Fix Progressive2. Fixing attempt on Doublemove1
[vchess.git] / client / src / variants / Doublemove1.js
1 import { ChessRules } from "@/base_rules";
2
3 export class Doublemove1Rules extends ChessRules {
4 static IsGoodEnpassant(enpassant) {
5 const squares = enpassant.split(",");
6 if (squares.length > 2) return false;
7 for (let sq of squares) {
8 if (sq != "-") {
9 const ep = V.SquareToCoords(sq);
10 if (isNaN(ep.x) || !V.OnBoard(ep)) return false;
11 }
12 }
13 return true;
14 }
15
16 // There may be 2 enPassant squares (if 2 pawns jump 2 squares in same turn)
17 getEnpassantFen() {
18 return this.epSquares[this.epSquares.length - 1].map(
19 epsq => epsq === undefined
20 ? "-" //no en-passant
21 : V.CoordsToSquare(epsq)
22 ).join(",");
23 }
24
25 setOtherVariables(fen) {
26 const parsedFen = V.ParseFen(fen);
27 this.setFlags(parsedFen.flags);
28 this.epSquares = [parsedFen.enpassant.split(",").map(sq => {
29 if (sq != "-") return V.SquareToCoords(sq);
30 return undefined;
31 })];
32 this.scanKings(fen);
33 this.turn = parsedFen.turn;
34 this.subTurn = 1;
35 }
36
37 getEnpassantCaptures([x, y], shiftX) {
38 let moves = [];
39 // En passant: always OK if subturn 1,
40 // OK on subturn 2 only if enPassant was played at subturn 1
41 // (and if there are two e.p. squares available).
42 const Lep = this.epSquares.length;
43 const epSquares = this.epSquares[Lep - 1]; //always at least one element
44 let epSqs = [];
45 epSquares.forEach(sq => {
46 if (sq) epSqs.push(sq);
47 });
48 if (epSqs.length == 0) return moves;
49 const oppCol = V.GetOppCol(this.getColor(x, y));
50 for (let sq of epSqs) {
51 if (
52 this.subTurn == 1 ||
53 (epSqs.length == 2 &&
54 // Was this en-passant capture already played at subturn 1 ?
55 // (Or maybe the opponent filled the en-passant square with a piece)
56 this.board[epSqs[0].x][epSqs[0].y] != V.EMPTY)
57 ) {
58 if (
59 sq.x == x + shiftX &&
60 Math.abs(sq.y - y) == 1 &&
61 // Add condition "enemy pawn must be present"
62 this.getPiece(x, sq.y) == V.PAWN &&
63 this.getColor(x, sq.y) == oppCol
64 ) {
65 let epMove = this.getBasicMove([x, y], [sq.x, sq.y]);
66 epMove.vanish.push({
67 x: x,
68 y: sq.y,
69 p: "p",
70 c: oppCol
71 });
72 moves.push(epMove);
73 }
74 }
75 }
76 return moves;
77 }
78
79 atLeastOneMove() {
80 const color = this.turn;
81 for (let i = 0; i < V.size.x; i++) {
82 for (let j = 0; j < V.size.y; j++) {
83 if (this.board[i][j] != V.EMPTY && this.getColor(i, j) == color) {
84 const moves = this.getPotentialMovesFrom([i, j]);
85 if (moves.length > 0) {
86 for (let k = 0; k < moves.length; k++) {
87 const m = moves[k];
88 // NOTE: not using play() here (=> infinite loop)
89 V.PlayOnBoard(this.board, m);
90 if (m.vanish[0].p == V.KING)
91 this.kingPos[color] = [m.appear[0].x, m.appear[0].y];
92 const res = !this.underCheck(color);
93 V.UndoOnBoard(this.board, m);
94 if (m.vanish[0].p == V.KING)
95 this.kingPos[color] = [m.start.x, m.start.y];
96 if (res) return true;
97 }
98 }
99 }
100 }
101 }
102 return false;
103 }
104
105 play(move) {
106 move.flags = JSON.stringify(this.aggregateFlags());
107 move.turn = [this.turn, this.subTurn];
108 V.PlayOnBoard(this.board, move);
109 const epSq = this.getEpSquare(move);
110 const oppCol = V.GetOppCol(this.turn);
111 if (this.movesCount == 0) {
112 // First move in game
113 this.turn = "b";
114 this.epSquares.push([epSq]);
115 this.movesCount = 1;
116 }
117 // Does this move give check on subturn 1 or reach stalemate?
