eb82bb55e1ae598ecf40bfcb6039a94d13b8daf9
[vchess.git] / client / src / variants / Synchrone.js
1 import { ChessRules } from "@/base_rules";
2 import { randInt } from "@/utils/alea";
3
4 export class SynchroneRules extends ChessRules {
5 static get CanAnalyze() {
6 return false;
7 }
8
9 static get ShowMoves() {
10 return "byrow";
11 }
12
13 static IsGoodFen(fen) {
14 if (!ChessRules.IsGoodFen(fen)) return false;
15 const fenParsed = V.ParseFen(fen);
16 // 5) Check whiteMove
17 if (
18 (
19 fenParsed.turn == "b" &&
20 // NOTE: do not check really JSON stringified move...
21 (!fenParsed.whiteMove || fenParsed.whiteMove == "-")
22 )
23 ||
24 (fenParsed.turn == "w" && fenParsed.whiteMove != "-")
25 ) {
26 return false;
27 }
28 return true;
29 }
30
31 static IsGoodEnpassant(enpassant) {
32 const epArray = enpassant.split(",");
33 if (![2, 3].includes(epArray.length)) return false;
34 epArray.forEach(epsq => {
35 if (epsq != "-") {
36 const ep = V.SquareToCoords(epsq);
37 if (isNaN(ep.x) || !V.OnBoard(ep)) return false;
38 }
39 });
40 return true;
41 }
42
43 static ParseFen(fen) {
44 const fenParts = fen.split(" ");
45 return Object.assign(
46 ChessRules.ParseFen(fen),
47 { whiteMove: fenParts[5] }
48 );
49 }
50
51 static GenRandInitFen(randomness) {
52 return ChessRules.GenRandInitFen(randomness).slice(0, -1) + "-,- -";
53 }
54
55 getFen() {
56 return super.getFen() + " " + this.getWhitemoveFen();
57 }
58
59 getFenForRepeat() {
60 return super.getFenForRepeat() + "_" + this.getWhitemoveFen();
61 }
62
63 setOtherVariables(fen) {
64 const parsedFen = V.ParseFen(fen);
65 this.setFlags(parsedFen.flags);
66 const epArray = parsedFen.enpassant.split(",");
67 this.epSquares = [];
68 epArray.forEach(epsq => this.epSquares.push(this.getEpSquare(epsq)));
69 super.scanKings(fen);
70 // Also init whiteMove
71 this.whiteMove =
72 parsedFen.whiteMove != "-"
73 ? JSON.parse(parsedFen.whiteMove)
74 : null;
75 }
76
77 // After undo(): no need to re-set INIT_COL_KING
78 scanKings() {
79 this.kingPos = { w: [-1, -1], b: [-1, -1] };
80 for (let i = 0; i < V.size.x; i++) {
81 for (let j = 0; j < V.size.y; j++) {
82 if (this.getPiece(i, j) == V.KING)
83 this.kingPos[this.getColor(i, j)] = [i, j];
84 }
85 }
86 }
87
88 getEnpassantFen() {
89 const L = this.epSquares.length;
90 let res = "";
91 const start = L - 2 - (this.turn == 'b' ? 1 : 0);
92 for (let i=start; i < L; i++) {
93 if (!this.epSquares[i]) res += "-,";
94 else res += V.CoordsToSquare(this.epSquares[i]) + ",";
95 }
96 return res.slice(0, -1);
97 }
98
99 getWhitemoveFen() {
100 if (!this.whiteMove) return "-";
101 return JSON.stringify({
102 start: this.whiteMove.start,
103 end: this.whiteMove.end,
104 appear: this.whiteMove.appear,
105 vanish: this.whiteMove.vanish
106 });
107 }
108
109 getPossibleMovesFrom([x, y]) {
110 return (
111 this.filterValid(super.getPotentialMovesFrom([x, y]))
112 // Augment with potential recaptures:
113 .concat(this.getRecaptures())
114 );
115 }
116
117 // Aux function used to find opponent and self captures
118 getCaptures(x, y, color) {
119 const sliderAttack = (xx, yy, allowedSteps) => {
120 const deltaX = xx - x,
121 absDeltaX = Math.abs(deltaX);
122 const deltaY = yy - y,
123 absDeltaY = Math.abs(deltaY);
124 const step = [ deltaX / absDeltaX || 0, deltaY / absDeltaY || 0 ];
125 if (
126 // Check that the step is a priori valid:
127 (absDeltaX != absDeltaY && deltaX != 0 && deltaY != 0) ||
128 allowedSteps.every(st => st[0] != step[0] || st[1] != step[1])
129 ) {
130 return null;
131 }
132 let sq = [ x + step[0], y + step[1] ];
133 while (sq[0] != xx || sq[1] != yy) {
134 // NOTE: no need to check OnBoard in this special case
135 if (this.board[sq[0]][sq[1]] != V.EMPTY) return null;
136 sq[0] += step[0];
137 sq[1] += step[1];
138 }
139 return this.getBasicMove([xx, yy], [x, y]);
140 };
141 // Can I take on the square [x, y] ?
