X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fclient_OLD%2Fjavascripts%2Fbase_rules.js;fp=client%2Fclient_OLD%2Fjavascripts%2Fbase_rules.js;h=9f6ec9ecbb2b2e7ff3d197422d37462cb50cb9a7;hb=625022fdcf750f0aff8fcd699f7e9b89730e1d10;hp=0000000000000000000000000000000000000000;hpb=b955c65b942d09d24b5c3bed0d755d4f2f8f71f1;p=vchess.git diff --git a/client/client_OLD/javascripts/base_rules.js b/client/client_OLD/javascripts/base_rules.js new file mode 100644 index 00000000..9f6ec9ec --- /dev/null +++ b/client/client_OLD/javascripts/base_rules.js @@ -0,0 +1,1319 @@ +// (Orthodox) Chess rules are defined in ChessRules class. +// Variants generally inherit from it, and modify some parts. + +class PiPo //Piece+Position +{ + // o: {piece[p], color[c], posX[x], posY[y]} + constructor(o) + { + this.p = o.p; + this.c = o.c; + this.x = o.x; + this.y = o.y; + } +} + +// TODO: for animation, moves should contains "moving" and "fading" maybe... +class Move +{ + // o: {appear, vanish, [start,] [end,]} + // appear,vanish = arrays of PiPo + // start,end = coordinates to apply to trigger move visually (think castle) + 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}; + } +} + +// NOTE: x coords = top to bottom; y = left to right (from white player perspective) +class ChessRules +{ + ////////////// + // MISC UTILS + + static get HasFlags() { return true; } //some variants don't have flags + + static get HasEnpassant() { return true; } //some variants don't have ep. + + // Path to pieces + static getPpath(b) + { + return b; //usual pieces in pieces/ folder + } + + // 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; + } + + // Check if FEN describe a position + static IsGoodFen(fen) + { + const fenParsed = V.ParseFen(fen); + // 1) Check position + if (!V.IsGoodPosition(fenParsed.position)) + return false; + // 2) Check turn + if (!fenParsed.turn || !V.IsGoodTurn(fenParsed.turn)) + return false; + // 3) Check moves count + if (!fenParsed.movesCount || !(parseInt(fenParsed.movesCount) >= 0)) + return false; + // 4) Check flags + if (V.HasFlags && (!fenParsed.flags || !V.IsGoodFlags(fenParsed.flags))) + return false; + // 5) Check enpassant + if (V.HasEnpassant && + (!fenParsed.enpassant || !V.IsGoodEnpassant(fenParsed.enpassant))) + { + return false; + } + return true; + } + + // Is position part of the FEN a priori correct? + static IsGoodPosition(position) + { + if (position.length == 0) + return false; + const rows = position.split("/"); + if (rows.length != V.size.x) + return false; + for (let row of rows) + { + let sumElts = 0; + for (let i=0; i d (column number to letter) + static CoordToColumn(colnum) + { + return String.fromCharCode(97 + colnum); + } + + // d --> 3 (column letter to number) + static ColumnToCoord(column) + { + return column.charCodeAt(0) - 97; + } + + // a4 --> {x:3,y:0} + static SquareToCoords(sq) + { + 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)), + y: sq[0].charCodeAt() - 97 + }; + } + + // {x:0,y:4} --> e8 + static CoordsToSquare(coords) + { + return V.CoordToColumn(coords.y) + (V.size.x - coords.x); + } + + // Aggregates flags into one object + aggregateFlags() + { + return this.castleFlags; + } + + // Reverse operation + disaggregateFlags(flags) + { + this.castleFlags = flags; + } + + // En-passant square, if any + getEpSquare(moveOrSquare) + { + if (!moveOrSquare) + return undefined; + if (typeof moveOrSquare === "string") + { + const square = moveOrSquare; + if (square == "-") + return undefined; + return V.SquareToCoords(square); + } + // Argument is a move: + const move = moveOrSquare; + const [sx,sy,ex] = [move.start.x,move.start.y,move.end.x]; + // TODO: next conditions are first for Atomic, and third for Checkered + if (move.appear.length > 0 && move.appear[0].p == V.PAWN && ["w","b"].includes(move.appear[0].c) && Math.abs(sx - ex) == 2) + { + return { + x: (sx + ex)/2, + y: sy + }; + } + return undefined; //default + } + + // Can thing on square1 take thing on square2 + canTake([x1,y1], [x2,y2]) + { + return this.getColor(x1,y1) !