172f68b49f98528f24afe57292037e63d98b594d
[vchess.git] / public / javascripts / base_rules.js
1 class PiPo //Piece+Position
2 {
3 // o: {piece[p], color[c], posX[x], posY[y]}
4 constructor(o)
5 {
6 this.p = o.p;
7 this.c = o.c;
8 this.x = o.x;
9 this.y = o.y;
10 }
11 }
12
13 class Move
14 {
15 // o: {appear, vanish, [start,] [end,]}
16 // appear,vanish = arrays of PiPo
17 // start,end = coordinates to apply to trigger move visually (think castle)
18 constructor(o)
19 {
20 this.appear = o.appear;
21 this.vanish = o.vanish;
22 this.start = !!o.start ? o.start : {x:o.vanish[0].x, y:o.vanish[0].y};
23 this.end = !!o.end ? o.end : {x:o.appear[0].x, y:o.appear[0].y};
24 }
25 }
26
27 // NOTE: x coords = top to bottom; y = left to right (from white player perspective)
28 class ChessRules
29 {
30 // Path to pieces
31 static getPpath(b)
32 {
33 return b; //usual pieces in pieces/ folder
34 }
35 // Turn "wb" into "B" (for FEN)
36 static board2fen(b)
37 {
38 return b[0]=='w' ? b[1].toUpperCase() : b[1];
39 }
40 // Turn "p" into "bp" (for board)
41 static fen2board(f)
42 {
43 return f.charCodeAt()<=90 ? "w"+f.toLowerCase() : "b"+f;
44 }
45
46 /////////////////
47 // INITIALIZATION
48
49 // fen == "position flags"
50 constructor(fen, moves)
51 {
52 this.moves = moves;
53 // Use fen string to initialize variables, flags and board
54 this.board = VariantRules.GetBoard(fen);
55 this.setFlags(fen);
56 this.initVariables(fen);
57 }
58
59 initVariables(fen)
60 {
61 this.INIT_COL_KING = {'w':-1, 'b':-1};
62 this.INIT_COL_ROOK = {'w':[-1,-1], 'b':[-1,-1]};
63 this.kingPos = {'w':[-1,-1], 'b':[-1,-1]}; //respective squares of white and black king
64 const fenParts = fen.split(" ");
65 const position = fenParts[0].split("/");
66 for (let i=0; i<position.length; i++)
67 {
68 let k = 0; //column index on board
69 for (let j=0; j<position[i].length; j++)
70 {
71 switch (position[i].charAt(j))
72 {
73 case 'k':
74 this.kingPos['b'] = [i,k];
75 this.INIT_COL_KING['b'] = k;
76 break;
77 case 'K':
78 this.kingPos['w'] = [i,k];
79 this.INIT_COL_KING['w'] = k;
80 break;
81 case 'r':
82 if (this.INIT_COL_ROOK['b'][0] < 0)
83 this.INIT_COL_ROOK['b'][0] = k;
84 else
85 this.INIT_COL_ROOK['b'][1] = k;
86 break;
87 case 'R':
88 if (this.INIT_COL_ROOK['w'][0] < 0)
89 this.INIT_COL_ROOK['w'][0] = k;
90 else
91 this.INIT_COL_ROOK['w'][1] = k;
92 break;
93 default:
94 let num = parseInt(position[i].charAt(j));
95 if (!isNaN(num))
96 k += (num-1);
97 }
98 k++;
99 }
100 }
101 const epSq = this.moves.length > 0 ? this.getEpSquare(this.lastMove) : undefined;
102 this.epSquares = [ epSq ];
103 }
104
105 // Turn diagram fen into double array ["wb","wp","bk",...]
