ddf2fab8a64465b6f93f25aa5b66b4182c0678c8
[vchess.git] / client / src / variants / Pacosako.js
1 import { ChessRules, PiPo, Move } from "@/base_rules";
2 import { randInt } from "@/utils/alea";
3
4 export class PacosakoRules extends ChessRules {
5
6 static get Options() {
7 return {
8 select: ChessRules.Options.select,
9 check: [
10 {
11 label: "pacoplay mode",
12 variable: "pacoplay",
13 defaut: false
14 }
15 ]
16 };
17 }
18
19 static get IMAGE_EXTENSION() {
20 return ".png";
21 }
22
23 // Unions (left = white if upperCase, black otherwise)
24 static get UNIONS() {
25 return {
26 a: ['p', 'p'],
27 c: ['p', 'r'],
28 d: ['p', 'n'],
29 e: ['p', 'b'],
30 f: ['p', 'q'],
31 g: ['p', 'k'],
32 h: ['r', 'r'],
33 i: ['r', 'n'],
34 j: ['r', 'b'],
35 l: ['r', 'q'],
36 m: ['r', 'k'],
37 o: ['n', 'n'],
38 s: ['n', 'b'],
39 t: ['n', 'q'],
40 u: ['n', 'k'],
41 v: ['b', 'b'],
42 w: ['b', 'q'],
43 x: ['b', 'k'],
44 y: ['q', 'q'],
45 z: ['q', 'k'],
46 '@': ['k', 'k']
47 };
48 }
49
50 static fen2board(f) {
51 // Arobase is character 64
52 return f.charCodeAt() <= 90 ? "w" + f.toLowerCase() : "b" + f;
53 }
54
55 static IsGoodPosition(position) {
56 if (position.length == 0) return false;
57 const rows = position.split("/");
58 if (rows.length != V.size.x) return false;
59 let kingSymb = ['k', 'g', 'm', 'u', 'x', 'z', '@'];
60 let kings = { 'k': 0, 'K': 0 };
61 for (let row of rows) {
62 let sumElts = 0;
63 for (let i = 0; i < row.length; i++) {
64 if (!!(row[i].toLowerCase().match(/[a-z@]/))) {
65 sumElts++;
66 if (kingSymb.includes(row[i])) kings['k']++;
67 // Not "else if", if two kings dancing together
68 if (kingSymb.some(s => row[i] == s.toUpperCase())) kings['K']++;
69 }
70 else {
71 const num = parseInt(row[i], 10);
72 if (isNaN(num) || num <= 0) return false;
73 sumElts += num;
74 }
75 }
76 if (sumElts != V.size.y) return false;
77 }
78 // Both kings should be on board. Exactly one per color.
79 if (Object.values(kings).some(v => v != 1)) return false;
80 return true;
81 }
82
83 getPpath(b) {
84 return "Pacosako/" + b;
85 }
86
87 getPPpath(m) {
88 if (ChessRules.PIECES.includes(m.appear[0].p)) return super.getPPpath(m);
89 // For an union, show only relevant piece:
90 // The color must be deduced from the move: reaching final rank of who?
91 const color = (m.appear[0].x == 0 ? 'w' : 'b');
92 const up = this.getUnionPieces(m.appear[0].c, m.appear[0].p);
93 return "Pacosako/" + color + up[color];
94 }
95
96 canTake([x1, y1], [x2, y2]) {
97 const p1 = this.board[x1][y1].charAt(1);
98 if (!(ChessRules.PIECES.includes(p1))) return false;
99 const p2 = this.board[x2][y2].charAt(1);
100 if (!(ChessRules.PIECES.includes(p2))) return true;
101 const c1 = this.board[x1][y1].charAt(0);
102 const c2 = this.board[x2][y2].charAt(0);
103 return (c1 != c2);
104 }
105
106 canIplay(side, [x, y]) {
107 return (
108 this.turn == side &&
109 (
110 !(ChessRules.PIECES.includes(this.board[x][y].charAt(1))) ||
111 this.board[x][y].charAt(0) == side
112 )
113 );
114 }
115
116 scanKings(fen) {
117 this.kingPos = { w: [-1, -1], b: [-1, -1] };
118 const fenRows = V.ParseFen(fen).position.split("/");
119 const startRow = { 'w': V.size.x - 1, 'b': 0 };
120 const kingSymb = ['k', 'g', 'm', 'u', 'x', 'z', '@'];
121 for (let i = 0; i < fenRows.length; i++) {
122 let k = 0;
123 for (let j = 0; j < fenRows[i].length; j++) {
124 const c = fenRows[i].charAt(j);
125 if (!!(c.toLowerCase().match(/[a-z@]/))) {
126 if (kingSymb.includes(c))
127 this.kingPos["b"] = [i, k];
128 // Not "else if", in case of two kings dancing together
129 if (kingSymb.some(s => c == s.toUpperCase()))
130 this.kingPos["w"] = [i, k];
131 }
132 else {
133 const num = parseInt(fenRows[i].charAt(j), 10);
134 if (!isNaN(num)) k += num - 1;
135 }
136 k++;
137 }
138 }
139 }
140
141 setOtherVariables(fen) {
142 // Stack of "last move" only for intermediate chaining
143 this.lastMoveEnd = [null];
144 // Local stack of non-capturing union moves:
145 this.umoves = [];
146 const umove = V.ParseFen(fen).umove;
147 this.pacoplay = !umove; //"pacoplay.com mode" ?
