Draft code reorganisation (+ fix Alice rules + stateless VariantRules object)
[vchess.git] / public / javascripts / base_rules.js
1 // (Orthodox) Chess rules are defined in ChessRules class.
2 // Variants generally inherit from it, and modify some parts.
3
4 class PiPo //Piece+Position
5 {
6 // o: {piece[p], color[c], posX[x], posY[y]}
7 constructor(o)
8 {
9 this.p = o.p;
10 this.c = o.c;
11 this.x = o.x;
12 this.y = o.y;
13 }
14 }
15
16 // TODO: for animation, moves should contains "moving" and "fading" maybe...
17 class Move
18 {
19 // o: {appear, vanish, [start,] [end,]}
20 // appear,vanish = arrays of PiPo
21 // start,end = coordinates to apply to trigger move visually (think castle)
22 constructor(o)
23 {
24 this.appear = o.appear;
25 this.vanish = o.vanish;
26 this.start = !!o.start ? o.start : {x:o.vanish[0].x, y:o.vanish[0].y};
27 this.end = !!o.end ? o.end : {x:o.appear[0].x, y:o.appear[0].y};
28 }
29 }
30
31 // NOTE: x coords = top to bottom; y = left to right (from white player perspective)
32 class ChessRules
33 {
34 //////////////
35 // MISC UTILS
36
37 static get HasFlags() { return true; } //some variants don't have flags
38
39 static get HasEnpassant() { return true; } //some variants don't have ep.
40
41 // Path to pieces
42 static getPpath(b)
43 {
44 return b; //usual pieces in pieces/ folder
45 }
46
47 // Turn "wb" into "B" (for FEN)
48 static board2fen(b)
49 {
50 return b[0]=='w' ? b[1].toUpperCase() : b[1];
51 }
52
53 // Turn "p" into "bp" (for board)
54 static fen2board(f)
55 {
56 return f.charCodeAt()<=90 ? "w"+f.toLowerCase() : "b"+f;
57 }
58
59 // Check if FEN describe a position
60 static IsGoodFen(fen)
61 {
62 const fenParsed = V.ParseFen(fen);
63 // 1) Check position
64 if (!V.IsGoodPosition(fenParsed.position))
65 return false;
66 // 2) Check turn
67 if (!fenParsed.turn || !V.IsGoodTurn(fenParsed.turn))
68 return false;
69 // 3) Check moves count
70 if (!fenParsed.movesCount || !(parseInt(fenParsed.movesCount) >= 0))
71 return false;
72 // 4) Check flags
73 if (V.HasFlags && (!fenParsed.flags || !V.IsGoodFlags(fenParsed.flags)))
74 return false;
75 // 5) Check enpassant
76 if (V.HasEnpassant &&
77 (!fenParsed.enpassant || !V.IsGoodEnpassant(fenParsed.enpassant)))
78 {
79 return false;
80 }
81 return true;
82 }
83
84 // Is position part of the FEN a priori correct?
85 static IsGoodPosition(position)
86 {
87 if (position.length == 0)
88 return false;
89 const rows = position.split("/");
90 if (rows.length != V.size.x)
91 return false;
92 for (let row of rows)
93 {
94 let sumElts = 0;
95 for (let i=0; i<row.length; i++)
96 {
97 if (V.PIECES.includes(row[i].toLowerCase()))
98 sumElts++;
99 else
100 {
101 const num = parseInt(row[i]);
102 if (isNaN(num))
103 return false;
104 sumElts += num;
105 }
106 }
107 if (sumElts != V.size.y)
108 return false;
109 }
110 return true;
111 }
112
113 // For FEN checking
114 static IsGoodTurn(turn)
115 {
116 return ["w","b"].includes(turn);
117 }
118
119 // For FEN checking
120 static IsGoodFlags(flags)
121 {
122 return !!flags.match(/^[01]{4,4}$/);
123 }
124
125 static IsGoodEnpassant(enpassant)
126 {
127 if (enpassant != "-")
128 {
129 const ep = V.SquareToCoords(fenParsed.enpassant);
130 if (isNaN(ep.x) || !V.OnBoard(ep))
131 return false;
132 }
133 return true;
134 }
135
136 // 3 --> d (column number to letter)
137 static CoordToColumn(colnum)
138 {
139 return String.fromCharCode(97 + colnum);
140 }
141
142 // d --> 3 (column letter to number)
143 static ColumnToCoord(column)
144 {
145 return column.charCodeAt(0) - 97;
146 }
147
148 // a4 --> {x:3,y:0}
149 static SquareToCoords(sq)
150 {
151 return {
152 // NOTE: column is always one char => max 26 columns
153 // row is counted from black side => subtraction
154 x: V.size.x - parseInt(sq.substr(1)),
155 y: sq[0].charCodeAt() - 97
156 };
157 }
158
159 // {x:0,y:4} --> e8
160 static CoordsToSquare(coords)
161 {
162 return V.CoordToColumn(coords.y) + (V.size.x - coords.x);
163 }
164
165 // Aggregates flags into one object
166 aggregateFlags()
167 {
168 return this.castleFlags;
169 }
170
171 // Reverse operation
172 disaggregateFlags(flags)
173 {
174 this.castleFlags = flags;
175 }
176
177 // En-passant square, if any
178 getEpSquare(moveOrSquare)
179 {
180 if (!moveOrSquare)
181 return undefined;
182 if (typeof moveOrSquare === "string")
183 {
184 const square = moveOrSquare;
185 if (square == "-")
186 return undefined;
187 return V.SquareToCoords(square);
188 }
189 // Argument is a move:
190 const move = moveOrSquare;
191 const [sx,sy,ex] = [move.start.x,move.start.y,move.end.x];
192 // TODO: next conditions are first for Atomic, and third for Checkered
193 if (move.appear.length > 0 && move.appear[0].p == V.PAWN && ["w","b"].includes(move.appear[0].c) && Math.abs(sx - ex) == 2)
194 {
195 return {
196 x: (sx + ex)/2,
197 y: sy
198 };
199 }
200 return undefined; //default
201 }
202
203 // Can thing on square1 take thing on square2
204 canTake([x1,y1], [x2,y2])
205 {
206 return this.getColor(x1,y1) !== this.getColor(x2,y2);
207 }
208
209 // Is (x,y) on the chessboard?
