Separate client and server codes. Keep everything in one git repo for simplicity
[vchess.git] / client / client_OLD / javascripts / base_rules.js
diff --git a/client/client_OLD/javascripts/base_rules.js b/client/client_OLD/javascripts/base_rules.js
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+// (Orthodox) Chess rules are defined in ChessRules class.
+// Variants generally inherit from it, and modify some parts.
+
+class PiPo //Piece+Position
+{
+       // o: {piece[p], color[c], posX[x], posY[y]}
+       constructor(o)
+       {
+               this.p = o.p;
+               this.c = o.c;
+               this.x = o.x;
+               this.y = o.y;
+       }
+}
+
+// TODO: for animation, moves should contains "moving" and "fading" maybe...
+class Move
+{
+       // o: {appear, vanish, [start,] [end,]}
+       // appear,vanish = arrays of PiPo
+       // start,end = coordinates to apply to trigger move visually (think castle)
+       constructor(o)
+       {
+               this.appear = o.appear;
+               this.vanish = o.vanish;
+               this.start = !!o.start ? o.start : {x:o.vanish[0].x, y:o.vanish[0].y};
+               this.end = !!o.end ? o.end : {x:o.appear[0].x, y:o.appear[0].y};
+       }
+}
+
+// NOTE: x coords = top to bottom; y = left to right (from white player perspective)
+class ChessRules
+{
+       //////////////
+       // MISC UTILS
+
+       static get HasFlags() { return true; } //some variants don't have flags
+
+       static get HasEnpassant() { return true; } //some variants don't have ep.
+
+       // Path to pieces
+       static getPpath(b)
+       {
+               return b; //usual pieces in pieces/ folder
+       }
+
+       // Turn "wb" into "B" (for FEN)
+       static board2fen(b)
+       {
+               return b[0]=='w' ? b[1].toUpperCase() : b[1];
+       }
+
+       // Turn "p" into "bp" (for board)
+       static fen2board(f)
+       {
+               return f.charCodeAt()<=90 ? "w"+f.toLowerCase() : "b"+f;
+       }
+
+       // Check if FEN describe a position
+       static IsGoodFen(fen)
+       {
+               const fenParsed = V.ParseFen(fen);
+               // 1) Check position
+               if (!V.IsGoodPosition(fenParsed.position))
+                       return false;
+               // 2) Check turn
+               if (!fenParsed.turn || !V.IsGoodTurn(fenParsed.turn))
+                       return false;
+               // 3) Check moves count
+               if (!fenParsed.movesCount || !(parseInt(fenParsed.movesCount) >= 0))
+                       return false;
+               // 4) Check flags
+               if (V.HasFlags && (!fenParsed.flags || !V.IsGoodFlags(fenParsed.flags)))
+                       return false;
+               // 5) Check enpassant
+               if (V.HasEnpassant &&
+                       (!fenParsed.enpassant || !V.IsGoodEnpassant(fenParsed.enpassant)))
+               {
+                       return false;
+               }
+               return true;
+       }
+
+       // Is position part of the FEN a priori correct?
+       static IsGoodPosition(position)
+       {
+               if (position.length == 0)
+                       return false;
+               const rows = position.split("/");
+               if (rows.length != V.size.x)
+                       return false;
+               for (let row of rows)
+               {
+                       let sumElts = 0;
+                       for (let i=0; i<row.length; i++)
+                       {
+                               if (V.PIECES.includes(row[i].toLowerCase()))
+                                       sumElts++;
+                               else
+                               {
+                                       const num = parseInt(row[i]);
+                                       if (isNaN(num))
+                                               return false;
+                                       sumElts += num;
+                               }
+                       }
+                       if (sumElts != V.size.y)
+                               return false;
+               }
+               return true;
+       }
+
+       // For FEN checking
+       static IsGoodTurn(turn)
+       {
+               return ["w","b"].includes(turn);
+       }
+
+       // For FEN checking
+       static IsGoodFlags(flags)
+       {
+               return !!flags.match(/^[01]{4,4}$/);
+       }
+
+       static IsGoodEnpassant(enpassant)
+       {
+               if (enpassant != "-")
+               {
+                       const ep = V.SquareToCoords(fenParsed.enpassant);
+                       if (isNaN(ep.x) || !V.OnBoard(ep))
+                               return false;
+               }
+               return true;
+       }
+
+       // 3 --> d (column number to letter)
+       static CoordToColumn(colnum)
+       {
+               return String.fromCharCode(97 + colnum);
+       }
+
+       // d --> 3 (column letter to number)
+       static ColumnToCoord(column)
+       {
+               return column.charCodeAt(0) - 97;
+       }
+
+       // a4 --> {x:3,y:0}
+       static SquareToCoords(sq)
+       {
+               return {
+                       // NOTE: column is always one char => max 26 columns
+                       // row is counted from black side => subtraction
+                       x: V.size.x - parseInt(sq.substr(1)),
+                       y: sq[0].charCodeAt() - 97
+               };
+       }
+
+       // {x:0,y:4} --> e8
+       static CoordsToSquare(coords)
+       {
+               return V.CoordToColumn(coords.y) + (V.size.x - coords.x);
+       }
+
+       // Aggregates flags into one object
+       aggregateFlags()
+       {
+               return this.castleFlags;
+       }
+
+       // Reverse operation
+       disaggregateFlags(flags)
+       {
+               this.castleFlags = flags;
+       }
+
+       // En-passant square, if any
+       getEpSquare(moveOrSquare)
+       {
+               if (!moveOrSquare)
+                       return undefined;
+               if (typeof moveOrSquare === "string")
+               {
+                       const square = moveOrSquare;
+                       if (square == "-")
+                               return undefined;
+                       return V.SquareToCoords(square);
+               }
+               // Argument is a move:
+               const move = moveOrSquare;
+               const [sx,sy,ex] = [move.start.x,move.start.y,move.end.x];
+               // TODO: next conditions are first for Atomic, and third for Checkered
+               if (move.appear.length > 0 && move.appear[0].p == V.PAWN && ["w","b"].includes(move.appear[0].c) && Math.abs(sx - ex) == 2)
+               {
+                       return {
+                               x: (sx + ex)/2,
+                               y: sy
+                       };
+               }
+               return undefined; //default
+       }
+
+       // Can thing on square1 take thing on square2
+       canTake([x1,y1], [x2,y2])
+       {
+               return this.getColor(x1,y1) !== this.getColor(x2,y2);
+       }
+
+       // Is (x,y) on the chessboard?