106 static GetBoard(fen)
107 {
108 let rows = fen.split(" ")[0].split("/");
109 const [sizeX,sizeY] = VariantRules.size;
110 let board = doubleArray(sizeX, sizeY, "");
111 for (let i=0; i<rows.length; i++)
112 {
113 let j = 0;
114 for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++)
115 {
116 let character = rows[i][indexInRow];
117 let num = parseInt(character);
118 if (!isNaN(num))
119 j += num; //just shift j
120 else //something at position i,j
121 board[i][j++] = VariantRules.fen2board(character);
122 }
123 }
124 return board;
125 }
126
127 // Extract (relevant) flags from fen
128 setFlags(fen)
129 {
130 // white a-castle, h-castle, black a-castle, h-castle
131 this.castleFlags = {'w': new Array(2), 'b': new Array(2)};
132 let flags = fen.split(" ")[1]; //flags right after position
133 for (let i=0; i<4; i++)
134 this.castleFlags[i < 2 ? 'w' : 'b'][i%2] = (flags.charAt(i) == '1');
135 }
136
137 ///////////////////
138 // GETTERS, SETTERS
139
140 static get size() { return [8,8]; }
141 // Two next functions return 'undefined' if called on empty square
142 getColor(i,j) { return this.board[i][j].charAt(0); }
143 getPiece(i,j) { return this.board[i][j].charAt(1); }
144
145 // Color
146 getOppCol(color) { return color=="w" ? "b" : "w"; }
147
148 get lastMove() {
149 const L = this.moves.length;
150 return L>0 ? this.moves[L-1] : null;
151 }
152 get turn() {
153 return this.moves.length%2==0 ? 'w' : 'b';
154 }
155
156 // Pieces codes
157 static get PAWN() { return 'p'; }
158 static get ROOK() { return 'r'; }
159 static get KNIGHT() { return 'n'; }
160 static get BISHOP() { return 'b'; }
161 static get QUEEN() { return 'q'; }
162 static get KING() { return 'k'; }
163
164 // Empty square
165 static get EMPTY() { return ''; }
166
167 // Some pieces movements
168 static get steps() {
169 return {
170 'r': [ [-1,0],[1,0],[0,-1],[0,1] ],
171 'n': [ [-1,-2],[-1,2],[1,-2],[1,2],[-2,-1],[-2,1],[2,-1],[2,1] ],
172 'b': [ [-1,-1],[-1,1],[1,-1],[1,1] ],
173 };
174 }
175
176 // Aggregates flags into one object
177 get flags() {
178 return this.castleFlags;
179 }
180
181 // Reverse operation
182 parseFlags(flags)
183 {
184 this.castleFlags = flags;
185 }
186
187 // En-passant square, if any
188 getEpSquare(move)
189 {
190 const [sx,sy,ex] = [move.start.x,move.start.y,move.end.x];
191 if (this.getPiece(sx,sy) == VariantRules.PAWN && Math.abs(sx - ex) == 2)
192 {
193 return {
194 x: (sx + ex)/2,
195 y: sy
196 };
197 }
198 return undefined; //default
199 }
200
201 // Can thing on square1 take thing on square2
202 canTake([x1,y1], [x2,y2])
203 {
204 return this.getColor(x1,y1) != this.getColor(x2,y2);
205 }
206
207 ///////////////////
208 // MOVES GENERATION
209
210 // All possible moves from selected square (assumption: color is OK)
211 getPotentialMovesFrom([x,y])
212 {
213 switch (this.getPiece(x,y))
214 {
215 case VariantRules.PAWN:
216 return this.getPotentialPawnMoves([x,y]);
217 case VariantRules.ROOK:
218 return this.getPotentialRookMoves([x,y]);
219 case VariantRules.KNIGHT:
220 return this.getPotentialKnightMoves([x,y]);
221 case VariantRules.BISHOP:
222 return this.getPotentialBishopMoves([x,y]);
223 case VariantRules.QUEEN:
224 return this.getPotentialQueenMoves([x,y]);
225 case VariantRules.KING:
226 return this.getPotentialKingMoves([x,y]);
227 }
228 }
229
230 // Build a regular move from its initial and destination squares; tr: transformation
231 getBasicMove([sx,sy], [ex,ey], tr)
232 {
233 let mv = new Move({
234 appear: [
235 new PiPo({
236 x: ex,
237 y: ey,
238 c: !!tr ? tr.c : this.getColor(sx,sy),
239 p: !!tr ? tr.p : this.getPiece(sx,sy)
240 })
241 ],
242 vanish: [
243 new PiPo({
244 x: sx,
245 y: sy,
246 c: this.getColor(sx,sy),
247 p: this.getPiece(sx,sy)
248 })
249 ]
250 });
251
252 // The opponent piece disappears if we take it
253 if (this.board[ex][ey] != VariantRules.EMPTY)
254 {
255 mv.vanish.push(
256 new PiPo({
257 x: ex,
258 y: ey,
259 c: this.getColor(ex,ey),
260 p: this.getPiece(ex,ey)
261 })
262 );
263 }
264 return mv;
265 }
266
267 // Generic method to find possible moves of non-pawn pieces ("sliding or jumping")
268 getSlideNJumpMoves([x,y], steps, oneStep)
269 {
270 const color = this.getColor(x,y);
271 let moves = [];
272 const [sizeX,sizeY] = VariantRules.size;
273 outerLoop:
274 for (let step of steps)
275 {
276 let i = x + step[0];
277 let j = y + step[1];
278 while (i>=0 && i<sizeX && j>=0 && j<sizeY
279 && this.board[i][j] == VariantRules.EMPTY)
280 {
281 moves.push(this.getBasicMove([x,y], [i,j]));
282 if (oneStep !== undefined)
283 continue outerLoop;
284 i += step[0];
285 j += step[1];
286 }
287 if (i>=0 && i<sizeX && j>=0 && j<sizeY && this.canTake([x,y], [i,j]))
288 moves.push(this.getBasicMove([x,y], [i,j]));
289 }
290 return moves;
291 }
292
293 // What are the pawn moves from square x,y ?
