Fix Dynamo rules: don't move twice opponent pieces
[vchess.git] / client / src / variants / Dynamo.js
CommitLineData
b866a62a 1import { ChessRules, Move, PiPo } from "@/base_rules";
ad1e629e 2import { randInt } from "@/utils/alea";
b866a62a 3
0d5335de 4export class DynamoRules extends ChessRules {
7ddfec38 5 // TODO: later, allow to push out pawns on a and h files
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6 static get HasEnpassant() {
7 return false;
8 }
9
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10 canIplay(side, [x, y]) {
11 // Sometimes opponent's pieces can be moved directly
e78633db 12 return this.turn == side;
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13 }
14
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15 setOtherVariables(fen) {
16 super.setOtherVariables(fen);
17 this.subTurn = 1;
18 // Local stack of "action moves"
19 this.amoves = [];
20 const amove = V.ParseFen(fen).amove;
93ce6119 21 if (amove != "-") {
61656127 22 const amoveParts = amove.split("/");
ad1e629e 23 let move = {
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24 // No need for start & end
25 appear: [],
26 vanish: []
27 };
28 [0, 1].map(i => {
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29 if (amoveParts[i] != "-") {
30 amoveParts[i].split(".").forEach(av => {
31 // Format is "bpe3"
32 const xy = V.SquareToCoords(av.substr(2));
33 move[i == 0 ? "appear" : "vanish"].push(
34 new PiPo({
35 x: xy.x,
36 y: xy.y,
37 c: av[0],
38 p: av[1]
39 })
40 );
41 });
42 }
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43 });
44 this.amoves.push(move);
c7550017 45 }
7b53b5a7 46 this.subTurn = 1;
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47 // Stack "first moves" (on subTurn 1) to merge and check opposite moves
48 this.firstMove = [];
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49 }
50
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51 static ParseFen(fen) {
52 return Object.assign(
53 ChessRules.ParseFen(fen),
93ce6119 54 { amove: fen.split(" ")[4] }
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55 );
56 }
57
58 static IsGoodFen(fen) {
59 if (!ChessRules.IsGoodFen(fen)) return false;
60 const fenParts = fen.split(" ");
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61 if (fenParts.length != 5) return false;
62 if (fenParts[4] != "-") {
63 // TODO: a single regexp instead.
64 // Format is [bpa2[.wpd3]] || '-'/[bbc3[.wrd5]] || '-'
65 const amoveParts = fenParts[4].split("/");
66 if (amoveParts.length != 2) return false;
67 for (let part of amoveParts) {
68 if (part != "-") {
69 for (let psq of part.split("."))
70 if (!psq.match(/^[a-r]{3}[1-8]$/)) return false;
71 }
72 }
73 }
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74 return true;
75 }
76
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77 getFen() {
78 return super.getFen() + " " + this.getAmoveFen();
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79 }
80
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81 getFenForRepeat() {
82 return super.getFenForRepeat() + "_" + this.getAmoveFen();
83 }
84
85 getAmoveFen() {
86 const L = this.amoves.length;
7b53b5a7 87 if (L == 0) return "-";
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88 return (
89 ["appear","vanish"].map(
90 mpart => {
156986e6 91 if (this.amoves[L-1][mpart].length == 0) return "-";
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92 return (
93 this.amoves[L-1][mpart].map(
94 av => {
95 const square = V.CoordsToSquare({ x: av.x, y: av.y });
96 return av.c + av.p + square;
97 }
98 ).join(".")
99 );
100 }
101 ).join("/")
102 );
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103 }
104
105 canTake() {
106 // Captures don't occur (only pulls & pushes)
107 return false;
108 }
109
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110 // Step is right, just add (push/pull) moves in this direction
111 // Direction is assumed normalized.
