constructor(o) {
this.appear = o.appear;
this.vanish = o.vanish;
- this.start = o.start ? o.start : { x: o.vanish[0].x, y: o.vanish[0].y };
- this.end = o.end ? o.end : { x: o.appear[0].x, y: o.appear[0].y };
+ this.start = o.start || { x: o.vanish[0].x, y: o.vanish[0].y };
+ this.end = o.end || { x: o.appear[0].x, y: o.appear[0].y };
}
};
-// NOTE: x coords = top to bottom; y = left to right (from white player perspective)
+// NOTE: x coords = top to bottom; y = left to right
+// (from white player perspective)
export const ChessRules = class ChessRules {
+
//////////////
// MISC UTILS
+ static get Options() {
+ return {
+ select: [
+ {
+ label: "Randomness",
+ variable: "randomness",
+ defaut: 0,
+ options: [
+ { label: "Deterministic", value: 0 },
+ { label: "Symmetric random", value: 1 },
+ { label: "Asymmetric random", value: 2 }
+ ]
+ }
+ ]
+ };
+ }
+
+ static AbbreviateOptions(opts) {
+ return "";
+ // Randomness is a special option: (TODO?)
+ //return "R" + opts.randomness;
+ }
+
+ static IsValidOptions(opts) {
+ return true;
+ }
+
// Some variants don't have flags:
static get HasFlags() {
return true;
}
- // Some variants don't have en-passant
+ // Or castle
+ static get HasCastle() {
+ return V.HasFlags;
+ }
+
+ // Pawns specifications
+ static get PawnSpecs() {
+ return {
+ directions: { 'w': -1, 'b': 1 },
+ initShift: { w: 1, b: 1 },
+ twoSquares: true,
+ threeSquares: false,
+ promotions: [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN],
+ canCapture: true,
+ captureBackward: false,
+ bidirectional: false
+ };
+ }
+
+ // En-passant captures need a stack of squares:
static get HasEnpassant() {
return true;
}
return V.ShowMoves;
}
+ // Sometimes moves must remain hidden until game ends
+ static get SomeHiddenMoves() {
+ return false;
+ }
+ get someHiddenMoves() {
+ return V.SomeHiddenMoves;
+ }
+
+ // Generally true, unless the variant includes random effects
+ static get CorrConfirm() {
+ return true;
+ }
+
+ // Used for Monochrome variant (TODO: harmonize: !canFlip ==> showFirstTurn)
+ get showFirstTurn() {
+ return false;
+ }
+
// Some variants always show the same orientation
static get CanFlip() {
return true;
return V.CanFlip;
}
+ // NOTE: these will disappear once each variant has its dedicated SVG board.
+ // For (generally old) variants without checkered board
+ static get Monochrome() {
+ return false;
+ }
+ // Some games are drawn unusually (bottom right corner is black)
+ static get DarkBottomRight() {
+ return false;
+ }
+ // Some variants require lines drawing
+ static get Lines() {
+ if (V.Monochrome) {
+ let lines = [];
+ // Draw all inter-squares lines
+ for (let i = 0; i <= V.size.x; i++)
+ lines.push([[i, 0], [i, V.size.y]]);
+ for (let j = 0; j <= V.size.y; j++)
+ lines.push([[0, j], [V.size.x, j]]);
+ return lines;
+ }
+ return null;
+ }
+
+ // In some variants, the player who repeat a position loses
+ static get LoseOnRepetition() {
+ return false;
+ }
+ // And in some others (Iceage), repetitions should be ignored:
+ static get IgnoreRepetition() {
+ return false;
+ }
+ loseOnRepetition() {
+ // In some variants, result depends on the position:
+ return V.LoseOnRepetition;
+ }
+
+ // At some stages, some games could wait clicks only:
+ onlyClick() {
+ return false;
+ }
+
+ // Some variants use click infos:
+ doClick() {
+ return null;
+ }
+
+ // Some variants may need to highlight squares on hover (Hamilton, Weiqi...)
+ hoverHighlight() {
+ return false;
+ }
+
+ static get IMAGE_EXTENSION() {
+ // All pieces should be in the SVG format
+ return ".svg";
+ }
+
// Turn "wb" into "B" (for FEN)
static board2fen(b) {
return b[0] == "w" ? b[1].toUpperCase() : b[1];
// Turn "p" into "bp" (for board)
static fen2board(f) {
- return f.charCodeAt() <= 90 ? "w" + f.toLowerCase() : "b" + f;
+ return f.charCodeAt(0) <= 90 ? "w" + f.toLowerCase() : "b" + f;
}
- // Check if FEN describe a board situation correctly
+ // Check if FEN describes a board situation correctly
static IsGoodFen(fen) {
const fenParsed = V.ParseFen(fen);
// 1) Check position
// 2) Check turn
if (!fenParsed.turn || !V.IsGoodTurn(fenParsed.turn)) return false;
// 3) Check moves count
- if (!fenParsed.movesCount || !(parseInt(fenParsed.movesCount) >= 0))
+ if (!fenParsed.movesCount || !(parseInt(fenParsed.movesCount, 10) >= 0))
return false;
// 4) Check flags
if (V.HasFlags && (!fenParsed.flags || !V.IsGoodFlags(fenParsed.flags)))
if (position.length == 0) return false;
const rows = position.split("/");
if (rows.length != V.size.x) return false;
- let kings = {};
+ let kings = { "k": 0, "K": 0 };
for (let row of rows) {
let sumElts = 0;
for (let i = 0; i < row.length; i++) {
- if (['K','k'].includes(row[i]))
- kings[row[i]] = true;
+ if (['K','k'].includes(row[i])) kings[row[i]]++;
if (V.PIECES.includes(row[i].toLowerCase())) sumElts++;
else {
- const num = parseInt(row[i]);
- if (isNaN(num)) return false;
+ const num = parseInt(row[i], 10);
+ if (isNaN(num) || num <= 0) return false;
sumElts += num;
}
}
if (sumElts != V.size.y) return false;
}
- // Both kings should be on board:
- if (Object.keys(kings).length != 2)
- return false;
+ // Both kings should be on board. Exactly one per color.