294 getPotentialPawnMoves([x,y])
295 {
296 const color = this.turn;
297 let moves = [];
298 const V = VariantRules;
299 const [sizeX,sizeY] = V.size;
300 const shift = (color == "w" ? -1 : 1);
301 const firstRank = (color == 'w' ? sizeX-1 : 0);
302 const startRank = (color == "w" ? sizeX-2 : 1);
303 const lastRank = (color == "w" ? 0 : sizeX-1);
304
305 if (x+shift >= 0 && x+shift < sizeX && x+shift != lastRank)
306 {
307 // Normal moves
308 if (this.board[x+shift][y] == V.EMPTY)
309 {
310 moves.push(this.getBasicMove([x,y], [x+shift,y]));
311 // Next condition because variants with pawns on 1st rank allow them to jump
312 if ([startRank,firstRank].includes(x) && this.board[x+2*shift][y] == V.EMPTY)
313 {
314 // Two squares jump
315 moves.push(this.getBasicMove([x,y], [x+2*shift,y]));
316 }
317 }
318 // Captures
319 if (y>0 && this.canTake([x,y], [x+shift,y-1])
320 && this.board[x+shift][y-1] != V.EMPTY)
321 {
322 moves.push(this.getBasicMove([x,y], [x+shift,y-1]));
323 }
324 if (y<sizeY-1 && this.canTake([x,y], [x+shift,y+1])
325 && this.board[x+shift][y+1] != V.EMPTY)
326 {
327 moves.push(this.getBasicMove([x,y], [x+shift,y+1]));
328 }
329 }
330
331 if (x+shift == lastRank)
332 {
333 // Promotion
334 const pawnColor = this.getColor(x,y); //can be different for checkered
335 let promotionPieces = [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN];
336 promotionPieces.forEach(p => {
337 // Normal move
338 if (this.board[x+shift][y] == V.EMPTY)
339 moves.push(this.getBasicMove([x,y], [x+shift,y], {c:pawnColor,p:p}));
340 // Captures
341 if (y>0 && this.canTake([x,y], [x+shift,y-1])
342 && this.board[x+shift][y-1] != V.EMPTY)
343 {
344 moves.push(this.getBasicMove([x,y], [x+shift,y-1], {c:pawnColor,p:p}));
345 }
346 if (y<sizeY-1 && this.canTake([x,y], [x+shift,y+1])
347 && this.board[x+shift][y+1] != V.EMPTY)
348 {
349 moves.push(this.getBasicMove([x,y], [x+shift,y+1], {c:pawnColor,p:p}));
350 }
351 });
352 }
353
354 // En passant
355 const Lep = this.epSquares.length;
356 const epSquare = Lep>0 ? this.epSquares[Lep-1] : undefined;
357 if (!!epSquare && epSquare.x == x+shift && Math.abs(epSquare.y - y) == 1)
358 {
359 let epStep = epSquare.y - y;
360 var enpassantMove = this.getBasicMove([x,y], [x+shift,y+epStep]);
361 enpassantMove.vanish.push({
362 x: x,
363 y: y+epStep,
364 p: 'p',
365 c: this.getColor(x,y+epStep)
366 });
367 moves.push(enpassantMove);
368 }
369
370 return moves;
371 }
372
373 // What are the rook moves from square x,y ?
374 getPotentialRookMoves(sq)
375 {
376 return this.getSlideNJumpMoves(sq, VariantRules.steps[VariantRules.ROOK]);
377 }
378
379 // What are the knight moves from square x,y ?
380 getPotentialKnightMoves(sq)
381 {
382 return this.getSlideNJumpMoves(sq, VariantRules.steps[VariantRules.KNIGHT], "oneStep");
383 }
384
385 // What are the bishop moves from square x,y ?
386 getPotentialBishopMoves(sq)
387 {
388 return this.getSlideNJumpMoves(sq, VariantRules.steps[VariantRules.BISHOP]);
389 }
390
391 // What are the queen moves from square x,y ?
392 getPotentialQueenMoves(sq)
393 {
394 const V = VariantRules;
395 return this.getSlideNJumpMoves(sq, V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
396 }
397
398 // What are the king moves from square x,y ?
399 getPotentialKingMoves(sq)
400 {
401 const V = VariantRules;
402 // Initialize with normal moves
403 let moves = this.getSlideNJumpMoves(sq,
404 V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep");
405 return moves.concat(this.getCastleMoves(sq));
406 }
407
408 getCastleMoves([x,y])
409 {
410 const c = this.getColor(x,y);
411 const [sizeX,sizeY] = VariantRules.size;
412 if (x != (c=="w" ? sizeX-1 : 0) || y != this.INIT_COL_KING[c])
413 return []; //x isn't first rank, or king has moved (shortcut)
414
415 const V = VariantRules;
416
417 // Castling ?
418 const oppCol = this.getOppCol(c);
419 let moves = [];
420 let i = 0;
421 const finalSquares = [ [2,3], [sizeY-2,sizeY-3] ]; //king, then rook
422 castlingCheck:
423 for (let castleSide=0; castleSide < 2; castleSide++) //large, then small
424 {
425 if (!this.castleFlags[c][castleSide])
426 continue;
427 // If this code is reached, rooks and king are on initial position
428
429 // Nothing on the path of the king (and no checks; OK also if y==finalSquare)?
430 let step = finalSquares[castleSide][0] < y ? -1 : 1;
431 for (i=y; i!=finalSquares[castleSide][0]; i+=step)
432 {
433 if (this.isAttacked([x,i], [oppCol]) || (this.board[x][i] != V.EMPTY &&
434 // NOTE: next check is enough, because of chessboard constraints
435 (this.getColor(x,i) != c || ![V.KING,V.ROOK].includes(this.getPiece(x,i)))))
436 {
437 continue castlingCheck;
438 }
439 }
440
441 // Nothing on the path to the rook?