112 getMovesInDirection([x, y], [dx, dy], nbSteps) {
113 nbSteps = nbSteps || 8; //max 8 steps anyway
114 let [i, j] = [x + dx, y + dy];
61656127 115 let moves = [];
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116 const color = this.getColor(x, y);
117 const piece = this.getPiece(x, y);
118 const lastRank = (color == 'w' ? 0 : 7);
7b53b5a7 119 let counter = 1;
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120 while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
121 if (i == lastRank && piece == V.PAWN) {
122 // Promotion by push or pull
123 V.PawnSpecs.promotions.forEach(p => {
124 let move = super.getBasicMove([x, y], [i, j], { c: color, p: p });
125 moves.push(move);
126 });
127 }
128 else moves.push(super.getBasicMove([x, y], [i, j]));
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129 if (++counter > nbSteps) break;
130 i += dx;
131 j += dy;
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132 }
133 if (!V.OnBoard(i, j) && piece != V.KING) {
134 // Add special "exit" move, by "taking king"
135 moves.push(
136 new Move({
137 start: { x: x, y: y },
7b53b5a7 138 end: { x: this.kingPos[color][0], y: this.kingPos[color][1] },
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139 appear: [],
140 vanish: [{ x: x, y: y, c: color, p: piece }]
141 })
142 );
143 }
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144 return moves;
145 }
146
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147 // Normalize direction to know the step
148 getNormalizedDirection([dx, dy]) {
149 const absDir = [Math.abs(dx), Math.abs(dy)];
150 let divisor = 0;
151 if (absDir[0] != 0 && absDir[1] != 0 && absDir[0] != absDir[1])
152 // Knight
153 divisor = Math.min(absDir[0], absDir[1]);
154 else
155 // Standard slider (or maybe a pawn or king: same)
156 divisor = Math.max(absDir[0], absDir[1]);
157 return [dx / divisor, dy / divisor];
158 }
159
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160 // There was something on x2,y2, maybe our color, pushed/pulled.
161 // Also, the pushed/pulled piece must exit the board.
162 isAprioriValidExit([x1, y1], [x2, y2], color2) {
b2655276 163 const color1 = this.getColor(x1, y1);
b2655276 164 const pawnShift = (color1 == 'w' ? -1 : 1);
ad1e629e 165 const lastRank = (color1 == 'w' ? 0 : 7);
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166 const deltaX = Math.abs(x1 - x2);
167 const deltaY = Math.abs(y1 - y2);
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168 const checkSlider = () => {
169 const dir = this.getNormalizedDirection([x2 - x1, y2 - y1]);
170 let [i, j] = [x1 + dir[0], y1 + dir[1]];
171 while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
172 i += dir[0];
173 j += dir[1];
174 }
175 return !V.OnBoard(i, j);
176 };
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177 switch (this.getPiece(x1, y1)) {
178 case V.PAWN:
179 return (
ad1e629e 180 x1 + pawnShift == x2 &&
b2655276 181 (
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182 (color1 == color2 && x2 == lastRank && y1 == y2) ||
183 (color1 != color2 && deltaY == 1 && !V.OnBoard(x2, 2 * y2 - y1))
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184 )
185 );
186 case V.ROOK:
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187 if (x1 != x2 && y1 != y2) return false;
188 return checkSlider();
189 case V.KNIGHT:
190 return (
191 deltaX + deltaY == 3 &&
192 (deltaX == 1 || deltaY == 1) &&
193 !V.OnBoard(2 * x2 - x1, 2 * y2 - y1)
194 );
b2655276 195 case V.BISHOP:
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196 if (deltaX != deltaY) return false;
197 return checkSlider();
b2655276 198 case V.QUEEN:
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199 if (deltaX != 0 && deltaY != 0 && deltaX != deltaY) return false;
200 return checkSlider();
201 case V.KING:
b2655276 202 return (
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203 deltaX <= 1 &&
204 deltaY <= 1 &&
205 !V.OnBoard(2 * x2 - x1, 2 * y2 - y1)
b2655276 206 );
93ce6119 207 }
b2655276 208 return false;
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209 }
210
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211 isAprioriValidVertical([x1, y1], x2) {
212 const piece = this.getPiece(x1, y1);
213 const deltaX = Math.abs(x1 - x2);
214 const startRank = (this.getColor(x1, y1) == 'w' ? 6 : 1);
215 return (
216 [V.QUEEN, V.ROOK].includes(piece) ||
217 (
218 [V.KING, V.PAWN].includes(piece) &&
219 (
220 deltaX == 1 ||
221 (deltaX == 2 && piece == V.PAWN && x1 == startRank)
222 )
223 )
224 );
225 }
226
93ce6119 227 // NOTE: for pushes, play the pushed piece first.
