From: Benjamin Auder <benjamin.auder@somewhere>
Date: Wed, 11 Mar 2020 17:05:40 +0000 (+0100)
Subject: Work on Eightpieces draft. Fix Grand deterministic initial position
X-Git-Url: https://git.auder.net/variants/current/css/img/pieces/doc/%7B%7B%20targetUrl%20%7D%7D?a=commitdiff_plain;h=90e814b6717b1ba932bba0e52958f54f814a2503;p=vchess.git

Work on Eightpieces draft. Fix Grand deterministic initial position
---

diff --git a/client/src/base_rules.js b/client/src/base_rules.js
index 2bfdc997..1c5eabca 100644
--- a/client/src/base_rules.js
+++ b/client/src/base_rules.js
@@ -428,6 +428,7 @@ export const ChessRules = class ChessRules {
     this.INIT_COL_ROOK = { w: [-1, -1], b: [-1, -1] };
     this.kingPos = { w: [-1, -1], b: [-1, -1] }; //squares of white and black king
     const fenRows = V.ParseFen(fen).position.split("/");
+    const startRow = { 'w': V.size.x - 1, 'b': 0 };
     for (let i = 0; i < fenRows.length; i++) {
       let k = 0; //column index on board
       for (let j = 0; j < fenRows[i].length; j++) {
@@ -441,12 +442,16 @@ export const ChessRules = class ChessRules {
             this.INIT_COL_KING["w"] = k;
             break;
           case "r":
-            if (this.INIT_COL_ROOK["b"][0] < 0) this.INIT_COL_ROOK["b"][0] = k;
-            else this.INIT_COL_ROOK["b"][1] = k;
+            if (i == startRow['b']) {
+              if (this.INIT_COL_ROOK["b"][0] < 0) this.INIT_COL_ROOK["b"][0] = k;
+              else this.INIT_COL_ROOK["b"][1] = k;
+            }
             break;
           case "R":
-            if (this.INIT_COL_ROOK["w"][0] < 0) this.INIT_COL_ROOK["w"][0] = k;
-            else this.INIT_COL_ROOK["w"][1] = k;
+            if (i == startRow['w']) {
+              if (this.INIT_COL_ROOK["w"][0] < 0) this.INIT_COL_ROOK["w"][0] = k;
+              else this.INIT_COL_ROOK["w"][1] = k;
+            }
             break;
           default: {
             const num = parseInt(fenRows[i].charAt(j));
diff --git a/client/src/translations/en.js b/client/src/translations/en.js
index c03a0976..2e69f302 100644
--- a/client/src/translations/en.js
+++ b/client/src/translations/en.js
@@ -162,6 +162,7 @@ export const translations = {
   "Captures reborn": "Captures reborn",
   "Change colors": "Change colors",
   "Dangerous collisions": "Dangerous collisions",
+  "Each piece is unique": "Each piece is unique",
   "Exotic captures": "Exotic captures",
   "Explosive captures": "Explosive captures",
   "In the shadow": "In the shadow",
diff --git a/client/src/translations/es.js b/client/src/translations/es.js
index 5a4e8dff..944cbff9 100644
--- a/client/src/translations/es.js
+++ b/client/src/translations/es.js
@@ -162,6 +162,7 @@ export const translations = {
   "Captures reborn": "Las capturas renacen",
   "Change colors": "Cambiar colores",
   "Dangerous collisions": "Colisiones peligrosas",
+  "Each piece is unique": "Cada pieza es única",
   "Exotic captures": "Capturas exóticas",
   "Explosive captures": "Capturas explosivas",
   "In the shadow": "En la sombra",
diff --git a/client/src/translations/fr.js b/client/src/translations/fr.js
index a685d55c..5e3108be 100644
--- a/client/src/translations/fr.js
+++ b/client/src/translations/fr.js
@@ -162,6 +162,7 @@ export const translations = {
   "Captures reborn": "Les captures renaissent",
   "Change colors": "Changer les couleurs",
   "Dangerous collisions": "Collisions dangeureuses",
+  "Each piece is unique": "Chaque pièce est unique",
   "Exotic captures": "Captures exotiques",
   "Explosive captures": "Captures explosives",
   "In the shadow": "Dans l'ombre",
diff --git a/client/src/translations/rules/Eightpieces/en.pug b/client/src/translations/rules/Eightpieces/en.pug
new file mode 100644
index 00000000..db673e5a
--- /dev/null
+++ b/client/src/translations/rules/Eightpieces/en.pug
@@ -0,0 +1,34 @@
+p.boxed
+  | Pawns start on the 7th rank. Move a knight to promote them.
+
+p.
+  ...Only the initial position changes, but this makes a huge difference.
+  In particular, castling would be rather pointless so it's disabled here.
+  En-passant captures are impossible because all pawns already reached 7th rank.
+
+h3 About the initial position
+
+p.
+  Since truly random start can allow a mate in 3 with a knight,
+  the kings have at least one knight neighbor in the initial position.
