Change castle flags. Eightpieces still not OK, but almost
[vchess.git] / client / src / base_rules.js
CommitLineData
92342261
BA
1// (Orthodox) Chess rules are defined in ChessRules class.
2// Variants generally inherit from it, and modify some parts.
3
e2732923 4import { ArrayFun } from "@/utils/array";
0c3fe8a6 5import { randInt, shuffle } from "@/utils/alea";
e2732923 6
910d631b 7// class "PiPo": Piece + Position
6808d7a1 8export const PiPo = class PiPo {
1c9f093d 9 // o: {piece[p], color[c], posX[x], posY[y]}
6808d7a1 10 constructor(o) {
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11 this.p = o.p;
12 this.c = o.c;
13 this.x = o.x;
14 this.y = o.y;
15 }
6808d7a1 16};
1d184b4c 17
6808d7a1 18export const Move = class Move {
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19 // o: {appear, vanish, [start,] [end,]}
20 // appear,vanish = arrays of PiPo
21 // start,end = coordinates to apply to trigger move visually (think castle)
6808d7a1 22 constructor(o) {
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23 this.appear = o.appear;
24 this.vanish = o.vanish;
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25 this.start = o.start ? o.start : { x: o.vanish[0].x, y: o.vanish[0].y };
26 this.end = o.end ? o.end : { x: o.appear[0].x, y: o.appear[0].y };
1c9f093d 27 }
6808d7a1 28};
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29
30// NOTE: x coords = top to bottom; y = left to right (from white player perspective)
6808d7a1 31export const ChessRules = class ChessRules {
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32 //////////////
33 // MISC UTILS
34
20620465 35 // Some variants don't have flags:
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36 static get HasFlags() {
37 return true;
20620465 38 }
1c9f093d 39
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40 // Or castle
41 static get HasCastle() {
42 return V.HasFlags;
43 }
44
20620465 45 // Some variants don't have en-passant
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46 static get HasEnpassant() {
47 return true;
20620465
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48 }
49
50 // Some variants cannot have analyse mode
8477e53d 51 static get CanAnalyze() {
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52 return true;
53 }
933fd1f9
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54 // Patch: issues with javascript OOP, objects can't access static fields.
55 get canAnalyze() {
56 return V.CanAnalyze;
57 }
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58
59 // Some variants show incomplete information,
60 // and thus show only a partial moves list or no list at all.
61 static get ShowMoves() {
62 return "all";
63 }
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64 get showMoves() {
65 return V.ShowMoves;
66 }
1c9f093d 67
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68 // Some variants always show the same orientation
69 static get CanFlip() {
70 return true;
71 }
72 get canFlip() {
73 return V.CanFlip;
74 }
75
1c9f093d 76 // Turn "wb" into "B" (for FEN)
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77 static board2fen(b) {
78 return b[0] == "w" ? b[1].toUpperCase() : b[1];
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79 }
80
81 // Turn "p" into "bp" (for board)
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82 static fen2board(f) {
83 return f.charCodeAt() <= 90 ? "w" + f.toLowerCase() : "b" + f;
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84 }
85
89021f18 86 // Check if FEN describe a board situation correctly
6808d7a1 87 static IsGoodFen(fen) {
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88 const fenParsed = V.ParseFen(fen);
89 // 1) Check position
6808d7a1 90 if (!V.IsGoodPosition(fenParsed.position)) return false;
1c9f093d 91 // 2) Check turn
6808d7a1 92 if (!fenParsed.turn || !V.IsGoodTurn(fenParsed.turn)) return false;
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93 // 3) Check moves count
94 if (!fenParsed.movesCount || !(parseInt(fenParsed.movesCount) >= 0))
95 return false;
96 // 4) Check flags
97 if (V.HasFlags && (!fenParsed.flags || !V.IsGoodFlags(fenParsed.flags)))
98 return false;
99 // 5) Check enpassant
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100 if (
101 V.HasEnpassant &&
102 (!fenParsed.enpassant || !V.IsGoodEnpassant(fenParsed.enpassant))
103 ) {
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104 return false;
105 }
106 return true;
107 }
108
109 // Is position part of the FEN a priori correct?
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110 static IsGoodPosition(position) {
111 if (position.length == 0) return false;
1c9f093d 112 const rows = position.split("/");
6808d7a1 113 if (rows.length != V.size.x) return false;
d7c00f6a 114 let kings = {};
6808d7a1 115 for (let row of rows) {
1c9f093d 116 let sumElts = 0;
6808d7a1 117 for (let i = 0; i < row.length; i++) {
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118 if (['K','k'].includes(row[i]))
119 kings[row[i]] = true;
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120 if (V.PIECES.includes(row[i].toLowerCase())) sumElts++;
121 else {
1c9f093d 122 const num = parseInt(row[i]);
6808d7a1 123 if (isNaN(num)) return false;
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124 sumElts += num;
125 }
126 }
6808d7a1 127 if (sumElts != V.size.y) return false;
1c9f093d 128 }
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129 // Both kings should be on board:
130 if (Object.keys(kings).length != 2)
131 return false;
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132 return true;
133 }
134
135 // For FEN checking
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136 static IsGoodTurn(turn) {
137 return ["w", "b"].includes(turn);
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138 }
139
140 // For FEN checking
6808d7a1 141 static IsGoodFlags(flags) {
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142 // NOTE: a little too permissive to work with more variants
143 return !!flags.match(/^[a-z]{4,4}$/);
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144 }
145
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146 static IsGoodEnpassant(enpassant) {
147 if (enpassant != "-") {
148 const ep = V.SquareToCoords(enpassant);
149 if (isNaN(ep.x) || !V.OnBoard(ep)) return false;
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150 }
151 return true;
152 }
153
154 // 3 --> d (column number to letter)
6808d7a1 155 static CoordToColumn(colnum) {
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156 return String.fromCharCode(97 + colnum);
157 }
158
159 // d --> 3 (column letter to number)
6808d7a1 160 static ColumnToCoord(column) {
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161 return column.charCodeAt(0) - 97;
162 }
163
164 // a4 --> {x:3,y:0}
6808d7a1 165 static SquareToCoords(sq) {
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166 return {
167 // NOTE: column is always one char => max 26 columns
168 // row is counted from black side => subtraction
169 x: V.size.x - parseInt(sq.substr(1)),
170 y: sq[0].charCodeAt() - 97
171 };
172 }
173
174 // {x:0,y:4} --> e8
6808d7a1 175 static CoordsToSquare(coords) {
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176 return V.CoordToColumn(coords.y) + (V.size.x - coords.x);
177 }
178
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179 // Path to pieces
180 getPpath(b) {
181 return b; //usual pieces in pieces/ folder
182 }
183
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184 // Path to promotion pieces (usually the same)
185 getPPpath(b) {
186 return this.getPpath(b);
187 }
188
1c9f093d 189 // Aggregates flags into one object
6808d7a1 190 aggregateFlags() {
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191 return this.castleFlags;
192 }
193
194 // Reverse operation
6808d7a1 195 disaggregateFlags(flags) {
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196 this.castleFlags = flags;
197 }
198
199 // En-passant square, if any
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200 getEpSquare(moveOrSquare) {
201 if (!moveOrSquare) return undefined;
202 if (typeof moveOrSquare === "string") {
1c9f093d 203 const square = moveOrSquare;
6808d7a1 204 if (square == "-") return undefined;
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205 return V.SquareToCoords(square);
206 }
207 // Argument is a move:
208 const move = moveOrSquare;
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209 const s = move.start,
210 e = move.end;
6808d7a1 211 if (
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212 Math.abs(s.x - e.x) == 2 &&
213 s.y == e.y &&
e727fe31 214 move.appear[0].p == V.PAWN
6808d7a1 215 ) {
1c9f093d 216 return {
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217 x: (s.x + e.x) / 2,
218 y: s.y
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219 };
220 }
221 return undefined; //default
222 }
223
224 // Can thing on square1 take thing on square2
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225 canTake([x1, y1], [x2, y2]) {
226 return this.getColor(x1, y1) !== this.getColor(x2, y2);
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227 }
228
229 // Is (x,y) on the chessboard?
