1 import { ChessRules
, Move
, PiPo
} from "@/base_rules";
2 import { randInt
} from "@/utils/alea";
4 export class PandemoniumRules
extends ChessRules
{
6 static get PawnSpecs() {
12 promotions: [V
.GILDING
]
17 static get GILDING() {
21 static get SCEPTER() {
33 static get CARDINAL() {
41 static get MARSHAL() {
45 static get APRICOT() {
51 ChessRules
.PIECES
.concat([
52 V
.GILDING
, V
.SCEPTER
, V
.HORSE
, V
.DRAGON
,
53 V
.CARDINAL
, V
.WHOLE
, V
.MARSHAL
, V
.APRICOT
])
58 const prefix
= (ChessRules
.PIECES
.includes(b
[1]) ? "" : "Pandemonium/");
63 return { x: 10, y: 10};
67 if (i
>= V
.size
.x
) return i
== V
.size
.x
? "w" : "b";
68 return this.board
[i
][j
].charAt(0);
72 if (i
>= V
.size
.x
) return V
.RESERVE_PIECES
[j
];
73 return this.board
[i
][j
].charAt(1);
76 setOtherVariables(fen
) {
77 super.setOtherVariables(fen
);
78 // Sub-turn is useful only at first move...
80 // Also init reserves (used by the interface to show landable pieces)
82 V
.ParseFen(fen
).reserve
.split("").map(x
=> parseInt(x
, 10));
87 [V
.KNIGHT
]: reserve
[2],
88 [V
.BISHOP
]: reserve
[3],
89 [V
.QUEEN
]: reserve
[4],
90 [V
.CARDINAL
]: reserve
[5],
91 [V
.MARSHAL
]: reserve
[6],
96 [V
.KNIGHT
]: reserve
[9],
97 [V
.BISHOP
]: reserve
[10],
98 [V
.QUEEN
]: reserve
[11],
99 [V
.CARDINAL
]: reserve
[12],
100 [V
.MARSHAL
]: reserve
[13]
105 static IsGoodEnpassant(enpassant
) {
106 if (enpassant
!= "-") {
107 const squares
= enpassant
.split(",");
108 if (squares
.length
> 2) return false;
109 for (let sq
of squares
) {
110 if (!sq
.match(/[a-j0-9]/)) return false;
116 static IsGoodFen(fen
) {
117 if (!ChessRules
.IsGoodFen(fen
)) return false;
118 const fenParsed
= V
.ParseFen(fen
);
120 if (!fenParsed
.reserve
|| !fenParsed
.reserve
.match(/^[0-9]{14,14}$/))
125 static ParseFen(fen
) {
126 const fenParts
= fen
.split(" ");
127 return Object
.assign(
128 ChessRules
.ParseFen(fen
),
129 { reserve: fenParts
[5] }
134 return super.getFen() + " " + this.getReserveFen();
138 return super.getFenForRepeat() + "_" + this.getReserveFen();
142 let counts
= new Array(14);
143 for (let i
= 0; i
< V
.RESERVE_PIECES
.length
; i
++) {
144 counts
[i
] = this.reserve
["w"][V
.RESERVE_PIECES
[i
]];
145 counts
[7 + i
] = this.reserve
["b"][V
.RESERVE_PIECES
[i
]];
147 return counts
.join("");
151 // white a-castle, h-castle, king pos, then same for black.
152 this.castleFlags
= { w: [-1, -1, -1], b: [-1, -1, -1] };
153 for (let i
= 0; i
< 6; i
++) {
154 this.castleFlags
[i
< 3 ? "w" : "b"][i
% 3] =
155 V
.ColumnToCoord(fenflags
.charAt(i
));
159 static GenRandInitFen(randomness
) {
160 // No randomization here for now (but initial setup choice)
162 "rnbqkmcbnr/pppppppppp/91/91/91/91/91/91/PPPPPPPPPP/RNBQKMCBNR " +
163 "w 0 ajeaje - 00000000000000"
165 // TODO later: randomization too --> 2 bishops, not next to each other.
166 // then knights next to bishops. Then other pieces (...).
