Add Konane, (very) early drafts of Emergo/Fanorona/Yote/Gomoku, fix repetitions detec...
[vchess.git] / client / src / variants / Otage.js
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1import { ChessRules, PiPo, Move } from "@/base_rules";
2import { randInt } from "@/utils/alea";
3import { ArrayFun } from "@/utils/array";
4
5export class OtageRules extends ChessRules {
6
7 static get IMAGE_EXTENSION() {
8 return ".png";
9 }
10
11 // Hostage / Capturer combinations
12 // + letter among a, b, v, w to indicate colors + config:
13 // a: black first, black controls
14 // b: white first, black controls
15 // v: black first, white controls
16 // w: white first, white controls
17 static get UNIONS() {
18 return {
19 a: ['p', 'p'],
20 c: ['p', 'r'],
21 d: ['p', 'n'],
22 e: ['p', 'b'],
23 f: ['p', 'q'],
24 g: ['p', 'k'],
25 h: ['r', 'r'],
26 i: ['r', 'n'],
27 j: ['r', 'b'],
28 l: ['r', 'q'],
29 m: ['r', 'k'],
30 o: ['n', 'n'],
31 s: ['n', 'b'],
32 t: ['n', 'q'],
33 u: ['n', 'k'],
34 v: ['b', 'b'],
35 w: ['b', 'q'],
36 x: ['b', 'k'],
37 y: ['q', 'q'],
38 z: ['q', 'k'],
39 '_': ['k', 'k']
40 };
41 }
42
43 static board2fen(b) {
44 if (ChessRules.PIECES.includes(b[1])) return ChessRules.board2fen(b);
45 // Show symbol first (no collisions)
46 return b[1] + b[0];
47 }
48
49 static fen2board(f) {
50 if (f.length == 1) return ChessRules.fen2board(f);
51 return f[1] + f[0]; //"color" first
52 }
53
54 static IsGoodPosition(position) {
55 if (position.length == 0) return false;
56 const rows = position.split("/");
57 if (rows.length != V.size.x) return false;
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58 let kings = { 'k': 0, 'K': 0 };
59 for (let row of rows) {
60 let sumElts = 0;
61 for (let i = 0; i < row.length; i++) {
8ec71052 62 const lowR = row[i].toLowerCase();
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63 const readNext = !(ChessRules.PIECES.includes(lowR));
64 if (!!(lowR.match(/[a-z_]/))) {
65 sumElts++;
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66 if (lowR == 'k') kings[row[i]]++;
67 else if (readNext) {
68 const up = this.getUnionPieces(row[++i], lowR);
69 if (up.w == V.KING) kings['K']++;
70 // NOTE: not "else if" because two kings might be in union
71 if (up.b == V.KING) kings['k']++;
72 }
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73 }
74 else {
75 const num = parseInt(row[i], 10);
76 if (isNaN(num) || num <= 0) return false;
77 sumElts += num;
78 }
79 }
80 if (sumElts != V.size.y) return false;
81 }
82 // Both kings should be on board. Exactly one per color.
83 if (Object.values(kings).some(v => v != 1)) return false;
84 return true;
85 }
86
87 static GetBoard(position) {
88 const rows = position.split("/");
89 let board = ArrayFun.init(V.size.x, V.size.y, "");
90 for (let i = 0; i < rows.length; i++) {
91 let j = 0;
92 for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++) {
93 const character = rows[i][indexInRow];
94 const num = parseInt(character, 10);
95 // If num is a number, just shift j:
96 if (!isNaN(num)) j += num;
97 else {
98 // Something at position i,j
99 const lowC = character.toLowerCase();
100 if (ChessRules.PIECES.includes(lowC))
101 board[i][j++] = V.fen2board(character);
102 else
103 board[i][j++] = V.fen2board(lowC + rows[i][++indexInRow]);
104 }
105 }
106 }
107 return board;
108 }
109
110 getPpath(b) {
111 return "Otage/" + b;
112 }
113
114 getPPpath(m) {
115 if (ChessRules.PIECES.includes(m.appear[0].p)) return super.getPPpath(m);
116 // For an "union", show only relevant piece:
117 // The color must be deduced from the move: reaching final rank of who?