61656127 228 // for pulls: play the piece doing the action first
b2655276 229 // NOTE: to push a piece out of the board, make it slide until its king
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230 getPotentialMovesFrom([x, y]) {
231 const color = this.turn;
81e74ee5 232 const sqCol = this.getColor(x, y);
93ce6119 233 if (this.subTurn == 1) {
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234 const getMoveHash = (m) => {
235 return V.CoordsToSquare(m.start) + V.CoordsToSquare(m.end);
236 };
237 const addMoves = (dir, nbSteps) => {
238 const newMoves =
239 this.getMovesInDirection([x, y], [-dir[0], -dir[1]], nbSteps)
240 .filter(m => !movesHash[getMoveHash(m)]);
7b53b5a7 241 newMoves.forEach(m => { movesHash[getMoveHash(m)] = true; });
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242 Array.prototype.push.apply(moves, newMoves);
243 };
8c267d0c 244 // Free to play any move (if piece of my color):
cfceecba 245 let moves =
81e74ee5 246 sqCol == color
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247 ? super.getPotentialMovesFrom([x, y])
248 : [];
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249 // There may be several suicide moves: keep only one
250 let hasExit = false;
251 moves = moves.filter(m => {
252 const suicide = (m.appear.length == 0);
253 if (suicide) {
254 if (hasExit) return false;
255 hasExit = true;
256 }
257 return true;
258 });
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259 const pawnShift = (color == 'w' ? -1 : 1);
260 const pawnStartRank = (color == 'w' ? 6 : 1);
7b53b5a7
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261 // Structure to avoid adding moves twice (can be action & move)
262 let movesHash = {};
263 moves.forEach(m => { movesHash[getMoveHash(m)] = true; });
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264 // [x, y] is pushed by 'color'
265 for (let step of V.steps[V.KNIGHT]) {
266 const [i, j] = [x + step[0], y + step[1]];
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BA
267 if (
268 V.OnBoard(i, j) &&
269 this.board[i][j] != V.EMPTY &&
270 this.getColor(i, j) == color &&
271 this.getPiece(i, j) == V.KNIGHT
272 ) {
273 addMoves(step, 1);
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274 }
275 }
7b53b5a7 276 for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) {
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277 let [i, j] = [x + step[0], y + step[1]];
278 while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
279 i += step[0];
280 j += step[1];
281 }
282 if (
283 V.OnBoard(i, j) &&
284 this.board[i][j] != V.EMPTY &&
285 this.getColor(i, j) == color
286 ) {
287 const deltaX = Math.abs(i - x);
288 const deltaY = Math.abs(j - y);
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289 switch (this.getPiece(i, j)) {
290 case V.PAWN:
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291 if (
292 (x - i) / deltaX == pawnShift &&
293 deltaX <= 2 &&
294 deltaY <= 1
295 ) {
81e74ee5 296 if (sqCol == color && deltaY == 0) {
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297 // Pushed forward
298 const maxSteps = (i == pawnStartRank && deltaX == 1 ? 2 : 1);
299 addMoves(step, maxSteps);
300 }
81e74ee5 301 else if (sqCol != color && deltaY == 1 && deltaX == 1)
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302 // Pushed diagonally
303 addMoves(step, 1);
304 }
305 break;
306 case V.ROOK:
307 if (deltaX == 0 || deltaY == 0) addMoves(step);
308 break;
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309 case V.BISHOP:
310 if (deltaX == deltaY) addMoves(step);
311 break;
312 case V.QUEEN:
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313 // All steps are valid for a queen:
314 addMoves(step);
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315 break;
316 case V.KING:
317 if (deltaX <= 1 && deltaY <= 1) addMoves(step, 1);
318 break;
319 }
320 }
321 }
322 return moves;
b866a62a 323 }
93ce6119 324 // If subTurn == 2 then we should have a first move,
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325 // which restrict what we can play now: only in the first move direction
326 // NOTE: no need for knight or pawn checks, because the move will be
327 // naturally limited in those cases.
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328 const L = this.firstMove.length;
329 const fm = this.firstMove[L-1];
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330 if (
331 (fm.appear.length == 2 && fm.vanish.length == 2) ||
332 (fm.vanish[0].c == sqCol && sqCol != color)
333 ) {
334 // Castle or again opponent color: no move playable then.
b2655276 335 return [];
81e74ee5 336 }
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337 if (fm.appear.length == 0) {
338 // Piece at subTurn 1 just exited the board.