== this.getColor(x2,y2); + } + + // Is (x,y) on the chessboard? + static OnBoard(x,y) + { + return (x>=0 && x=0 && y 0) + { + // Add empty squares in-between + position += emptyCount; + emptyCount = 0; + } + position += V.board2fen(this.board[i][j]); + } + } + if (emptyCount > 0) + { + // "Flush remainder" + position += emptyCount; + } + if (i < V.size.x - 1) + position += "/"; //separate rows + } + return position; + } + + getTurnFen() + { + return this.turn; + } + + // 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'); + } + return flags; + } + + // Enpassant part of the FEN string + getEnpassantFen() + { + const L = this.epSquares.length; + if (!this.epSquares[L-1]) + return "-"; //no en-passant + return V.CoordsToSquare(this.epSquares[L-1]); + } + + // Turn position fen into double array ["wb","wp","bk",...] + static GetBoard(position) + { + const rows = position.split("/"); + let board = doubleArray(V.size.x, V.size.y, ""); + for (let i=0; i= 0 && x+shiftX < sizeX) + { + const finalPieces = x + shiftX == lastRank + ? [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN] + : [V.PAWN] + // One square forward + if (this.board[x+shiftX][y] == V.EMPTY) + { + 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])); + } + } + // 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})); + } + } + } + } + + 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); + } + } + + return moves; + } + + // What are the rook moves from square x,y ? + getPotentialRookMoves(sq) + { + return this.getSlideNJumpMoves(sq, V.steps[V.ROOK]); + } + + // What are the knight moves from square x,y ? + getPotentialKnightMoves(sq) + { + return this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep"); + } + + // What are the bishop moves from square x,y ? + getPotentialBishopMoves(sq) + { + return this.getSlideNJumpMoves(sq, V.steps[V.BISHOP]); + } + + // What are the queen moves from square x,y ? + getPotentialQueenMoves(sq) + { + return this.getSlideNJumpMoves(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)); + } + + getCastleMoves([x,y]) + { + 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; + const finalSquares = [ [2,3], [V.size.y-2,V.size.y-3] ]; //king, then rook + 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 + + // Nothing on the path of the king ? + // (And no checks; OK also if y==finalSquare) + let step = finalSquares[castleSide][0] < y ? -1 : 1; + for (i=y; i!=finalSquares[castleSide][0]; i+=step) + { + if (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))))) + { + 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) + { + 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 (this.board[x][finalSquares[castleSide][i]] != V.EMPTY && + this.getPiece(x,finalSquares[castleSide][i]) != V.KING && + finalSquares[castleSide][i] != rookPos) + { + continue castlingCheck; + } + } + + // If this code is reached, castle is valid + 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})], + vanish: [ + new PiPo({x:x,y:y,p:V.KING,c:c}), + new PiPo({x:x,y:rookPos,p:V.ROOK,c:c})], + end: Math.abs(y - rookPos) <= 2 + ? {x:x, y:rookPos} + : {x:x, y:y + 2 * (castleSide==0 ? -1 : 1)} + }) ); + } + + return moves; + } + + //////////////////// + // MOVES VALIDATION + + // For the interface: possible moves for the current turn from square sq + getPossibleMovesFrom(sq) + { + return this.filterValid( this.getPotentialMovesFrom(sq) ); + } + + // TODO: promotions (into R,B,N,Q) should be filtered only once + filterValid(moves) + { + if (moves.length == 0) + return []; + const color = this.turn; + return moves.filter(m => { + this.play(m); + const res = !this.underCheck(color); + this.undo(m); + return res; + }); + } + + // Search for all valid moves considering current turn + // (for engine and game end) + getAllValidMoves() + { + const color = this.turn; + const oppCol = V.GetOppCol(color); + let potentialMoves = []; + for (let i=0; i 0) + { + for (let k=0; k 0) + return true; + } + } + } + } + } + return false; + } + + // Check if pieces of color in 'colors' are attacking (king) on square x,y + isAttacked(sq, colors) + { + 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)); + } + + // 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=0 && y+i= 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 (c == "c") //if (!