+       static OnBoard(x,y)
+       {
+               return (x>=0 && x<V.size.x && y>=0 && y<V.size.y);
+       }
+
+       // Used in interface: 'side' arg == player color
+       canIplay(side, [x,y])
+       {
+               return (this.turn == side && this.getColor(x,y) == side);
+       }
+
+       // On which squares is color under check ? (for interface)
+       getCheckSquares(color)
+       {
+               return this.isAttacked(this.kingPos[color], [V.GetOppCol(color)])
+                       ? [JSON.parse(JSON.stringify(this.kingPos[color]))] //need to duplicate!
+                       : [];
+       }
+
+       /////////////
+       // FEN UTILS
+
+       // Setup the initial random (assymetric) position
+       static GenRandInitFen()
+       {
+               let pieces = { "w": new Array(8), "b": new Array(8) };
+               // Shuffle pieces on first and last rank
+               for (let c of ["w","b"])
+               {
+                       let positions = _.range(8);
+
+                       // Get random squares for bishops
+                       let randIndex = 2 * _.random(3);
+                       const bishop1Pos = positions[randIndex];
+                       // The second bishop must be on a square of different color
+                       let randIndex_tmp = 2 * _.random(3) + 1;
+                       const bishop2Pos = positions[randIndex_tmp];
+                       // Remove chosen squares
+                       positions.splice(Math.max(randIndex,randIndex_tmp), 1);
+                       positions.splice(Math.min(randIndex,randIndex_tmp), 1);
+
+                       // Get random squares for knights
+                       randIndex = _.random(5);
+                       const knight1Pos = positions[randIndex];
+                       positions.splice(randIndex, 1);
+                       randIndex = _.random(4);
+                       const knight2Pos = positions[randIndex];
+                       positions.splice(randIndex, 1);
+
+                       // Get random square for queen
+                       randIndex = _.random(3);
+                       const queenPos = positions[randIndex];
+                       positions.splice(randIndex, 1);
+
+                       // Rooks and king positions are now fixed,
+                       // because of the ordering rook-king-rook
+                       const rook1Pos = positions[0];
+                       const kingPos = positions[1];
+                       const rook2Pos = positions[2];
+
+                       // Finally put the shuffled pieces in the board array
+                       pieces[c][rook1Pos] = 'r';
+                       pieces[c][knight1Pos] = 'n';
+                       pieces[c][bishop1Pos] = 'b';
+                       pieces[c][queenPos] = 'q';
+                       pieces[c][kingPos] = 'k';
+                       pieces[c][bishop2Pos] = 'b';
+                       pieces[c][knight2Pos] = 'n';
+                       pieces[c][rook2Pos] = 'r';
+               }
+               return pieces["b"].join("") +
+                       "/pppppppp/8/8/8/8/PPPPPPPP/" +
+                       pieces["w"].join("").toUpperCase() +
+                       " w 0 1111 -"; //add turn + flags + enpassant
+       }
+
+       // "Parse" FEN: just return untransformed string data
+       static ParseFen(fen)
+       {
+               const fenParts = fen.split(" ");
+               let res =
+               {
+                       position: fenParts[0],
+                       turn: fenParts[1],
+                       movesCount: fenParts[2],
+               };
+               let nextIdx = 3;
+               if (V.HasFlags)
+                       Object.assign(res, {flags: fenParts[nextIdx++]});
+               if (V.HasEnpassant)
+                       Object.assign(res, {enpassant: fenParts[nextIdx]});
+               return res;
+       }
+
+       // Return current fen (game state)
+       getFen()
+       {
+               return this.getBaseFen() + " " +
+                       this.getTurnFen() + " " + this.movesCount +
+                       (V.HasFlags ? (" " + this.getFlagsFen()) : "") +
+                       (V.HasEnpassant ? (" " + this.getEnpassantFen()) : "");
+       }
+
+       // Position part of the FEN string
+       getBaseFen()
+       {
+               let position = "";
+               for (let i=0; i<V.size.x; i++)
+               {
+                       let emptyCount = 0;
+                       for (let j=0; j<V.size.y; j++)
+                       {
+                               if (this.board[i][j] == V.EMPTY)
+                                       emptyCount++;
+                               else
+                               {
+                                       if (emptyCount > 0)
+                                       {
+                                               // Add empty squares in-between
+                                               position += emptyCount;
+                                               emptyCount = 0;
+                                       }
+                                       position += V.board2fen(this.board[i][j]);
+                               }
+                       }
+                       if (emptyCount > 0)
+                       {
+                               // "Flush remainder"
+                               position += emptyCount;
+                       }
+                       if (i < V.size.x - 1)
+                               position += "/"; //separate rows
+               }
+               return position;
+       }
+
+       getTurnFen()
+       {
+               return this.turn;
+       }
+
+       // Flags part of the FEN string
+       getFlagsFen()
+       {
+               let flags = "";
+               // Add castling flags
+               for (let i of ['w','b'])
+               {
+                       for (let j=0; j<2; j++)
+                               flags += (this.castleFlags[i][j] ? '1' : '0');
+               }
+               return flags;
+       }
+
+       // Enpassant part of the FEN string
+       getEnpassantFen()
+       {
+               const L = this.epSquares.length;
+               if (!this.epSquares[L-1])
+                       return "-"; //no en-passant
+               return V.CoordsToSquare(this.epSquares[L-1]);
+       }
+
+       // Turn position fen into double array ["wb","wp","bk",...]
