Attempt to not throw exception on server socket error
[vchess.git] / public / javascripts / base_rules.js
index 26c7447..860495a 100644 (file)
@@ -10,6 +10,7 @@ class PiPo //Piece+Position
        }
 }
 
+// TODO: for animation, moves should contains "moving" and "fading" maybe...
 class Move
 {
        // o: {appear, vanish, [start,] [end,]}
@@ -124,7 +125,7 @@ class ChessRules
                return board;
        }
 
-       // Overridable: flags can change a lot
+       // Extract (relevant) flags from fen
        setFlags(fen)
        {
                // white a-castle, h-castle, black a-castle, h-castle
@@ -137,7 +138,6 @@ class ChessRules
        ///////////////////
        // GETTERS, SETTERS
 
-       // Simple useful getters
        static get size() { return [8,8]; }
        // Two next functions return 'undefined' if called on empty square
        getColor(i,j) { return this.board[i][j].charAt(0); }
@@ -199,7 +199,7 @@ class ChessRules
                return undefined; //default
        }
 
-       // can thing on square1 take thing on square2
+       // Can thing on square1 take thing on square2
        canTake([x1,y1], [x2,y2])
        {
                return this.getColor(x1,y1) != this.getColor(x2,y2);
@@ -276,7 +276,8 @@ class ChessRules
                {
                        let i = x + step[0];
                        let j = y + step[1];
-                       while (i>=0 && i<sizeX && j>=0 && j<sizeY && this.board[i][j] == VariantRules.EMPTY)
+                       while (i>=0 && i<sizeX && j>=0 && j<sizeY
+                               && this.board[i][j] == VariantRules.EMPTY)
                        {
                                moves.push(this.getBasicMove([x,y], [i,j]));
                                if (oneStep !== undefined)
@@ -284,23 +285,23 @@ class ChessRules
                                i += step[0];
                                j += step[1];
                        }
-                       if (i>=0 && i<8 && j>=0 && j<8 && this.canTake([x,y], [i,j]))
+                       if (i>=0 && i<sizeX && j>=0 && j<sizeY && 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 considering color "color" ?
+       // What are the pawn moves from square x,y ?
        getPotentialPawnMoves([x,y])
        {
                const color = this.turn;
                let moves = [];
                const V = VariantRules;
-               const [sizeX,sizeY] = VariantRules.size;
+               const [sizeX,sizeY] = V.size;
                const shift = (color == "w" ? -1 : 1);
-               const firstRank = (color == 'w' ? sizeY-1 : 0);
-               const startRank = (color == "w" ? sizeY-2 : 1);
-               const lastRank = (color == "w" ? 0 : sizeY-1);
+               const firstRank = (color == 'w' ? sizeX-1 : 0);
+               const startRank = (color == "w" ? sizeX-2 : 1);
+               const lastRank = (color == "w" ? 0 : sizeX-1);
 
                if (x+shift >= 0 && x+shift < sizeX && x+shift != lastRank)
                {
@@ -308,7 +309,7 @@ class ChessRules
                        if (this.board[x+shift][y] == V.EMPTY)
                        {
                                moves.push(this.getBasicMove([x,y], [x+shift,y]));
-                               // Next condition because variants with pawns on 1st rank generally allow them to jump
+                               // Next condition because variants with pawns on 1st rank allow them to jump
                                if ([startRank,firstRank].includes(x) && this.board[x+2*shift][y] == V.EMPTY)
                                {
                                        // Two squares jump
@@ -316,25 +317,38 @@ class ChessRules
                                }
                        }
                        // Captures
-                       if (y>0 && this.canTake([x,y], [x+shift,y-1]) && this.board[x+shift][y-1] != V.EMPTY)
+                       if (y>0 && this.canTake([x,y], [x+shift,y-1])
+                               && this.board[x+shift][y-1] != V.EMPTY)
+                       {
                                moves.push(this.getBasicMove([x,y], [x+shift,y-1]));
-                       if (y<sizeY-1 && this.canTake([x,y], [x+shift,y+1]) && this.board[x+shift][y+1] != V.EMPTY)
+                       }
+                       if (y<sizeY-1 && this.canTake([x,y], [x+shift,y+1])
+                               && this.board[x+shift][y+1] != V.EMPTY)
+                       {
                                moves.push(this.getBasicMove([x,y], [x+shift,y+1]));
+                       }
                }
 
