w: ['b', 'q'],
x: ['b', 'k'],
y: ['q', 'q'],
- z: ['q', 'k']
+ z: ['q', 'k'],
+ '@': ['k', 'k']
};
}
+ static fen2board(f) {
+ // Arobase is character 64
+ return f.charCodeAt() <= 90 ? "w" + f.toLowerCase() : "b" + f;
+ }
+
static IsGoodPosition(position) {
if (position.length == 0) return false;
const rows = position.split("/");
if (rows.length != V.size.x) return false;
- let kingSymb = ['k', 'g', 'm', 'u', 'x'];
+ let kingSymb = ['k', 'g', 'm', 'u', 'x', 'z', '@'];
let kings = { 'k': 0, 'K': 0 };
for (let row of rows) {
let sumElts = 0;
for (let i = 0; i < row.length; i++) {
- const lowR = row[i].toLowerCase
- if (!!(row[i].toLowerCase().match(/[a-z]/))) {
+ if (!!(row[i].toLowerCase().match(/[a-z@]/))) {
sumElts++;
if (kingSymb.includes(row[i])) kings['k']++;
- else if (kingSymb.some(s => row[i] == s.toUpperCase())) kings['K']++;
+ // Not "else if", if two kings dancing together
+ if (kingSymb.some(s => row[i] == s.toUpperCase())) kings['K']++;
}
else {
const num = parseInt(row[i], 10);
return "Pacosako/" + b;
}
- getPPath(m) {
+ getPPpath(m) {
if (ChessRules.PIECES.includes(m.appear[0].p)) return super.getPPpath(m);
// For an union, show only relevant piece:
// The color must be deduced from the move: reaching final rank of who?
- const color = (m.appear[0].x == 0 ? 'b' : 'w');
- const up = this.getUnionPieces(color, m.appear[0].p);
- return color + up[color];
+ const color = (m.appear[0].x == 0 ? 'w' : 'b');
+ const up = this.getUnionPieces(m.appear[0].c, m.appear[0].p);
+ return "Pacosako/" + color + up[color];
}
canTake([x1, y1], [x2, y2]) {
- const c1 = this.getColor(x1, y1);
- const c2 = this.getColor(x2, y2);
- return (c1 != 'u' && c2 != c1);
+ const p1 = this.board[x1][y1].charAt(1);
+ if (!(ChessRules.PIECES.includes(p1))) return false;
+ const p2 = this.board[x2][y2].charAt(1);
+ if (!(ChessRules.PIECES.includes(p2))) return true;
+ const c1 = this.board[x1][y1].charAt(0);
+ const c2 = this.board[x2][y2].charAt(0);
+ return (c1 != c2);
}
canIplay(side, [x, y]) {
- return this.turn == side && this.getColor(x, y) != V.GetOppCol(side);
+ return (
+ this.turn == side &&
+ (
+ !(ChessRules.PIECES.includes(this.board[x][y].charAt(1))) ||
+ this.board[x][y].charAt(0) == side
+ )
+ );
}
scanKings(fen) {
this.kingPos = { w: [-1, -1], b: [-1, -1] };
const fenRows = V.ParseFen(fen).position.split("/");
const startRow = { 'w': V.size.x - 1, 'b': 0 };
- const kingSymb = ['k', 'g', 'm', 'u', 'x'];
+ const kingSymb = ['k', 'g', 'm', 'u', 'x', 'z', '@'];
for (let i = 0; i < fenRows.length; i++) {
let k = 0;
for (let j = 0; j < fenRows[i].length; j++) {
const c = fenRows[i].charAt(j);
- if (kingSymb.includes(c))
- this.kingPos["b"] = [i, k];
- else if (kingSymb.some(s => c == s.toUpperCase()))
- this.kingPos["w"] = [i, k];
+ if (!!(c.toLowerCase().match(/[a-z@]/))) {
+ if (kingSymb.includes(c))
+ this.kingPos["b"] = [i, k];
+ // Not "else if", in case of two kings dancing together
