4801d367792d84c35f1098c2422b9c9d4400dd12
[vchess.git] / client / src / variants / Doublemove2.js
1 import { ChessRules } from "@/base_rules";
2 import { randInt } from "@/utils/alea";
3
4 export class Doublemove2Rules extends ChessRules {
5 static IsGoodEnpassant(enpassant) {
6 const squares = enpassant.split(",");
7 if (squares.length > 2) return false;
8 for (let sq of squares) {
9 if (sq != "-") {
10 const ep = V.SquareToCoords(sq);
11 if (isNaN(ep.x) || !V.OnBoard(ep)) return false;
12 }
13 }
14 return true;
15 }
16
17 // There may be 2 enPassant squares (if 2 pawns jump 2 squares in same turn)
18 getEnpassantFen() {
19 return this.epSquares[this.epSquares.length - 1].map(
20 epsq => epsq === undefined
21 ? "-" //no en-passant
22 : V.CoordsToSquare(epsq)
23 ).join(",");
24 }
25
26 setOtherVariables(fen) {
27 const parsedFen = V.ParseFen(fen);
28 this.setFlags(parsedFen.flags);
29 this.epSquares = [parsedFen.enpassant.split(",").map(sq => {
30 if (sq != "-") return V.SquareToCoords(sq);
31 return undefined;
32 })];
33 this.scanKings(fen);
34 // Extract subTurn from turn indicator: "w" (first move), or
35 // "w1" or "w2" white subturn 1 or 2, and same for black
36 this.turn = parsedFen.turn;
37 this.subTurn = 1;
38 }
39
40 getEnpassantCaptures([x, y], shiftX) {
41 let moves = [];
42 // En passant: always OK if subturn 1,
43 // OK on subturn 2 only if enPassant was played at subturn 1
44 // (and if there are two e.p. squares available).
45 const Lep = this.epSquares.length;
46 const epSquares = this.epSquares[Lep - 1]; //always at least one element
47 let epSqs = [];
48 epSquares.forEach(sq => {
49 if (sq) epSqs.push(sq);
50 });
51 if (epSqs.length == 0) return moves;
52 const oppCol = V.GetOppCol(this.getColor(x, y));
53 for (let sq of epSqs) {
54 if (
55 this.subTurn == 1 ||
56 (epSqs.length == 2 &&
57 // Was this en-passant capture already played at subturn 1 ?
58 // (Or maybe the opponent filled the en-passant square with a piece)
59 this.board[epSqs[0].x][epSqs[0].y] != V.EMPTY)
60 ) {
61 if (
62 sq.x == x + shiftX &&
63 Math.abs(sq.y - y) == 1 &&
64 // Add condition "enemy pawn must be present"
65 this.getPiece(x, sq.y) == V.PAWN &&
66 this.getColor(x, sq.y) == oppCol
67 ) {
68 let epMove = this.getBasicMove([x, y], [sq.x, sq.y]);
69 epMove.vanish.push({
70 x: x,
71 y: sq.y,
72 p: "p",
73 c: oppCol
74 });
75 moves.push(epMove);
76 }
77 }
78 }
79 return moves;
80 }
81
82 isAttacked() {
83 // Goal is king capture => no checks
84 return false;
85 }
86
87 filterValid(moves) {
88 return moves;
89 }
90
91 getCheckSquares() {
92 return [];
93 }
94
95 getCurrentScore() {
96 const color = this.turn;
97 if (this.kingPos[color][0] < 0) return (color == 'w' ? "0-1" : "1-0");
98 return "*";
99 }
100
101 play(move) {
102 move.flags = JSON.stringify(this.aggregateFlags());
103 V.PlayOnBoard(this.board, move);
104 const epSq = this.getEpSquare(move);
105 if (this.subTurn == 2) {
106 let lastEpsq = this.epSquares[this.epSquares.length - 1];
107 lastEpsq.push(epSq);
108 this.turn = V.GetOppCol(this.turn);
109 }
110 else {
111 this.epSquares.push([epSq]);
112 this.movesCount++;
113 if (
114 this.movesCount == 1 ||
115 // King is captured at subTurn 1?