170 const L
= this.epSquares
.length
;
171 if (!this.epSquares
[L
- 1]) return "-"; //no en-passant
173 this.epSquares
[L
- 1].forEach(sq
=> {
174 res
+= V
.CoordsToSquare(sq
) + ",";
176 return res
.slice(0, -1); //remove last comma
179 getEpSquare(moveOrSquare
) {
180 if (!moveOrSquare
) return undefined;
181 if (typeof moveOrSquare
=== "string") {
182 const square
= moveOrSquare
;
183 if (square
== "-") return undefined;
185 square
.split(",").forEach(sq
=> {
186 res
.push(V
.SquareToCoords(sq
));
190 // Argument is a move:
191 const move = moveOrSquare
;
192 const [sx
, sy
, ex
] = [move.start
.x
, move.start
.y
, move.end
.x
];
193 if (this.getPiece(sx
, sy
) == V
.PAWN
&& Math
.abs(sx
- ex
) >= 2) {
194 const step
= (ex
- sx
) / Math
.abs(ex
- sx
);
199 if (sx
+ 2 * step
!= ex
) {
208 return undefined; //default
211 getReservePpath(index
, color
) {
212 const p
= V
.RESERVE_PIECES
[index
];
213 const prefix
= (ChessRules
.PIECES
.includes(p
) ? "" : "Pandemonium/");
214 return prefix
+ color
+ p
;;
217 // Ordering on reserve pieces
218 static get RESERVE_PIECES() {
220 [V
.PAWN
, V
.ROOK
, V
.KNIGHT
, V
.BISHOP
, V
.QUEEN
, V
.CARDINAL
, V
.MARSHAL
]
224 getReserveMoves([x
, y
]) {
225 const color
= this.turn
;
226 const p
= V
.RESERVE_PIECES
[y
];
227 if (this.reserve
[color
][p
] == 0) return [];
228 const bounds
= (p
== V
.PAWN
? [1, V
.size
.x
- 1] : [0, V
.size
.x
]);
230 for (let i
= bounds
[0]; i
< bounds
[1]; i
++) {
231 for (let j
= 0; j
< V
.size
.y
; j
++) {
232 if (this.board
[i
][j
] == V
.EMPTY
) {
243 start: { x: x
, y: y
}, //a bit artificial...
247 // Do not drop on checkmate:
250 this.underCheck(oppCol
) && !this.atLeastOneMove("noReserve")
262 static get PromoteMap() {
272 getPotentialMovesFrom([x
, y
]) {
273 const c
= this.getColor(x
, y
);
274 const oppCol
= V
.GetOppCol(c
);
275 if (this.movesCount
<= 1) {
276 if (this.kingPos
[c
][0] == x
&& this.kingPos
[c
][1] == y
) {
277 // Pass (if setup is ok)
282 start: { x: this.kingPos
[c
][0], y: this.kingPos
[c
][1] },
283 end: { x: this.kingPos
[oppCol
][0], y: this.kingPos
[oppCol
][1] }
287 const firstRank
= (this.movesCount
== 0 ? 9 : 0);
288 // TODO: initDestFile currently hardcoded for deterministic setup
289 const initDestFile
= new Map([[1, 2], [8, 7]]);
290 // Only option is knight / bishop swap:
291 if (x
== firstRank
&& !!initDestFile
.get(y
)) {
292 const destFile
= initDestFile
.get(y
);
323 start: { x: x
, y: y
},
324 end: { x: x
, y: destFile
}
330 // Normal move (after initial setup)
331 if (x
>= V
.size
.x
) return this.getReserveMoves(x
, y
);
332 const p
= this.getPiece(x
, y
);
335 if (ChessRules
.PIECES
.includes(p
))
336 moves
= super.getPotentialMovesFrom(sq
);
337 if ([V
.GILDING
, V
.APRICOT
, V
.WHOLE
].includes(p
))
338 moves
= super.getPotentialQueenMoves(sq
);
341 moves
= this.getPotentialScepterMoves(sq
);
344 moves
= this.getPotentialHorseMoves(sq
);
347 moves
= this.getPotentialDragonMoves(sq
);
350 moves
= this.getPotentialCardinalMoves(sq
);
353 moves
= this.getPotentialMarshalMoves(sq
);
356 // Maybe apply promotions:
357 if (Object
.keys(V
.PromoteMap
).includes(p
)) {
358 const promoted
= V
.PromoteMap
[p
];
359 const lastRank
= (c
== 'w' ? 0 : 9);
362 if (m
.start
