Save state - unfinished changes
[vchess.git] / public / javascripts / 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
1d184b4c
BA
4class PiPo //Piece+Position
5{
6 // o: {piece[p], color[c], posX[x], posY[y]}
7 constructor(o)
8 {
9 this.p = o.p;
10 this.c = o.c;
11 this.x = o.x;
12 this.y = o.y;
13 }
14}
15
098e8468 16// TODO: for animation, moves should contains "moving" and "fading" maybe...
1d184b4c
BA
17class Move
18{
19 // o: {appear, vanish, [start,] [end,]}
20 // appear,vanish = arrays of PiPo
21 // start,end = coordinates to apply to trigger move visually (think castle)
22 constructor(o)
23 {
24 this.appear = o.appear;
25 this.vanish = o.vanish;
26 this.start = !!o.start ? o.start : {x:o.vanish[0].x, y:o.vanish[0].y};
27 this.end = !!o.end ? o.end : {x:o.appear[0].x, y:o.appear[0].y};
28 }
29}
30
31// NOTE: x coords = top to bottom; y = left to right (from white player perspective)
32class ChessRules
33{
34 // Path to pieces
35 static getPpath(b)
36 {
37 return b; //usual pieces in pieces/ folder
38 }
39 // Turn "wb" into "B" (for FEN)
40 static board2fen(b)
41 {
42 return b[0]=='w' ? b[1].toUpperCase() : b[1];
43 }
44 // Turn "p" into "bp" (for board)
45 static fen2board(f)
46 {
47 return f.charCodeAt()<=90 ? "w"+f.toLowerCase() : "b"+f;
48 }
49
50 /////////////////
51 // INITIALIZATION
52
c794dbb8 53 // fen == "position [flags [turn]]"
dfb4afc1 54 constructor(fen, moves)
1d184b4c 55 {
dfb4afc1 56 this.moves = moves;
7931e479
BA
57 // Use fen string to initialize variables, flags, turn and board
58 const fenParts = fen.split(" ");
59 this.board = V.GetBoard(fenParts[0]);
60 this.setFlags(fenParts[1]); //NOTE: fenParts[1] might be undefined
61 this.setTurn(fenParts[2]); //Same note
ffbae57a 62 this.initVariables(fen);
1d184b4c
BA
63 }
64
7931e479 65 // Some additional variables from FEN (variant dependant)
1d184b4c
BA
66 initVariables(fen)
67 {
68 this.INIT_COL_KING = {'w':-1, 'b':-1};
69 this.INIT_COL_ROOK = {'w':[-1,-1], 'b':[-1,-1]};
92342261 70 this.kingPos = {'w':[-1,-1], 'b':[-1,-1]}; //squares of white and black king
1d184b4c
BA
71 const fenParts = fen.split(" ");
72 const position = fenParts[0].split("/");
73 for (let i=0; i<position.length; i++)
74 {
6037f1d8
BA
75 let k = 0; //column index on board
76 for (let j=0; j<position[i].length; j++)
1d184b4c
BA
77 {
78 switch (position[i].charAt(j))
79 {
80 case 'k':
6037f1d8
BA
81 this.kingPos['b'] = [i,k];
82 this.INIT_COL_KING['b'] = k;
1d184b4c
BA
83 break;
84 case 'K':
6037f1d8
BA
85 this.kingPos['w'] = [i,k];
86 this.INIT_COL_KING['w'] = k;
1d184b4c
BA
87 break;
88 case 'r':
89 if (this.INIT_COL_ROOK['b'][0] < 0)
6037f1d8 90 this.INIT_COL_ROOK['b'][0] = k;
1d184b4c 91 else
6037f1d8 92 this.INIT_COL_ROOK['b'][1] = k;
1d184b4c
BA
93 break;
94 case 'R':
95 if (this.INIT_COL_ROOK['w'][0] < 0)
6037f1d8 96 this.INIT_COL_ROOK['w'][0] = k;
1d184b4c 97 else
6037f1d8 98 this.INIT_COL_ROOK['w'][1] = k;
1d184b4c
BA
99 break;
100 default:
7931e479 101 const num = parseInt(position[i].charAt(j));
1d184b4c 102 if (!isNaN(num))
6037f1d8 103 k += (num-1);
1d184b4c 104 }
6037f1d8 105 k++;
1d184b4c
BA
106 }
107 }
8ddc00a0 108 this.epSquares = [ this.getEpSquare(this.lastMove || fenParts[3]) ];
1d184b4c
BA
109 }
110
7931e479
BA
111 // Check if FEN describe a position
112 static IsGoodFen(fen)
113 {
114 const fenParts = fen.split(" ");
8ddc00a0 115 if (fenParts.length== 0)
7931e479
BA
116 return false;
117 // 1) Check position
118 const position = fenParts[0];
119 const rows = position.split("/");
120 if (rows.length != V.size.x)
121 return false;
122 for (let row of rows)
123 {
124 let sumElts = 0;
125 for (let i=0; i<row.length; i++)
126 {
127 if (V.PIECES.includes(row[i].toLowerCase()))
128 sumElts++;
129 else
130 {
131 const num = parseInt(row[i]);
132 if (isNaN(num))
133 return false;
134 sumElts += num;
135 }
136 }
137 if (sumElts != V.size.y)
138 return false;
139 }
140 // 2) Check flags (if present)
141 if (fenParts.length >= 2)
142 {
143 if (!V.IsGoodFlags(fenParts[1]))
144 return false;
145 }
146 // 3) Check turn (if present)
8ddc00a0 147 if (fenParts.length >= 3)
7931e479
BA
148 {
149 if (!["w","b"].includes(fenParts[2]))
150 return false;
151 }
152 return true;
153 }
154
155 // For FEN checking
156 static IsGoodFlags(flags)
157 {
158 return !!flags.match(/^[01]{4,4}$/);
159 }
160
1d184b4c
BA
161 // Turn diagram fen into double array ["wb","wp","bk",...]