+ if (kingSymb.some(s => c == s.toUpperCase()))
+ this.kingPos["w"] = [i, k];
+ }
else {
const num = parseInt(fenRows[i].charAt(j), 10);
if (!isNaN(num)) k += num - 1;
super.setOtherVariables(fen);
// Stack of "last move" only for intermediate chaining
this.lastMoveEnd = [null];
+ // Local stack of non-capturing union moves:
+ this.umoves = [];
+ const umove = V.ParseFen(fen).umove;
+ if (umove == "-") this.umoves.push(null);
+ else {
+ this.umoves.push({
+ start: ChessRules.SquareToCoords(umove.substr(0, 2)),
+ end: ChessRules.SquareToCoords(umove.substr(2))
+ });
+ }
+ // Local stack of positions to avoid redundant moves:
+ this.repetitions = [];
+ }
+
+ static IsGoodFen(fen) {
+ if (!ChessRules.IsGoodFen(fen)) return false;
+ const fenParts = fen.split(" ");
+ if (fenParts.length != 6) return false;
+ if (fenParts[5] != "-" && !fenParts[5].match(/^([a-h][1-8]){2}$/))
+ return false;
+ return true;
+ }
+
+ static IsGoodFlags(flags) {
+ // 4 for castle + 16 for pawns
+ return !!flags.match(/^[a-z]{4,4}[01]{16,16}$/);
+ }
+
+ setFlags(fenflags) {
+ super.setFlags(fenflags); //castleFlags
+ this.pawnFlags = {
+ w: [...Array(8)], //pawns can move 2 squares?
+ b: [...Array(8)]
+ };
+ const flags = fenflags.substr(4); //skip first 4 letters, for castle
+ for (let c of ["w", "b"]) {
+ for (let i = 0; i < 8; i++)
+ this.pawnFlags[c][i] = flags.charAt((c == "w" ? 0 : 8) + i) == "1";
+ }
+ }
+
+ aggregateFlags() {
+ return [this.castleFlags, this.pawnFlags];
+ }
+
+ disaggregateFlags(flags) {
+ this.castleFlags = flags[0];
+ this.pawnFlags = flags[1];
+ }
+
+ getUmove(move) {
+ if (
+ move.vanish.length == 1 &&
+ !(ChessRules.PIECES.includes(move.appear[0].p)) &&
+ move.appear[0].p == move.vanish[0].p //not a promotion
+ ) {
+ // An union moving
+ return { start: move.start, end: move.end };
+ }
+ return null;
+ }
+
+ static ParseFen(fen) {
+ const fenParts = fen.split(" ");
+ return Object.assign(
+ ChessRules.ParseFen(fen),
+ { umove: fenParts[5] }
+ );
+ }
+
+ static GenRandInitFen(randomness) {
+ // Add 16 pawns flags + empty umove:
+ return ChessRules.GenRandInitFen(randomness)
+ .slice(0, -2) + "1111111111111111 - -";
+ }
+
+ getFlagsFen() {
+ let fen = super.getFlagsFen();
+ // Add pawns flags
+ for (let c of ["w", "b"])
+ for (let i = 0; i < 8; i++) fen += (this.pawnFlags[c][i] ? "1" : "0");
+ return fen;
+ }
+
+ getUmoveFen() {
+ const L = this.umoves.length;
+ return (
+ !this.umoves[L - 1]
+ ? "-"
+ : ChessRules.CoordsToSquare(this.umoves[L - 1].start) +
+ ChessRules.CoordsToSquare(this.umoves[L - 1].end)
+ );
+ }
+
+ getFen() {
+ return super.getFen() + " " + this.getUmoveFen();
+ }
+
+ getFenForRepeat() {
+ return super.getFenForRepeat() + "_" + this.getUmoveFen();
}
getColor(i, j) {
const p = this.board[i][j].charAt(1);
if (ChessRules.PIECES.includes(p)) return super.getColor(i, j);
- return 'u'; //union
+ return this.turn; //union: I can use it, so it's "my" color...
