X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=public%2Fjavascripts%2Fbase_rules.js;h=5c1ef97c08563f0ac7e0bc3ffee9730a37b75150;hb=9234226104764b91df9d677fb360ad538b98510c;hp=c0dc826fd0ae9d5661991224251cd1b944f73c18;hpb=01a135e2aa21365c0a96931fbb6be76876e7c2a1;p=vchess.git diff --git a/public/javascripts/base_rules.js b/public/javascripts/base_rules.js index c0dc826f..5c1ef97c 100644 --- a/public/javascripts/base_rules.js +++ b/public/javascripts/base_rules.js @@ -1,3 +1,6 @@ +// (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]} @@ -10,6 +13,7 @@ class PiPo //Piece+Position } } +// TODO: for animation, moves should contains "moving" and "fading" maybe... class Move { // o: {appear, vanish, [start,] [end,]} @@ -52,7 +56,7 @@ class ChessRules this.moves = moves; // Use fen string to initialize variables, flags and board this.board = VariantRules.GetBoard(fen); - this.flags = VariantRules.GetFlags(fen); + this.setFlags(fen); this.initVariables(fen); } @@ -60,42 +64,42 @@ class ChessRules { 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]}; //respective squares of white and black king + this.kingPos = {'w':[-1,-1], 'b':[-1,-1]}; //squares of white and black king const fenParts = fen.split(" "); const position = fenParts[0].split("/"); for (let i=0; i 0 ? this.getEpSquare(this.lastMove) : undefined; @@ -106,7 +110,7 @@ class ChessRules static GetBoard(fen) { let rows = fen.split(" ")[0].split("/"); - let [sizeX,sizeY] = VariantRules.size; + const [sizeX,sizeY] = VariantRules.size; let board = doubleArray(sizeX, sizeY, ""); for (let i=0; i=0 && i=0 && j=0 && i<8 && j>=0 && j<8 && this.canTake(color, this.getColor(i,j))) - moves.push(this.getBasicMove(x, y, i, j)); + if (i>=0 && i=0 && j= 0 && x+shift < sizeX && x+shift != lastRank) { // Normal moves if (this.board[x+shift][y] == V.EMPTY) { - moves.push(this.getBasicMove(x, y, x+shift, y)); - if (x==startRank && this.board[x+2*shift][y] == V.EMPTY) + moves.push(this.getBasicMove([x,y], [x+shift,y])); + // Next condition because variants with pawns on 1st rank allow them to jump + if ([startRank,firstRank].includes(x) && this.board[x+2*shift][y] == V.EMPTY) { // Two squares jump - moves.push(this.getBasicMove(x, y, x+2*shift, y)); + moves.push(this.getBasicMove([x,y], [x+2*shift,y])); } } // Captures - if (y>0 && this.canTake(this.getColor(x,y), this.getColor(x+shift,y-1)) + if (y>0 && this.canTake([x,y], [x+shift,y-1]) && this.board[x+shift][y-1] != V.EMPTY) { - moves.push(this.getBasicMove(x, y, x+shift, y-1)); + moves.push(this.getBasicMove([x,y], [x+shift,y-1])); } - if (y { // Normal move if (this.board[x+shift][y] == V.EMPTY) - moves.push(this.getBasicMove(x, y, x+shift, y, p)); + moves.push(this.getBasicMove([x,y], [x+shift,y], {c:pawnColor,p:p})); // Captures - if (y>0 && this.canTake(this.getColor(x,y), this.getColor(x+shift,y-1)) + if (y>0 && this.canTake([x,y], [x+shift,y-1]) && this.board[x+shift][y-1] != V.EMPTY) { - moves.push(this.getBasicMove(x, y, x+shift, y-1, p)); + moves.push(this.getBasicMove([x,y], [x+shift,y-1], {c:pawnColor,p:p})); } - if (y { - return !this.underCheck(m, color); - }); + return moves.filter(m => { return !this.underCheck(m); }); } // Search for all valid moves considering current turn (for engine and game end) - getAllValidMoves(color) + getAllValidMoves() { + const color = this.turn; const oppCol = this.getOppCol(color); - var potentialMoves = []; - let [sizeX,sizeY] = VariantRules.size; - for (var i=0; i 0) { - for (let i=0; i 0) + if (this.filterValid([moves[k]]).length > 0) return true; } } @@ -538,84 +552,93 @@ class ChessRules return false; } - // Check if pieces of color 'color' are attacking square x,y - isAttacked(sq, color) + // Check if pieces of color in array 'colors' are attacking square x,y + isAttacked(sq, colors) { - return (this.isAttackedByPawn(sq, color) - || this.isAttackedByRook(sq, color) - || this.isAttackedByKnight(sq, color) - || this.isAttackedByBishop(sq, color) - || this.isAttackedByQueen(sq, color) - || this.isAttackedByKing(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)); } - // Is square x,y attacked by pawns of color c ? - isAttackedByPawn([x,y], c) + // Is square x,y attacked by 'colors' pawns ? + isAttackedByPawn([x,y], colors) { - let pawnShift = (c=="w" ? 