162 static GetBoard(fen)
163 {
7931e479 164 const rows = fen.split(" ")[0].split("/");
0b7d99ec 165 let board = doubleArray(V.size.x, V.size.y, "");
1d184b4c
BA
166 for (let i=0; i<rows.length; i++)
167 {
168 let j = 0;
169 for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++)
170 {
7931e479
BA
171 const character = rows[i][indexInRow];
172 const num = parseInt(character);
1d184b4c
BA
173 if (!isNaN(num))
174 j += num; //just shift j
175 else //something at position i,j
0b7d99ec 176 board[i][j++] = V.fen2board(character);
1d184b4c
BA
177 }
178 }
179 return board;
180 }
181
dda21a71 182 // Extract (relevant) flags from fen
7931e479 183 setFlags(fenflags)
1d184b4c
BA
184 {
185 // white a-castle, h-castle, black a-castle, h-castle
7931e479
BA
186 this.castleFlags = {'w': [true,true], 'b': [true,true]};
187 if (!fenflags)
188 return;
1d184b4c 189 for (let i=0; i<4; i++)
7931e479
BA
190 this.castleFlags[i < 2 ? 'w' : 'b'][i%2] = (fenflags.charAt(i) == '1');
191 }
192
193 // Initialize turn (white or black)
194 setTurn(turnflag)
195 {
196 this.turn = turnflag || "w";
1d184b4c
BA
197 }
198
199 ///////////////////
200 // GETTERS, SETTERS
201
0b7d99ec
BA
202 static get size() { return {x:8, y:8}; }
203
1d184b4c
BA
204 // Two next functions return 'undefined' if called on empty square
205 getColor(i,j) { return this.board[i][j].charAt(0); }
206 getPiece(i,j) { return this.board[i][j].charAt(1); }
207
208 // Color
0b7d99ec 209 getOppCol(color) { return (color=="w" ? "b" : "w"); }
1d184b4c
BA
210
211 get lastMove() {
212 const L = this.moves.length;
0b7d99ec 213 return (L>0 ? this.moves[L-1] : null);
1d184b4c 214 }
0b7d99ec 215
1d184b4c
BA
216 // Pieces codes
217 static get PAWN() { return 'p'; }
218 static get ROOK() { return 'r'; }
219 static get KNIGHT() { return 'n'; }
220 static get BISHOP() { return 'b'; }
221 static get QUEEN() { return 'q'; }
222 static get KING() { return 'k'; }
223
7931e479
BA
224 // For FEN checking:
225 static get PIECES() {
226 return [V.PAWN,V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN,V.KING];
227 }
228
1d184b4c
BA
229 // Empty square
230 static get EMPTY() { return ''; }
231
232 // Some pieces movements
233 static get steps() {
234 return {
235 'r': [ [-1,0],[1,0],[0,-1],[0,1] ],
236 'n': [ [-1,-2],[-1,2],[1,-2],[1,2],[-2,-1],[-2,1],[2,-1],[2,1] ],
237 'b': [ [-1,-1],[-1,1],[1,-1],[1,1] ],
1d184b4c
BA
238 };
239 }
240
2526c041
BA
241 // Aggregates flags into one object
242 get flags() {
243 return this.castleFlags;
244 }
245
246 // Reverse operation
247 parseFlags(flags)
248 {
249 this.castleFlags = flags;
250 }
251
1d184b4c 252 // En-passant square, if any
8ddc00a0 253 getEpSquare(moveOrSquare)
1d184b4c 254 {
8ddc00a0
BA
255 if (typeof moveOrSquare === "string")
256 {
257 const square = moveOrSquare;
258 if (square == "-")
259 return undefined;
260 return {
261 x: square[0].charCodeAt()-97,
262 y: V.size.x-parseInt(square[1])
263 };
264 }
265 // Argument is a move:
266 const move = moveOrSquare;
1d184b4c 267 const [sx,sy,ex] = [move.start.x,move.start.y,move.end.x];
0b7d99ec 268 if (this.getPiece(sx,sy) == V.PAWN && Math.abs(sx - ex) == 2)
1d184b4c
BA
269 {
270 return {
271 x: (sx + ex)/2,
272 y: sy
273 };
274 }
275 return undefined; //default
276 }
277
dda21a71 278 // Can thing on square1 take thing on square2
46302e64 279 canTake([x1,y1], [x2,y2])
1d184b4c 280 {
0b7d99ec 281 return this.getColor(x1,y1) !== this.getColor(x2,y2);
1d184b4c
BA
282 }
283
284 ///////////////////
285 // MOVES GENERATION
286
287 // All possible moves from selected square (assumption: color is OK)
288 getPotentialMovesFrom([x,y])
289 {
1d184b4c
BA
290 switch (this.getPiece(x,y))
291 {
0b7d99ec 292 case V.PAWN:
46302e64 293 return this.getPotentialPawnMoves([x,y]);
0b7d99ec 294 case V.ROOK:
46302e64 295 return this.getPotentialRookMoves([x,y]);
0b7d99ec 296 case V.KNIGHT:
46302e64 297 return this.getPotentialKnightMoves([x,y]);
0b7d99ec 298 case V.BISHOP:
46302e64 299 return this.getPotentialBishopMoves([x,y]);
0b7d99ec 300 case V.QUEEN:
46302e64 301 return this.getPotentialQueenMoves([x,y]);
0b7d99ec 302 case V.KING:
46302e64 303 return this.getPotentialKingMoves([x,y]);
1d184b4c
BA
304 }
305 }
306
307 // Build a regular move from its initial and destination squares; tr: transformation
46302e64 308 getBasicMove([sx,sy], [ex,ey], tr)
1d184b4c 309 {
2526c041 310 let mv = new Move({
1d184b4c
BA
311 appear: [
312 new PiPo({
313 x: ex,
314 y: ey,
46302e64
BA
315 c: !!tr ? tr.c : this.getColor(sx,sy),
316 p: !!tr ? tr.p : this.getPiece(sx,sy)
1d184b4c
BA
317 })
318 ],
319 vanish: [
320 new PiPo({
321 x: sx,
322 y: sy,
323 c: this.getColor(sx,sy),
324 p: this.getPiece(sx,sy)
325 })
326 ]
327 });
328
329 // The opponent piece disappears if we take it
0b7d99ec 330 if (this.board[ex][ey] != V.EMPTY)
1d184b4c
BA
331 {
332 mv.vanish.push(
333 new PiPo({
334 x: ex,
335 y: ey,
336 c: this.getColor(ex,ey),
337 p: this.getPiece(ex,ey)
338 })
339 );
340 }
341 return mv;
342 }
343
0b7d99ec
BA
344 // Is (x,y) on the chessboard?