210 static OnBoard(x,y)
211 {
212 return (x>=0 && x<V.size.x && y>=0 && y<V.size.y);
213 }
214
215 // Used in interface: 'side' arg == player color
216 canIplay(side, [x,y])
217 {
218 return (this.turn == side && this.getColor(x,y) == side);
219 }
220
221 // On which squares is color under check ? (for interface)
222 getCheckSquares(color)
223 {
224 return this.isAttacked(this.kingPos[color], [this.getOppCol(color)])
225 ? [JSON.parse(JSON.stringify(this.kingPos[color]))] //need to duplicate!
226 : [];
227 }
228
229 /////////////
230 // FEN UTILS
231
232 // Setup the initial random (assymetric) position
233 static GenRandInitFen()
234 {
235 let pieces = { "w": new Array(8), "b": new Array(8) };
236 // Shuffle pieces on first and last rank
237 for (let c of ["w","b"])
238 {
239 let positions = _.range(8);
240
241 // Get random squares for bishops
242 let randIndex = 2 * _.random(3);
243 const bishop1Pos = positions[randIndex];
244 // The second bishop must be on a square of different color
245 let randIndex_tmp = 2 * _.random(3) + 1;
246 const bishop2Pos = positions[randIndex_tmp];
247 // Remove chosen squares
248 positions.splice(Math.max(randIndex,randIndex_tmp), 1);
249 positions.splice(Math.min(randIndex,randIndex_tmp), 1);
250
251 // Get random squares for knights
252 randIndex = _.random(5);
253 const knight1Pos = positions[randIndex];
254 positions.splice(randIndex, 1);
255 randIndex = _.random(4);
256 const knight2Pos = positions[randIndex];
257 positions.splice(randIndex, 1);
258
259 // Get random square for queen
260 randIndex = _.random(3);
261 const queenPos = positions[randIndex];
262 positions.splice(randIndex, 1);
263
264 // Rooks and king positions are now fixed,
265 // because of the ordering rook-king-rook
266 const rook1Pos = positions[0];
267 const kingPos = positions[1];
268 const rook2Pos = positions[2];
269
270 // Finally put the shuffled pieces in the board array
271 pieces[c][rook1Pos] = 'r';
272 pieces[c][knight1Pos] = 'n';
273 pieces[c][bishop1Pos] = 'b';
274 pieces[c][queenPos] = 'q';
275 pieces[c][kingPos] = 'k';
276 pieces[c][bishop2Pos] = 'b';
277 pieces[c][knight2Pos] = 'n';
278 pieces[c][rook2Pos] = 'r';
279 }
280 return pieces["b"].join("") +
281 "/pppppppp/8/8/8/8/PPPPPPPP/" +
282 pieces["w"].join("").toUpperCase() +
283 " w 1111 -"; //add turn + flags + enpassant
284 }
285
286 // "Parse" FEN: just return untransformed string data
287 static ParseFen(fen)
288 {
289 const fenParts = fen.split(" ");
290 let res =
291 {
292 position: fenParts[0],
293 turn: fenParts[1],
294 movesCount: fenParts[2],
295 };
296 let nextIdx = 3;
297 if (V.HasFlags)
298 Object.assign(res, {flags: fenParts[nextIdx++]});
299 if (V.HasEnpassant)
300 Object.assign(res, {enpassant: fenParts[nextIdx]});
301 return res;
302 }
303
304 // Return current fen (game state)
305 getFen()
306 {
307 return this.getBaseFen() + " " +
308 this.getTurnFen() + " " + this.movesCount +
309 (V.HasFlags ? (" " + this.getFlagsFen()) : "") +
310 (V.HasEnpassant ? (" " + this.getEnpassantFen()) : "");
311 }
312
313 // Position part of the FEN string
314 getBaseFen()
315 {
316 let position = "";
317 for (let i=0; i<V.size.x; i++)
318 {
319 let emptyCount = 0;
320 for (let j=0; j<V.size.y; j++)
321 {
322 if (this.board[i][j] == V.EMPTY)
323 emptyCount++;
324 else
325 {
326 if (emptyCount > 0)
327 {
328 // Add empty squares in-between
329 position += emptyCount;
330 emptyCount = 0;
331 }
332 position += V.board2fen(this.board[i][j]);
333 }
334 }
335 if (emptyCount > 0)
336 {
337 // "Flush remainder"
338 position += emptyCount;
339 }
340 if (i < V.size.x - 1)
341 position += "/"; //separate rows
342 }
343 return position;
344 }
345
346 getTurnFen()
347 {
348 return this.turn;
349 }
350
351 // Flags part of the FEN string
352 getFlagsFen()
353 {
354 let flags = "";
355 // Add castling flags
356 for (let i of ['w','b'])
357 {
358 for (let j=0; j<2; j++)
359 flags += (this.castleFlags[i][j] ? '1' : '0');
360 }
361 return flags;
362 }
363
364 // Enpassant part of the FEN string
365 getEnpassantFen()
366 {
367 const L = this.epSquares.length;
368 if (!this.epSquares[L-1])
369 return "-"; //no en-passant
370 return V.CoordsToSquare(this.epSquares[L-1]);
371 }
372
373 // Turn position fen into double array ["wb","wp","bk",...]