442 step = castleSide == 0 ? -1 : 1;
443 for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step)
444 {
445 if (this.board[x][i] != V.EMPTY)
446 continue castlingCheck;
447 }
448 const rookPos = this.INIT_COL_ROOK[c][castleSide];
449
450 // Nothing on final squares, except maybe king and castling rook?
451 for (i=0; i<2; i++)
452 {
453 if (this.board[x][finalSquares[castleSide][i]] != V.EMPTY &&
454 this.getPiece(x,finalSquares[castleSide][i]) != V.KING &&
455 finalSquares[castleSide][i] != rookPos)
456 {
457 continue castlingCheck;
458 }
459 }
460
461 // If this code is reached, castle is valid
462 moves.push( new Move({
463 appear: [
464 new PiPo({x:x,y:finalSquares[castleSide][0],p:V.KING,c:c}),
465 new PiPo({x:x,y:finalSquares[castleSide][1],p:V.ROOK,c:c})],
466 vanish: [
467 new PiPo({x:x,y:y,p:V.KING,c:c}),
468 new PiPo({x:x,y:rookPos,p:V.ROOK,c:c})],
469 end: Math.abs(y - rookPos) <= 2
470 ? {x:x, y:rookPos}
471 : {x:x, y:y + 2 * (castleSide==0 ? -1 : 1)}
472 }) );
473 }
474
475 return moves;
476 }
477
478 ///////////////////
479 // MOVES VALIDATION
480
481 canIplay(side, [x,y])
482 {
483 return ((side=='w' && this.moves.length%2==0) || (side=='b' && this.moves.length%2==1))
484 && this.getColor(x,y) == side;
485 }
486
487 getPossibleMovesFrom(sq)
488 {
489 // Assuming color is right (already checked)
490 return this.filterValid( this.getPotentialMovesFrom(sq) );
491 }
492
493 // TODO: once a promotion is filtered, the others results are same: useless computations
494 filterValid(moves)
495 {
496 if (moves.length == 0)
497 return [];
498 return moves.filter(m => { return !this.underCheck(m); });
499 }
500
501 // Search for all valid moves considering current turn (for engine and game end)
502 getAllValidMoves()
503 {
504 const color = this.turn;
505 const oppCol = this.getOppCol(color);
506 let potentialMoves = [];
507 const [sizeX,sizeY] = VariantRules.size;
508 for (let i=0; i<sizeX; i++)
509 {
510 for (let j=0; j<sizeY; j++)
511 {
512 // Next condition ... != oppCol is a little HACK to work with checkered variant
513 if (this.board[i][j] != VariantRules.EMPTY && this.getColor(i,j) != oppCol)
514 Array.prototype.push.apply(potentialMoves, this.getPotentialMovesFrom([i,j]));
515 }
516 }
517 // NOTE: prefer lazy undercheck tests, letting the king being taken?
518 // No: if happen on last 1/2 move, could lead to forbidden moves, wrong evals
519 return this.filterValid(potentialMoves);
520 }
521
522 // Stop at the first move found
523 atLeastOneMove()
524 {
525 const color = this.turn;
526 const oppCol = this.getOppCol(color);
527 const [sizeX,sizeY] = VariantRules.size;
528 for (let i=0; i<sizeX; i++)
529 {
530 for (let j=0; j<sizeY; j++)
531 {
532 if (this.board[i][j] != VariantRules.EMPTY && this.getColor(i,j) != oppCol)
533 {
534 const moves = this.getPotentialMovesFrom([i,j]);
535 if (moves.length > 0)
536 {
537 for (let k=0; k<moves.length; k++)
538 {
539 if (this.filterValid([moves[k]]).length > 0)
540 return true;
541 }
542 }
543 }
544 }
545 }
546 return false;
547 }
548
549 // Check if pieces of color in array 'colors' are attacking square x,y
550 isAttacked(sq, colors)
551 {
552 return (this.isAttackedByPawn(sq, colors)
553 || this.isAttackedByRook(sq, colors)
554 || this.isAttackedByKnight(sq, colors)
555 || this.isAttackedByBishop(sq, colors)
556 || this.isAttackedByQueen(sq, colors)
557 || this.isAttackedByKing(sq, colors));
558 }
559
560 // Is square x,y attacked by 'colors' pawns ?
561 isAttackedByPawn([x,y], colors)
562 {
563 const [sizeX,sizeY] = VariantRules.size;
564 for (let c of colors)
565 {
566 let pawnShift = (c=="w" ? 1 : -1);
567 if (x+pawnShift>=0 && x+pawnShift<sizeX)
568 {
569 for (let i of [-1,1])
570 {
571 if (y+i>=0 && y+i<sizeY && this.getPiece(x+pawnShift,y+i)==VariantRules.PAWN
572 && this.getColor(x+pawnShift,y+i)==c)
573 {
574 return true;
575 }
576 }
577 }
578 }
579 return false;
580 }
581
582 // Is square x,y attacked by 'colors' rooks ?