1 : -1); - if (x+pawnShift>=0 && x+pawnShift<8) + const [sizeX,sizeY] = VariantRules.size; + for (let c of colors) { - for (let i of [-1,1]) + let pawnShift = (c=="w" ? 1 : -1); + if (x+pawnShift>=0 && x+pawnShift=0 && y+i<8 && this.getPiece(x+pawnShift,y+i)==VariantRules.PAWN - && this.getColor(x+pawnShift,y+i)==c) + for (let i of [-1,1]) { - return true; + if (y+i>=0 && y+i=0 && rx<8 && ry>=0 && ry<8 && this.board[rx][ry] == VariantRules.EMPTY - && !oneStep) + while (rx>=0 && rx=0 && ry=0 && rx<8 && ry>=0 && ry<8 && this.board[rx][ry] != VariantRules.EMPTY - && this.getPiece(rx,ry) == piece && this.getColor(rx,ry) == c) + if (rx>=0 && rx=0 && ry 0) { this.kingPos[c][0] = move.appear[0].x; this.kingPos[c][1] = move.appear[0].y; - this.flags[c] = [false,false]; + this.castleFlags[c] = [false,false]; return; } const oppCol = this.getOppCol(c); - const oppFirstRank = 7 - firstRank; + const oppFirstRank = (sizeX-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.flags[c][flagIdx] = false; + 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[c].includes(move.end.y)) + && this.INIT_COL_ROOK[oppCol].includes(move.end.y)) { - const flagIdx = move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1; - this.flags[oppCol][flagIdx] = false; + const flagIdx = (move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1); + this.castleFlags[oppCol][flagIdx] = false; } } + // After move is undo-ed, un-update variables (flags are reset) + // TODO: more symmetry, by storing flags increment in move... unupdateVariables(move) { // (Potentially) Reset king position @@ -702,10 +730,9 @@ class ChessRules play(move, ingame) { if (!!ingame) - move.notation = this.getNotation(move); + move.notation = [this.getNotation(move), this.getLongNotation(move)]; - // Save flags (for undo) - move.flags = JSON.stringify(this.flags); //TODO: less costly? + move.flags = JSON.stringify(this.flags); //save flags (for undo) this.updateVariables(move); this.moves.push(move); this.epSquares.push( this.getEpSquare(move) ); @@ -718,43 +745,48 @@ class ChessRules this.epSquares.pop(); this.moves.pop(); this.unupdateVariables(move); - this.flags = JSON.parse(move.flags); + this.parseFlags(JSON.parse(move.flags)); } ////////////// // END OF GAME - checkGameOver(color) + // Basic check for 3 repetitions (in the last moves only) + checkRepetition() { - // Check for 3 repetitions if (this.moves.length >= 8) { - // NOTE: crude detection, only moves repetition const L = this.moves.length; if (_.isEqual(this.moves[L-1], this.moves[L-5]) && _.isEqual(this.moves[L-2], this.moves[L-6]) && _.isEqual(this.moves[L-3], this.moves[L-7]) && _.isEqual(this.moves[L-4], this.moves[L-8])) { - return "1/2 (repetition)"; + return true; } } + return false; + } - if (this.atLeastOneMove(color)) - { - // game not over + // Is game over ? And if yes, what is the score ? + checkGameOver() + { + if (this.checkRepetition()) + return "1/2"; + + if (this.atLeastOneMove()) // game not over return "*"; - } // Game over - return this.checkGameEnd(color); + return this.checkGameEnd(); } - // Useful stand-alone for engine - checkGameEnd(color) + // No moves are possible: compute score + checkGameEnd() { + const color = this.turn; // No valid