X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fbase_rules.js;h=1c5eabca5feb7de88393a73c20f4ec0e85b44c48;hb=90e814b6717b1ba932bba0e52958f54f814a2503;hp=7e4057bbe6b78f0266d4885fccbdef85fc2f3520;hpb=78d64531113d4b5045ff588dd43f301a332ebae8;p=vchess.git diff --git a/client/src/base_rules.js b/client/src/base_rules.js index 7e4057bb..1c5eabca 100644 --- a/client/src/base_rules.js +++ b/client/src/base_rules.js @@ -46,16 +46,26 @@ export const ChessRules = class ChessRules { static get CanAnalyze() { return true; } + // Patch: issues with javascript OOP, objects can't access static fields. + get canAnalyze() { + return V.CanAnalyze; + } // Some variants show incomplete information, // and thus show only a partial moves list or no list at all. static get ShowMoves() { return "all"; } + get showMoves() { + return V.ShowMoves; + } - // Path to pieces - static getPpath(b) { - return b; //usual pieces in pieces/ folder + // Some variants always show the same orientation + static get CanFlip() { + return true; + } + get canFlip() { + return V.CanFlip; } // Turn "wb" into "B" (for FEN) @@ -160,6 +170,11 @@ export const ChessRules = class ChessRules { return V.CoordToColumn(coords.y) + (V.size.x - coords.x); } + // Path to pieces + getPpath(b) { + return b; //usual pieces in pieces/ folder + } + // Aggregates flags into one object aggregateFlags() { return this.castleFlags; @@ -180,17 +195,16 @@ export const ChessRules = class ChessRules { } // 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) + Math.abs(s.x - e.x) == 2 && + s.y == e.y && + move.appear[0].p == V.PAWN ) { return { - x: (sx + ex) / 2, - y: sy + x: (s.x + e.x) / 2, + y: s.y }; } return undefined; //default @@ -221,11 +235,20 @@ export const ChessRules = class ChessRules { ///////////// // FEN UTILS - // Setup the initial random (assymetric) position - static GenRandInitFen() { + // Setup the initial random (asymmetric) position + static GenRandInitFen(randomness) { + if (randomness == 0) + // Deterministic: + return "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0 1111 -"; + let pieces = { w: new Array(8), b: new Array(8) }; - // Shuffle pieces on first and last rank + // Shuffle pieces on first (and last rank if randomness == 2) for (let c of ["w", "b"]) { + if (c == 'b' && randomness == 1) { + pieces['b'] = pieces['w']; + break; + } + let positions = ArrayFun.range(8); // Get random squares for bishops @@ -267,12 +290,13 @@ export const ChessRules = class ChessRules { pieces[c][knight2Pos] = "n"; pieces[c][rook2Pos] = "r"; } + // Add turn + flags + enpassant return ( pieces["b"].join("") + "/pppppppp/8/8/8/8/PPPPPPPP/" + pieces["w"].join("").toUpperCase() + " w 0 1111 -" - ); //add turn + flags + enpassant + ); } // "Parse" FEN: just return untransformed string data @@ -292,16 +316,24 @@ export const ChessRules = class ChessRules { // 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() { let position = ""; @@ -357,9 +389,9 @@ export const ChessRules = class ChessRules { for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++) { const character = rows[i][indexInRow]; const num = parseInt(character); + // If num is a number, just shift j: if (!isNaN(num)) j += num; - //just shift j - //something at position i,j + // Else: something at position i,j else board[i][j++] = V.fen2board(character); } } @@ -370,7 +402,6 @@ export const ChessRules = class ChessRules { setFlags(fenflags) { // white a-castle, h-castle, black a-castle, h-castle this.castleFlags = { w: [true, true], b: [true, true] }; - if (!fenflags) return; for (let i = 0; i < 4; i++) this.castleFlags[i < 2 ? "w" : "b"][i % 2] = fenflags.charAt(i) == "1"; } @@ -378,12 +409,12 @@ export const ChessRules = class ChessRules { ////////////////// // INITIALIZATION - constructor(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 @@ -397,6 +428,7 @@ export const ChessRules = class ChessRules { this.INIT_COL_ROOK = { w: [-1, -1], b: [-1, -1] }; this.kingPos = { w: [-1, -1], b: [-1, -1] }; //squares of white and black king const fenRows = V.ParseFen(fen).position.split("/"); + const startRow = { 'w': V.size.x - 1, 'b': 0 }; for (let i = 0; i < fenRows.length; i++) { let k = 0; //column index on board for (let j = 0; j < fenRows[i].length; j++) { @@ -410,12 +442,16 @@ export const ChessRules = class ChessRules { this.INIT_COL_KING["w"] = k; break; case "r": - if (this.INIT_COL_ROOK["b"][0] < 0) this.INIT_COL_ROOK["b"][0] = k; - else this.INIT_COL_ROOK["b"][1] = k; + if (i == startRow['b']) { + if (this.INIT_COL_ROOK["b"][0] < 0) this.INIT_COL_ROOK["b"][0] = k; + else this.INIT_COL_ROOK["b"][1] = k; + } break; case "R": - if (this.INIT_COL_ROOK["w"][0] < 0) this.INIT_COL_ROOK["w"][0] = k; - else this.INIT_COL_ROOK["w"][1] = k; + if (i == startRow['w']) { + if (this.INIT_COL_ROOK["w"][0] < 0) this.INIT_COL_ROOK["w"][0] = k; + else this.INIT_COL_ROOK["w"][1] = k; + } break; default: { const num = parseInt(fenRows[i].charAt(j)); @@ -450,7 +486,7 @@ export const ChessRules = class ChessRules { return { x: 8, y: 8 }; } - // Color of thing on suqare (i,j). 