Commit | Line | Data |
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92342261 BA |
1 | // (Orthodox) Chess rules are defined in ChessRules class. |
2 | // Variants generally inherit from it, and modify some parts. | |
3 | ||
1d184b4c BA |
4 | class PiPo //Piece+Position |
5 | { | |
6 | // o: {piece[p], color[c], posX[x], posY[y]} | |
7 | constructor(o) | |
8 | { | |
9 | this.p = o.p; | |
10 | this.c = o.c; | |
11 | this.x = o.x; | |
12 | this.y = o.y; | |
13 | } | |
14 | } | |
15 | ||
098e8468 | 16 | // TODO: for animation, moves should contains "moving" and "fading" maybe... |
1d184b4c BA |
17 | class Move |
18 | { | |
19 | // o: {appear, vanish, [start,] [end,]} | |
20 | // appear,vanish = arrays of PiPo | |
21 | // start,end = coordinates to apply to trigger move visually (think castle) | |
22 | constructor(o) | |
23 | { | |
24 | this.appear = o.appear; | |
25 | this.vanish = o.vanish; | |
26 | this.start = !!o.start ? o.start : {x:o.vanish[0].x, y:o.vanish[0].y}; | |
27 | this.end = !!o.end ? o.end : {x:o.appear[0].x, y:o.appear[0].y}; | |
28 | } | |
29 | } | |
30 | ||
31 | // NOTE: x coords = top to bottom; y = left to right (from white player perspective) | |
32 | class ChessRules | |
33 | { | |
1a788978 BA |
34 | ////////////// |
35 | // MISC UTILS | |
36 | ||
2d7194bd BA |
37 | static get HasFlags() { return true; } //some variants don't have flags |
38 | ||
39 | static get HasEnpassant() { return true; } //some variants don't have ep. | |
40 | ||
1d184b4c BA |
41 | // Path to pieces |
42 | static getPpath(b) | |
43 | { | |
44 | return b; //usual pieces in pieces/ folder | |
45 | } | |
1a788978 | 46 | |
1d184b4c BA |
47 | // Turn "wb" into "B" (for FEN) |
48 | static board2fen(b) | |
49 | { | |
50 | return b[0]=='w' ? b[1].toUpperCase() : b[1]; | |
51 | } | |
1a788978 | 52 | |
1d184b4c BA |
53 | // Turn "p" into "bp" (for board) |
54 | static fen2board(f) | |
55 | { | |
56 | return f.charCodeAt()<=90 ? "w"+f.toLowerCase() : "b"+f; | |
57 | } | |
58 | ||
7931e479 BA |
59 | // Check if FEN describe a position |
60 | static IsGoodFen(fen) | |
61 | { | |
1a788978 | 62 | const fenParsed = V.ParseFen(fen); |
7931e479 | 63 | // 1) Check position |
2d7194bd BA |
64 | if (!V.IsGoodPosition(fenParsed.position)) |
65 | return false; | |
66 | // 2) Check turn | |
6e62b1c7 | 67 | if (!fenParsed.turn || !V.IsGoodTurn(fenParsed.turn)) |
2d7194bd BA |
68 | return false; |
69 | // 3) Check flags | |
70 | if (V.HasFlags && (!fenParsed.flags || !V.IsGoodFlags(fenParsed.flags))) | |
71 | return false; | |
72 | // 4) Check enpassant | |
6e62b1c7 BA |
73 | if (V.HasEnpassant && |
74 | (!fenParsed.enpassant || !V.IsGoodEnpassant(fenParsed.enpassant))) | |
2d7194bd | 75 | { |
6e62b1c7 | 76 | return false; |
2d7194bd BA |
77 | } |
78 | return true; | |
79 | } | |
80 | ||
81 | // Is position part of the FEN a priori correct? | |
82 | static IsGoodPosition(position) | |
83 | { | |
84 | if (position.length == 0) | |
85 | return false; | |
7931e479 BA |
86 | const rows = position.split("/"); |
87 | if (rows.length != V.size.x) | |
88 | return false; | |
89 | for (let row of rows) | |
90 | { | |
91 | let sumElts = 0; | |
92 | for (let i=0; i<row.length; i++) | |
93 | { | |
94 | if (V.PIECES.includes(row[i].toLowerCase())) | |
95 | sumElts++; | |
96 | else | |
97 | { | |
98 | const num = parseInt(row[i]); | |
99 | if (isNaN(num)) | |
100 | return false; | |
101 | sumElts += num; | |
102 | } | |
103 | } | |
104 | if (sumElts != V.size.y) | |
105 | return false; | |
106 | } | |
7931e479 BA |
107 | return true; |
108 | } | |
109 | ||
6e62b1c7 BA |
110 | // For FEN checking |
111 | static IsGoodTurn(turn) | |
112 | { | |
113 | return ["w","b"].includes(turn); | |
114 | } | |
115 | ||
7931e479 BA |
116 | // For FEN checking |
117 | static IsGoodFlags(flags) | |
118 | { | |
119 | return !!flags.match(/^[01]{4,4}$/); | |
120 | } | |
121 | ||
6e62b1c7 BA |
122 | static IsGoodEnpassant(enpassant) |
123 | { | |
124 | if (enpassant != "-") | |
125 | { | |
126 | const ep = V.SquareToCoords(fenParsed.enpassant); | |
127 | if (isNaN(ep.x) || !V.OnBoard(ep)) | |
128 | return false; | |
129 | } | |
130 | return true; | |
131 | } | |
132 | ||
26c1e3bd BA |
133 | // 3 --> d (column number to letter) |
134 | static CoordToColumn(colnum) | |
135 | { | |
136 | return String.fromCharCode(97 + colnum); | |
137 | } | |
138 | ||
139 | // d --> 3 (column letter to number) | |
5915f720 | 140 | static ColumnToCoord(column) |
2d7194bd | 141 | { |
5915f720 | 142 | return column.charCodeAt(0) - 97; |
2d7194bd BA |
143 | } |
144 | ||
1a788978 BA |
145 | // a4 --> {x:3,y:0} |
146 | static SquareToCoords(sq) | |
147 | { | |
148 | return { | |
26c1e3bd BA |
149 | // NOTE: column is always one char => max 26 columns |
150 | // row is counted from black side => subtraction | |
1a788978 BA |
151 | x: V.size.x - parseInt(sq.substr(1)), |
152 | y: sq[0].charCodeAt() - 97 | |
153 | }; | |
154 | } | |
155 | ||
156 | // {x:0,y:4} --> e8 | |
157 | static CoordsToSquare(coords) | |
158 | { | |
26c1e3bd | 159 | return V.CoordToColumn(coords.y) + (V.size.x - coords.x); |
1a788978 BA |
160 | } |
161 | ||
162 | // Aggregates flags into one object | |
163 | aggregateFlags() | |
164 | { | |
165 | return this.castleFlags; | |
166 | } | |
167 | ||
168 | // Reverse operation | |
169 | disaggregateFlags(flags) | |
170 | { | |
171 | this.castleFlags = flags; | |
172 | } | |
173 | ||
174 | // En-passant square, if any | |
175 | getEpSquare(moveOrSquare) | |
176 | { | |
177 | if (!moveOrSquare) | |
178 | return undefined; | |
179 | if (typeof moveOrSquare === "string") | |
180 | { | |
181 | const square = moveOrSquare; | |
182 | if (square == "-") | |
183 | return undefined; | |
2d7194bd | 184 | return V.SquareToCoords(square); |
1a788978 BA |
185 | } |
186 | // Argument is a move: | |
187 | const move = moveOrSquare; | |
188 | const [sx,sy,ex] = [move.start.x,move.start.y,move.end.x]; | |
189 | if (this.getPiece(sx,sy) == V.PAWN && Math.abs(sx - ex) == 2) | |
190 | { | |
191 | return { | |
192 | x: (sx + ex)/2, | |
193 | y: sy | |
194 | }; | |
195 | } | |
196 | return undefined; //default | |
197 | } | |
198 | ||
199 | // Can thing on square1 take thing on square2 | |
200 | canTake([x1,y1], [x2,y2]) | |
201 | { | |
202 | return this.getColor(x1,y1) !== this.getColor(x2,y2); | |
203 | } | |
204 | ||
205 | // Is (x,y) on the chessboard? | |
206 | static OnBoard(x,y) | |
