Add Checkered1 + fix last move highlights
[vchess.git] / client / src / variants / Marseille.js
index 2d4ecfa..90084dc 100644 (file)
-class MarseilleRules extends ChessRules
-{
-       static IsGoodEnpassant(enpassant)
-       {
-               if (enpassant != "-")
-               {
-                       const squares = enpassant.split(",");
-                       if (squares.length > 2)
-                               return false;
-                       for (let sq of squares)
-                       {
-                               const ep = V.SquareToCoords(sq);
-                               if (isNaN(ep.x) || !V.OnBoard(ep))
-                                       return false;
-                       }
-               }
-               return true;
-       }
-
-       getTurnFen()
-       {
-               return this.turn + this.subTurn;
-       }
-
-       // There may be 2 enPassant squares (if 2 pawns jump 2 squares in same turn)
-       getEnpassantFen()
-       {
-               const L = this.epSquares.length;
-               if (this.epSquares[L-1].every(epsq => epsq === undefined))
-                       return "-"; //no en-passant
-               let res = "";
-               this.epSquares[L-1].forEach(epsq => {
-                       if (!!epsq)
-                               res += V.CoordsToSquare(epsq) + ",";
-               });
-               return res.slice(0,-1); //remove last comma
-       }
-
-       setOtherVariables(fen)
-       {
-               const parsedFen = V.ParseFen(fen);
-               this.setFlags(parsedFen.flags);
-               if (parsedFen.enpassant == "-")
-                       this.epSquares = [ [undefined] ];
-               else
-               {
-                       let res = [];
-                       const squares = parsedFen.enpassant.split(",");
-                       for (let sq of squares)
-                               res.push(V.SquareToCoords(sq));
-                       this.epSquares = [ res ];
-               }
-               this.scanKingsRooks(fen);
-               // Extract subTurn from turn indicator: "w" (first move), or
-               // "w1" or "w2" white subturn 1 or 2, and same for black
-               const fullTurn = V.ParseFen(fen).turn;
-               this.turn = fullTurn[0];
-               this.subTurn = (fullTurn[1] || 0); //"w0" = special code for first move in game
-       }
-
-       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 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:color,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:color,p:piece}));
-                               }
-                       }
-               }
-
-               // En passant: always OK if subturn 1,
-               // OK on subturn 2 only if enPassant was played at subturn 1
-               // (and if there are two e.p. squares available).
-               const Lep = this.epSquares.length;
-               const epSquares = this.epSquares[Lep-1]; //always at least one element
-               let epSqs = [];
-               epSquares.forEach(sq => {
-                       if (!!sq)
-                               epSqs.push(sq);
-               });
-               if (epSqs.length == 0)
-                       return moves;
-               const oppCol = V.GetOppCol(color);
-               for (let sq of epSqs)
-               {
-                       if (this.subTurn == 1 || (epSqs.length == 2 &&
-                               // Was this en-passant capture already played at subturn 1 ?
-                               // (Or maybe the opponent filled the en-passant square with a piece)
-                               this.board[epSqs[0].x][epSqs[0].y] != V.EMPTY))
-                       {
-                               if (sq.x == x+shiftX && Math.abs(sq.y - y) == 1
-                                       // Add condition "enemy pawn must be present"
-                                       && this.getPiece(x,sq.y) == V.PAWN && this.getColor(x,sq.y) == oppCol)
-                               {
-                                       let epMove = this.getBasicMove([x,y], [sq.x,sq.y]);
-                                       epMove.vanish.push({
-                                               x: x,
-                                               y: sq.y,
-                                               p: 'p',
-                                               c: oppCol
-                                       });
-                                       moves.push(epMove);
-                               }
-                       }
-               }
-
-               return moves;
-       }
-
-       play(move)
-       {
-               move.flags = JSON.stringify(this.aggregateFlags());
-               move.turn = this.turn + this.subturn;
-               V.PlayOnBoard(this.board, move);
-               const epSq = this.getEpSquare(move);
-               if (this.subTurn == 0) //first move in game
-               {
-                       this.turn = "b";
-                       this.epSquares.push([epSq]);
-               }