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230 static OnBoard(x, y) {
231 return x >= 0 && x < V.size.x && y >= 0 && y < V.size.y;
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232 }
233
234 // Used in interface: 'side' arg == player color
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235 canIplay(side, [x, y]) {
236 return this.turn == side && this.getColor(x, y) == side;
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237 }
238
239 // On which squares is color under check ? (for interface)
6808d7a1 240 getCheckSquares(color) {
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241 return this.isAttacked(this.kingPos[color], [V.GetOppCol(color)])
242 ? [JSON.parse(JSON.stringify(this.kingPos[color]))] //need to duplicate!
243 : [];
244 }
245
246 /////////////
247 // FEN UTILS
248
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249 // Setup the initial random (asymmetric) position
250 static GenRandInitFen(randomness) {
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251 if (randomness == 0)
252 // Deterministic:
3a2a7b5f 253 return "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0 ahah -";
7ba4a5bc 254
6808d7a1 255 let pieces = { w: new Array(8), b: new Array(8) };
3a2a7b5f 256 let flags = "";
7ba4a5bc 257 // Shuffle pieces on first (and last rank if randomness == 2)
6808d7a1 258 for (let c of ["w", "b"]) {
7ba4a5bc
BA
259 if (c == 'b' && randomness == 1) {
260 pieces['b'] = pieces['w'];
3a2a7b5f 261 flags += flags;
7ba4a5bc
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262 break;
263 }
264
1c9f093d
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265 let positions = ArrayFun.range(8);
266
267 // Get random squares for bishops
656b1878 268 let randIndex = 2 * randInt(4);
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269 const bishop1Pos = positions[randIndex];
270 // The second bishop must be on a square of different color
656b1878 271 let randIndex_tmp = 2 * randInt(4) + 1;
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272 const bishop2Pos = positions[randIndex_tmp];
273 // Remove chosen squares
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274 positions.splice(Math.max(randIndex, randIndex_tmp), 1);
275 positions.splice(Math.min(randIndex, randIndex_tmp), 1);
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276
277 // Get random squares for knights
656b1878 278 randIndex = randInt(6);
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279 const knight1Pos = positions[randIndex];
280 positions.splice(randIndex, 1);
656b1878 281 randIndex = randInt(5);
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282 const knight2Pos = positions[randIndex];
283 positions.splice(randIndex, 1);
284
285 // Get random square for queen
656b1878 286 randIndex = randInt(4);
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287 const queenPos = positions[randIndex];
288 positions.splice(randIndex, 1);
289
290 // Rooks and king positions are now fixed,
291 // because of the ordering rook-king-rook
292 const rook1Pos = positions[0];
293 const kingPos = positions[1];
294 const rook2Pos = positions[2];
295
296 // Finally put the shuffled pieces in the board array
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297 pieces[c][rook1Pos] = "r";
298 pieces[c][knight1Pos] = "n";
299 pieces[c][bishop1Pos] = "b";
300 pieces[c][queenPos] = "q";
301 pieces[c][kingPos] = "k";
302 pieces[c][bishop2Pos] = "b";
303 pieces[c][knight2Pos] = "n";
304 pieces[c][rook2Pos] = "r";
3a2a7b5f 305 flags += V.CoordToColumn(rook1Pos) + V.CoordToColumn(rook2Pos);
1c9f093d 306 }
e3e2cc44 307 // Add turn + flags + enpassant
6808d7a1
BA
308 return (
309 pieces["b"].join("") +
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310 "/pppppppp/8/8/8/8/PPPPPPPP/" +
311 pieces["w"].join("").toUpperCase() +
3a2a7b5f 312 " w 0 " + flags + " -"
e3e2cc44 313 );
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BA
314 }
315
316 // "Parse" FEN: just return untransformed string data
6808d7a1 317 static ParseFen(fen) {
1c9f093d 318 const fenParts = fen.split(" ");
6808d7a1 319 let res = {
1c9f093d
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320 position: fenParts[0],
321 turn: fenParts[1],
6808d7a1 322 movesCount: fenParts[2]
1c9f093d
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323 };
324 let nextIdx = 3;
6808d7a1
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325 if (V.HasFlags) Object.assign(res, { flags: fenParts[nextIdx++] });
326 if (V.HasEnpassant) Object.assign(res, { enpassant: fenParts[nextIdx] });
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327 return res;
328 }
329
330 // Return current fen (game state)
6808d7a1
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331 getFen() {
332 return (
f9c36b2d
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333 this.getBaseFen() + " " +
334 this.getTurnFen() + " " +
6808d7a1
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335 this.movesCount +
336 (V.HasFlags ? " " + this.getFlagsFen() : "") +
337 (V.HasEnpassant ? " " + this.getEnpassantFen() : "")
338 );
1c9f093d
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339 }
340
f9c36b2d
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341 getFenForRepeat() {
342 // Omit movesCount, only variable allowed to differ
343 return (
344 this.getBaseFen() + "_" +
345 this.getTurnFen() +
346 (V.HasFlags ? "_" + this.getFlagsFen() : "") +
347 (V.HasEnpassant ? "_" + this.getEnpassantFen() : "")
348 );
349 }
350
1c9f093d 351 // Position part of the FEN string
6808d7a1 352 getBaseFen() {
1c9f093d 353 let position = "";
6808d7a1 354 for (let i = 0; i < V.size.x; i++) {
1c9f093d 355 let emptyCount = 0;
6808d7a1
BA
356 for (let j = 0; j < V.size.y; j++) {
357 if (this.board[i][j] == V.EMPTY) emptyCount++;
358 else {
359 if (emptyCount > 0) {
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360 // Add empty squares in-between
361 position += emptyCount;
362 emptyCount = 0;
363 }
