Fix Pandemonium updateCastleFlags()
[vchess.git] / client / src / variants / Pandemonium.js
1 import { ChessRules, Move, PiPo } from "@/base_rules";
2 import { randInt } from "@/utils/alea";
3
4 export class PandemoniumRules extends ChessRules {
5
6 static get PawnSpecs() {
7 return Object.assign(
8 {},
9 ChessRules.PawnSpecs,
10 {
11 threeSquares: true,
12 promotions: [V.GILDING]
13 }
14 );
15 }
16
17 static get GILDING() {
18 return "g";
19 }
20
21 static get SCEPTER() {
22 return "s";
23 }
24
25 static get HORSE() {
26 return "h";
27 }
28
29 static get DRAGON() {
30 return "d";
31 }
32
33 static get CARDINAL() {
34 return "c";
35 }
36
37 static get WHOLE() {
38 return "w";
39 }
40
41 static get MARSHAL() {
42 return "m";
43 }
44
45 static get APRICOT() {
46 return "a";
47 }
48
49 static get PIECES() {
50 return (
51 ChessRules.PIECES.concat([
52 V.GILDING, V.SCEPTER, V.HORSE, V.DRAGON,
53 V.CARDINAL, V.WHOLE, V.MARSHAL, V.APRICOT])
54 );
55 }
56
57 getPpath(b) {
58 const prefix = (ChessRules.PIECES.includes(b[1]) ? "" : "Pandemonium/");
59 return prefix + b;
60 }
61
62 static get size() {
63 return { x: 10, y: 10};
64 }
65
66 getColor(i, j) {
67 if (i >= V.size.x) return i == V.size.x ? "w" : "b";
68 return this.board[i][j].charAt(0);
69 }
70
71 getPiece(i, j) {
72 if (i >= V.size.x) return V.RESERVE_PIECES[j];
73 return this.board[i][j].charAt(1);
74 }
75
76 setOtherVariables(fen) {
77 super.setOtherVariables(fen);
78 // Sub-turn is useful only at first move...
79 this.subTurn = 1;
80 // Also init reserves (used by the interface to show landable pieces)
81 const reserve =
82 V.ParseFen(fen).reserve.split("").map(x => parseInt(x, 10));
83 this.reserve = {
84 w: {
85 [V.PAWN]: reserve[0],
86 [V.ROOK]: reserve[1],
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],
92 },
93 b: {
94 [V.PAWN]: reserve[7],
95 [V.ROOK]: reserve[8],
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]
101 }
102 };
103 }
104
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;
111 }
112 }
113 return true;
114 }
115
116 static IsGoodFen(fen) {
117 if (!ChessRules.IsGoodFen(fen)) return false;
118 const fenParsed = V.ParseFen(fen);
119 // Check reserves
120 if (!fenParsed.reserve || !fenParsed.reserve.match(/^[0-9]{14,14}$/))
121 return false;
122 return true;
123 }
124
125 static ParseFen(fen) {
126 const fenParts = fen.split(" ");
127 return Object.assign(
128 ChessRules.ParseFen(fen),
129 { reserve: fenParts[5] }
130 );
131 }
132
133 getFen() {
134 return super.getFen() + " " + this.getReserveFen();
135 }
136
137 getFenForRepeat() {
138 return super.getFenForRepeat() + "_" + this.getReserveFen();
139 }
140
141 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]];
146 }
147 return counts.join("");
148 }
149
150 setFlags(fenflags) {
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));
156 }
157 }
158
159 static GenRandInitFen(randomness) {
160 // No randomization here for now (but initial setup choice)
161 return (
162 "rnbqkmcbnr/pppppppppp/91/91/91/91/91/91/PPPPPPPPPP/RNBQKMCBNR " +
163 "w 0 ajeaje - 00000000000000"
164 );
165 // TODO later: randomization too --> 2 bishops, not next to each other.
166 // then knights next to bishops. Then other pieces (...).