148 if (!this.pacoplay) {
149 if (umove == "-") this.umoves.push(null);
150 else {
151 this.umoves.push({
152 start: ChessRules.SquareToCoords(umove.substr(0, 2)),
153 end: ChessRules.SquareToCoords(umove.substr(2))
154 });
155 }
156 }
157 // Local stack of positions to avoid redundant moves:
158 this.repetitions = [];
159 super.setOtherVariables(fen);
160 }
161
162 static IsGoodFen(fen) {
163 if (!ChessRules.IsGoodFen(fen)) return false;
164 const fenParts = fen.split(" ");
165 if (fenParts.length != 6) return false;
166 if (fenParts[5] != "-" && !fenParts[5].match(/^([a-h][1-8]){2}$/))
167 return false;
168 return true;
169 }
170
171 static IsGoodFlags(flags) {
172 // 4 for castle + 16 for pawns (more permissive, for pacoplay mode)
173 return !!flags.match(/^[a-z]{4,4}[01]{0,16}$/);
174 }
175
176 setFlags(fenflags) {
177 super.setFlags(fenflags); //castleFlags
178 if (this.pacoplay) return;
179 this.pawnFlags = {
180 w: [...Array(8)], //pawns can move 2 squares?
181 b: [...Array(8)]
182 };
183 const flags = fenflags.substr(4); //skip first 4 letters, for castle
184 for (let c of ["w", "b"]) {
185 for (let i = 0; i < 8; i++)
186 this.pawnFlags[c][i] = flags.charAt((c == "w" ? 0 : 8) + i) == "1";
187 }
188 }
189
190 aggregateFlags() {
191 if (!this.pacoplay) return super.aggregateFlags();
192 return [this.castleFlags, this.pawnFlags];
193 }
194
195 disaggregateFlags(flags) {
196 if (!this.pacoplay) super.disaggregateFlags(flags);
197 else {
198 this.castleFlags = flags[0];
199 this.pawnFlags = flags[1];
200 }
201 }
202
203 getUmove(move) {
204 if (
205 move.vanish.length == 1 &&
206 !(ChessRules.PIECES.includes(move.appear[0].p)) &&
207 move.appear[0].p == move.vanish[0].p //not a promotion
208 ) {
209 // An union moving
210 return { start: move.start, end: move.end };
211 }
212 return null;
213 }
214
215 static ParseFen(fen) {
216 const fenParts = fen.split(" ");
217 return Object.assign(
218 ChessRules.ParseFen(fen),
219 { umove: fenParts[5] }
220 );
221 }
222
223 static GenRandInitFen(options) {
224 // Add 16 pawns flags + empty umove:
225 const pawnFlags = (options.pacoplay ? "" : "1111111111111111");
226 return ChessRules.GenRandInitFen(options).slice(0, -2) +
227 pawnFlags + " -" + (!options.pacoplay ? " -" : "");
228 }
229
230 getFlagsFen() {
231 let fen = super.getFlagsFen();
232 if (!this.pacoplay) {
233 // Add pawns flags
234 for (let c of ["w", "b"])
235 for (let i = 0; i < 8; i++) fen += (this.pawnFlags[c][i] ? "1" : "0");
236 }
237 return fen;
238 }
239
240 getUmoveFen() {
241 const L = this.umoves.length;
242 return (
243 !this.umoves[L - 1]
244 ? "-"
245 : ChessRules.CoordsToSquare(this.umoves[L - 1].start) +
246 ChessRules.CoordsToSquare(this.umoves[L - 1].end)
247 );
248 }
249
250 getFen() {
251 const umoveFen = this.pacoplay ? "" : (" " + this.getUmoveFen());
252 return super.getFen() + umoveFen;
253 }
254
255 getFenForRepeat() {
256 const umoveFen = this.pacoplay ? "" : ("_" + this.getUmoveFen());
257 return super.getFenForRepeat() + umoveFen;
258 }
259
260 getColor(i, j) {
261 const p = this.board[i][j].charAt(1);
262 if (ChessRules.PIECES.includes(p)) return super.getColor(i, j);
263 return this.turn; //union: I can use it, so it's "my" color...