.x
== lastRank
|| m
.end
.x
== lastRank
) {
363 let pMove
= JSON
.parse(JSON
.stringify(m
));
364 pMove
.appear
[0].p
= promoted
;
365 promotions
.push(pMove
);
368 Array
.prototype.push
.apply(moves
, promotions
);
373 getPotentialPawnMoves([x
, y
]) {
374 const color
= this.turn
;
375 const shiftX
= V
.PawnSpecs
.directions
[color
];
377 if (this.board
[x
+ shiftX
][y
] == V
.EMPTY
) {
378 this.addPawnMoves([x
, y
], [x
+ shiftX
, y
], moves
);
379 if ((color
== 'w' && x
>= V
.size
.x
- 3) || (color
== 'b' && x
<= 3)) {
380 if (this.board
[x
+ 2 * shiftX
][y
] == V
.EMPTY
) {
381 moves
.push(this.getBasicMove([x
, y
], [x
+ 2 * shiftX
, y
]));
384 (color
== 'w' && x
>= V
.size
.x
- 2) ||
385 (color
== 'b' && x
<= 2)
388 this.board
[x
+ 3 * shiftX
][y
] == V
.EMPTY
390 moves
.push(this.getBasicMove([x
, y
], [x
+ 3 * shiftX
, y
]));
395 for (let shiftY
of [-1, 1]) {
396 if (y
+ shiftY
>= 0 && y
+ shiftY
< V
.size
.y
) {
398 this.board
[x
+ shiftX
][y
+ shiftY
] != V
.EMPTY
&&
399 this.canTake([x
, y
], [x
+ shiftX
, y
+ shiftY
])
401 this.addPawnMoves([x
, y
], [x
+ shiftX
, y
+ shiftY
], moves
);
405 Array
.prototype.push
.apply(
407 this.getEnpassantCaptures([x
, y
], shiftX
)
412 getPotentialMarshalMoves(sq
) {
413 return this.getSlideNJumpMoves(sq
, V
.steps
[V
.ROOK
]).concat(
414 this.getSlideNJumpMoves(sq
, V
.steps
[V
.KNIGHT
], "oneStep")
418 getPotentialCardinalMoves(sq
) {
419 return this.getSlideNJumpMoves(sq
, V
.steps
[V
.BISHOP
]).concat(
420 this.getSlideNJumpMoves(sq
, V
.steps
[V
.KNIGHT
], "oneStep")
424 getPotentialScepterMoves(sq
) {
426 V
.steps
[V
.KNIGHT
].concat(V
.steps
[V
.BISHOP
]).concat(V
.steps
[V
.ROOK
]);
427 return this.getSlideNJumpMoves(sq
, steps
, "oneStep");
430 getPotentialHorseMoves(sq
) {
431 return this.getSlideNJumpMoves(sq
, V
.steps
[V
.BISHOP
]).concat(
432 this.getSlideNJumpMoves(sq
, V
.steps
[V
.ROOK
], "oneStep"));
435 getPotentialDragonMoves(sq
) {
436 return this.getSlideNJumpMoves(sq
, V
.steps
[V
.ROOK
]).concat(
437 this.getSlideNJumpMoves(sq
, V
.steps
[V
.BISHOP
], "oneStep"));
440 getEnpassantCaptures([x
, y
], shiftX
) {
441 const Lep
= this.epSquares
.length
;
442 const epSquare
= this.epSquares
[Lep
- 1];
445 for (let epsq
of epSquare
) {
446 // TODO: some redundant checks
447 if (epsq
.x
== x
+ shiftX
&& Math
.abs(epsq
.y
- y
) == 1) {
448 let enpassantMove
= this.getBasicMove([x
, y
], [epsq
.x
, epsq
.y
]);
449 // WARNING: the captured pawn may be diagonally behind us,
450 // if it's a 3-squares jump and we take on 1st passing square
451 const px
= this.board
[x
][epsq
.y
] != V
.EMPTY
? x : x
- shiftX
;
452 enpassantMove
.vanish
.push({
456 c: this.getColor(px
, epsq
.y
)
458 moves
.push(enpassantMove
);
465 getPotentialKingMoves(sq
) {
466 // Initialize with normal moves
467 let moves
= this.getSlideNJumpMoves(
469 V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
]),
474 this.castleFlags
[c
][0] < V
.size
.y
||
475 this.castleFlags
[c
][1] < V
.size
.y
477 moves
= moves
.concat(this.getCastleMoves(sq
));
482 getCastleMoves([x
, y
]) {
483 const c
= this.getColor(x
, y
);
485 ((c
== 'w' && x
== 9) || (c
== 'b' && x
== 0)) &&
486 y
== this.castleFlags
[c
][2]
488 const finalSquares
= [