374 static GetBoard(position)
375 {
376 const rows = position.split("/");
377 let board = doubleArray(V.size.x, V.size.y, "");
378 for (let i=0; i<rows.length; i++)
379 {
380 let j = 0;
381 for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++)
382 {
383 const character = rows[i][indexInRow];
384 const num = parseInt(character);
385 if (!isNaN(num))
386 j += num; //just shift j
387 else //something at position i,j
388 board[i][j++] = V.fen2board(character);
389 }
390 }
391 return board;
392 }
393
394 // Extract (relevant) flags from fen
395 setFlags(fenflags)
396 {
397 // white a-castle, h-castle, black a-castle, h-castle
398 this.castleFlags = {'w': [true,true], 'b': [true,true]};
399 if (!fenflags)
400 return;
401 for (let i=0; i<4; i++)
402 this.castleFlags[i < 2 ? 'w' : 'b'][i%2] = (fenflags.charAt(i) == '1');
403 }
404
405 //////////////////
406 // INITIALIZATION
407
408 // Fen string fully describes the game state
409 constructor(fen)
410 {
411 const fenParsed = V.ParseFen(fen);
412 this.board = V.GetBoard(fenParsed.position);
413 this.turn = fenParsed.turn[0]; //[0] to work with MarseilleRules
414 this.movesCount = parseInt(fenParsed.movesCount);
415 this.setOtherVariables(fen);
416 }
417
418 // Scan board for kings and rooks positions
419 scanKingsRooks(fen)
420 {
421 this.INIT_COL_KING = {'w':-1, 'b':-1};
422 this.INIT_COL_ROOK = {'w':[-1,-1], 'b':[-1,-1]};
423 this.kingPos = {'w':[-1,-1], 'b':[-1,-1]}; //squares of white and black king
424 const fenRows = V.ParseFen(fen).position.split("/");
425 for (let i=0; i<fenRows.length; i++)
426 {
427 let k = 0; //column index on board
428 for (let j=0; j<fenRows[i].length; j++)
429 {
430 switch (fenRows[i].charAt(j))
431 {
432 case 'k':
433 this.kingPos['b'] = [i,k];
434 this.INIT_COL_KING['b'] = k;
435 break;
436 case 'K':
437 this.kingPos['w'] = [i,k];
438 this.INIT_COL_KING['w'] = k;
439 break;
440 case 'r':
441 if (this.INIT_COL_ROOK['b'][0] < 0)
442 this.INIT_COL_ROOK['b'][0] = k;
443 else
444 this.INIT_COL_ROOK['b'][1] = k;
445 break;
446 case 'R':
447 if (this.INIT_COL_ROOK['w'][0] < 0)
448 this.INIT_COL_ROOK['w'][0] = k;
449 else
450 this.INIT_COL_ROOK['w'][1] = k;
451 break;
452 default:
453 const num = parseInt(fenRows[i].charAt(j));
454 if (!isNaN(num))
455 k += (num-1);
456 }
457 k++;
458 }
459 }
460 }
461
462 // Some additional variables from FEN (variant dependant)
463 setOtherVariables(fen)
464 {
465 // Set flags and enpassant:
466 const parsedFen = V.ParseFen(fen);
467 if (V.HasFlags)
468 this.setFlags(parsedFen.flags);
469 if (V.HasEnpassant)
470 {
471 const epSq = parsedFen.enpassant != "-"
472 ? V.SquareToCoords(parsedFen.enpassant)
473 : undefined;
474 this.epSquares = [ epSq ];
475 }
476 // Search for king and rooks positions:
477 this.scanKingsRooks(fen);
478 }
479
480 /////////////////////
481 // GETTERS & SETTERS
482
483 static get size()
484 {
485 return {x:8, y:8};
486 }
487
488 // Color of thing on suqare (i,j). 'undefined' if square is empty
489 getColor(i,j)
490 {
491 return this.board[i][j].charAt(0);
492 }
493
494 // Piece type on square (i,j). 'undefined' if square is empty
495 getPiece(i,j)
496 {
497 return this.board[i][j].charAt(1);
498 }
499
500 // Get opponent color
501 getOppCol(color)
502 {
503 return (color=="w" ? "b" : "w");
504 }
505
506 // Pieces codes (for a clearer code)
507 static get PAWN() { return 'p'; }
508 static get ROOK() { return 'r'; }
509 static get KNIGHT() { return 'n'; }
510 static get BISHOP() { return 'b'; }
511 static get QUEEN() { return 'q'; }
512 static get KING() { return 'k'; }
513
514 // For FEN checking:
515 static get PIECES()
516 {
517 return [V.PAWN,V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN,V.KING];
518 }
519
520 // Empty square
521 static get EMPTY() { return ""; }
522
523 // Some pieces movements
524 static get steps()
525 {
526 return {
527 'r': [ [-1,0],[1,0],[0,-1],[0,1] ],
528 'n': [ [-1,-2],[-1,2],[1,-2],[1,2],[-2,-1],[-2,1],[2,-1],[2,1] ],
529 'b': [ [-1,-1],[-1,1],[1,-1],[1,1] ],
530 };
531 }
532
533 ////////////////////
534 // MOVES GENERATION
535
536 // All possible moves from selected square (assumption: color is OK)
537 getPotentialMovesFrom([x,y])
538 {
539 switch (this.getPiece(x,y))
540 {
541 case V.PAWN:
542 return this.getPotentialPawnMoves([x,y]);
543 case V.ROOK:
544 return this.getPotentialRookMoves([x,y]);
545 case V.KNIGHT:
546 return this.getPotentialKnightMoves([x,y]);
547 case V.BISHOP:
548 return this.getPotentialBishopMoves([x,y]);
549 case V.QUEEN:
550 return this.getPotentialQueenMoves([x,y]);
551 case V.KING:
552 return this.getPotentialKingMoves([x,y]);
553 }
554 }
555
556 // Build a regular move from its initial and destination squares.