+ if (Object.values(kings).some(v => v != 1)) return false;
return true;
}
// For FEN checking
static IsGoodFlags(flags) {
- return !!flags.match(/^[01]{4,4}$/);
+ // NOTE: a little too permissive to work with more variants
+ return !!flags.match(/^[a-z]{4,4}$/);
}
+ // NOTE: not with regexp to adapt to different board sizes. (TODO?)
static IsGoodEnpassant(enpassant) {
if (enpassant != "-") {
const ep = V.SquareToCoords(enpassant);
return {
// NOTE: column is always one char => max 26 columns
// row is counted from black side => subtraction
- x: V.size.x - parseInt(sq.substr(1)),
+ x: V.size.x - parseInt(sq.substr(1), 10),
y: sq[0].charCodeAt() - 97
};
}
return V.CoordToColumn(coords.y) + (V.size.x - coords.x);
}
- // Path to pieces
+ // Path to pieces (standard ones in pieces/ folder)
getPpath(b) {
- return b; //usual pieces in pieces/ folder
+ return b;
+ }
+
+ // Path to promotion pieces (usually the same)
+ getPPpath(m) {
+ return this.getPpath(m.appear[0].c + m.appear[0].p);
}
// Aggregates flags into one object
// En-passant square, if any
getEpSquare(moveOrSquare) {
- if (!moveOrSquare) return undefined;
+ if (!moveOrSquare) return undefined; //TODO: necessary line?!
if (typeof moveOrSquare === "string") {
const square = moveOrSquare;
if (square == "-") return undefined;
}
// Argument is a move:
const move = moveOrSquare;
- const [sx, sy, ex] = [move.start.x, move.start.y, move.end.x];
- // NOTE: next conditions are first for Atomic, and last for Checkered
+ const s = move.start,
+ e = move.end;
if (
- move.appear.length > 0 &&
- Math.abs(sx - ex) == 2 &&
- move.appear[0].p == V.PAWN &&
- ["w", "b"].includes(move.appear[0].c)
+ s.y == e.y &&
+ Math.abs(s.x - e.x) == 2 &&
+ // Next conditions for variants like Atomic or Rifle, Recycle...
+ (move.appear.length > 0 && move.appear[0].p == V.PAWN) &&
+ (move.vanish.length > 0 && move.vanish[0].p == V.PAWN)
) {
return {
- x: (sx + ex) / 2,
- y: sy
+ x: (s.x + e.x) / 2,
+ y: s.y
};
}
return undefined; //default
}
// On which squares is color under check ? (for interface)
- getCheckSquares(color) {
- return this.isAttacked(this.kingPos[color], [V.GetOppCol(color)])
- ? [JSON.parse(JSON.stringify(this.kingPos[color]))] //need to duplicate!
- : [];
+ getCheckSquares() {
+ const color = this.turn;
+ return (
+ this.underCheck(color)
+ // kingPos must be duplicated, because it may change:
+ ? [JSON.parse(JSON.stringify(this.kingPos[color]))]
+ : []
+ );
}
/////////////
// FEN UTILS
- // Setup the initial random (assymetric) position
- static GenRandInitFen() {
+ // Setup the initial random (asymmetric) position
+ static GenRandInitFen(options) {
+ if (!options.randomness || options.randomness == 0)
+ // Deterministic:
+ return "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0 ahah -";
+
let pieces = { w: new Array(8), b: new Array(8) };
- // Shuffle pieces on first and last rank
+ let flags = "";
+ // Shuffle pieces on first (and last rank if randomness == 2)
for (let c of ["w", "b"]) {
+ if (c == 'b' && options.randomness == 1) {
+ pieces['b'] = pieces['w'];
+ flags += flags;
+ break;
+ }
+
let positions = ArrayFun.range(8);
// Get random squares for bishops
pieces[c][bishop2Pos] = "b";
pieces[c][knight2Pos] = "n";
pieces[c][rook2Pos] = "r";
+ flags += V.CoordToColumn(rook1Pos) + V.CoordToColumn(rook2Pos);
}
// Add turn + flags + enpassant
return (
pieces["b"].join("") +
"/pppppppp/8/8/8/8/PPPPPPPP/" +
pieces["w"].join("").toUpperCase() +
- " w 0 1111 -"
+ " w 0 " + flags + " -"
);
}
// Return current fen (game state)
getFen() {
return (
- this.getBaseFen() +
- " " +
- this.getTurnFen() +
- " " +
+ this.getBaseFen() + " " +
+ this.getTurnFen() + " " +
this.movesCount +
(V.HasFlags ? " " + this.getFlagsFen() : "") +
(V.HasEnpassant ? " " + this.getEnpassantFen() : "")
);
}
+ getFenForRepeat() {
+ // Omit movesCount, only variable allowed to differ
+ return (
+ this.getBaseFen() + "_" +
+ this.getTurnFen() +
+ (V.HasFlags ? "_" + this.getFlagsFen() : "") +
+ (V.HasEnpassant ? "_" + this.getEnpassantFen() : "")
+ );
+ }
+
// Position part of the FEN string
getBaseFen() {
+ const format = (count) => {
+ // if more than 9 consecutive free spaces, break the integer,
+ // otherwise FEN parsing will fail.
+ if (count <= 9) return count;
+ // Most boards of size < 18:
+ if (count <= 18) return "9" + (count - 9);
+ // Except Gomoku:
+ return "99" + (count - 18);
+ };
let position = "";
for (let i = 0; i < V.size.x; i++) {
let emptyCount = 0;
else {
if (emptyCount > 0) {
// Add empty squares in-between
- position += emptyCount;
+ position += format(emptyCount);
emptyCount = 0;
}
position += V.board2fen(this.board[i][j]);
}
if (emptyCount > 0) {
// "Flush remainder"
- position += emptyCount;
+ position += format(emptyCount);
}
if (i < V.size.x - 1) position += "/"; //separate rows
}
// Flags part of the FEN string
getFlagsFen() {
let flags = "";
- // Add castling flags
- for (let i of ["w", "b"]) {
- for (let j = 0; j < 2; j++) flags += this.castleFlags[i][j] ? "1" : "0";
- }
+ // Castling flags
+ for (let c of ["w", "b"])
+ flags += this.castleFlags[c].map(V.CoordToColumn).join("");
return flags;
}
let j = 0;
for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++) {
const character = rows[i][indexInRow];
- const num = parseInt(character);
+ const num = parseInt(character, 10);
// If num is a number, just shift j:
if (!isNaN(num)) j += num;
// Else: something at position i,j
// Extract (relevant) flags from fen
setFlags(fenflags) {
// white a-castle, h-castle, black a-castle, h-castle
- this.castleFlags = { w: [true, true], b: [true, true] };
- for (let i = 0; i < 4; i++)
- this.castleFlags[i < 2 ? "w" : "b"][i % 2] = fenflags.charAt(i) == "1";
+ this.castleFlags = { w: [-1, -1], b: [-1, -1] };
+ for (let i = 0; i < 4; i++) {
+ this.castleFlags[i < 2 ? "w" : "b"][i % 2] =
+ V.ColumnToCoord(fenflags.charAt(i));
+ }
}
//////////////////
// INITIALIZATION
- constructor(fen) {
- // In printDiagram() fen isn't supply because only getPpath() is used
- if (fen)
- this.re_init(fen);
- }
-
// Fen string fully describes the game state
- re_init(fen) {
+ constructor(fen) {
+ if (!fen)
+ // In printDiagram() fen isn't supply because only getPpath() is used
+ // TODO: find a better solution!