583 isAttackedByRook(sq, colors)
584 {
585 return this.isAttackedBySlideNJump(sq, colors,
586 VariantRules.ROOK, VariantRules.steps[VariantRules.ROOK]);
587 }
588
589 // Is square x,y attacked by 'colors' knights ?
590 isAttackedByKnight(sq, colors)
591 {
592 return this.isAttackedBySlideNJump(sq, colors,
593 VariantRules.KNIGHT, VariantRules.steps[VariantRules.KNIGHT], "oneStep");
594 }
595
596 // Is square x,y attacked by 'colors' bishops ?
597 isAttackedByBishop(sq, colors)
598 {
599 return this.isAttackedBySlideNJump(sq, colors,
600 VariantRules.BISHOP, VariantRules.steps[VariantRules.BISHOP]);
601 }
602
603 // Is square x,y attacked by 'colors' queens ?
604 isAttackedByQueen(sq, colors)
605 {
606 const V = VariantRules;
607 return this.isAttackedBySlideNJump(sq, colors, V.QUEEN,
608 V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
609 }
610
611 // Is square x,y attacked by 'colors' king(s) ?
612 isAttackedByKing(sq, colors)
613 {
614 const V = VariantRules;
615 return this.isAttackedBySlideNJump(sq, colors, V.KING,
616 V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep");
617 }
618
619 // Generic method for non-pawn pieces ("sliding or jumping"):
620 // is x,y attacked by a piece of color in array 'colors' ?
621 isAttackedBySlideNJump([x,y], colors, piece, steps, oneStep)
622 {
623 const [sizeX,sizeY] = VariantRules.size;
624 for (let step of steps)
625 {
626 let rx = x+step[0], ry = y+step[1];
627 while (rx>=0 && rx<sizeX && ry>=0 && ry<sizeY
628 && this.board[rx][ry] == VariantRules.EMPTY && !oneStep)
629 {
630 rx += step[0];
631 ry += step[1];
632 }
633 if (rx>=0 && rx<sizeX && ry>=0 && ry<sizeY
634 && this.board[rx][ry] != VariantRules.EMPTY
635 && this.getPiece(rx,ry) == piece && colors.includes(this.getColor(rx,ry)))
636 {
637 return true;
638 }
639 }
640 return false;
641 }
642
643 // Is current player under check after his move ?
644 underCheck(move)
645 {
646 const color = this.turn;
647 this.play(move);
648 let res = this.isAttacked(this.kingPos[color], [this.getOppCol(color)]);
649 this.undo(move);
650 return res;
651 }
652
653 // On which squares is opponent under check after our move ?
654 getCheckSquares(move)
655 {
656 this.play(move);
657 const color = this.turn; //opponent
658 let res = this.isAttacked(this.kingPos[color], [this.getOppCol(color)])
659 ? [ JSON.parse(JSON.stringify(this.kingPos[color])) ] //need to duplicate!
660 : [ ];
661 this.undo(move);
662 return res;
663 }
664
665 // Apply a move on board
666 static PlayOnBoard(board, move)
667 {
668 for (let psq of move.vanish)
669 board[psq.x][psq.y] = VariantRules.EMPTY;
670 for (let psq of move.appear)
671 board[psq.x][psq.y] = psq.c + psq.p;
672 }
673 // Un-apply the played move
674 static UndoOnBoard(board, move)
675 {
676 for (let psq of move.appear)
677 board[psq.x][psq.y] = VariantRules.EMPTY;
678 for (let psq of move.vanish)
679 board[psq.x][psq.y] = psq.c + psq.p;
680 }
681
682 // Before move is played, update variables + flags
683 updateVariables(move)
684 {
685 const piece = this.getPiece(move.start.x,move.start.y);
686 const c = this.getColor(move.start.x,move.start.y);
687 const [sizeX,sizeY] = VariantRules.size;
688 const firstRank = (c == "w" ? sizeX-1 : 0);
689
690 // Update king position + flags
691 if (piece == VariantRules.KING && move.appear.length > 0)
692 {
693 this.kingPos[c][0] = move.appear[0].x;
694 this.kingPos[c][1] = move.appear[0].y;
695 this.castleFlags[c] = [false,false];
696 return;
697 }
698 const oppCol = this.getOppCol(c);
699 const oppFirstRank = (sizeX-1) - firstRank;
700 if (move.start.x == firstRank //our rook moves?
701 && this.INIT_COL_ROOK[c].includes(move.start.y))
702 {
703 const flagIdx = (move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1);
704 this.castleFlags[c][flagIdx] = false;
705 }
706 else if (move.end.x == oppFirstRank //we took opponent rook?
707 && this.INIT_COL_ROOK[oppCol].includes(move.end.y))
708 {
709 const flagIdx = (move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1);
710 this.castleFlags[oppCol][flagIdx] = false;
711 }
712 }
713
714 // After move is undo-ed, un-update variables (flags are reset)
715 // TODO: more symmetry, by storing flags increment in move...