+       static GetBoard(position)
+       {
+               const rows = position.split("/");
+               let board = doubleArray(V.size.x, V.size.y, "");
+               for (let i=0; i<rows.length; i++)
+               {
+                       let j = 0;
+                       for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++)
+                       {
+                               const character = rows[i][indexInRow];
+                               const num = parseInt(character);
+                               if (!isNaN(num))
+                                       j += num; //just shift j
+                               else //something at position i,j
+                                       board[i][j++] = V.fen2board(character);
+                       }
+               }
+               return board;
+       }
+
+       // Extract (relevant) flags from fen
+       setFlags(fenflags)
+       {
+               // white a-castle, h-castle, black a-castle, h-castle
+               this.castleFlags = {'w': [true,true], 'b': [true,true]};
+               if (!fenflags)
+                       return;
+               for (let i=0; i<4; i++)
+                       this.castleFlags[i < 2 ? 'w' : 'b'][i%2] = (fenflags.charAt(i) == '1');
+       }
+
+       //////////////////
+       // INITIALIZATION
+
+       // Fen string fully describes the game state
+       constructor(fen)
+       {
+               const fenParsed = V.ParseFen(fen);
+               this.board = V.GetBoard(fenParsed.position);
+               this.turn = fenParsed.turn[0]; //[0] to work with MarseilleRules
+               this.movesCount = parseInt(fenParsed.movesCount);
+               this.setOtherVariables(fen);
+       }
+
+       // Scan board for kings and rooks positions
+       scanKingsRooks(fen)
+       {
+               this.INIT_COL_KING = {'w':-1, 'b':-1};
+               this.INIT_COL_ROOK = {'w':[-1,-1], 'b':[-1,-1]};
+               this.kingPos = {'w':[-1,-1], 'b':[-1,-1]}; //squares of white and black king
+               const fenRows = V.ParseFen(fen).position.split("/");
+               for (let i=0; i<fenRows.length; i++)
+               {
+                       let k = 0; //column index on board
+                       for (let j=0; j<fenRows[i].length; j++)
+                       {
+                               switch (fenRows[i].charAt(j))
+                               {
+                                       case 'k':
+                                               this.kingPos['b'] = [i,k];
+                                               this.INIT_COL_KING['b'] = k;
+                                               break;
+                                       case 'K':
+                                               this.kingPos['w'] = [i,k];
+                                               this.INIT_COL_KING['w'] = k;
+                                               break;
+                                       case 'r':
+                                               if (this.INIT_COL_ROOK['b'][0] < 0)
+                                                       this.INIT_COL_ROOK['b'][0] = k;
+                                               else
+                                                       this.INIT_COL_ROOK['b'][1] = k;
+                                               break;
+                                       case 'R':
+                                               if (this.INIT_COL_ROOK['w'][0] < 0)
+                                                       this.INIT_COL_ROOK['w'][0] = k;
+                                               else
+                                                       this.INIT_COL_ROOK['w'][1] = k;
+                                               break;
+                                       default:
+                                               const num = parseInt(fenRows[i].charAt(j));
+                                               if (!isNaN(num))
+                                                       k += (num-1);
+                               }
+                               k++;
+                       }
+               }
+       }
+
+       // Some additional variables from FEN (variant dependant)
+       setOtherVariables(fen)
+       {
+               // Set flags and enpassant:
+               const parsedFen = V.ParseFen(fen);
+               if (V.HasFlags)
+                       this.setFlags(parsedFen.flags);
+               if (V.HasEnpassant)
+               {
+                       const epSq = parsedFen.enpassant != "-"
+                               ? V.SquareToCoords(parsedFen.enpassant)
+                               : undefined;
+                       this.epSquares = [ epSq ];
+               }
+               // Search for king and rooks positions:
+               this.scanKingsRooks(fen);
+       }
+
+       /////////////////////
+       // GETTERS & SETTERS
+
+       static get size()
+       {
+               return {x:8, y:8};
+       }
+
+       // Color of thing on suqare (i,j). 'undefined' if square is empty
+       getColor(i,j)
+       {
+               return this.board[i][j].charAt(0);
+       }
+
+       // Piece type on square (i,j). 'undefined' if square is empty
+       getPiece(i,j)
+       {
+               return this.board[i][j].charAt(1);
+       }
+
+       // Get opponent color
+       static GetOppCol(color)
+       {
+               return (color=="w" ? "b" : "w");
+       }
+
+       // Get next color (for compatibility with 3 and 4 players games)
+       static GetNextCol(color)
+       {
+               return V.GetOppCol(color);
+       }
+
+       // Pieces codes (for a clearer code)
+       static get PAWN() { return 'p'; }
+       static get ROOK() { return 'r'; }
+       static get KNIGHT() { return 'n'; }
+       static get BISHOP() { return 'b'; }
+       static get QUEEN() { return 'q'; }
+       static get KING() { return 'k'; }
+
+       // For FEN checking:
+       static get PIECES()
+       {
+               return [V.PAWN,V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN,V.KING];
+       }
+
+       // Empty square
+       static get EMPTY() { return ""; }
+
+       // Some pieces movements
+       static get steps()
+       {
+               return {
+                       'r': [ [-1,0],[1,0],[0,-1],[0,1] ],
+                       'n': [ [-1,-2],[-1,2],[1,-2],[1,2],[-2,-1],[-2,1],[2,-1],[2,1] ],
+                       'b': [ [-1,-1],[-1,1],[1,-1],[1,1] ],
+               };
+       }
+
+       ////////////////////
+       // MOVES GENERATION
+
+       // All possible moves from selected square (assumption: color is OK)
+       getPotentialMovesFrom([x,y])
+       {
+               switch (this.getPiece(x,y))
+               {
+                       case V.PAWN:
+                               return this.getPotentialPawnMoves([x,y]);
+                       case V.ROOK:
+                               return this.getPotentialRookMoves([x,y]);
+                       case V.KNIGHT:
+                               return this.getPotentialKnightMoves([x,y]);
+                       case V.BISHOP:
+                               return this.getPotentialBishopMoves([x,y]);
+                       case V.QUEEN:
+                               return this.getPotentialQueenMoves([x,y]);
+                       case V.KING:
+                               return this.getPotentialKingMoves([x,y]);
+               }
+       }
+
+       // Build a regular move from its initial and destination squares.
