+import { ChessRules, Move, PiPo } from "@/base_rules";
+
+export class ConnectRules extends ChessRules {
+
+ static GenRandInitFen(randomness) {
+ const baseFen = ChessRules.GenRandInitFen(Math.min(randomness, 1));
+ return "4k3/8" + baseFen.substring(17, 50) + " -";
+ }
+
+ getReservePpath() {
+ return "bp";
+ }
+
+ static get RESERVE_PIECES() {
+ return [V.PAWN]; //only black pawns
+ }
+
+ getColor(i, j) {
+ if (i >= V.size.x) return "b";
+ return this.board[i][j].charAt(0);
+ }
+
+ getPiece(i, j) {
+ if (i >= V.size.x) return V.PAWN;
+ return this.board[i][j].charAt(1);
+ }
+
+ static IsGoodFlags(flags) {
+ // Only white can castle
+ return !!flags.match(/^[a-z]{2,2}$/);
+ }
+
+ getFlagsFen() {
+ return this.castleFlags['w'].map(V.CoordToColumn).join("");
+ }
+
+ setFlags(fenflags) {
+ this.castleFlags = { 'w': [-1, -1] };
+ for (let i = 0; i < 2; i++)
+ this.castleFlags['w'][i] = V.ColumnToCoord(fenflags.charAt(i));
+ }
+
+ setOtherVariables(fen) {
+ super.setOtherVariables(fen);
+ this.reserve = { b: { [V.PAWN]: 1 } };
+ }
+
+ getReserveMoves() {
+ if (this.turn != 'b') return [];
+ let moves = [];
+ for (let i = 1; i <= 6; i++) {
+ for (let j = 0; j < V.size.y; j++) {
+ if (this.board[i][j] == V.EMPTY) {
+ let mv = new Move({
+ appear: [
+ new PiPo({
+ x: i,
+ y: j,
+ c: 'b',
+ p: 'p'
+ })
+ ],
+ vanish: [],
+ start: { x: 9, y: 0 },
+ end: { x: i, y: j }
+ });
+ moves.push(mv);
+ }
+ }
+ }
+ return moves;
+ }
+
+ getPotentialMovesFrom(sq) {
+ if (sq[0] >= V.size.x) return this.getReserveMoves();
+ return super.getPotentialMovesFrom(sq);
+ }
+
+ getPotentialKingMoves([x, y]) {
+ if (this.getColor(x, y) == 'w') return super.getPotentialKingMoves([x, y]);
+ // Black doesn't castle:
+ return super.getSlideNJumpMoves(
+ [x, y],
+ V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
+ "oneStep"
+ );
+ }
+
+ getAllValidMoves() {
+ return (
+ super.getAllValidMoves().concat(
+ super.filterValid(this.getReserveMoves()))
+ );
+ }
+
+ atLeastOneMove() {
+ if (super.atLeastOneMove()) return true;
+ // Search one reserve move
+ if (this.filterValid(this.getReserveMoves()).length > 0) return true;
+ return false;
+ }
+
+ updateCastleFlags(move, piece) {
+ // Only white can castle:
+ const firstRank = 7;
+ if (piece == V.KING && move.appear[0].c == 'w')
+ this.castleFlags['w'] = [8, 8];
+ else if (
+ move.start.x == firstRank &&
+ this.castleFlags['w'].includes(move.start.y)
+ ) {
+ const flagIdx = (move.start.y == this.castleFlags['w'][0] ? 0 : 1);
+ this.castleFlags['w'][flagIdx] = 8;
+ }
+ else if (
+ move.end.x == firstRank &&
+ this.castleFlags['w'].includes(move.end.y)
+ ) {
+ const flagIdx = (move.end.y == this.castleFlags['w'][0] ? 0 : 1);
+ this.castleFlags['w'][flagIdx] = 8;
+ }
+ }
+
+ getCurrentScore() {
+ const score = super.getCurrentScore();
+ if (score != "*") return score;
+ // Check pawns connection:
+ for (let i = 0; i < V.size.x; i++) {
+ for (let j = 0; j < V.size.y; j++) {
+ if (
+ this.board[i][j] != V.EMPTY &&
+ this.getColor(i, j) == 'b' &&
+ this.getPiece(i, j) == V.PAWN
+ ) {
+ // Exploration "rightward + downward" is enough
+ for (let step of [[1, 0], [0, 1], [1, 1], [-1, 1]]) {
+ let [ii, jj] = [i + step[0], j + step[1]];
+ let kounter = 1;
+ while (
+ V.OnBoard(ii, jj) &&
+ this.board[ii][jj] != V.EMPTY &&
+ this.getColor(ii, jj) == 'b' &&
+ this.getPiece(ii, jj) != V.KING
+ ) {
+ kounter++;
+ ii += step[0];
+ jj += step[1];
+ }
+ if (kounter == 4) return "0-1";
+ }
+ }
+ }
+ }
+ return "*";
+ }
+
+ evalPosition() {
+ let evaluation = 0;
+ // Count white material + check pawns alignments
+ let maxAlign = 0;
+ for (let i = 0; i < V.size.x; i++) {
+ for (let j = 0; j < V.size.y; j++) {
+ if (this.board[i][j] != V.EMPTY) {
+ const piece = this.getPiece(i, j);
+ if (piece != V.KING) {
+ const color = this.getColor(i, j);
+ if (color == 'w') evaluation += V.VALUES[piece];
+ else {
+ // Exploration "rightward + downward" is enough
+ for (let step of [[1, 0], [0, 1], [1, 1], [-1, 1]]) {
+ let [ii, jj] = [i + step[0], j + step[1]];
+ let kounter = 1;
+ while (
+ V.OnBoard(ii, jj) &&
+ this.board[ii][jj] != V.EMPTY &&
+ this.getColor(ii, jj) == 'b' &&
+ this.getPiece(ii, jj) != V.KING
+ ) {
+ kounter++;
+ ii += step[0];
+ jj += step[1];
+ }
+ if (kounter > maxAlign) maxAlign = kounter;
+ }
+ }
+ }
+ }
+ }
+ }
+ // -1 for two aligned pawns, -3 for 3 aligned pawns.
+ if ([1, 2].includes(maxAlign)) maxAlign--;
+ return evaluation - maxAlign;
+ }
+
+ getNotation(move) {
+ if (move.vanish.length == 0) return "@" + V.CoordsToSquare(move.end);
+ return super.getNotation(move);
+ }
+
+};
+