207 | { | |
208 | return (x>=0 && x<V.size.x && y>=0 && y<V.size.y); | |
209 | } | |
210 | ||
211 | // Used in interface: 'side' arg == player color | |
212 | canIplay(side, [x,y]) | |
213 | { | |
214 | return (this.turn == side && this.getColor(x,y) == side); | |
215 | } | |
216 | ||
f6dbe8e3 BA |
217 | // On which squares is color under check ? (for interface) |
218 | getCheckSquares(color) | |
1a788978 | 219 | { |
f6dbe8e3 | 220 | return this.isAttacked(this.kingPos[color], [this.getOppCol(color)]) |
1a788978 BA |
221 | ? [JSON.parse(JSON.stringify(this.kingPos[color]))] //need to duplicate! |
222 | : []; | |
1a788978 BA |
223 | } |
224 | ||
225 | ///////////// | |
226 | // FEN UTILS | |
227 | ||
228 | // Setup the initial random (assymetric) position | |
229 | static GenRandInitFen() | |
230 | { | |
231 | let pieces = { "w": new Array(8), "b": new Array(8) }; | |
232 | // Shuffle pieces on first and last rank | |
233 | for (let c of ["w","b"]) | |
234 | { | |
235 | let positions = _.range(8); | |
236 | ||
237 | // Get random squares for bishops | |
238 | let randIndex = 2 * _.random(3); | |
26c1e3bd | 239 | const bishop1Pos = positions[randIndex]; |
1a788978 BA |
240 | // The second bishop must be on a square of different color |
241 | let randIndex_tmp = 2 * _.random(3) + 1; | |
26c1e3bd | 242 | const bishop2Pos = positions[randIndex_tmp]; |
1a788978 BA |
243 | // Remove chosen squares |
244 | positions.splice(Math.max(randIndex,randIndex_tmp), 1); | |
245 | positions.splice(Math.min(randIndex,randIndex_tmp), 1); | |
246 | ||
247 | // Get random squares for knights | |
248 | randIndex = _.random(5); | |
26c1e3bd | 249 | const knight1Pos = positions[randIndex]; |
1a788978 BA |
250 | positions.splice(randIndex, 1); |
251 | randIndex = _.random(4); | |
26c1e3bd | 252 | const knight2Pos = positions[randIndex]; |
1a788978 BA |
253 | positions.splice(randIndex, 1); |
254 | ||
255 | // Get random square for queen | |
256 | randIndex = _.random(3); | |
26c1e3bd | 257 | const queenPos = positions[randIndex]; |
1a788978 BA |
258 | positions.splice(randIndex, 1); |
259 | ||
26c1e3bd BA |
260 | // Rooks and king positions are now fixed, |
261 | // because of the ordering rook-king-rook | |
262 | const rook1Pos = positions[0]; | |
263 | const kingPos = positions[1]; | |
264 | const rook2Pos = positions[2]; | |
1a788978 BA |
265 | |
266 | // Finally put the shuffled pieces in the board array | |
267 | pieces[c][rook1Pos] = 'r'; | |
268 | pieces[c][knight1Pos] = 'n'; | |
269 | pieces[c][bishop1Pos] = 'b'; | |
270 | pieces[c][queenPos] = 'q'; | |
271 | pieces[c][kingPos] = 'k'; | |
272 | pieces[c][bishop2Pos] = 'b'; | |
273 | pieces[c][knight2Pos] = 'n'; | |
274 | pieces[c][rook2Pos] = 'r'; | |
275 | } | |
276 | return pieces["b"].join("") + | |
277 | "/pppppppp/8/8/8/8/PPPPPPPP/" + | |
278 | pieces["w"].join("").toUpperCase() + | |
279 | " w 1111 -"; //add turn + flags + enpassant | |
280 | } | |
281 | ||
282 | // "Parse" FEN: just return untransformed string data | |
283 | static ParseFen(fen) | |
284 | { | |
285 | const fenParts = fen.split(" "); | |
2d7194bd BA |
286 | let res = |
287 | { | |
1a788978 BA |
288 | position: fenParts[0], |
289 | turn: fenParts[1], | |
1a788978 | 290 | }; |
2d7194bd | 291 | let nextIdx = 2; |
45109880 | 292 | if (V.HasFlags) |
2d7194bd BA |
293 | Object.assign(res, {flags: fenParts[nextIdx++]}); |
294 | if (V.HasEnpassant) | |
295 | Object.assign(res, {enpassant: fenParts[nextIdx]}); | |
296 | return res; | |
1a788978 BA |
297 | } |
298 | ||
299 | // Return current fen (game state) | |
300 | getFen() | |
301 | { | |
6e62b1c7 | 302 | return this.getBaseFen() + " " + this.getTurnFen() + |
2d7194bd BA |
303 | (V.HasFlags ? (" " + this.getFlagsFen()) : "") + |
304 | (V.HasEnpassant ? (" " + this.getEnpassantFen()) : ""); | |
1a788978 BA |
305 | } |
306 | ||
307 | // Position part of the FEN string | |
308 | getBaseFen() | |
309 | { | |
310 | let position = ""; | |
311 | for (let i=0; i<V.size.x; i++) | |
312 | { | |
313 | let emptyCount = 0; | |
314 | for (let j=0; j<V.size.y; j++) | |
315 | { | |
316 | if (this.board[i][j] == V.EMPTY) | |
317 | emptyCount++; | |
318 | else | |
319 | { | |
320 | if (emptyCount > 0) | |
321 | { | |
322 | // Add empty squares in-between | |
323 | position += emptyCount; | |
324 | emptyCount = 0; | |
325 | } | |
45109880 | 326 | position += V.board2fen(this.board[i][j]); |
1a788978 BA |
327 | } |
328 | } | |
329 | if (emptyCount > 0) | |
330 | { | |
331 | // "Flush remainder" | |
332 | position += emptyCount; | |
333 | } | |
334 | if (i < V.size.x - 1) | |
335 | position += "/"; //separate rows | |
336 | } | |
337 | return position; | |
338 | } | |
339 | ||
6e62b1c7 BA |
340 | getTurnFen() |
341 | { | |
342 | return this.turn; | |
343 | } | |
344 | ||
1a788978 BA |
345 | // Flags part of the FEN string |
346 | getFlagsFen() | |
347 | { | |
348 | let flags = ""; | |
349 | // Add castling flags | |
350 | for (let i of ['w','b']) | |
351 | { | |
352 | for (let j=0; j<2; j++) | |
353 | flags += (this.castleFlags[i][j] ? '1' : '0'); | |
354 | } | |
355 | return flags; | |
356 | } | |
357 | ||
358 | // Enpassant part of the FEN string | |
359 | getEnpassantFen() | |
360 | { | |
361 | const L = this.epSquares.length; | |
2d7194bd | 362 | if (!this.epSquares[L-1]) |
1a788978 BA |
363 | return "-"; //no en-passant |
364 | return V.CoordsToSquare(this.epSquares[L-1]); | |
365 | } | |
366 | ||
367 | // Turn position fen into double array ["wb","wp","bk",...] | |
368 | static GetBoard(position) | |
1d184b4c | 369 | { |
1a788978 | 370 | const rows = position.split("/"); |
0b7d99ec | 371 | let board = doubleArray(V.size.x, V.size.y, ""); |
1d184b4c BA |
372 | for (let i=0; i<rows.length; i++) |
373 | { | |
374 | let j = 0; | |
375 | for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++) | |
376 | { | |
7931e479 BA |
377 | const character = rows[i][indexInRow]; |
378 | const num = parseInt(character); | |
1d184b4c BA |
379 | if (!isNaN(num)) |
380 | j += num; //just shift j | |
381 | else //something at position i,j | |
0b7d99ec | 382 | board[i][j++] = V.fen2board(character); |
1d184b4c BA |
383 | } |
384 | } | |
385 | return board; | |
386 | } | |
387 | ||
dda21a71 | 388 | // Extract (relevant) flags from fen |
7931e479 | 389 | setFlags(fenflags) |
1d184b4c BA |
390 | { |
391 | // white a-castle, h-castle, black a-castle, h-castle | |
7931e479 BA |