167 }
168
169 getEnpassantFen() {
170 const L = this.epSquares.length;
171 if (!this.epSquares[L - 1]) return "-"; //no en-passant
172 let res = "";
173 this.epSquares[L - 1].forEach(sq => {
174 res += V.CoordsToSquare(sq) + ",";
175 });
176 return res.slice(0, -1); //remove last comma
177 }
178
179 getEpSquare(moveOrSquare) {
180 if (!moveOrSquare) return undefined;
181 if (typeof moveOrSquare === "string") {
182 const square = moveOrSquare;
183 if (square == "-") return undefined;
184 let res = [];
185 square.split(",").forEach(sq => {
186 res.push(V.SquareToCoords(sq));
187 });
188 return res;
189 }
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);
195 let res = [{
196 x: sx + step,
197 y: sy
198 }];
199 if (sx + 2 * step != ex) {
200 // 3-squares jump
201 res.push({
202 x: sx + 2 * step,
203 y: sy
204 });
205 }
206 return res;
207 }
208 return undefined; //default
209 }
210
211 getReservePpath(index, color) {
212 const p = V.RESERVE_PIECES[index];
213 const prefix = (ChessRules.PIECES.includes(p) ? "" : "Pandemonium/");
214 return prefix + color + p;;
215 }
216
217 // Ordering on reserve pieces
218 static get RESERVE_PIECES() {
219 return (
220 [V.PAWN, V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.CARDINAL, V.MARSHAL]
221 );
222 }
223
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]);
229 let moves = [];
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) {
233 let mv = new Move({
234 appear: [
235 new PiPo({
236 x: i,
237 y: j,
238 c: color,
239 p: p
240 })
241 ],
242 vanish: [],
243 start: { x: x, y: y }, //a bit artificial...
244 end: { x: i, y: j }
245 });
246 if (p == V.PAWN) {
247 // Do not drop on checkmate:
248 this.play(mv);
249 const res = (
250 this.underCheck(oppCol) && !this.atLeastOneMove("noReserve")
251 );
252 this.undo(mv);
253 if (res) continue;
254 }
255 moves.push(mv);
256 }
257 }
258 }
259 return moves;
260 }
261
262 static get PromoteMap() {
263 return {
264 r: 'd',
265 n: 's',
266 b: 'h',
267 c: 'w',
268 m: 'a'
269 };
270 }
271
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)
278 return [
279 new Move({
280 appear: [],
281 vanish: [],
282 start: { x: this.kingPos[c][0], y: this.kingPos[c][1] },
283 end: { x: this.kingPos[oppCol][0], y: this.kingPos[oppCol][1] }
284 })
285 ];
286 }
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 (
292 x == firstRank &&
293 !!initDestFile.get(y) &&
294 this.getPiece(x, y) == V.KNIGHT
295 ) {
296 const destFile = initDestFile.get(y);
297 return [
298 new Move({
299 appear: [
300 new PiPo({
301 x: x,
302 y: destFile,
303 c: c,
304 p: V.KNIGHT
305 }),
306 new PiPo({
307 x: x,
308 y: y,
309 c: c,
310 p: V.BISHOP
311 })
312 ],
313 vanish: [
314 new PiPo({
315 x: x,
316 y: y,
317 c: c,
318 p: V.KNIGHT
319 }),
320 new PiPo({
321 x: x,
322 y: destFile,
323 c: c,
324 p: V.BISHOP
325 })
326 ],
327 start: { x: x, y: y },
328 end: { x: x, y: destFile }
329 })
330 ];
331 }
332 return [];
333 }
334 // Normal move (after initial setup)
335 if (x >= V.size.x) return this.getReserveMoves(x, y);
336 const p = this.getPiece(x, y);
337 const sq = [x, y];
338 let moves = [];