339 // Can I be a piece which caused the exit?
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340 if (
341 this.isAprioriValidExit(
342 [x, y],
343 [fm.start.x, fm.start.y],
344 fm.vanish[0].c
345 )
346 ) {
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347 // Seems so:
348 const dir = this.getNormalizedDirection(
349 [fm.start.x - x, fm.start.y - y]);
350 return this.getMovesInDirection([x, y], dir);
351 }
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352 }
353 else {
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354 const dirM = this.getNormalizedDirection(
355 [fm.end.x - fm.start.x, fm.end.y - fm.start.y]);
356 const dir = this.getNormalizedDirection(
357 [fm.start.x - x, fm.start.y - y]);
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358 // Normalized directions should match
359 if (dir[0] == dirM[0] && dir[1] == dirM[1]) {
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360 // If first move is a pawn move, only a queen, rook, or maybe king or
361 // pawn can follow (need vertical movement option).
362 if (
363 fm.vanish[0].p == V.PAWN &&
364 fm.vanish[0].c == color &&
365 !this.isAprioriValidVertical([x, y], fm.start.x)
366 ) {
367 return [];
368 }
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369 // And nothing should stand between [x, y] and the square fm.start
370 let [i, j] = [x + dir[0], y + dir[1]];
371 while (
372 (i != fm.start.x || j != fm.start.y) &&
373 this.board[i][j] == V.EMPTY
374 ) {
375 i += dir[0];
376 j += dir[1];
377 }
378 if (i == fm.start.x && j == fm.start.y)
379 return this.getMovesInDirection([x, y], dir);
380 }
93ce6119 381 }
b2655276 382 return [];
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383 }
384
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385 getSlideNJumpMoves([x, y], steps, oneStep) {
386 let moves = [];
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387 const c = this.getColor(x, y);
388 const piece = this.getPiece(x, y);
cfceecba
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389 outerLoop: for (let step of steps) {
390 let i = x + step[0];
391 let j = y + step[1];
392 while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
393 moves.push(this.getBasicMove([x, y], [i, j]));
394 if (oneStep) continue outerLoop;
395 i += step[0];
396 j += step[1];
397 }
398 if (V.OnBoard(i, j)) {
399 if (this.canTake([x, y], [i, j]))
400 moves.push(this.getBasicMove([x, y], [i, j]));
401 }
402 else {
403 // Add potential board exit (suicide), except for the king
cfceecba 404 if (piece != V.KING) {
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BA
405 moves.push({
406 start: { x: x, y: y},
407 end: { x: this.kingPos[c][0], y: this.kingPos[c][1] },
408 appear: [],
409 vanish: [
410 new PiPo({
411 x: x,
412 y: y,
413 c: c,
414 p: piece
415 })
416 ]
417 });
418 }
419 }
420 }
421 return moves;
422 }
423
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424 // Does m2 un-do m1 ? (to disallow undoing actions)
425 oppositeMoves(m1, m2) {
426 const isEqual = (av1, av2) => {
427 // Precondition: av1 and av2 length = 2
428 for (let av of av1) {
429 const avInAv2 = av2.find(elt => {
430 return (
431 elt.x == av.x &&
432 elt.y == av.y &&
433 elt.c == av.c &&
434 elt.p == av.p
435 );
436 });
437 if (!avInAv2) return false;
438 }
439 return true;
440 };
441 return (
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BA
442 m1.appear.length == 2 &&
443 m2.appear.length == 2 &&
444 m1.vanish.length == 2 &&
445 m2.vanish.length == 2 &&
446 isEqual(m1.appear, m2.vanish) &&
447 isEqual(m1.vanish, m2.appear)
448 );
449 }
450
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451 getAmove(move1, move2) {
452 // Just merge (one is action one is move, one may be empty)
453 return {
454 appear: move1.appear.concat(move2.appear),
455 vanish: move1.vanish.concat(move2.vanish)
456 }
457 }
458
61656127 459 filterValid(moves) {
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BA
460 const color = this.turn;