}
getPiece(i, j, color) {
};
}
+ // p1: white piece, p2: black piece
getUnionCode(p1, p2) {
let uIdx = (
Object.values(V.UNIONS).findIndex(v => v[0] == p1 && v[1] == p2)
}
getBasicMove([sx, sy], [ex, ey], tr) {
- const initColor = this.board[sx][sy].charAt(0);
- const initPiece = this.board[sx][sy].charAt(1);
+ const L = this.lastMoveEnd.length;
+ const lm = this.lastMoveEnd[L-1];
+ const piece = (!!lm ? lm.p : null);
+ const initColor = (!!piece ? this.turn : this.board[sx][sy].charAt(0));
+ const initPiece = (piece || this.board[sx][sy].charAt(1));
+ const c = this.turn;
+ const oppCol = V.GetOppCol(c);
+ if (!!tr && !(ChessRules.PIECES.includes(initPiece))) {
+ // Transformation computed without taking union into account
+ const up = this.getUnionPieces(initColor, initPiece);
+ let args = [tr.p, up[oppCol]];
+ if (c == 'b') args = args.reverse();
+ const cp = this.getUnionCode(args[0], args[1]);
+ tr.c = cp.c;
+ tr.p = cp.p;
+ }
// 4 cases : moving
// - union to free square (other cases are illegal: return null)
// - normal piece to free square,
// to enemy normal piece, or
// to union (releasing our piece)
let mv = new Move({
- vanish: [
+ start: { x: sx, y: sy },
+ end: { x: ex, y: ey },
+ vanish: []
+ });
+ if (!piece) {
+ mv.vanish = [
new PiPo({
x: sx,
y: sy,
c: initColor,
p: initPiece
})
- ],
- end: { x: ex, y: ey }
- });
+ ];
+ }
// Treat free square cases first:
if (this.board[ex][ey] == V.EMPTY) {
mv.appear = [
new PiPo({
x: ex,
y: ey,
- c: initColor,
+ c: !!tr ? tr.c : initColor,
p: !!tr ? tr.p : initPiece
})
];
);
if (ChessRules.PIECES.includes(destPiece)) {
// Normal piece: just create union
- const cp = this.getUnionCode(!!tr ? tr.p : initPiece, destPiece);
+ let args = [!!tr ? tr.p : initPiece, destPiece];
+ if (c == 'b') args = args.reverse();
+ const cp = this.getUnionCode(args[0], args[1]);
mv.appear = [
new PiPo({
x: ex,
}
// Releasing a piece in an union: keep track of released piece
const up = this.getUnionPieces(destColor, destPiece);
- const c = this.turn;
- const oppCol = V.GetOppCol(c);
- const cp = this.getUnionCode(!!tr ? tr.p : initPiece, up[oppCol])
+ let args = [!!tr ? tr.p : initPiece, up[oppCol]];
+ if (c == 'b') args = args.reverse();
+ const cp = this.getUnionCode(args[0], args[1]);
mv.appear = [
new PiPo({
x: ex,
p: cp.p
})
];
- mv.released = up[c];
+ // In move.end, to be sent to the server
+ mv.end.released = up[c];
return mv;
}
- getPotentialMoves([x, y]) {
+ getPotentialMovesFrom([x, y]) {
const L = this.lastMoveEnd.length;
const lm = this.lastMoveEnd[L-1];
- let piece = null;
+ if (!!lm && (x != lm.x || y != lm.y)) return [];
+ const piece = (!!lm ? lm.p : this.getPiece(x, y));
if (!!lm) {
- if (x != lm.x || y != lm.y) return [];
- piece = lm.p;
- }
- if (!!piece) {
- var unionOnBoard = this.board[x][y];
+ var saveSquare = this.board[x][y];
this.board[x][y] = this.turn + piece;
}
let baseMoves = [];
+ const c = this.turn;
switch (piece || this.getPiece(x, y)) {
- case V.PAWN:
- baseMoves = this.getPotentialPawnMoves([x, y]);
+ case V.PAWN: {
+ const firstRank = (c == 'w' ? 7 : 0);
+ baseMoves = this.getPotentialPawnMoves([x, y]).filter(m => {
+ // Skip forbidden 2-squares jumps (except from first rank)
+ // Also skip unions capturing en-passant (not allowed).