339 if (ChessRules.PIECES.includes(p))
340 moves = super.getPotentialMovesFrom(sq);
341 if ([V.GILDING, V.APRICOT, V.WHOLE].includes(p))
342 moves = super.getPotentialQueenMoves(sq);
343 switch (p) {
344 case V.SCEPTER:
345 moves = this.getPotentialScepterMoves(sq);
346 break;
347 case V.HORSE:
348 moves = this.getPotentialHorseMoves(sq);
349 break;
350 case V.DRAGON:
351 moves = this.getPotentialDragonMoves(sq);
352 break;
353 case V.CARDINAL:
354 moves = this.getPotentialCardinalMoves(sq);
355 break;
356 case V.MARSHAL:
357 moves = this.getPotentialMarshalMoves(sq);
358 break;
359 }
360 // Maybe apply promotions:
361 if (Object.keys(V.PromoteMap).includes(p)) {
362 const promoted = V.PromoteMap[p];
363 const lastRank = (c == 'w' ? 0 : 9);
364 let promotions = [];
365 moves.forEach(m => {
366 if (m.start.x == lastRank || m.end.x == lastRank) {
367 let pMove = JSON.parse(JSON.stringify(m));
368 pMove.appear[0].p = promoted;
369 promotions.push(pMove);
370 }
371 });
372 Array.prototype.push.apply(moves, promotions);
373 }
374 return moves;
375 }
376
377 getPotentialPawnMoves([x, y]) {
378 const color = this.turn;
379 const shiftX = V.PawnSpecs.directions[color];
380 let moves = [];
381 if (this.board[x + shiftX][y] == V.EMPTY) {
382 this.addPawnMoves([x, y], [x + shiftX, y], moves);
383 if ((color == 'w' && x >= V.size.x - 3) || (color == 'b' && x <= 3)) {
384 if (this.board[x + 2 * shiftX][y] == V.EMPTY) {
385 moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
386 if (
387 (
388 (color == 'w' && x >= V.size.x - 2) ||
389 (color == 'b' && x <= 2)
390 )
391 &&
392 this.board[x + 3 * shiftX][y] == V.EMPTY
393 ) {
394 moves.push(this.getBasicMove([x, y], [x + 3 * shiftX, y]));
395 }
396 }
397 }
398 }
399 for (let shiftY of [-1, 1]) {
400 if (y + shiftY >= 0 && y + shiftY < V.size.y) {
401 if (
402 this.board[x + shiftX][y + shiftY] != V.EMPTY &&
403 this.canTake([x, y], [x + shiftX, y + shiftY])
404 ) {
405 this.addPawnMoves([x, y], [x + shiftX, y + shiftY], moves);
406 }
407 }
408 }
409 Array.prototype.push.apply(
410 moves,
411 this.getEnpassantCaptures([x, y], shiftX)
412 );
413 return moves;
414 }
415
416 getPotentialMarshalMoves(sq) {
417 return this.getSlideNJumpMoves(sq, V.steps[V.ROOK]).concat(
418 this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep")
419 );
420 }
421
422 getPotentialCardinalMoves(sq) {
423 return this.getSlideNJumpMoves(sq, V.steps[V.BISHOP]).concat(
424 this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep")
425 );
426 }
427
428 getPotentialScepterMoves(sq) {
429 const steps =
430 V.steps[V.KNIGHT].concat(V.steps[V.BISHOP]).concat(V.steps[V.ROOK]);
431 return this.getSlideNJumpMoves(sq, steps, "oneStep");
432 }
433
434 getPotentialHorseMoves(sq) {
435 return this.getSlideNJumpMoves(sq, V.steps[V.BISHOP]).concat(
436 this.getSlideNJumpMoves(sq, V.steps[V.ROOK], "oneStep"));
437 }
438
439 getPotentialDragonMoves(sq) {
440 return this.getSlideNJumpMoves(sq, V.steps[V.ROOK]).concat(
441 this.getSlideNJumpMoves(sq, V.steps[V.BISHOP], "oneStep"));
442 }
443
444 getEnpassantCaptures([x, y], shiftX) {
445 const Lep = this.epSquares.length;