264 }
265
266 getPiece(i, j, color) {
267 const p = this.board[i][j].charAt(1);
268 if (ChessRules.PIECES.includes(p)) return p;
269 const c = this.board[i][j].charAt(0);
270 // NOTE: this.turn == HACK, but should work...
271 color = color || this.turn;
272 return V.UNIONS[p][c == color ? 0 : 1];
273 }
274
275 getUnionPieces(color, code) {
276 const pieces = V.UNIONS[code];
277 return {
278 w: pieces[color == 'w' ? 0 : 1],
279 b: pieces[color == 'b' ? 0 : 1]
280 };
281 }
282
283 // p1: white piece, p2: black piece
284 getUnionCode(p1, p2) {
285 let uIdx = (
286 Object.values(V.UNIONS).findIndex(v => v[0] == p1 && v[1] == p2)
287 );
288 const c = (uIdx >= 0 ? 'w' : 'b');
289 if (uIdx == -1) {
290 uIdx = (
291 Object.values(V.UNIONS).findIndex(v => v[0] == p2 && v[1] == p1)
292 );
293 }
294 return { c: c, p: Object.keys(V.UNIONS)[uIdx] };
295 }
296
297 getBasicMove([sx, sy], [ex, ey], tr) {
298 const L = this.lastMoveEnd.length;
299 const lm = this.lastMoveEnd[L-1];
300 const piece = (!!lm ? lm.p : null);
301 const initColor = (!!piece ? this.turn : this.board[sx][sy].charAt(0));
302 const initPiece = (piece || this.board[sx][sy].charAt(1));
303 const c = this.turn;
304 const oppCol = V.GetOppCol(c);
305 if (!!tr && !(ChessRules.PIECES.includes(initPiece))) {
306 // Transformation computed without taking union into account
307 const up = this.getUnionPieces(initColor, initPiece);
308 let args = [tr.p, up[oppCol]];
309 if (c == 'b') args = args.reverse();
310 const cp = this.getUnionCode(args[0], args[1]);
311 tr.c = cp.c;
312 tr.p = cp.p;
313 }
314 // 4 cases : moving
315 // - union to free square (other cases are illegal: return null)
316 // - normal piece to free square,
317 // to enemy normal piece, or
318 // to union (releasing our piece)
319 let mv = new Move({
320 start: { x: sx, y: sy },
321 end: { x: ex, y: ey },
322 vanish: []
323 });
324 if (!piece) {
325 mv.vanish = [
326 new PiPo({
327 x: sx,
328 y: sy,
329 c: initColor,
330 p: initPiece
331 })
332 ];
333 }
334 // Treat free square cases first:
335 if (this.board[ex][ey] == V.EMPTY) {
336 mv.appear = [
337 new PiPo({
338 x: ex,
339 y: ey,
340 c: !!tr ? tr.c : initColor,
341 p: !!tr ? tr.p : initPiece
342 })
343 ];
344 return mv;
345 }
346 // Now the two cases with union / release:
347 const destColor = this.board[ex][ey].charAt(0);
348 const destPiece = this.board[ex][ey].charAt(1);
349 mv.vanish.push(
350 new PiPo({
351 x: ex,
352 y: ey,
353 c: destColor,
354 p: destPiece
355 })
356 );
357 if (ChessRules.PIECES.includes(destPiece)) {