557 // tr: transformation
558 getBasicMove([sx,sy], [ex,ey], tr)
559 {
560 let mv = new Move({
561 appear: [
562 new PiPo({
563 x: ex,
564 y: ey,
565 c: !!tr ? tr.c : this.getColor(sx,sy),
566 p: !!tr ? tr.p : this.getPiece(sx,sy)
567 })
568 ],
569 vanish: [
570 new PiPo({
571 x: sx,
572 y: sy,
573 c: this.getColor(sx,sy),
574 p: this.getPiece(sx,sy)
575 })
576 ]
577 });
578
579 // The opponent piece disappears if we take it
580 if (this.board[ex][ey] != V.EMPTY)
581 {
582 mv.vanish.push(
583 new PiPo({
584 x: ex,
585 y: ey,
586 c: this.getColor(ex,ey),
587 p: this.getPiece(ex,ey)
588 })
589 );
590 }
591 return mv;
592 }
593
594 // Generic method to find possible moves of non-pawn pieces:
595 // "sliding or jumping"
596 getSlideNJumpMoves([x,y], steps, oneStep)
597 {
598 const color = this.getColor(x,y);
599 let moves = [];
600 outerLoop:
601 for (let step of steps)
602 {
603 let i = x + step[0];
604 let j = y + step[1];
605 while (V.OnBoard(i,j) && this.board[i][j] == V.EMPTY)
606 {
607 moves.push(this.getBasicMove([x,y], [i,j]));
608 if (oneStep !== undefined)
609 continue outerLoop;
610 i += step[0];
611 j += step[1];
612 }
613 if (V.OnBoard(i,j) && this.canTake([x,y], [i,j]))
614 moves.push(this.getBasicMove([x,y], [i,j]));
615 }
616 return moves;
617 }
618
619 // What are the pawn moves from square x,y ?
620 getPotentialPawnMoves([x,y])
621 {
622 const color = this.turn;
623 let moves = [];
624 const [sizeX,sizeY] = [V.size.x,V.size.y];
625 const shiftX = (color == "w" ? -1 : 1);
626 const firstRank = (color == 'w' ? sizeX-1 : 0);
627 const startRank = (color == "w" ? sizeX-2 : 1);
628 const lastRank = (color == "w" ? 0 : sizeX-1);
629 const pawnColor = this.getColor(x,y); //can be different for checkered
630
631 // NOTE: next condition is generally true (no pawn on last rank)
632 if (x+shiftX >= 0 && x+shiftX < sizeX)
633 {
634 const finalPieces = x + shiftX == lastRank
635 ? [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN]
636 : [V.PAWN]
637 // One square forward
638 if (this.board[x+shiftX][y] == V.EMPTY)
639 {
640 for (let piece of finalPieces)
641 {
642 moves.push(this.getBasicMove([x,y], [x+shiftX,y],
643 {c:pawnColor,p:piece}));
644 }
645 // Next condition because pawns on 1st rank can generally jump
646 if ([startRank,firstRank].includes(x)
647 && this.board[x+2*shiftX][y] == V.EMPTY)
648 {
649 // Two squares jump
650 moves.push(this.getBasicMove([x,y], [x+2*shiftX,y]));
651 }
652 }
653 // Captures
654 for (let shiftY of [-1,1])
655 {
656 if (y + shiftY >= 0 && y + shiftY < sizeY
657 && this.board[x+shiftX][y+shiftY] != V.EMPTY
658 && this.canTake([x,y], [x+shiftX,y+shiftY]))
659 {
660 for (let piece of finalPieces)
661 {
662 moves.push(this.getBasicMove([x,y], [x+shiftX,y+shiftY],
663 {c:pawnColor,p:piece}));
664 }
665 }
666 }
667 }
668
669 if (V.HasEnpassant)
670 {
671 // En passant
672 const Lep = this.epSquares.length;
673 const epSquare = this.epSquares[Lep-1]; //always at least one element
674 if (!!epSquare && epSquare.x == x+shiftX && Math.abs(epSquare.y - y) == 1)
675 {
676 let enpassantMove = this.getBasicMove([x,y], [epSquare.x,epSquare.y]);
677 enpassantMove.vanish.push({
678 x: x,
679 y: epSquare.y,
680 p: 'p',
681 c: this.getColor(x,epSquare.y)
682 });
683 moves.push(enpassantMove);
684 }
685 }
686
687 return moves;
688 }
689
690 // What are the rook moves from square x,y ?
691 getPotentialRookMoves(sq)
692 {
693 return this.getSlideNJumpMoves(sq, V.steps[V.ROOK]);
694 }
695
696 // What are the knight moves from square x,y ?
697 getPotentialKnightMoves(sq)
698 {
699 return this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep");
700 }
701
702 // What are the bishop moves from square x,y ?
703 getPotentialBishopMoves(sq)
704 {
705 return this.getSlideNJumpMoves(sq, V.steps[V.BISHOP]);
706 }
707
708 // What are the queen moves from square x,y ?
709 getPotentialQueenMoves(sq)
710 {
711 return this.getSlideNJumpMoves(sq,
712 V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
713 }
714
715 // What are the king moves from square x,y ?
716 getPotentialKingMoves(sq)
717 {
718 // Initialize with normal moves
719 let moves = this.getSlideNJumpMoves(sq,
720 V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep");
721 return moves.concat(this.getCastleMoves(sq));
722 }
723
724 getCastleMoves([x,y])
725 {
726 const c = this.getColor(x,y);
727 if (x != (c=="w" ? V.size.x-1 : 0) || y != this.INIT_COL_KING[c])
728 return []; //x isn't first rank, or king has moved (shortcut)
729
730 // Castling ?