118 const color = (m.appear[0].x == 0 ? 'w' : 'b');
119 const up = this.getUnionPieces(m.appear[0].c, m.appear[0].p);
120 return "Pacosako/" + color + up[color];
121 }
122
123 canTake([x1, y1], [x2, y2]) {
124 const p1 = this.board[x1][y1].charAt(1);
125 if (!(ChessRules.PIECES.includes(p1))) return false;
126 const p2 = this.board[x2][y2].charAt(1);
127 if (!(ChessRules.PIECES.includes(p2))) return true;
128 const c1 = this.board[x1][y1].charAt(0);
129 const c2 = this.board[x2][y2].charAt(0);
130 return (c1 != c2);
131 }
132
133 canIplay(side, [x, y]) {
134 const c = this.board[x][y].charAt(0);
135 const compSide = (side == 'w' ? 'v' : 'a');
136 return (this.turn == side && [side, compSide].includes(c));
137 }
138
139 scanKings(fen) {
140 this.kingPos = { w: [-1, -1], b: [-1, -1] };
141 const fenRows = V.ParseFen(fen).position.split("/");
142 const startRow = { 'w': V.size.x - 1, 'b': 0 };
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143 for (let i = 0; i < fenRows.length; i++) {
144 let k = 0;
145 for (let j = 0; j < fenRows[i].length; j++) {
146 const c = fenRows[i].charAt(j);
147 const lowR = c.toLowerCase();
148 const readNext = !(ChessRules.PIECES.includes(lowR));
149 if (!!(lowR.match(/[a-z_]/))) {
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150 if (lowR == 'k') this.kingPos[c == 'k' ? 'b' : 'w'] = [i, k];
151 else if (readNext) {
152 const up = this.getUnionPieces(fenRows[i][++j], lowR);
153 if (up.w == V.KING) this.kingPos['w'] = [i, k];
154 if (up.b == V.KING) this.kingPos['b'] = [i, k];
155 }
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156 }
157 else {
158 const num = parseInt(fenRows[i].charAt(j), 10);
159 if (!isNaN(num)) k += num - 1;
160 }
161 k++;
162 }
163 }
164 }
165
166 setOtherVariables(fen) {
167 super.setOtherVariables(fen);
168 // Stack of "last move" only for intermediate chaining
169 this.lastMoveEnd = [null];
f3f84707 170 this.repetitions = [];
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171 }
172
173 static IsGoodFlags(flags) {
174 // 4 for castle + 16 for pawns
175 return !!flags.match(/^[a-z]{4,4}[01]{16,16}$/);
176 }
177
178 setFlags(fenflags) {
179 super.setFlags(fenflags); //castleFlags
180 this.pawnFlags = {
181 w: [...Array(8)], //pawns can move 2 squares?
