1 import { ChessRules
, PiPo
, Move
} from "@/base_rules";
2 import { ArrayFun
} from "@/utils/array";
4 export const VariantRules
= class CrazyhouseRules
extends ChessRules
{
5 static IsGoodFen(fen
) {
6 if (!ChessRules
.IsGoodFen(fen
)) return false;
7 const fenParsed
= V
.ParseFen(fen
);
9 if (!fenParsed
.reserve
|| !fenParsed
.reserve
.match(/^[0-9]{10,10}$/))
11 // 6) Check promoted array
12 if (!fenParsed
.promoted
) return false;
13 if (fenParsed
.promoted
== "-") return true; //no promoted piece on board
14 const squares
= fenParsed
.promoted
.split(",");
15 for (let square
of squares
) {
16 const c
= V
.SquareToCoords(square
);
17 if (c
.y
< 0 || c
.y
> V
.size
.y
|| isNaN(c
.x
) || c
.x
< 0 || c
.x
> V
.size
.x
)
23 static ParseFen(fen
) {
24 const fenParts
= fen
.split(" ");
25 return Object
.assign(ChessRules
.ParseFen(fen
), {
31 static GenRandInitFen() {
32 return ChessRules
.GenRandInitFen() + " 0000000000 -";
37 super.getFen() + " " + this.getReserveFen() + " " + this.getPromotedFen()
42 let counts
= new Array(10);
45 i
< V
.PIECES
.length
- 1;
46 i
++ //-1: no king reserve
48 counts
[i
] = this.reserve
["w"][V
.PIECES
[i
]];
49 counts
[5 + i
] = this.reserve
["b"][V
.PIECES
[i
]];
51 return counts
.join("");
56 for (let i
= 0; i
< V
.size
.x
; i
++) {
57 for (let j
= 0; j
< V
.size
.y
; j
++) {
58 if (this.promoted
[i
][j
]) res
+= V
.CoordsToSquare({ x: i
, y: j
});
61 if (res
.length
> 0) res
= res
.slice(0, -1);
67 setOtherVariables(fen
) {
68 super.setOtherVariables(fen
);
69 const fenParsed
= V
.ParseFen(fen
);
70 // Also init reserves (used by the interface to show landable pieces)
73 [V
.PAWN
]: parseInt(fenParsed
.reserve
[0]),
74 [V
.ROOK
]: parseInt(fenParsed
.reserve
[1]),
75 [V
.KNIGHT
]: parseInt(fenParsed
.reserve
[2]),
76 [V
.BISHOP
]: parseInt(fenParsed
.reserve
[3]),
77 [V
.QUEEN
]: parseInt(fenParsed
.reserve
[4])
80 [V
.PAWN
]: parseInt(fenParsed
.reserve
[5]),
81 [V
.ROOK
]: parseInt(fenParsed
.reserve
[6]),
82 [V
.KNIGHT
]: parseInt(fenParsed
.reserve
[7]),
83 [V
.BISHOP
]: parseInt(fenParsed
.reserve
[8]),
84 [V
.QUEEN
]: parseInt(fenParsed
.reserve
[9])
87 this.promoted
= ArrayFun
.init(V
.size
.x
, V
.size
.y
, false);
88 if (fenParsed
.promoted
!= "-") {
89 for (let square
of fenParsed
.promoted
.split(",")) {
90 const [x
, y
] = V
.SquareToCoords(square
);
91 this.promoted
[x
][y
] = true;
97 if (i
>= V
.size
.x
) return i
== V
.size
.x
? "w" : "b";
98 return this.board
[i
][j
].charAt(0);
102 if (i
>= V
.size
.x
) return V
.RESERVE_PIECES
[j
];
103 return this.board
[i
][j
].charAt(1);
106 // Used by the interface:
107 getReservePpath(color
, index
) {
108 return color
+ V
.RESERVE_PIECES
[index
];
111 // Ordering on reserve pieces
112 static get RESERVE_PIECES() {
113 return [V
.PAWN
, V
.ROOK
, V
.KNIGHT
, V
.BISHOP
, V
.QUEEN
];
116 getReserveMoves([x
, y
]) {
117 const color
= this.turn
;
118 const p
= V
.RESERVE_PIECES
[y
];
119 if (this.reserve
[color
][p
] == 0) return [];
121 const pawnShift
= p
== V
.PAWN
? 1 : 0;
122 for (let i
= pawnShift
; i
< V
.size
.x
- pawnShift
; i
++) {
123 for (let j
= 0; j
< V
.size
.y
; j
++) {
124 if (this.board
[i
][j
] == V
.EMPTY
) {
135 start: { x: x
, y: y
}, //a bit artificial...