364 position += V.board2fen(this.board[i][j]);
365 }
366 }
6808d7a1 367 if (emptyCount > 0) {
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368 // "Flush remainder"
369 position += emptyCount;
370 }
6808d7a1 371 if (i < V.size.x - 1) position += "/"; //separate rows
1c9f093d
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372 }
373 return position;
374 }
375
6808d7a1 376 getTurnFen() {
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377 return this.turn;
378 }
379
380 // Flags part of the FEN string
6808d7a1 381 getFlagsFen() {
1c9f093d 382 let flags = "";
3a2a7b5f
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383 // Castling flags
384 for (let c of ["w", "b"])
385 flags += this.castleFlags[c].map(V.CoordToColumn).join("");
1c9f093d
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386 return flags;
387 }
388
389 // Enpassant part of the FEN string
6808d7a1 390 getEnpassantFen() {
1c9f093d 391 const L = this.epSquares.length;
6808d7a1
BA
392 if (!this.epSquares[L - 1]) return "-"; //no en-passant
393 return V.CoordsToSquare(this.epSquares[L - 1]);
1c9f093d
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394 }
395
396 // Turn position fen into double array ["wb","wp","bk",...]
6808d7a1 397 static GetBoard(position) {
1c9f093d
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398 const rows = position.split("/");
399 let board = ArrayFun.init(V.size.x, V.size.y, "");
6808d7a1 400 for (let i = 0; i < rows.length; i++) {
1c9f093d 401 let j = 0;
6808d7a1 402 for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++) {
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403 const character = rows[i][indexInRow];
404 const num = parseInt(character);
a13cbc0f 405 // If num is a number, just shift j:
6808d7a1 406 if (!isNaN(num)) j += num;
a13cbc0f 407 // Else: something at position i,j
6808d7a1 408 else board[i][j++] = V.fen2board(character);
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409 }
410 }
411 return board;
412 }
413
414 // Extract (relevant) flags from fen
6808d7a1 415 setFlags(fenflags) {
1c9f093d 416 // white a-castle, h-castle, black a-castle, h-castle
6808d7a1 417 this.castleFlags = { w: [true, true], b: [true, true] };
3a2a7b5f
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418 for (let i = 0; i < 4; i++) {
419 this.castleFlags[i < 2 ? "w" : "b"][i % 2] =
420 V.ColumnToCoord(fenflags.charAt(i));
421 }
1c9f093d
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422 }
423
424 //////////////////
425 // INITIALIZATION
426
37cdcbf3 427 // Fen string fully describes the game state
b627d118
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428 constructor(fen) {
429 if (!fen)
430 // In printDiagram() fen isn't supply because only getPpath() is used
431 // TODO: find a better solution!
432 return;
1c9f093d
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433 const fenParsed = V.ParseFen(fen);
434 this.board = V.GetBoard(fenParsed.position);
435 this.turn = fenParsed.turn[0]; //[0] to work with MarseilleRules
436 this.movesCount = parseInt(fenParsed.movesCount);
437 this.setOtherVariables(fen);
438 }
439
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440 // Scan board for kings positions
441 scanKings(fen) {
6808d7a1 442 this.INIT_COL_KING = { w: -1, b: -1 };
6808d7a1 443 this.kingPos = { w: [-1, -1], b: [-1, -1] }; //squares of white and black king
1c9f093d 444 const fenRows = V.ParseFen(fen).position.split("/");
90e814b6 445 const startRow = { 'w': V.size.x - 1, 'b': 0 };
6808d7a1 446 for (let i = 0; i < fenRows.length; i++) {
1c9f093d 447 let k = 0; //column index on board
6808d7a1
BA
448 for (let j = 0; j < fenRows[i].length; j++) {
449 switch (fenRows[i].charAt(j)) {
450 case "k":
451 this.kingPos["b"] = [i, k];
452 this.INIT_COL_KING["b"] = k;
1c9f093d 453 break;
6808d7a1
BA
454 case "K":
455 this.kingPos["w"] = [i, k];
456 this.INIT_COL_KING["w"] = k;
1c9f093d 457 break;
6808d7a1 458 default: {
1c9f093d 459 const num = parseInt(fenRows[i].charAt(j));
6808d7a1
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460 if (!isNaN(num)) k += num - 1;
461 }
1c9f093d
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462 }
463 k++;
464 }
465 }
466 }
467
468 // Some additional variables from FEN (variant dependant)
6808d7a1 469 setOtherVariables(fen) {
1c9f093d
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470 // Set flags and enpassant:
471 const parsedFen = V.ParseFen(fen);
6808d7a1
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472 if (V.HasFlags) this.setFlags(parsedFen.flags);
473 if (V.HasEnpassant) {
474 const epSq =
475 parsedFen.enpassant != "-"
9bd6786b 476 ? this.getEpSquare(parsedFen.enpassant)
6808d7a1
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477 : undefined;
478 this.epSquares = [epSq];
1c9f093d 479 }
3a2a7b5f
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480 // Search for kings positions:
481 this.scanKings(fen);
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482 }
483
484 /////////////////////
485 // GETTERS & SETTERS
486
6808d7a1
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487 static get size() {
488 return { x: 8, y: 8 };
1c9f093d
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489 }
490
0ba6420d 491 // Color of thing on square (i,j). 'undefined' if square is empty
6808d7a1 492 getColor(i, j) {
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493 return this.board[i][j].charAt(0);
494 }
495
496 // Piece type on square (i,j). 'undefined' if square is empty
6808d7a1 497 getPiece(i, j) {
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498 return this.board[i][j].charAt(1);
499 }
500
501 // Get opponent color
6808d7a1
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502 static GetOppCol(color) {
503 return color == "w" ? "b" : "w";
1c9f093d
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504 }
505
1c9f093d 506 // Pieces codes (for a clearer code)
6808d7a1
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507 static get PAWN() {