+  This allows to move free out of potential check from the very beginning.
+
+p.
+  A less constraining condition would be to require the two knights to stand on
+  two squares of different colors, but it's not enough as proved by the
+  following diagram.
+  White can mate in 3: 1.Nc6 followed by Nb4 threatening both a2 and d3.
+
+figure.diagram-container
+  .diagram
+    | fen:RBN1BRRQ/PPPPPPP/8/4n3/8/8/Nppppppp/brkbqr1n:
+  figcaption After 1.Nc6 Nf3 2.Nb4 Ne5 (covers d3 but not a2) 3.Nxa2#
+
+p Note: in the standard initial position, kings and knights are not neighbors.
+
+h3 Source
+
+p
+  | See for example the 
+  a(href="https://www.chessvariants.com/diffsetup.dir/upside.html") Upside down chess
+  | &nbsp;page on chessvariants.com.
diff --git a/client/src/translations/rules/Eightpieces/es.pug b/client/src/translations/rules/Eightpieces/es.pug
new file mode 100644
index 00000000..80d76fdc
--- /dev/null
+++ b/client/src/translations/rules/Eightpieces/es.pug
@@ -0,0 +1,36 @@
+p.boxed
+  | Las piezas comienzan en la séptima fila. Mueve un caballo para promocionar uno.
+
+p.
+  ...Solo cambia la posición inicial, pero es una gran diferencia.
+  En particular, el enroque no sería interesante y, por lo tanto, está deshabilitado aquí.
+  Las capturas en passant también son imposibles porque todos los peones
+  ya están en la 7ma fila.
+
+h3 Acerca de la posición inicial
+
+p.
+  Una disposición de piezas completamente al azar puede permitir un mate en 3
+  con un caballo: es por eso que el rey siempre está al lado de a menos
+  un caballo al comienzo del juego. Esto le permite liberarse de jaques tan pronto
+  primer movimiento.
+
+p.
+  Para ilustrar este fenómeno, los blancos pueden mate en 3 en la posición
+  del siguiente diagrama: 1.Na6 seguido de Nc5 luego Nd3#.
+  Si el caballo negro estuviera en g1, una defensa sería posible con Nf3-Ne5;
+  pero con un caballo al lado del rey se ofrecen más opciones.
+
+figure.diagram-container
+  .diagram
+    | fen:R1BQKBNR/PPPPPPP/N7/8/8/8/pppppppp/rnbqkbrn c5,d3:
+  figcaption Posición inicial estándar después de 1.Na6
+
+p Nota: en la posición inicial habitual, los reyes y los caballos no son vecinos.
+
+h3 Fuente
+
+p
+  | Ver por ejemplo la página 
+  a(href="https://www.chessvariants.com/diffsetup.dir/upside.html") ajedrez al revés
+  | &nbsp;en chessvariants.com.
diff --git a/client/src/translations/rules/Eightpieces/fr.pug b/client/src/translations/rules/Eightpieces/fr.pug
new file mode 100644
index 00000000..0631994b
--- /dev/null
+++ b/client/src/translations/rules/Eightpieces/fr.pug
@@ -0,0 +1,36 @@
+p.boxed
+  | Les pions démarrent sur la 7eme rangée. Déplacez un cavalier pour en promouvoir un.
+
+p.
+  ...Seule la position de départ change, mais c'est une énorme différence.
+  En particulier, le roque serait sans intérêt et est donc désactivé ici.
+  Les captures en passant sont également impossible car tous les pions
+  sont déjà sur la 7eme rangée.
+
+h3 Au sujet de la position initiale
+
+p.
+  Un placement complètement aléatoire des pièces peut permettre un mat en 3
+  à l'aide d'un cavalier : c'est pourquoi le roi est toujours à côté d'au moins
+  un cavalier en début de partie. Cela permet de se dégager des échecs dès le
+  premier coup.
+
+p.
+  Pour illustrer ce phénomène, les blancs peuvent mater en 3 dans la position
+  du diagramme suivant : 1.Na6 suivi de Nc5 puis Nd3#.
+  Si le cavalier noir était en g1 une défense serait possible par Nf3-Ne5 ;
+  mais avec un cavalier voisin du roi plus d'options sont offertes.
+
+figure.diagram-container
+  .diagram
+    | fen:R1BQKBNR/PPPPPPP/N7/8/8/8/pppppppp/rnbqkbrn c5,d3:
+  figcaption Standard initial position after 1.Na6
+
+p Note : dans la position initiale habituelle, rois et cavaliers ne sont pas voisins.
+
+h3 Source
+
+p
+  | Voir par exemple la page 
+  a(href="https://www.chessvariants.com/diffsetup.dir/upside.html") Échecs Upside down
+  | &nbsp;sur chessvariants.com.
diff --git a/client/src/translations/rules/Upsidedown/en.pug b/client/src/translations/rules/Upsidedown/en.pug
index d6af4b1e..db673e5a 100644
--- a/client/src/translations/rules/Upsidedown/en.pug
+++ b/client/src/translations/rules/Upsidedown/en.pug
@@ -24,6 +24,8 @@ figure.diagram-container
     | fen:RBN1BRRQ/PPPPPPP/8/4n3/8/8/Nppppppp/brkbqr1n:
   figcaption After 1.Nc6 Nf3 2.Nb4 Ne5 (covers d3 but not a2) 3.Nxa2#
 