118 // If yes, skip subturn 2
119 else if (
120 this.subTurn == 1 &&
121 (
122 this.underCheck(V.GetOppCol(this.turn)) ||
123 !this.atLeastOneMove()
124 )
125 ) {
126 this.turn = oppCol;
127 this.epSquares.push([epSq]);
128 move.checkOnSubturn1 = true;
129 this.movesCount++;
130 }
131 else {
132 if (this.subTurn == 2) {
133 this.turn = oppCol;
134 let lastEpsq = this.epSquares[this.epSquares.length - 1];
135 lastEpsq.push(epSq);
136 }
137 else {
138 this.epSquares.push([epSq]);
139 this.movesCount++;
140 }
141 this.subTurn = 3 - this.subTurn;
142 }
143 this.postPlay(move);
144 }
145
146 postPlay(move) {
147 const c = move.turn[0];
148 const piece = move.vanish[0].p;
149 const firstRank = c == "w" ? V.size.x - 1 : 0;
150
151 if (piece == V.KING) {
152 this.kingPos[c] = [move.appear[0].x, move.appear[0].y];
153 this.castleFlags[c] = [V.size.y, V.size.y];
154 return;
155 }
156 const oppCol = V.GetOppCol(c);
157 const oppFirstRank = V.size.x - 1 - firstRank;
158 if (
159 move.start.x == firstRank && //our rook moves?
160 this.castleFlags[c].includes(move.start.y)
161 ) {
162 const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1);
163 this.castleFlags[c][flagIdx] = V.size.y;
164 }
165 if (
166 move.end.x == oppFirstRank && //we took opponent rook?
167 this.castleFlags[oppCol].includes(move.end.y)
168 ) {
169 const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1);
170 this.castleFlags[oppCol][flagIdx] = V.size.y;
171 }
172 }
173
174 undo(move) {
175 this.disaggregateFlags(JSON.parse(move.flags));
176 V.UndoOnBoard(this.board, move);
177 if (this.movesCount == 1 || !!move.checkOnSubturn1 || this.subTurn == 2) {
178 // The move may not be full, but is fully undone:
179 this.epSquares.pop();
180 // Moves counter was just incremented:
181 this.movesCount--;
182 }
183 else {
184 // Undo the second half of a move
185 let lastEpsq = this.epSquares[this.epSquares.length - 1];
186 lastEpsq.pop();
187 }
188 this.turn = move.turn[0];
189 this.subTurn = move.turn[1];
190 super.postUndo(move);
191 }
192
193 static get VALUES() {
194 return {
195 p: 1,
196 r: 5,
197 n: 3,
198 b: 3,
199 q: 7, //slightly less than in orthodox game
200 k: 1000
201 };
202 }
203
204 // No alpha-beta here, just adapted min-max at depth 2(+1)
205 getComputerMove() {
206 const maxeval = V.INFINITY;
207 const color = this.turn;
208 const oppCol = V.GetOppCol(this.turn);
209
210 // Search best (half) move for opponent turn
211 const getBestMoveEval = () => {
212 let score = this.getCurrentScore();
213 if (score != "*") {
214 if (score == "1/2") return 0;
215 return maxeval * (score == "1-0" ? 1 : -1);
216 }
217 let moves = this.getAllValidMoves();
218 let res = oppCol == "w" ? -maxeval : maxeval;
219 for (let m of moves) {
220 this.play(m);
221 score = this.getCurrentScore();
222 // Now turn is oppCol,2 if m doesn't give check
223 // Otherwise it's color,1. In both cases the next test makes sense
224 if (score != "*") {
225 if (score == "1/2")
226 res = oppCol == "w" ? Math.max(res, 0) : Math.min(res, 0);
227 else {
228 // Found a mate
229 this.undo(m);
230 return maxeval * (score == "1-0" ? 1 : -1);
231 }
232 }
233 const evalPos = this.evalPosition();
234 res = oppCol == "w" ? Math.max(res, evalPos) : Math.min(res, evalPos);
235 this.undo(m);
236 }
237 return res;
238 };
239
240 const moves11 = this.getAllValidMoves();
241 let doubleMove = null;
242 let bestEval = Number.POSITIVE_INFINITY * (color == 'w' ? -1 : 1);
243 // Rank moves using a min-max at depth 2
244 for (let i = 0; i < moves11.length; i++) {
245 this.play(moves11[i]);
246 if (this.turn != color) {
247 // We gave check with last move: search the best opponent move
248 const evalM = getBestMoveEval() + 0.05 - Math.random() / 10;
249 if (
250 (color == 'w' && evalM > bestEval) ||
251 (color == 'b' && evalM < bestEval)
252 ) {
253 doubleMove = moves11[i];
254 bestEval = evalM;
255 }
256 }
257 else {
258 let moves12 = this.getAllValidMoves();
259 for (let j = 0; j < moves12.length; j++) {
260 this.play(moves12[j]);
261 const evalM = getBestMoveEval() + 0.05 - Math.random() / 10
262 if (
263 (color == 'w' && evalM > bestEval) ||
264 (color == 'b' && evalM < bestEval)
265 ) {
266 doubleMove = [moves11[i], moves12[j]];
267 bestEval = evalM;
268 }
269 this.undo(moves12[j]);
270 }
271 }
272 this.undo(moves11[i]);
273 }
274 return doubleMove;
275 }
276 };