-               // Does this move give check on subturn 1? If yes, skip subturn 2
-               else if (this.subTurn==1 && this.underCheck(V.GetOppCol(this.turn)))
-               {
-                       this.turn = V.GetOppCol(this.turn);
-                       this.epSquares.push([epSq]);
-                       move.checkOnSubturn1 = true;
-               }
-               else
-               {
-                       if (this.subTurn == 2)
-                       {
-                               this.turn = V.GetOppCol(this.turn);
-                               let lastEpsq = this.epSquares[this.epSquares.length-1];
-                               lastEpsq.push(epSq);
-                       }
-                       else
-                               this.epSquares.push([epSq]);
-                       this.subTurn = 3 - this.subTurn;
-               }
-               this.updateVariables(move);
-       }
-
-       undo(move)
-       {
-               this.disaggregateFlags(JSON.parse(move.flags));
-               V.UndoOnBoard(this.board, move);
-               if (move.turn[1] == '0' || move.checkOnSubturn1 || this.subTurn == 2)
-                       this.epSquares.pop();
-               else //this.subTurn == 1
-               {
-                       let lastEpsq = this.epSquares[this.epSquares.length-1];
-                       lastEpsq.pop();
-               }
-               this.turn = move.turn[0];
-               this.subTurn = parseInt(move.turn[1]);
-               this.unupdateVariables(move);
-       }
-
-       // NOTE:  GenRandInitFen() is OK,
-       // since at first move turn indicator is just "w"
-
-       static get VALUES()
-       {
-               return {
-                       'p': 1,
-                       'r': 5,
-                       'n': 3,
-                       'b': 3,
-                       'q': 7, //slightly less than in orthodox game
-                       'k': 1000
-               };
-       }
-
-       // No alpha-beta here, just adapted min-max at depth 2(+1)
-       getComputerMove()
-       {
-               if (this.subTurn == 2)
-                       return null; //TODO: imperfect interface setup
-
-               const maxeval = V.INFINITY;
-               const color = this.turn;
-               const oppCol = V.GetOppCol(this.turn);
-
-               // Search best (half) move for opponent turn
-               const getBestMoveEval = () => {
-                       const turnBefore = this.turn + this.subTurn;
-                       let moves = this.getAllValidMoves();
-                       if (moves.length == 0)
-                       {
-                               const score = this.checkGameEnd();
-                               if (score == "1/2")
-                                       return 0;
-                               return maxeval * (score == "1-0" ? 1 : -1);
-                       }
-                       let res = (oppCol == "w" ? -maxeval : maxeval);
-                       for (let m of moves)
-                       {
-                               this.play(m);
-                               // Now turn is oppCol,2 if m doesn't give check
-                               // Otherwise it's color,1. In both cases the next test makes sense
-                               if (!this.atLeastOneMove())
-                               {
-                                       const score = this.checkGameEnd();
-                                       if (score == "1/2")
-                                               res = (oppCol == "w" ? Math.max(res, 0) : Math.min(res, 0));
-                                       else
-                                       {
-                                               // Found a mate
-                                               this.undo(m);
-                                               return maxeval * (score == "1-0" ? 1 : -1);
-                                       }
-                               }
-                               const evalPos = this.evalPosition();
-                               res = (oppCol == "w" ? Math.max(res, evalPos) : Math.min(res, evalPos));
-                               this.undo(m);
-                       }
-                       return res;
-               };
-
-               let moves11 = this.getAllValidMoves();
-               let doubleMoves = [];
-               // Rank moves using a min-max at depth 2
-               for (let i=0; i<moves11.length; i++)
-               {
-                       this.play(moves11[i]);
-                       if (this.turn != color)
-                       {
-                               // We gave check with last move: search the best opponent move
-                               doubleMoves.push({moves:[moves11[i]], eval:getBestMoveEval()});
-                       }
-                       else
-                       {
-                               let moves12 = this.getAllValidMoves();
-                               for (let j=0; j<moves12.length; j++)
-                               {
-                                       this.play(moves12[j]);
