appear
[0].p
) {
302 // Promotion: update this.captured
303 this.captured
[move.vanish
[0].c
][move.appear
[0].p
]--;
308 super.postUndo(move);
309 if (move.vanish
.length
== 2 && move.appear
.length
== 1)
310 this.captured
[move.vanish
[1].c
][move.vanish
[1].p
]--;
311 if (move.vanish
[0].p
!= move.appear
[0].p
)
312 this.captured
[move.vanish
[0].c
][move.appear
[0].p
]++;
315 static get VALUES() {
316 return Object
.assign(
317 { c: 5, m: 7 }, //experimental
322 static get SEARCH_DEPTH() {
326 static GenRandInitFen(randomness
) {
327 if (randomness
== 0) {
328 // No castling in the official initial setup
329 return "r8r/1nbqkmcbn1/pppppppppp/10/10/10/10/PPPPPPPPPP/1NBQKMCBN1/R8R " +
330 "w 0 zzzz - 00000000000000";
333 let pieces
= { w: new Array(10), b: new Array(10) };
334 // Shuffle pieces on first and last rank
335 for (let c
of ["w", "b"]) {
336 if (c
== 'b' && randomness
== 1) {
337 pieces
['b'] = pieces
['w'];
341 let positions
= ArrayFun
.range(10);
343 // Get random squares for bishops
344 let randIndex
= 2 * randInt(5);
345 let bishop1Pos
= positions
[randIndex
];
346 // The second bishop must be on a square of different color
347 let randIndex_tmp
= 2 * randInt(5) + 1;
348 let bishop2Pos
= positions
[randIndex_tmp
];
349 // Remove chosen squares
350 positions
.splice(Math
.max(randIndex
, randIndex_tmp
), 1);
351 positions
.splice(Math
.min(randIndex
, randIndex_tmp
), 1);
353 // Get random squares for knights
354 randIndex
= randInt(8);
355 let knight1Pos
= positions
[randIndex
];
356 positions
.splice(randIndex
, 1);
357 randIndex
= randInt(7);
358 let knight2Pos
= positions
[randIndex
];
359 positions
.splice(randIndex
, 1);
361 // Get random square for queen
362 randIndex
= randInt(6);
363 let queenPos
= positions
[randIndex
];
364 positions
.splice(randIndex
, 1);
366 // ...random square for marshall
367 randIndex
= randInt(5);
368 let marshallPos
= positions
[randIndex
];
369 positions
.splice(randIndex
, 1);
371 // ...random square for cardinal
372 randIndex
= randInt(4);
373 let cardinalPos
= positions
[randIndex
];
374 positions
.splice(randIndex
, 1);
376 // Rooks and king positions are now fixed, because of the ordering rook-king-rook
377 let rook1Pos
= positions
[0];
378 let kingPos
= positions
[1];
379 let rook2Pos
= positions
[2];
381 // Finally put the shuffled pieces in the board array
382 pieces
[c
][rook1Pos
] = "r";
383 pieces
[c
][knight1Pos
] = "n";
384 pieces
[c
][bishop1Pos
] = "b";
385 pieces
[c
][queenPos
] = "q";
386 pieces
[c
][marshallPos
] = "m";
387 pieces
[c
][cardinalPos
] = "c";
388 pieces
[c
][kingPos
] = "k";
389 pieces
[c
][bishop2Pos
] = "b";
390 pieces
[c
][knight2Pos
] = "n";
391 pieces
[c
][rook2Pos
] = "r";
394 pieces
["b"].join("") +
395 "/pppppppppp/10/10/10/10/10/10/PPPPPPPPPP/" +
396 pieces
["w"].join("").toUpperCase() +
397 " w 0 1111 - 00000000000000"