461 if (this.subTurn == 1) {
462 return moves.filter(m => {
463 // A move is valid either if it doesn't result in a check,
464 // or if a second move is possible to counter the check
465 // (not undoing a potential move + action of the opponent)
466 this.play(m);
467 let res = this.underCheck(color);
468 if (res) {
469 const moves2 = this.getAllPotentialMoves();
ad1e629e 470 for (let m2 of moves2) {
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BA
471 this.play(m2);
472 const res2 = this.underCheck(color);
473 this.undo(m2);
474 if (!res2) {
475 res = false;
476 break;
477 }
478 }
479 }
480 this.undo(m);
481 return !res;
482 });
483 }
484 const Lf = this.firstMove.length;
485 const La = this.amoves.length;
486 if (La == 0) return super.filterValid(moves);
a443d256 487 return (
93ce6119 488 super.filterValid(
a443d256
BA
489 moves.filter(m => {
490 // Move shouldn't undo another:
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491 const amove = this.getAmove(this.firstMove[Lf-1], m);
492 return !this.oppositeMoves(this.amoves[La-1], amove);
a443d256
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493 })
494 )
495 );
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496 }
497
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498 isAttackedBySlideNJump([x, y], color, piece, steps, oneStep) {
499 for (let step of steps) {
500 let rx = x + step[0],
501 ry = y + step[1];
502 while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) {
503 rx += step[0];
504 ry += step[1];
505 }
506 if (
507 V.OnBoard(rx, ry) &&
508 this.getPiece(rx, ry) == piece &&
509 this.getColor(rx, ry) == color
510 ) {
8c267d0c
BA
511 // Continue some steps in the same direction (pull)
512 rx += step[0];
513 ry += step[1];
514 while (
515 V.OnBoard(rx, ry) &&
516 this.board[rx][ry] == V.EMPTY &&
517 !oneStep
518 ) {
519 rx += step[0];
520 ry += step[1];
521 }
522 if (!V.OnBoard(rx, ry)) return true;
523 // Step in the other direction (push)
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524 rx = x - step[0];
525 ry = y - step[1];
2c5d7b20
BA
526 while (
527 V.OnBoard(rx, ry) &&
528 this.board[rx][ry] == V.EMPTY &&
529 !oneStep
530 ) {
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531 rx -= step[0];
532 ry -= step[1];
533 }
534 if (!V.OnBoard(rx, ry)) return true;
535 }
536 }
537 return false;
538 }
539
540 isAttackedByPawn([x, y], color) {
541 const lastRank = (color == 'w' ? 0 : 7);
ad1e629e 542 if (x != lastRank)
c7550017
BA
543 // The king can be pushed out by a pawn only on last rank
544 return false;
545 const pawnShift = (color == "w" ? 1 : -1);
546 for (let i of [-1, 1]) {
547 if (
548 y + i >= 0 &&
549 y + i < V.size.y &&
550 this.getPiece(x + pawnShift, y + i) == V.PAWN &&
551 this.getColor(x + pawnShift, y + i) == color
552 ) {
553 return true;
554 }
555 }
556 return false;
557 }
61656127 558
156986e6
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559 // No consideration of color: all pieces could be played
560 getAllPotentialMoves() {
561 let potentialMoves = [];
562 for (let i = 0; i < V.size.x; i++) {
563 for (let j = 0; j < V.size.y; j++) {
564 if (this.board[i][j] != V.EMPTY) {
565 Array.prototype.push.apply(
566 potentialMoves,
567 this.getPotentialMovesFrom([i, j])
568 );
569 }
570 }
571 }
572 return potentialMoves;
573 }
574
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BA
575 getCurrentScore() {
576 if (this.subTurn == 2)
577 // Move not over
578 return "*";
579 return super.getCurrentScore();
580 }
581
93ce6119 582 doClick(square) {
b2655276
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583 // If subTurn == 2 && square is empty && !underCheck,
584 // then return an empty move, allowing to "pass" subTurn2
93ce6119
BA
585 if (
586 this.subTurn == 2 &&
7b53b5a7 587 this.board[square[0]][square[1]] == V.EMPTY &&
b2655276 588 !this.underCheck(this.turn)
93ce6119
BA
589 ) {
590 return {
7b53b5a7
BA
591 start: { x: -1, y: -1 },
592 end: { x: -1, y: -1 },
93ce6119