                if (x+shift == lastRank)
                {
                        // Promotion
+                       const pawnColor = this.getColor(x,y); //can be different for checkered
                        let promotionPieces = [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN];
                        promotionPieces.forEach(p => {
                                // Normal move
                                if (this.board[x+shift][y] == V.EMPTY)
-                                       moves.push(this.getBasicMove([x,y], [x+shift,y], {c:color,p:p}));
+                                       moves.push(this.getBasicMove([x,y], [x+shift,y], {c:pawnColor,p:p}));
                                // Captures
-                               if (y>0 && this.canTake([x,y], [x+shift,y-1]) && this.board[x+shift][y-1] != V.EMPTY)
-                                       moves.push(this.getBasicMove([x,y], [x+shift,y-1], {c:color,p:p}));
-                               if (y<sizeY-1 && this.canTake([x,y], [x+shift,y+1]) && this.board[x+shift][y+1] != V.EMPTY)
-                                       moves.push(this.getBasicMove([x,y], [x+shift,y+1], {c:color,p:p}));
+                               if (y>0 && this.canTake([x,y], [x+shift,y-1])
+                                       && this.board[x+shift][y-1] != V.EMPTY)
+                               {
+                                       moves.push(this.getBasicMove([x,y], [x+shift,y-1], {c:pawnColor,p:p}));
+                               }
+                               if (y<sizeY-1 && this.canTake([x,y], [x+shift,y+1])
+                                       && this.board[x+shift][y+1] != V.EMPTY)
+                               {
+                                       moves.push(this.getBasicMove([x,y], [x+shift,y+1], {c:pawnColor,p:p}));
+                               }
                        });
                }
 
@@ -417,7 +431,7 @@ class ChessRules
                        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 &&
+                               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)))))
                                {
@@ -492,9 +506,9 @@ class ChessRules
                const oppCol = this.getOppCol(color);
                let potentialMoves = [];
                const [sizeX,sizeY] = VariantRules.size;
-               for (var i=0; i<sizeX; i++)
+               for (let i=0; i<sizeX; i++)
                {
-                       for (var j=0; j<sizeY; j++)
+                       for (let j=0; j<sizeY; j++)
                        {
                                // Next condition ... != oppCol is a little HACK to work with checkered variant
                                if (this.board[i][j] != VariantRules.EMPTY && this.getColor(i,j) != oppCol)
@@ -533,7 +547,7 @@ class ChessRules
                return false;
        }
 
-       // Check if pieces of color 'colors' are attacking square x,y
+       // Check if pieces of color in array 'colors' are attacking square x,y
        isAttacked(sq, colors)
        {
                return (this.isAttackedByPawn(sq, colors)
@@ -544,17 +558,18 @@ class ChessRules
                        || this.isAttackedByKing(sq, colors));
        }
 
-       // Is square x,y attacked by pawns of color c ?
+       // Is square x,y attacked by 'colors' pawns ?
        isAttackedByPawn([x,y], colors)
        {
+               const [sizeX,sizeY] = VariantRules.size;
                for (let c of colors)
                {
                        let pawnShift = (c=="w" ? 1 : -1);
-                       if (x+pawnShift>=0 && x+pawnShift<8)
+                       if (x+pawnShift>=0 && x+pawnShift<sizeX)
                        {
                                for (let i of [-1,1])
                                {
-                                       if (y+i>=0 && y+i<8 && this.getPiece(x+pawnShift,y+i)==VariantRules.PAWN
+                                       if (y+i>=0 && y+i<sizeY && this.getPiece(x+pawnShift,y+i)==VariantRules.PAWN
                                                && this.getColor(x+pawnShift,y+i)==c)
                                        {
                                                return true;
@@ -565,28 +580,28 @@ class ChessRules
                return false;
        }
 
-       // Is square x,y attacked by rooks of color c ?
+       // Is square x,y attacked by 'colors' rooks ?
        isAttackedByRook(sq, colors)
        {
                return this.isAttackedBySlideNJump(sq, colors,
                        VariantRules.ROOK, VariantRules.steps[VariantRules.ROOK]);
        }
 
-       // Is square x,y attacked by knights of color c ?
+       // Is square x,y attacked by 'colors' knights ?
        isAttackedByKnight(sq, colors)
        {
                return this.isAttackedBySlideNJump(sq, colors,
                        VariantRules.KNIGHT, VariantRules.steps[VariantRules.KNIGHT], "oneStep");
        }
 