+ return (
+ (
+ m.start.x == firstRank ||
+ Math.abs(m.end.x - m.start.x) == 1 ||
+ this.pawnFlags[c][m.start.y]
+ )
+ &&
+ (
+ this.board[x][y].charAt(1) == V.PAWN ||
+ m.start.y == m.end.y
+ )
+ );
+ });
break;
+ }
case V.ROOK:
baseMoves = this.getPotentialRookMoves([x, y]);
break;
// When a pawn in an union reaches final rank with a non-standard
// promotion move: apply promotion anyway
let moves = [];
+ const oppCol = V.GetOppCol(c);
+ const oppLastRank = (c == 'w' ? 7 : 0);
baseMoves.forEach(m => {
- // (move to first rank, which is last rank for opponent [pawn]), should show promotion choices.
- //if (m. //bring enemy pawn to his first rank ==> union types involved... color...
- moves.push(m); //TODO
+ if (
+ m.end.x == oppLastRank &&
+ ['c', 'd', 'e', 'f', 'g'].includes(m.appear[0].p)
+ ) {
+ // Move to first rank, which is last rank for opponent's pawn.
+ // => Show promotion choices.
+ // Find our piece in union (not a pawn)
+ const up = this.getUnionPieces(m.appear[0].c, m.appear[0].p);
+ // merge with all potential promotion pieces + push (loop)
+ for (let promotionPiece of [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN]) {
+ let args = [up[c], promotionPiece];
+ if (c == 'b') args = args.reverse();
+ const cp = this.getUnionCode(args[0], args[1]);
+ let cpMove = JSON.parse(JSON.stringify(m));
+ cpMove.appear[0].c = cp.c;
+ cpMove.appear[0].p = cp.p;
+ moves.push(cpMove);
+ }
+ }
+ else {
+ if (
+ m.vanish.length > 0 &&
+ m.vanish[0].p == V.PAWN &&
+ m.start.y != m.end.y &&
+ this.board[m.end.x][m.end.y] == V.EMPTY
+ ) {
+ if (!!lm)
+ // No en-passant inside a chaining
+ return;
+ // Fix en-passant capture: union type, maybe released piece too
+ const cs = [m.end.x + (c == 'w' ? 1 : -1), m.end.y];
+ const code = this.board[cs[0]][cs[1]].charAt(1);
+ if (code == V.PAWN) {
+ // Simple en-passant capture (usual: just form union)
+ m.appear[0].c = 'w';
+ m.appear[0].p = 'a';
+ }
+ else {
+ // An union pawn + something just moved two squares
+ const color = this.board[cs[0]][cs[1]].charAt(0);
+ const up = this.getUnionPieces(color, code);
+ m.end.released = up[c];
+ let args = [V.PAWN, up[oppCol]];
+ if (c == 'b') args = args.reverse();
+ const cp = this.getUnionCode(args[0], args[1]);
+ m.appear[0].c = cp.c;
+ m.appear[0].p = cp.p;
+ }
+ }
+ moves.push(m);
+ }
});
- if (!!piece) this.board[x][y] = unionOnBoard;
+ if (!!lm) this.board[x][y] = saveSquare;
+ return moves;
+ }
+
+ getEpSquare(moveOrSquare) {
+ if (typeof moveOrSquare === "string") {
+ const square = moveOrSquare;
+ if (square == "-") return undefined;
+ return V.SquareToCoords(square);
+ }
+ const move = moveOrSquare;
+ const s = move.start,
+ e = move.end;
+ if (
+ s.y == e.y &&
+ Math.abs(s.x - e.x) == 2 &&
+ this.getPiece(s.x, s.y, this.turn) == V.PAWN
+ ) {
+ return {
+ x: (s.x + e.x) / 2,
+ y: s.y
+ };
+ }
+ return undefined;
+ }
+
+ // Does m2 un-do m1 ? (to disallow undoing union moves)
