X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FMarseille.js;h=c3bec32f32f39254cd31c912708db56cfb5a45b3;hb=11482348f50058d235adb89bfc174a1da7c6abc4;hp=31c363d2458627c8654ae6e6660014608105c2fa;hpb=dac395887d96e2d642b209c6db6aaacc3ffacb34;p=vchess.git diff --git a/client/src/variants/Marseille.js b/client/src/variants/Marseille.js index 31c363d2..c3bec32f 100644 --- a/client/src/variants/Marseille.js +++ b/client/src/variants/Marseille.js @@ -1,106 +1,90 @@ import { ChessRules } from "@/base_rules"; import { randInt } from "@/utils/alea"; -export const VariantRules = class MarseilleRules extends ChessRules -{ - static IsGoodEnpassant(enpassant) - { - if (enpassant != "-") - { - const squares = enpassant.split(","); - if (squares.length > 2) - return false; - for (let sq of squares) - { +export const VariantRules = class MarseilleRules extends ChessRules { + static IsGoodEnpassant(enpassant) { + const squares = enpassant.split(","); + if (squares.length > 2) return false; + for (let sq of squares) { + if (sq != "-") { const ep = V.SquareToCoords(sq); - if (isNaN(ep.x) || !V.OnBoard(ep)) - return false; + if (isNaN(ep.x) || !V.OnBoard(ep)) return false; } } return true; } - getTurnFen() - { + getTurnFen() { return this.turn + this.subTurn; } // There may be 2 enPassant squares (if 2 pawns jump 2 squares in same turn) - getEnpassantFen() - { - const L = this.epSquares.length; - if (this.epSquares[L-1].every(epsq => epsq === undefined)) - return "-"; //no en-passant - let res = ""; - this.epSquares[L-1].forEach(epsq => { - if (!!epsq) - res += V.CoordsToSquare(epsq) + ","; - }); - return res.slice(0,-1); //remove last comma + getEnpassantFen() { + return this.epSquares[this.epSquares.length - 1].map( + epsq => epsq === undefined + ? "-" //no en-passant + : V.CoordsToSquare(epsq) + ).join(","); } - setOtherVariables(fen) - { + setOtherVariables(fen) { const parsedFen = V.ParseFen(fen); this.setFlags(parsedFen.flags); - if (parsedFen.enpassant == "-") - this.epSquares = [ [undefined] ]; - else - { - let res = []; - const squares = parsedFen.enpassant.split(","); - for (let sq of squares) - res.push(V.SquareToCoords(sq)); - this.epSquares = [ res ]; - } - this.scanKingsRooks(fen); + this.epSquares = [parsedFen.enpassant.split(",").map(sq => { + if (sq != "-") return V.SquareToCoords(sq); + return undefined; + })]; + this.scanKings(fen); // Extract subTurn from turn indicator: "w" (first move), or // "w1" or "w2" white subturn 1 or 2, and same for black const fullTurn = V.ParseFen(fen).turn; this.turn = fullTurn[0]; - this.subTurn = (fullTurn[1] || 0); //"w0" = special code for first move in game + // At move 1, the subTurn doesn't need to be specified: + this.subTurn = fullTurn[1] || 1; } - getPotentialPawnMoves([x,y]) - { + getPotentialPawnMoves([x, y]) { const color = this.turn; let moves = []; - 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 finalPieces = x + shiftX == lastRank - ? [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN] - : [V.PAWN]; + 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 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:color,p:piece})); + if (this.board[x + shiftX][y] == V.EMPTY) { + for (let piece of finalPieces) { + moves.push( + this.getBasicMove([x, y], [x + shiftX, y], { c: color, 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) - { + 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])); + 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:color,p:piece})); + 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: color, + p: piece + }) + ); } } } @@ -109,31 +93,33 @@ export const VariantRules = class MarseilleRules extends ChessRules // OK on subturn 2 only if enPassant was played at subturn 1 // (and if there are two e.p. squares available). const Lep = this.epSquares.length; - const epSquares = this.epSquares[Lep-1]; //always at least one element + const epSquares = this.epSquares[Lep - 1]; //always at least one element let epSqs = []; epSquares.forEach(sq => { - if (!!sq) - epSqs.push(sq); + if (sq) epSqs.push(sq); }); - if (epSqs.length == 0) - return moves; + if (epSqs.length == 0) return moves; const oppCol = V.GetOppCol(color); - for (let sq of epSqs) - { - if (this.subTurn == 1 || (epSqs.length == 2 && - // Was this en-passant capture already played at subturn 1 ? - // (Or maybe the opponent filled the en-passant square with a piece) - this.board[epSqs[0].x][epSqs[0].y] != V.EMPTY)) - { - if (sq.x == x+shiftX && Math.abs(sq.y - y) == 1 + for (let sq of epSqs) { + if ( + this.subTurn == 1 || + (epSqs.length == 2 && + // Was this en-passant capture already played at subturn 1 ? + // (Or maybe the opponent filled the en-passant square with a piece) + this.board[epSqs[0].x][epSqs[0].y] != V.EMPTY) + ) { + if ( + sq.x == x + shiftX && + Math.abs(sq.y - y) == 1 && // Add condition "enemy pawn must be present" - && this.getPiece(x,sq.y) == V.PAWN && this.getColor(x,sq.y) == oppCol) - { - let