345 static OnBoard(x,y)
346 {
347 return (x>=0 && x<V.size.x && y>=0 && y<V.size.y);
348 }
349
1d184b4c 350 // Generic method to find possible moves of non-pawn pieces ("sliding or jumping")
46302e64 351 getSlideNJumpMoves([x,y], steps, oneStep)
1d184b4c 352 {
46302e64 353 const color = this.getColor(x,y);
2526c041 354 let moves = [];
1d184b4c
BA
355 outerLoop:
356 for (let step of steps)
357 {
46302e64
BA
358 let i = x + step[0];
359 let j = y + step[1];
0b7d99ec 360 while (V.OnBoard(i,j) && this.board[i][j] == V.EMPTY)
1d184b4c 361 {
46302e64 362 moves.push(this.getBasicMove([x,y], [i,j]));
1d184b4c
BA
363 if (oneStep !== undefined)
364 continue outerLoop;
365 i += step[0];
366 j += step[1];
367 }
0b7d99ec 368 if (V.OnBoard(i,j) && this.canTake([x,y], [i,j]))
46302e64 369 moves.push(this.getBasicMove([x,y], [i,j]));
1d184b4c
BA
370 }
371 return moves;
372 }
373
dda21a71 374 // What are the pawn moves from square x,y ?
46302e64 375 getPotentialPawnMoves([x,y])
1d184b4c 376 {
2526c041
BA
377 const color = this.turn;
378 let moves = [];
0b7d99ec 379 const [sizeX,sizeY] = [V.size.x,V.size.y];
2526c041 380 const shift = (color == "w" ? -1 : 1);
cf130369
BA
381 const firstRank = (color == 'w' ? sizeX-1 : 0);
382 const startRank = (color == "w" ? sizeX-2 : 1);
383 const lastRank = (color == "w" ? 0 : sizeX-1);
1d184b4c
BA
384
385 if (x+shift >= 0 && x+shift < sizeX && x+shift != lastRank)
386 {
387 // Normal moves
388 if (this.board[x+shift][y] == V.EMPTY)
389 {
46302e64 390 moves.push(this.getBasicMove([x,y], [x+shift,y]));
1221ac47 391 // Next condition because variants with pawns on 1st rank allow them to jump
2526c041 392 if ([startRank,firstRank].includes(x) && this.board[x+2*shift][y] == V.EMPTY)
1d184b4c
BA
393 {
394 // Two squares jump
46302e64 395 moves.push(this.getBasicMove([x,y], [x+2*shift,y]));
1d184b4c
BA
396 }
397 }
398 // Captures
0b7d99ec
BA
399 if (y>0 && this.board[x+shift][y-1] != V.EMPTY
400 && this.canTake([x,y], [x+shift,y-1]))
1221ac47 401 {
46302e64 402 moves.push(this.getBasicMove([x,y], [x+shift,y-1]));
1221ac47 403 }
0b7d99ec
BA
404 if (y<sizeY-1 && this.board[x+shift][y+1] != V.EMPTY
405 && this.canTake([x,y], [x+shift,y+1]))
1221ac47 406 {
46302e64 407 moves.push(this.getBasicMove([x,y], [x+shift,y+1]));
1221ac47 408 }
1d184b4c
BA
409 }
410
411 if (x+shift == lastRank)
412 {
413 // Promotion
68f5ccc8 414 const pawnColor = this.getColor(x,y); //can be different for checkered
1d184b4c
BA
415 let promotionPieces = [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN];
416 promotionPieces.forEach(p => {
417 // Normal move
418 if (this.board[x+shift][y] == V.EMPTY)
68f5ccc8 419 moves.push(this.getBasicMove([x,y], [x+shift,y], {c:pawnColor,p:p}));
1d184b4c 420 // Captures
0b7d99ec
BA
421 if (y>0 && this.board[x+shift][y-1] != V.EMPTY
422 && this.canTake([x,y], [x+shift,y-1]))
1221ac47 423 {
68f5ccc8 424 moves.push(this.getBasicMove([x,y], [x+shift,y-1], {c:pawnColor,p:p}));
1221ac47 425 }
0b7d99ec
BA
426 if (y<sizeY-1 && this.board[x+shift][y+1] != V.EMPTY
427 && this.canTake([x,y], [x+shift,y+1]))
1221ac47 428 {
68f5ccc8 429 moves.push(this.getBasicMove([x,y], [x+shift,y+1], {c:pawnColor,p:p}));
1221ac47 430 }
1d184b4c
BA
431 });
432 }
433
434 // En passant
435 const Lep = this.epSquares.length;
0b7d99ec 436 const epSquare = (Lep>0 ? this.epSquares[Lep-1] : undefined);
1d184b4c
BA
437 if (!!epSquare && epSquare.x == x+shift && Math.abs(epSquare.y - y) == 1)
438 {
0b7d99ec
BA
439 const epStep = epSquare.y - y;
440 let enpassantMove = this.getBasicMove([x,y], [x+shift,y+epStep]);
1d184b4c
BA
441 enpassantMove.vanish.push({
442 x: x,
443 y: y+epStep,
444 p: 'p',
445 c: this.getColor(x,y+epStep)
446 });
447 moves.push(enpassantMove);
448 }
449
450 return moves;
451 }
452
453 // What are the rook moves from square x,y ?
46302e64 454 getPotentialRookMoves(sq)
1d184b4c 455 {
0b7d99ec 456 return this.getSlideNJumpMoves(sq, V.steps[V.ROOK]);
1d184b4c
BA
457 }
458
459 // What are the knight moves from square x,y ?
46302e64 460 getPotentialKnightMoves(sq)
1d184b4c 461 {
0b7d99ec 462 return this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep");
1d184b4c
BA
463 }
464
465 // What are the bishop moves from square x,y ?
46302e64 466 getPotentialBishopMoves(sq)
1d184b4c 467 {
0b7d99ec 468 return this.getSlideNJumpMoves(sq, V.steps[V.BISHOP]);
1d184b4c
BA
469 }
470
471 // What are the queen moves from square x,y ?
46302e64 472 getPotentialQueenMoves(sq)
1d184b4c 473 {
a37076f1 474 return this.getSlideNJumpMoves(sq, V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
1d184b4c
BA
475 }
476
477 // What are the king moves from square x,y ?
46302e64 478 getPotentialKingMoves(sq)
1d184b4c
BA
479 {
480 // Initialize with normal moves
a37076f1
BA
481 let moves = this.getSlideNJumpMoves(sq,
482 V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep");
46302e64 483 return moves.concat(this.getCastleMoves(sq));
1d184b4c
BA
484 }
485
46302e64 486 getCastleMoves([x,y])
1d184b4c 487 {
46302e64 488 const c = this.getColor(x,y);
0b7d99ec 489 if (x != (c=="w" ? V.size.x-1 : 0) || y != this.INIT_COL_KING[c])
1d184b4c
BA
490 return []; //x isn't first rank, or king has moved (shortcut)
491
1d184b4c
BA
492 // Castling ?