508 return "p";
509 }
510 static get ROOK() {
511 return "r";
512 }
513 static get KNIGHT() {
514 return "n";
515 }
516 static get BISHOP() {
517 return "b";
518 }
519 static get QUEEN() {
520 return "q";
521 }
522 static get KING() {
523 return "k";
524 }
1c9f093d
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525
526 // For FEN checking:
6808d7a1
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527 static get PIECES() {
528 return [V.PAWN, V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.KING];
1c9f093d
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529 }
530
531 // Empty square
6808d7a1
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532 static get EMPTY() {
533 return "";
534 }
1c9f093d
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535
536 // Some pieces movements
6808d7a1 537 static get steps() {
1c9f093d 538 return {
6808d7a1
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539 r: [
540 [-1, 0],
541 [1, 0],
542 [0, -1],
543 [0, 1]
544 ],
545 n: [
546 [-1, -2],
547 [-1, 2],
548 [1, -2],
549 [1, 2],
550 [-2, -1],
551 [-2, 1],
552 [2, -1],
553 [2, 1]
554 ],
555 b: [
556 [-1, -1],
557 [-1, 1],
558 [1, -1],
559 [1, 1]
560 ]
1c9f093d
BA
561 };
562 }
563
564 ////////////////////
565 // MOVES GENERATION
566
0ba6420d 567 // All possible moves from selected square
6808d7a1
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568 getPotentialMovesFrom([x, y]) {
569 switch (this.getPiece(x, y)) {
1c9f093d 570 case V.PAWN:
6808d7a1 571 return this.getPotentialPawnMoves([x, y]);
1c9f093d 572 case V.ROOK:
6808d7a1 573 return this.getPotentialRookMoves([x, y]);
1c9f093d 574 case V.KNIGHT:
6808d7a1 575 return this.getPotentialKnightMoves([x, y]);
1c9f093d 576 case V.BISHOP:
6808d7a1 577 return this.getPotentialBishopMoves([x, y]);
1c9f093d 578 case V.QUEEN:
6808d7a1 579 return this.getPotentialQueenMoves([x, y]);
1c9f093d 580 case V.KING:
6808d7a1 581 return this.getPotentialKingMoves([x, y]);
1c9f093d 582 }
6808d7a1 583 return []; //never reached
1c9f093d
BA
584 }
585
586 // Build a regular move from its initial and destination squares.
587 // tr: transformation
6808d7a1 588 getBasicMove([sx, sy], [ex, ey], tr) {
1c9f093d
BA
589 let mv = new Move({
590 appear: [
591 new PiPo({
592 x: ex,
593 y: ey,
6808d7a1
BA
594 c: tr ? tr.c : this.getColor(sx, sy),
595 p: tr ? tr.p : this.getPiece(sx, sy)
1c9f093d
BA
596 })
597 ],
598 vanish: [
599 new PiPo({
600 x: sx,
601 y: sy,
6808d7a1
BA
602 c: this.getColor(sx, sy),
603 p: this.getPiece(sx, sy)
1c9f093d
BA
604 })
605 ]
606 });
607
608 // The opponent piece disappears if we take it
6808d7a1 609 if (this.board[ex][ey] != V.EMPTY) {
1c9f093d
BA
610 mv.vanish.push(
611 new PiPo({
612 x: ex,
613 y: ey,
6808d7a1
BA
614 c: this.getColor(ex, ey),
615 p: this.getPiece(ex, ey)
1c9f093d
BA
616 })
617 );
618 }
1c5bfdf2 619
1c9f093d
BA
620 return mv;
621 }
622
623 // Generic method to find possible moves of non-pawn pieces:
624 // "sliding or jumping"
6808d7a1 625 getSlideNJumpMoves([x, y], steps, oneStep) {
1c9f093d 626 let moves = [];
6808d7a1 627 outerLoop: for (let step of steps) {
1c9f093d
BA
628 let i = x + step[0];
629 let j = y + step[1];
6808d7a1
BA
630 while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
631 moves.push(this.getBasicMove([x, y], [i, j]));
d1be8046 632 if (oneStep) continue outerLoop;
1c9f093d
BA
633 i += step[0];
634 j += step[1];
635 }
6808d7a1
BA
636 if (V.OnBoard(i, j) && this.canTake([x, y], [i, j]))
637 moves.push(this.getBasicMove([x, y], [i, j]));
1c9f093d
BA
638 }
639 return moves;
640 }
641
642 // What are the pawn moves from square x,y ?
6808d7a1 643 getPotentialPawnMoves([x, y]) {
1c9f093d
BA
644 const color = this.turn;
645 let moves = [];
6808d7a1
BA
646 const [sizeX, sizeY] = [V.size.x, V.size.y];
647 const shiftX = color == "w" ? -1 : 1;
648 const firstRank = color == "w" ? sizeX - 1 : 0;
649 const startRank = color == "w" ? sizeX - 2 : 1;
650 const lastRank = color == "w" ? 0 : sizeX - 1;
1c9f093d
BA
651
652 // NOTE: next condition is generally true (no pawn on last rank)
6808d7a1
BA
653 if (x + shiftX >= 0 && x + shiftX < sizeX) {
654 const finalPieces =
655 x + shiftX == lastRank
656 ? [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN]
657 : [V.PAWN];
6808d7a1 658 if (this.board[x + shiftX][y] == V.EMPTY) {
71ef1664 659 // One square forward
6808d7a1
BA
660 for (let piece of finalPieces) {
661 moves.push(
662 this.getBasicMove([x, y], [x + shiftX, y], {
e727fe31 663 c: color,
6808d7a1
BA
664 p: piece
665 })
666 );
1c9f093d
BA
667 }
668 // Next condition because pawns on 1st rank can generally jump
6808d7a1
BA
669 if (
670 [startRank, firstRank].includes(x) &&
671 this.board[x + 2 * shiftX][y] == V.EMPTY
672 ) {
1c9f093d 673 // Two squares jump
6808d7a1 674 moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
1c9f093d
BA
675 }
676 }
677 // Captures
6808d7a1
BA
678 for (let shiftY of [-1, 1]) {
679 if (
680 y + shiftY >= 0 &&
681 y + shiftY < sizeY &&
682 this.board[x + shiftX][y + shiftY] != V.EMPTY &&
683 this.canTake([x, y], [x + shiftX, y + shiftY])
684 ) {
685 for (let piece of finalPieces) {
686 moves.push(
687 this.getBasicMove([x, y], [x + shiftX, y + shiftY], {
e727fe31 688 c: color,
6808d7a1
BA
689 p: piece
690 })
691 );
1c9f093d
BA
692 }
693 }
694 }
695 }
696
6808d7a1 697 if (V.HasEnpassant) {
1c9f093d
BA
698 // En passant
699 const Lep = this.epSquares.length;
6808d7a1
BA
700 const epSquare = this.epSquares[Lep - 1]; //always at least one element
701 if (
702 !!epSquare &&
703 epSquare.x == x + shiftX &&
704 Math.abs(epSquare.y - y) == 1
705 ) {
706 let enpassantMove = this.getBasicMove([x, y], [epSquare.x, epSquare.y]);
1c9f093d
BA
707 enpassantMove.vanish.push({
708 x: x,
709 y: epSquare.y,
6808d7a1
BA
710 p: "p",
711 c: this.getColor(x, epSquare.y)
1c9f093d
BA
712 });
713 moves.push(enpassantMove);
714 }
715 }
716
717 return moves;
718 }
719
720 // What are the rook moves from square x,y ?