-                                       doubleMoves.push({
-                                               moves:[moves11[i],moves12[j]],
-                                               eval:getBestMoveEval()});
-                                       this.undo(moves12[j]);
-                               }
-                       }
-                       this.undo(moves11[i]);
-               }
-
-               doubleMoves.sort( (a,b) => {
-                       return (color=="w" ? 1 : -1) * (b.eval - a.eval); });
-               let candidates = [0]; //indices of candidates moves
-               for (let i=1;
-                       i<doubleMoves.length && doubleMoves[i].eval == doubleMoves[0].eval;
-                       i++)
-               {
-                       candidates.push(i);
-               }
-
-               const selected = doubleMoves[sample(candidates)].moves;
-               if (selected.length == 1)
-                       return selected[0];
-               return selected;
-       }
-}
+import { ChessRules } from "@/base_rules";
+import { randInt } from "@/utils/alea";
+
+export class MarseilleRules extends ChessRules {
+  static IsGoodEnpassant(enpassant) {
+    const squares = enpassant.split(",");
+    if (squares.length > 2) return false;
+    for (let sq of squares) {
+      if (sq != "-") {
+        const ep = V.SquareToCoords(sq);
+        if (isNaN(ep.x) || !V.OnBoard(ep)) return false;
+      }
+    }
+    return true;
+  }
+
+  // There may be 2 enPassant squares (if 2 pawns jump 2 squares in same turn)
+  getEnpassantFen() {
+    return this.epSquares[this.epSquares.length - 1].map(
+      epsq => epsq === undefined
+        ? "-" //no en-passant
+        : V.CoordsToSquare(epsq)
+    ).join(",");
+  }
+
+  setOtherVariables(fen) {
+    const parsedFen = V.ParseFen(fen);
+    this.setFlags(parsedFen.flags);
+    this.epSquares = [parsedFen.enpassant.split(",").map(sq => {
+      if (sq != "-") return V.SquareToCoords(sq);
+      return undefined;
+    })];
+    this.scanKings(fen);
+    // Extract subTurn from turn indicator: "w" (first move), or
+    // "w1" or "w2" white subturn 1 or 2, and same for black
+    this.turn = parsedFen.turn;
+    this.subTurn = 1;
+  }
+
+  getEnpassantCaptures([x, y], shiftX) {
+    let moves = [];
+    // En passant: always OK if subturn 1,
+    // OK on subturn 2 only if enPassant was played at subturn 1
+    // (and if there are two e.p. squares available).
+    const Lep = this.epSquares.length;
+    const epSquares = this.epSquares[Lep - 1]; //always at least one element
+    let epSqs = [];
+    epSquares.forEach(sq => {
+      if (sq) epSqs.push(sq);
+    });
+    if (epSqs.length == 0) return moves;
+    const oppCol = V.GetOppCol(this.getColor(x, y));
+    for (let sq of epSqs) {
+      if (
+        this.subTurn == 1 ||
+        (epSqs.length == 2 &&
+          // Was this en-passant capture already played at subturn 1 ?
+          // (Or maybe the opponent filled the en-passant square with a piece)
+          this.board[epSqs[0].x][epSqs[0].y] != V.EMPTY)
+      ) {
+        if (
+          sq.x == x + shiftX &&
+          Math.abs(sq.y - y) == 1 &&
+          // Add condition "enemy pawn must be present"
+          this.getPiece(x, sq.y) == V.PAWN &&
+          this.getColor(x, sq.y) == oppCol
+        ) {
+          let epMove = this.getBasicMove([x, y], [sq.x, sq.y]);
+          epMove.vanish.push({
+            x: x,
+            y: sq.y,
+            p: "p",
+            c: oppCol
+          });
+          moves.push(epMove);
+        }
+      }
+    }
+    return moves;
+  }
+
+  play(move) {
+    move.flags = JSON.stringify(this.aggregateFlags());
+    move.turn = this.turn + this.subTurn;
+    V.PlayOnBoard(this.board, move);
+    const epSq = this.getEpSquare(move);
+    if (this.movesCount == 0) {
+      // First move in game
+      this.turn = "b";
+      this.epSquares.push([epSq]);
+      this.movesCount = 1;
+    }
+    // Does this move give check on subturn 1? If yes, skip subturn 2
+    else if (this.subTurn == 1 && this.underCheck(V.GetOppCol(this.turn))) {
+      this.turn = V.GetOppCol(this.turn);
+      this.epSquares.push([epSq]);
+      move.checkOnSubturn1 = true;
+      this.movesCount++;
+    } else {
+      if (this.subTurn == 2) {
+        this.turn = V.GetOppCol(this.turn);
+        let lastEpsq = this.epSquares[this.epSquares.length - 1];
+        lastEpsq.push(epSq);
+      } else {
+        this.epSquares.push([epSq]);
+        this.movesCount++;
+      }
+      this.subTurn = 3 - this.subTurn;
+    }
+    this.postPlay(move);
+  }
+
+  postPlay(move) {
+    const c = move.turn.charAt(0);
+    const piece = move.vanish[0].p;
+    const firstRank = c == "w" ? V.size.x - 1 : 0;
+
+    if (piece == V.KING && move.appear.length > 0) {
+      this.kingPos[c][0] = move.appear[0].x;
+      this.kingPos[c][1] = move.appear[0].y;
+      this.castleFlags[c] = [V.size.y, V.size.y];
+      return;
+    }
+    const oppCol = V.GetOppCol(c);
+    const oppFirstRank = V.size.x - 1 - firstRank;
+    if (
+      move.start.x == firstRank && //our rook moves?