182 b: [...Array(8)]
183 };
184 const flags = fenflags.substr(4); //skip first 4 letters, for castle
185 for (let c of ["w", "b"]) {
186 for (let i = 0; i < 8; i++)
187 this.pawnFlags[c][i] = flags.charAt((c == "w" ? 0 : 8) + i) == "1";
188 }
189 }
190
191 aggregateFlags() {
192 return [this.castleFlags, this.pawnFlags];
193 }
194
195 disaggregateFlags(flags) {
196 this.castleFlags = flags[0];
197 this.pawnFlags = flags[1];
198 }
199
200 static GenRandInitFen(randomness) {
201 // Add 16 pawns flags:
202 return ChessRules.GenRandInitFen(randomness)
203 .slice(0, -2) + "1111111111111111 -";
204 }
205
206 getFlagsFen() {
207 let fen = super.getFlagsFen();
208 // Add pawns flags
209 for (let c of ["w", "b"])
210 for (let i = 0; i < 8; i++) fen += (this.pawnFlags[c][i] ? "1" : "0");
211 return fen;
212 }
213
214 getPiece(i, j) {
215 const p = this.board[i][j].charAt(1);
216 if (ChessRules.PIECES.includes(p)) return p;
217 const c = this.board[i][j].charAt(0);
218 const idx = (['a', 'w'].includes(c) ? 0 : 1);
219 return V.UNIONS[p][idx];
220 }
221
222 getUnionPieces(color, code) {
223 const pieces = V.UNIONS[code];
224 return {
225 w: pieces[ ['b', 'w'].includes(color) ? 0 : 1 ],
226 b: pieces[ ['a', 'v'].includes(color) ? 0 : 1 ]
227 };
228 }
229
230 // p1: white piece, p2: black piece, capturer: (temporary) owner
231 getUnionCode(p1, p2, capturer) {
232 let uIdx = (
233 Object.values(V.UNIONS).findIndex(v => v[0] == p1 && v[1] == p2)
234 );
235 let c = '';
236 if (capturer == 'w') c = (uIdx >= 0 ? 'w' : 'v');
237 else c = (uIdx >= 0 ? 'b' : 'a');
238 if (uIdx == -1) {
239 uIdx = (
240 Object.values(V.UNIONS).findIndex(v => v[0] == p2 && v[1] == p1)
241 );
242 }
243 return { c: c, p: Object.keys(V.UNIONS)[uIdx] };
244 }
245
246 getBasicMove([sx, sy], [ex, ey], tr) {
247 const L = this.lastMoveEnd.length;
248 const lm = this.lastMoveEnd[L-1];
249 const piece = (!!lm ? lm.p : null);
250 const initColor = (!!piece ? this.turn : this.board[sx][sy].charAt(0));
251 const initPiece = (piece || this.board[sx][sy].charAt(1));
252 const c = this.turn;
253 const oppCol = V.GetOppCol(c);
254 if (!!tr && !(ChessRules.PIECES.includes(initPiece))) {
255 // Transformation computed without taking union into account
256 const up = this.getUnionPieces(initColor, initPiece);
257 let args = [tr.p, up[oppCol]];
258 if (['a', 'v'].includes(initColor)) args = args.reverse();
259 const capturer = (['a', 'b'].includes(initColor) ? 'b' : 'w');
260 const cp = this.getUnionCode(args[0], args[1], capturer);
261 tr.c = cp.c;
262 tr.p = cp.p;
263 }
264 // 4 cases : moving
265 // - union to free square (other cases are illegal: return null)
266 // - normal piece to free square,
267 // to enemy normal piece, or
268 // to union (releasing our piece)
269 let mv = new Move({
270 start: { x: sx, y: sy },
271 end: { x: ex, y: ey },
272 vanish: []
273 });
274 if (!piece) {
275 mv.vanish = [
276 new PiPo({
277 x: sx,
278 y: sy,
279 c: initColor,
280 p: initPiece
281 })
282 ];
283 }
284 // Treat free square cases first:
285 if (this.board[ex][ey] == V.EMPTY) {
286 mv.appear = [
287 new PiPo({
288 x: ex,
289 y: ey,
290 c: !!tr ? tr.c : initColor,
291 p: !!tr ? tr.p : initPiece
292 })
293 ];
294 return mv;