6808d7a1 721 getPotentialRookMoves(sq) {
1c9f093d
BA
722 return this.getSlideNJumpMoves(sq, V.steps[V.ROOK]);
723 }
724
725 // What are the knight moves from square x,y ?
6808d7a1 726 getPotentialKnightMoves(sq) {
1c9f093d
BA
727 return this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep");
728 }
729
730 // What are the bishop moves from square x,y ?
6808d7a1 731 getPotentialBishopMoves(sq) {
1c9f093d
BA
732 return this.getSlideNJumpMoves(sq, V.steps[V.BISHOP]);
733 }
734
735 // What are the queen moves from square x,y ?
6808d7a1
BA
736 getPotentialQueenMoves(sq) {
737 return this.getSlideNJumpMoves(
738 sq,
739 V.steps[V.ROOK].concat(V.steps[V.BISHOP])
740 );
1c9f093d
BA
741 }
742
743 // What are the king moves from square x,y ?
6808d7a1 744 getPotentialKingMoves(sq) {
1c9f093d 745 // Initialize with normal moves
3a2a7b5f 746 const moves = this.getSlideNJumpMoves(
6808d7a1
BA
747 sq,
748 V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
749 "oneStep"
750 );
1c9f093d
BA
751 return moves.concat(this.getCastleMoves(sq));
752 }
753
6808d7a1
BA
754 getCastleMoves([x, y]) {
755 const c = this.getColor(x, y);
756 if (x != (c == "w" ? V.size.x - 1 : 0) || y != this.INIT_COL_KING[c])
1c9f093d
BA
757 return []; //x isn't first rank, or king has moved (shortcut)
758
759 // Castling ?
760 const oppCol = V.GetOppCol(c);
761 let moves = [];
762 let i = 0;
9bd6786b 763 // King, then rook:
6808d7a1
BA
764 const finalSquares = [
765 [2, 3],
766 [V.size.y - 2, V.size.y - 3]
9bd6786b 767 ];
6808d7a1
BA
768 castlingCheck: for (
769 let castleSide = 0;
770 castleSide < 2;
771 castleSide++ //large, then small
772 ) {
3a2a7b5f 773 if (this.castleFlags[c][castleSide] >= V.size.y) continue;
1c9f093d
BA
774 // If this code is reached, rooks and king are on initial position
775
2beba6db
BA
776 // Nothing on the path of the king ? (and no checks)
777 const finDist = finalSquares[castleSide][0] - y;
778 let step = finDist / Math.max(1, Math.abs(finDist));
779 i = y;
6808d7a1
BA
780 do {
781 if (
782 this.isAttacked([x, i], [oppCol]) ||
783 (this.board[x][i] != V.EMPTY &&
784 // NOTE: next check is enough, because of chessboard constraints
785 (this.getColor(x, i) != c ||
786 ![V.KING, V.ROOK].includes(this.getPiece(x, i))))
787 ) {
1c9f093d
BA
788 continue castlingCheck;
789 }
2beba6db 790 i += step;
6808d7a1 791 } while (i != finalSquares[castleSide][0]);
1c9f093d
BA
792
793 // Nothing on the path to the rook?
6808d7a1 794 step = castleSide == 0 ? -1 : 1;
3a2a7b5f
BA
795 const rookPos = this.castleFlags[c][castleSide];
796 for (i = y + step; i != rookPos; i += step) {
6808d7a1 797 if (this.board[x][i] != V.EMPTY) continue castlingCheck;
1c9f093d 798 }
1c9f093d
BA
799
800 // Nothing on final squares, except maybe king and castling rook?