+ oppositeMoves(m1, m2) {
+ return (
+ !!m1 &&
+ !(ChessRules.PIECES.includes(m2.appear[0].p)) &&
+ m2.vanish.length == 1 &&
+ !m2.end.released &&
+ m1.start.x == m2.end.x &&
+ m1.end.x == m2.start.x &&
+ m1.start.y == m2.end.y &&
+ m1.end.y == m2.start.y
+ );
+ }
+
+ getCastleMoves([x, y]) {
+ const c = this.getColor(x, y);
+ const oppCol = V.GetOppCol(c);
+ let moves = [];
+ const finalSquares = [ [2, 3], [6, 5] ];
+ castlingCheck: for (let castleSide = 0; castleSide < 2; castleSide++) {
+ if (this.castleFlags[c][castleSide] >= 8) continue;
+ const rookPos = this.castleFlags[c][castleSide];
+ const castlingColor = this.board[x][rookPos].charAt(0);
+ const castlingPiece = this.board[x][rookPos].charAt(1);
+
+ // Nothing on the path of the king ?
+ const finDist = finalSquares[castleSide][0] - y;
+ let step = finDist / Math.max(1, Math.abs(finDist));
+ let i = y;
+ let kingSquares = [y];
+ do {
+ if (
+ (
+ this.board[x][i] != V.EMPTY &&
+ (this.getColor(x, i) != c || ![y, rookPos].includes(i))
+ )
+ ) {
+ continue castlingCheck;
+ }
+ i += step;
+ kingSquares.push(i);
+ } while (i != finalSquares[castleSide][0]);
+ // No checks on the path of the king ?
+ if (this.isAttacked(kingSquares, oppCol)) continue castlingCheck;
+
+ // Nothing on the path to the rook?
+ step = castleSide == 0 ? -1 : 1;
+ for (i = y + step; i != rookPos; i += step) {
+ if (this.board[x][i] != V.EMPTY) continue castlingCheck;
+ }
+
+ // 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 &&
+ (
+ 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: castlingPiece,
+ c: castlingColor
+ })
+ ],
+ vanish: [
+ // King might be initially disguised (Titan...)
+ new PiPo({ x: x, y: y, p: V.KING, c: c }),
+ new PiPo({ x: x, y: rookPos, p: castlingPiece, c: castlingColor })
+ ],
+ end:
+ Math.abs(y - rookPos) <= 2
+ ? { x: x, y: rookPos }
+ : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) }
+ })
+ );
+ }
+
return moves;
}
+ getEnpassantCaptures(sq, shiftX) {
+ // HACK: when artificially change turn, do not consider en-passant
+ const mcMod2 = this.movesCount % 2;
+ const c = this.turn;
+ if ((c == 'w' && mcMod2 == 1) || (c == 'b' && mcMod2 == 0)) return [];
+ return super.getEnpassantCaptures(sq, shiftX);
+ }
+
+ isAttacked_aux(files, color, positions, fromSquare, released) {
+ // "positions" = array of FENs to detect infinite loops. Example:
+ // r1q1k2r/p1Pb1ppp/5n2/1f1p4/AV5P/P1eDP3/3B1PP1/R3K1NR,
+ // Bxd2 Bxc3 Bxb4 Bxc3 Bxb4 etc.
+ const newPos = {
+ fen: super.getBaseFen(),
+ piece: released,
+ from: fromSquare
+ };
+ if (
+ positions.some(p => {
+ return (
+ p.piece == newPos.piece &&
+ p.fen == newPos.fen &&
+ p.from == newPos.from
+ );
+ })
+ ) {
+ // Start of an infinite loop: exit
+ return false;
+ }
+ positions.push(newPos);
+ const rank = (color == 'w' ? 0 : 7);
+ const moves = this.getPotentialMovesFrom(fromSquare);
+ if (moves.some(m => m.end.x == rank && files.includes(m.end.y)))
+ // Found an attack!