493 const oppCol = this.getOppCol(c);
494 let moves = [];
495 let i = 0;
0b7d99ec 496 const finalSquares = [ [2,3], [V.size.y-2,V.size.y-3] ]; //king, then rook
1d184b4c
BA
497 castlingCheck:
498 for (let castleSide=0; castleSide < 2; castleSide++) //large, then small
499 {
2526c041 500 if (!this.castleFlags[c][castleSide])
1d184b4c
BA
501 continue;
502 // If this code is reached, rooks and king are on initial position
503
504 // Nothing on the path of the king (and no checks; OK also if y==finalSquare)?
505 let step = finalSquares[castleSide][0] < y ? -1 : 1;
506 for (i=y; i!=finalSquares[castleSide][0]; i+=step)
507 {
cf130369 508 if (this.isAttacked([x,i], [oppCol]) || (this.board[x][i] != V.EMPTY &&
1d184b4c
BA
509 // NOTE: next check is enough, because of chessboard constraints
510 (this.getColor(x,i) != c || ![V.KING,V.ROOK].includes(this.getPiece(x,i)))))
511 {
512 continue castlingCheck;
513 }
514 }
515
516 // Nothing on the path to the rook?
517 step = castleSide == 0 ? -1 : 1;
518 for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step)
519 {
520 if (this.board[x][i] != V.EMPTY)
521 continue castlingCheck;
522 }
523 const rookPos = this.INIT_COL_ROOK[c][castleSide];
524
525 // Nothing on final squares, except maybe king and castling rook?
526 for (i=0; i<2; i++)
527 {
528 if (this.board[x][finalSquares[castleSide][i]] != V.EMPTY &&
529 this.getPiece(x,finalSquares[castleSide][i]) != V.KING &&
530 finalSquares[castleSide][i] != rookPos)
531 {
532 continue castlingCheck;
533 }
534 }
535
536 // If this code is reached, castle is valid
537 moves.push( new Move({
538 appear: [
539 new PiPo({x:x,y:finalSquares[castleSide][0],p:V.KING,c:c}),
540 new PiPo({x:x,y:finalSquares[castleSide][1],p:V.ROOK,c:c})],
541 vanish: [
542 new PiPo({x:x,y:y,p:V.KING,c:c}),
543 new PiPo({x:x,y:rookPos,p:V.ROOK,c:c})],
544 end: Math.abs(y - rookPos) <= 2
545 ? {x:x, y:rookPos}
546 : {x:x, y:y + 2 * (castleSide==0 ? -1 : 1)}
547 }) );
548 }
549
550 return moves;
551 }
552
553 ///////////////////
554 // MOVES VALIDATION
555
46302e64 556 canIplay(side, [x,y])
1d184b4c 557 {
7931e479 558 return (this.turn == side && this.getColor(x,y) == side);
1d184b4c
BA
559 }
560
561 getPossibleMovesFrom(sq)
562 {
563 // Assuming color is right (already checked)
564 return this.filterValid( this.getPotentialMovesFrom(sq) );
565 }
566
92342261 567 // TODO: promotions (into R,B,N,Q) should be filtered only once
1d184b4c
BA
568 filterValid(moves)
569 {
570 if (moves.length == 0)
571 return [];
b8121223 572 return moves.filter(m => { return !this.underCheck(m); });
1d184b4c
BA
573 }
574
575 // Search for all valid moves considering current turn (for engine and game end)
46302e64 576 getAllValidMoves()
1d184b4c 577 {
46302e64 578 const color = this.turn;
1d184b4c 579 const oppCol = this.getOppCol(color);
c6052161 580 let potentialMoves = [];
0b7d99ec 581 for (let i=0; i<V.size.x; i++)
1d184b4c 582 {
0b7d99ec 583 for (let j=0; j<V.size.y; j++)
1d184b4c 584 {
92342261 585 // Next condition "!= oppCol" = harmless hack to work with checkered variant
0b7d99ec 586 if (this.board[i][j] != V.EMPTY && this.getColor(i,j) != oppCol)
1d184b4c
BA
587 Array.prototype.push.apply(potentialMoves, this.getPotentialMovesFrom([i,j]));
588 }
589 }
590 // NOTE: prefer lazy undercheck tests, letting the king being taken?
591 // No: if happen on last 1/2 move, could lead to forbidden moves, wrong evals
592 return this.filterValid(potentialMoves);
593 }
9de73b71 594
e64a4eff 595 // Stop at the first move found
46302e64 596 atLeastOneMove()
e64a4eff 597 {
46302e64 598 const color = this.turn;
e64a4eff 599 const oppCol = this.getOppCol(color);
0b7d99ec 600 for (let i=0; i<V.size.x; i++)
e64a4eff 601 {
0b7d99ec 602 for (let j=0; j<V.size.y; j++)
e64a4eff 603 {
0b7d99ec 604 if (this.board[i][j] != V.EMPTY && this.getColor(i,j) != oppCol)
e64a4eff
BA
605 {
606 const moves = this.getPotentialMovesFrom([i,j]);
607 if (moves.length > 0)
608 {
9de73b71 609 for (let k=0; k<moves.length; k++)
e64a4eff 610 {
9de73b71 611 if (this.filterValid([moves[k]]).length > 0)
e64a4eff
BA
612 return true;
613 }
614 }
615 }
616 }
617 }
618 return false;
619 }
1d184b4c 620
dda21a71 621 // Check if pieces of color in array 'colors' are attacking square x,y
46302e64 622 isAttacked(sq, colors)
1d184b4c 623 {
46302e64
BA
624 return (this.isAttackedByPawn(sq, colors)
625 || this.isAttackedByRook(sq, colors)
626 || this.isAttackedByKnight(sq, colors)
627 || this.isAttackedByBishop(sq, colors)
628 || this.isAttackedByQueen(sq, colors)
629 || this.isAttackedByKing(sq, colors));
1d184b4c
BA
630 }
631
dda21a71 632 // Is square x,y attacked by 'colors' pawns ?
46302e64 633 isAttackedByPawn([x,y], colors)
1d184b4c 634 {
46302e64 635 for (let c of colors)
1d184b4c 636 {
46302e64 637 let pawnShift = (c=="w" ? 1 : -1);
0b7d99ec 638 if (x+pawnShift>=0 && x+pawnShift<V.size.x)
1d184b4c 639 {
46302e64 640 for (let i of [-1,1])
1d184b4c 641 {
0b7d99ec 642 if (y+i>=0 && y+i<V.size.y && this.getPiece(x+pawnShift,y+i)==V.PAWN
46302e64
BA
643 && this.getColor(x+pawnShift,y+i)==c)
644 {
645 return true;
646 }
1d184b4c
BA
647 }
648 }
649 }
650 return false;
651 }
652
dda21a71 653 // Is square x,y attacked by 'colors' rooks ?
