Fix Antiking 1 notation
[vchess.git] / client / src / variants / Marseille.js
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829f6574 1import { ChessRules } from "@/base_rules";
5fde3a01 2import { randInt } from "@/utils/alea";
829f6574 3
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4export const VariantRules = class MarseilleRules extends ChessRules {
5 static IsGoodEnpassant(enpassant) {
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6 const squares = enpassant.split(",");
7 if (squares.length > 2) return false;
8 for (let sq of squares) {
9 if (sq != "-") {
dac39588 10 const ep = V.SquareToCoords(sq);
6808d7a1 11 if (isNaN(ep.x) || !V.OnBoard(ep)) return false;
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12 }
13 }
14 return true;
15 }
6e62b1c7 16
6808d7a1 17 getTurnFen() {
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18 return this.turn + this.subTurn;
19 }
6e62b1c7 20
dac39588 21 // There may be 2 enPassant squares (if 2 pawns jump 2 squares in same turn)
6808d7a1 22 getEnpassantFen() {
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23 return this.epSquares[this.epSquares.length - 1].map(
24 epsq => epsq === undefined
25 ? "-" //no en-passant
26 : V.CoordsToSquare(epsq)
27 ).join(",");
dac39588 28 }
6e62b1c7 29
6808d7a1 30 setOtherVariables(fen) {
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31 const parsedFen = V.ParseFen(fen);
32 this.setFlags(parsedFen.flags);
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33 this.epSquares = [parsedFen.enpassant.split(",").map(sq => {
34 if (sq != "-") return V.SquareToCoords(sq);
35 return undefined;
36 })];
3a2a7b5f 37 this.scanKings(fen);
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38 // Extract subTurn from turn indicator: "w" (first move), or
39 // "w1" or "w2" white subturn 1 or 2, and same for black
40 const fullTurn = V.ParseFen(fen).turn;
41 this.turn = fullTurn[0];
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42 // At move 1, the subTurn doesn't need to be specified:
43 this.subTurn = fullTurn[1] || 1;
dac39588 44 }
6e62b1c7 45
6808d7a1 46 getPotentialPawnMoves([x, y]) {
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47 const color = this.turn;
48 let moves = [];
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49 const [sizeX, sizeY] = [V.size.x, V.size.y];
50 const shiftX = color == "w" ? -1 : 1;
51 const firstRank = color == "w" ? sizeX - 1 : 0;
52 const startRank = color == "w" ? sizeX - 2 : 1;
53 const lastRank = color == "w" ? 0 : sizeX - 1;
54 const finalPieces =
55 x + shiftX == lastRank ? [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN] : [V.PAWN];
6e62b1c7 56
dac39588 57 // One square forward
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58 if (this.board[x + shiftX][y] == V.EMPTY) {
59 for (let piece of finalPieces) {
60 moves.push(
61 this.getBasicMove([x, y], [x + shiftX, y], { c: color, p: piece })
62 );
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63 }
64 // Next condition because pawns on 1st rank can generally jump
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65 if (
66 [startRank, firstRank].includes(x) &&
67 this.board[x + 2 * shiftX][y] == V.EMPTY
68 ) {
dac39588 69 // Two squares jump
6808d7a1 70 moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
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71 }
72 }
73 // Captures
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74 for (let shiftY of [-1, 1]) {
75 if (
76 y + shiftY >= 0 &&
77 y + shiftY < sizeY &&
78 this.board[x + shiftX][y + shiftY] != V.EMPTY &&
79 this.canTake([x, y], [x + shiftX, y + shiftY])
80 ) {
81 for (let piece of finalPieces) {
82 moves.push(
83 this.getBasicMove([x, y], [x + shiftX, y + shiftY], {
84 c: color,
85 p: piece
86 })
87 );
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88 }
89 }
90 }
6e62b1c7 91
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92 // En passant: always OK if subturn 1,
93 // OK on subturn 2 only if enPassant was played at subturn 1
94 // (and if there are two e.p. squares available).