+ return true;
+ for (let m of moves) {
+ if (!!m.end.released) {
+ // Turn won't change since !!m.released
+ this.play(m);
+ const res = this.isAttacked_aux(
+ files, color, positions, [m.end.x, m.end.y], m.end.released);
+ this.undo(m);
+ if (res) return true;
+ }
+ }
+ return false;
+ }
+
+ isAttacked(files, color) {
+ const rank = (color == 'w' ? 0 : 7);
+ // Since it's too difficult (impossible?) to search from the square itself,
+ // let's adopt a suboptimal but working strategy: find all attacks.
+ const c = this.turn;
+ // Artificial turn change is required:
+ this.turn = color;
+ let res = false;
+ outerLoop: for (let i=0; i<8; i++) {
+ for (let j=0; j<8; j++) {
+ // Attacks must start from a normal piece, not an union.
+ // Therefore, the following test is correct.
+ if (
+ this.board[i][j] != V.EMPTY &&
+ // Do not start with king (irrelevant, and lead to infinite calls)
+ [V.PAWN, V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN].includes(
+ this.board[i][j].charAt(1)) &&
+ this.board[i][j].charAt(0) == color
+ ) {
+ // Try from here.
+ const moves = this.getPotentialMovesFrom([i, j]);
+ if (moves.some(m => m.end.x == rank && files.includes(m.end.y))) {
+ res = true;
+ break outerLoop;
+ }
+ for (let m of moves) {
+ if (!!m.end.released) {
+ // Turn won't change since !!m.released
+ this.play(m);
+ let positions = [];
+ res = this.isAttacked_aux(
+ files, color, positions, [m.end.x, m.end.y], m.end.released);
+ this.undo(m);
+ if (res) break outerLoop;
+ }
+ }
+ }
+ }
+ }
+ this.turn = c;
+ return res;
+ }
+
+ isAttackedBySlideNJump([x, y], color, 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.board[rx][ry] != V.EMPTY &&
+ this.getPiece(rx, ry) == piece &&
+ this.getColor(rx, ry) == color &&
+ this.canTake([rx, ry], [x, y]) //TODO: necessary line?
+ //If not, generic method is OK
+ ) {
+ return true;
+ }
+ }
+ return false;
+ }
+
+ // Do not consider checks, except to forbid castling
+ getCheckSquares() {
+ return [];
+ }
+
+ filterValid(moves) {
+ if (moves.length == 0) return [];
+ const L = this.umoves.length; //at least 1: init from FEN
+ return moves.filter(m => {
+ if (this.oppositeMoves(this.umoves[L - 1], m)) return false;
+ if (!m.end.released) return true;
+ // Check for repetitions:
+ V.PlayOnBoard(this.board, m);
+ const newState = {
+ piece: m.end.released,
+ square: { x: m.end.x, y: m.end.y },
+ position: this.getBaseFen()
+ };
+ const repet =
+ this.repetitions.some(r => {
+ return (
+ r.piece == newState.piece &&
+ (
+ r.square.x == newState.square.x &&
+ r.square.y == newState.square.y
+ ) &&
+ r.position == newState.position
+ );
+ });
+ V.UndoOnBoard(this.board, m);
+ return !repet;
+ });
+ }
+
+ updateCastleFlags(move, piece) {
+ const c = this.turn;
+ const firstRank = (c == "w" ? 7 : 0);
+ if (piece == V.KING && move.appear.length > 0)
+ this.castleFlags[c] = [V.size.y, V.size.y];
+ else if (
+ move.start.x == firstRank &&
+ 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;
+ }
+ else if (
+ move.end.x == firstRank &&
+ this.castleFlags[c].includes(move.end.y)
+ ) {
+ // Move to our rook: necessary normal piece, to union, releasing
+ // (or the rook was moved before!)