295 }
296 // Now the two cases with union / release:
297 const destColor = this.board[ex][ey].charAt(0);
298 const destPiece = this.board[ex][ey].charAt(1);
299 mv.vanish.push(
300 new PiPo({
301 x: ex,
302 y: ey,
303 c: destColor,
304 p: destPiece
305 })
306 );
307 if (ChessRules.PIECES.includes(destPiece)) {
308 // Normal piece: just create union
309 let args = [!!tr ? tr.p : initPiece, destPiece];
310 if (c == 'b') args = args.reverse();
311 const cp = this.getUnionCode(args[0], args[1], c);
312 mv.appear = [
313 new PiPo({
314 x: ex,
315 y: ey,
316 c: cp.c,
317 p: cp.p
318 })
319 ];
320 return mv;
321 }
322 // Releasing a piece in an union: keep track of released piece
323 const up = this.getUnionPieces(destColor, destPiece);
324 let args = [!!tr ? tr.p : initPiece, up[oppCol]];
325 if (c == 'b') args = args.reverse();
326 const cp = this.getUnionCode(args[0], args[1], c);
327 mv.appear = [
328 new PiPo({
329 x: ex,
330 y: ey,
331 c: cp.c,
332 p: cp.p
333 })
334 ];
335 mv.end.released = up[c];
336 return mv;
337 }
338
339 // noCastle arg: when detecting king attacks
340 getPotentialMovesFrom([x, y], noCastle) {
341 const L = this.lastMoveEnd.length;
342 const lm = this.lastMoveEnd[L-1];
343 if (!!lm && (x != lm.x || y != lm.y)) return [];
344 const piece = (!!lm ? lm.p : this.getPiece(x, y));
345 if (!!lm) {
346 var saveSquare = this.board[x][y];
347 this.board[x][y] = this.turn + piece;
348 }
349 let baseMoves = [];
350 const c = this.turn;
351 switch (piece || this.getPiece(x, y)) {
352 case V.PAWN: {
353 const firstRank = (c == 'w' ? 7 : 0);
354 baseMoves = this.getPotentialPawnMoves([x, y]).filter(m => {
355 // Skip forbidden 2-squares jumps (except from first rank)
356 // Also skip unions capturing en-passant (not allowed).
357 return (
358 (
359 m.start.x == firstRank ||
360 Math.abs(m.end.x - m.start.x) == 1 ||
361 this.pawnFlags[c][m.start.y]
362 )
363 &&
364 (
365 this.board[x][y].charAt(1) == V.PAWN ||
366 m.start.y == m.end.y
367 )
368 );
369 });
370 break;
371 }
372 case V.ROOK:
373 baseMoves = this.getPotentialRookMoves([x, y]);
374 break;
375 case V.KNIGHT:
376 baseMoves = this.getPotentialKnightMoves([x, y]);
377 break;
378 case V.BISHOP:
379 baseMoves = this.getPotentialBishopMoves([x, y]);
380 break;
381 case V.QUEEN:
382 baseMoves = this.getPotentialQueenMoves([x, y]);
383 break;
384 case V.KING:
385 baseMoves = this.getSlideNJumpMoves(
ca4d732a 386 [x, y],
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387 V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
388 "oneStep"
389 );
390 if (!noCastle && this.castleFlags[this.turn].some(v => v < V.size.y))
8a8687b8 391 baseMoves = baseMoves.concat(this.getCastleMoves([x, y]));
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392 break;
393 }
394 // When a pawn in an union reaches final rank with a non-standard
395 // promotion move: apply promotion anyway
396 let moves = [];
397 const oppCol = V.GetOppCol(c);
398 const oppLastRank = (c == 'w' ? 7 : 0);
399 baseMoves.forEach(m => {
400 if (
401 m.end.x == oppLastRank &&
402 ['c', 'd', 'e', 'f', 'g'].includes(m.appear[0].p)
403 ) {
404 // Move to first rank, which is last rank for opponent's pawn.
405 // => Show promotion choices.