-       // Is square x,y attacked by bishops of color c ?
+       // Is square x,y attacked by 'colors' bishops ?
        isAttackedByBishop(sq, colors)
        {
                return this.isAttackedBySlideNJump(sq, colors,
                        VariantRules.BISHOP, VariantRules.steps[VariantRules.BISHOP]);
        }
 
-       // Is square x,y attacked by queens of color c ?
+       // Is square x,y attacked by 'colors' queens ?
        isAttackedByQueen(sq, colors)
        {
                const V = VariantRules;
@@ -594,7 +609,7 @@ class ChessRules
                        V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
        }
 
-       // Is square x,y attacked by king of color c ?
+       // Is square x,y attacked by 'colors' king(s) ?
        isAttackedByKing(sq, colors)
        {
                const V = VariantRules;
@@ -602,19 +617,22 @@ class ChessRules
                        V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep");
        }
 
-       // Generic method for non-pawn pieces ("sliding or jumping"): is x,y attacked by piece != color ?
+       // 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)
        {
+               const [sizeX,sizeY] = VariantRules.size;
                for (let step of steps)
                {
                        let rx = x+step[0], ry = y+step[1];
-                       while (rx>=0 && rx<8 && ry>=0 && ry<8 && this.board[rx][ry] == VariantRules.EMPTY
-                               && !oneStep)
+                       while (rx>=0 && rx<sizeX && ry>=0 && ry<sizeY
+                               && this.board[rx][ry] == VariantRules.EMPTY && !oneStep)
                        {
                                rx += step[0];
                                ry += step[1];
                        }
-                       if (rx>=0 && rx<8 && ry>=0 && ry<8 && this.board[rx][ry] != VariantRules.EMPTY
+                       if (rx>=0 && rx<sizeX && ry>=0 && ry<sizeY
+                               && this.board[rx][ry] != VariantRules.EMPTY
                                && this.getPiece(rx,ry) == piece && colors.includes(this.getColor(rx,ry)))
                        {
                                return true;
@@ -623,22 +641,22 @@ class ChessRules
                return false;
        }
 
-       // Is color c under check after move ?
+       // Is current player under check after his move ?
        underCheck(move)
        {
                const color = this.turn;
                this.play(move);
-               let res = this.isAttacked(this.kingPos[color], this.getOppCol(color));
+               let res = this.isAttacked(this.kingPos[color], [this.getOppCol(color)]);
                this.undo(move);
                return res;
        }
 
-       // On which squares is color c under check (after move) ?
+       // On which squares is opponent under check after our move ?
        getCheckSquares(move)
        {
                this.play(move);
                const color = this.turn; //opponent
-               let res = this.isAttacked(this.kingPos[color], this.getOppCol(color))
+               let res = this.isAttacked(this.kingPos[color], [this.getOppCol(color)])
                        ? [ JSON.parse(JSON.stringify(this.kingPos[color])) ] //need to duplicate!
                        : [ ];
                this.undo(move);
@@ -694,6 +712,8 @@ class ChessRules
                }
        }
 
+       // After move is undo-ed, un-update variables (flags are reset)
+       // TODO: more symmetry, by storing flags increment in move...
        unupdateVariables(move)
        {
                // (Potentially) Reset king position
@@ -704,12 +724,8 @@ class ChessRules
 
        play(move, ingame)
        {
-               // DEBUG:
-//             if (!this.states) this.states = [];
-//             if (!ingame) this.states.push(JSON.stringify(this.board));
-
                if (!!ingame)
-                       move.notation = this.getNotation(move);
+                       move.notation = [this.getNotation(move), this.getLongNotation(move)];
 
                move.flags = JSON.stringify(this.flags); //save flags (for undo)
                this.updateVariables(move);
@@ -725,22 +741,16 @@ class ChessRules
                this.moves.pop();
                this.unupdateVariables(move);
                this.parseFlags(JSON.parse(move.flags));
-
-               // DEBUG:
-//             let state = this.states.pop();
-//             if (JSON.stringify(this.board) != state)
-//                     debugger;
        }
 
        //////////////
        // END OF GAME
 
+       // Basic check for 3 repetitions (in the last moves only)
        checkRepetition()
        {
-               // Check for 3 repetitions
                if (this.moves.length >= 8)
                {
-                       // NOTE: crude detection, only moves repetition
                        const L = this.moves.length;
                        if (_.isEqual(this.moves[L-1], this.moves[L-5]) &&
                                _.isEqual(this.moves[L-2], this.moves[L-6]) &&
@@ -753,6 +763,7 @@ class ChessRules
                return false;
        }
 