392 | this.castleFlags = {'w': [true,true], 'b': [true,true]}; |
393 | if (!fenflags) | |
394 | return; | |
1d184b4c | 395 | for (let i=0; i<4; i++) |
7931e479 BA |
396 | this.castleFlags[i < 2 ? 'w' : 'b'][i%2] = (fenflags.charAt(i) == '1'); |
397 | } | |
398 | ||
1a788978 BA |
399 | ////////////////// |
400 | // INITIALIZATION | |
401 | ||
402 | // Fen string fully describes the game state | |
403 | constructor(fen, moves) | |
7931e479 | 404 | { |
1a788978 BA |
405 | this.moves = moves; |
406 | const fenParsed = V.ParseFen(fen); | |
407 | this.board = V.GetBoard(fenParsed.position); | |
6e62b1c7 | 408 | this.turn = fenParsed.turn[0]; //[0] to work with MarseilleRules |
1a788978 | 409 | this.setOtherVariables(fen); |
1d184b4c BA |
410 | } |
411 | ||
2d7194bd BA |
412 | // Scan board for kings and rooks positions |
413 | scanKingsRooks(fen) | |
1a788978 | 414 | { |
1a788978 BA |
415 | this.INIT_COL_KING = {'w':-1, 'b':-1}; |
416 | this.INIT_COL_ROOK = {'w':[-1,-1], 'b':[-1,-1]}; | |
417 | this.kingPos = {'w':[-1,-1], 'b':[-1,-1]}; //squares of white and black king | |
2d7194bd | 418 | const fenRows = V.ParseFen(fen).position.split("/"); |
1a788978 BA |
419 | for (let i=0; i<fenRows.length; i++) |
420 | { | |
421 | let k = 0; //column index on board | |
422 | for (let j=0; j<fenRows[i].length; j++) | |
423 | { | |
424 | switch (fenRows[i].charAt(j)) | |
425 | { | |
426 | case 'k': | |
427 | this.kingPos['b'] = [i,k]; | |
428 | this.INIT_COL_KING['b'] = k; | |
429 | break; | |
430 | case 'K': | |
431 | this.kingPos['w'] = [i,k]; | |
432 | this.INIT_COL_KING['w'] = k; | |
433 | break; | |
434 | case 'r': | |
435 | if (this.INIT_COL_ROOK['b'][0] < 0) | |
436 | this.INIT_COL_ROOK['b'][0] = k; | |
437 | else | |
438 | this.INIT_COL_ROOK['b'][1] = k; | |
439 | break; | |
440 | case 'R': | |
441 | if (this.INIT_COL_ROOK['w'][0] < 0) | |
442 | this.INIT_COL_ROOK['w'][0] = k; | |
443 | else | |
444 | this.INIT_COL_ROOK['w'][1] = k; | |
445 | break; | |
446 | default: | |
447 | const num = parseInt(fenRows[i].charAt(j)); | |
448 | if (!isNaN(num)) | |
449 | k += (num-1); | |
450 | } | |
451 | k++; | |
452 | } | |
453 | } | |
454 | } | |
455 | ||
2d7194bd BA |
456 | // Some additional variables from FEN (variant dependant) |
457 | setOtherVariables(fen) | |
458 | { | |
459 | // Set flags and enpassant: | |
460 | const parsedFen = V.ParseFen(fen); | |
461 | if (V.HasFlags) | |
45109880 | 462 | this.setFlags(parsedFen.flags); |
2d7194bd BA |
463 | if (V.HasEnpassant) |
464 | { | |
465 | const epSq = parsedFen.enpassant != "-" | |
466 | ? V.SquareToCoords(parsedFen.enpassant) | |
467 | : undefined; | |
468 | this.epSquares = [ epSq ]; | |
469 | } | |
470 | // Search for king and rooks positions: | |
471 | this.scanKingsRooks(fen); | |
472 | } | |
473 | ||
1a788978 BA |
474 | ///////////////////// |
475 | // GETTERS & SETTERS | |
476 | ||
477 | static get size() | |
478 | { | |
479 | return {x:8, y:8}; | |
480 | } | |
1d184b4c | 481 | |
1a788978 BA |
482 | // Color of thing on suqare (i,j). 'undefined' if square is empty |
483 | getColor(i,j) | |
484 | { | |
485 | return this.board[i][j].charAt(0); | |
486 | } | |
0b7d99ec | 487 | |
1a788978 BA |
488 | // Piece type on square (i,j). 'undefined' if square is empty |
489 | getPiece(i,j) | |
490 | { | |
491 | return this.board[i][j].charAt(1); | |
492 | } | |
1d184b4c | 493 | |
1a788978 BA |
494 | // Get opponent color |
495 | getOppCol(color) | |
496 | { | |
497 | return (color=="w" ? "b" : "w"); | |
498 | } | |
1d184b4c | 499 | |
1a788978 BA |
500 | get lastMove() |
501 | { | |
1d184b4c | 502 | const L = this.moves.length; |
0b7d99ec | 503 | return (L>0 ? this.moves[L-1] : null); |
1d184b4c | 504 | } |
0b7d99ec | 505 | |
1a788978 | 506 | // Pieces codes (for a clearer code) |
1d184b4c BA |
507 | static get PAWN() { return 'p'; } |
508 | static get ROOK() { return 'r'; } | |
509 | static get KNIGHT() { return 'n'; } | |
510 | static get BISHOP() { return 'b'; } | |
511 | static get QUEEN() { return 'q'; } | |
512 | static get KING() { return 'k'; } | |
513 | ||
7931e479 | 514 | // For FEN checking: |
1a788978 BA |
515 | static get PIECES() |
516 | { | |
7931e479 BA |
517 | return [V.PAWN,V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN,V.KING]; |
518 | } | |
519 | ||
1d184b4c | 520 | // Empty square |
1a788978 | 521 | static get EMPTY() { return ""; } |
1d184b4c BA |
522 | |
523 | // Some pieces movements | |
1a788978 BA |
524 | static get steps() |
525 | { | |
1d184b4c BA |
526 | return { |
527 | 'r': [ [-1,0],[1,0],[0,-1],[0,1] ], | |
528 | 'n': [ [-1,-2],[-1,2],[1,-2],[1,2],[-2,-1],[-2,1],[2,-1],[2,1] ], | |
529 | 'b': [ [-1,-1],[-1,1],[1,-1],[1,1] ], | |
1d184b4c BA |
530 | }; |
531 | } | |
532 | ||
1a788978 | 533 | //////////////////// |
1d184b4c BA |
534 | // MOVES GENERATION |
535 | ||
536 | // All possible moves from selected square (assumption: color is OK) | |
537 | getPotentialMovesFrom([x,y]) | |
538 | { | |
1d184b4c BA |
539 | switch (this.getPiece(x,y)) |
540 | { | |
0b7d99ec | 541 | case V.PAWN: |
46302e64 | 542 | return this.getPotentialPawnMoves([x,y]); |
0b7d99ec | 543 | case V.ROOK: |
46302e64 | 544 | return this.getPotentialRookMoves([x,y]); |
0b7d99ec | 545 | case V.KNIGHT: |
46302e64 | 546 | return this.getPotentialKnightMoves([x,y]); |
0b7d99ec | 547 | case V.BISHOP: |
46302e64 | 548 | return this.getPotentialBishopMoves([x,y]); |
0b7d99ec | 549 | case V.QUEEN: |
46302e64 | 550 | return this.getPotentialQueenMoves([x,y]); |
0b7d99ec | 551 | case V.KING: |
46302e64 | 552 | return this.getPotentialKingMoves([x,y]); |
1d184b4c BA |
553 | } |
554 | } | |
555 | ||
26c1e3bd BA |
556 | // Build a regular move from its initial and destination squares. |
557 | // tr: transformation | |
46302e64 | 558 | getBasicMove([sx,sy], [ex,ey], tr) |
1d184b4c | 559 | { |
2526c041 | 560 | let mv = new Move({ |
1d184b4c BA |
561 | appear: [ |
562 | new PiPo({ | |
563 | x: ex, | |
564 | y: ey, | |
46302e64 BA |
565 | c: !!tr ? tr.c : this.getColor(sx,sy), |
566 | p: !!tr ? tr.p : this.getPiece(sx,sy) | |
1d184b4c BA |
567 | }) |
568 | ], | |
569 | vanish: [ | |
570 | new PiPo({ | |
571 | x: sx, | |
572 | y: sy, | |
573 | c: this.getColor(sx,sy), | |
574 | p: this.getPiece(sx,sy) | |
575 | }) | |
576 | ] | |
577 | }); | |
578 | ||
579 | // The opponent piece disappears if we take it | |
0b7d99ec | 580 | if (this.board[ex][ey] != V.EMPTY) |
1d184b4c BA |