406 // Find our piece in union (not a pawn)
407 const up = this.getUnionPieces(m.appear[0].c, m.appear[0].p);
408 // merge with all potential promotion pieces + push (loop)
409 for (let promotionPiece of [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN]) {
410 let args = [up[c], promotionPiece];
411 if (c == 'b') args = args.reverse();
412 const cp = this.getUnionCode(args[0], args[1], c);
413 let cpMove = JSON.parse(JSON.stringify(m));
414 cpMove.appear[0].c = cp.c;
415 cpMove.appear[0].p = cp.p;
416 moves.push(cpMove);
417 }
418 }
419 else {
420 if (
421 m.vanish.length > 0 &&
422 m.vanish[0].p == V.PAWN &&
423 m.start.y != m.end.y &&
424 this.board[m.end.x][m.end.y] == V.EMPTY
425 ) {
426 if (!!lm)
427 // No en-passant inside a chaining
428 return;
429 // Fix en-passant capture: union type, maybe released piece too
430 const cs = [m.end.x + (c == 'w' ? 1 : -1), m.end.y];
431 const code = this.board[cs[0]][cs[1]].charAt(1);
432 if (code == V.PAWN) {
433 // Simple en-passant capture (usual: just form union)
434 m.appear[0].c = c;
435 m.appear[0].p = 'a';
436 }
437 else {
438 // An union pawn + something just moved two squares
439 const color = this.board[cs[0]][cs[1]].charAt(0);
440 const up = this.getUnionPieces(color, code);
441 m.end.released = up[c];
442 let args = [V.PAWN, up[oppCol]];
443 if (c == 'b') args = args.reverse();
444 const cp = this.getUnionCode(args[0], args[1], c);
445 m.appear[0].c = cp.c;
446 m.appear[0].p = cp.p;
447 }
448 }
449 moves.push(m);
450 }
451 });
452 if (!!lm) this.board[x][y] = saveSquare;
453 return moves;
454 }
455
456 getEpSquare(moveOrSquare) {
457 if (typeof moveOrSquare === "string") {
458 const square = moveOrSquare;
459 if (square == "-") return undefined;
460 return V.SquareToCoords(square);
461 }
462 const move = moveOrSquare;
463 const s = move.start,
464 e = move.end;
465 if (
466 s.y == e.y &&
467 Math.abs(s.x - e.x) == 2 &&
468 this.getPiece(s.x, s.y) == V.PAWN
469 ) {
470 return {
471 x: (s.x + e.x) / 2,
472 y: s.y
473 };
474 }
475 return undefined;
476 }
477
478 getCastleMoves([x, y]) {
479 const c = this.turn;
480 const accepted = (c == 'w' ? ['v', 'w'] : ['a', 'b']);
481 const oppCol = V.GetOppCol(c);
482 let moves = [];
483 const finalSquares = [ [2, 3], [6, 5] ];
484 castlingCheck: for (let castleSide = 0; castleSide < 2; castleSide++) {
485 if (this.castleFlags[c][castleSide] >= 8) continue;
486 const rookPos = this.castleFlags[c][castleSide];
487 const castlingColor = this.board[x][rookPos].charAt(0);
488 const castlingPiece = this.board[x][rookPos].charAt(1);
489
490 // Nothing on the path of the king ?
491 const finDist = finalSquares[castleSide][0] - y;
492 let step = finDist / Math.max(1, Math.abs(finDist));
493 let i = y;
494 let kingSquares = [y];
495 do {
496 if (
497 this.board[x][i] != V.EMPTY &&
498 !accepted.includes(this.getColor(x, i))
499 ) {
500 continue castlingCheck;
501 }
502 i += step;
503 kingSquares.push(i);
504 } while (i != finalSquares[castleSide][0]);
505 // No checks on the path of the king ?
506 if (this.isAttacked(kingSquares, oppCol)) continue castlingCheck;
507
508 // Nothing on the path to the rook?
509 step = castleSide == 0 ? -1 : 1;
510 for (i = y + step; i != rookPos; i += step) {
511 if (this.board[x][i] != V.EMPTY) continue castlingCheck;
512 }
513
514 // Nothing on final squares, except maybe king and castling rook?
515 for (i = 0; i < 2; i++) {
516 if (
517 finalSquares[castleSide][i] != rookPos &&
518 this.board[x][finalSquares[castleSide][i]] != V.EMPTY &&
519 (
520 finalSquares[castleSide][i] != y ||
521 // TODO: next test seems superflu
522 !accepted.includes(this.getColor(x, finalSquares[castleSide][i]))
523 )
524 ) {
525 continue castlingCheck;
526 }
527 }
528
529 moves.push(
530 new Move({
531 appear: [
532 new PiPo({
533 x: x,
534 y: finalSquares[castleSide][0],
535 p: V.KING,
536 c: c
537 }),
538 new PiPo({
539 x: x,
540 y: finalSquares[castleSide][1],
541 p: castlingPiece,
542 c: castlingColor
543 })
544 ],
545 vanish: [
546 // King might be initially disguised (Titan...)