731 const oppCol = this.getOppCol(c);
732 let moves = [];
733 let i = 0;
734 const finalSquares = [ [2,3], [V.size.y-2,V.size.y-3] ]; //king, then rook
735 castlingCheck:
736 for (let castleSide=0; castleSide < 2; castleSide++) //large, then small
737 {
738 if (!this.castleFlags[c][castleSide])
739 continue;
740 // If this code is reached, rooks and king are on initial position
741
742 // Nothing on the path of the king ?
743 // (And no checks; OK also if y==finalSquare)
744 let step = finalSquares[castleSide][0] < y ? -1 : 1;
745 for (i=y; i!=finalSquares[castleSide][0]; i+=step)
746 {
747 if (this.isAttacked([x,i], [oppCol]) || (this.board[x][i] != V.EMPTY &&
748 // NOTE: next check is enough, because of chessboard constraints
749 (this.getColor(x,i) != c
750 || ![V.KING,V.ROOK].includes(this.getPiece(x,i)))))
751 {
752 continue castlingCheck;
753 }
754 }
755
756 // Nothing on the path to the rook?
757 step = castleSide == 0 ? -1 : 1;
758 for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step)
759 {
760 if (this.board[x][i] != V.EMPTY)
761 continue castlingCheck;
762 }
763 const rookPos = this.INIT_COL_ROOK[c][castleSide];
764
765 // Nothing on final squares, except maybe king and castling rook?
766 for (i=0; i<2; i++)
767 {
768 if (this.board[x][finalSquares[castleSide][i]] != V.EMPTY &&
769 this.getPiece(x,finalSquares[castleSide][i]) != V.KING &&
770 finalSquares[castleSide][i] != rookPos)
771 {
772 continue castlingCheck;
773 }
774 }
775
776 // If this code is reached, castle is valid
777 moves.push( new Move({
778 appear: [
779 new PiPo({x:x,y:finalSquares[castleSide][0],p:V.KING,c:c}),
780 new PiPo({x:x,y:finalSquares[castleSide][1],p:V.ROOK,c:c})],
781 vanish: [
782 new PiPo({x:x,y:y,p:V.KING,c:c}),
783 new PiPo({x:x,y:rookPos,p:V.ROOK,c:c})],
784 end: Math.abs(y - rookPos) <= 2
785 ? {x:x, y:rookPos}
786 : {x:x, y:y + 2 * (castleSide==0 ? -1 : 1)}
787 }) );
788 }
789
790 return moves;
791 }
792
793 ////////////////////
794 // MOVES VALIDATION
795
796 // For the interface: possible moves for the current turn from square sq
797 getPossibleMovesFrom(sq)
798 {
799 return this.filterValid( this.getPotentialMovesFrom(sq) );
800 }
801
802 // TODO: promotions (into R,B,N,Q) should be filtered only once
803 filterValid(moves)
804 {
805 if (moves.length == 0)
806 return [];
807 const color = this.turn;
808 return moves.filter(m => {
809 this.play(m);
810 const res = !this.underCheck(color);
811 this.undo(m);
812 return res;
813 });
814 }
815
816 // Search for all valid moves considering current turn
817 // (for engine and game end)
818 getAllValidMoves()
819 {
820 const color = this.turn;
821 const oppCol = this.getOppCol(color);
822 let potentialMoves = [];
823 for (let i=0; i<V.size.x; i++)
824 {
825 for (let j=0; j<V.size.y; j++)
826 {
827 // Next condition "!= oppCol" to work with checkered variant
828 if (this.board[i][j] != V.EMPTY && this.getColor(i,j) != oppCol)
829 {
830 Array.prototype.push.apply(potentialMoves,
831 this.getPotentialMovesFrom([i,j]));
832 }
833 }
834 }
835 return this.filterValid(potentialMoves);
836 }
837
838 // Stop at the first move found
839 atLeastOneMove()
840 {
841 const color = this.turn;
842 const oppCol = this.getOppCol(color);
843 for (let i=0; i<V.size.x; i++)
844 {
845 for (let j=0; j<V.size.y; j++)
846 {
847 if (this.board[i][j] != V.EMPTY && this.getColor(i,j) != oppCol)
848 {
849 const moves = this.getPotentialMovesFrom([i,j]);
850 if (moves.length > 0)
851 {
852 for (let k=0; k<moves.length; k++)
853 {
854 if (this.filterValid([moves[k]]).length > 0)
855 return true;
856 }
857 }
858 }
859 }
860 }
861 return false;
862 }
863
864 // Check if pieces of color in 'colors' are attacking (king) on square x,y
865 isAttacked(sq, colors)
866 {
867 return (this.isAttackedByPawn(sq, colors)
868 || this.isAttackedByRook(sq, colors)
869 || this.isAttackedByKnight(sq, colors)
870 || this.isAttackedByBishop(sq, colors)
871 || this.isAttackedByQueen(sq, colors)
872 || this.isAttackedByKing(sq, colors));
873 }
874
875 // Is square x,y attacked by 'colors' pawns ?
876 isAttackedByPawn([x,y], colors)
877 {
878 for (let c of colors)
879 {
880 let pawnShift = (c=="w" ? 1 : -1);
881 if (x+pawnShift>=0 && x+pawnShift<V.size.x)
882 {
883 for (let i of [-1,1])
884 {
885 if (y+i>=0 && y+i<V.size.y && this.getPiece(x+pawnShift,y+i)==V.PAWN
886 && this.getColor(x+pawnShift,y+i)==c)
887 {
888 return true;
889 }
890 }
891 }
892 }
893 return false;
894 }
895
896 // Is square x,y attacked by 'colors' rooks ?