95 const Lep = this.epSquares.length;
6808d7a1 96 const epSquares = this.epSquares[Lep - 1]; //always at least one element
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97 let epSqs = [];
98 epSquares.forEach(sq => {
6808d7a1 99 if (sq) epSqs.push(sq);
dac39588 100 });
6808d7a1 101 if (epSqs.length == 0) return moves;
dac39588 102 const oppCol = V.GetOppCol(color);
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103 for (let sq of epSqs) {
104 if (
105 this.subTurn == 1 ||
106 (epSqs.length == 2 &&
107 // Was this en-passant capture already played at subturn 1 ?
108 // (Or maybe the opponent filled the en-passant square with a piece)
109 this.board[epSqs[0].x][epSqs[0].y] != V.EMPTY)
110 ) {
111 if (
112 sq.x == x + shiftX &&
113 Math.abs(sq.y - y) == 1 &&
dac39588 114 // Add condition "enemy pawn must be present"
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115 this.getPiece(x, sq.y) == V.PAWN &&
116 this.getColor(x, sq.y) == oppCol
117 ) {
118 let epMove = this.getBasicMove([x, y], [sq.x, sq.y]);
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119 epMove.vanish.push({
120 x: x,
121 y: sq.y,
6808d7a1 122 p: "p",
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123 c: oppCol
124 });
125 moves.push(epMove);
126 }
127 }
128 }
6e62b1c7 129
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130 return moves;
131 }
6e62b1c7 132
6808d7a1 133 play(move) {
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134 move.flags = JSON.stringify(this.aggregateFlags());
135 move.turn = this.turn + this.subTurn;
136 V.PlayOnBoard(this.board, move);
137 const epSq = this.getEpSquare(move);
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138 if (this.movesCount == 0) {
139 // First move in game
dac39588 140 this.turn = "b";
dac39588 141 this.epSquares.push([epSq]);
9842aca2 142 this.movesCount = 1;
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143 }
144 // Does this move give check on subturn 1? If yes, skip subturn 2
6808d7a1 145 else if (this.subTurn == 1 && this.underCheck(V.GetOppCol(this.turn))) {
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146 this.turn = V.GetOppCol(this.turn);
147 this.epSquares.push([epSq]);
148 move.checkOnSubturn1 = true;
9842aca2 149 this.movesCount++;
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150 } else {
151 if (this.subTurn == 2) {
dac39588 152 this.turn = V.GetOppCol(this.turn);
6808d7a1 153 let lastEpsq = this.epSquares[this.epSquares.length - 1];
dac39588 154 lastEpsq.push(epSq);
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155 } else {
156 this.epSquares.push([epSq]);
157 this.movesCount++;
158 }
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159 this.subTurn = 3 - this.subTurn;
160 }
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161 this.postPlay(move);
162 }
163
164 postPlay(move) {
165 const c = move.turn.charAt(0);
166 const piece = move.vanish[0].p;
167 const firstRank = c == "w" ? V.size.x - 1 : 0;
168
169 if (piece == V.KING && move.appear.length > 0) {
170 this.kingPos[c][0] = move.appear[0].x;
171 this.kingPos[c][1] = move.appear[0].y;
172 if (V.HasCastle) this.castleFlags[c] = [V.size.y, V.size.y];
173 return;
174 }
175 const oppCol = V.GetOppCol(c);
176 const oppFirstRank = V.size.x - 1 - firstRank;
177 if (
178 move.start.x == firstRank && //our rook moves?
179 this.castleFlags[c].includes(move.start.y)
180 ) {
181 const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1);
182 this.castleFlags[c][flagIdx] = V.size.y;
183 } else if (
184 move.end.x == oppFirstRank && //we took opponent rook?