+       // tr: transformation
+       getBasicMove([sx,sy], [ex,ey], tr)
+       {
+               let mv = new Move({
+                       appear: [
+                               new PiPo({
+                                       x: ex,
+                                       y: ey,
+                                       c: !!tr ? tr.c : this.getColor(sx,sy),
+                                       p: !!tr ? tr.p : this.getPiece(sx,sy)
+                               })
+                       ],
+                       vanish: [
+                               new PiPo({
+                                       x: sx,
+                                       y: sy,
+                                       c: this.getColor(sx,sy),
+                                       p: this.getPiece(sx,sy)
+                               })
+                       ]
+               });
+
+               // The opponent piece disappears if we take it
+               if (this.board[ex][ey] != V.EMPTY)
+               {
+                       mv.vanish.push(
+                               new PiPo({
+                                       x: ex,
+                                       y: ey,
+                                       c: this.getColor(ex,ey),
+                                       p: this.getPiece(ex,ey)
+                               })
+                       );
+               }
+               return mv;
+       }
+
+       // Generic method to find possible moves of non-pawn pieces:
+       // "sliding or jumping"
+       getSlideNJumpMoves([x,y], steps, oneStep)
+       {
+               const color = this.getColor(x,y);
+               let moves = [];
+               outerLoop:
+               for (let step of steps)
+               {
+                       let i = x + step[0];
+                       let j = y + step[1];
+                       while (V.OnBoard(i,j) && this.board[i][j] == V.EMPTY)
+                       {
+                               moves.push(this.getBasicMove([x,y], [i,j]));
+                               if (oneStep !== undefined)
+                                       continue outerLoop;
+                               i += step[0];
+                               j += step[1];
+                       }
+                       if (V.OnBoard(i,j) && this.canTake([x,y], [i,j]))
+                               moves.push(this.getBasicMove([x,y], [i,j]));
+               }
+               return moves;
+       }
+
+       // What are the pawn moves from square x,y ?
+       getPotentialPawnMoves([x,y])
+       {
+               const color = this.turn;
+               let moves = [];
+               const [sizeX,sizeY] = [V.size.x,V.size.y];
+               const shiftX = (color == "w" ? -1 : 1);
+               const firstRank = (color == 'w' ? sizeX-1 : 0);
+               const startRank = (color == "w" ? sizeX-2 : 1);
+               const lastRank = (color == "w" ? 0 : sizeX-1);
+               const pawnColor = this.getColor(x,y); //can be different for checkered
+
+               // NOTE: next condition is generally true (no pawn on last rank)
+               if (x+shiftX >= 0 && x+shiftX < sizeX)
+               {
+                       const finalPieces = x + shiftX == lastRank
+                               ? [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN]
+                               : [V.PAWN]
+                       // One square forward
+                       if (this.board[x+shiftX][y] == V.EMPTY)
+                       {
+                               for (let piece of finalPieces)
+                               {
+                                       moves.push(this.getBasicMove([x,y], [x+shiftX,y],
+                                               {c:pawnColor,p:piece}));
+                               }
+                               // Next condition because pawns on 1st rank can generally jump
+                               if ([startRank,firstRank].includes(x)
+                                       && this.board[x+2*shiftX][y] == V.EMPTY)
+                               {
+                                       // Two squares jump
+                                       moves.push(this.getBasicMove([x,y], [x+2*shiftX,y]));
+                               }
+                       }
+                       // Captures
+                       for (let shiftY of [-1,1])
+                       {
+                               if (y + shiftY >= 0 && y + shiftY < sizeY
+                                       && this.board[x+shiftX][y+shiftY] != V.EMPTY
+                                       && this.canTake([x,y], [x+shiftX,y+shiftY]))
+                               {
+                                       for (let piece of finalPieces)
+                                       {
+                                               moves.push(this.getBasicMove([x,y], [x+shiftX,y+shiftY],
+                                                       {c:pawnColor,p:piece}));
+                                       }
+                               }
+                       }
+               }
+
+               if (V.HasEnpassant)
+               {
+                       // En passant
+                       const Lep = this.epSquares.length;
+                       const epSquare = this.epSquares[Lep-1]; //always at least one element
+                       if (!!epSquare && epSquare.x == x+shiftX && Math.abs(epSquare.y - y) == 1)
+                       {
+                               let enpassantMove = this.getBasicMove([x,y], [epSquare.x,epSquare.y]);
+                               enpassantMove.vanish.push({
+                                       x: x,
+                                       y: epSquare.y,
+                                       p: 'p',
+                                       c: this.getColor(x,epSquare.y)
+                               });
+                               moves.push(enpassantMove);
+                       }
+               }
+
+               return moves;
+       }
+
+       // What are the rook moves from square x,y ?