581 | { |
582 | mv.vanish.push( | |
583 | new PiPo({ | |
584 | x: ex, | |
585 | y: ey, | |
586 | c: this.getColor(ex,ey), | |
587 | p: this.getPiece(ex,ey) | |
588 | }) | |
589 | ); | |
590 | } | |
591 | return mv; | |
592 | } | |
593 | ||
26c1e3bd BA |
594 | // Generic method to find possible moves of non-pawn pieces: |
595 | // "sliding or jumping" | |
46302e64 | 596 | getSlideNJumpMoves([x,y], steps, oneStep) |
1d184b4c | 597 | { |
46302e64 | 598 | const color = this.getColor(x,y); |
2526c041 | 599 | let moves = []; |
1d184b4c BA |
600 | outerLoop: |
601 | for (let step of steps) | |
602 | { | |
46302e64 BA |
603 | let i = x + step[0]; |
604 | let j = y + step[1]; | |
0b7d99ec | 605 | while (V.OnBoard(i,j) && this.board[i][j] == V.EMPTY) |
1d184b4c | 606 | { |
46302e64 | 607 | moves.push(this.getBasicMove([x,y], [i,j])); |
1d184b4c BA |
608 | if (oneStep !== undefined) |
609 | continue outerLoop; | |
610 | i += step[0]; | |
611 | j += step[1]; | |
612 | } | |
0b7d99ec | 613 | if (V.OnBoard(i,j) && this.canTake([x,y], [i,j])) |
46302e64 | 614 | moves.push(this.getBasicMove([x,y], [i,j])); |
1d184b4c BA |
615 | } |
616 | return moves; | |
617 | } | |
618 | ||
dda21a71 | 619 | // What are the pawn moves from square x,y ? |
46302e64 | 620 | getPotentialPawnMoves([x,y]) |
1d184b4c | 621 | { |
2526c041 BA |
622 | const color = this.turn; |
623 | let moves = []; | |
0b7d99ec | 624 | const [sizeX,sizeY] = [V.size.x,V.size.y]; |
375ecdd1 | 625 | const shiftX = (color == "w" ? -1 : 1); |
cf130369 BA |
626 | const firstRank = (color == 'w' ? sizeX-1 : 0); |
627 | const startRank = (color == "w" ? sizeX-2 : 1); | |
628 | const lastRank = (color == "w" ? 0 : sizeX-1); | |
375ecdd1 | 629 | const pawnColor = this.getColor(x,y); //can be different for checkered |
1d184b4c | 630 | |
69f3d801 BA |
631 | // NOTE: next condition is generally true (no pawn on last rank) |
632 | if (x+shiftX >= 0 && x+shiftX < sizeX) | |
1d184b4c | 633 | { |
375ecdd1 BA |
634 | const finalPieces = x + shiftX == lastRank |
635 | ? [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN] | |
636 | : [V.PAWN] | |
637 | // One square forward | |
638 | if (this.board[x+shiftX][y] == V.EMPTY) | |
1d184b4c | 639 | { |
375ecdd1 BA |
640 | for (let piece of finalPieces) |
641 | { | |
642 | moves.push(this.getBasicMove([x,y], [x+shiftX,y], | |
643 | {c:pawnColor,p:piece})); | |
644 | } | |
645 | // Next condition because pawns on 1st rank can generally jump | |
646 | if ([startRank,firstRank].includes(x) | |
647 | && this.board[x+2*shiftX][y] == V.EMPTY) | |
1d184b4c BA |
648 | { |
649 | // Two squares jump | |
375ecdd1 | 650 | moves.push(this.getBasicMove([x,y], [x+2*shiftX,y])); |
1d184b4c BA |
651 | } |
652 | } | |
653 | // Captures | |
375ecdd1 | 654 | for (let shiftY of [-1,1]) |
1221ac47 | 655 | { |
375ecdd1 BA |
656 | if (y + shiftY >= 0 && y + shiftY < sizeY |
657 | && this.board[x+shiftX][y+shiftY] != V.EMPTY | |
658 | && this.canTake([x,y], [x+shiftX,y+shiftY])) | |
1221ac47 | 659 | { |
375ecdd1 BA |
660 | for (let piece of finalPieces) |
661 | { | |
662 | moves.push(this.getBasicMove([x,y], [x+shiftX,y+shiftY], | |
663 | {c:pawnColor,p:piece})); | |
664 | } | |
1221ac47 | 665 | } |
375ecdd1 | 666 | } |
1d184b4c BA |
667 | } |
668 | ||
375ecdd1 | 669 | if (V.HasEnpassant) |
1d184b4c | 670 | { |
375ecdd1 BA |
671 | // En passant |
672 | const Lep = this.epSquares.length; | |
673 | const epSquare = this.epSquares[Lep-1]; //always at least one element | |
674 | if (!!epSquare && epSquare.x == x+shiftX && Math.abs(epSquare.y - y) == 1) | |
675 | { | |
676 | let enpassantMove = this.getBasicMove([x,y], [epSquare.x,epSquare.y]); | |
677 | enpassantMove.vanish.push({ | |
678 | x: x, | |
679 | y: epSquare.y, | |
680 | p: 'p', | |
681 | c: this.getColor(x,epSquare.y) | |
682 | }); | |
683 | moves.push(enpassantMove); | |
684 | } | |
1d184b4c BA |
685 | } |
686 | ||
687 | return moves; | |
688 | } | |
689 | ||
690 | // What are the rook moves from square x,y ? | |
46302e64 | 691 | getPotentialRookMoves(sq) |
1d184b4c | 692 | { |
0b7d99ec | 693 | return this.getSlideNJumpMoves(sq, V.steps[V.ROOK]); |
1d184b4c BA |
694 | } |
695 | ||
696 | // What are the knight moves from square x,y ? | |
46302e64 | 697 | getPotentialKnightMoves(sq) |
1d184b4c | 698 | { |
0b7d99ec | 699 | return this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep"); |
1d184b4c BA |
700 | } |
701 | ||
702 | // What are the bishop moves from square x,y ? | |
46302e64 | 703 | getPotentialBishopMoves(sq) |
1d184b4c | 704 | { |
0b7d99ec | 705 | return this.getSlideNJumpMoves(sq, V.steps[V.BISHOP]); |
1d184b4c BA |
706 | } |
707 | ||
708 | // What are the queen moves from square x,y ? | |
46302e64 | 709 | getPotentialQueenMoves(sq) |
1d184b4c | 710 | { |
26c1e3bd BA |
711 | return this.getSlideNJumpMoves(sq, |
712 | V.steps[V.ROOK].concat(V.steps[V.BISHOP])); | |
1d184b4c BA |
713 | } |
714 | ||
715 | // What are the king moves from square x,y ? | |
46302e64 | 716 | getPotentialKingMoves(sq) |
1d184b4c BA |
717 | { |
718 | // Initialize with normal moves | |
a37076f1 BA |
719 | let moves = this.getSlideNJumpMoves(sq, |
720 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep"); | |
46302e64 | 721 | return moves.concat(this.getCastleMoves(sq)); |
1d184b4c BA |
722 | } |
723 | ||
46302e64 | 724 | getCastleMoves([x,y]) |
1d184b4c | 725 | { |
46302e64 | 726 | const c = this.getColor(x,y); |
0b7d99ec | 727 | if (x != (c=="w" ? V.size.x-1 : 0) || y != this.INIT_COL_KING[c]) |
1d184b4c BA |
728 | return []; //x isn't first rank, or king has moved (shortcut) |
729 | ||
1d184b4c BA |
730 | // Castling ? |
731 | const oppCol = this.getOppCol(c); | |
732 | let moves = []; | |
733 | let i = 0; | |
0b7d99ec | 734 | const finalSquares = [ [2,3], [V.size.y-2,V.size.y-3] ]; //king, then rook |
1d184b4c BA |
735 | castlingCheck: |
736 | for (let castleSide=0; castleSide < 2; castleSide++) //large, then small | |
737 | { | |
2526c041 | 738 | if (!this.castleFlags[c][castleSide]) |
1d184b4c BA |
739 | continue; |
740 | // If this code is reached, rooks and king are on initial position | |
741 | ||
26c1e3bd BA |
742 | // Nothing on the path of the king ? |
743 | // (And no checks; OK also if y==finalSquare) | |
1d184b4c BA |
744 | let step = finalSquares[castleSide][0] < y ? -1 : 1; |
745 | for (i=y; i!=finalSquares[castleSide][0]; i+=step) | |
746 | { | |