["w","b"].includes(c)) + { + // 'c = move.vanish[0].c' doesn't work for Checkered + 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]; + } + + play(move) + { + // DEBUG: +// if (!this.states) this.states = []; +// const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen(); +// this.states.push(stateFen); + + if (V.HasFlags) + move.flags = JSON.stringify(this.aggregateFlags()); //save flags (for undo) + if (V.HasEnpassant) + this.epSquares.push( this.getEpSquare(move) ); + if (!move.color) + move.color = this.turn; //for interface + V.PlayOnBoard(this.board, move); + this.turn = V.GetOppCol(this.turn); + this.movesCount++; + this.updateVariables(move); + } + + undo(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); + + // DEBUG: +// const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen(); +// if (stateFen != this.states[this.states.length-1]) debugger; +// this.states.pop(); + } + + /////////////// + // END OF GAME + + // What is the score ? (Interesting if game is over) + getCurrentScore() + { + if (this.atLeastOneMove()) // game not over + 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"; + // OK, checkmate + return (color == "w" ? "0-1" : "1-0"); + } + + /////////////// + // ENGINE PLAY + + // Pieces values + static get VALUES() + { + return { + 'p': 1, + 'r': 5, + 'n': 3, + 'b': 3, + 'q': 9, + 'k': 1000 + }; + } + + // "Checkmate" (unreachable eval) + static get INFINITY() { return 9999; } + + // At this value or above, the game is over + static get THRESHOLD_MATE() { return V.INFINITY; } + + // Search depth: 2 for high branching factor, 4 for small (Loser chess, eg.) + static get SEARCH_DEPTH() { return 3; } + + // Assumption: at least one legal move + // NOTE: works also for extinction chess because depth is 3... + getComputerMove() + { + 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"); + + // Can I mate in 1 ? (for Magnetic & Extinction) + for (let i of _.shuffle(_.range(moves1.length))) + { + 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; + } + this.undo(moves1[i]); + if (finish) + return moves1[i]; + } + + // Rank moves using a min-max at depth 2 + for (let i=0; i eval2)) + { + eval2 = evalPos; + } + this.undo(moves2[j]); + } + } + else + eval2 = (score1=="1/2" ? 0 : (score1=="1-0" ? 1 : -1) * maxeval); + if ((color=="w" && eval2 > moves1[i].eval) + || (color=="b" && eval2 < moves1[i].eval)) + { + moves1[i].eval = eval2; + } + this.undo(moves1[i]); + } + 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= 3: may take a while, so we control time + const timeStart = Date.now(); + + // 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) + { + for (let i=0; i= 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 = 0.1*moves1[i].eval + + this.alphabeta(V.SEARCH_DEPTH-1, -maxeval, maxeval); + this.undo(moves1[i]); + } + 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= beta) + break; //beta cutoff + } + } + else //color=="b" + { + for (let i=0; i= beta) + break; //alpha cutoff + } + } + return v; + } + + evalPosition() + { + let evaluation = 0; + // Just count material for now + for (let i=0; i move.appear.length) + { + // Capture + const startColumn = V.CoordToColumn(move.start.y); + notation = startColumn + "x" + finalSquare; + } + else //no capture + notation = finalSquare; + if (move.appear.length > 0 && move.appear[0].p != V.PAWN) //promotion + notation += "=" + move.appear[0].p.toUpperCase(); + return notation; + } + + else + { + // Piece movement + return piece.toUpperCase() + + (move.vanish.length > move.appear.length ? "x" : "") + finalSquare; + } + } +}