'undefined' if square is empty + // Color of thing on square (i,j). 'undefined' if square is empty getColor(i, j) { return this.board[i][j].charAt(0); } @@ -526,7 +562,7 @@ export const ChessRules = class ChessRules { //////////////////// // MOVES GENERATION - // All possible moves from selected square (assumption: color is OK) + // All possible moves from selected square getPotentialMovesFrom([x, y]) { switch (this.getPiece(x, y)) { case V.PAWN: @@ -578,6 +614,7 @@ export const ChessRules = class ChessRules { }) ); } + return mv; } @@ -590,7 +627,7 @@ export const ChessRules = class ChessRules { let j = y + step[1]; 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 (oneStep) continue outerLoop; i += step[0]; j += step[1]; } @@ -609,7 +646,6 @@ export const ChessRules = class ChessRules { 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) { @@ -617,12 +653,12 @@ export const ChessRules = class ChessRules { x + shiftX == lastRank ? [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN] : [V.PAWN]; - // One square forward 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, + c: color, p: piece }) ); @@ -647,7 +683,7 @@ export const ChessRules = class ChessRules { for (let piece of finalPieces) { moves.push( this.getBasicMove([x, y], [x + shiftX, y + shiftY], { - c: pawnColor, + c: color, p: piece }) ); @@ -816,12 +852,10 @@ export const ChessRules = class ChessRules { // (for engine and game end) getAllValidMoves() { 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.getColor(i, j) == color) { Array.prototype.push.apply( potentialMoves, this.getPotentialMovesFrom([i, j]) @@ -835,10 +869,9 @@ export const ChessRules = class ChessRules { // Stop at the first move found 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.getColor(i, j) == color) { const moves = this.getPotentialMovesFrom([i, j]); if (moves.length > 0) { for (let k = 0; k < moves.length; k++) { @@ -863,10 +896,31 @@ export const ChessRules = class ChessRules { ); } + // 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 square x,y attacked by 'colors' pawns ? isAttackedByPawn([x, y], colors) { for (let c of colors) { - let pawnShift = c == "w" ? 1 : -1; + const pawnShift = c == "w" ? 1 : -1; if (x + pawnShift >= 0 && x + pawnShift < V.size.x) { for (let i of [-1, 1]) { if ( @@ -925,27 +979,6 @@ export const ChessRules = class ChessRules { ); } - // 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)]); @@ -968,7 +1001,7 @@ export const ChessRules = class ChessRules { // After move is played, update variables + flags updateVariables(move) { let piece = undefined; - // TODO: update variables before move is played, and just use this.turn ? + // 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) { @@ -1097,31 +1130,21 @@ export const ChessRules = class ChessRules { return 3; } - // 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"); + let moves1 = 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))) { - 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 + // Rank moves using a min-max at depth 2 (if search_depth >= 2!) for (let i = 0; i < moves1.length; i++) { + if (V.SEARCH_DEPTH == 1) { + moves1[i].eval = this.evalPosition(); + continue; + } // Initial self evaluation is very low: "I'm checkmated" moves1[i].eval = (color == "w" ? -1 : 1) * maxeval; this.play(moves1[i]); @@ -1131,7 +1154,7 @@ export const ChessRules = class ChessRules { // Initial enemy evaluation is very low too, for him eval2 = (color == "w" ? 1 : -1) * maxeval; // Second half-move: - let moves2 = this.getAllValidMoves("computer"); + let moves2 = this.getAllValidMoves(); for (let j = 0; j < moves2.length; j++) { this.play(moves2[j]); const score2 = this.getCurrentScore(); @@ -1167,20 +1190,11 @@ export const ChessRules = class ChessRules { 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 = @@ -1191,10 +1205,9 @@ export const ChessRules = class ChessRules { 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]; + let candidates = [0]; for (let j = 1; j < moves1.length && moves1[j].eval == moves1[0].eval; j++) candidates.push(j); return moves1[candidates[randInt(candidates.length)]]; @@ -1207,7 +1220,7 @@ export const ChessRules = class ChessRules { 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++) { @@ -1217,8 +1230,9 @@ export const ChessRules = class ChessRules { 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)); @@ -1252,7 +1266,7 @@ export const ChessRules = class ChessRules { // TODO: un-ambiguous notation (switch on piece type, check directions...) getNotation(move) { if (move.appear.length == 2 && move.appear[0].p == V.KING) - //castle + // Castle return move.end.y < move.start.y ? "0-0-0" : "0-0"; // Translate final square