358 // Normal piece: just create union
359 let args = [!!tr ? tr.p : initPiece, destPiece];
360 if (c == 'b') args = args.reverse();
361 const cp = this.getUnionCode(args[0], args[1]);
362 mv.appear = [
363 new PiPo({
364 x: ex,
365 y: ey,
366 c: cp.c,
367 p: cp.p
368 })
369 ];
370 return mv;
371 }
372 // Releasing a piece in an union: keep track of released piece
373 const up = this.getUnionPieces(destColor, destPiece);
374 let args = [!!tr ? tr.p : initPiece, up[oppCol]];
375 if (c == 'b') args = args.reverse();
376 const cp = this.getUnionCode(args[0], args[1]);
377 mv.appear = [
378 new PiPo({
379 x: ex,
380 y: ey,
381 c: cp.c,
382 p: cp.p
383 })
384 ];
385 // In move.end, to be sent to the server
386 mv.end.released = up[c];
387 return mv;
388 }
389
390 getPotentialMovesFrom([x, y]) {
391 const L = this.lastMoveEnd.length;
392 const lm = this.lastMoveEnd[L-1];
393 if (!!lm && (x != lm.x || y != lm.y)) return [];
394 const piece = (!!lm ? lm.p : this.getPiece(x, y));
395 if (!!lm) {
396 var saveSquare = this.board[x][y];
397 this.board[x][y] = this.turn + piece;
398 }
399 let baseMoves = [];
400 const c = this.turn;
401 switch (piece) {
402 case V.PAWN: {
403 const firstRank = (c == 'w' ? 7 : 0);
404 baseMoves = this.getPotentialPawnMoves([x, y]).filter(m => {
405 // Skip forbidden 2-squares jumps (except from first rank)
406 // Also skip unions capturing en-passant (not allowed).
407 return (
408 (
409 m.start.x == firstRank ||
410 Math.abs(m.end.x - m.start.x) == 1 ||
411 this.pacoplay ||
412 (!this.pacoplay && this.pawnFlags[c][m.start.y])
413 )
414 &&
415 (
416 this.board[x][y].charAt(1) == V.PAWN ||
417 m.start.y == m.end.y
418 )
419 );
420 });
421 break;
422 }
423 case V.ROOK:
424 baseMoves = this.getPotentialRookMoves([x, y]);
425 break;
426 case V.KNIGHT:
427 baseMoves = this.getPotentialKnightMoves([x, y]);
428 break;
429 case V.BISHOP:
430 baseMoves = this.getPotentialBishopMoves([x, y]);
431 break;
432 case V.QUEEN:
433 baseMoves = this.getPotentialQueenMoves([x, y]);
434 break;
435 case V.KING:
436 baseMoves = this.getPotentialKingMoves([x, y]);
437 break;
438 }
439 // When a pawn in an union reaches final rank with a non-standard
440 // promotion move: apply promotion anyway
441 let moves = [];
442 const oppCol = V.GetOppCol(c);
443 const oppLastRank = (c == 'w' ? 7 : 0);
444 baseMoves.forEach(m => {
445 if (
446 m.end.x == oppLastRank &&
447 ['c', 'd', 'e', 'f', 'g'].includes(m.appear[0].p)
448 ) {
449 // Move to first rank, which is last rank for opponent's pawn.
450 // => Show promotion choices.