6808d7a1
BA
801 for (i = 0; i < 2; i++) {
802 if (
803 this.board[x][finalSquares[castleSide][i]] != V.EMPTY &&
804 this.getPiece(x, finalSquares[castleSide][i]) != V.KING &&
805 finalSquares[castleSide][i] != rookPos
806 ) {
1c9f093d
BA
807 continue castlingCheck;
808 }
809 }
810
811 // If this code is reached, castle is valid
6808d7a1
BA
812 moves.push(
813 new Move({
814 appear: [
815 new PiPo({ x: x, y: finalSquares[castleSide][0], p: V.KING, c: c }),
816 new PiPo({ x: x, y: finalSquares[castleSide][1], p: V.ROOK, c: c })
817 ],
818 vanish: [
819 new PiPo({ x: x, y: y, p: V.KING, c: c }),
820 new PiPo({ x: x, y: rookPos, p: V.ROOK, c: c })
821 ],
822 end:
823 Math.abs(y - rookPos) <= 2
824 ? { x: x, y: rookPos }
825 : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) }
826 })
827 );
1c9f093d
BA
828 }
829
830 return moves;
831 }
832
833 ////////////////////
834 // MOVES VALIDATION
835
836 // For the interface: possible moves for the current turn from square sq
6808d7a1
BA
837 getPossibleMovesFrom(sq) {
838 return this.filterValid(this.getPotentialMovesFrom(sq));
1c9f093d
BA
839 }
840
841 // TODO: promotions (into R,B,N,Q) should be filtered only once
6808d7a1
BA
842 filterValid(moves) {
843 if (moves.length == 0) return [];
1c9f093d
BA
844 const color = this.turn;
845 return moves.filter(m => {
846 this.play(m);
847 const res = !this.underCheck(color);
848 this.undo(m);
849 return res;
850 });
851 }
852
853 // Search for all valid moves considering current turn
854 // (for engine and game end)
6808d7a1 855 getAllValidMoves() {
1c9f093d 856 const color = this.turn;
1c9f093d 857 let potentialMoves = [];
6808d7a1
BA
858 for (let i = 0; i < V.size.x; i++) {
859 for (let j = 0; j < V.size.y; j++) {
d1be8046 860 if (this.getColor(i, j) == color) {
6808d7a1
BA
861 Array.prototype.push.apply(
862 potentialMoves,
863 this.getPotentialMovesFrom([i, j])
864 );
1c9f093d
BA
865 }
866 }
867 }
868 return this.filterValid(potentialMoves);
869 }
870
871 // Stop at the first move found
6808d7a1 872 atLeastOneMove() {
1c9f093d 873 const color = this.turn;
6808d7a1
BA
874 for (let i = 0; i < V.size.x; i++) {
875 for (let j = 0; j < V.size.y; j++) {
d1be8046 876 if (this.getColor(i, j) == color) {
6808d7a1
BA
877 const moves = this.getPotentialMovesFrom([i, j]);
878 if (moves.length > 0) {
879 for (let k = 0; k < moves.length; k++) {
880 if (this.filterValid([moves[k]]).length > 0) return true;
1c9f093d
BA
881 }
882 }
883 }
884 }
885 }
886 return false;
887 }
888
889 // Check if pieces of color in 'colors' are attacking (king) on square x,y
6808d7a1
BA
890 isAttacked(sq, colors) {
891 return (
892 this.isAttackedByPawn(sq, colors) ||
893 this.isAttackedByRook(sq, colors) ||
894 this.isAttackedByKnight(sq, colors) ||
895 this.isAttackedByBishop(sq, colors) ||
896 this.isAttackedByQueen(sq, colors) ||
897 this.isAttackedByKing(sq, colors)
898 );
1c9f093d
BA
899 }
900
d1be8046
BA
901 // Generic method for non-pawn pieces ("sliding or jumping"):
902 // is x,y attacked by a piece of color in array 'colors' ?
903 isAttackedBySlideNJump([x, y], colors, piece, steps, oneStep) {
904 for (let step of steps) {
905 let rx = x + step[0],
906 ry = y + step[1];
907 while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) {
908 rx += step[0];
909 ry += step[1];
910 }
911 if (
912 V.OnBoard(rx, ry) &&
913 this.getPiece(rx, ry) === piece &&
914 colors.includes(this.getColor(rx, ry))
915 ) {
916 return true;
917 }
918 }
919 return false;
920 }
921
1c9f093d 922 // Is square x,y attacked by 'colors' pawns ?
6808d7a1
BA
923 isAttackedByPawn([x, y], colors) {
924 for (let c of colors) {
d1be8046 925 const pawnShift = c == "w" ? 1 : -1;
6808d7a1
BA
926 if (x + pawnShift >= 0 && x + pawnShift < V.size.x) {
927 for (let i of [-1, 1]) {
928 if (
929 y + i >= 0 &&
930 y + i < V.size.y &&
931 this.getPiece(x + pawnShift, y + i) == V.PAWN &&
932 this.getColor(x + pawnShift, y + i) == c
933 ) {
1c9f093d
BA
934 return true;
935 }
936 }
937 }
938 }
939 return false;
940 }
941
942 // Is square x,y attacked by 'colors' rooks ?
6808d7a1 943 isAttackedByRook(sq, colors) {
1c9f093d
BA
944 return this.isAttackedBySlideNJump(sq, colors, V.ROOK, V.steps[V.ROOK]);
945 }
946
947 // Is square x,y attacked by 'colors' knights ?
6808d7a1
BA
948 isAttackedByKnight(sq, colors) {
949 return this.isAttackedBySlideNJump(
950 sq,
951 colors,
952 V.KNIGHT,
953 V.steps[V.KNIGHT],
954 "oneStep"
955 );
1c9f093d
BA
956 }
957
958 // Is square x,y attacked by 'colors' bishops ?
6808d7a1 959 isAttackedByBishop(sq, colors) {
1c9f093d
BA
960 return this.isAttackedBySlideNJump(sq, colors, V.BISHOP, V.steps[V.BISHOP]);
961 }
962
963 // Is square x,y attacked by 'colors' queens ?
6808d7a1
BA
964 isAttackedByQueen(sq, colors) {
965 return this.isAttackedBySlideNJump(
966 sq,
967 colors,
968 V.QUEEN,
969 V.steps[V.ROOK].concat(V.steps[V.BISHOP])
970 );
1c9f093d
BA
971 }
972
973 // Is square x,y attacked by 'colors' king(s) ?
6808d7a1
BA
974 isAttackedByKing(sq, colors) {
975 return this.isAttackedBySlideNJump(
976 sq,
977 colors,
978 V.KING,
979 V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
980 "oneStep"
981 );
1c9f093d
BA
982 }
983
1c9f093d 984 // Is color under check after his move ?
6808d7a1 985 underCheck(color) {
1c9f093d
BA
986 return this.isAttacked(this.kingPos[color], [V.GetOppCol(color)]);
987 }
988
989 /////////////////
990 // MOVES PLAYING
991
992 // Apply a move on board
6808d7a1
BA
993 static PlayOnBoard(board, move) {
994 for (let psq of move.vanish) board[psq.x][psq.y] = V.EMPTY;
995 for (let psq of move.appear) board[psq.x][psq.y] = psq.c + psq.p;
1c9f093d
BA
996 }
997 // Un-apply the played move
6808d7a1
BA
998 static UndoOnBoard(board, move) {
999 for (let psq of move.appear) board[psq.x][psq.y] = V.EMPTY;
1000 for (let psq of move.vanish) board[psq.x][psq.y] = psq.c + psq.p;
1c9f093d
BA
1001 }
1002
3a2a7b5f
BA
1003 prePlay() {}
1004
1005 play(move) {
1006 // DEBUG:
1007// if (!this.states) this.states = [];
1008// const stateFen = this.getBaseFen() + this.getTurnFen();// + this.getFlagsFen();
1009// this.states.push(stateFen);
1010
1011 this.prePlay(move);
1012 if (V.HasFlags) move.flags = JSON.stringify(this.aggregateFlags()); //save flags (for undo)
1013 if (V.HasEnpassant) this.epSquares.push(this.getEpSquare(move));
1014 V.PlayOnBoard(this.board, move);
1015 this.turn = V.GetOppCol(this.turn);
1016 this.movesCount++;
1017 this.postPlay(move);
1018 }
1019
1c9f093d 1020 // After move is played, update variables + flags
3a2a7b5f
BA
1021 postPlay(move) {
1022 const c = V.GetOppCol(this.turn);
1c9f093d 1023 let piece = undefined;
3a2a7b5f 1024 if (move.vanish.length >= 1)
1c9f093d
BA
1025 // Usual case, something is moved
1026 piece = move.vanish[0].p;
3a2a7b5f 1027 else
1c9f093d
BA
1028 // Crazyhouse-like variants
1029 piece = move.appear[0].p;
6808d7a1 1030 const firstRank = c == "w" ? V.size.x - 1 : 0;
1c9f093d
BA
1031
1032 // Update king position + flags
6808d7a1 1033 if (piece == V.KING && move.appear.length > 0) {
1c9f093d
BA
1034 this.kingPos[c][0] = move.appear[0].x;
1035 this.kingPos[c][1] = move.appear[0].y;
3a2a7b5f 1036 if (V.HasCastle) this.castleFlags[c] = [V.size.y, V.size.y];
1c9f093d
BA
1037 return;
1038 }
3a2a7b5f 1039 if (V.HasCastle) {
1c9f093d
BA
1040 // Update castling flags if rooks are moved
1041 const oppCol = V.GetOppCol(c);
6808d7a1
BA
1042 const oppFirstRank = V.size.x - 1 - firstRank;
1043 if (
1044 move.start.x == firstRank && //our rook moves?