46302e64 654 isAttackedByRook(sq, colors)
1d184b4c 655 {
0b7d99ec 656 return this.isAttackedBySlideNJump(sq, colors, V.ROOK, V.steps[V.ROOK]);
1d184b4c
BA
657 }
658
dda21a71 659 // Is square x,y attacked by 'colors' knights ?
46302e64 660 isAttackedByKnight(sq, colors)
1d184b4c 661 {
46302e64 662 return this.isAttackedBySlideNJump(sq, colors,
0b7d99ec 663 V.KNIGHT, V.steps[V.KNIGHT], "oneStep");
1d184b4c
BA
664 }
665
dda21a71 666 // Is square x,y attacked by 'colors' bishops ?
46302e64 667 isAttackedByBishop(sq, colors)
1d184b4c 668 {
0b7d99ec 669 return this.isAttackedBySlideNJump(sq, colors, V.BISHOP, V.steps[V.BISHOP]);
1d184b4c
BA
670 }
671
dda21a71 672 // Is square x,y attacked by 'colors' queens ?
46302e64 673 isAttackedByQueen(sq, colors)
1d184b4c 674 {
a37076f1
BA
675 return this.isAttackedBySlideNJump(sq, colors, V.QUEEN,
676 V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
1d184b4c
BA
677 }
678
dda21a71 679 // Is square x,y attacked by 'colors' king(s) ?
46302e64 680 isAttackedByKing(sq, colors)
1d184b4c 681 {
a37076f1
BA
682 return this.isAttackedBySlideNJump(sq, colors, V.KING,
683 V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep");
1d184b4c
BA
684 }
685
1221ac47 686 // Generic method for non-pawn pieces ("sliding or jumping"):
dda21a71 687 // is x,y attacked by a piece of color in array 'colors' ?
46302e64 688 isAttackedBySlideNJump([x,y], colors, piece, steps, oneStep)
1d184b4c
BA
689 {
690 for (let step of steps)
691 {
692 let rx = x+step[0], ry = y+step[1];
0b7d99ec 693 while (V.OnBoard(rx,ry) && this.board[rx][ry] == V.EMPTY && !oneStep)
1d184b4c
BA
694 {
695 rx += step[0];
696 ry += step[1];
697 }
0b7d99ec
BA
698 if (V.OnBoard(rx,ry) && this.getPiece(rx,ry) === piece
699 && colors.includes(this.getColor(rx,ry)))
1d184b4c
BA
700 {
701 return true;
702 }
703 }
704 return false;
705 }
706
dda21a71 707 // Is current player under check after his move ?
46302e64 708 underCheck(move)
1d184b4c 709 {
46302e64 710 const color = this.turn;
1d184b4c 711 this.play(move);
cf130369 712 let res = this.isAttacked(this.kingPos[color], [this.getOppCol(color)]);
1d184b4c
BA
713 this.undo(move);
714 return res;
715 }
716
dda21a71 717 // On which squares is opponent under check after our move ?
46302e64 718 getCheckSquares(move)
4b5fe306
BA
719 {
720 this.play(move);
204e289b 721 const color = this.turn; //opponent
cf130369 722 let res = this.isAttacked(this.kingPos[color], [this.getOppCol(color)])
46302e64 723 ? [ JSON.parse(JSON.stringify(this.kingPos[color])) ] //need to duplicate!
4b5fe306
BA
724 : [ ];
725 this.undo(move);
726 return res;
727 }
728
1d184b4c
BA
729 // Apply a move on board
730 static PlayOnBoard(board, move)
731 {
732 for (let psq of move.vanish)
0b7d99ec 733 board[psq.x][psq.y] = V.EMPTY;
1d184b4c
BA
734 for (let psq of move.appear)
735 board[psq.x][psq.y] = psq.c + psq.p;
736 }
737 // Un-apply the played move
738 static UndoOnBoard(board, move)
739 {
740 for (let psq of move.appear)
0b7d99ec 741 board[psq.x][psq.y] = V.EMPTY;
1d184b4c
BA
742 for (let psq of move.vanish)
743 board[psq.x][psq.y] = psq.c + psq.p;
744 }
745
d3334c3a 746 // Before move is played, update variables + flags
1d184b4c
BA
747 updateVariables(move)
748 {
749 const piece = this.getPiece(move.start.x,move.start.y);
0b7d99ec
BA
750 const c = this.turn;
751 const firstRank = (c == "w" ? V.size.x-1 : 0);
1d184b4c
BA
752
753 // Update king position + flags
0b7d99ec 754 if (piece == V.KING && move.appear.length > 0)
1d184b4c
BA
755 {
756 this.kingPos[c][0] = move.appear[0].x;
757 this.kingPos[c][1] = move.appear[0].y;
2526c041 758 this.castleFlags[c] = [false,false];
1d184b4c
BA
759 return;
760 }
761 const oppCol = this.getOppCol(c);
0b7d99ec 762 const oppFirstRank = (V.size.x-1) - firstRank;
1d184b4c
BA
763 if (move.start.x == firstRank //our rook moves?
764 && this.INIT_COL_ROOK[c].includes(move.start.y))
765 {
2526c041
BA
766 const flagIdx = (move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1);
767 this.castleFlags[c][flagIdx] = false;
1d184b4c
BA
768 }
769 else if (move.end.x == oppFirstRank //we took opponent rook?
aea1443e 770 && this.INIT_COL_ROOK[oppCol].includes(move.end.y))
1d184b4c 771 {
2526c041
BA
772 const flagIdx = (move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1);
773 this.castleFlags[oppCol][flagIdx] = false;
1d184b4c
BA
774 }
775 }
776
dda21a71
BA
777 // After move is undo-ed, un-update variables (flags are reset)
778 // TODO: more symmetry, by storing flags increment in move...