451 // Find our piece in union (not a pawn)
452 const up = this.getUnionPieces(m.appear[0].c, m.appear[0].p);
453 // merge with all potential promotion pieces + push (loop)
454 for (let promotionPiece of [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN]) {
455 let args = [up[c], promotionPiece];
456 if (c == 'b') args = args.reverse();
457 const cp = this.getUnionCode(args[0], args[1]);
458 let cpMove = JSON.parse(JSON.stringify(m));
459 cpMove.appear[0].c = cp.c;
460 cpMove.appear[0].p = cp.p;
461 moves.push(cpMove);
462 }
463 }
464 else {
465 if (
466 m.vanish.length > 0 &&
467 m.vanish[0].p == V.PAWN &&
468 m.start.y != m.end.y &&
469 this.board[m.end.x][m.end.y] == V.EMPTY
470 ) {
471 if (!!lm)
472 // No en-passant inside a chaining
473 return;
474 // Fix en-passant capture: union type, maybe released piece too
475 const cs = [m.end.x + (c == 'w' ? 1 : -1), m.end.y];
476 const code = this.board[cs[0]][cs[1]].charAt(1);
477 if (code == V.PAWN) {
478 // Simple en-passant capture (usual: just form union)
479 m.appear[0].c = 'w';
480 m.appear[0].p = 'a';
481 }
482 else {
483 // An union pawn + something just moved two squares
484 const color = this.board[cs[0]][cs[1]].charAt(0);
485 const up = this.getUnionPieces(color, code);
486 m.end.released = up[c];
487 let args = [V.PAWN, up[oppCol]];
488 if (c == 'b') args = args.reverse();
489 const cp = this.getUnionCode(args[0], args[1]);
490 m.appear[0].c = cp.c;
491 m.appear[0].p = cp.p;
492 }
493 }
494 moves.push(m);
495 }
496 });
497 if (!!lm) this.board[x][y] = saveSquare;
498 return moves;
499 }
500
501 getPotentialKingMoves(sq) {
502 if (!this.pacoplay) return super.getPotentialKingMoves(sq);
503 // Initialize with normal moves, without captures
504 let moves = [];
505 for (let s of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) {
506 const [i, j] = [sq[0] + s[0], sq[1] + s[1]];
507 if (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY)
508 moves.push(this.getBasicMove(sq, [i, j]));
509 }
510 if (this.castleFlags[this.turn].some(v => v < V.size.y))
511 moves = moves.concat(this.getCastleMoves(sq));
512 return moves;
513 }
514
515 getEpSquare(moveOrSquare) {
516 if (typeof moveOrSquare === "string") {
517 const square = moveOrSquare;
518 if (square == "-") return undefined;
519 return V.SquareToCoords(square);
520 }
521 const move = moveOrSquare;
522 const s = move.start,
523 e = move.end;
524 if (
525 s.y == e.y &&
526 Math.abs(s.x - e.x) == 2 &&
527 this.getPiece(s.x, s.y, this.turn) == V.PAWN
528 ) {
529 return {
530 x: (s.x + e.x) / 2,
531 y: s.y
532 };
533 }
534 return undefined;
535 }
536
537 // Does m2 un-do m1 ? (to disallow undoing union moves)
538 oppositeMoves(m1, m2) {
539 return (
540 !!m1 &&
541 !(ChessRules.PIECES.includes(m2.appear[0].p)) &&
542 m2.vanish.length == 1 &&
543 !m2.end.released &&
544 m1.start.x == m2.end.x &&
545 m1.end.x == m2.start.x &&
546 m1.start.y == m2.end.y &&
547 m1.end.y == m2.start.y
548 );
549 }
550
551 getCastleMoves([x, y]) {
552 const c = this.getColor(x, y);
553 const oppCol = V.GetOppCol(c);
554 let moves = [];
555 const finalSquares = [ [2, 3], [6, 5] ];
556 castlingCheck: for (let castleSide = 0; castleSide < 2; castleSide++) {
557 if (this.castleFlags[c][castleSide] >= 8) continue;
558 const rookPos = this.castleFlags[c][castleSide];
559 const castlingColor = this.board[x][rookPos].charAt(0);
560 const castlingPiece = this.board[x][rookPos].charAt(1);
561
562 // Nothing on the path of the king ?
563 const finDist = finalSquares[castleSide][0] - y;
564 let step = finDist / Math.max(1, Math.abs(finDist));
565 let i = y;
566 let kingSquares = [y];
567 do {
568 if (
569 (
570 this.board[x][i] != V.EMPTY &&
571 (this.getColor(x, i) != c || ![y, rookPos].includes(i))
572 )
573 ) {
574 continue castlingCheck;
575 }
576 i += step;
577 kingSquares.push(i);
578 } while (i != finalSquares[castleSide][0]);
579 // No checks on the path of the king ?
580 if (this.isAttacked(kingSquares, oppCol)) continue castlingCheck;
581
582 // Nothing on the path to the rook?
583 step = castleSide == 0 ? -1 : 1;
584 for (i = y + step; i != rookPos; i += step) {
585 if (this.board[x][i] != V.EMPTY) continue castlingCheck;
586 }
587
588 // Nothing on final squares, except maybe king and castling rook?