716 unupdateVariables(move)
717 {
718 // (Potentially) Reset king position
719 const c = this.getColor(move.start.x,move.start.y);
720 if (this.getPiece(move.start.x,move.start.y) == VariantRules.KING)
721 this.kingPos[c] = [move.start.x, move.start.y];
722 }
723
724 play(move, ingame)
725 {
726 if (!!ingame)
727 move.notation = [this.getNotation(move), this.getLongNotation(move)];
728
729 move.flags = JSON.stringify(this.flags); //save flags (for undo)
730 this.updateVariables(move);
731 this.moves.push(move);
732 this.epSquares.push( this.getEpSquare(move) );
733 VariantRules.PlayOnBoard(this.board, move);
734 }
735
736 undo(move)
737 {
738 VariantRules.UndoOnBoard(this.board, move);
739 this.epSquares.pop();
740 this.moves.pop();
741 this.unupdateVariables(move);
742 this.parseFlags(JSON.parse(move.flags));
743 }
744
745 //////////////
746 // END OF GAME
747
748 // Basic check for 3 repetitions (in the last moves only)
749 checkRepetition()
750 {
751 if (this.moves.length >= 8)
752 {
753 const L = this.moves.length;
754 if (_.isEqual(this.moves[L-1], this.moves[L-5]) &&
755 _.isEqual(this.moves[L-2], this.moves[L-6]) &&
756 _.isEqual(this.moves[L-3], this.moves[L-7]) &&
757 _.isEqual(this.moves[L-4], this.moves[L-8]))
758 {
759 return true;
760 }
761 }
762 return false;
763 }
764
765 // Is game over ? And if yes, what is the score ?
766 checkGameOver()
767 {
768 if (this.checkRepetition())
769 return "1/2";
770
771 if (this.atLeastOneMove()) // game not over
772 return "*";
773
774 // Game over
775 return this.checkGameEnd();
776 }
777
778 // No moves are possible: compute score
779 checkGameEnd()
780 {
781 const color = this.turn;
782 // No valid move: stalemate or checkmate?
783 if (!this.isAttacked(this.kingPos[color], [this.getOppCol(color)]))
784 return "1/2";
785 // OK, checkmate
786 return color == "w" ? "0-1" : "1-0";
787 }
788
789 ////////
790 //ENGINE
791
792 // Pieces values
793 static get VALUES() {
794 return {
795 'p': 1,
796 'r': 5,
797 'n': 3,
798 'b': 3,
799 'q': 9,
800 'k': 1000
801 };
802 }
803
804 static get INFINITY() {
805 return 9999; //"checkmate" (unreachable eval)
806 }
807
808 static get THRESHOLD_MATE() {
809 // At this value or above, the game is over
810 return VariantRules.INFINITY;
811 }
812
813 static get SEARCH_DEPTH() {
814 return 3; //2 for high branching factor, 4 for small (Loser chess)
815 }
816
817 // Assumption: at least one legal move
818 // NOTE: works also for extinction chess because depth is 3...
819 getComputerMove()
820 {
821 this.shouldReturn = false;
822 const maxeval = VariantRules.INFINITY;
823 const color = this.turn;
824 // Some variants may show a bigger moves list to the human (Switching),
825 // thus the argument "computer" below (which is generally ignored)
826 let moves1 = this.getAllValidMoves("computer");
827
828 // Can I mate in 1 ? (for Magnetic & Extinction)
829 for (let i of _.shuffle(_.range(moves1.length)))
830 {
831 this.play(moves1[i]);
832 const finish = (Math.abs(this.evalPosition()) >= VariantRules.THRESHOLD_MATE);
833 this.undo(moves1[i]);
834 if (finish)
835 return moves1[i];
836 }
837
838 // Rank moves using a min-max at depth 2
839 for (let i=0; i<moves1.length; i++)
840 {
841 moves1[i].eval = (color=="w" ? -1 : 1) * maxeval; //very low, I'm checkmated
842 this.play(moves1[i]);
843 let eval2 = undefined;
844 if (this.atLeastOneMove())
845 {
846 eval2 = (color=="w" ? 1 : -1) * maxeval; //initialized with checkmate value
847 // Second half-move:
848 let moves2 = this.getAllValidMoves("computer");
849 for (let j=0; j<moves2.length; j++)
850 {
851 this.play(moves2[j]);
852 let evalPos = undefined;
853 if (this.atLeastOneMove())
854 evalPos = this.evalPosition()
855 else
856 {
857 // Work with scores for Loser variant
858 const score = this.checkGameEnd();
859 evalPos = (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
860 }
861 if ((color == "w" && evalPos < eval2) || (color=="b" && evalPos > eval2))
862 eval2 = evalPos;
863 this.undo(moves2[j]);
864 }
865 }
866 else
867 {
868 const score = this.checkGameEnd();
869 eval2 = (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
870 }
871 if ((color=="w" && eval2 > moves1[i].eval) || (color=="b" && eval2 < moves1[i].eval))
872 moves1[i].eval = eval2;
873 this.undo(moves1[i]);
874 }
875 moves1.sort( (a,b) => { return (color=="w" ? 1 : -1) * (b.eval - a.eval); });
876 //console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; }));
877
878 let candidates = [0]; //indices of candidates moves
879 for (let j=1; j<moves1.length && moves1[j].eval == moves1[0].eval; j++)
880 candidates.push(j);
881 let currentBest = moves1[_.sample(candidates, 1)];
882
883 // Skip depth 3+ if we found a checkmate (or if we are checkmated in 1...)