d3334c3a 779 unupdateVariables(move)
1d184b4c 780 {
d3334c3a
BA
781 // (Potentially) Reset king position
782 const c = this.getColor(move.start.x,move.start.y);
0b7d99ec 783 if (this.getPiece(move.start.x,move.start.y) == V.KING)
d3334c3a
BA
784 this.kingPos[c] = [move.start.x, move.start.y];
785 }
1d184b4c 786
15c1295a
BA
787 // Hash of position+flags+turn after a move is played (to detect repetitions)
788 getHashState()
331fc58c 789 {
7931e479 790 return hex_md5(this.getFen());
331fc58c
BA
791 }
792
d3334c3a
BA
793 play(move, ingame)
794 {
a3c86ec9
BA
795 // DEBUG:
796// if (!this.states) this.states = [];
797// if (!ingame) this.states.push(JSON.stringify(this.board));
798
dfb4afc1 799 if (!!ingame)
6752407b 800 move.notation = [this.getNotation(move), this.getLongNotation(move)];
dfb4afc1 801
2526c041 802 move.flags = JSON.stringify(this.flags); //save flags (for undo)
d3334c3a
BA
803 this.updateVariables(move);
804 this.moves.push(move);
1d184b4c 805 this.epSquares.push( this.getEpSquare(move) );
8ddc00a0 806 this.turn = this.getOppCol(this.turn);
0b7d99ec 807 V.PlayOnBoard(this.board, move);
331fc58c
BA
808
809 if (!!ingame)
15c1295a 810 move.hash = this.getHashState();
1d184b4c
BA
811 }
812
cd4cad04 813 undo(move)
1d184b4c 814 {
0b7d99ec 815 V.UndoOnBoard(this.board, move);
8ddc00a0 816 this.turn = this.getOppCol(this.turn);
1d184b4c 817 this.epSquares.pop();
d3334c3a
BA
818 this.moves.pop();
819 this.unupdateVariables(move);
2526c041 820 this.parseFlags(JSON.parse(move.flags));
a3c86ec9
BA
821
822 // DEBUG:
823// if (JSON.stringify(this.board) != this.states[this.states.length-1])
824// debugger;
825// this.states.pop();
1d184b4c
BA
826 }
827
828 //////////////
829 // END OF GAME
830
331fc58c 831 // Check for 3 repetitions (position + flags + turn)
1af36beb 832 checkRepetition()
1d184b4c 833 {
15c1295a
BA
834 if (!this.hashStates)
835 this.hashStates = {};
836 const startIndex =
837 Object.values(this.hashStates).reduce((a,b) => { return a+b; }, 0)
838 // Update this.hashStates with last move (or all moves if continuation)
839 // NOTE: redundant storage, but faster and moderate size
840 for (let i=startIndex; i<this.moves.length; i++)
841 {
842 const move = this.moves[i];
843 if (!this.hashStates[move.hash])
844 this.hashStates[move.hash] = 1;
845 else
846 this.hashStates[move.hash]++;
847 }
331fc58c 848 return Object.values(this.hashStates).some(elt => { return (elt >= 3); });
1af36beb 849 }
1d184b4c 850
dda21a71 851 // Is game over ? And if yes, what is the score ?
1af36beb
BA
852 checkGameOver()
853 {
854 if (this.checkRepetition())
855 return "1/2";
856
857 if (this.atLeastOneMove()) // game not over
1d184b4c 858 return "*";
1d184b4c
BA
859
860 // Game over
46302e64 861 return this.checkGameEnd();
1d184b4c
BA
862 }
863
46302e64
BA
864 // No moves are possible: compute score
865 checkGameEnd()
1d184b4c 866 {
46302e64 867 const color = this.turn;
1d184b4c 868 // No valid move: stalemate or checkmate?
cf130369 869 if (!this.isAttacked(this.kingPos[color], [this.getOppCol(color)]))
1d184b4c
BA
870 return "1/2";
871 // OK, checkmate
872 return color == "w" ? "0-1" : "1-0";
873 }
874
875 ////////
876 //ENGINE
877
878 // Pieces values
879 static get VALUES() {
880 return {
881 'p': 1,
882 'r': 5,
883 'n': 3,
884 'b': 3,
885 'q': 9,
886 'k': 1000
887 };
888 }
889
9e42b4dd
BA
890 static get INFINITY() {
891 return 9999; //"checkmate" (unreachable eval)
892 }
893
894 static get THRESHOLD_MATE() {
895 // At this value or above, the game is over
0b7d99ec 896 return V.INFINITY;
9e42b4dd
BA
897 }
898
3c09dc49
BA
899 static get SEARCH_DEPTH() {
900 return 3; //2 for high branching factor, 4 for small (Loser chess)
901 }
902
1d184b4c 903 // Assumption: at least one legal move
a6abf094
BA
904 // NOTE: works also for extinction chess because depth is 3...
905 getComputerMove()
1d184b4c 906 {
0b7d99ec 907 const maxeval = V.INFINITY;
46302e64 908 const color = this.turn;
15952ada
BA
909 // Some variants may show a bigger moves list to the human (Switching),
910 // thus the argument "computer" below (which is generally ignored)
911 let moves1 = this.getAllValidMoves("computer");
a6abf094
BA
912
913 // Can I mate in 1 ? (for Magnetic & Extinction)
914 for (let i of _.shuffle(_.range(moves1.length)))
915 {
916 this.play(moves1[i]);
0b7d99ec
BA
917 let finish = (Math.abs(this.evalPosition()) >= V.THRESHOLD_MATE);
918 if (!finish && !this.atLeastOneMove())
919 {
920 // Try mate (for other variants)
921 const score = this.checkGameEnd();
922 if (score != "1/2")
923 finish = true;
924 }
a6abf094
BA
925 this.undo(moves1[i]);
926 if (finish)
927 return moves1[i];
928 }
1d184b4c 929
06ddfe34 930 // Rank moves using a min-max at depth 2
1d184b4c
BA
931 for (let i=0; i<moves1.length; i++)
932 {
9e42b4dd 933 moves1[i].eval = (color=="w" ? -1 : 1) * maxeval; //very low, I'm checkmated
1d184b4c 934 this.play(moves1[i]);
68f5ccc8
BA
935 let eval2 = undefined;
936 if (this.atLeastOneMove())
1d184b4c 937 {
68f5ccc8
BA
938 eval2 = (color=="w" ? 1 : -1) * maxeval; //initialized with checkmate value
939 // Second half-move:
15952ada 940 let moves2 = this.getAllValidMoves("computer");
68f5ccc8
BA
941 for (let j=0; j<moves2.length; j++)
942 {
943 this.play(moves2[j]);
944 let evalPos = undefined;
945 if (this.atLeastOneMove())
946 evalPos = this.evalPosition()
947 else
948 {
949 // Work with scores for Loser variant
950 const score = this.checkGameEnd();
951 evalPos = (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
952 }
953 if ((color == "w" && evalPos < eval2) || (color=="b" && evalPos > eval2))
954 eval2 = evalPos;
955 this.undo(moves2[j]);
956 }
957 }
958 else
959 {
960 const score = this.checkGameEnd();
961 eval2 = (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
1d184b4c 962 }
92342261
BA
963 if ((color=="w" && eval2 > moves1[i].eval)
964 || (color=="b" && eval2 < moves1[i].eval))
965 {
1d184b4c 966 moves1[i].eval = eval2;
92342261 967 }
1d184b4c
BA
968 this.undo(moves1[i]);
969 }
970 moves1.sort( (a,b) => { return (color=="w" ? 1 : -1) * (b.eval - a.eval); });
11a31682 971 //console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; }));
1d184b4c 972
3c09dc49
BA
973 let candidates = [0]; //indices of candidates moves
974 for (let j=1; j<moves1.length && moves1[j].eval == moves1[0].eval; j++)
975 candidates.push(j);
976 let currentBest = moves1[_.sample(candidates, 1)];
977
e82cd979
BA
978 // From here, depth >= 3: may take a while, so we control time
979 const timeStart = Date.now();
980
a6abf094 981 // Skip depth 3+ if we found a checkmate (or if we are checkmated in 1...)