142 // If yes, return the (list of) capturing move(s)
143 let moves = [];
144 for (let i=0; i<8; i++) {
145 for (let j=0; j<8; j++) {
146 if (this.getColor(i, j) == color) {
147 switch (this.getPiece(i, j)) {
148 case V.PAWN: {
149 // Pushed pawns move as enemy pawns
150 const shift = (color == 'w' ? 1 : -1);
151 if (x + shift == i && Math.abs(y - j) == 1)
152 moves.push(this.getBasicMove([i, j], [x, y]));
153 break;
154 }
155 case V.KNIGHT: {
156 const deltaX = Math.abs(i - x);
157 const deltaY = Math.abs(j - y);
158 if (
159 deltaX + deltaY == 3 &&
160 [1, 2].includes(deltaX) &&
161 [1, 2].includes(deltaY)
162 ) {
163 moves.push(this.getBasicMove([i, j], [x, y]));
164 }
165 break;
166 }
167 case V.KING:
168 if (Math.abs(i - x) <= 1 && Math.abs(j - y) <= 1)
169 moves.push(this.getBasicMove([i, j], [x, y]));
170 break;
171 case V.ROOK: {
172 const mv = sliderAttack(i, j, V.steps[V.ROOK]);
173 if (!!mv) moves.push(mv);
174 break;
175 }
176 case V.BISHOP: {
177 const mv = sliderAttack(i, j, V.steps[V.BISHOP]);
178 if (!!mv) moves.push(mv);
179 break;
180 }
181 case V.QUEEN: {
182 const mv = sliderAttack(
183 i, j, V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
184 if (!!mv) moves.push(mv);
185 break;
186 }
187 }
188 }
189 }
190 }
191 return this.filterValid(moves);
192 }
193
194 getRecaptures() {
195 // 1) Generate all opponent's capturing moves
196 let oppCaptureMoves = [];
197 const color = this.turn;
198 const oppCol = V.GetOppCol(color);
199 for (let i=0; i<8; i++) {
200 for (let j=0; j<8; j++) {
201 if (
202 this.getColor(i, j) == color &&
203 // Do not consider king captures: self-captures of king are forbidden
204 this.getPiece(i, j) != V.KING
205 ) {
206 Array.prototype.push.apply(
207 oppCaptureMoves,
208 this.getCaptures(i, j, oppCol)
209 );
210 }
211 }
212 }
213 // 2) Play each opponent's capture, and see if back-captures are possible:
214 // Lookup table to quickly decide if a move is already in list:
215 let moveSet = {};
216 let moves = [];
217 oppCaptureMoves.forEach(m => {
218 // If another opponent capture with same endpoint already processed, skip:
219 const mHash = "m" + m.end.x + m.end.y;
220 if (!moveSet[mHash]) {
221 moveSet[mHash] = true;
222 // Just make enemy piece disappear, to clear potential path:
223 const justDisappear = {
224 appear: [],
225 vanish: [m.vanish[0]]
226 };
227 V.PlayOnBoard(this.board, justDisappear);
228 // Can I take on [m.end.x, m.end.y] ? If yes, add to list:
229 this.getCaptures(m.end.x, m.end.y, color).forEach(cm => moves.push(cm));
230 V.UndoOnBoard(this.board, justDisappear);
231 }
232 });
233 return moves;
234 }
235
236 getAllValidMoves() {
237 // Return possible moves + potential recaptures
238 return super.getAllValidMoves().concat(this.getRecaptures());
239 }
240
241 filterValid(moves) {
242 if (moves.length == 0) return [];