145 getPotentialMovesFrom([x
, y
]) {
147 // Reserves, outside of board: x == sizeX(+1)
148 return this.getReserveMoves([x
, y
]);
151 return super.getPotentialMovesFrom([x
, y
]);
155 let moves
= super.getAllValidMoves();
156 const color
= this.turn
;
157 for (let i
= 0; i
< V
.RESERVE_PIECES
.length
; i
++)
158 moves
= moves
.concat(
159 this.getReserveMoves([V
.size
.x
+ (color
== "w" ? 0 : 1), i
])
161 return this.filterValid(moves
);
165 if (!super.atLeastOneMove()) {
166 // Search one reserve move
167 for (let i
= 0; i
< V
.RESERVE_PIECES
.length
; i
++) {
168 let moves
= this.filterValid(
169 this.getReserveMoves([V
.size
.x
+ (this.turn
== "w" ? 0 : 1), i
])
171 if (moves
.length
> 0) return true;
178 updateVariables(move) {
179 super.updateVariables(move);
180 if (move.vanish
.length
== 2 && move.appear
.length
== 2) return; //skip castle
181 const color
= move.appear
[0].c
;
182 if (move.vanish
.length
== 0) {
183 this.reserve
[color
][move.appear
[0].p
]--;
186 move.movePromoted
= this.promoted
[move.start
.x
][move.start
.y
];
187 move.capturePromoted
= this.promoted
[move.end
.x
][move.end
.y
];
188 this.promoted
[move.start
.x
][move.start
.y
] = false;
189 this.promoted
[move.end
.x
][move.end
.y
] =
191 (move.vanish
[0].p
== V
.PAWN
&& move.appear
[0].p
!= V
.PAWN
);
192 if (move.capturePromoted
) this.reserve
[color
][V
.PAWN
]++;
193 else if (move.vanish
.length
== 2) this.reserve
[color
][move.vanish
[1].p
]++;
196 unupdateVariables(move) {
197 super.unupdateVariables(move);
198 if (move.vanish
.length
== 2 && move.appear
.length
== 2) return;
199 const color
= this.turn
;
200 if (move.vanish
.length
== 0) {
201 this.reserve
[color
][move.appear
[0].p
]++;
204 if (move.movePromoted
) this.promoted
[move.start
.x
][move.start
.y
] = true;
205 this.promoted
[move.end
.x
][move.end
.y
] = move.capturePromoted
;
206 if (move.capturePromoted
) this.reserve
[color
][V
.PAWN
]--;
207 else if (move.vanish
.length
== 2) this.reserve
[color
][move.vanish
[1].p
]--;
210 static get SEARCH_DEPTH() {
212 } //high branching factor
215 let evaluation
= super.evalPosition();
217 for (let i
= 0; i
< V
.RESERVE_PIECES
.length
; i
++) {
218 const p
= V
.RESERVE_PIECES
[i
];
219 evaluation
+= this.reserve
["w"][p
] * V
.VALUES
[p
];
220 evaluation
-= this.reserve
["b"][p
] * V
.VALUES
[p
];
226 if (move.vanish
.length
> 0) return super.getNotation(move);
229 move.appear
[0].p
!= V
.PAWN
? move.appear
[0].p
.toUpperCase() : "";
230 return piece
+ "@" + V
.CoordsToSquare(move.end
);
233 getLongNotation(move) {
234 if (move.vanish
.length
> 0) return super.getLongNotation(move);
235 return "@" + V
.CoordsToSquare(move.end
);