547 new PiPo({ x: x, y: y, p: V.KING, c: c }),
548 new PiPo({ x: x, y: rookPos, p: castlingPiece, c: castlingColor })
549 ],
550 end:
551 Math.abs(y - rookPos) <= 2
552 ? { x: x, y: rookPos }
553 : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) }
554 })
555 );
556 }
557
558 return moves;
559 }
560
561 getEnpassantCaptures(sq, shiftX) {
562 // HACK: when artificially change turn, do not consider en-passant
563 const mcMod2 = this.movesCount % 2;
564 const c = this.turn;
565 if ((c == 'w' && mcMod2 == 1) || (c == 'b' && mcMod2 == 0)) return [];
566 return super.getEnpassantCaptures(sq, shiftX);
567 }
568
569 isAttacked_aux(files, color, positions, fromSquare, released) {
570 // "positions" = array of FENs to detect infinite loops. Example:
571 // r1q1k2r/p1Pb1ppp/5n2/1f1p4/AV5P/P1eDP3/3B1PP1/R3K1NR,
572 // Bxd2 Bxc3 Bxb4 Bxc3 Bxb4 etc.
573 const newPos = { fen: super.getBaseFen(), piece: released };
574 if (positions.some(p => p.piece == newPos.piece && p.fen == newPos.fen))
575 // Start of an infinite loop: exit
576 return false;
577 positions.push(newPos);
578 const rank = (color == 'w' ? 0 : 7);
579 const moves = this.getPotentialMovesFrom(fromSquare);
580 if (moves.some(m => m.end.x == rank && files.includes(m.end.y)))
581 // Found an attack!
582 return true;
583 for (let m of moves) {
584 if (!!m.end.released) {
585 // Turn won't change since !!m.released
586 this.play(m);
587 const res = this.isAttacked_aux(
588 files, color, positions, [m.end.x, m.end.y], m.end.released);
589 this.undo(m);
590 if (res) return true;
591 }
592 }
593 return false;
594 }
595
596 isAttacked(files, color) {
597 const rank = (color == 'w' ? 0 : 7);
598 // Since it's too difficult (impossible?) to search from the square itself,
599 // let's adopt a suboptimal but working strategy: find all attacks.
600 const c = this.turn;
601 // Artificial turn change is required:
602 this.turn = color;
603 let res = false;
604 outerLoop: for (let i=0; i<8; i++) {
605 for (let j=0; j<8; j++) {
606 // Attacks must start from a normal piece, not an union.
607 // Therefore, the following test is correct.
608 if (
609 this.board[i][j] != V.EMPTY &&
610 [V.KING, V.PAWN, V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN].includes(
611 this.board[i][j].charAt(1)) &&
612 this.board[i][j].charAt(0) == color
613 ) {
614 // Try from here.