+ const flagIdx = (move.end.y == this.castleFlags[c][0] ? 0 : 1);
+ this.castleFlags[c][flagIdx] = V.size.y;
+ }
+ }
+
+ prePlay(move) {
+ // Easier before move is played in this case (flags are saved)
+ const c = this.turn;
+ const L = this.lastMoveEnd.length;
+ const lm = this.lastMoveEnd[L-1];
+ // NOTE: lm.p != V.KING, always.
+ const piece =
+ !!lm
+ ? lm.p :
+ this.getPiece(move.vanish[0].x, move.vanish[0].y);
+ if (piece == V.KING)
+ this.kingPos[c] = [move.appear[0].x, move.appear[0].y];
+ this.updateCastleFlags(move, piece);
+ const pawnFirstRank = (c == 'w' ? 6 : 1);
+ if (
+ move.start.x == pawnFirstRank &&
+ piece == V.PAWN &&
+ Math.abs(move.end.x - move.start.x) == 2
+ ) {
+ // This move turns off a 2-squares pawn flag
+ this.pawnFlags[c][move.start.y] = false;
+ }
+ }
+
play(move) {
+ move.flags = JSON.stringify(this.aggregateFlags());
+ this.prePlay(move);
this.epSquares.push(this.getEpSquare(move));
// Check if the move is the last of the turn: all cases except releases
- move.last = (
- move.vanish.length == 1 ||
- ChessRules.PIECES.includes(move.vanish[1].p)
- );
- if (move.last) {
+ if (!move.end.released) {
// No more union releases available
this.turn = V.GetOppCol(this.turn);
this.movesCount++;
this.lastMoveEnd.push(null);
}
else {
- const color = this.board[move.end.x][move.end.y].charAt(0);
- const oldUnion = this.board[move.end.x][move.end.y].charAt(1);
- const released = this.getUnionPieces(color, oldUnion)[this.turn];
- this.lastMoveEnd.push(Object.assign({}, move.end, { p: released }));
+ this.lastMoveEnd.push({
+ p: move.end.released,
+ x: move.end.x,
+ y: move.end.y
+ });
}
V.PlayOnBoard(this.board, move);
- this.postPlay(move);
+ this.umoves.push(this.getUmove(move));
+ if (!move.end.released) this.repetitions = [];
+ else {
+ this.repetitions.push(
+ {
+ piece: move.end.released,
+ square: { x: move.end.x, y: move.end.y },
+ position: this.getBaseFen()
+ }
+ );
+ }
}
undo(move) {
this.epSquares.pop();
+ this.disaggregateFlags(JSON.parse(move.flags));
V.UndoOnBoard(this.board, move);
this.lastMoveEnd.pop();
- if (move.last) {
+ if (!move.end.released) {
this.turn = V.GetOppCol(this.turn);
this.movesCount--;
}
+ this.umoves.pop();
+ if (!!move.end.released) this.repetitions.pop();
this.postUndo(move);
}
+ postUndo(move) {
+ if (this.getPiece(move.start.x, move.start.y) == V.KING)
+ this.kingPos[this.turn] = [move.start.x, move.start.y];
+ }
+
getCurrentScore() {
// Check kings: if one is dancing, the side lost
+ // But, if both dancing, let's say it's a draw :-)
const [kpW, kpB] = [this.kingPos['w'], this.kingPos['b']];
- if (this.board[kpB[0]][kpB[1]].charAt(1) != 'k') return "1-0";
- if (this.board[kpW[0]][kpW[1]].charAt(1) != 'k') return "0-1";
+ const atKingPlace = [
+ this.board[kpW[0]][kpW[1]].charAt(1),
+ this.board[kpB[0]][kpB[1]].charAt(1)
+ ];
+ if (!atKingPlace.includes('k')) return "1/2";
+ if (atKingPlace[0] != 'k') return "0-1";
+ if (atKingPlace[1] != 'k') return "1-0";
return "*";
}
getComputerMove() {
- let moves = this.getAllValidMoves();
- if (moves.length == 0) return null;
- // Just play random moves (for now at least. TODO?)