446 const epSquare = this.epSquares[Lep - 1];
447 let moves = [];
448 if (!!epSquare) {
449 for (let epsq of epSquare) {
450 // TODO: some redundant checks
451 if (epsq.x == x + shiftX && Math.abs(epsq.y - y) == 1) {
452 let enpassantMove = this.getBasicMove([x, y], [epsq.x, epsq.y]);
453 // WARNING: the captured pawn may be diagonally behind us,
454 // if it's a 3-squares jump and we take on 1st passing square
455 const px = this.board[x][epsq.y] != V.EMPTY ? x : x - shiftX;
456 enpassantMove.vanish.push({
457 x: px,
458 y: epsq.y,
459 p: "p",
460 c: this.getColor(px, epsq.y)
461 });
462 moves.push(enpassantMove);
463 }
464 }
465 }
466 return moves;
467 }
468
469 getPotentialKingMoves(sq) {
470 // Initialize with normal moves
471 let moves = this.getSlideNJumpMoves(
472 sq,
473 V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
474 "oneStep"
475 );
476 const c = this.turn;
477 if (
478 this.castleFlags[c][0] < V.size.y ||
479 this.castleFlags[c][1] < V.size.y
480 ) {
481 moves = moves.concat(this.getCastleMoves(sq));
482 }
483 return moves;
484 }
485
486 getCastleMoves([x, y]) {
487 const c = this.getColor(x, y);
488 if (
489 ((c == 'w' && x == 9) || (c == 'b' && x == 0)) &&
490 y == this.castleFlags[c][2]
491 ) {
492 const finalSquares = [
493 [1, 2],
494 [7, 6]
495 ];
496 return super.getCastleMoves([x, y], finalSquares, false, [V.ROOK]);
497 }
498 return [];
499 }
500
501 isAttacked(sq, color) {
502 return (
503 this.isAttackedByPawn(sq, color) ||
504 this.isAttackedByRook(sq, color) ||
505 this.isAttackedByKnight(sq, color) ||
506 this.isAttackedByBishop(sq, color) ||
507 this.isAttackedByKing(sq, color) ||
508 this.isAttackedByQueens(sq, color) ||
509 this.isAttackedByScepter(sq, color) ||
510 this.isAttackedByDragon(sq, color) ||
511 this.isAttackedByHorse(sq, color) ||
512 this.isAttackedByMarshal(sq, color) ||
513 this.isAttackedByCardinal(sq, color)
514 );
515 }
516
517 isAttackedByQueens([x, y], color) {
518 // pieces: because queen = gilding = whole = apricot
519 const pieces = [V.QUEEN, V.GILDING, V.WHOLE, V.APRICOT];
520 const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
521 for (let step of steps) {
522 let rx = x + step[0],
523 ry = y + step[1];
524 while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY) {
525 rx += step[0];
526 ry += step[1];
527 }
528 if (
529 V.OnBoard(rx, ry) &&
530 this.board[rx][ry] != V.EMPTY &&
531 pieces.includes(this.getPiece(rx, ry)) &&
532 this.getColor(rx, ry) == color
533 ) {
534 return true;
535 }
536 }
537 return false;
538 }
539
540 isAttackedByScepter(sq, color) {
541 const steps =
542 V.steps[V.KNIGHT].concat(V.steps[V.ROOK]).concat(V.steps[V.BISHOP]);
543 return (
544 super.isAttackedBySlideNJump(sq, color, steps, V.SCEPTER, "oneStep")
545 );
546 }
547
548 isAttackedByHorse(sq, color) {
549 return (
550 super.isAttackedBySlideNJump(sq, color, V.steps[V.BISHOP], V.HORSE) ||
551 super.isAttackedBySlideNJump(
552 sq, color, V.steps[V.ROOK], V.HORSE, "oneStep")
553 );
554 }
555
556 isAttackedByDragon(sq, color) {
557 return (
558 super.isAttackedBySlideNJump(sq, color, V.steps[V.ROOK], V.DRAGON) ||