+       getPotentialRookMoves(sq)
+       {
+               return this.getSlideNJumpMoves(sq, V.steps[V.ROOK]);
+       }
+
+       // What are the knight moves from square x,y ?
+       getPotentialKnightMoves(sq)
+       {
+               return this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep");
+       }
+
+       // What are the bishop moves from square x,y ?
+       getPotentialBishopMoves(sq)
+       {
+               return this.getSlideNJumpMoves(sq, V.steps[V.BISHOP]);
+       }
+
+       // What are the queen moves from square x,y ?
+       getPotentialQueenMoves(sq)
+       {
+               return this.getSlideNJumpMoves(sq,
+                       V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
+       }
+
+       // What are the king moves from square x,y ?
+       getPotentialKingMoves(sq)
+       {
+               // Initialize with normal moves
+               let moves = this.getSlideNJumpMoves(sq,
+                       V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep");
+               return moves.concat(this.getCastleMoves(sq));
+       }
+
+       getCastleMoves([x,y])
+       {
+               const c = this.getColor(x,y);
+               if (x != (c=="w" ? V.size.x-1 : 0) || y != this.INIT_COL_KING[c])
+                       return []; //x isn't first rank, or king has moved (shortcut)
+
+               // Castling ?
+               const oppCol = V.GetOppCol(c);
+               let moves = [];
+               let i = 0;
+               const finalSquares = [ [2,3], [V.size.y-2,V.size.y-3] ]; //king, then rook
+               castlingCheck:
+               for (let castleSide=0; castleSide < 2; castleSide++) //large, then small
+               {
+                       if (!this.castleFlags[c][castleSide])
+                               continue;
+                       // If this code is reached, rooks and king are on initial position
+
+                       // Nothing on the path of the king ?
+                       // (And no checks; OK also if y==finalSquare)
+                       let step = finalSquares[castleSide][0] < y ? -1 : 1;
+                       for (i=y; i!=finalSquares[castleSide][0]; i+=step)
+                       {
+                               if (this.isAttacked([x,i], [oppCol]) || (this.board[x][i] != V.EMPTY &&
+                                       // NOTE: next check is enough, because of chessboard constraints
+                                       (this.getColor(x,i) != c
+                                               || ![V.KING,V.ROOK].includes(this.getPiece(x,i)))))
+                               {
+                                       continue castlingCheck;
+                               }
+                       }
+
+                       // Nothing on the path to the rook?
+                       step = castleSide == 0 ? -1 : 1;
+                       for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step)
+                       {
+                               if (this.board[x][i] != V.EMPTY)
+                                       continue castlingCheck;
+                       }
+                       const rookPos = this.INIT_COL_ROOK[c][castleSide];
+
+                       // Nothing on final squares, except maybe king and castling rook?
+                       for (i=0; i<2; i++)
+                       {
+                               if (this.board[x][finalSquares[castleSide][i]] != V.EMPTY &&
+                                       this.getPiece(x,finalSquares[castleSide][i]) != V.KING &&
+                                       finalSquares[castleSide][i] != rookPos)
+                               {
+                                       continue castlingCheck;
+                               }
+                       }
+
+                       // If this code is reached, castle is valid
+                       moves.push( new Move({
+                               appear: [
+                                       new PiPo({x:x,y:finalSquares[castleSide][0],p:V.KING,c:c}),
+                                       new PiPo({x:x,y:finalSquares[castleSide][1],p:V.ROOK,c:c})],
+                               vanish: [
+                                       new PiPo({x:x,y:y,p:V.KING,c:c}),
+                                       new PiPo({x:x,y:rookPos,p:V.ROOK,c:c})],
+                               end: Math.abs(y - rookPos) <= 2
+                                       ? {x:x, y:rookPos}
+                                       : {x:x, y:y + 2 * (castleSide==0 ? -1 : 1)}
+                       }) );
+               }
+
+               return moves;
+       }
+
+       ////////////////////
+       // MOVES VALIDATION
+
+       // For the interface: possible moves for the current turn from square sq
+       getPossibleMovesFrom(sq)
+       {
+               return this.filterValid( this.getPotentialMovesFrom(sq) );
+       }
+
+       // TODO: promotions (into R,B,N,Q) should be filtered only once
+       filterValid(moves)
+       {
+               if (moves.length == 0)
+                       return [];
+               const color = this.turn;
+               return moves.filter(m => {
+                       this.play(m);
+                       const res = !this.underCheck(color);
+                       this.undo(m);
+                       return res;
+               });
+       }
+
+       // Search for all valid moves considering current turn
+       // (for engine and game end)
+       getAllValidMoves()
+       {
+               const color = this.turn;
+               const oppCol = V.GetOppCol(color);
+               let potentialMoves = [];
+               for (let i=0; i<V.size.x; i++)
+               {
+                       for (let j=0; j<V.size.y; j++)
+                       {
+                               // Next condition "!= oppCol" to work with checkered variant
+                               if (this.board[i][j] != V.EMPTY && this.getColor(i,j) != oppCol)
+                               {
+                                       Array.prototype.push.apply(potentialMoves,
+                                               this.getPotentialMovesFrom([i,j]));
+                               }
+                       }
+               }
+               return this.filterValid(potentialMoves);
+       }
+
+       // Stop at the first move found
+       atLeastOneMove()
+       {
+               const color = this.turn;
+               const oppCol = V.GetOppCol(color);
+               for (let i=0; i<V.size.x; i++)
+               {
+                       for (let j=0; j<V.size.y; j++)
+                       {
+                               if (this.board[i][j] != V.EMPTY && this.getColor(i,j) != oppCol)
+                               {
+                                       const moves = this.getPotentialMovesFrom([i,j]);
+                                       if (moves.length > 0)
+                                       {
+                                               for (let k=0; k<moves.length; k++)
+                                               {
+                                                       if (this.filterValid([moves[k]]).length > 0)
+                                                               return true;
+                                               }
+                                       }
+                               }
+                       }
+               }
+               return false;
+       }
+
+       // Check if pieces of color in 'colors' are attacking (king) on square x,y
+       isAttacked(sq, colors)
+       {
+               return (this.isAttackedByPawn(sq, colors)
+                       || this.isAttackedByRook(sq, colors)
+                       || this.isAttackedByKnight(sq, colors)
+                       || this.isAttackedByBishop(sq, colors)
+                       || this.isAttackedByQueen(sq, colors)
+                       || this.isAttackedByKing(sq, colors));
+       }
+
+       // Is square x,y attacked by 'colors' pawns ?