cf130369 | 747 | if (this.isAttacked([x,i], [oppCol]) || (this.board[x][i] != V.EMPTY && |
1d184b4c | 748 | // NOTE: next check is enough, because of chessboard constraints |
26c1e3bd BA |
749 | (this.getColor(x,i) != c |
750 | || ![V.KING,V.ROOK].includes(this.getPiece(x,i))))) | |
1d184b4c BA |
751 | { |
752 | continue castlingCheck; | |
753 | } | |
754 | } | |
755 | ||
756 | // Nothing on the path to the rook? | |
757 | step = castleSide == 0 ? -1 : 1; | |
758 | for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step) | |
759 | { | |
760 | if (this.board[x][i] != V.EMPTY) | |
761 | continue castlingCheck; | |
762 | } | |
763 | const rookPos = this.INIT_COL_ROOK[c][castleSide]; | |
764 | ||
765 | // Nothing on final squares, except maybe king and castling rook? | |
766 | for (i=0; i<2; i++) | |
767 | { | |
768 | if (this.board[x][finalSquares[castleSide][i]] != V.EMPTY && | |
769 | this.getPiece(x,finalSquares[castleSide][i]) != V.KING && | |
770 | finalSquares[castleSide][i] != rookPos) | |
771 | { | |
772 | continue castlingCheck; | |
773 | } | |
774 | } | |
775 | ||
776 | // If this code is reached, castle is valid | |
777 | moves.push( new Move({ | |
778 | appear: [ | |
779 | new PiPo({x:x,y:finalSquares[castleSide][0],p:V.KING,c:c}), | |
780 | new PiPo({x:x,y:finalSquares[castleSide][1],p:V.ROOK,c:c})], | |
781 | vanish: [ | |
782 | new PiPo({x:x,y:y,p:V.KING,c:c}), | |
783 | new PiPo({x:x,y:rookPos,p:V.ROOK,c:c})], | |
784 | end: Math.abs(y - rookPos) <= 2 | |
785 | ? {x:x, y:rookPos} | |
786 | : {x:x, y:y + 2 * (castleSide==0 ? -1 : 1)} | |
787 | }) ); | |
788 | } | |
789 | ||
790 | return moves; | |
791 | } | |
792 | ||
1a788978 | 793 | //////////////////// |
1d184b4c BA |
794 | // MOVES VALIDATION |
795 | ||
f6dbe8e3 | 796 | // For the interface: possible moves for the current turn from square sq |
1d184b4c BA |
797 | getPossibleMovesFrom(sq) |
798 | { | |
1d184b4c BA |
799 | return this.filterValid( this.getPotentialMovesFrom(sq) ); |
800 | } | |
801 | ||
92342261 | 802 | // TODO: promotions (into R,B,N,Q) should be filtered only once |
1d184b4c BA |
803 | filterValid(moves) |
804 | { | |
805 | if (moves.length == 0) | |
806 | return []; | |
f6dbe8e3 BA |
807 | const color = this.turn; |
808 | return moves.filter(m => { | |
809 | this.play(m); | |
810 | const res = !this.underCheck(color); | |
811 | this.undo(m); | |
812 | return res; | |
813 | }); | |
1d184b4c BA |
814 | } |
815 | ||
26c1e3bd BA |
816 | // Search for all valid moves considering current turn |
817 | // (for engine and game end) | |
46302e64 | 818 | getAllValidMoves() |
1d184b4c | 819 | { |
46302e64 | 820 | const color = this.turn; |
1d184b4c | 821 | const oppCol = this.getOppCol(color); |
c6052161 | 822 | let potentialMoves = []; |
0b7d99ec | 823 | for (let i=0; i<V.size.x; i++) |
1d184b4c | 824 | { |
0b7d99ec | 825 | for (let j=0; j<V.size.y; j++) |
1d184b4c | 826 | { |
26c1e3bd | 827 | // Next condition "!= oppCol" to work with checkered variant |
0b7d99ec | 828 | if (this.board[i][j] != V.EMPTY && this.getColor(i,j) != oppCol) |
26c1e3bd BA |
829 | { |
830 | Array.prototype.push.apply(potentialMoves, | |
831 | this.getPotentialMovesFrom([i,j])); | |
832 | } | |
1d184b4c BA |
833 | } |
834 | } | |
1d184b4c BA |
835 | return this.filterValid(potentialMoves); |
836 | } | |
9de73b71 | 837 | |
e64a4eff | 838 | // Stop at the first move found |
46302e64 | 839 | atLeastOneMove() |
e64a4eff | 840 | { |
46302e64 | 841 | const color = this.turn; |
e64a4eff | 842 | const oppCol = this.getOppCol(color); |
0b7d99ec | 843 | for (let i=0; i<V.size.x; i++) |
e64a4eff | 844 | { |
0b7d99ec | 845 | for (let j=0; j<V.size.y; j++) |
e64a4eff | 846 | { |
0b7d99ec | 847 | if (this.board[i][j] != V.EMPTY && this.getColor(i,j) != oppCol) |
e64a4eff BA |
848 | { |
849 | const moves = this.getPotentialMovesFrom([i,j]); | |
850 | if (moves.length > 0) | |
851 | { | |
9de73b71 | 852 | for (let k=0; k<moves.length; k++) |
e64a4eff | 853 | { |
9de73b71 | 854 | if (this.filterValid([moves[k]]).length > 0) |
e64a4eff BA |
855 | return true; |
856 | } | |
857 | } | |
858 | } | |
859 | } | |
860 | } | |
861 | return false; | |
862 | } | |
1d184b4c | 863 | |
26c1e3bd | 864 | // Check if pieces of color in 'colors' are attacking (king) on square x,y |
46302e64 | 865 | isAttacked(sq, colors) |
1d184b4c | 866 | { |
46302e64 BA |
867 | return (this.isAttackedByPawn(sq, colors) |
868 | || this.isAttackedByRook(sq, colors) | |
869 | || this.isAttackedByKnight(sq, colors) | |
870 | || this.isAttackedByBishop(sq, colors) | |
871 | || this.isAttackedByQueen(sq, colors) | |
872 | || this.isAttackedByKing(sq, colors)); | |
1d184b4c BA |
873 | } |
874 | ||
dda21a71 | 875 | // Is square x,y attacked by 'colors' pawns ? |
46302e64 | 876 | isAttackedByPawn([x,y], colors) |
1d184b4c | 877 | { |
46302e64 | 878 | for (let c of colors) |
1d184b4c | 879 | { |
46302e64 | 880 | let pawnShift = (c=="w" ? 1 : -1); |
0b7d99ec | 881 | if (x+pawnShift>=0 && x+pawnShift<V.size.x) |
1d184b4c | 882 | { |
46302e64 | 883 | for (let i of [-1,1]) |
1d184b4c | 884 | { |
0b7d99ec | 885 | if (y+i>=0 && y+i<V.size.y && this.getPiece(x+pawnShift,y+i)==V.PAWN |
46302e64 BA |
886 | && this.getColor(x+pawnShift,y+i)==c) |
887 | { | |
888 | return true; | |
889 | } | |
1d184b4c BA |
890 | } |
891 | } | |
892 | } | |
893 | return false; | |
894 | } | |
895 | ||
dda21a71 | 896 | // Is square x,y attacked by 'colors' rooks ? |
46302e64 | 897 | isAttackedByRook(sq, colors) |
1d184b4c | 898 | { |
0b7d99ec | 899 | return this.isAttackedBySlideNJump(sq, colors, V.ROOK, V.steps[V.ROOK]); |
1d184b4c BA |
900 | } |
901 | ||
dda21a71 | 902 | // Is square x,y attacked by 'colors' knights ? |
46302e64 | 903 | isAttackedByKnight(sq, colors) |
1d184b4c | 904 | { |
46302e64 | 905 | return this.isAttackedBySlideNJump(sq, colors, |
0b7d99ec | 906 | V.KNIGHT, V.steps[V.KNIGHT], "oneStep"); |
1d184b4c BA |
907 | } |
908 | ||
dda21a71 | 909 | // Is square x,y attacked by 'colors' bishops ? |
46302e64 | 910 | isAttackedByBishop(sq, colors) |
1d184b4c | 911 | { |
0b7d99ec | 912 | return this.isAttackedBySlideNJump(sq, colors, V.BISHOP, V.steps[V.BISHOP]); |
1d184b4c BA |
913 | } |
914 | ||
dda21a71 | 915 | // Is square x,y attacked by 'colors' queens ? |
46302e64 | 916 | isAttackedByQueen(sq, colors) |
1d184b4c | 917 | { |
a37076f1 BA |
918 | return this.isAttackedBySlideNJump(sq, colors, V.QUEEN, |
919 | V.steps[V.ROOK].concat(V.steps[V.BISHOP])); | |