884 if (VariantRules.SEARCH_DEPTH >= 3
885 && Math.abs(moves1[0].eval) < VariantRules.THRESHOLD_MATE)
886 {
887 for (let i=0; i<moves1.length; i++)
888 {
889 if (this.shouldReturn)
890 return currentBest; //depth-2, minimum
891 this.play(moves1[i]);
892 // 0.1 * oldEval : heuristic to avoid some bad moves (not all...)
893 moves1[i].eval = 0.1*moves1[i].eval +
894 this.alphabeta(VariantRules.SEARCH_DEPTH-1, -maxeval, maxeval);
895 this.undo(moves1[i]);
896 }
897 moves1.sort( (a,b) => { return (color=="w" ? 1 : -1) * (b.eval - a.eval); });
898 }
899 else
900 return currentBest;
901 //console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; }));
902
903 candidates = [0];
904 for (let j=1; j<moves1.length && moves1[j].eval == moves1[0].eval; j++)
905 candidates.push(j);
906 return moves1[_.sample(candidates, 1)];
907 }
908
909 alphabeta(depth, alpha, beta)
910 {
911 const maxeval = VariantRules.INFINITY;
912 const color = this.turn;
913 if (!this.atLeastOneMove())
914 {
915 switch (this.checkGameEnd())
916 {
917 case "1/2":
918 return 0;
919 default:
920 const score = this.checkGameEnd();
921 return (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
922 }
923 }
924 if (depth == 0)
925 return this.evalPosition();
926 const moves = this.getAllValidMoves("computer");
927 let v = color=="w" ? -maxeval : maxeval;
928 if (color == "w")
929 {
930 for (let i=0; i<moves.length; i++)
931 {
932 this.play(moves[i]);
933 v = Math.max(v, this.alphabeta(depth-1, alpha, beta));
934 this.undo(moves[i]);
935 alpha = Math.max(alpha, v);
936 if (alpha >= beta)
937 break; //beta cutoff
938 }
939 }
940 else //color=="b"
941 {
942 for (let i=0; i<moves.length; i++)
943 {
944 this.play(moves[i]);
945 v = Math.min(v, this.alphabeta(depth-1, alpha, beta));
946 this.undo(moves[i]);
947 beta = Math.min(beta, v);
948 if (alpha >= beta)
949 break; //alpha cutoff
950 }
951 }
952 return v;
953 }
954
955 evalPosition()
956 {
957 const [sizeX,sizeY] = VariantRules.size;
958 let evaluation = 0;
959 // Just count material for now
960 for (let i=0; i<sizeX; i++)
961 {
962 for (let j=0; j<sizeY; j++)
963 {
964 if (this.board[i][j] != VariantRules.EMPTY)
965 {
966 const sign = this.getColor(i,j) == "w" ? 1 : -1;
967 evaluation += sign * VariantRules.VALUES[this.getPiece(i,j)];
968 }
969 }
970 }
971 return evaluation;
972 }
973
974 ////////////
975 // FEN utils
976
977 // Setup the initial random (assymetric) position
978 static GenRandInitFen()
979 {
980 let pieces = [new Array(8), new Array(8)];
981 // Shuffle pieces on first and last rank
982 for (let c = 0; c <= 1; c++)
983 {
984 let positions = _.range(8);
985
986 // Get random squares for bishops
987 let randIndex = 2 * _.random(3);
988 let bishop1Pos = positions[randIndex];
989 // The second bishop must be on a square of different color
990 let randIndex_tmp = 2 * _.random(3) + 1;
991 let bishop2Pos = positions[randIndex_tmp];
992 // Remove chosen squares
993 positions.splice(Math.max(randIndex,randIndex_tmp), 1);
994 positions.splice(Math.min(randIndex,randIndex_tmp), 1);
995
996 // Get random squares for knights
997 randIndex = _.random(5);
998 let knight1Pos = positions[randIndex];
999 positions.splice(randIndex, 1);
1000 randIndex = _.random(4);
1001 let knight2Pos = positions[randIndex];
1002 positions.splice(randIndex, 1);
1003
1004 // Get random square for queen
1005 randIndex = _.random(3);
1006 let queenPos = positions[randIndex];
1007 positions.splice(randIndex, 1);
1008
1009 // Rooks and king positions are now fixed, because of the ordering rook-king-rook
1010 let rook1Pos = positions[0];
1011 let kingPos = positions[1];
1012 let rook2Pos = positions[2];
1013
1014 // Finally put the shuffled pieces in the board array
1015 pieces[c][rook1Pos] = 'r';
1016 pieces[c][knight1Pos] = 'n';
1017 pieces[c][bishop1Pos] = 'b';
1018 pieces[c][queenPos] = 'q';
1019 pieces[c][kingPos] = 'k';
1020 pieces[c][bishop2Pos] = 'b';
1021 pieces[c][knight2Pos] = 'n';
1022 pieces[c][rook2Pos] = 'r';
1023 }