589 for (i = 0; i < 2; i++) {
590 if (
591 finalSquares[castleSide][i] != rookPos &&
592 this.board[x][finalSquares[castleSide][i]] != V.EMPTY &&
593 (
594 finalSquares[castleSide][i] != y ||
595 this.getColor(x, finalSquares[castleSide][i]) != c
596 )
597 ) {
598 continue castlingCheck;
599 }
600 }
601
602 moves.push(
603 new Move({
604 appear: [
605 new PiPo({
606 x: x,
607 y: finalSquares[castleSide][0],
608 p: V.KING,
609 c: c
610 }),
611 new PiPo({
612 x: x,
613 y: finalSquares[castleSide][1],
614 p: castlingPiece,
615 c: castlingColor
616 })
617 ],
618 vanish: [
619 // King might be initially disguised (Titan...)
620 new PiPo({ x: x, y: y, p: V.KING, c: c }),
621 new PiPo({ x: x, y: rookPos, p: castlingPiece, c: castlingColor })
622 ],
623 end:
624 Math.abs(y - rookPos) <= 2
625 ? { x: x, y: rookPos }
626 : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) }
627 })
628 );
629 }
630
631 return moves;
632 }
633
634 getEnpassantCaptures(sq, shiftX) {
635 // HACK: when artificially change turn, do not consider en-passant
636 const mcMod2 = this.movesCount % 2;
637 const c = this.turn;
638 if ((c == 'w' && mcMod2 == 1) || (c == 'b' && mcMod2 == 0)) return [];
639 return super.getEnpassantCaptures(sq, shiftX);
640 }
641
642 isAttacked_aux(files, color, positions, fromSquare, released) {
643 // "positions" = array of FENs to detect infinite loops. Example:
644 // r1q1k2r/p1Pb1ppp/5n2/1f1p4/AV5P/P1eDP3/3B1PP1/R3K1NR,
645 // Bxd2 Bxc3 Bxb4 Bxc3 Bxb4 etc.
646 const newPos = {
647 fen: super.getBaseFen(),
648 piece: released,
649 from: fromSquare
650 };
651 if (
652 positions.some(p => {
653 return (
654 p.piece == newPos.piece &&
655 p.fen == newPos.fen &&
656 p.from == newPos.from
657 );
658 })
659 ) {
660 // Start of an infinite loop: exit
661 return false;
662 }
663 positions.push(newPos);
664 const rank = (color == 'w' ? 0 : 7);
665 const moves = this.getPotentialMovesFrom(fromSquare);
666 if (moves.some(m => m.end.x == rank && files.includes(m.end.y)))
667 // Found an attack!
668 return true;
669 for (let m of moves) {
670 if (!!m.end.released) {
671 // Turn won't change since !!m.released
672 this.play(m);
673 const res = this.isAttacked_aux(
674 files, color, positions, [m.end.x, m.end.y], m.end.released);
675 this.undo(m);
676 if (res) return true;
677 }
678 }
679 return false;
680 }
681
682 isAttacked(files, color) {
683 const rank = (color == 'w' ? 0 : 7);
684 // Since it's too difficult (impossible?) to search from the square itself,
685 // let's adopt a suboptimal but working strategy: find all attacks.
686 const c = this.turn;
687 // Artificial turn change is required:
688 this.turn = color;
689 let res = false;
690 outerLoop: for (let i=0; i<8; i++) {
691 for (let j=0; j<8; j++) {
692 // Attacks must start from a normal piece, not an union.
693 // Therefore, the following test is correct.
694 if (
695 this.board[i][j] != V.EMPTY &&
696 // Do not start with king (irrelevant, and lead to infinite calls)
697 [V.PAWN, V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN].includes(
698 this.board[i][j].charAt(1)) &&
699 this.board[i][j].charAt(0) == color
700 ) {
701 // Try from here.
702 const moves = this.getPotentialMovesFrom([i, j]);
703 if (moves.some(m => m.end.x == rank && files.includes(m.end.y))) {
704 res = true;
705 break outerLoop;
706 }
707 for (let m of moves) {
708 if (!!m.end.released) {
709 // Turn won't change since !!m.released
710 this.play(m);
711 let positions = [];
712 res = this.isAttacked_aux(
713 files, color, positions, [m.end.x, m.end.y], m.end.released);
714 this.undo(m);
715 if (res) break outerLoop;
716 }
717 }
718 }
719 }
720 }
721 this.turn = c;
722 return res;
723 }
724
725 isAttackedBySlideNJump([x, y], color, piece, steps, oneStep) {
726 for (let step of steps) {
727 let rx = x + step[0],
728 ry = y + step[1];
729 while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) {
730 rx += step[0];
731 ry += step[1];
732 }
733 if (
734 V.OnBoard(rx, ry) &&
735 this.board[rx][ry] != V.EMPTY &&
736 this.getPiece(rx, ry) == piece &&
737 this.getColor(rx, ry) == color &&
738 this.canTake([rx, ry], [x, y]) //TODO: necessary line?