897 isAttackedByRook(sq, colors)
898 {
899 return this.isAttackedBySlideNJump(sq, colors, V.ROOK, V.steps[V.ROOK]);
900 }
901
902 // Is square x,y attacked by 'colors' knights ?
903 isAttackedByKnight(sq, colors)
904 {
905 return this.isAttackedBySlideNJump(sq, colors,
906 V.KNIGHT, V.steps[V.KNIGHT], "oneStep");
907 }
908
909 // Is square x,y attacked by 'colors' bishops ?
910 isAttackedByBishop(sq, colors)
911 {
912 return this.isAttackedBySlideNJump(sq, colors, V.BISHOP, V.steps[V.BISHOP]);
913 }
914
915 // Is square x,y attacked by 'colors' queens ?
916 isAttackedByQueen(sq, colors)
917 {
918 return this.isAttackedBySlideNJump(sq, colors, V.QUEEN,
919 V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
920 }
921
922 // Is square x,y attacked by 'colors' king(s) ?
923 isAttackedByKing(sq, colors)
924 {
925 return this.isAttackedBySlideNJump(sq, colors, V.KING,
926 V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep");
927 }
928
929 // Generic method for non-pawn pieces ("sliding or jumping"):
930 // is x,y attacked by a piece of color in array 'colors' ?
931 isAttackedBySlideNJump([x,y], colors, piece, steps, oneStep)
932 {
933 for (let step of steps)
934 {
935 let rx = x+step[0], ry = y+step[1];
936 while (V.OnBoard(rx,ry) && this.board[rx][ry] == V.EMPTY && !oneStep)
937 {
938 rx += step[0];
939 ry += step[1];
940 }
941 if (V.OnBoard(rx,ry) && this.getPiece(rx,ry) === piece
942 && colors.includes(this.getColor(rx,ry)))
943 {
944 return true;
945 }
946 }
947 return false;
948 }
949
950 // Is color under check after his move ?
951 underCheck(color)
952 {
953 return this.isAttacked(this.kingPos[color], [this.getOppCol(color)]);
954 }
955
956 /////////////////
957 // MOVES PLAYING
958
959 // Apply a move on board
960 static PlayOnBoard(board, move)
961 {
962 for (let psq of move.vanish)
963 board[psq.x][psq.y] = V.EMPTY;
964 for (let psq of move.appear)
965 board[psq.x][psq.y] = psq.c + psq.p;
966 }
967 // Un-apply the played move
968 static UndoOnBoard(board, move)
969 {
970 for (let psq of move.appear)
971 board[psq.x][psq.y] = V.EMPTY;
972 for (let psq of move.vanish)
973 board[psq.x][psq.y] = psq.c + psq.p;
974 }
975
976 // After move is played, update variables + flags
977 updateVariables(move)
978 {
979 let piece = undefined;
980 let c = undefined;
981 if (move.vanish.length >= 1)
982 {
983 // Usual case, something is moved
984 piece = move.vanish[0].p;
985 c = move.vanish[0].c;
986 }
987 else
988 {
989 // Crazyhouse-like variants
990 piece = move.appear[0].p;
991 c = move.appear[0].c;
992 }
993 if (c == "c") //if (!["w","b"].includes(c))
994 {
995 // 'c = move.vanish[0].c' doesn't work for Checkered
996 c = this.getOppCol(this.turn);
997 }
998 const firstRank = (c == "w" ? V.size.x-1 : 0);
999
1000 // Update king position + flags
1001 if (piece == V.KING && move.appear.length > 0)
1002 {
1003 this.kingPos[c][0] = move.appear[0].x;
1004 this.kingPos[c][1] = move.appear[0].y;
1005 if (V.HasFlags)
1006 this.castleFlags[c] = [false,false];
1007 return;
1008 }
1009 if (V.HasFlags)
1010 {
1011 // Update castling flags if rooks are moved
1012 const oppCol = this.getOppCol(c);
1013 const oppFirstRank = (V.size.x-1) - firstRank;
1014 if (move.start.x == firstRank //our rook moves?
1015 && this.INIT_COL_ROOK[c].includes(move.start.y))
1016 {
1017 const flagIdx = (move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1);
1018 this.castleFlags[c][flagIdx] = false;
1019 }
1020 else if (move.end.x == oppFirstRank //we took opponent rook?
1021 && this.INIT_COL_ROOK[oppCol].includes(move.end.y))
1022 {
1023 const flagIdx = (move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1);
1024 this.castleFlags[oppCol][flagIdx] = false;
1025 }
1026 }
1027 }
1028
1029 // After move is undo-ed *and flags resetted*, un-update other variables
1030 // TODO: more symmetry, by storing flags increment in move (?!)
1031 unupdateVariables(move)
1032 {
1033 // (Potentially) Reset king position
1034 const c = this.getColor(move.start.x,move.start.y);
1035 if (this.getPiece(move.start.x,move.start.y) == V.KING)
1036 this.kingPos[c] = [move.start.x, move.start.y];
1037 }
1038
1039 play(move, ingame)
1040 {
1041 // DEBUG:
1042 // if (!this.states) this.states = [];
1043 // if (!ingame) this.states.push(this.getFen());
1044
1045 if (!!ingame)
1046 move.notation = this.getNotation(move);
1047
1048 if (V.HasFlags)
1049 move.flags = JSON.stringify(this.aggregateFlags()); //save flags (for undo)
1050 if (V.HasEnpassant)
1051 this.epSquares.push( this.getEpSquare(move) );
1052 V.PlayOnBoard(this.board, move);
1053 this.turn = this.getOppCol(this.turn);
1054 this.movesCount++;
1055 this.updateVariables(move);
1056
1057 if (!!ingame)
1058 {
1059 // Hash of current game state *after move*, to detect repetitions
1060 move.hash = hex_md5(this.getFen());
1061 }
1062 }
1063
1064 undo(move)
1065 {
1066 if (V.HasEnpassant)
1067 this.epSquares.pop();
1068 if (V.HasFlags)
1069 this.disaggregateFlags(JSON.parse(move.flags));
1070 V.UndoOnBoard(this.board, move);
1071 this.turn = this.getOppCol(this.turn);
1072 this.movesCount--;
1073 this.unupdateVariables(move);
1074
1075 // DEBUG:
1076 // if (this.getFen() != this.states[this.states.length-1])
1077 // debugger;
1078 // this.states.pop();
1079 }
1080
1081 ///////////////
1082 // END OF GAME
1083
1084 // Is game over ? And if yes, what is the score ?