615 const moves = this.getPotentialMovesFrom([i, j], "noCastle");
616 if (moves.some(m => m.end.x == rank && files.includes(m.end.y))) {
617 res = true;
618 break outerLoop;
619 }
620 for (let m of moves) {
621 if (!!m.end.released) {
622 // Turn won't change since !!m.released
623 this.play(m);
624 let positions = [];
625 res = this.isAttacked_aux(
626 files, color, positions, [m.end.x, m.end.y], m.end.released);
627 this.undo(m);
628 if (res) break outerLoop;
629 }
630 }
631 }
632 }
633 }
634 this.turn = c;
635 return res;
636 }
637
638 // Do not consider checks, except to forbid castling
639 getCheckSquares() {
640 return [];
641 }
f3f84707 642
9d15c433 643 filterValid(moves) {
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644 if (moves.length == 0) return [];
645 return moves.filter(m => {
646 if (!m.end.released) return true;
647 // Check for repetitions:
648 V.PlayOnBoard(this.board, m);
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649 const newState = {
650 piece: m.end.released,
651 square: { x: m.end.x, y: m.end.y },
652 position: this.getBaseFen()
653 };
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654 const repet =
655 this.repetitions.some(r => {
656 return (
657 r.piece == newState.piece &&
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658 (
659 r.square.x == newState.square.x &&
660 r.square.y == newState.square.y &&
661 ) &&
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662 r.position == newState.position
663 );
664 });
665 V.UndoOnBoard(this.board, m);
666 return !repet;
667 });
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668 }
669
670 updateCastleFlags(move, piece) {
671 const c = this.turn;
672 const firstRank = (c == "w" ? 7 : 0);
673 if (piece == V.KING && move.appear.length > 0)
674 this.castleFlags[c] = [V.size.y, V.size.y];
675 else if (
676 move.start.x == firstRank &&
677 this.castleFlags[c].includes(move.start.y)
678 ) {
679 const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1);
680 this.castleFlags[c][flagIdx] = V.size.y;
681 }
682 else if (
683 move.end.x == firstRank &&
684 this.castleFlags[c].includes(move.end.y)
685 ) {
686 // Move to our rook: necessary normal piece, to union, releasing
687 // (or the rook was moved before!)
688 const flagIdx = (move.end.y == this.castleFlags[c][0] ? 0 : 1);
689 this.castleFlags[c][flagIdx] = V.size.y;
690 }
691 }
692
693 prePlay(move) {
694 // Easier before move is played in this case (flags are saved)
695 const c = this.turn;
696 const L = this.lastMoveEnd.length;
697 const lm = this.lastMoveEnd[L-1];
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698 const piece =
699 !!lm
700 ? lm.p :
701 this.getPiece(move.vanish[0].x, move.vanish[0].y);
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702 if (piece == V.KING)
703 this.kingPos[c] = [move.appear[0].x, move.appear[0].y];
704 this.updateCastleFlags(move, piece);
705 const pawnFirstRank = (c == 'w' ? 6 : 1);
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706 if (
707 move.start.x == pawnFirstRank &&
708 piece == V.PAWN &&
709 Math.abs(move.end.x - move.start.x) == 2
710 ) {
711 // This move turns off a 2-squares pawn flag
9d15c433 712 this.pawnFlags[c][move.start.y] = false;
8ec71052 713 }
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714 }
715
716 play(move) {
717 move.flags = JSON.stringify(this.aggregateFlags());
718 this.prePlay(move);
719 this.epSquares.push(this.getEpSquare(move));
720 // Check if the move is the last of the turn: all cases except releases
721 if (!move.end.released) {
722 // No more union releases available
723 this.turn = V.GetOppCol(this.turn);
724 this.movesCount++;
725 this.lastMoveEnd.push(null);
726 }
727 else
728 this.lastMoveEnd.push(Object.assign({ p: move.end.released }, move.end));
729 V.PlayOnBoard(this.board, move);
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730 if (!move.end.released) this.repetitions = [];
731 else {
732 this.repetitions.push(
733 {
734 piece: move.end.released,
d2af3400 735 square: { x: move.end.x, y: move.end.y },
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736 position: this.getBaseFen()
737 }
738 );
739 }
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740 }
741
742 undo(move) {
743 this.epSquares.pop();
744 this.disaggregateFlags(JSON.parse(move.flags));
745 V.UndoOnBoard(this.board, move);
746 this.lastMoveEnd.pop();
747 if (!move.end.released) {
748 this.turn = V.GetOppCol(this.turn);
749 this.movesCount--;
750 }
4573adc5 751 if (!!move.end.released) this.repetitions.pop();
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752 this.postUndo(move);
753 }
754
755 postUndo(move) {
756 if (this.getPiece(move.start.x, move.start.y) == V.KING)
757 this.kingPos[this.turn] = [move.start.x, move.start.y];
758 }
759
760 getCurrentScore() {
761 // Check kings: if one is captured, the side lost
762 for (let c of ['w', 'b']) {
763 const kp = this.kingPos[c];
764 const cell = this.board[kp[0]][kp[1]];
765 if (
766 cell[1] != V.KING &&
767 (
768 (c == 'w' && ['a', 'b'].includes(cell[0])) ||
769 (c == 'b' && ['v', 'w'].includes(cell[0]))
770 )
771 ) {
772 // King is captured
773 return (c == 'w' ? "0-1" : "1-0");
774 }
775 }
776 return "*";
777 }
778
779 getComputerMove() {
780 let initMoves = this.getAllValidMoves();
781 if (initMoves.length == 0) return null;
782 // Loop until valid move is found (no blocked pawn released...)