+ return;
const fenParsed = V.ParseFen(fen);
this.board = V.GetBoard(fenParsed.position);
- this.turn = fenParsed.turn[0]; //[0] to work with MarseilleRules
- this.movesCount = parseInt(fenParsed.movesCount);
+ this.turn = fenParsed.turn;
+ this.movesCount = parseInt(fenParsed.movesCount, 10);
this.setOtherVariables(fen);
}
- // Scan board for kings and rooks positions
- scanKingsRooks(fen) {
- this.INIT_COL_KING = { w: -1, b: -1 };
- this.INIT_COL_ROOK = { w: [-1, -1], b: [-1, -1] };
- this.kingPos = { w: [-1, -1], b: [-1, -1] }; //squares of white and black king
+ // Scan board for kings positions
+ // TODO: should be done from board, no need for the complete FEN
+ scanKings(fen) {
+ // Squares of white and black king:
+ this.kingPos = { w: [-1, -1], b: [-1, -1] };
const fenRows = V.ParseFen(fen).position.split("/");
for (let i = 0; i < fenRows.length; i++) {
let k = 0; //column index on board
switch (fenRows[i].charAt(j)) {
case "k":
this.kingPos["b"] = [i, k];
- this.INIT_COL_KING["b"] = k;
break;
case "K":
this.kingPos["w"] = [i, k];
- 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;
- 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;
break;
default: {
- const num = parseInt(fenRows[i].charAt(j));
+ const num = parseInt(fenRows[i].charAt(j), 10);
if (!isNaN(num)) k += num - 1;
}
}
: undefined;
this.epSquares = [epSq];
}
- // Search for king and rooks positions:
- this.scanKingsRooks(fen);
+ // Search for kings positions:
+ this.scanKings(fen);
}
/////////////////////
// MOVES GENERATION
// All possible moves from selected square
- getPotentialMovesFrom([x, y]) {
- switch (this.getPiece(x, y)) {
- case V.PAWN:
- return this.getPotentialPawnMoves([x, y]);
- case V.ROOK:
- return this.getPotentialRookMoves([x, y]);
- case V.KNIGHT:
- return this.getPotentialKnightMoves([x, y]);
- case V.BISHOP:
- return this.getPotentialBishopMoves([x, y]);
- case V.QUEEN:
- return this.getPotentialQueenMoves([x, y]);
- case V.KING:
- return this.getPotentialKingMoves([x, y]);
+ getPotentialMovesFrom(sq) {
+ switch (this.getPiece(sq[0], sq[1])) {
+ case V.PAWN: return this.getPotentialPawnMoves(sq);
+ case V.ROOK: return this.getPotentialRookMoves(sq);
+ case V.KNIGHT: return this.getPotentialKnightMoves(sq);
+ case V.BISHOP: return this.getPotentialBishopMoves(sq);
+ case V.QUEEN: return this.getPotentialQueenMoves(sq);
+ case V.KING: return this.getPotentialKingMoves(sq);
}
- return []; //never reached
+ return []; //never reached (but some variants may use it: Bario...)
}
// Build a regular move from its initial and destination squares.
// tr: transformation
getBasicMove([sx, sy], [ex, ey], tr) {
+ const initColor = this.getColor(sx, sy);
+ const initPiece = this.board[sx][sy].charAt(1);
let mv = new Move({
appear: [
new PiPo({
x: ex,
y: ey,
- c: tr ? tr.c : this.getColor(sx, sy),
- p: tr ? tr.p : this.getPiece(sx, sy)
+ c: !!tr ? tr.c : initColor,
+ p: !!tr ? tr.p : initPiece
})
],
vanish: [
new PiPo({
x: sx,
y: sy,
- c: this.getColor(sx, sy),
- p: this.getPiece(sx, sy)
+ c: initColor,
+ p: initPiece
})
]
});
x: ex,
y: ey,
c: this.getColor(ex, ey),
- p: this.getPiece(ex, ey)
+ p: this.board[ex][ey].charAt(1)
})
);
}
+
return mv;
}
// Generic method to find possible moves of non-pawn pieces:
// "sliding or jumping"
- getSlideNJumpMoves([x, y], steps, oneStep) {
+ getSlideNJumpMoves([x, y], steps, nbSteps) {
let moves = [];
outerLoop: for (let step of steps) {
let i = x + step[0];
let j = y + step[1];
+ let stepCounter = 0;
while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
moves.push(this.getBasicMove([x, y], [i, j]));
- if (oneStep !== undefined) continue outerLoop;
+ if (nbSteps && ++stepCounter >= nbSteps) continue outerLoop;
i += step[0];
j += step[1];
}
return moves;
}
+ // Special case of en-passant captures: treated separately
+ getEnpassantCaptures([x, y], shiftX) {
+ const Lep = this.epSquares.length;
+ const epSquare = this.epSquares[Lep - 1]; //always at least one element
+ let enpassantMove = null;
+ if (
+ !!epSquare &&
+ epSquare.x == x + shiftX &&
+ Math.abs(epSquare.y - y) == 1
+ ) {
+ enpassantMove = this.getBasicMove([x, y], [epSquare.x, epSquare.y]);
+ enpassantMove.vanish.push({
+ x: x,
+ y: epSquare.y,
+ p: this.board[x][epSquare.y].charAt(1),
+ c: this.getColor(x, epSquare.y)
+ });
+ }
+ return !!enpassantMove ? [enpassantMove] : [];
+ }
+
+ // Consider all potential promotions:
+ addPawnMoves([x1, y1], [x2, y2], moves, promotions) {
+ let finalPieces = [V.PAWN];
+ const color = this.turn; //this.getColor(x1, y1);
+ const lastRank = (color == "w" ? 0 : V.size.x - 1);
+ if (x2 == lastRank) {
+ // promotions arg: special override for Hiddenqueen variant
+ if (!!promotions) finalPieces = promotions;
+ else if (!!V.PawnSpecs.promotions) finalPieces = V.PawnSpecs.promotions;
+ }
+ for (let piece of finalPieces) {
+ const tr = (piece != V.PAWN ? { c: color, p: piece } : null);
+ moves.push(this.getBasicMove([x1, y1], [x2, y2], tr));
+ }
+ }
+
// What are the pawn moves from square x,y ?