739 //If not, generic method is OK
740 ) {
741 return true;
742 }
743 }
744 return false;
745 }
746
747 // Do not consider checks, except to forbid castling
748 getCheckSquares() {
749 return [];
750 }
751
752 filterValid(moves) {
753 if (moves.length == 0) return [];
754 const L = (!this.pacoplay ? this.umoves.length : 0);
755 return moves.filter(m => {
756 if (L > 0 && this.oppositeMoves(this.umoves[L - 1], m)) return false;
757 if (!m.end.released) return true;
758 // Check for repetitions:
759 V.PlayOnBoard(this.board, m);
760 const newState = {
761 piece: m.end.released,
762 square: { x: m.end.x, y: m.end.y },
763 position: this.getBaseFen()
764 };
765 const repet =
766 this.repetitions.some(r => {
767 return (
768 r.piece == newState.piece &&
769 (
770 r.square.x == newState.square.x &&
771 r.square.y == newState.square.y
772 ) &&
773 r.position == newState.position
774 );
775 });
776 V.UndoOnBoard(this.board, m);
777 return !repet;
778 });
779 }
780
781 updateCastleFlags(move, piece) {
782 const c = this.turn;
783 const firstRank = (c == "w" ? 7 : 0);
784 if (piece == V.KING && move.appear.length > 0)
785 this.castleFlags[c] = [V.size.y, V.size.y];
786 else if (
787 move.start.x == firstRank &&
788 this.castleFlags[c].includes(move.start.y)
789 ) {
790 const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1);
791 this.castleFlags[c][flagIdx] = V.size.y;
792 }
793 else if (
794 move.end.x == firstRank &&
795 this.castleFlags[c].includes(move.end.y)
796 ) {
797 // Move to our rook: necessary normal piece, to union, releasing
798 // (or the rook was moved before!)
799 const flagIdx = (move.end.y == this.castleFlags[c][0] ? 0 : 1);
800 this.castleFlags[c][flagIdx] = V.size.y;
801 }
802 }
803
804 prePlay(move) {
805 // Easier before move is played in this case (flags are saved)
806 const c = this.turn;
807 const L = this.lastMoveEnd.length;
808 const lm = this.lastMoveEnd[L-1];
809 // NOTE: lm.p != V.KING, always.
810 const piece =
811 !!lm
812 ? lm.p
813 : this.getPiece(move.vanish[0].x, move.vanish[0].y);
814 if (piece == V.KING)
815 this.kingPos[c] = [move.appear[0].x, move.appear[0].y];
816 this.updateCastleFlags(move, piece);
817 const pawnFirstRank = (c == 'w' ? 6 : 1);
818 if (
819 !this.pacoplay &&
820 move.start.x == pawnFirstRank &&
821 piece == V.PAWN &&
822 Math.abs(move.end.x - move.start.x) == 2
823 ) {
824 // This move turns off a 2-squares pawn flag
825 this.pawnFlags[c][move.start.y] = false;
826 }
827 }
828
829 play(move) {
830 move.flags = JSON.stringify(this.aggregateFlags());
831 this.prePlay(move);
832 this.epSquares.push(this.getEpSquare(move));
833 // Check if the move is the last of the turn: all cases except releases
834 if (!move.end.released) {
835 // No more union releases available
836 this.turn = V.GetOppCol(this.turn);
837 this.movesCount++;
838 this.lastMoveEnd.push(null);
839 }
840 else {
841 this.lastMoveEnd.push({
842 p: move.end.released,
843 x: move.end.x,
844 y: move.end.y
845 });
846 }
847 V.PlayOnBoard(this.board, move);
848 if (!this.pacoplay) this.umoves.push(this.getUmove(move));
849 if (!move.end.released) this.repetitions = [];
850 else {
851 this.repetitions.push(
852 {
853 piece: move.end.released,
854 square: { x: move.end.x, y: move.end.y },
855 position: this.getBaseFen()
856 }
857 );
858 }
859 }
860
861 undo(move) {
862 this.epSquares.pop();
863 this.disaggregateFlags(JSON.parse(move.flags));
864 V.UndoOnBoard(this.board, move);
865 this.lastMoveEnd.pop();
866 if (!move.end.released) {