243 // filterValid can be called when it's "not our turn":
244 const color = moves[0].vanish[0].c;
245 return moves.filter(m => {
246 const piece = m.vanish[0].p;
247 if (piece == V.KING) {
248 this.kingPos[color][0] = m.appear[0].x;
249 this.kingPos[color][1] = m.appear[0].y;
250 }
251 V.PlayOnBoard(this.board, m);
252 let res = !this.underCheck(color);
253 V.UndoOnBoard(this.board, m);
254 if (piece == V.KING) this.kingPos[color] = [m.start.x, m.start.y];
255 return res;
256 });
257 }
258
259 atLeastOneMove(color) {
260 const curTurn = this.turn;
261 this.turn = color;
262 const res = super.atLeastOneMove();
263 this.turn = curTurn;
264 return res;
265 }
266
267 // White and black (partial) moves were played: merge
268 resolveSynchroneMove(move) {
269 const m1 = this.whiteMove;
270 const m2 = move;
271 // For PlayOnBoard (no need for start / end, irrelevant)
272 let smove = {
273 appear: [],
274 vanish: [
275 m1.vanish[0],
276 m2.vanish[0]
277 ]
278 };
279 if ((m1.end.x != m2.end.x) || (m1.end.y != m2.end.y)) {
280 // Easy case: two independant moves (which may (self-)capture)
281 smove.appear.push(m1.appear[0]);
282 smove.appear.push(m2.appear[0]);
283 // "Captured" pieces may have moved:
284 if (m1.appear.length == 2) {
285 // Castle
286 smove.appear.push(m1.appear[1]);
287 smove.vanish.push(m1.vanish[1]);
288 } else if (
289 m1.vanish.length == 2 &&
290 (
291 m1.vanish[1].x != m2.start.x ||
292 m1.vanish[1].y != m2.start.y
293 )
294 ) {
295 smove.vanish.push(m1.vanish[1]);
296 }
297 if (m2.appear.length == 2) {
298 // Castle
299 smove.appear.push(m2.appear[1]);
300 smove.vanish.push(m2.vanish[1]);
301 } else if (
302 m2.vanish.length == 2 &&
303 (
304 m2.vanish[1].x != m1.start.x ||
305 m2.vanish[1].y != m1.start.y
306 )
307 ) {
308 smove.vanish.push(m2.vanish[1]);
309 }
310 } else {
311 // Collision:
312 if (m1.vanish.length == 1 && m2.vanish.length == 1) {
313 // Easy case: both disappear except if one is a king
314 const p1 = m1.vanish[0].p;
315 const p2 = m2.vanish[0].p;
316 if ([p1, p2].includes(V.KING)) {
317 smove.appear.push({
318 x: m1.end.x,
319 y: m1.end.y,
320 p: V.KING,
321 c: (p1 == V.KING ? 'w' : 'b')
322 });
323 }
324 } else {
325 // One move is a self-capture and the other a normal capture:
326 // only the self-capture appears
327 const selfCaptureMove =
328 m1.vanish[1].c == m1.vanish[0].c
329 ? m1
330 : m2;
331 smove.appear.push({
332 x: m1.end.x,
333 y: m1.end.y,
334 p: selfCaptureMove.appear[0].p,
335 c: selfCaptureMove.vanish[0].c
336 });
337 smove.vanish.push({
338 x: m1.end.x,
339 y: m1.end.y,
340 p: selfCaptureMove.vanish[1].p,
341 c: selfCaptureMove.vanish[0].c
342 });
343 }
344 }
345 return smove;
346 }
347
348 play(move) {
349 move.flags = JSON.stringify(this.aggregateFlags()); //save flags (for undo)
350 this.epSquares.push(this.getEpSquare(move));
351 // Do not play on board (would reveal the move...)