- getPotentialPawnMoves([x, y]) {
- const color = this.turn;
- let moves = [];
+ getPotentialPawnMoves([x, y], promotions) {
+ const color = this.turn; //this.getColor(x, y);
const [sizeX, sizeY] = [V.size.x, V.size.y];
- const shiftX = color == "w" ? -1 : 1;
- const firstRank = color == "w" ? sizeX - 1 : 0;
- const startRank = color == "w" ? sizeX - 2 : 1;
- const lastRank = color == "w" ? 0 : sizeX - 1;
- const pawnColor = this.getColor(x, y); //can be different for checkered
-
- // NOTE: next condition is generally true (no pawn on last rank)
- if (x + shiftX >= 0 && x + shiftX < sizeX) {
- const finalPieces =
- x + shiftX == lastRank
- ? [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN]
- : [V.PAWN];
- if (this.board[x + shiftX][y] == V.EMPTY) {
- // One square forward
- for (let piece of finalPieces) {
- moves.push(
- this.getBasicMove([x, y], [x + shiftX, y], {
- c: pawnColor,
- p: piece
- })
- );
- }
- // Next condition because pawns on 1st rank can generally jump
- if (
- [startRank, firstRank].includes(x) &&
- this.board[x + 2 * shiftX][y] == V.EMPTY
- ) {
- // Two squares jump
- moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
+ const pawnShiftX = V.PawnSpecs.directions[color];
+ const firstRank = (color == "w" ? sizeX - 1 : 0);
+ const forward = (color == 'w' ? -1 : 1);
+
+ // Pawn movements in shiftX direction:
+ const getPawnMoves = (shiftX) => {
+ let moves = [];
+ // NOTE: next condition is generally true (no pawn on last rank)
+ if (x + shiftX >= 0 && x + shiftX < sizeX) {
+ if (this.board[x + shiftX][y] == V.EMPTY) {
+ // One square forward (or backward)
+ this.addPawnMoves([x, y], [x + shiftX, y], moves, promotions);
+ // Next condition because pawns on 1st rank can generally jump
+ if (
+ V.PawnSpecs.twoSquares &&
+ (
+ (color == 'w' && x >= V.size.x - 1 - V.PawnSpecs.initShift['w'])
+ ||
+ (color == 'b' && x <= V.PawnSpecs.initShift['b'])
+ )
+ ) {
+ if (
+ shiftX == forward &&
+ this.board[x + 2 * shiftX][y] == V.EMPTY
+ ) {
+ // Two squares jump
+ moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
+ if (
+ V.PawnSpecs.threeSquares &&
+ this.board[x + 3 * shiftX][y] == V.EMPTY
+ ) {
+ // Three squares jump
+ moves.push(this.getBasicMove([x, y], [x + 3 * shiftX, y]));
+ }
+ }
+ }
}
- }
- // Captures
- for (let shiftY of [-1, 1]) {
- if (
- y + shiftY >= 0 &&
- y + shiftY < sizeY &&
- this.board[x + shiftX][y + shiftY] != V.EMPTY &&
- this.canTake([x, y], [x + shiftX, y + shiftY])
- ) {
- for (let piece of finalPieces) {
- moves.push(
- this.getBasicMove([x, y], [x + shiftX, y + shiftY], {
- c: pawnColor,
- p: piece
- })
- );
+ // Captures
+ if (V.PawnSpecs.canCapture) {
+ for (let shiftY of [-1, 1]) {
+ if (y + shiftY >= 0 && y + shiftY < sizeY) {
+ if (
+ this.board[x + shiftX][y + shiftY] != V.EMPTY &&
+ this.canTake([x, y], [x + shiftX, y + shiftY])
+ ) {
+ this.addPawnMoves(
+ [x, y], [x + shiftX, y + shiftY],
+ moves, promotions
+ );
+ }
+ if (
+ V.PawnSpecs.captureBackward && shiftX == forward &&
+ x - shiftX >= 0 && x - shiftX < V.size.x &&
+ this.board[x - shiftX][y + shiftY] != V.EMPTY &&
+ this.canTake([x, y], [x - shiftX, y + shiftY])
+ ) {
+ this.addPawnMoves(
+ [x, y], [x - shiftX, y + shiftY],
+ moves, promotions
+ );
+ }
+ }
}
}
}
+ return moves;
}
+ let pMoves = getPawnMoves(pawnShiftX);
+ if (V.PawnSpecs.bidirectional)
+ pMoves = pMoves.concat(getPawnMoves(-pawnShiftX));
+
if (V.HasEnpassant) {
- // En passant
- const Lep = this.epSquares.length;
- const epSquare = this.epSquares[Lep - 1]; //always at least one element
- if (
- !!epSquare &&
- epSquare.x == x + shiftX &&
- Math.abs(epSquare.y - y) == 1
- ) {
- let enpassantMove = this.getBasicMove([x, y], [epSquare.x, epSquare.y]);
- enpassantMove.vanish.push({
- x: x,
- y: epSquare.y,
- p: "p",
- c: this.getColor(x, epSquare.y)
- });
- moves.push(enpassantMove);
- }
+ // NOTE: backward en-passant captures are not considered
+ // because no rules define them (for now).
+ Array.prototype.push.apply(
+ pMoves,
+ this.getEnpassantCaptures([x, y], pawnShiftX)
+ );
}
- return moves;
+ return pMoves;
}
// What are the rook moves from square x,y ?