116 (move.vanish.length == 2 && move.vanish[1].p == V.KING)
117 ) {
118 this.turn = "b";
119 }
120 }
121 if (this.movesCount > 1) this.subTurn = 3 - this.subTurn;
122 this.postPlay(move);
123 }
124
125 postPlay(move) {
126 const c = move.vanish[0].c;
127 const piece = move.vanish[0].p;
128 const firstRank = c == "w" ? V.size.x - 1 : 0;
129
130 if (piece == V.KING && move.appear.length > 0) {
131 this.kingPos[c] = [move.appear[0].x, move.appear[0].y];
132 this.castleFlags[c] = [V.size.y, V.size.y];
133 return;
134 }
135 const oppCol = V.GetOppCol(c);
136 if (move.vanish.length == 2 && move.vanish[1].p == V.KING) {
137 // Opponent's king is captured, game over
138 this.kingPos[oppCol] = [-1, -1];
139 move.captureKing = true; //for undo
140 }
141 const oppFirstRank = V.size.x - 1 - firstRank;
142 if (
143 move.start.x == firstRank && //our rook moves?
144 this.castleFlags[c].includes(move.start.y)
145 ) {
146 const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1);
147 this.castleFlags[c][flagIdx] = V.size.y;
148 }
149 else if (
150 move.end.x == oppFirstRank && //we took opponent rook?
151 this.castleFlags[oppCol].includes(move.end.y)
152 ) {
153 const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1);
154 this.castleFlags[oppCol][flagIdx] = V.size.y;
155 }
156 }
157
158 undo(move) {
159 this.disaggregateFlags(JSON.parse(move.flags));
160 V.UndoOnBoard(this.board, move);
161 if (this.subTurn == 2 || this.movesCount == 1 || !!move.captureKing) {
162 this.epSquares.pop();
163 this.movesCount--;
164 if (this.movesCount == 0) this.turn = "w";
165 }
166 else {
167 let lastEpsq = this.epSquares[this.epSquares.length - 1];
168 lastEpsq.pop();
169 this.turn = V.GetOppCol(this.turn);
170 }
171 if (this.movesCount > 0) this.subTurn = 3 - this.subTurn;
172 this.postUndo(move);
173 }
174
175 postUndo(move) {
176 if (move.vanish.length == 2 && move.vanish[1].p == V.KING)
177 // Opponent's king was captured
178 this.kingPos[move.vanish[1].c] = [move.vanish[1].x, move.vanish[1].y];
179 super.postUndo(move);
180 }
181
182 // No alpha-beta here, just adapted min-max at depth 2(+1)
183 getComputerMove() {
184 const maxeval = V.INFINITY;
185 const color = this.turn;
186 const oppCol = V.GetOppCol(this.turn);
187
188 // Search best (half) move for opponent turn
189 const getBestMoveEval = () => {
190 let score = this.getCurrentScore();
191 if (score != "*") return maxeval * (score == "1-0" ? 1 : -1);
192 let moves = this.getAllValidMoves();
193 let res = oppCol == "w" ? -maxeval : maxeval;
194 for (let m of moves) {
195 this.play(m);
196 score = this.getCurrentScore();
197 if (score != "*") {
198 // King captured
199 this.undo(m);
200 return maxeval * (score == "1-0" ? 1 : -1);
201 }
202 const evalPos = this.evalPosition();
203 res = oppCol == "w" ? Math.max(res, evalPos) : Math.min(res, evalPos);
204 this.undo(m);
205 }
206 return res;
207 };
208
209 const moves11 = this.getAllValidMoves();
210 if (this.movesCount == 0)
211 // First white move at random:
212 return moves11[randInt(moves11.length)];
213 let doubleMoves = [];
214 // Rank moves using a min-max at depth 2
215 for (let i = 0; i < moves11.length; i++) {
216 this.play(moves11[i]);
217 const moves12 = this.getAllValidMoves();
218 for (let j = 0; j < moves12.length; j++) {
219 this.play(moves12[j]);
220 doubleMoves.push({
221 moves: [moves11[i], moves12[j]],
222 // Small fluctuations to uniformize play a little
223 eval: getBestMoveEval() + 0.05 - Math.random() / 10
224 });
225 this.undo(moves12[j]);
226 }
227 this.undo(moves11[i]);
228 }
229
230 doubleMoves.sort((a, b) => {
231 return (color == "w" ? 1 : -1) * (b.eval - a.eval);
232 });
233 let candidates = [0]; //indices of candidates moves
234 for (
235 let i = 1;
236 i < doubleMoves.length && doubleMoves[i].eval == doubleMoves[0].eval;
237 i++
238 ) {
239 candidates.push(i);
240 }
241 return doubleMoves[randInt(candidates.length)].moves;
242 }
243 };