+p Note: in the standard initial position, kings and knights are not neighbors.
+
 h3 Source
 
 p
diff --git a/client/src/translations/rules/Upsidedown/es.pug b/client/src/translations/rules/Upsidedown/es.pug
index 9d9dad8e..80d76fdc 100644
--- a/client/src/translations/rules/Upsidedown/es.pug
+++ b/client/src/translations/rules/Upsidedown/es.pug
@@ -26,6 +26,8 @@ figure.diagram-container
     | fen:R1BQKBNR/PPPPPPP/N7/8/8/8/pppppppp/rnbqkbrn c5,d3:
   figcaption Posición inicial estándar después de 1.Na6
 
+p Nota: en la posición inicial habitual, los reyes y los caballos no son vecinos.
+
 h3 Fuente
 
 p
diff --git a/client/src/translations/rules/Upsidedown/fr.pug b/client/src/translations/rules/Upsidedown/fr.pug
index c1812a83..0631994b 100644
--- a/client/src/translations/rules/Upsidedown/fr.pug
+++ b/client/src/translations/rules/Upsidedown/fr.pug
@@ -26,6 +26,8 @@ figure.diagram-container
     | fen:R1BQKBNR/PPPPPPP/N7/8/8/8/pppppppp/rnbqkbrn c5,d3:
   figcaption Standard initial position after 1.Na6
 
+p Note : dans la position initiale habituelle, rois et cavaliers ne sont pas voisins.
+
 h3 Source
 
 p
diff --git a/client/src/variants/Crazyhouse.js b/client/src/variants/Crazyhouse.js
index 03d7e418..4f9ff632 100644
--- a/client/src/variants/Crazyhouse.js
+++ b/client/src/variants/Crazyhouse.js
@@ -41,16 +41,15 @@ export const VariantRules = class CrazyhouseRules extends ChessRules {
 
   getFen() {
     return (
-      super.getFen() + " " + this.getReserveFen() + " " + this.getPromotedFen()
+      super.getFen() + " " +
+      this.getReserveFen() + " " +
+      this.getPromotedFen()
     );
   }
 
   getFenForRepeat() {
     return (
-      this.getBaseFen() + "_" +
-      this.getTurnFen() + "_" +
-      this.getFlagsFen() + "_" +
-      this.getEnpassantFen() + "_" +
+      super.getFenForRepeat() + "_" +
       this.getReserveFen() + "_" +
       this.getPromotedFen()
     );
diff --git a/client/src/variants/Eightpieces.js b/client/src/variants/Eightpieces.js
index 8fe89359..8240dd2a 100644
--- a/client/src/variants/Eightpieces.js
+++ b/client/src/variants/Eightpieces.js
@@ -38,10 +38,33 @@ export const VariantRules = class EightpiecesRules extends ChessRules {
   }
 