352 this.turn = V.GetOppCol(this.turn);
353 this.movesCount++;
354 this.postPlay(move);
355 }
356
357 updateCastleFlags(move) {
358 const firstRank = { 'w': V.size.x - 1, 'b': 0 };
359 move.appear.concat(move.vanish).forEach(av => {
360 for (let c of ['w', 'b']) {
361 if (av.x == firstRank[c] && this.castleFlags[c].includes(av.y)) {
362 const flagIdx = (av.y == this.castleFlags[c][0] ? 0 : 1);
363 this.castleFlags[c][flagIdx] = 8;
364 }
365 }
366 });
367 }
368
369 postPlay(move) {
370 if (this.turn == 'b') {
371 // NOTE: whiteMove is used read-only, so no need to copy
372 this.whiteMove = move;
373 return;
374 }
375
376 // A full turn just ended:
377 const smove = this.resolveSynchroneMove(move);
378 V.PlayOnBoard(this.board, smove);
379 move.whiteMove = this.whiteMove; //for undo
380 this.whiteMove = null;
381
382 // Update king position + flags
383 let kingAppear = { 'w': false, 'b': false };
384 for (let i=0; i<smove.appear.length; i++) {
385 if (smove.appear[i].p == V.KING) {
386 const c = smove.appear[i].c;
387 kingAppear[c] = true;
388 this.kingPos[c][0] = smove.appear[i].x;
389 this.kingPos[c][1] = smove.appear[i].y;
390 }
391 }
392 for (let i=0; i<smove.vanish.length; i++) {
393 if (smove.vanish[i].p == V.KING) {
394 const c = smove.vanish[i].c;
395 if (!kingAppear[c]) {
396 this.kingPos[c][0] = -1;
397 this.kingPos[c][1] = -1;
398 }
399 break;
400 }
401 }
402 this.updateCastleFlags(smove);
403 move.smove = smove;
404 }
405
406 undo(move) {
407 this.epSquares.pop();
408 this.disaggregateFlags(JSON.parse(move.flags));
409 if (this.turn == 'w')
410 // Back to the middle of the move
411 V.UndoOnBoard(this.board, move.smove);
412 this.turn = V.GetOppCol(this.turn);
413 this.movesCount--;
414 this.postUndo(move);
415 }
416
417 postUndo(move) {
418 if (this.turn == 'w') {
419 // Reset king positions: scan board
420 this.scanKings();
421 // Also reset whiteMove
422 this.whiteMove = null;
423 } else this.whiteMove = move.whiteMove;
424 }
425
426 getCheckSquares(color) {
427 if (color == 'b') {
428 // kingPos must be reset for appropriate highlighting:
429 var lastMove = JSON.parse(JSON.stringify(this.whiteMove));
430 this.undo(lastMove); //will erase whiteMove, thus saved above
431 }
432 let res = [];
433 if (this.kingPos['w'][0] >= 0 && this.underCheck('w'))
434 res.push(JSON.parse(JSON.stringify(this.kingPos['w'])));
435 if (this.kingPos['b'][0] >= 0 && this.underCheck('b'))
436 res.push(JSON.parse(JSON.stringify(this.kingPos['b'])));
437 if (color == 'b') this.play(lastMove);
438 return res;
439 }
440
441 getCurrentScore() {
442 if (this.turn == 'b')
443 // Turn (white + black) not over yet
444 return "*";
445 // Was a king captured?
446 if (this.kingPos['w'][0] < 0) return "0-1";
447 if (this.kingPos['b'][0] < 0) return "1-0";
448 const whiteCanMove = this.atLeastOneMove('w');
449 const blackCanMove = this.atLeastOneMove('b');
450 if (whiteCanMove && blackCanMove) return "*";
451 // Game over
452 const whiteInCheck = this.underCheck('w');
453 const blackInCheck = this.underCheck('b');
454 if (
455 (whiteCanMove && !this.underCheck('b')) ||
456 (blackCanMove && !this.underCheck('w'))
457 ) {
458 return "1/2";
459 }
460 // Checkmate: could be mutual
461 if (!whiteCanMove && !blackCanMove) return "1/2";
462 return (whiteCanMove ? "1-0" : "0-1");
463 }
464
465 getComputerMove() {
466 const maxeval = V.INFINITY;
467 const color = this.turn;
468 let moves = this.getAllValidMoves();
469 if (moves.length == 0)
470 // TODO: this situation should not happen
471 return null;
472
473 if (Math.random() < 0.5)
474 // Return a random move
475 return moves[randInt(moves.length)];
476
477 // Rank moves at depth 1:
478 // try to capture something (not re-capturing)
479 moves.forEach(m => {
480 V.PlayOnBoard(this.board, m);
481 m.eval = this.evalPosition();
482 V.UndoOnBoard(this.board, m);
483 });
484 moves.sort((a, b) => {
485 return (color == "w" ? 1 : -1) * (b.eval - a.eval);
486 });
487 let candidates = [0];
488 for (let i = 1; i < moves.length && moves[i].eval == moves[0].eval; i++)
489 candidates.push(i);
490 return moves[candidates[randInt(candidates.length)]];
491 }
492
493 getNotation(move) {
494 if (move.appear.length == 2 && move.appear[0].p == V.KING)
495 // Castle
496 return move.end.y < move.start.y ? "0-0-0" : "0-0";
497 // Basic system: piece + init + dest square
498 return (
499 move.vanish[0].p.toUpperCase() +
500 V.CoordsToSquare(move.start) +
501 V.CoordsToSquare(move.end)
502 );
503 }
504 };