867 this.turn = V.GetOppCol(this.turn);
868 this.movesCount--;
869 }
870 if (!this.pacoplay) this.umoves.pop();
871 if (!!move.end.released) this.repetitions.pop();
872 this.postUndo(move);
873 }
874
875 postUndo(move) {
876 if (this.getPiece(move.start.x, move.start.y) == V.KING)
877 this.kingPos[this.turn] = [move.start.x, move.start.y];
878 }
879
880 getCurrentScore() {
881 // Check kings: if one is dancing, the side lost
882 // But, if both dancing, let's say it's a draw :-)
883 const [kpW, kpB] = [this.kingPos['w'], this.kingPos['b']];
884 const atKingPlace = [
885 this.board[kpW[0]][kpW[1]].charAt(1),
886 this.board[kpB[0]][kpB[1]].charAt(1)
887 ];
888 if (!atKingPlace.includes('k')) return "1/2";
889 if (atKingPlace[0] != 'k') return "0-1";
890 if (atKingPlace[1] != 'k') return "1-0";
891 return "*";
892 }
893
894 getComputerMove() {
895 let initMoves = this.getAllValidMoves();
896 if (initMoves.length == 0) return null;
897 // Loop until valid move is found (no blocked pawn released...)
898 while (true) {
899 let moves = JSON.parse(JSON.stringify(initMoves));
900 let mvArray = [];
901 let mv = null;
902 // Just play random moves (for now at least. TODO?)
903 while (moves.length > 0) {
904 mv = moves[randInt(moves.length)];
905 mvArray.push(mv);
906 this.play(mv);
907 if (!!mv.end.released)
908 // A piece was just released from an union
909 moves = this.getPotentialMovesFrom([mv.end.x, mv.end.y]);
910 else break;
911 }
912 for (let i = mvArray.length - 1; i >= 0; i--) this.undo(mvArray[i]);
913 if (!mv.end.released) return (mvArray.length > 1 ? mvArray : mvArray[0]);
914 }
915 return null; //never reached
916 }
917
918 // NOTE: evalPosition() is wrong, but unused since bot plays at random
919
920 getNotation(move) {
921 if (move.appear.length == 2 && move.appear[0].p == V.KING)
922 return (move.end.y < move.start.y ? "0-0-0" : "0-0");
923
924 const c = this.turn;
925 const L = this.lastMoveEnd.length;
926 const lm = this.lastMoveEnd[L-1];
927 let piece = null;
928 if (!lm && move.vanish.length == 0)
929 // When importing a game, the info move.released is lost
930 piece = move.appear[0].p;
931 else piece = (!!lm ? lm.p : move.vanish[0].p);
932 if (!(ChessRules.PIECES.includes(piece))) {
933 // Decode (moving) union
934 const up = this.getUnionPieces(
935 move.vanish.length > 0 ? move.vanish[0].c : move.appear[0].c, piece);
936 piece = up[c]
937 }
938
939 // Basic move notation:
940 let notation = piece.toUpperCase();
941 if (
942 this.board[move.end.x][move.end.y] != V.EMPTY ||
943 (piece == V.PAWN && move.start.y != move.end.y)
944 ) {
945 notation += "x";
946 }
947 const finalSquare = V.CoordsToSquare(move.end);
948 notation += finalSquare;
949
950 // Add potential promotion indications:
951 const firstLastRank = (c == 'w' ? [7, 0] : [0, 7]);
952 if (move.end.x == firstLastRank[1] && piece == V.PAWN) {
953 notation += "=";
954 if (ChessRules.PIECES.includes(move.appear[0].p))
955 notation += move.appear[0].p.toUpperCase();
956 else {
957 const up = this.getUnionPieces(move.appear[0].c, move.appear[0].p);
958 notation += up[c].toUpperCase();
959 }
960 }
961 else if (
962 move.end.x == firstLastRank[0] &&
963 move.vanish.length > 0 &&
964 ['c', 'd', 'e', 'f', 'g'].includes(move.vanish[0].p)
965 ) {
966 // We promoted an opponent's pawn
967 const oppCol = V.GetOppCol(c);
968 const up = this.getUnionPieces(move.appear[0].c, move.appear[0].p);
969 notation += "=" + up[oppCol].toUpperCase();
970 }
971
972 return notation;
973 }
974
975 };