   getPpath(b) {
-    return (
-      ([V.JAILER, V.SENTRY, V.LANCER].includes(b[1])
-        ? "Eightpieces/" : "") + b
-    );
+    if ([V.JAILER, V.SENTRY].concat(Object.keys(V.LANCER_DIRS)).includes(b[1]))
+      return "Eightpieces/" + b;
+    return b;
+  }
+
+  static ParseFen(fen) {
+    const fenParts = fen.split(" ");
+    return Object.assign(ChessRules.ParseFen(fen), {
+      sentrypath: fenParts[5]
+    });
+  }
+
+  getFen() {
+    return super.getFen() + " " + this.getSentrypathFen();
+  }
+
+  getFenForRepeat() {
+    return super.getFenForRepeat() + "_" + this.getSentrypathFen();
+  }
+
+  getSentrypathFen() {
+    const L = this.sentryPath.length;
+    if (!this.sentryPath[L-1]) return "-";
+    let res = "";
+    this.sentryPath[L-1].forEach(coords =>
+      res += V.CoordsToSquare(coords) + ",");
+    return res.slice(0, -1);
   }
 
   setOtherVariables(fen) {
@@ -49,7 +72,15 @@ export const VariantRules = class EightpiecesRules extends ChessRules {
     // subTurn == 2 only when a sentry moved, and is about to push something
     this.subTurn = 1;
     // Stack pieces' forbidden squares after a sentry move at each turn
-    this.sentryPath = [];
+    const parsedFen = V.ParseFen(fen);
+    if (parsedFen.sentrypath == "-") this.sentryPath = [null];
+    else {
+      this.sentryPath = [
+        parsedFen.sentrypath.split(",").map(sq => {
+          return V.SquareToCoords(sq);
+        })
+      ];
+    }
   }
 
   canTake([x1,y1], [x2, y2]) {
@@ -61,23 +92,44 @@ export const VariantRules = class EightpiecesRules extends ChessRules {
 
   static GenRandInitFen(randomness) {
     // TODO: special conditions
+    return "jsfqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JSDQKBNR w 0 1111 - -";
   }
 
-  // TODO: rook + jailer
+  // Scan kings, rooks and jailers
   scanKingsRooks(fen) {
+    this.INIT_COL_KING = { w: -1, b: -1 };
+    this.INIT_COL_ROOK = { w: -1, b: -1 };
+    this.INIT_COL_JAILER = { w: -1, b: -1 };
     this.kingPos = { w: [-1, -1], b: [-1, -1] };
     const fenRows = V.ParseFen(fen).position.split("/");
+    const startRow = { 'w': V.size.x - 1, 'b': 0 };
     for (let i = 0; i < fenRows.length; i++) {
-      let k = 0; //column index on board
+      let k = 0;
       for (let j = 0; j < fenRows[i].length; j++) {
         switch (fenRows[i].charAt(j)) {
           case "k":
-          case "l":
             this.kingPos["b"] = [i, k];
+            this.INIT_COL_KING["b"] = k;
             break;
           case "K":
-          case "L":
             this.kingPos["w"] = [i, k];
+            this.INIT_COL_KING["w"] = k;
+            break;
+          case "r":
+            if (i == startRow['b'] && this.INIT_COL_ROOK["b"] < 0)
+              this.INIT_COL_ROOK["b"] = k;
+            break;
+          case "R":
+            if (i == startRow['w'] && this.INIT_COL_ROOK["w"] < 0)
+              this.INIT_COL_ROOK["w"] = k;
+            break;
+          case "j":
+            if (i == startRow['b'] && this.INIT_COL_JAILER["b"] < 0)
+              this.INIT_COL_JAILER["b"] = k;
+            break;
+          case "J":
+            if (i == startRow['w'] && this.INIT_COL_JAILER["w"] < 0)
+              this.INIT_COL_JAILER["w"] = k;
             break;
           default: {
             const num = parseInt(fenRows[i].charAt(j));
@@ -90,23 +142,137 @@ export const VariantRules = class EightpiecesRules extends ChessRules {
   }
 
   getPotentialMovesFrom([x,y]) {
-    // if subTurn == 2, allow only 
+    // if subturn == 1, normal situation, allow moves except walking back on sentryPath,
+    //   if last element isn't null in sentryPath array
+    // if subTurn == 2, allow only the end of the path (occupied by a piece) to move
+    //
+    // TODO: special pass move: take jailer with king, only if king immobilized
+    // Move(appear:[], vanish:[], start == king and end = jailer (for animation))
+    //
+    // TODO: post-processing if sentryPath forbid some moves.
+    // + add all lancer possible orientations
+    // (except if just after a push: allow all movements from init square then)
+    // Test if last sentryPath ends at our position: if yes, OK
   }
 