// What are the knight moves from square x,y ?
getPotentialKnightMoves(sq) {
- return this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep");
+ return this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], 1);
}
// What are the bishop moves from square x,y ?
// What are the queen moves from square x,y ?
getPotentialQueenMoves(sq) {
return this.getSlideNJumpMoves(
- sq,
- V.steps[V.ROOK].concat(V.steps[V.BISHOP])
- );
+ sq, V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
}
// What are the king moves from square x,y ?
getPotentialKingMoves(sq) {
// Initialize with normal moves
let moves = this.getSlideNJumpMoves(
- sq,
- V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
- "oneStep"
- );
- return moves.concat(this.getCastleMoves(sq));
+ sq, V.steps[V.ROOK].concat(V.steps[V.BISHOP]), 1);
+ if (V.HasCastle && this.castleFlags[this.turn].some(v => v < V.size.y))
+ moves = moves.concat(this.getCastleMoves(sq));
+ return moves;
}
- getCastleMoves([x, y]) {
+ // "castleInCheck" arg to let some variants castle under check
+ getCastleMoves([x, y], finalSquares, castleInCheck, castleWith) {
const c = this.getColor(x, y);
- if (x != (c == "w" ? V.size.x - 1 : 0) || y != this.INIT_COL_KING[c])
- return []; //x isn't first rank, or king has moved (shortcut)
// Castling ?
const oppCol = V.GetOppCol(c);
let moves = [];
- let i = 0;
// King, then rook:
- const finalSquares = [
- [2, 3],
- [V.size.y - 2, V.size.y - 3]
- ];
+ finalSquares = finalSquares || [ [2, 3], [V.size.y - 2, V.size.y - 3] ];
+ const castlingKing = this.board[x][y].charAt(1);
castlingCheck: for (
let castleSide = 0;
castleSide < 2;
castleSide++ //large, then small
) {
- if (!this.castleFlags[c][castleSide]) continue;
- // If this code is reached, rooks and king are on initial position
+ if (this.castleFlags[c][castleSide] >= V.size.y) continue;
+ // If this code is reached, rook and king are on initial position
+
+ // NOTE: in some variants this is not a rook
+ const rookPos = this.castleFlags[c][castleSide];
+ const castlingPiece = this.board[x][rookPos].charAt(1);
+ if (
+ this.board[x][rookPos] == V.EMPTY ||
+ this.getColor(x, rookPos) != c ||
+ (!!castleWith && !castleWith.includes(castlingPiece))
+ ) {
+ // Rook is not here, or changed color (see Benedict)
+ continue;
+ }
// Nothing on the path of the king ? (and no checks)
const finDist = finalSquares[castleSide][0] - y;
let step = finDist / Math.max(1, Math.abs(finDist));
- i = y;
+ let i = y;
do {
if (
- this.isAttacked([x, i], [oppCol]) ||
- (this.board[x][i] != V.EMPTY &&
+ (!castleInCheck && this.isAttacked([x, i], oppCol)) ||
+ (
+ this.board[x][i] != V.EMPTY &&
// NOTE: next check is enough, because of chessboard constraints
- (this.getColor(x, i) != c ||
- ![V.KING, V.ROOK].includes(this.getPiece(x, i))))
+ (this.getColor(x, i) != c || ![y, rookPos].includes(i))
+ )
) {
continue castlingCheck;
}
// Nothing on the path to the rook?
step = castleSide == 0 ? -1 : 1;
- for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step) {
+ for (i = y + step; i != rookPos; i += step) {
if (this.board[x][i] != V.EMPTY) continue castlingCheck;
}
- const rookPos = this.INIT_COL_ROOK[c][castleSide];
// Nothing on final squares, except maybe king and castling rook?
for (i = 0; i < 2; i++) {
if (
+ finalSquares[castleSide][i] != rookPos &&
this.board[x][finalSquares[castleSide][i]] != V.EMPTY &&
- this.getPiece(x, finalSquares[castleSide][i]) != V.KING &&
- finalSquares[castleSide][i] != rookPos
+ (
+ finalSquares[castleSide][i] != y ||
+ this.getColor(x, finalSquares[castleSide][i]) != c
+ )
) {
continue castlingCheck;
}
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: V.ROOK, c: c })
+ new PiPo({
+ x: x,
+ y: finalSquares[castleSide][0],
+ p: castlingKing,
+ 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: rookPos, p: V.ROOK, c: c })
+ // King might be initially disguised (Titan...)
+ new PiPo({ x: x, y: y, p: castlingKing, c: c }),
+ new PiPo({ x: x, y: rookPos, p: castlingPiece, c: c })
],
end:
Math.abs(y - rookPos) <= 2
});
}
- // Search for all valid moves considering current turn
- // (for engine and game end)
- getAllValidMoves() {
+ getAllPotentialMoves() {
const color = this.turn;
- const oppCol = V.GetOppCol(color);
let potentialMoves = [];
for (let i = 0; i < V.size.x; i++) {
for (let j = 0; j < V.size.y; j++) {
- // Next condition "!= oppCol" to work with checkered variant
- if (this.board[i][j] != V.EMPTY && this.getColor(i, j) != oppCol) {
+ if (this.board[i][j] != V.EMPTY && this.getColor(i, j) == color) {
Array.prototype.push.apply(
potentialMoves,
this.getPotentialMovesFrom([i, j])
}
}
}
- return this.filterValid(potentialMoves);
+ return potentialMoves;
+ }
+
+ // Search for all valid moves considering current turn
+ // (for engine and game end)
+ getAllValidMoves() {
+ return this.filterValid(this.getAllPotentialMoves());
}
// Stop at the first move found
+ // TODO: not really, it explores all moves from a square (one is enough).