+       isAttackedByPawn([x,y], colors)
+       {
+               for (let c of colors)
+               {
+                       let pawnShift = (c=="w" ? 1 : -1);
+                       if (x+pawnShift>=0 && x+pawnShift<V.size.x)
+                       {
+                               for (let i of [-1,1])
+                               {
+                                       if (y+i>=0 && y+i<V.size.y && this.getPiece(x+pawnShift,y+i)==V.PAWN
+                                               && this.getColor(x+pawnShift,y+i)==c)
+                                       {
+                                               return true;
+                                       }
+                               }
+                       }
+               }
+               return false;
+       }
+
+       // Is square x,y attacked by 'colors' rooks ?
+       isAttackedByRook(sq, colors)
+       {
+               return this.isAttackedBySlideNJump(sq, colors, V.ROOK, V.steps[V.ROOK]);
+       }
+
+       // Is square x,y attacked by 'colors' knights ?
+       isAttackedByKnight(sq, colors)
+       {
+               return this.isAttackedBySlideNJump(sq, colors,
+                       V.KNIGHT, V.steps[V.KNIGHT], "oneStep");
+       }
+
+       // Is square x,y attacked by 'colors' bishops ?
+       isAttackedByBishop(sq, colors)
+       {
+               return this.isAttackedBySlideNJump(sq, colors, V.BISHOP, V.steps[V.BISHOP]);
+       }
+
+       // Is square x,y attacked by 'colors' queens ?
+       isAttackedByQueen(sq, colors)
+       {
+               return this.isAttackedBySlideNJump(sq, colors, V.QUEEN,
+                       V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
+       }
+
+       // Is square x,y attacked by 'colors' king(s) ?
+       isAttackedByKing(sq, colors)
+       {
+               return this.isAttackedBySlideNJump(sq, colors, V.KING,
+                       V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep");
+       }
+
+       // Generic method for non-pawn pieces ("sliding or jumping"):
+       // is x,y attacked by a piece of color in array 'colors' ?
+       isAttackedBySlideNJump([x,y], colors, piece, steps, oneStep)
+       {
+               for (let step of steps)
+               {
+                       let rx = x+step[0], ry = y+step[1];
+                       while (V.OnBoard(rx,ry) && this.board[rx][ry] == V.EMPTY && !oneStep)
+                       {
+                               rx += step[0];
+                               ry += step[1];
+                       }
+                       if (V.OnBoard(rx,ry) && this.getPiece(rx,ry) === piece
+                               && colors.includes(this.getColor(rx,ry)))
+                       {
+                               return true;
+                       }
+               }
+               return false;
+       }
+
+       // Is color under check after his move ?
+       underCheck(color)
+       {
+               return this.isAttacked(this.kingPos[color], [V.GetOppCol(color)]);
+       }
+
+       /////////////////
+       // MOVES PLAYING
+
+       // Apply a move on board
+       static PlayOnBoard(board, move)
+       {
+               for (let psq of move.vanish)
+                       board[psq.x][psq.y] = V.EMPTY;
+               for (let psq of move.appear)
+                       board[psq.x][psq.y] = psq.c + psq.p;
+       }
+       // Un-apply the played move
+       static UndoOnBoard(board, move)
+       {
+               for (let psq of move.appear)
+                       board[psq.x][psq.y] = V.EMPTY;
+               for (let psq of move.vanish)
+                       board[psq.x][psq.y] = psq.c + psq.p;
+       }
+
+       // After move is played, update variables + flags
+       updateVariables(move)
+       {
+               let piece = undefined;
+               let c = undefined;
+               if (move.vanish.length >= 1)
+               {
+                       // Usual case, something is moved
+                       piece = move.vanish[0].p;
+                       c = move.vanish[0].c;
+               }
+               else
+               {
+                       // Crazyhouse-like variants
+                       piece = move.appear[0].p;
+                       c = move.appear[0].c;
+               }
+               if (c == "c") //if (!["w","b"].includes(c))
+               {
+                       // 'c = move.vanish[0].c' doesn't work for Checkered
+                       c = V.GetOppCol(this.turn);
+               }
+               const firstRank = (c == "w" ? V.size.x-1 : 0);
+
+               // Update king position + flags
+               if (piece == V.KING && move.appear.length > 0)
+               {
+                       this.kingPos[c][0] = move.appear[0].x;
+                       this.kingPos[c][1] = move.appear[0].y;
+                       if (V.HasFlags)
+                               this.castleFlags[c] = [false,false];
+                       return;
+               }
+               if (V.HasFlags)
+               {
+                       // Update castling flags if rooks are moved
+                       const oppCol = V.GetOppCol(c);
+                       const oppFirstRank = (V.size.x-1) - firstRank;
+                       if (move.start.x == firstRank //our rook moves?