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593 appear: [],
594 vanish: []
595 };
596 }
597 return null;
598 }
599
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600 play(move) {
601 move.flags = JSON.stringify(this.aggregateFlags());
602 V.PlayOnBoard(this.board, move);
7ddfec38 603 if (this.subTurn == 2) {
7b53b5a7
BA
604 const L = this.firstMove.length;
605 this.amoves.push(this.getAmove(this.firstMove[L-1], move));
61656127 606 this.turn = V.GetOppCol(this.turn);
7ddfec38 607 this.movesCount++;
61656127 608 }
a443d256 609 else this.firstMove.push(move);
7ddfec38 610 this.subTurn = 3 - this.subTurn;
61656127
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611 this.postPlay(move);
612 }
613
7b53b5a7
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614 postPlay(move) {
615 if (move.start.x < 0) return;
616 for (let a of move.appear)
617 if (a.p == V.KING) this.kingPos[a.c] = [a.x, a.y];
618 this.updateCastleFlags(move);
619 }
620
621 updateCastleFlags(move) {
622 const firstRank = { 'w': V.size.x - 1, 'b': 0 };
7ddfec38 623 for (let v of move.vanish) {
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624 if (v.p == V.KING) this.castleFlags[v.c] = [V.size.y, V.size.y];
625 else if (v.x == firstRank[v.c] && this.castleFlags[v.c].includes(v.y)) {
626 const flagIdx = (v.y == this.castleFlags[v.c][0] ? 0 : 1);
627 this.castleFlags[v.c][flagIdx] = V.size.y;
7ddfec38 628 }
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629 }
630 }
631
632 undo(move) {
633 this.disaggregateFlags(JSON.parse(move.flags));
634 V.UndoOnBoard(this.board, move);
7ddfec38 635 if (this.subTurn == 1) {
61656127 636 this.turn = V.GetOppCol(this.turn);
7ddfec38 637 this.movesCount--;
61656127 638 }
a443d256 639 else this.firstMove.pop();
7ddfec38 640 this.subTurn = 3 - this.subTurn;
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641 this.postUndo(move);
642 }
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643
644 postUndo(move) {
645 // (Potentially) Reset king position
646 for (let v of move.vanish)
647 if (v.p == V.KING) this.kingPos[v.c] = [v.x, v.y];
648 }
649
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650 getComputerMove() {
651 let moves = this.getAllValidMoves();
652 if (moves.length == 0) return null;
653 // "Search" at depth 1 for now
654 const maxeval = V.INFINITY;
655 const color = this.turn;
656 const emptyMove = {
657 start: { x: -1, y: -1 },
658 end: { x: -1, y: -1 },
659 appear: [],
660 vanish: []
661 };
662 moves.forEach(m => {
663 this.play(m);
664 m.eval = (color == "w" ? -1 : 1) * maxeval;
665 const moves2 = this.getAllValidMoves().concat([emptyMove]);
666 m.next = moves2[0];
667 moves2.forEach(m2 => {
668 this.play(m2);
669 const score = this.getCurrentScore();
670 let mvEval = 0;
671 if (score != "1/2") {
672 if (score != "*") mvEval = (score == "1-0" ? 1 : -1) * maxeval;
673 else mvEval = this.evalPosition();
674 }
675 if (
676 (color == 'w' && mvEval > m.eval) ||
677 (color == 'b' && mvEval < m.eval)
678 ) {
679 m.eval = mvEval;
680 m.next = m2;
681 }
682 this.undo(m2);
683 });
684 this.undo(m);
685 });
686 moves.sort((a, b) => {
687 return (color == "w" ? 1 : -1) * (b.eval - a.eval);
688 });
689 let candidates = [0];
690 for (let i = 1; i < moves.length && moves[i].eval == moves[0].eval; i++)
691 candidates.push(i);
692 const mIdx = candidates[randInt(candidates.length)];
693 const move2 = moves[mIdx].next;
694 delete moves[mIdx]["next"];
695 return [moves[mIdx], move2];
696 }
697
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698 getNotation(move) {
699 if (move.start.x < 0)
700 // A second move is always required, but may be empty
701 return "-";
702 const initialSquare = V.CoordsToSquare(move.start);
703 const finalSquare = V.CoordsToSquare(move.end);
704 if (move.appear.length == 0)
705 // Pushed or pulled out of the board
706 return initialSquare + "R";
707 return move.appear[0].p.toUpperCase() + initialSquare + finalSquare;
708 }
0d5335de 709};