-  // getPotentialMoves, isAttacked: TODO
-  getPotentialCastleMoves(sq) { //TODO: adapt, with jailer
+  // Adapted: castle with jailer possible
+  getCastleMoves([x, y]) {
+    const c = this.getColor(x, y);
+    const firstRank = (c == "w" ? V.size.x - 1 : 0);
+    if (x != firstRank || y != this.INIT_COL_KING[c])
+      return [];
+
+    const oppCol = V.GetOppCol(c);
+    let moves = [];
+    let i = 0;
+    // King, then rook or jailer:
+    const finalSquares = [
+      [2, 3],
+      [V.size.y - 2, V.size.y - 3]
+    ];
+    castlingCheck: for (
+      let castleSide = 0;
+      castleSide < 2;
+      castleSide++
+    ) {
+      if (!this.castleFlags[c][castleSide]) continue;
+      // Rook (or jailer) and king are on initial position
+
+      const finDist = finalSquares[castleSide][0] - y;
+      let step = finDist / Math.max(1, Math.abs(finDist));
+      i = y;
+      do {
+        if (
+          this.isAttacked([x, i], [oppCol]) ||
+          (this.board[x][i] != V.EMPTY &&
+            (this.getColor(x, i) != c ||
+              ![V.KING, V.ROOK].includes(this.getPiece(x, i))))
+        ) {
+          continue castlingCheck;
+        }
+        i += step;
+      } while (i != finalSquares[castleSide][0]);
+
+      step = castleSide == 0 ? -1 : 1;
+      const rookOrJailerPos =
+        castleSide == 0
+          ? Math.min(this.INIT_COL_ROOK[c], this.INIT_COL_JAILER[c])
+          : Math.max(this.INIT_COL_ROOK[c], this.INIT_COL_JAILER[c]);
+      for (i = y + step; i != rookOrJailerPos; i += step)
+        if (this.board[x][i] != V.EMPTY) continue castlingCheck;
+
+      // Nothing on final squares, except maybe king and castling rook or jailer?
+      for (i = 0; i < 2; i++) {
+        if (
+          this.board[x][finalSquares[castleSide][i]] != V.EMPTY &&
+          this.getPiece(x, finalSquares[castleSide][i]) != V.KING &&
+          finalSquares[castleSide][i] != rookOrJailerPos
+        ) {
+          continue castlingCheck;
+        }
+      }
+
+      // If this code is reached, castle is valid
+      const castlingPiece = this.getPiece(firstRank, rookOrJailerPos);
+      moves.push(
+        new Move({
+          appear: [
+            new PiPo({ x: x, y: finalSquares[castleSide][0], p: V.KING, c: c }),
+            new PiPo({ x: x, y: finalSquares[castleSide][1], p: castlingPiece, c: c })
+          ],
+          vanish: [
+            new PiPo({ x: x, y: y, p: V.KING, c: c }),
+            new PiPo({ x: x, y: rookOrJailerPos, p: castlingPiece, c: c })
+          ],
+          end:
+            Math.abs(y - rookOrJailerPos) <= 2
+              ? { x: x, y: rookOrJailerPos }
+              : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) }
+        })
+      );
+    }
+
+    return moves;
   }
 
   updateVariables(move) {
-    // TODO: stack sentryPath if subTurn == 2 --> all squares between move.start et move.end, sauf si c'est un pion
+    super.updateVariables(move);
+    if (this.subTurn == 2) {
+      // A piece is pushed:
+      // TODO: push array of squares between start and end of move, included
+      // (except if it's a pawn)
+      this.sentryPath.push([]); //TODO
+      this.subTurn = 1;
+    } else {
+      if (move.appear.length == 0  && move.vanish.length == 0) {
+        // Special sentry move: subTurn <- 2, and then move pushed piece
+        this.subTurn = 2;
+      }
+      // Else: normal move.
+    }
   }
 