1d184b4c BA |
920 | } |
921 | ||
dda21a71 | 922 | // Is square x,y attacked by 'colors' king(s) ? |
46302e64 | 923 | isAttackedByKing(sq, colors) |
1d184b4c | 924 | { |
a37076f1 BA |
925 | return this.isAttackedBySlideNJump(sq, colors, V.KING, |
926 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep"); | |
1d184b4c BA |
927 | } |
928 | ||
1221ac47 | 929 | // Generic method for non-pawn pieces ("sliding or jumping"): |
dda21a71 | 930 | // is x,y attacked by a piece of color in array 'colors' ? |
46302e64 | 931 | isAttackedBySlideNJump([x,y], colors, piece, steps, oneStep) |
1d184b4c BA |
932 | { |
933 | for (let step of steps) | |
934 | { | |
935 | let rx = x+step[0], ry = y+step[1]; | |
0b7d99ec | 936 | while (V.OnBoard(rx,ry) && this.board[rx][ry] == V.EMPTY && !oneStep) |
1d184b4c BA |
937 | { |
938 | rx += step[0]; | |
939 | ry += step[1]; | |
940 | } | |
0b7d99ec BA |
941 | if (V.OnBoard(rx,ry) && this.getPiece(rx,ry) === piece |
942 | && colors.includes(this.getColor(rx,ry))) | |
1d184b4c BA |
943 | { |
944 | return true; | |
945 | } | |
946 | } | |
947 | return false; | |
948 | } | |
949 | ||
f6dbe8e3 BA |
950 | // Is color under check after his move ? |
951 | underCheck(color) | |
1d184b4c | 952 | { |
f6dbe8e3 | 953 | return this.isAttacked(this.kingPos[color], [this.getOppCol(color)]); |
1d184b4c BA |
954 | } |
955 | ||
1a788978 BA |
956 | ///////////////// |
957 | // MOVES PLAYING | |
4b5fe306 | 958 | |
1d184b4c BA |
959 | // Apply a move on board |
960 | static PlayOnBoard(board, move) | |
961 | { | |
962 | for (let psq of move.vanish) | |
0b7d99ec | 963 | board[psq.x][psq.y] = V.EMPTY; |
1d184b4c BA |
964 | for (let psq of move.appear) |
965 | board[psq.x][psq.y] = psq.c + psq.p; | |
966 | } | |
967 | // Un-apply the played move | |
968 | static UndoOnBoard(board, move) | |
969 | { | |
970 | for (let psq of move.appear) | |
0b7d99ec | 971 | board[psq.x][psq.y] = V.EMPTY; |
1d184b4c BA |
972 | for (let psq of move.vanish) |
973 | board[psq.x][psq.y] = psq.c + psq.p; | |
974 | } | |
975 | ||
4f7723a1 | 976 | // After move is played, update variables + flags |
1d184b4c BA |
977 | updateVariables(move) |
978 | { | |
dbcc32e9 BA |
979 | let piece = undefined; |
980 | let c = undefined; | |
981 | if (move.vanish.length >= 1) | |
982 | { | |
983 | // Usual case, something is moved | |
984 | piece = move.vanish[0].p; | |
985 | c = move.vanish[0].c; | |
986 | } | |
987 | else | |
988 | { | |
989 | // Crazyhouse-like variants | |
990 | piece = move.appear[0].p; | |
991 | c = move.appear[0].c; | |
992 | } | |
6e62b1c7 BA |
993 | if (c == "c") //if (!["w","b"].includes(c)) |
994 | { | |
995 | // 'c = move.vanish[0].c' doesn't work for Checkered | |
996 | c = this.getOppCol(this.turn); | |
997 | } | |
0b7d99ec | 998 | const firstRank = (c == "w" ? V.size.x-1 : 0); |
1d184b4c BA |
999 | |
1000 | // Update king position + flags | |
0b7d99ec | 1001 | if (piece == V.KING && move.appear.length > 0) |
1d184b4c BA |
1002 | { |
1003 | this.kingPos[c][0] = move.appear[0].x; | |
1004 | this.kingPos[c][1] = move.appear[0].y; | |
69f3d801 BA |
1005 | if (V.HasFlags) |
1006 | this.castleFlags[c] = [false,false]; | |
1d184b4c BA |
1007 | return; |
1008 | } | |
69f3d801 | 1009 | if (V.HasFlags) |
1d184b4c | 1010 | { |
69f3d801 BA |
1011 | // Update castling flags if rooks are moved |
1012 | const oppCol = this.getOppCol(c); | |
1013 | const oppFirstRank = (V.size.x-1) - firstRank; | |
1014 | if (move.start.x == firstRank //our rook moves? | |
1015 | && this.INIT_COL_ROOK[c].includes(move.start.y)) | |
1016 | { | |
1017 | const flagIdx = (move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1); | |
1018 | this.castleFlags[c][flagIdx] = false; | |
1019 | } | |
1020 | else if (move.end.x == oppFirstRank //we took opponent rook? | |
1021 | && this.INIT_COL_ROOK[oppCol].includes(move.end.y)) | |
1022 | { | |
1023 | const flagIdx = (move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1); | |
1024 | this.castleFlags[oppCol][flagIdx] = false; | |
1025 | } | |
1d184b4c BA |
1026 | } |
1027 | } | |
1028 | ||
1a788978 BA |
1029 | // After move is undo-ed *and flags resetted*, un-update other variables |
1030 | // TODO: more symmetry, by storing flags increment in move (?!) | |
d3334c3a | 1031 | unupdateVariables(move) |
1d184b4c | 1032 | { |
d3334c3a BA |
1033 | // (Potentially) Reset king position |
1034 | const c = this.getColor(move.start.x,move.start.y); | |
0b7d99ec | 1035 | if (this.getPiece(move.start.x,move.start.y) == V.KING) |
d3334c3a BA |
1036 | this.kingPos[c] = [move.start.x, move.start.y]; |
1037 | } | |
1d184b4c | 1038 | |
d3334c3a BA |
1039 | play(move, ingame) |
1040 | { | |
a3c86ec9 BA |
1041 | // DEBUG: |
1042 | // if (!this.states) this.states = []; | |
1a788978 | 1043 | // if (!ingame) this.states.push(this.getFen()); |
a3c86ec9 | 1044 | |
dfb4afc1 | 1045 | if (!!ingame) |
6752407b | 1046 | move.notation = [this.getNotation(move), this.getLongNotation(move)]; |
dfb4afc1 | 1047 | |
2d7194bd BA |
1048 | if (V.HasFlags) |
1049 | move.flags = JSON.stringify(this.aggregateFlags()); //save flags (for undo) | |
2d7194bd BA |
1050 | if (V.HasEnpassant) |
1051 | this.epSquares.push( this.getEpSquare(move) ); | |
0b7d99ec | 1052 | V.PlayOnBoard(this.board, move); |
388e4c40 BA |
1053 | this.turn = this.getOppCol(this.turn); |
1054 | this.moves.push(move); | |
1055 | this.updateVariables(move); | |
331fc58c BA |
1056 | |
1057 | if (!!ingame) | |
1a788978 BA |
1058 | { |
1059 | // Hash of current game state *after move*, to detect repetitions | |
45109880 | 1060 | move.hash = hex_md5(this.getFen()); |
1a788978 | 1061 | } |
1d184b4c BA |
1062 | } |
1063 | ||
cd4cad04 | 1064 | undo(move) |
1d184b4c | 1065 | { |
2d7194bd BA |
1066 | if (V.HasEnpassant) |
1067 | this.epSquares.pop(); | |
2d7194bd BA |
1068 | if (V.HasFlags) |
1069 | this.disaggregateFlags(JSON.parse(move.flags)); | |
388e4c40 BA |
1070 | V.UndoOnBoard(this.board, move); |
1071 | this.turn = this.getOppCol(this.turn); | |
1072 | this.moves.pop(); | |
1073 | this.unupdateVariables(move); | |
a3c86ec9 BA |
1074 | |
1075 | // DEBUG: | |
1a788978 | 1076 | // if (this.getFen() != this.states[this.states.length-1]) |
a3c86ec9 BA |
1077 | // debugger; |
1078 | // this.states.pop(); | |
1d184b4c BA |
1079 | } |
1080 | ||
1a788978 | 1081 | /////////////// |
1d184b4c BA |
1082 | // END OF GAME |
1083 | ||