783 while (true) {
784 let moves = JSON.parse(JSON.stringify(initMoves));
785 let mvArray = [];
786 let mv = null;
787 // Just play random moves (for now at least. TODO?)
788 while (moves.length > 0) {
789 mv = moves[randInt(moves.length)];
790 mvArray.push(mv);
791 this.play(mv);
792 if (!!mv.end.released)
793 // A piece was just released from an union
794 moves = this.getPotentialMovesFrom([mv.end.x, mv.end.y]);
795 else break;
796 }
797 for (let i = mvArray.length - 1; i >= 0; i--) this.undo(mvArray[i]);
798 if (!mv.end.released) return (mvArray.length > 1 ? mvArray : mvArray[0]);
799 }
2da551a3 800 return null; //never reached
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801 }
802
803 // NOTE: evalPosition() is wrong, but unused since bot plays at random
804
805 getNotation(move) {
806 if (move.appear.length == 2 && move.appear[0].p == V.KING)
807 return (move.end.y < move.start.y ? "0-0-0" : "0-0");
808
809 const c = this.turn;
810 const L = this.lastMoveEnd.length;
811 const lm = this.lastMoveEnd[L-1];
812 let piece = null;
813 if (!lm && move.vanish.length == 0)
814 // When importing a game, the info move.released is lost
815 piece = move.appear[0].p;
816 else piece = (!!lm ? lm.p : move.vanish[0].p);
817 if (!(ChessRules.PIECES.includes(piece))) {
818 // Decode (moving) union
819 const up = this.getUnionPieces(
820 move.vanish.length > 0 ? move.vanish[0].c : move.appear[0].c, piece);
821 piece = up[c]
822 }
823
824 // Basic move notation:
825 let notation = piece.toUpperCase();
826 if (
827 this.board[move.end.x][move.end.y] != V.EMPTY ||
828 (piece == V.PAWN && move.start.y != move.end.y)
829 ) {
830 notation += "x";
831 }
832 const finalSquare = V.CoordsToSquare(move.end);
833 notation += finalSquare;
834
835 // Add potential promotion indications:
836 const firstLastRank = (c == 'w' ? [7, 0] : [0, 7]);
837 if (move.end.x == firstLastRank[1] && piece == V.PAWN) {
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838 notation += "=";
839 if (ChessRules.PIECES.includes(move.appear[0].p))
840 notation += move.appear[0].p.toUpperCase();
841 else {
842 const up = this.getUnionPieces(move.appear[0].c, move.appear[0].p);
843 notation += up[c].toUpperCase();
844 }
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845 }
846 else if (
847 move.end.x == firstLastRank[0] &&
848 move.vanish.length > 0 &&
849 ['c', 'd', 'e', 'f', 'g'].includes(move.vanish[0].p)
850 ) {
851 // We promoted an opponent's pawn
852 const oppCol = V.GetOppCol(c);
853 const up = this.getUnionPieces(move.appear[0].c, move.appear[0].p);
854 notation += "=" + up[oppCol].toUpperCase();
855 }
856
857 return notation;
858 }
859
860};