3a2a7b5f 1045 this.castleFlags[c].includes(move.start.y)
6808d7a1 1046 ) {
3a2a7b5f
BA
1047 const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1);
1048 this.castleFlags[c][flagIdx] = V.size.y;
6808d7a1
BA
1049 } else if (
1050 move.end.x == oppFirstRank && //we took opponent rook?
3a2a7b5f 1051 this.castleFlags[oppCol].includes(move.end.y)
6808d7a1 1052 ) {
3a2a7b5f
BA
1053 const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1);
1054 this.castleFlags[oppCol][flagIdx] = V.size.y;
1c9f093d
BA
1055 }
1056 }
1057 }
1058
3a2a7b5f 1059 preUndo() {}
1c9f093d 1060
6808d7a1 1061 undo(move) {
3a2a7b5f 1062 this.preUndo(move);
6808d7a1
BA
1063 if (V.HasEnpassant) this.epSquares.pop();
1064 if (V.HasFlags) this.disaggregateFlags(JSON.parse(move.flags));
1c9f093d
BA
1065 V.UndoOnBoard(this.board, move);
1066 this.turn = V.GetOppCol(this.turn);
1067 this.movesCount--;
3a2a7b5f 1068 this.postUndo(move);
1c9f093d
BA
1069
1070 // DEBUG:
6b7b2cf7 1071// const stateFen = this.getBaseFen() + this.getTurnFen();// + this.getFlagsFen();
9bd6786b
BA
1072// if (stateFen != this.states[this.states.length-1]) debugger;
1073// this.states.pop();
1c9f093d
BA
1074 }
1075
3a2a7b5f
BA
1076 // After move is undo-ed *and flags resetted*, un-update other variables
1077 // TODO: more symmetry, by storing flags increment in move (?!)
1078 postUndo(move) {
1079 // (Potentially) Reset king position
1080 const c = this.getColor(move.start.x, move.start.y);
1081 if (this.getPiece(move.start.x, move.start.y) == V.KING)
1082 this.kingPos[c] = [move.start.x, move.start.y];
1083 }
1084
1c9f093d
BA
1085 ///////////////
1086 // END OF GAME
1087
1088 // What is the score ? (Interesting if game is over)
6808d7a1
BA
1089 getCurrentScore() {
1090 if (this.atLeastOneMove())
1c9f093d
BA
1091 return "*";
1092
1093 // Game over
1094 const color = this.turn;
1095 // No valid move: stalemate or checkmate?
1096 if (!this.isAttacked(this.kingPos[color], [V.GetOppCol(color)]))
1097 return "1/2";
1098 // OK, checkmate
6808d7a1 1099 return color == "w" ? "0-1" : "1-0";
1c9f093d
BA
1100 }
1101
1102 ///////////////
1103 // ENGINE PLAY
1104
1105 // Pieces values
6808d7a1 1106 static get VALUES() {
1c9f093d 1107 return {
6808d7a1
BA
1108 p: 1,
1109 r: 5,
1110 n: 3,
1111 b: 3,
1112 q: 9,
1113 k: 1000
1c9f093d
BA
1114 };
1115 }
1116
1117 // "Checkmate" (unreachable eval)
6808d7a1
BA
1118 static get INFINITY() {
1119 return 9999;
1120 }
1c9f093d
BA
1121
1122 // At this value or above, the game is over
6808d7a1
BA
1123 static get THRESHOLD_MATE() {
1124 return V.INFINITY;
1125 }
1c9f093d
BA
1126
1127 // Search depth: 2 for high branching factor, 4 for small (Loser chess, eg.)
6808d7a1
BA
1128 static get SEARCH_DEPTH() {
1129 return 3;
1130 }
1c9f093d 1131
6808d7a1 1132 getComputerMove() {
1c9f093d
BA
1133 const maxeval = V.INFINITY;
1134 const color = this.turn;
a97bdbda 1135 let moves1 = this.getAllValidMoves();
c322a844 1136
6808d7a1 1137 if (moves1.length == 0)
e71161fb 1138 // TODO: this situation should not happen
41cb9b94 1139 return null;
1c9f093d 1140
b83a675a 1141 // Rank moves using a min-max at depth 2 (if search_depth >= 2!)