559 super.isAttackedBySlideNJump(
560 sq, color, V.steps[V.BISHOP], V.DRAGON, "oneStep")
561 );
562 }
563
564 isAttackedByMarshal(sq, color) {
565 return (
566 super.isAttackedBySlideNJump(sq, color, V.MARSHAL, V.steps[V.ROOK]) ||
567 super.isAttackedBySlideNJump(
568 sq,
569 color,
570 V.MARSHAL,
571 V.steps[V.KNIGHT],
572 "oneStep"
573 )
574 );
575 }
576
577 isAttackedByCardinal(sq, color) {
578 return (
579 super.isAttackedBySlideNJump(sq, color, V.CARDINAL, V.steps[V.BISHOP]) ||
580 super.isAttackedBySlideNJump(
581 sq,
582 color,
583 V.CARDINAL,
584 V.steps[V.KNIGHT],
585 "oneStep"
586 )
587 );
588 }
589
590 getAllValidMoves() {
591 let moves = super.getAllPotentialMoves();
592 if (this.movesCount >= 2) {
593 const color = this.turn;
594 for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
595 moves = moves.concat(
596 this.getReserveMoves([V.size.x + (color == "w" ? 0 : 1), i])
597 );
598 }
599 }
600 return this.filterValid(moves);
601 }
602
603 atLeastOneMove(noReserve) {
604 if (!super.atLeastOneMove()) {
605 if (!noReserve) {
606 // Search one reserve move
607 for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
608 let moves = this.filterValid(
609 this.getReserveMoves([V.size.x + (this.turn == "w" ? 0 : 1), i])
610 );
611 if (moves.length > 0) return true;
612 }
613 }
614 return false;
615 }
616 return true;
617 }
618
619 // Reverse 'PromoteMap'
620 static get P_CORRESPONDANCES() {
621 return {
622 d: 'r',
623 s: 'n',
624 h: 'b',
625 w: 'c',
626 a: 'm'
627 };
628 }
629
630 static MayDecode(piece) {
631 if (Object.keys(V.P_CORRESPONDANCES).includes(piece))
632 return V.P_CORRESPONDANCES[piece];
633 return piece;
634 }
635
636 play(move) {
637 move.subTurn = this.subTurn; //much easier
638 if (this.movesCount >= 2 || this.subTurn == 2 || move.vanish.length == 0) {
639 this.turn = V.GetOppCol(this.turn);
640 this.subTurn = 1;
641 this.movesCount++;
642 }
643 else this.subTurn = 2;
644 move.flags = JSON.stringify(this.aggregateFlags());
645 this.epSquares.push(this.getEpSquare(move));
646 V.PlayOnBoard(this.board, move);
647 this.postPlay(move);
648 }
649
650 updateCastleFlags(move, piece) {
651 if (piece == V.KING && move.appear.length == 2) {
652 // Castling (only move which disable flags)
653 this.castleFlags[move.appear[0].c][0] = 10;
654 this.castleFlags[move.appear[0].c][1] = 10;
655 }
656 }
657
658 postPlay(move) {
659 if (move.vanish.length == 0 && move.appear.length == 0) return;
660 super.postPlay(move);
661 const color = move.appear[0].c;
662 if (move.vanish.length == 0)
663 // Drop unpromoted piece:
664 this.reserve[color][move.appear[0].p]--;
665 else if (move.vanish.length == 2 && move.appear.length == 1)
666 // May capture a promoted piece:
667 this.reserve[color][V.MayDecode(move.vanish[1].p)]++;
668 }
669
670 undo(move) {
671 this.epSquares.pop();
672 this.disaggregateFlags(JSON.parse(move.flags));
673 V.UndoOnBoard(this.board, move);
674 if (this.movesCount >= 2 || this.subTurn == 1 || move.vanish.length == 0) {
675 this.turn = V.GetOppCol(this.turn);
676 this.movesCount--;
677 }
678 this.subTurn = move.subTurn;