epMove = this.getBasicMove([x,y], [sq.x,sq.y]); + this.getPiece(x, sq.y) == V.PAWN && + this.getColor(x, sq.y) == oppCol + ) { + let epMove = this.getBasicMove([x, y], [sq.x, sq.y]); epMove.vanish.push({ x: x, y: sq.y, - p: 'p', + p: "p", c: oppCol }); moves.push(epMove); @@ -144,112 +130,128 @@ export const VariantRules = class MarseilleRules extends ChessRules return moves; } - play(move) - { + play(move) { move.flags = JSON.stringify(this.aggregateFlags()); move.turn = this.turn + this.subTurn; V.PlayOnBoard(this.board, move); const epSq = this.getEpSquare(move); - if (this.subTurn == 0) //first move in game - { + if (this.movesCount == 0) { + // First move in game this.turn = "b"; - this.subTurn = 1; this.epSquares.push([epSq]); + this.movesCount = 1; } // Does this move give check on subturn 1? If yes, skip subturn 2 - else if (this.subTurn==1 && this.underCheck(V.GetOppCol(this.turn))) - { + else if (this.subTurn == 1 && this.underCheck(V.GetOppCol(this.turn))) { this.turn = V.GetOppCol(this.turn); this.epSquares.push([epSq]); move.checkOnSubturn1 = true; - } - else - { - if (this.subTurn == 2) - { + this.movesCount++; + } else { + if (this.subTurn == 2) { this.turn = V.GetOppCol(this.turn); - let lastEpsq = this.epSquares[this.epSquares.length-1]; + let lastEpsq = this.epSquares[this.epSquares.length - 1]; lastEpsq.push(epSq); - } - else + } else { this.epSquares.push([epSq]); + this.movesCount++; + } this.subTurn = 3 - this.subTurn; } - this.updateVariables(move); + this.postPlay(move); + } + + postPlay(move) { + const c = move.turn.charAt(0); + const piece = move.vanish[0].p; + const firstRank = c == "w" ? V.size.x - 1 : 0; + + 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.HasCastle) this.castleFlags[c] = [V.size.y, V.size.y]; + return; + } + const oppCol = V.GetOppCol(c); + const oppFirstRank = V.size.x - 1 - firstRank; + 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; + } else 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; + } } - undo(move) - { + undo(move) { this.disaggregateFlags(JSON.parse(move.flags)); V.UndoOnBoard(this.board, move); - if (move.turn[1] == '0' || move.checkOnSubturn1 || this.subTurn == 2) + if (this.movesCount == 1 || !!move.checkOnSubturn1 || this.subTurn == 2) { + // The move may not be full, but is fully undone: this.epSquares.pop(); - else //this.subTurn == 1 - { - let lastEpsq = this.epSquares[this.epSquares.length-1]; + // Moves counter was just incremented: + this.movesCount--; + } else { + // Undo the second half of a move + let lastEpsq = this.epSquares[this.epSquares.length - 1]; lastEpsq.pop(); } this.turn = move.turn[0]; this.subTurn = parseInt(move.turn[1]); - this.unupdateVariables(move); + super.postUndo(move); } // NOTE: GenRandInitFen() is OK, // since at first move turn indicator is just "w" - static get VALUES() - { + static get VALUES() { return { - 'p': 1, - 'r': 5, - 'n': 3, - 'b': 3, - 'q': 7, //slightly less than in orthodox game - 'k': 1000 + p: 1, + r: 5, + n: 3, + b: 3, + q: 7, //slightly less than in orthodox game + k: 1000 }; } // No alpha-beta here, just adapted min-max at depth 2(+1) - getComputerMove() - { - if (this.subTurn == 2) - return null; //TODO: imperfect interface setup - + getComputerMove() { const maxeval = V.INFINITY; const color = this.turn; const oppCol = V.GetOppCol(this.turn); // Search best (half) move for opponent turn const getBestMoveEval = () => { - const turnBefore = this.turn + this.subTurn; let score = this.getCurrentScore(); - if (score != "*") - { - if (score == "1/2") - return 0; + if (score != "*") { + if (score == "1/2") return 0; return maxeval * (score == "1-0" ? 1 : -1); } let moves = this.getAllValidMoves(); - let res = (oppCol == "w" ? -maxeval : maxeval); - for (let m of moves) - { + let res = oppCol == "w" ? -maxeval : maxeval; + for (let m of moves) { this.play(m); score = this.getCurrentScore(); // Now turn is oppCol,2 if m doesn't give check // Otherwise it's color,1. In both cases the next test makes sense - if (score != "*") - { + if (score != "*") { if (score == "1/2") - res = (oppCol == "w" ? Math.max(res, 0) : Math.min(res, 0)); - else - { + res = oppCol == "w" ? Math.max(res, 0) : Math.min(res, 0); + else { // Found a mate this.undo(m); return maxeval * (score == "1-0" ? 1 : -1); } } const evalPos = this.evalPosition(); - res = (oppCol == "w" ? Math.max(res, evalPos) : Math.min(res, evalPos)); + res = oppCol == "w" ? Math.max(res, evalPos) : Math.min(res, evalPos); this.undo(m); } return res; @@ -258,42 +260,39 @@ export const VariantRules = class MarseilleRules extends ChessRules let moves11 = this.getAllValidMoves(); let doubleMoves = []; // Rank moves using a min-max at depth 2 - for (let i=0; i { - return (color=="w" ? 1 : -1) * (b.eval - a.eval); }); + doubleMoves.sort((a, b) => { + return (color == "w" ? 1 : -1) * (b.eval - a.eval); + }); let candidates = [0]; //indices of candidates moves - for (let i=1; - i