492 return super.getCastleMoves([x
, y
], finalSquares
, false, [V
.ROOK
]);
497 isAttacked(sq
, color
) {
499 this.isAttackedByPawn(sq
, color
) ||
500 this.isAttackedByRook(sq
, color
) ||
501 this.isAttackedByKnight(sq
, color
) ||
502 this.isAttackedByBishop(sq
, color
) ||
503 this.isAttackedByKing(sq
, color
) ||
504 this.isAttackedByQueens(sq
, color
) ||
505 this.isAttackedByScepter(sq
, color
) ||
506 this.isAttackedByDragon(sq
, color
) ||
507 this.isAttackedByHorse(sq
, color
) ||
508 this.isAttackedByMarshal(sq
, color
) ||
509 this.isAttackedByCardinal(sq
, color
)
513 isAttackedByQueens([x
, y
], color
) {
514 // pieces: because queen = gilding = whole = apricot
515 const pieces
= [V
.QUEEN
, V
.GILDING
, V
.WHOLE
, V
.APRICOT
];
516 const steps
= V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
]);
517 for (let step
of steps
) {
518 let rx
= x
+ step
[0],
520 while (V
.OnBoard(rx
, ry
) && this.board
[rx
][ry
] == V
.EMPTY
) {
526 this.board
[rx
][ry
] != V
.EMPTY
&&
527 pieces
.includes(this.getPiece(rx
, ry
)) &&
528 this.getColor(rx
, ry
) == color
536 isAttackedByScepter(sq
, color
) {
538 V
.steps
[V
.KNIGHT
].concat(V
.steps
[V
.ROOK
]).concat(V
.steps
[V
.BISHOP
]);
540 super.isAttackedBySlideNJump(sq
, color
, steps
, V
.SCEPTER
, "oneStep")
544 isAttackedByHorse(sq
, color
) {
546 super.isAttackedBySlideNJump(sq
, color
, V
.steps
[V
.BISHOP
], V
.HORSE
) ||
547 super.isAttackedBySlideNJump(
548 sq
, color
, V
.steps
[V
.ROOK
], V
.HORSE
, "oneStep")
552 isAttackedByDragon(sq
, color
) {
554 super.isAttackedBySlideNJump(sq
, color
, V
.steps
[V
.ROOK
], V
.DRAGON
) ||
555 super.isAttackedBySlideNJump(
556 sq
, color
, V
.steps
[V
.BISHOP
], V
.DRAGON
, "oneStep")
560 isAttackedByMarshal(sq
, color
) {
562 super.isAttackedBySlideNJump(sq
, color
, V
.MARSHAL
, V
.steps
[V
.ROOK
]) ||
563 super.isAttackedBySlideNJump(
573 isAttackedByCardinal(sq
, color
) {
575 super.isAttackedBySlideNJump(sq
, color
, V
.CARDINAL
, V
.steps
[V
.BISHOP
]) ||
576 super.isAttackedBySlideNJump(
587 let moves
= super.getAllPotentialMoves();
588 if (this.movesCount
>= 2) {
589 const color
= this.turn
;
590 for (let i
= 0; i
< V
.RESERVE_PIECES
.length
; i
++) {
591 moves
= moves
.concat(
592 this.getReserveMoves([V
.size
.x
+ (color
== "w" ? 0 : 1), i
])
596 return this.filterValid(moves
);
599 atLeastOneMove(noReserve
) {
600 if (!super.atLeastOneMove()) {
602 // Search one reserve move
603 for (let i
= 0; i
< V
.RESERVE_PIECES
.length
; i
++) {
604 let moves
= this.filterValid(
605 this.getReserveMoves([V
.size
.x
+ (this.turn
== "w" ? 0 : 1), i
])
607 if (moves
.length
> 0) return true;
615 // Reverse 'PromoteMap'
616 static get P_CORRESPONDANCES() {
626 static MayDecode(piece
) {
627 if (Object
.keys(V
.P_CORRESPONDANCES
).includes(piece
))
628 return V
.P_CORRESPONDANCES
[piece
];
633 move.subTurn
= this.subTurn
; //much easier
634 if (this.movesCount
>= 2 || this.subTurn
== 2 || move.vanish
.length
== 0) {
635 this.turn
= V
.GetOppCol(this.turn
);
639 else this.subTurn
= 2;
640 move.flags
= JSON
.stringify(this.aggregateFlags());
641 this.epSquares
.push(this.getEpSquare(move));
642 V
.PlayOnBoard(this.board
, move);
646 updateCastleFlags(move, piece
) {
647 if (move.appear
.length