+                               && this.INIT_COL_ROOK[c].includes(move.start.y))
+                       {
+                               const flagIdx = (move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1);
+                               this.castleFlags[c][flagIdx] = false;
+                       }
+                       else if (move.end.x == oppFirstRank //we took opponent rook?
+                               && this.INIT_COL_ROOK[oppCol].includes(move.end.y))
+                       {
+                               const flagIdx = (move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1);
+                               this.castleFlags[oppCol][flagIdx] = false;
+                       }
+               }
+       }
+
+       // After move is undo-ed *and flags resetted*, un-update other variables
+       // TODO: more symmetry, by storing flags increment in move (?!)
+       unupdateVariables(move)
+       {
+               // (Potentially) Reset king position
+               const c = this.getColor(move.start.x,move.start.y);
+               if (this.getPiece(move.start.x,move.start.y) == V.KING)
+                       this.kingPos[c] = [move.start.x, move.start.y];
+       }
+
+       play(move)
+       {
+               // DEBUG:
+//             if (!this.states) this.states = [];
+//             const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen();
+//             this.states.push(stateFen);
+
+               if (V.HasFlags)
+                       move.flags = JSON.stringify(this.aggregateFlags()); //save flags (for undo)
+               if (V.HasEnpassant)
+                       this.epSquares.push( this.getEpSquare(move) );
+               if (!move.color)
+                       move.color = this.turn; //for interface
+               V.PlayOnBoard(this.board, move);
+               this.turn = V.GetOppCol(this.turn);
+               this.movesCount++;
+               this.updateVariables(move);
+       }
+
+       undo(move)
+       {
+               if (V.HasEnpassant)
+                       this.epSquares.pop();
+               if (V.HasFlags)
+                       this.disaggregateFlags(JSON.parse(move.flags));
+               V.UndoOnBoard(this.board, move);
+               this.turn = V.GetOppCol(this.turn);
+               this.movesCount--;
+               this.unupdateVariables(move);
+
+               // DEBUG:
+//             const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen();
+//             if (stateFen != this.states[this.states.length-1]) debugger;
+//             this.states.pop();
+       }
+
+       ///////////////
+       // END OF GAME
+
+       // What is the score ? (Interesting if game is over)
+       getCurrentScore()
+       {
+               if (this.atLeastOneMove()) // game not over
+                       return "*";
+
+               // Game over
+               const color = this.turn;
+               // No valid move: stalemate or checkmate?
+               if (!this.isAttacked(this.kingPos[color], [V.GetOppCol(color)]))
+                       return "1/2";
+               // OK, checkmate
+               return (color == "w" ? "0-1" : "1-0");
+       }
+
+       ///////////////
+       // ENGINE PLAY
+
+       // Pieces values
+       static get VALUES()
+       {
+               return {
+                       'p': 1,
+                       'r': 5,
+                       'n': 3,
+                       'b': 3,
+                       'q': 9,
+                       'k': 1000
+               };
+       }
+
+       // "Checkmate" (unreachable eval)
+       static get INFINITY() { return 9999; }
+
+       // At this value or above, the game is over
+       static get THRESHOLD_MATE() { return V.INFINITY; }
+
+       // Search depth: 2 for high branching factor, 4 for small (Loser chess, eg.)
+       static get SEARCH_DEPTH() { return 3; }
+
+       // Assumption: at least one legal move
+       // NOTE: works also for extinction chess because depth is 3...
+       getComputerMove()
+       {
+               const maxeval = V.INFINITY;
+               const color = this.turn;
+               // Some variants may show a bigger moves list to the human (Switching),
+               // thus the argument "computer" below (which is generally ignored)
+               let moves1 = this.getAllValidMoves("computer");
+
+               // Can I mate in 1 ? (for Magnetic & Extinction)
+               for (let i of _.shuffle(_.range(moves1.length)))
+               {
+                       this.play(moves1[i]);
+                       let finish = (Math.abs(this.evalPosition()) >= V.THRESHOLD_MATE);
+                       if (!finish)
+                       {
+                               const score = this.getCurrentScore();
+                               if (["1-0","0-1"].includes(score))
+                                       finish = true;
+                       }
+                       this.undo(moves1[i]);
+                       if (finish)
+                               return moves1[i];
+               }
+
+               // Rank moves using a min-max at depth 2
+               for (let i=0; i<moves1.length; i++)
+               {
+                       // Initial self evaluation is very low: "I'm checkmated"
+                       moves1[i].eval = (color=="w" ? -1 : 1) * maxeval;
+                       this.play(moves1[i]);
+                       const score1 = this.getCurrentScore();
+                       let eval2 = undefined;
+                       if (score1 == "*")
+                       {
+                               // Initial enemy evaluation is very low too, for him
+                               eval2 = (color=="w" ? 1 : -1) * maxeval;
+                               // Second half-move:
+                               let moves2 = this.getAllValidMoves("computer");
+                               for (let j=0; j<moves2.length; j++)
+                               {
+                                       this.play(moves2[j]);
+                                       const score2 = this.getCurrentScore();
+                                       const evalPos = score2 == "*"
+                                               ? this.evalPosition()
+                                               : (score2=="1/2" ? 0 : (score2=="1-0" ? 1 : -1) * maxeval);
+                                       if ((color == "w" && evalPos < eval2)
+                                               || (color=="b" && evalPos > eval2))
+                                       {
+                                               eval2 = evalPos;
+                                       }
+                                       this.undo(moves2[j]);
+                               }
+                       }
+                       else
+                               eval2 = (score1=="1/2" ? 0 : (score1=="1-0" ? 1 : -1) * maxeval);
+                       if ((color=="w" && eval2 > moves1[i].eval)
+                               || (color=="b" && eval2 < moves1[i].eval))
+                       {
+                               moves1[i].eval = eval2;
+                       }
+                       this.undo(moves1[i]);
+               }
+               moves1.sort( (a,b) => { return (color=="w" ? 1 : -1) * (b.eval - a.eval); });
+
+               let candidates = [0]; //indices of candidates moves
+               for (let j=1; j<moves1.length && moves1[j].eval == moves1[0].eval; j++)
+                       candidates.push(j);
+               let currentBest = moves1[_.sample(candidates, 1)];
+
+               // From here, depth >= 3: may take a while, so we control time
+               const timeStart = Date.now();
+
+               // Skip depth 3+ if we found a checkmate (or if we are checkmated in 1...)