move: stalemate or checkmate? - if (!this.isAttacked(this.kingPos[color], this.getOppCol(color))) + if (!this.isAttacked(this.kingPos[color], [this.getOppCol(color)])) return "1/2"; // OK, checkmate return color == "w" ? "0-1" : "1-0"; @@ -775,77 +807,139 @@ class ChessRules }; } - // Assumption: at least one legal move - getComputerMove(color) - { - const oppCol = this.getOppCol(color); + static get INFINITY() { + return 9999; //"checkmate" (unreachable eval) + } - // Rank moves using a min-max at depth 2 - let moves1 = this.getAllValidMoves(color); + static get THRESHOLD_MATE() { + // At this value or above, the game is over + return VariantRules.INFINITY; + } - for (let i=0; i eval2)) - eval2 = evalPos; - this.undo(moves2[j]); - } - if ((color=="w" && eval2 > moves1[i].eval) || (color=="b" && eval2 < moves1[i].eval)) - moves1[i].eval = eval2; + const finish = (Math.abs(this.evalPosition()) >= VariantRules.THRESHOLD_MATE); this.undo(moves1[i]); + if (finish) + return moves1[i]; } - moves1.sort( (a,b) => { return (color=="w" ? 1 : -1) * (b.eval - a.eval); }); - // TODO: show current analyzed move for depth 3, allow stopping eval (return moves1[0]) + // Rank moves using a min-max at depth 2 for (let i=0; i eval2)) + eval2 = evalPos; + this.undo(moves2[j]); + } + } + else + { + const score = this.checkGameEnd(); + eval2 = (score=="1/2" ? 0 : (score=="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); }); + //console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; })); let candidates = [0]; //indices of candidates moves for (let j=1; j= 3 + && Math.abs(moves1[0].eval) < VariantRules.THRESHOLD_MATE) + { + for (let i=0; i { 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) @@ -857,7 +951,7 @@ class ChessRules for (let i=0; i= beta) @@ -871,7 +965,7 @@ class ChessRules { const [sizeX,sizeY] = VariantRules.size; let evaluation = 0; - //Just count material for now + // Just count material for now for (let i=0; i 1) + if (move.vanish.length > move.appear.length) { // Capture - let startColumn = String.fromCharCode(97 + move.start.y); + const startColumn = String.fromCharCode(97 + move.start.y); notation = startColumn + "x" + finalSquare; } else //no capture @@ -1032,31 +1121,55 @@ class ChessRules else { // Piece movement - return piece.toUpperCase() + (move.vanish.length > 1 ? "x" : "") + finalSquare; + return piece.toUpperCase() + + (move.vanish.length > move.appear.length ? "x" : "") + finalSquare; } } + // Complete the usual notation, may be required for de-ambiguification + getLongNotation(move) + { + const startSquare = + String.fromCharCode(97 + move.start.y) + (VariantRules.size[0]-move.start.x); + const finalSquare = + String.fromCharCode(97 + move.end.y) + (VariantRules.size[0]-move.end.x); + return startSquare + finalSquare; //not encoding move. But short+long is enough + } + // The score is already computed when calling this function getPGN(mycolor, score, fenStart, mode) { + const zeroPad = x => { return (x<10 ? "0" : "") + x; }; let pgn = ""; pgn += '[Site "vchess.club"]
'; const d = new Date(); - const opponent = this.mode=="human" ? "Anonymous" : "Computer"; - pgn += '[Date "' + d.getFullYear() + '-' + d.getMonth() + '-' + d.getDate() + '"]
'; + const opponent = mode=="human" ? "Anonymous" : "Computer"; + pgn += '[Variant "' + variant + '"]
'; + pgn += '[Date "' + d.getFullYear() + '-' + (d.getMonth()+1) + + '-' + zeroPad(d.getDate()) + '"]
'; pgn += '[White "' + (mycolor=='w'?'Myself':opponent) + '"]
'; pgn += '[Black "' + (mycolor=='b'?'Myself':opponent) + '"]
'; - pgn += '[Fen "' + fenStart + '"]
'; + pgn += '[FenStart "' + fenStart + '"]
'; + pgn += '[Fen "' + this.getFen() + '"]
'; pgn += '[Result "' + score + '"]

'; + // Standard PGN + for (let i=0; i