== 2) {
648 // Castling (only move which disable flags)
649 this.castleFlags
[move.appear
[0].c
][0] = 10;
650 this.castleFlags
[move.appear
[0].c
][1] = 10;
655 if (move.vanish
.length
== 0 && move.appear
.length
== 0) return;
656 super.postPlay(move);
657 const color
= move.appear
[0].c
;
658 if (move.vanish
.length
== 0)
659 // Drop unpromoted piece:
660 this.reserve
[color
][move.appear
[0].p
]--;
661 else if (move.vanish
.length
== 2 && move.appear
.length
== 1)
662 // May capture a promoted piece:
663 this.reserve
[color
][V
.MayDecode(move.vanish
[1].p
)]++;
667 this.epSquares
.pop();
668 this.disaggregateFlags(JSON
.parse(move.flags
));
669 V
.UndoOnBoard(this.board
, move);
670 if (this.movesCount
>= 2 || this.subTurn
== 1 || move.vanish
.length
== 0) {
671 this.turn
= V
.GetOppCol(this.turn
);
674 this.subTurn
= move.subTurn
;
679 if (move.vanish
.length
== 0 && move.appear
.length
== 0) return;
680 super.postUndo(move);
681 const color
= move.appear
[0].c
;
682 if (move.vanish
.length
== 0)
683 this.reserve
[color
][move.appear
[0].p
]++;
684 else if (move.vanish
.length
== 2 && move.appear
.length
== 1)
685 this.reserve
[color
][V
.MayDecode(move.vanish
[1].p
)]--;
690 oppCol
= V
.GetOppCol(this.turn
);
691 let facingKings
= false;
693 this.kingPos
[c
][0] == this.kingPos
[oppCol
][0] ||
694 this.kingPos
[c
][1] == this.kingPos
[oppCol
][1]
698 this.kingPos
[oppCol
][0] - this.kingPos
[c
][0],
699 this.kingPos
[oppCol
][1] - this.kingPos
[c
][1]
701 if (step
[0] != 0) step
[0] /= Math
.abs(step
[0]);
702 else step
[1] /= Math
.abs(step
[1]);
704 [ this.kingPos
[c
][0] + step
[0], this.kingPos
[c
][1] + step
[1] ];
705 while (x
!= this.kingPos
[oppCol
][0] || y
!= this.kingPos
[oppCol
][1]) {
706 if (this.board
[x
][y
] != V
.EMPTY
) {
714 if (facingKings
) return (c
== "w" ? "1-0" : "0-1");
715 if (!this.atLeastOneMove()) return (c
== "w" ? "0-1" : "1-0");
719 static get VALUES() {
720 return Object
.assign(
735 static get SEARCH_DEPTH() {
740 if (this.movesCount
<= 1) {
741 // Special case: swap and pass at random
742 const moves1
= this.getAllValidMoves();
743 const m1
= moves1
[randInt(moves1
.length
)];
745 if (m1
.vanish
.length
== 0) {
749 const moves2
= this.getAllValidMoves();
750 const m2
= moves2
[randInt(moves2
.length
)];
754 return super.getComputerMove();
758 let evaluation
= super.evalPosition();
760 for (let i
= 0; i
< V
.RESERVE_PIECES
.length
; i
++) {
761 const p
= V
.RESERVE_PIECES
[i
];
762 evaluation
+= this.reserve
["w"][p
] * V
.VALUES
[p
];
763 evaluation
-= this.reserve
["b"][p
] * V
.VALUES
[p
];
769 if (move.vanish
.length
== 0) {
770 if (move.appear
.length
== 0) return "pass";
772 (move.appear
[0].p
== V
.PAWN
? "" : move.appear
[0].p
.toUpperCase());
773 return pieceName
+ "@" + V
.CoordsToSquare(move.end
);
775 if (move.appear
.length
== 2) {
776 if (move.appear
[0].p
!= V
.KING
)
777 return V
.CoordsToSquare(move.start
) + "S" + V
.CoordsToSquare(move.end
);
778 return (move.end
.y
< move.start
.y
? "0-0" : "0-0-0");
780 let notation
= super.getNotation(move);
781 if (move.vanish
[0].p
!= V
.PAWN
&& move.appear
[0].p
!= move.vanish
[0].p
)
782 // Add promotion indication:
783 notation
+= "=" + move.appear
[0].p
.toUpperCase();