6808d7a1 1142 for (let i = 0; i < moves1.length; i++) {
afbf3ca7
BA
1143 this.play(moves1[i]);
1144 const score1 = this.getCurrentScore();
1145 if (score1 != "*") {
1146 moves1[i].eval =
1147 score1 == "1/2"
1148 ? 0
1149 : (score1 == "1-0" ? 1 : -1) * maxeval;
1150 }
1151 if (V.SEARCH_DEPTH == 1 || score1 != "*") {
1152 if (!moves1[i].eval) moves1[i].eval = this.evalPosition();
1153 this.undo(moves1[i]);
b83a675a
BA
1154 continue;
1155 }
1c9f093d 1156 // Initial self evaluation is very low: "I'm checkmated"
6808d7a1 1157 moves1[i].eval = (color == "w" ? -1 : 1) * maxeval;
afbf3ca7
BA
1158 // Initial enemy evaluation is very low too, for him
1159 let eval2 = (color == "w" ? 1 : -1) * maxeval;
1160 // Second half-move:
1161 let moves2 = this.getAllValidMoves();
1162 for (let j = 0; j < moves2.length; j++) {
1163 this.play(moves2[j]);
1164 const score2 = this.getCurrentScore();
1165 let evalPos = 0; //1/2 value
1166 switch (score2) {
1167 case "*":
1168 evalPos = this.evalPosition();
1169 break;
1170 case "1-0":
1171 evalPos = maxeval;
1172 break;
1173 case "0-1":
1174 evalPos = -maxeval;
1175 break;
1c9f093d 1176 }
afbf3ca7
BA
1177 if (
1178 (color == "w" && evalPos < eval2) ||
1179 (color == "b" && evalPos > eval2)
1180 ) {
1181 eval2 = evalPos;
1182 }
1183 this.undo(moves2[j]);
1184 }
6808d7a1
BA
1185 if (
1186 (color == "w" && eval2 > moves1[i].eval) ||
1187 (color == "b" && eval2 < moves1[i].eval)
1188 ) {
1c9f093d
BA
1189 moves1[i].eval = eval2;
1190 }
1191 this.undo(moves1[i]);
1192 }
6808d7a1
BA
1193 moves1.sort((a, b) => {
1194 return (color == "w" ? 1 : -1) * (b.eval - a.eval);
1195 });
a97bdbda 1196// console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; }));
1c9f093d 1197
1c9f093d 1198 // Skip depth 3+ if we found a checkmate (or if we are checkmated in 1...)
6808d7a1 1199 if (V.SEARCH_DEPTH >= 3 && Math.abs(moves1[0].eval) < V.THRESHOLD_MATE) {
6808d7a1 1200 for (let i = 0; i < moves1.length; i++) {
1c9f093d
BA
1201 this.play(moves1[i]);
1202 // 0.1 * oldEval : heuristic to avoid some bad moves (not all...)
6808d7a1
BA
1203 moves1[i].eval =
1204 0.1 * moves1[i].eval +
1205 this.alphabeta(V.SEARCH_DEPTH - 1, -maxeval, maxeval);
1c9f093d
BA
1206 this.undo(moves1[i]);
1207 }
6808d7a1
BA
1208 moves1.sort((a, b) => {
1209 return (color == "w" ? 1 : -1) * (b.eval - a.eval);
1210 });
b83a675a 1211 }
1c9f093d 1212
b83a675a 1213 let candidates = [0];
6808d7a1 1214 for (let j = 1; j < moves1.length && moves1[j].eval == moves1[0].eval; j++)
1c9f093d 1215 candidates.push(j);
656b1878 1216 return moves1[candidates[randInt(candidates.length)]];
1c9f093d
BA
1217 }
1218
6808d7a1 1219 alphabeta(depth, alpha, beta) {
1c9f093d
BA
1220 const maxeval = V.INFINITY;
1221 const color = this.turn;
1222 const score = this.getCurrentScore();
1223 if (score != "*")
6808d7a1
BA
1224 return score == "1/2" ? 0 : (score == "1-0" ? 1 : -1) * maxeval;
1225 if (depth == 0) return this.evalPosition();
a97bdbda 1226 const moves = this.getAllValidMoves();
6808d7a1
BA
1227 let v = color == "w" ? -maxeval : maxeval;
1228 if (color == "w") {
1229 for (let i = 0; i < moves.length; i++) {
1c9f093d 1230 this.play(moves[i]);
6808d7a1 1231 v = Math.max(v, this.alphabeta(depth - 1, alpha, beta));
1c9f093d
BA
1232 this.undo(moves[i]);
1233 alpha = Math.max(alpha, v);
6808d7a1 1234 if (alpha >= beta) break; //beta cutoff
1c9f093d 1235 }
1c5bfdf2 1236 }
6808d7a1 1237 else {
1c5bfdf2 1238 // color=="b"
6808d7a1 1239 for (let i = 0; i < moves.length; i++) {
1c9f093d 1240 this.play(moves[i]);
6808d7a1 1241 v = Math.min(v, this.alphabeta(depth - 1, alpha, beta));
1c9f093d
BA
1242 this.undo(moves[i]);
1243 beta = Math.min(beta, v);
6808d7a1 1244 if (alpha >= beta) break; //alpha cutoff
1c9f093d
BA
1245 }
1246 }
1247 return v;
1248 }
1249
6808d7a1 1250 evalPosition() {
1c9f093d
BA
1251 let evaluation = 0;
1252 // Just count material for now
6808d7a1
BA
1253 for (let i = 0; i < V.size.x; i++) {
1254 for (let j = 0; j < V.size.y; j++) {
1255 if (this.board[i][j] != V.EMPTY) {
1256 const sign = this.getColor(i, j) == "w" ? 1 : -1;
1257 evaluation += sign * V.VALUES[this.getPiece(i, j)];
1c9f093d
BA
1258 }
1259 }
1260 }
1261 return evaluation;
1262 }
1263
1264 /////////////////////////
1265 // MOVES + GAME NOTATION
1266 /////////////////////////
1267
1268 // Context: just before move is played, turn hasn't changed
1269 // TODO: un-ambiguous notation (switch on piece type, check directions...)
6808d7a1
BA
1270 getNotation(move) {
1271 if (move.appear.length == 2 && move.appear[0].p == V.KING)
1cd3e362 1272 // Castle
6808d7a1 1273 return move.end.y < move.start.y ? "0-0-0" : "0-0";
1c9f093d
BA
1274
1275 // Translate final square
1276 const finalSquare = V.CoordsToSquare(move.end);
1277
1278 const piece = this.getPiece(move.start.x, move.start.y);
6808d7a1 1279 if (piece == V.PAWN) {
1c9f093d
BA
1280 // Pawn move
1281 let notation = "";
6808d7a1 1282 if (move.vanish.length > move.appear.length) {
1c9f093d
BA
1283 // Capture
1284 const startColumn = V.CoordToColumn(move.start.y);
1285 notation = startColumn + "x" + finalSquare;
78d64531 1286 }
6808d7a1
BA
1287 else notation = finalSquare;
1288 if (move.appear.length > 0 && move.appear[0].p != V.PAWN)
78d64531 1289 // Promotion
1c9f093d
BA
1290 notation += "=" + move.appear[0].p.toUpperCase();
1291 return notation;
1292 }
6808d7a1
BA
1293 // Piece movement
1294 return (
1295 piece.toUpperCase() +
1296 (move.vanish.length > move.appear.length ? "x" : "") +
1297 finalSquare
1298 );
1299 }
1300};