331fc58c | 1084 | // Check for 3 repetitions (position + flags + turn) |
1af36beb | 1085 | checkRepetition() |
1d184b4c | 1086 | { |
15c1295a BA |
1087 | if (!this.hashStates) |
1088 | this.hashStates = {}; | |
1089 | const startIndex = | |
1090 | Object.values(this.hashStates).reduce((a,b) => { return a+b; }, 0) | |
1091 | // Update this.hashStates with last move (or all moves if continuation) | |
1092 | // NOTE: redundant storage, but faster and moderate size | |
1093 | for (let i=startIndex; i<this.moves.length; i++) | |
1094 | { | |
1095 | const move = this.moves[i]; | |
1096 | if (!this.hashStates[move.hash]) | |
1097 | this.hashStates[move.hash] = 1; | |
1098 | else | |
1099 | this.hashStates[move.hash]++; | |
1100 | } | |
331fc58c | 1101 | return Object.values(this.hashStates).some(elt => { return (elt >= 3); }); |
1af36beb | 1102 | } |
1d184b4c | 1103 | |
dda21a71 | 1104 | // Is game over ? And if yes, what is the score ? |
1af36beb BA |
1105 | checkGameOver() |
1106 | { | |
1107 | if (this.checkRepetition()) | |
1108 | return "1/2"; | |
1109 | ||
1110 | if (this.atLeastOneMove()) // game not over | |
1d184b4c | 1111 | return "*"; |
1d184b4c BA |
1112 | |
1113 | // Game over | |
46302e64 | 1114 | return this.checkGameEnd(); |
1d184b4c BA |
1115 | } |
1116 | ||
46302e64 BA |
1117 | // No moves are possible: compute score |
1118 | checkGameEnd() | |
1d184b4c | 1119 | { |
46302e64 | 1120 | const color = this.turn; |
1d184b4c | 1121 | // No valid move: stalemate or checkmate? |
cf130369 | 1122 | if (!this.isAttacked(this.kingPos[color], [this.getOppCol(color)])) |
1d184b4c BA |
1123 | return "1/2"; |
1124 | // OK, checkmate | |
6e62b1c7 | 1125 | return (color == "w" ? "0-1" : "1-0"); |
1d184b4c BA |
1126 | } |
1127 | ||
1a788978 BA |
1128 | /////////////// |
1129 | // ENGINE PLAY | |
1d184b4c BA |
1130 | |
1131 | // Pieces values | |
1a788978 BA |
1132 | static get VALUES() |
1133 | { | |
1d184b4c BA |
1134 | return { |
1135 | 'p': 1, | |
1136 | 'r': 5, | |
1137 | 'n': 3, | |
1138 | 'b': 3, | |
1139 | 'q': 9, | |
1140 | 'k': 1000 | |
1141 | }; | |
1142 | } | |
1143 | ||
1a788978 BA |
1144 | // "Checkmate" (unreachable eval) |
1145 | static get INFINITY() { return 9999; } | |
9e42b4dd | 1146 | |
1a788978 BA |
1147 | // At this value or above, the game is over |
1148 | static get THRESHOLD_MATE() { return V.INFINITY; } | |
9e42b4dd | 1149 | |
1a788978 BA |
1150 | // Search depth: 2 for high branching factor, 4 for small (Loser chess, eg.) |
1151 | static get SEARCH_DEPTH() { return 3; } | |
3c09dc49 | 1152 | |
1d184b4c | 1153 | // Assumption: at least one legal move |
a6abf094 BA |
1154 | // NOTE: works also for extinction chess because depth is 3... |
1155 | getComputerMove() | |
1d184b4c | 1156 | { |
0b7d99ec | 1157 | const maxeval = V.INFINITY; |
46302e64 | 1158 | const color = this.turn; |
15952ada BA |
1159 | // Some variants may show a bigger moves list to the human (Switching), |
1160 | // thus the argument "computer" below (which is generally ignored) | |
1161 | let moves1 = this.getAllValidMoves("computer"); | |
a6abf094 BA |
1162 | |
1163 | // Can I mate in 1 ? (for Magnetic & Extinction) | |
1164 | for (let i of _.shuffle(_.range(moves1.length))) | |
1165 | { | |
1166 | this.play(moves1[i]); | |
0b7d99ec BA |
1167 | let finish = (Math.abs(this.evalPosition()) >= V.THRESHOLD_MATE); |
1168 | if (!finish && !this.atLeastOneMove()) | |
1169 | { | |
1a788978 | 1170 | // Test mate (for other variants) |
0b7d99ec BA |
1171 | const score = this.checkGameEnd(); |
1172 | if (score != "1/2") | |
1173 | finish = true; | |
1174 | } | |
a6abf094 BA |
1175 | this.undo(moves1[i]); |
1176 | if (finish) | |
1177 | return moves1[i]; | |
1178 | } | |
1d184b4c | 1179 | |
06ddfe34 | 1180 | // Rank moves using a min-max at depth 2 |
1d184b4c BA |
1181 | for (let i=0; i<moves1.length; i++) |
1182 | { | |
26c1e3bd BA |
1183 | // Initial self evaluation is very low: "I'm checkmated" |
1184 | moves1[i].eval = (color=="w" ? -1 : 1) * maxeval; | |
1d184b4c | 1185 | this.play(moves1[i]); |
68f5ccc8 BA |
1186 | let eval2 = undefined; |
1187 | if (this.atLeastOneMove()) | |
1d184b4c | 1188 | { |
26c1e3bd BA |
1189 | // Initial enemy evaluation is very low too, for him |
1190 | eval2 = (color=="w" ? 1 : -1) * maxeval; | |
68f5ccc8 | 1191 | // Second half-move: |
15952ada | 1192 | let moves2 = this.getAllValidMoves("computer"); |
68f5ccc8 BA |
1193 | for (let j=0; j<moves2.length; j++) |
1194 | { | |
1195 | this.play(moves2[j]); | |
1196 | let evalPos = undefined; | |
1197 | if (this.atLeastOneMove()) | |
1198 | evalPos = this.evalPosition() | |
1199 | else | |
1200 | { | |
1a788978 | 1201 | // Working with scores is more accurate (necessary for Loser variant) |
68f5ccc8 BA |
1202 | const score = this.checkGameEnd(); |
1203 | evalPos = (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval); | |
1204 | } | |
26c1e3bd BA |
1205 | if ((color == "w" && evalPos < eval2) |
1206 | || (color=="b" && evalPos > eval2)) | |
1207 | { | |
68f5ccc8 | 1208 | eval2 = evalPos; |
26c1e3bd | 1209 | } |
68f5ccc8 BA |
1210 | this.undo(moves2[j]); |
1211 | } | |
1212 | } | |
1213 | else | |
1214 | { | |
1215 | const score = this.checkGameEnd(); | |
1216 | eval2 = (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval); | |
1d184b4c | 1217 | } |
92342261 BA |
1218 | if ((color=="w" && eval2 > moves1[i].eval) |
1219 | || (color=="b" && eval2 < moves1[i].eval)) | |
1220 | { | |
1d184b4c | 1221 | moves1[i].eval = eval2; |
92342261 | 1222 | } |
1d184b4c BA |
1223 | this.undo(moves1[i]); |
1224 | } | |
1225 | moves1.sort( (a,b) => { return (color=="w" ? 1 : -1) * (b.eval - a.eval); }); | |
1226 | ||
3c09dc49 BA |
1227 | let candidates = [0]; //indices of candidates moves |
1228 | for (let j=1; j<moves1.length && moves1[j].eval == moves1[0].eval; j++) | |
1229 | candidates.push(j); | |
1230 | let currentBest = moves1[_.sample(candidates, 1)]; | |
1231 | ||
e82cd979 BA |
1232 | // From here, depth >= 3: may take a while, so we control time |
1233 | const timeStart = Date.now(); | |
1234 | ||
a6abf094 | 1235 | // Skip depth 3+ if we found a checkmate (or if we are checkmated in 1...) |
0b7d99ec | 1236 | if (V.SEARCH_DEPTH >= 3 && Math.abs(moves1[0].eval) < V.THRESHOLD_MATE) |
e64a4eff | 1237 | { |
9e42b4dd BA |
1238 | for (let i=0; i<moves1.length; i++) |
1239 | { | |
e82cd979 BA |
1240 | if (Date.now()-timeStart >= 5000) //more than 5 seconds |