1085 checkGameOver()
1086 {
1087 if (this.atLeastOneMove()) // game not over
1088 return "*";
1089
1090 // Game over
1091 return this.checkGameEnd();
1092 }
1093
1094 // No moves are possible: compute score
1095 checkGameEnd()
1096 {
1097 const color = this.turn;
1098 // No valid move: stalemate or checkmate?
1099 if (!this.isAttacked(this.kingPos[color], [this.getOppCol(color)]))
1100 return "1/2";
1101 // OK, checkmate
1102 return (color == "w" ? "0-1" : "1-0");
1103 }
1104
1105 ///////////////
1106 // ENGINE PLAY
1107
1108 // Pieces values
1109 static get VALUES()
1110 {
1111 return {
1112 'p': 1,
1113 'r': 5,
1114 'n': 3,
1115 'b': 3,
1116 'q': 9,
1117 'k': 1000
1118 };
1119 }
1120
1121 // "Checkmate" (unreachable eval)
1122 static get INFINITY() { return 9999; }
1123
1124 // At this value or above, the game is over
1125 static get THRESHOLD_MATE() { return V.INFINITY; }
1126
1127 // Search depth: 2 for high branching factor, 4 for small (Loser chess, eg.)
1128 static get SEARCH_DEPTH() { return 3; }
1129
1130 // Assumption: at least one legal move
1131 // NOTE: works also for extinction chess because depth is 3...
1132 getComputerMove()
1133 {
1134 const maxeval = V.INFINITY;
1135 const color = this.turn;
1136 // Some variants may show a bigger moves list to the human (Switching),
1137 // thus the argument "computer" below (which is generally ignored)
1138 let moves1 = this.getAllValidMoves("computer");
1139
1140 // Can I mate in 1 ? (for Magnetic & Extinction)
1141 for (let i of _.shuffle(_.range(moves1.length)))
1142 {
1143 this.play(moves1[i]);
1144 let finish = (Math.abs(this.evalPosition()) >= V.THRESHOLD_MATE);
1145 if (!finish && !this.atLeastOneMove())
1146 {
1147 // Test mate (for other variants)
1148 const score = this.checkGameEnd();
1149 if (score != "1/2")
1150 finish = true;
1151 }
1152 this.undo(moves1[i]);
1153 if (finish)
1154 return moves1[i];
1155 }
1156
1157 // Rank moves using a min-max at depth 2
1158 for (let i=0; i<moves1.length; i++)
1159 {
1160 // Initial self evaluation is very low: "I'm checkmated"
1161 moves1[i].eval = (color=="w" ? -1 : 1) * maxeval;
1162 this.play(moves1[i]);
1163 let eval2 = undefined;
1164 if (this.atLeastOneMove())
1165 {
1166 // Initial enemy evaluation is very low too, for him
1167 eval2 = (color=="w" ? 1 : -1) * maxeval;
1168 // Second half-move:
1169 let moves2 = this.getAllValidMoves("computer");
1170 for (let j=0; j<moves2.length; j++)
1171 {
1172 this.play(moves2[j]);
1173 let evalPos = undefined;
1174 if (this.atLeastOneMove())
1175 evalPos = this.evalPosition()
1176 else
1177 {
1178 // Working with scores is more accurate (necessary for Loser variant)
1179 const score = this.checkGameEnd();
1180 evalPos = (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
1181 }
1182 if ((color == "w" && evalPos < eval2)
1183 || (color=="b" && evalPos > eval2))
1184 {
1185 eval2 = evalPos;
1186 }
1187 this.undo(moves2[j]);
1188 }
1189 }
1190 else
1191 {
1192 const score = this.checkGameEnd();
1193 eval2 = (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
1194 }
1195 if ((color=="w" && eval2 > moves1[i].eval)
1196 || (color=="b" && eval2 < moves1[i].eval))
1197 {
1198 moves1[i].eval = eval2;
1199 }
1200 this.undo(moves1[i]);
1201 }
1202 moves1.sort( (a,b) => { return (color=="w" ? 1 : -1) * (b.eval - a.eval); });
1203
1204 let candidates = [0]; //indices of candidates moves
1205 for (let j=1; j<moves1.length && moves1[j].eval == moves1[0].eval; j++)
1206 candidates.push(j);
1207 let currentBest = moves1[_.sample(candidates, 1)];
1208
1209 // From here, depth >= 3: may take a while, so we control time
1210 const timeStart = Date.now();
1211
1212 // Skip depth 3+ if we found a checkmate (or if we are checkmated in 1...)
1213 if (V.SEARCH_DEPTH >= 3 && Math.abs(moves1[0].eval) < V.THRESHOLD_MATE)
1214 {
1215 for (let i=0; i<moves1.length; i++)
1216 {
1217 if (Date.now()-timeStart >= 5000) //more than 5 seconds
1218 return currentBest; //depth 2 at least
1219 this.play(moves1[i]);
1220 // 0.1 * oldEval : heuristic to avoid some bad moves (not all...)