+ // Possible fix: add extra arg "oneMove" to getPotentialMovesFrom,
+ // and then return only boolean true at first move found
+ // (in all getPotentialXXXMoves() ... for all variants ...)
atLeastOneMove() {
const color = this.turn;
- const oppCol = V.GetOppCol(color);
for (let i = 0; i < V.size.x; i++) {
for (let j = 0; j < V.size.y; j++) {
- if (this.board[i][j] != V.EMPTY && this.getColor(i, j) != oppCol) {
+ if (this.board[i][j] != V.EMPTY && this.getColor(i, j) == color) {
const moves = this.getPotentialMovesFrom([i, j]);
if (moves.length > 0) {
- for (let k = 0; k < moves.length; k++) {
+ for (let k = 0; k < moves.length; k++)
if (this.filterValid([moves[k]]).length > 0) return true;
- }
}
}
}
return false;
}
- // Check if pieces of color in 'colors' are attacking (king) on square x,y
- isAttacked(sq, colors) {
+ // Check if pieces of given color are attacking (king) on square x,y
+ isAttacked(sq, color) {
return (
- this.isAttackedByPawn(sq, colors) ||
- this.isAttackedByRook(sq, colors) ||
- this.isAttackedByKnight(sq, colors) ||
- this.isAttackedByBishop(sq, colors) ||
- this.isAttackedByQueen(sq, colors) ||
- this.isAttackedByKing(sq, colors)
+ this.isAttackedByPawn(sq, color) ||
+ this.isAttackedByRook(sq, color) ||
+ this.isAttackedByKnight(sq, color) ||
+ this.isAttackedByBishop(sq, color) ||
+ this.isAttackedByQueen(sq, color) ||
+ this.isAttackedByKing(sq, color)
);
}
- // Is square x,y attacked by 'colors' pawns ?
- isAttackedByPawn([x, y], colors) {
- for (let c of colors) {
- let pawnShift = c == "w" ? 1 : -1;
- if (x + pawnShift >= 0 && x + pawnShift < V.size.x) {
- for (let i of [-1, 1]) {
- if (
- y + i >= 0 &&
- y + i < V.size.y &&
- this.getPiece(x + pawnShift, y + i) == V.PAWN &&
- this.getColor(x + pawnShift, y + i) == c
- ) {
- return true;
- }
- }
+ // Generic method for non-pawn pieces ("sliding or jumping"):
+ // is x,y attacked by a piece of given color ?
+ isAttackedBySlideNJump([x, y], color, piece, steps, nbSteps) {
+ for (let step of steps) {
+ let rx = x + step[0],
+ ry = y + step[1];
+ let stepCounter = 1;
+ while (
+ V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY &&
+ (!nbSteps || stepCounter < nbSteps)
+ ) {
+ rx += step[0];
+ ry += step[1];
+ stepCounter++;
+ }
+ if (
+ V.OnBoard(rx, ry) &&
+ this.board[rx][ry] != V.EMPTY &&
+ this.getPiece(rx, ry) == piece &&
+ this.getColor(rx, ry) == color
+ ) {
+ return true;
}
}
return false;
}
- // Is square x,y attacked by 'colors' rooks ?
- isAttackedByRook(sq, colors) {
- return this.isAttackedBySlideNJump(sq, colors, V.ROOK, V.steps[V.ROOK]);
+ // Is square x,y attacked by 'color' pawns ?
+ isAttackedByPawn(sq, color) {
+ const pawnShift = (color == "w" ? 1 : -1);
+ return this.isAttackedBySlideNJump(
+ sq,
+ color,
+ V.PAWN,
+ [[pawnShift, 1], [pawnShift, -1]],
+ "oneStep"
+ );
+ }
+
+ // Is square x,y attacked by 'color' rooks ?
+ isAttackedByRook(sq, color) {
+ return this.isAttackedBySlideNJump(sq, color, V.ROOK, V.steps[V.ROOK]);
}
- // Is square x,y attacked by 'colors' knights ?
- isAttackedByKnight(sq, colors) {
+ // Is square x,y attacked by 'color' knights ?
+ isAttackedByKnight(sq, color) {
return this.isAttackedBySlideNJump(
sq,
- colors,
+ color,
V.KNIGHT,
V.steps[V.KNIGHT],
"oneStep"
);
}
- // Is square x,y attacked by 'colors' bishops ?
- isAttackedByBishop(sq, colors) {
- return this.isAttackedBySlideNJump(sq, colors, V.BISHOP, V.steps[V.BISHOP]);
+ // Is square x,y attacked by 'color' bishops ?
+ isAttackedByBishop(sq, color) {
+ return this.isAttackedBySlideNJump(sq, color, V.BISHOP, V.steps[V.BISHOP]);
}
- // Is square x,y attacked by 'colors' queens ?
- isAttackedByQueen(sq, colors) {
+ // Is square x,y attacked by 'color' queens ?
+ isAttackedByQueen(sq, color) {
return this.isAttackedBySlideNJump(
sq,
- colors,
+ color,
V.QUEEN,
V.steps[V.ROOK].concat(V.steps[V.BISHOP])
);
}
- // Is square x,y attacked by 'colors' king(s) ?
- isAttackedByKing(sq, colors) {
+ // Is square x,y attacked by 'color' king(s) ?
+ isAttackedByKing(sq, color) {
return this.isAttackedBySlideNJump(
sq,
- colors,
+ color,
V.KING,
V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
"oneStep"
);
}
- // Generic method for non-pawn pieces ("sliding or jumping"):
- // is x,y attacked by a piece of color in array 'colors' ?
- isAttackedBySlideNJump([x, y], colors, piece, steps, oneStep) {
- for (let step of steps) {
- let rx = x + step[0],
- ry = y + step[1];
- while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) {
- rx += step[0];
- ry += step[1];
- }
- if (
- V.OnBoard(rx, ry) &&
- this.getPiece(rx, ry) === piece &&
- colors.includes(this.getColor(rx, ry))
- ) {
- return true;
- }
- }
- return false;
- }
-
// Is color under check after his move ?
underCheck(color) {
- return this.isAttacked(this.kingPos[color], [V.GetOppCol(color)]);
+ return this.isAttacked(this.kingPos[color], V.GetOppCol(color));
}
/////////////////
for (let psq of move.vanish) board[psq.x][psq.y] = psq.c + psq.p;
}
- // After move is played, update variables + flags
- updateVariables(move) {
- let piece = undefined;
- // TODO: update variables before move is played, and just use this.turn ?
- // (doesn't work in general, think MarseilleChess)
- let c = undefined;
- if (move.vanish.length >= 1) {
- // Usual case, something is moved
- piece = move.vanish[0].p;
- c = move.vanish[0].c;
- } else {
- // Crazyhouse-like variants
- piece = move.appear[0].p;
- c = move.appear[0].c;
- }
- if (!['w','b'].includes(c)) {
- // Checkered, for example
- c = V.GetOppCol(this.turn);
- }
- const firstRank = c == "w" ? V.size.x - 1 : 0;
-
- // Update king position + flags
- if (piece == V.KING && move.appear.length > 0) {
- this.kingPos[c][0] = move.appear[0].x;
- this.kingPos[c][1] = move.appear[0].y;
- if (V.HasFlags) this.castleFlags[c] = [false, false];
- return;
- }
- if (V.HasFlags) {
- // Update castling flags if rooks are moved
- const oppCol = V.GetOppCol(c);
- const oppFirstRank = V.size.x - 1 - firstRank;
- if (
- move.start.x == firstRank && //our rook moves?