- let mvArray = [];
- while (moves.length > 0) {
- const mv = moves[randInt(moves.length)];
- mvArray.push(mv);
- this.play(mv);
- if (!mv.last)
- // A piece was just released from an union
- moves = this.getPotentialMovesFrom([mv.end.x, mv.end.y]);
- else break;
+ let initMoves = this.getAllValidMoves();
+ if (initMoves.length == 0) return null;
+ // Loop until valid move is found (no blocked pawn released...)
+ while (true) {
+ let moves = JSON.parse(JSON.stringify(initMoves));
+ let mvArray = [];
+ let mv = null;
+ // Just play random moves (for now at least. TODO?)
+ while (moves.length > 0) {
+ mv = moves[randInt(moves.length)];
+ mvArray.push(mv);
+ this.play(mv);
+ if (!!mv.end.released)
+ // A piece was just released from an union
+ moves = this.getPotentialMovesFrom([mv.end.x, mv.end.y]);
+ else break;
+ }
+ for (let i = mvArray.length - 1; i >= 0; i--) this.undo(mvArray[i]);
+ if (!mv.end.released) return (mvArray.length > 1 ? mvArray : mvArray[0]);
}
- for (let i = mvArray.length - 1; i >= 0; i--) this.undo(mvArray[i]);
- return (mvArray.length > 1 ? mvArray : mvArray[0]);
+ return null; //never reached
}
// NOTE: evalPosition() is wrong, but unused since bot plays at random
getNotation(move) {
- // TODO: in case of enemy pawn promoted, add "=..." in the end
- return super.getNotation(move);
+ if (move.appear.length == 2 && move.appear[0].p == V.KING)
+ return (move.end.y < move.start.y ? "0-0-0" : "0-0");
+
+ const c = this.turn;
+ const L = this.lastMoveEnd.length;
+ const lm = this.lastMoveEnd[L-1];
+ let piece = null;
+ if (!lm && move.vanish.length == 0)
+ // When importing a game, the info move.released is lost
+ piece = move.appear[0].p;
+ else piece = (!!lm ? lm.p : move.vanish[0].p);
+ if (!(ChessRules.PIECES.includes(piece))) {
+ // Decode (moving) union
+ const up = this.getUnionPieces(
+ move.vanish.length > 0 ? move.vanish[0].c : move.appear[0].c, piece);
+ piece = up[c]
+ }
+
+ // Basic move notation:
+ let notation = piece.toUpperCase();
+ if (
+ this.board[move.end.x][move.end.y] != V.EMPTY ||
+ (piece == V.PAWN && move.start.y != move.end.y)
+ ) {
+ notation += "x";
+ }
+ const finalSquare = V.CoordsToSquare(move.end);
+ notation += finalSquare;
+
+ // Add potential promotion indications:
+ const firstLastRank = (c == 'w' ? [7, 0] : [0, 7]);
+ if (move.end.x == firstLastRank[1] && piece == V.PAWN) {
+ notation += "=";
+ if (ChessRules.PIECES.includes(move.appear[0].p))
+ notation += move.appear[0].p.toUpperCase();
+ else {
+ const up = this.getUnionPieces(move.appear[0].c, move.appear[0].p);
+ notation += up[c].toUpperCase();
+ }
+ }
+ else if (
+ move.end.x == firstLastRank[0] &&
+ move.vanish.length > 0 &&
+ ['c', 'd', 'e', 'f', 'g'].includes(move.vanish[0].p)
+ ) {
+ // We promoted an opponent's pawn
+ const oppCol = V.GetOppCol(c);
+ const up = this.getUnionPieces(move.appear[0].c, move.appear[0].p);
+ notation += "=" + up[oppCol].toUpperCase();
+ }
+
+ return notation;
}
};