-  // TODO: special pass move: take jailer with king
+  play(move) {
+    move.flags = JSON.stringify(this.aggregateFlags());
+    this.epSquares.push(this.getEpSquare(move));
+    V.PlayOnBoard(this.board, move);
+    // TODO: turn changes only if not a sentry push or subTurn == 2
+      //this.turn = V.GetOppCol(this.turn);
+    this.movesCount++;
+    this.updateVariables(move);
+  }
 
-  // subTurn : if sentry moved to some enemy piece --> enregistrer déplacement sentry, subTurn == 2, puis déplacer pièce adverse --> 1st 1/2 of turn, vanish sentry tout simplement.
-  // --> le turn ne change pas !
-  // 2nd half: move only 
-  // FEN flag: sentryPath from init pushing to final enemy square --> forbid some moves (getPotentialMoves)
+  undo(move) {
+    this.epSquares.pop();
+    this.disaggregateFlags(JSON.parse(move.flags));
+    V.UndoOnBoard(this.board, move);
+    // TODO: here too, take care of turn. If undoing when subTurn == 2,
+    // do not change turn (this shouldn't happen anyway).
+    // ==> normal undo() should be ok.
+    //this.turn = V.GetOppCol(this.turn);
+    this.movesCount--;
+    this.unupdateVariables(move);
+  }
 
   static get VALUES() {
     return Object.assign(
diff --git a/client/src/variants/Grand.js b/client/src/variants/Grand.js
index 4ea521e0..b8a0838f 100644
--- a/client/src/variants/Grand.js
+++ b/client/src/variants/Grand.js
@@ -40,13 +40,7 @@ export const VariantRules = class GrandRules extends ChessRules {
   }
 
   getFenForRepeat() {
-    return (
-      this.getBaseFen() + "_" +
-      this.getTurnFen() + "_" +
-      this.getFlagsFen() + "_" +
-      this.getEnpassantFen() + "_" +
-      this.getCapturedFen()
-    );
+    return super.getFenForRepeat() + "_" + this.getCapturedFen();
   }
 
   getCapturedFen() {
@@ -328,8 +322,9 @@ export const VariantRules = class GrandRules extends ChessRules {
 
   static GenRandInitFen(randomness) {
     if (randomness == 0) {
-      return "rnbqkmcbnr/pppppppppp/10/10/10/10/10/10/PPPPPPPPPP/RNBQKMCBNR " +
-        "w 0 1111 - 00000000000000";
+      // No castling in the official initial setup
+      return "r8r/1nbqkmcbn1/pppppppppp/10/10/10/10/PPPPPPPPPP/1NBQKMCBN1/R8R " +
+        "w 0 0000 - 00000000000000";
     }
 
     let pieces = { w: new Array(10), b: new Array(10) };
diff --git a/client/src/variants/Recycle.js b/client/src/variants/Recycle.js
index 82895f35..e31badbe 100644
--- a/client/src/variants/Recycle.js
+++ b/client/src/variants/Recycle.js
@@ -14,7 +14,7 @@ export const VariantRules = class RecycleRules extends ChessRules {
   static ParseFen(fen) {
     const fenParts = fen.split(" ");
     return Object.assign(ChessRules.ParseFen(fen), {
-      reserve: fenParts[5],
+      reserve: fenParts[5]
     });
   }
 
@@ -30,19 +30,11 @@ export const VariantRules = class RecycleRules extends ChessRules {
   }
 
   getFen() {
-    return (
-      super.getFen() + " " + this.getReserveFen()
-    );
+    return super.getFen() + " " + this.getReserveFen();
   }
 
   getFenForRepeat() {
-    return (
-      this.getBaseFen() + "_" +
-      this.getTurnFen() + "_" +
-      this.getFlagsFen() + "_" +
-      this.getEnpassantFen() + "_" +
-      this.getReserveFen()
-    );
+    return super.getFenForRepeat() + "_" + this.getReserveFen();
   }
 
   getReserveFen() {
diff --git a/server/db/populate.sql b/server/db/populate.sql
index b151b596..4060a442 100644
--- a/server/db/populate.sql
+++ b/server/db/populate.sql
@@ -17,6 +17,7 @@ insert or ignore into Variants (name,description) values
   ('Crazyhouse', 'Captures reborn'),
   ('Cylinder', 'Neverending rows'),
   ('Dark', 'In the shadow'),
+  ('Eightpieces', 'Each piece is unique'),
   ('Enpassant', 'Capture en passant'),
   ('Extinction', 'Capture all of a kind'),
   ('Grand', 'Big board'),