- this.INIT_COL_ROOK[c].includes(move.start.y)
- ) {
- const flagIdx = move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1;
- this.castleFlags[c][flagIdx] = false;
- } else if (
- move.end.x == oppFirstRank && //we took opponent rook?
- this.INIT_COL_ROOK[oppCol].includes(move.end.y)
- ) {
- const flagIdx = move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1;
- this.castleFlags[oppCol][flagIdx] = false;
- }
- }
- }
-
- // After move is undo-ed *and flags resetted*, un-update other variables
- // TODO: more symmetry, by storing flags increment in move (?!)
- unupdateVariables(move) {
- // (Potentially) Reset king position
- const c = this.getColor(move.start.x, move.start.y);
- if (this.getPiece(move.start.x, move.start.y) == V.KING)
- this.kingPos[c] = [move.start.x, move.start.y];
- }
+ prePlay() {}
play(move) {
// DEBUG:
// if (!this.states) this.states = [];
-// const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen();
+// const stateFen = this.getFen() + JSON.stringify(this.kingPos);
// this.states.push(stateFen);
- if (V.HasFlags) move.flags = JSON.stringify(this.aggregateFlags()); //save flags (for undo)
+ this.prePlay(move);
+ // Save flags (for undo)
+ if (V.HasFlags) move.flags = JSON.stringify(this.aggregateFlags());
if (V.HasEnpassant) this.epSquares.push(this.getEpSquare(move));
V.PlayOnBoard(this.board, move);
this.turn = V.GetOppCol(this.turn);
this.movesCount++;
- this.updateVariables(move);
+ this.postPlay(move);
+ }
+
+ updateCastleFlags(move, piece, color) {
+ // TODO: check flags. If already off, no need to always re-evaluate
+ const c = color || V.GetOppCol(this.turn);
+ const firstRank = (c == "w" ? V.size.x - 1 : 0);
+ // Update castling flags if rooks are moved
+ const oppCol = this.turn;
+ const oppFirstRank = V.size.x - 1 - firstRank;
+ if (piece == V.KING && move.appear.length > 0)
+ this.castleFlags[c] = [V.size.y, V.size.y];
+ else if (
+ move.start.x == firstRank && //our rook moves?
+ this.castleFlags[c].includes(move.start.y)
+ ) {
+ const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1);
+ this.castleFlags[c][flagIdx] = V.size.y;
+ }
+ // NOTE: not "else if" because a rook could take an opposing rook
+ if (
+ move.end.x == oppFirstRank && //we took opponent rook?
+ this.castleFlags[oppCol].includes(move.end.y)
+ ) {
+ const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1);
+ this.castleFlags[oppCol][flagIdx] = V.size.y;
+ }
}
+ // After move is played, update variables + flags
+ postPlay(move) {
+ const c = V.GetOppCol(this.turn);
+ let piece = undefined;
+ if (move.vanish.length >= 1)
+ // Usual case, something is moved
+ piece = move.vanish[0].p;
+ else
+ // Crazyhouse-like variants
+ piece = move.appear[0].p;
+
+ // Update king position + flags
+ if (piece == V.KING && move.appear.length > 0)
+ this.kingPos[c] = [move.appear[0].x, move.appear[0].y];
+ if (V.HasCastle) this.updateCastleFlags(move, piece);
+ }
+
+ preUndo() {}
+
undo(move) {
+ this.preUndo(move);
if (V.HasEnpassant) this.epSquares.pop();
if (V.HasFlags) this.disaggregateFlags(JSON.parse(move.flags));
V.UndoOnBoard(this.board, move);
this.turn = V.GetOppCol(this.turn);
this.movesCount--;
- this.unupdateVariables(move);
+ this.postUndo(move);
// DEBUG:
-// const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen();
+// const stateFen = this.getFen() + JSON.stringify(this.kingPos);
// if (stateFen != this.states[this.states.length-1]) debugger;
// this.states.pop();
}
+ // After move is undo-ed *and flags resetted*, un-update other variables
+ // TODO: more symmetry, by storing flags increment in move (?!)
+ postUndo(move) {
+ // (Potentially) Reset king position
+ const c = this.getColor(move.start.x, move.start.y);
+ if (this.getPiece(move.start.x, move.start.y) == V.KING)
+ this.kingPos[c] = [move.start.x, move.start.y];
+ }
+
///////////////
// END OF GAME
// What is the score ? (Interesting if game is over)
getCurrentScore() {
- if (this.atLeastOneMove())
- return "*";
-
+ if (this.atLeastOneMove()) return "*";
// Game over
const color = this.turn;
// No valid move: stalemate or checkmate?
- if (!this.isAttacked(this.kingPos[color], [V.GetOppCol(color)]))
- return "1/2";
+ if (!this.underCheck(color)) return "1/2";
// OK, checkmate
- return color == "w" ? "0-1" : "1-0";
+ return (color == "w" ? "0-1" : "1-0");
}
///////////////
return V.INFINITY;
}
- // Search depth: 2 for high branching factor, 4 for small (Loser chess, eg.)
+ // Search depth: 1,2 for e.g. higher branching factor, 4 for smaller
static get SEARCH_DEPTH() {
return 3;
}
- // NOTE: works also for extinction chess because depth is 3...
- getComputerMove() {
+ // 'movesList' arg for some variants to provide a custom list
+ getComputerMove(movesList) {
const maxeval = V.INFINITY;
const color = this.turn;
- // Some variants may show a bigger moves list to the human (Switching),
- // thus the argument "computer" below (which is generally ignored)
- let moves1 = this.getAllValidMoves("computer");
+ let moves1 = movesList || this.getAllValidMoves();
+
if (moves1.length == 0)
- //TODO: this situation should not happen
+ // TODO: this situation should not happen
return null;
- // Can I mate in 1 ? (for Magnetic & Extinction)
- for (let i of shuffle(ArrayFun.range(moves1.length))) {
+ // Rank moves using a min-max at depth 2 (if search_depth >= 2!)