0b7d99ec 982 if (V.SEARCH_DEPTH >= 3 && Math.abs(moves1[0].eval) < V.THRESHOLD_MATE)
e64a4eff 983 {
9e42b4dd
BA
984 for (let i=0; i<moves1.length; i++)
985 {
e82cd979
BA
986 if (Date.now()-timeStart >= 5000) //more than 5 seconds
987 return currentBest; //depth 2 at least
9e42b4dd
BA
988 this.play(moves1[i]);
989 // 0.1 * oldEval : heuristic to avoid some bad moves (not all...)
3c09dc49 990 moves1[i].eval = 0.1*moves1[i].eval +
0b7d99ec 991 this.alphabeta(V.SEARCH_DEPTH-1, -maxeval, maxeval);
9e42b4dd
BA
992 this.undo(moves1[i]);
993 }
994 moves1.sort( (a,b) => { return (color=="w" ? 1 : -1) * (b.eval - a.eval); });
e64a4eff 995 }
3c09dc49
BA
996 else
997 return currentBest;
68f5ccc8 998 //console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; }));
1d184b4c 999
3c09dc49 1000 candidates = [0];
1d184b4c
BA
1001 for (let j=1; j<moves1.length && moves1[j].eval == moves1[0].eval; j++)
1002 candidates.push(j);
1d184b4c
BA
1003 return moves1[_.sample(candidates, 1)];
1004 }
1005
46302e64 1006 alphabeta(depth, alpha, beta)
1d184b4c 1007 {
0b7d99ec 1008 const maxeval = V.INFINITY;
46302e64
BA
1009 const color = this.turn;
1010 if (!this.atLeastOneMove())
1d184b4c 1011 {
46302e64 1012 switch (this.checkGameEnd())
1d184b4c 1013 {
68f5ccc8
BA
1014 case "1/2":
1015 return 0;
1016 default:
1017 const score = this.checkGameEnd();
1018 return (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
1d184b4c
BA
1019 }
1020 }
1021 if (depth == 0)
1022 return this.evalPosition();
15952ada 1023 const moves = this.getAllValidMoves("computer");
9e42b4dd 1024 let v = color=="w" ? -maxeval : maxeval;
1d184b4c
BA
1025 if (color == "w")
1026 {
1027 for (let i=0; i<moves.length; i++)
1028 {
1029 this.play(moves[i]);
46302e64 1030 v = Math.max(v, this.alphabeta(depth-1, alpha, beta));
1d184b4c
BA
1031 this.undo(moves[i]);
1032 alpha = Math.max(alpha, v);
1033 if (alpha >= beta)
1034 break; //beta cutoff
1035 }
1036 }
1037 else //color=="b"
1038 {
1039 for (let i=0; i<moves.length; i++)
1040 {
1041 this.play(moves[i]);
46302e64 1042 v = Math.min(v, this.alphabeta(depth-1, alpha, beta));
1d184b4c
BA
1043 this.undo(moves[i]);
1044 beta = Math.min(beta, v);
1045 if (alpha >= beta)
1046 break; //alpha cutoff
1047 }
1048 }
1049 return v;
1050 }
1051
1052 evalPosition()
1053 {
1d184b4c 1054 let evaluation = 0;
a6abf094 1055 // Just count material for now
0b7d99ec 1056 for (let i=0; i<V.size.x; i++)
1d184b4c 1057 {
0b7d99ec 1058 for (let j=0; j<V.size.y; j++)
1d184b4c 1059 {
0b7d99ec 1060 if (this.board[i][j] != V.EMPTY)
1d184b4c
BA
1061 {
1062 const sign = this.getColor(i,j) == "w" ? 1 : -1;
0b7d99ec 1063 evaluation += sign * V.VALUES[this.getPiece(i,j)];
1d184b4c
BA
1064 }
1065 }
1066 }
1067 return evaluation;
1068 }
1069
1070 ////////////
1071 // FEN utils
1072
dda21a71 1073 // Setup the initial random (assymetric) position
1d184b4c
BA
1074 static GenRandInitFen()
1075 {
32cfcea4 1076 let pieces = { "w": new Array(8), "b": new Array(8) };
1d184b4c 1077 // Shuffle pieces on first and last rank
32cfcea4 1078 for (let c of ["w","b"])
1d184b4c
BA
1079 {
1080 let positions = _.range(8);
1081
1082 // Get random squares for bishops
1083 let randIndex = 2 * _.random(3);
1084 let bishop1Pos = positions[randIndex];
1085 // The second bishop must be on a square of different color
1086 let randIndex_tmp = 2 * _.random(3) + 1;
1087 let bishop2Pos = positions[randIndex_tmp];
1088 // Remove chosen squares
1089 positions.splice(Math.max(randIndex,randIndex_tmp), 1);
1090 positions.splice(Math.min(randIndex,randIndex_tmp), 1);
1091
1092 // Get random squares for knights
1093 randIndex = _.random(5);
1094 let knight1Pos = positions[randIndex];
1095 positions.splice(randIndex, 1);
1096 randIndex = _.random(4);
1097 let knight2Pos = positions[randIndex];
1098 positions.splice(randIndex, 1);
1099
1100 // Get random square for queen
1101 randIndex = _.random(3);
1102 let queenPos = positions[randIndex];
1103 positions.splice(randIndex, 1);
1104
1105 // Rooks and king positions are now fixed, because of the ordering rook-king-rook
1106 let rook1Pos = positions[0];
1107 let kingPos = positions[1];
1108 let rook2Pos = positions[2];
1109
1110 // Finally put the shuffled pieces in the board array
1111 pieces[c][rook1Pos] = 'r';
1112 pieces[c][knight1Pos] = 'n';
1113 pieces[c][bishop1Pos] = 'b';
1114 pieces[c][queenPos] = 'q';
1115 pieces[c][kingPos] = 'k';
1116 pieces[c][bishop2Pos] = 'b';
1117 pieces[c][knight2Pos] = 'n';