185 this.castleFlags[oppCol].includes(move.end.y)
186 ) {
187 const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1);
188 this.castleFlags[oppCol][flagIdx] = V.size.y;
189 }
dac39588 190 }
6e62b1c7 191
6808d7a1 192 undo(move) {
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193 this.disaggregateFlags(JSON.parse(move.flags));
194 V.UndoOnBoard(this.board, move);
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195 if (this.movesCount == 1 || !!move.checkOnSubturn1 || this.subTurn == 2) {
196 // The move may not be full, but is fully undone:
dac39588 197 this.epSquares.pop();
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198 // Moves counter was just incremented:
199 this.movesCount--;
200 } else {
201 // Undo the second half of a move
6808d7a1 202 let lastEpsq = this.epSquares[this.epSquares.length - 1];
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203 lastEpsq.pop();
204 }
205 this.turn = move.turn[0];
206 this.subTurn = parseInt(move.turn[1]);
3a2a7b5f 207 super.postUndo(move);
dac39588 208 }
6e62b1c7 209
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210 // NOTE: GenRandInitFen() is OK,
211 // since at first move turn indicator is just "w"
6e62b1c7 212
6808d7a1 213 static get VALUES() {
dac39588 214 return {
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215 p: 1,
216 r: 5,
217 n: 3,
218 b: 3,
219 q: 7, //slightly less than in orthodox game
220 k: 1000
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221 };
222 }
0596f5e7 223
dac39588 224 // No alpha-beta here, just adapted min-max at depth 2(+1)
6808d7a1 225 getComputerMove() {
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226 const maxeval = V.INFINITY;
227 const color = this.turn;
228 const oppCol = V.GetOppCol(this.turn);
51882959 229
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230 // Search best (half) move for opponent turn
231 const getBestMoveEval = () => {
dac39588 232 let score = this.getCurrentScore();
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233 if (score != "*") {
234 if (score == "1/2") return 0;
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235 return maxeval * (score == "1-0" ? 1 : -1);
236 }
237 let moves = this.getAllValidMoves();
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238 let res = oppCol == "w" ? -maxeval : maxeval;
239 for (let m of moves) {
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240 this.play(m);
241 score = this.getCurrentScore();
242 // Now turn is oppCol,2 if m doesn't give check
243 // Otherwise it's color,1. In both cases the next test makes sense
6808d7a1 244 if (score != "*") {
dac39588 245 if (score == "1/2")
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246 res = oppCol == "w" ? Math.max(res, 0) : Math.min(res, 0);
247 else {
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248 // Found a mate
249 this.undo(m);
250 return maxeval * (score == "1-0" ? 1 : -1);
251 }
252 }
253 const evalPos = this.evalPosition();
6808d7a1 254 res = oppCol == "w" ? Math.max(res, evalPos) : Math.min(res, evalPos);
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255 this.undo(m);
256 }
257 return res;
258 };
6e62b1c7 259
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260 let moves11 = this.getAllValidMoves();
261 let doubleMoves = [];
262 // Rank moves using a min-max at depth 2
6808d7a1 263 for (let i = 0; i < moves11.length; i++) {
dac39588 264 this.play(moves11[i]);
6808d7a1 265 if (this.turn != color) {
dac39588 266 // We gave check with last move: search the best opponent move
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267 doubleMoves.push({ moves: [moves11[i]], eval: getBestMoveEval() });
268 } else {
dac39588 269 let moves12 = this.getAllValidMoves();
6808d7a1 270 for (let j = 0; j < moves12.length; j++) {
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271 this.play(moves12[j]);
272 doubleMoves.push({
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273 moves: [moves11[i], moves12[j]],
274 eval: getBestMoveEval()
275 });
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276 this.undo(moves12[j]);
277 }
278 }
279 this.undo(moves11[i]);
280 }
6e62b1c7 281
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282 doubleMoves.sort((a, b) => {
283 return (color == "w" ? 1 : -1) * (b.eval - a.eval);
284 });
dac39588 285 let candidates = [0]; //indices of candidates moves
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286 for (
287 let i = 1;
288 i < doubleMoves.length && doubleMoves[i].eval == doubleMoves[0].eval;
289 i++
290 ) {
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291 candidates.push(i);
292 }
78bab51e 293
dac39588 294 const selected = doubleMoves[randInt(candidates.length)].moves;
6808d7a1 295 if (selected.length == 1) return selected[0];
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296 return selected;
297 }
6808d7a1 298};