1241 | return currentBest; //depth 2 at least | |
9e42b4dd BA |
1242 | this.play(moves1[i]); |
1243 | // 0.1 * oldEval : heuristic to avoid some bad moves (not all...) | |
3c09dc49 | 1244 | moves1[i].eval = 0.1*moves1[i].eval + |
0b7d99ec | 1245 | this.alphabeta(V.SEARCH_DEPTH-1, -maxeval, maxeval); |
9e42b4dd BA |
1246 | this.undo(moves1[i]); |
1247 | } | |
26c1e3bd BA |
1248 | moves1.sort( (a,b) => { |
1249 | return (color=="w" ? 1 : -1) * (b.eval - a.eval); }); | |
e64a4eff | 1250 | } |
3c09dc49 BA |
1251 | else |
1252 | return currentBest; | |
69f3d801 | 1253 | // console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; })); |
1d184b4c | 1254 | |
3c09dc49 | 1255 | candidates = [0]; |
1d184b4c BA |
1256 | for (let j=1; j<moves1.length && moves1[j].eval == moves1[0].eval; j++) |
1257 | candidates.push(j); | |
1d184b4c BA |
1258 | return moves1[_.sample(candidates, 1)]; |
1259 | } | |
1260 | ||
46302e64 | 1261 | alphabeta(depth, alpha, beta) |
1d184b4c | 1262 | { |
0b7d99ec | 1263 | const maxeval = V.INFINITY; |
46302e64 BA |
1264 | const color = this.turn; |
1265 | if (!this.atLeastOneMove()) | |
1d184b4c | 1266 | { |
46302e64 | 1267 | switch (this.checkGameEnd()) |
1d184b4c | 1268 | { |
68f5ccc8 BA |
1269 | case "1/2": |
1270 | return 0; | |
1271 | default: | |
1272 | const score = this.checkGameEnd(); | |
1273 | return (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval); | |
1d184b4c BA |
1274 | } |
1275 | } | |
1276 | if (depth == 0) | |
1277 | return this.evalPosition(); | |
15952ada | 1278 | const moves = this.getAllValidMoves("computer"); |
9e42b4dd | 1279 | let v = color=="w" ? -maxeval : maxeval; |
1d184b4c BA |
1280 | if (color == "w") |
1281 | { | |
1282 | for (let i=0; i<moves.length; i++) | |
1283 | { | |
1284 | this.play(moves[i]); | |
46302e64 | 1285 | v = Math.max(v, this.alphabeta(depth-1, alpha, beta)); |
1d184b4c BA |
1286 | this.undo(moves[i]); |
1287 | alpha = Math.max(alpha, v); | |
1288 | if (alpha >= beta) | |
1289 | break; //beta cutoff | |
1290 | } | |
1291 | } | |
1292 | else //color=="b" | |
1293 | { | |
1294 | for (let i=0; i<moves.length; i++) | |
1295 | { | |
1296 | this.play(moves[i]); | |
46302e64 | 1297 | v = Math.min(v, this.alphabeta(depth-1, alpha, beta)); |
1d184b4c BA |
1298 | this.undo(moves[i]); |
1299 | beta = Math.min(beta, v); | |
1300 | if (alpha >= beta) | |
1301 | break; //alpha cutoff | |
1302 | } | |
1303 | } | |
1304 | return v; | |
1305 | } | |
1306 | ||
1307 | evalPosition() | |
1308 | { | |
1d184b4c | 1309 | let evaluation = 0; |
a6abf094 | 1310 | // Just count material for now |
0b7d99ec | 1311 | for (let i=0; i<V.size.x; i++) |
1d184b4c | 1312 | { |
0b7d99ec | 1313 | for (let j=0; j<V.size.y; j++) |
1d184b4c | 1314 | { |
0b7d99ec | 1315 | if (this.board[i][j] != V.EMPTY) |
1d184b4c BA |
1316 | { |
1317 | const sign = this.getColor(i,j) == "w" ? 1 : -1; | |
0b7d99ec | 1318 | evaluation += sign * V.VALUES[this.getPiece(i,j)]; |
1d184b4c BA |
1319 | } |
1320 | } | |
1321 | } | |
1322 | return evaluation; | |
1323 | } | |
1324 | ||
1a788978 BA |
1325 | ///////////////////////// |
1326 | // MOVES + GAME NOTATION | |
1327 | ///////////////////////// | |
1d184b4c BA |
1328 | |
1329 | // Context: just before move is played, turn hasn't changed | |
1330 | getNotation(move) | |
1331 | { | |
0b7d99ec | 1332 | if (move.appear.length == 2 && move.appear[0].p == V.KING) //castle |
15952ada | 1333 | return (move.end.y < move.start.y ? "0-0-0" : "0-0"); |
1d184b4c BA |
1334 | |
1335 | // Translate final square | |
1a788978 | 1336 | const finalSquare = V.CoordsToSquare(move.end); |
1d184b4c | 1337 | |
270968d6 | 1338 | const piece = this.getPiece(move.start.x, move.start.y); |
0b7d99ec | 1339 | if (piece == V.PAWN) |
1d184b4c BA |
1340 | { |
1341 | // Pawn move | |
1342 | let notation = ""; | |
5bfb0956 | 1343 | if (move.vanish.length > move.appear.length) |
1d184b4c BA |
1344 | { |
1345 | // Capture | |
26c1e3bd | 1346 | const startColumn = V.CoordToColumn(move.start.y); |
1d184b4c BA |
1347 | notation = startColumn + "x" + finalSquare; |
1348 | } | |
1349 | else //no capture | |
1350 | notation = finalSquare; | |
26c1e3bd | 1351 | if (move.appear.length > 0 && move.appear[0].p != V.PAWN) //promotion |
1d184b4c BA |
1352 | notation += "=" + move.appear[0].p.toUpperCase(); |
1353 | return notation; | |
1354 | } | |
1355 | ||
1356 | else | |
1357 | { | |
1358 | // Piece movement | |
f3c10e18 BA |
1359 | return piece.toUpperCase() + |
1360 | (move.vanish.length > move.appear.length ? "x" : "") + finalSquare; | |
1d184b4c BA |
1361 | } |
1362 | } | |
dfb4afc1 | 1363 | |
6752407b BA |
1364 | // Complete the usual notation, may be required for de-ambiguification |
1365 | getLongNotation(move) | |
1366 | { | |
1a788978 BA |
1367 | // Not encoding move. But short+long is enough |
1368 | return V.CoordsToSquare(move.start) + V.CoordsToSquare(move.end); | |
6752407b BA |
1369 | } |
1370 | ||
dfb4afc1 | 1371 | // The score is already computed when calling this function |
01a135e2 | 1372 | getPGN(mycolor, score, fenStart, mode) |
dfb4afc1 BA |
1373 | { |
1374 | let pgn = ""; | |
1375 | pgn += '[Site "vchess.club"]<br>'; | |
5e622704 | 1376 | const opponent = mode=="human" ? "Anonymous" : "Computer"; |
0f51ef98 | 1377 | pgn += '[Variant "' + variant + '"]<br>'; |
c794dbb8 | 1378 | pgn += '[Date "' + getDate(new Date()) + '"]<br>'; |
01a135e2 BA |
1379 | pgn += '[White "' + (mycolor=='w'?'Myself':opponent) + '"]<br>'; |
1380 | pgn += '[Black "' + (mycolor=='b'?'Myself':opponent) + '"]<br>'; | |
04449c97 BA |
1381 | pgn += '[FenStart "' + fenStart + '"]<br>'; |
1382 | pgn += '[Fen "' + this.getFen() + '"]<br>'; | |
762b7c9c | 1383 | pgn += '[Result "' + score + '"]<br><br>'; |
dfb4afc1 | 1384 | |
6752407b | 1385 | // Standard PGN |
dfb4afc1 BA |
1386 | for (let i=0; i<this.moves.length; i++) |
1387 | { | |
1388 | if (i % 2 == 0) | |
1389 | pgn += ((i/2)+1) + "."; | |
6752407b | 1390 | pgn += this.moves[i].notation[0] + " "; |
dfb4afc1 | 1391 | } |
97fc8bf7 | 1392 | pgn += "<br><br>"; |
dfb4afc1 | 1393 | |
6752407b BA |
1394 | // "Complete moves" PGN (helping in ambiguous cases) |
1395 | for (let i=0; i<this.moves.length; i++) | |
1396 | { | |
1397 | if (i % 2 == 0) | |
1398 | pgn += ((i/2)+1) + "."; | |
1399 | pgn += this.moves[i].notation[1] + " "; | |
1400 | } | |
6752407b | 1401 | |
dfb4afc1 BA |
1402 | return pgn; |
1403 | } | |
1d184b4c | 1404 | } |