+ for (let i = 0; i < moves1.length; i++) {
this.play(moves1[i]);
- let finish = Math.abs(this.evalPosition()) >= V.THRESHOLD_MATE;
- if (!finish) {
- const score = this.getCurrentScore();
- if (["1-0", "0-1"].includes(score)) finish = true;
+ const score1 = this.getCurrentScore();
+ if (score1 != "*") {
+ moves1[i].eval =
+ score1 == "1/2"
+ ? 0
+ : (score1 == "1-0" ? 1 : -1) * maxeval;
+ }
+ if (V.SEARCH_DEPTH == 1 || score1 != "*") {
+ if (!moves1[i].eval) moves1[i].eval = this.evalPosition();
+ this.undo(moves1[i]);
+ continue;
}
- this.undo(moves1[i]);
- if (finish) return moves1[i];
- }
-
- // Rank moves using a min-max at depth 2
- for (let i = 0; i < moves1.length; i++) {
// Initial self evaluation is very low: "I'm checkmated"
moves1[i].eval = (color == "w" ? -1 : 1) * maxeval;
- this.play(moves1[i]);
- const score1 = this.getCurrentScore();
- let eval2 = undefined;
- if (score1 == "*") {
- // Initial enemy evaluation is very low too, for him
- eval2 = (color == "w" ? 1 : -1) * maxeval;
- // Second half-move:
- let moves2 = this.getAllValidMoves("computer");
- for (let j = 0; j < moves2.length; j++) {
- this.play(moves2[j]);
- const score2 = this.getCurrentScore();
- let evalPos = 0; //1/2 value
- switch (score2) {
- case "*":
- evalPos = this.evalPosition();
- break;
- case "1-0":
- evalPos = maxeval;
- break;
- case "0-1":
- evalPos = -maxeval;
- break;
- }
- if (
- (color == "w" && evalPos < eval2) ||
- (color == "b" && evalPos > eval2)
- ) {
- eval2 = evalPos;
- }
- this.undo(moves2[j]);
+ // Initial enemy evaluation is very low too, for him
+ let eval2 = (color == "w" ? 1 : -1) * maxeval;
+ // Second half-move:
+ let moves2 = this.getAllValidMoves();
+ for (let j = 0; j < moves2.length; j++) {
+ this.play(moves2[j]);
+ const score2 = this.getCurrentScore();
+ let evalPos = 0; //1/2 value
+ switch (score2) {
+ case "*":
+ evalPos = this.evalPosition();
+ break;
+ case "1-0":
+ evalPos = maxeval;
+ break;
+ case "0-1":
+ evalPos = -maxeval;
+ break;
+ }
+ if (
+ (color == "w" && evalPos < eval2) ||
+ (color == "b" && evalPos > eval2)
+ ) {
+ eval2 = evalPos;
}
- } else eval2 = score1 == "1/2" ? 0 : (score1 == "1-0" ? 1 : -1) * maxeval;
+ this.undo(moves2[j]);
+ }
if (
(color == "w" && eval2 > moves1[i].eval) ||
(color == "b" && eval2 < moves1[i].eval)
moves1.sort((a, b) => {
return (color == "w" ? 1 : -1) * (b.eval - a.eval);
});
-
- let candidates = [0]; //indices of candidates moves
- for (let j = 1; j < moves1.length && moves1[j].eval == moves1[0].eval; j++)
- candidates.push(j);
- let currentBest = moves1[candidates[randInt(candidates.length)]];
+// console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; }));
// Skip depth 3+ if we found a checkmate (or if we are checkmated in 1...)
if (V.SEARCH_DEPTH >= 3 && Math.abs(moves1[0].eval) < V.THRESHOLD_MATE) {
- // From here, depth >= 3: may take a while, so we control time
- const timeStart = Date.now();
for (let i = 0; i < moves1.length; i++) {
- if (Date.now() - timeStart >= 5000)
- //more than 5 seconds
- return currentBest; //depth 2 at least
this.play(moves1[i]);
// 0.1 * oldEval : heuristic to avoid some bad moves (not all...)
moves1[i].eval =
moves1.sort((a, b) => {
return (color == "w" ? 1 : -1) * (b.eval - a.eval);
});
- } else return currentBest;
- // console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; }));
+ }
- candidates = [0];
- for (let j = 1; j < moves1.length && moves1[j].eval == moves1[0].eval; j++)
- candidates.push(j);
+ let candidates = [0];
+ for (let i = 1; i < moves1.length && moves1[i].eval == moves1[0].eval; i++)
+ candidates.push(i);
return moves1[candidates[randInt(candidates.length)]];
}
if (score != "*")
return score == "1/2" ? 0 : (score == "1-0" ? 1 : -1) * maxeval;
if (depth == 0) return this.evalPosition();
- const moves = this.getAllValidMoves("computer");
+ const moves = this.getAllValidMoves();
let v = color == "w" ? -maxeval : maxeval;
if (color == "w") {
for (let i = 0; i < moves.length; i++) {
alpha = Math.max(alpha, v);
if (alpha >= beta) break; //beta cutoff
}
- } //color=="b"
+ }
else {
+ // color=="b"
for (let i = 0; i < moves.length; i++) {
this.play(moves[i]);
v = Math.min(v, this.alphabeta(depth - 1, alpha, beta));
finalSquare
);
}
+
+ static GetUnambiguousNotation(move) {
+ // Machine-readable format with all the informations about the move
+ return (
+ (!!move.start && V.OnBoard(move.start.x, move.start.y)
+ ? V.CoordsToSquare(move.start)
+ : "-"
+ ) + "." +
+ (!!move.end && V.OnBoard(move.end.x, move.end.y)
+ ? V.CoordsToSquare(move.end)
+ : "-"
+ ) + " " +
+ (!!move.appear && move.appear.length > 0
+ ? move.appear.map(a =>
+ a.c + a.p + V.CoordsToSquare({ x: a.x, y: a.y })).join(".")
+ : "-"
+ ) + "/" +
+ (!!move.vanish && move.vanish.length > 0
+ ? move.vanish.map(a =>
+ a.c + a.p + V.CoordsToSquare({ x: a.x, y: a.y })).join(".")
+ : "-"
+ )
+ );
+ }
+
};