1024 let fen = pieces[0].join("") +
1025 "/pppppppp/8/8/8/8/PPPPPPPP/" +
1026 pieces[1].join("").toUpperCase() +
1027 " 1111"; //add flags
1028 return fen;
1029 }
1030
1031 // Return current fen according to pieces+colors state
1032 getFen()
1033 {
1034 return this.getBaseFen() + " " + this.getFlagsFen();
1035 }
1036
1037 // Position part of the FEN string
1038 getBaseFen()
1039 {
1040 let fen = "";
1041 let [sizeX,sizeY] = VariantRules.size;
1042 for (let i=0; i<sizeX; i++)
1043 {
1044 let emptyCount = 0;
1045 for (let j=0; j<sizeY; j++)
1046 {
1047 if (this.board[i][j] == VariantRules.EMPTY)
1048 emptyCount++;
1049 else
1050 {
1051 if (emptyCount > 0)
1052 {
1053 // Add empty squares in-between
1054 fen += emptyCount;
1055 emptyCount = 0;
1056 }
1057 fen += VariantRules.board2fen(this.board[i][j]);
1058 }
1059 }
1060 if (emptyCount > 0)
1061 {
1062 // "Flush remainder"
1063 fen += emptyCount;
1064 }
1065 if (i < sizeX - 1)
1066 fen += "/"; //separate rows
1067 }
1068 return fen;
1069 }
1070
1071 // Flags part of the FEN string
1072 getFlagsFen()
1073 {
1074 let fen = "";
1075 // Add castling flags
1076 for (let i of ['w','b'])
1077 {
1078 for (let j=0; j<2; j++)
1079 fen += (this.castleFlags[i][j] ? '1' : '0');
1080 }
1081 return fen;
1082 }
1083
1084 // Context: just before move is played, turn hasn't changed
1085 getNotation(move)
1086 {
1087 if (move.appear.length == 2 && move.appear[0].p == VariantRules.KING) //castle
1088 return (move.end.y < move.start.y ? "0-0-0" : "0-0");
1089
1090 // Translate final square
1091 const finalSquare =
1092 String.fromCharCode(97 + move.end.y) + (VariantRules.size[0]-move.end.x);
1093
1094 const piece = this.getPiece(move.start.x, move.start.y);
1095 if (piece == VariantRules.PAWN)
1096 {
1097 // Pawn move
1098 let notation = "";
1099 if (move.vanish.length > move.appear.length)
1100 {
1101 // Capture
1102 const startColumn = String.fromCharCode(97 + move.start.y);
1103 notation = startColumn + "x" + finalSquare;
1104 }
1105 else //no capture
1106 notation = finalSquare;
1107 if (move.appear.length > 0 && piece != move.appear[0].p) //promotion
1108 notation += "=" + move.appear[0].p.toUpperCase();
1109 return notation;
1110 }
1111
1112 else
1113 {
1114 // Piece movement
1115 return piece.toUpperCase() +
1116 (move.vanish.length > move.appear.length ? "x" : "") + finalSquare;
1117 }
1118 }
1119
1120 // Complete the usual notation, may be required for de-ambiguification
1121 getLongNotation(move)
1122 {
1123 const startSquare =
1124 String.fromCharCode(97 + move.start.y) + (VariantRules.size[0]-move.start.x);
1125 const finalSquare =
1126 String.fromCharCode(97 + move.end.y) + (VariantRules.size[0]-move.end.x);
1127 return startSquare + finalSquare; //not encoding move. But short+long is enough
1128 }
1129
1130 // The score is already computed when calling this function
1131 getPGN(mycolor, score, fenStart, mode)
1132 {
1133 const zeroPad = x => { return (x<10 ? "0" : "") + x; };
1134 let pgn = "";
1135 pgn += '[Site "vchess.club"]<br>';
1136 const d = new Date();
1137 const opponent = mode=="human" ? "Anonymous" : "Computer";
1138 pgn += '[Variant "' + variant + '"]<br>';
1139 pgn += '[Date "' + d.getFullYear() + '-' + (d.getMonth()+1) + '-' + zeroPad(d.getDate()) + '"]<br>';
1140 pgn += '[White "' + (mycolor=='w'?'Myself':opponent) + '"]<br>';
1141 pgn += '[Black "' + (mycolor=='b'?'Myself':opponent) + '"]<br>';
1142 pgn += '[FenStart "' + fenStart + '"]<br>';
1143 pgn += '[Fen "' + this.getFen() + '"]<br>';
1144 pgn += '[Result "' + score + '"]<br><br>';
1145
1146 // Standard PGN
1147 for (let i=0; i<this.moves.length; i++)
1148 {
1149 if (i % 2 == 0)
1150 pgn += ((i/2)+1) + ".";
1151 pgn += this.moves[i].notation[0] + " ";
1152 }
1153 pgn += "<br><br>";
1154
1155 // "Complete moves" PGN (helping in ambiguous cases)
1156 for (let i=0; i<this.moves.length; i++)
1157 {
1158 if (i % 2 == 0)
1159 pgn += ((i/2)+1) + ".";
1160 pgn += this.moves[i].notation[1] + " ";
1161 }
1162
1163 return pgn;
1164 }
1165 }