1221 moves1[i].eval = 0.1*moves1[i].eval +
1222 this.alphabeta(V.SEARCH_DEPTH-1, -maxeval, maxeval);
1223 this.undo(moves1[i]);
1224 }
1225 moves1.sort( (a,b) => {
1226 return (color=="w" ? 1 : -1) * (b.eval - a.eval); });
1227 }
1228 else
1229 return currentBest;
1230 // console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; }));
1231
1232 candidates = [0];
1233 for (let j=1; j<moves1.length && moves1[j].eval == moves1[0].eval; j++)
1234 candidates.push(j);
1235 return moves1[_.sample(candidates, 1)];
1236 }
1237
1238 alphabeta(depth, alpha, beta)
1239 {
1240 const maxeval = V.INFINITY;
1241 const color = this.turn;
1242 if (!this.atLeastOneMove())
1243 {
1244 switch (this.checkGameEnd())
1245 {
1246 case "1/2":
1247 return 0;
1248 default:
1249 const score = this.checkGameEnd();
1250 return (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
1251 }
1252 }
1253 if (depth == 0)
1254 return this.evalPosition();
1255 const moves = this.getAllValidMoves("computer");
1256 let v = color=="w" ? -maxeval : maxeval;
1257 if (color == "w")
1258 {
1259 for (let i=0; i<moves.length; i++)
1260 {
1261 this.play(moves[i]);
1262 v = Math.max(v, this.alphabeta(depth-1, alpha, beta));
1263 this.undo(moves[i]);
1264 alpha = Math.max(alpha, v);
1265 if (alpha >= beta)
1266 break; //beta cutoff
1267 }
1268 }
1269 else //color=="b"
1270 {
1271 for (let i=0; i<moves.length; i++)
1272 {
1273 this.play(moves[i]);
1274 v = Math.min(v, this.alphabeta(depth-1, alpha, beta));
1275 this.undo(moves[i]);
1276 beta = Math.min(beta, v);
1277 if (alpha >= beta)
1278 break; //alpha cutoff
1279 }
1280 }
1281 return v;
1282 }
1283
1284 evalPosition()
1285 {
1286 let evaluation = 0;
1287 // Just count material for now
1288 for (let i=0; i<V.size.x; i++)
1289 {
1290 for (let j=0; j<V.size.y; j++)
1291 {
1292 if (this.board[i][j] != V.EMPTY)
1293 {
1294 const sign = this.getColor(i,j) == "w" ? 1 : -1;
1295 evaluation += sign * V.VALUES[this.getPiece(i,j)];
1296 }
1297 }
1298 }
1299 return evaluation;
1300 }
1301
1302 /////////////////////////
1303 // MOVES + GAME NOTATION
1304 /////////////////////////
1305
1306 // Context: just before move is played, turn hasn't changed
1307 // TODO: un-ambiguous notation (switch on piece type, check directions...)
1308 getNotation(move)
1309 {
1310 if (move.appear.length == 2 && move.appear[0].p == V.KING) //castle
1311 return (move.end.y < move.start.y ? "0-0-0" : "0-0");
1312
1313 // Translate final square
1314 const finalSquare = V.CoordsToSquare(move.end);
1315
1316 const piece = this.getPiece(move.start.x, move.start.y);
1317 if (piece == V.PAWN)
1318 {
1319 // Pawn move
1320 let notation = "";
1321 if (move.vanish.length > move.appear.length)
1322 {
1323 // Capture
1324 const startColumn = V.CoordToColumn(move.start.y);
1325 notation = startColumn + "x" + finalSquare;
1326 }
1327 else //no capture
1328 notation = finalSquare;
1329 if (move.appear.length > 0 && move.appear[0].p != V.PAWN) //promotion
1330 notation += "=" + move.appear[0].p.toUpperCase();
1331 return notation;
1332 }
1333
1334 else
1335 {
1336 // Piece movement
1337 return piece.toUpperCase() +
1338 (move.vanish.length > move.appear.length ? "x" : "") + finalSquare;
1339 }
1340 }
1341
1342 // Complete the usual notation, may be required for de-ambiguification
1343 getLongNotation(move)
1344 {
1345 // Not encoding move. But short+long is enough
1346 return V.CoordsToSquare(move.start) + V.CoordsToSquare(move.end);
1347 }
1348
1349 // The score is already computed when calling this function
1350 getPGN(moves, mycolor, score, fenStart, mode)
1351 {
1352 let pgn = "";
1353 pgn += '[Site "vchess.club"]\n';
1354 const opponent = mode=="human" ? "Anonymous" : "Computer";
1355 pgn += '[Variant "' + variant + '"]\n';
1356 pgn += '[Date "' + getDate(new Date()) + '"]\n';
1357 // TODO: later when users are a bit less anonymous, use better names
1358 const whiteName = ["human","computer"].includes(mode)
1359 ? (mycolor=='w'?'Myself':opponent)
1360 : "analyze";
1361 const blackName = ["human","computer"].includes(mode)
1362 ? (mycolor=='b'?'Myself':opponent)
1363 : "analyze";
1364 pgn += '[White "' + whiteName + '"]\n';
1365 pgn += '[Black "' + blackName + '"]\n';
1366 pgn += '[Fen "' + fenStart + '"]\n';
1367 pgn += '[Result "' + score + '"]\n\n';
1368
1369 // Print moves
1370 for (let i=0; i<moves.length; i++)
1371 {
1372 if (i % 2 == 0)
1373 pgn += ((i/2)+1) + ".";
1374 pgn += moves[i].notation + " ";
1375 }
1376
1377 return pgn + "\n";
1378 }
1379 }