+      this.castleFlags[c].includes(move.start.y)
+    ) {
+      const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1);
+      this.castleFlags[c][flagIdx] = V.size.y;
+    } else if (
+      move.end.x == oppFirstRank && //we took opponent rook?
+      this.castleFlags[oppCol].includes(move.end.y)
+    ) {
+      const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1);
+      this.castleFlags[oppCol][flagIdx] = V.size.y;
+    }
+  }
+
+  undo(move) {
+    this.disaggregateFlags(JSON.parse(move.flags));
+    V.UndoOnBoard(this.board, move);
+    if (this.movesCount == 1 || !!move.checkOnSubturn1 || this.subTurn == 2) {
+      // The move may not be full, but is fully undone:
+      this.epSquares.pop();
+      // Moves counter was just incremented:
+      this.movesCount--;
+    } else {
+      // Undo the second half of a move
+      let lastEpsq = this.epSquares[this.epSquares.length - 1];
+      lastEpsq.pop();
+    }
+    this.turn = move.turn[0];
+    this.subTurn = parseInt(move.turn[1]);
+    super.postUndo(move);
+  }
+
+  // NOTE:  GenRandInitFen() is OK,
+  // since at first move turn indicator is just "w"
+
+  static get VALUES() {
+    return {
+      p: 1,
+      r: 5,
+      n: 3,
+      b: 3,
+      q: 7, //slightly less than in orthodox game
+      k: 1000
+    };
+  }
+
+  // No alpha-beta here, just adapted min-max at depth 2(+1)
+  getComputerMove() {
+    const maxeval = V.INFINITY;
+    const color = this.turn;
+    const oppCol = V.GetOppCol(this.turn);
+
+    // Search best (half) move for opponent turn
+    const getBestMoveEval = () => {
+      let score = this.getCurrentScore();
+      if (score != "*") {
+        if (score == "1/2") return 0;
+        return maxeval * (score == "1-0" ? 1 : -1);
+      }
+      let moves = this.getAllValidMoves();
+      let res = oppCol == "w" ? -maxeval : maxeval;
+      for (let m of moves) {
+        this.play(m);
+        score = this.getCurrentScore();
+        // Now turn is oppCol,2 if m doesn't give check
+        // Otherwise it's color,1. In both cases the next test makes sense
+        if (score != "*") {
+          if (score == "1/2")
+            res = oppCol == "w" ? Math.max(res, 0) : Math.min(res, 0);
+          else {
+            // Found a mate
+            this.undo(m);
+            return maxeval * (score == "1-0" ? 1 : -1);
+          }
+        }
+        const evalPos = this.evalPosition();
+        res = oppCol == "w" ? Math.max(res, evalPos) : Math.min(res, evalPos);
+        this.undo(m);
+      }
+      return res;
+    };
+
+    let moves11 = this.getAllValidMoves();
+    let doubleMoves = [];
+    // Rank moves using a min-max at depth 2
+    for (let i = 0; i < moves11.length; i++) {
+      this.play(moves11[i]);
+      if (this.turn != color) {
+        // We gave check with last move: search the best opponent move
+        doubleMoves.push({ moves: [moves11[i]], eval: getBestMoveEval() });
+      } else {
+        let moves12 = this.getAllValidMoves();
+        for (let j = 0; j < moves12.length; j++) {
+          this.play(moves12[j]);
+          doubleMoves.push({
+            moves: [moves11[i], moves12[j]],
+            eval: getBestMoveEval()
+          });
+          this.undo(moves12[j]);
+        }
+      }
+      this.undo(moves11[i]);
+    }
+
+    doubleMoves.sort((a, b) => {
+      return (color == "w" ? 1 : -1) * (b.eval - a.eval);
+    });
+    let candidates = [0]; //indices of candidates moves
+    for (
+      let i = 1;
+      i < doubleMoves.length && doubleMoves[i].eval == doubleMoves[0].eval;
+      i++
+    ) {
+      candidates.push(i);
+    }
+
+    const selected = doubleMoves[randInt(candidates.length)].moves;
+    if (selected.length == 1) return selected[0];
+    return selected;
+  }
+};