1118 pieces[c][rook2Pos] = 'r';
1119 }
2eef6db6 1120 return pieces["b"].join("") +
1d184b4c 1121 "/pppppppp/8/8/8/8/PPPPPPPP/" +
32cfcea4 1122 pieces["w"].join("").toUpperCase() +
c794dbb8 1123 " 1111 w"; //add flags + turn
1d184b4c
BA
1124 }
1125
1126 // Return current fen according to pieces+colors state
1127 getFen()
1128 {
7931e479 1129 return this.getBaseFen() + " " + this.getFlagsFen() + " " + this.turn;
1d184b4c
BA
1130 }
1131
dda21a71 1132 // Position part of the FEN string
1d184b4c
BA
1133 getBaseFen()
1134 {
1135 let fen = "";
0b7d99ec 1136 for (let i=0; i<V.size.x; i++)
1d184b4c
BA
1137 {
1138 let emptyCount = 0;
0b7d99ec 1139 for (let j=0; j<V.size.y; j++)
1d184b4c 1140 {
0b7d99ec 1141 if (this.board[i][j] == V.EMPTY)
1d184b4c
BA
1142 emptyCount++;
1143 else
1144 {
1145 if (emptyCount > 0)
1146 {
1147 // Add empty squares in-between
1148 fen += emptyCount;
1149 emptyCount = 0;
1150 }
0b7d99ec 1151 fen += V.board2fen(this.board[i][j]);
1d184b4c
BA
1152 }
1153 }
1154 if (emptyCount > 0)
1155 {
1156 // "Flush remainder"
1157 fen += emptyCount;
1158 }
0b7d99ec 1159 if (i < V.size.x - 1)
1d184b4c
BA
1160 fen += "/"; //separate rows
1161 }
1162 return fen;
1163 }
1164
dda21a71 1165 // Flags part of the FEN string
1d184b4c
BA
1166 getFlagsFen()
1167 {
1168 let fen = "";
1169 // Add castling flags
1170 for (let i of ['w','b'])
1171 {
1172 for (let j=0; j<2; j++)
77e1ec78 1173 fen += (this.castleFlags[i][j] ? '1' : '0');
1d184b4c
BA
1174 }
1175 return fen;
1176 }
1177
1178 // Context: just before move is played, turn hasn't changed
1179 getNotation(move)
1180 {
0b7d99ec 1181 if (move.appear.length == 2 && move.appear[0].p == V.KING) //castle
15952ada 1182 return (move.end.y < move.start.y ? "0-0-0" : "0-0");
1d184b4c
BA
1183
1184 // Translate final square
0b7d99ec 1185 const finalSquare = String.fromCharCode(97 + move.end.y) + (V.size.x-move.end.x);
1d184b4c 1186
270968d6 1187 const piece = this.getPiece(move.start.x, move.start.y);
0b7d99ec 1188 if (piece == V.PAWN)
1d184b4c
BA
1189 {
1190 // Pawn move
1191 let notation = "";
5bfb0956 1192 if (move.vanish.length > move.appear.length)
1d184b4c
BA
1193 {
1194 // Capture
270968d6 1195 const startColumn = String.fromCharCode(97 + move.start.y);
1d184b4c
BA
1196 notation = startColumn + "x" + finalSquare;
1197 }
1198 else //no capture
1199 notation = finalSquare;
1200 if (move.appear.length > 0 && piece != move.appear[0].p) //promotion
1201 notation += "=" + move.appear[0].p.toUpperCase();
1202 return notation;
1203 }
1204
1205 else
1206 {
1207 // Piece movement
f3c10e18
BA
1208 return piece.toUpperCase() +
1209 (move.vanish.length > move.appear.length ? "x" : "") + finalSquare;
1d184b4c
BA
1210 }
1211 }
dfb4afc1 1212
6752407b
BA
1213 // Complete the usual notation, may be required for de-ambiguification
1214 getLongNotation(move)
1215 {
1216 const startSquare =
0b7d99ec
BA
1217 String.fromCharCode(97 + move.start.y) + (V.size.x-move.start.x);
1218 const finalSquare = String.fromCharCode(97 + move.end.y) + (V.size.x-move.end.x);
6752407b
BA
1219 return startSquare + finalSquare; //not encoding move. But short+long is enough
1220 }
1221
dfb4afc1 1222 // The score is already computed when calling this function
01a135e2 1223 getPGN(mycolor, score, fenStart, mode)
dfb4afc1
BA
1224 {
1225 let pgn = "";
1226 pgn += '[Site "vchess.club"]<br>';
5e622704 1227 const opponent = mode=="human" ? "Anonymous" : "Computer";
0f51ef98 1228 pgn += '[Variant "' + variant + '"]<br>';
c794dbb8 1229 pgn += '[Date "' + getDate(new Date()) + '"]<br>';
01a135e2
BA
1230 pgn += '[White "' + (mycolor=='w'?'Myself':opponent) + '"]<br>';
1231 pgn += '[Black "' + (mycolor=='b'?'Myself':opponent) + '"]<br>';
04449c97
BA
1232 pgn += '[FenStart "' + fenStart + '"]<br>';
1233 pgn += '[Fen "' + this.getFen() + '"]<br>';
762b7c9c 1234 pgn += '[Result "' + score + '"]<br><br>';
dfb4afc1 1235
6752407b 1236 // Standard PGN
dfb4afc1
BA
1237 for (let i=0; i<this.moves.length; i++)
1238 {
1239 if (i % 2 == 0)
1240 pgn += ((i/2)+1) + ".";
6752407b 1241 pgn += this.moves[i].notation[0] + " ";
dfb4afc1 1242 }
97fc8bf7 1243 pgn += "<br><br>";
dfb4afc1 1244
6752407b
BA
1245 // "Complete moves" PGN (helping in ambiguous cases)
1246 for (let i=0; i<this.moves.length; i++)
1247 {
1248 if (i % 2 == 0)
1249 pgn += ((i/2)+1) + ".";
1250 pgn += this.moves[i].notation[1] + " ";
1251 }
6752407b 1252
dfb4afc1
BA
1253 return pgn;
1254 }
1d184b4c 1255}