679 this.postUndo(move);
680 }
681
682 postUndo(move) {
683 if (move.vanish.length == 0 && move.appear.length == 0) return;
684 super.postUndo(move);
685 const color = move.appear[0].c;
686 if (move.vanish.length == 0)
687 this.reserve[color][move.appear[0].p]++;
688 else if (move.vanish.length == 2 && move.appear.length == 1)
689 this.reserve[color][V.MayDecode(move.vanish[1].p)]--;
690 }
691
692 getCurrentScore() {
693 const c = this.turn,
694 oppCol = V.GetOppCol(this.turn);
695 let facingKings = false;
696 if (
697 this.kingPos[c][0] == this.kingPos[oppCol][0] ||
698 this.kingPos[c][1] == this.kingPos[oppCol][1]
699 ) {
700 facingKings = true;
701 let step = [
702 this.kingPos[oppCol][0] - this.kingPos[c][0],
703 this.kingPos[oppCol][1] - this.kingPos[c][1]
704 ];
705 if (step[0] != 0) step[0] /= Math.abs(step[0]);
706 else step[1] /= Math.abs(step[1]);
707 let [x, y] =
708 [ this.kingPos[c][0] + step[0], this.kingPos[c][1] + step[1] ];
709 while (x != this.kingPos[oppCol][0] || y != this.kingPos[oppCol][1]) {
710 if (this.board[x][y] != V.EMPTY) {
711 facingKings = false;
712 break;
713 }
714 x += step[0];
715 y += step[1];
716 }
717 }
718 if (facingKings) return (c == "w" ? "1-0" : "0-1");
719 if (!this.atLeastOneMove()) return (c == "w" ? "0-1" : "1-0");
720 return "*";
721 }
722
723 static get VALUES() {
724 return Object.assign(
725 {},
726 ChessRules.VALUES,
727 {
728 n: 2.5, //knight is weaker
729 g: 9,
730 s: 5,
731 h: 6,
732 d: 7,
733 c: 7,
734 w: 9,
735 m: 8,
736 a: 9
737 }
738 );
739 }
740
741 static get SEARCH_DEPTH() {
742 return 2;
743 }
744
745 getComputerMove() {
746 if (this.movesCount <= 1) {
747 // Special case: swap and pass at random
748 const moves1 = this.getAllValidMoves();
749 const m1 = moves1[randInt(moves1.length)];
750 this.play(m1);
751 if (m1.vanish.length == 0) {
752 this.undo(m1);
753 return m1;
754 }
755 const moves2 = this.getAllValidMoves();
756 const m2 = moves2[randInt(moves2.length)];
757 this.undo(m1);
758 return [m1, m2];
759 }
760 return super.getComputerMove();
761 }
762
763 evalPosition() {
764 let evaluation = super.evalPosition();
765 // Add reserves:
766 for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
767 const p = V.RESERVE_PIECES[i];
768 evaluation += this.reserve["w"][p] * V.VALUES[p];
769 evaluation -= this.reserve["b"][p] * V.VALUES[p];
770 }
771 return evaluation;
772 }
773
774 getNotation(move) {
775 if (move.vanish.length == 0) {
776 if (move.appear.length == 0) return "pass";
777 const pieceName =
778 (move.appear[0].p == V.PAWN ? "" : move.appear[0].p.toUpperCase());
779 return pieceName + "@" + V.CoordsToSquare(move.end);
780 }
781 if (move.appear.length == 2) {
782 if (move.appear[0].p != V.KING)
783 return V.CoordsToSquare(move.start) + "S" + V.CoordsToSquare(move.end);
784 return (move.end.y < move.start.y ? "0-0" : "0-0-0");
785 }
786 let notation = super.getNotation(move);
787 if (move.vanish[0].p != V.PAWN && move.appear[0].p != move.vanish[0].p)
788 // Add promotion indication:
789 notation += "=" + move.appear[0].p.toUpperCase();
790 return notation;
791 }
792
793 };