+               if (V.SEARCH_DEPTH >= 3 && Math.abs(moves1[0].eval) < V.THRESHOLD_MATE)
+               {
+                       for (let i=0; i<moves1.length; i++)
+                       {
+                               if (Date.now()-timeStart >= 5000) //more than 5 seconds
+                                       return currentBest; //depth 2 at least
+                               this.play(moves1[i]);
+                               // 0.1 * oldEval : heuristic to avoid some bad moves (not all...)
+                               moves1[i].eval = 0.1*moves1[i].eval +
+                                       this.alphabeta(V.SEARCH_DEPTH-1, -maxeval, maxeval);
+                               this.undo(moves1[i]);
+                       }
+                       moves1.sort( (a,b) => {
+                               return (color=="w" ? 1 : -1) * (b.eval - a.eval); });
+               }
+               else
+                       return currentBest;
+//             console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; }));
+
+               candidates = [0];
+               for (let j=1; j<moves1.length && moves1[j].eval == moves1[0].eval; j++)
+                       candidates.push(j);
+               return moves1[_.sample(candidates, 1)];
+       }
+
+       alphabeta(depth, alpha, beta)
+  {
+               const maxeval = V.INFINITY;
+               const color = this.turn;
+               const score = this.getCurrentScore();
+               if (score != "*")
+                       return (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
+               if (depth == 0)
+      return this.evalPosition();
+               const moves = this.getAllValidMoves("computer");
+    let v = color=="w" ? -maxeval : maxeval;
+               if (color == "w")
+               {
+                       for (let i=0; i<moves.length; i++)
+      {
+                               this.play(moves[i]);
+                               v = Math.max(v, this.alphabeta(depth-1, alpha, beta));
+                               this.undo(moves[i]);
+                               alpha = Math.max(alpha, v);
+                               if (alpha >= beta)
+                                       break; //beta cutoff
+                       }
+               }
+               else //color=="b"
+               {
+                       for (let i=0; i<moves.length; i++)
+                       {
+                               this.play(moves[i]);
+                               v = Math.min(v, this.alphabeta(depth-1, alpha, beta));
+                               this.undo(moves[i]);
+                               beta = Math.min(beta, v);
+                               if (alpha >= beta)
+                                       break; //alpha cutoff
+                       }
+               }
+               return v;
+       }
+
+       evalPosition()
+       {
+               let evaluation = 0;
+               // Just count material for now
+               for (let i=0; i<V.size.x; i++)
+               {
+                       for (let j=0; j<V.size.y; j++)
+                       {
+                               if (this.board[i][j] != V.EMPTY)
+                               {
+                                       const sign = this.getColor(i,j) == "w" ? 1 : -1;
+                                       evaluation += sign * V.VALUES[this.getPiece(i,j)];
+                               }
+                       }
+               }
+               return evaluation;
+       }
+
+       /////////////////////////
+       // MOVES + GAME NOTATION
+       /////////////////////////
+
+       // Context: just before move is played, turn hasn't changed
+       // TODO: un-ambiguous notation (switch on piece type, check directions...)
+       getNotation(move)
+       {
+               if (move.appear.length == 2 && move.appear[0].p == V.KING) //castle
+                       return (move.end.y < move.start.y ? "0-0-0" : "0-0");
+
+               // Translate final square
+               const finalSquare = V.CoordsToSquare(move.end);
+
+               const piece = this.getPiece(move.start.x, move.start.y);
+               if (piece == V.PAWN)
+               {
+                       // Pawn move
+                       let notation = "";
+                       if (move.vanish.length > move.appear.length)
+                       {
+                               // Capture
+                               const startColumn = V.CoordToColumn(move.start.y);
+                               notation = startColumn + "x" + finalSquare;
+                       }
+                       else //no capture
+                               notation = finalSquare;
+                       if (move.appear.length > 0 && move.appear[0].p != V.PAWN) //promotion
+                               notation += "=" + move.appear[0].p.toUpperCase();
+                       return notation;
+               }
+
+               else
+               {
+                       // Piece movement
+                       return piece.toUpperCase() +
+                               (move.vanish.length > move.appear.length ? "x" : "") + finalSquare;
+               }
+       }
+}