+       // Is game over ? And if yes, what is the score ?
        checkGameOver()
        {
                if (this.checkRepetition())
@@ -770,7 +781,7 @@ class ChessRules
        {
                const color = this.turn;
                // No valid move: stalemate or checkmate?
-               if (!this.isAttacked(this.kingPos[color], this.getOppCol(color)))
+               if (!this.isAttacked(this.kingPos[color], [this.getOppCol(color)]))
                        return "1/2";
                // OK, checkmate
                return color == "w" ? "0-1" : "1-0";
@@ -805,50 +816,75 @@ class ChessRules
        }
 
        // Assumption: at least one legal move
-       getComputerMove(moves1) //moves1 might be precomputed (Magnetic chess)
+       // NOTE: works also for extinction chess because depth is 3...
+       getComputerMove()
        {
                this.shouldReturn = false;
                const maxeval = VariantRules.INFINITY;
                const color = this.turn;
-               if (!moves1)
-                       moves1 = this.getAllValidMoves();
+               // 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]);
+                       const finish = (Math.abs(this.evalPosition()) >= VariantRules.THRESHOLD_MATE);
+                       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++)
                {
                        moves1[i].eval = (color=="w" ? -1 : 1) * maxeval; //very low, I'm checkmated
-                       let eval2 = (color=="w" ? 1 : -1) * maxeval; //initialized with checkmate value
                        this.play(moves1[i]);
-                       // Second half-move:
-                       let moves2 = this.getAllValidMoves();
-                       // If no possible moves AND underCheck, eval2 is correct.
-                       // If !underCheck, eval2 is 0 (stalemate).
-                       if (moves2.length == 0 && this.checkGameEnd() == "1/2")
-                               eval2 = 0;
-                       for (let j=0; j<moves2.length; j++)
+                       let eval2 = undefined;
+                       if (this.atLeastOneMove())
                        {
-                               this.play(moves2[j]);
-                               let evalPos = this.evalPosition();
-                               if ((color == "w" && evalPos < eval2) || (color=="b" && evalPos > eval2))
-                                       eval2 = evalPos;
-                               this.undo(moves2[j]);
+                               eval2 = (color=="w" ? 1 : -1) * maxeval; //initialized with checkmate value
+                               // Second half-move:
+                               let moves2 = this.getAllValidMoves("computer");
+                               for (let j=0; j<moves2.length; j++)
+                               {
+                                       this.play(moves2[j]);
+                                       let evalPos = undefined;
+                                       if (this.atLeastOneMove())
+                                               evalPos = this.evalPosition()
+                                       else
+                                       {
+                                               // Work with scores for Loser variant
+                                               const score = this.checkGameEnd();
+                                               evalPos = (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
+                                       }
+                                       if ((color == "w" && evalPos < eval2) || (color=="b" && evalPos > eval2))
+                                               eval2 = evalPos;
+                                       this.undo(moves2[j]);
+                               }
+                       }
+                       else
+                       {
+                               const score = this.checkGameEnd();
+                               eval2 = (score=="1/2" ? 0 : (score=="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); });
+               //console.log(moves1.map(m => { return [this.getNotation(m), m.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)];
 
-               // Skip depth 3 if we found a checkmate (or if we are checkmated in 1...)
+               // Skip depth 3+ if we found a checkmate (or if we are checkmated in 1...)
                if (VariantRules.SEARCH_DEPTH >= 3
                        && Math.abs(moves1[0].eval) < VariantRules.THRESHOLD_MATE)
                {
-                       // TODO: show current analyzed move for depth 3, allow stopping eval (return moves1[0])
                        for (let i=0; i<moves1.length; i++)
                        {
                                if (this.shouldReturn)
@@ -863,11 +899,11 @@ class ChessRules
                }
                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);
-//             console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; }));
                return moves1[_.sample(candidates, 1)];
        }
 
@@ -879,13 +915,16 @@ class ChessRules
                {
                        switch (this.checkGameEnd())
                        {
-                               case "1/2": return 0;
-                               default: return color=="w" ? -maxeval : maxeval;
+                               case "1/2":
+                                       return 0;
+                               default:
+                                       const score = this.checkGameEnd();
+                                       return (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
                        }
                }
                if (depth == 0)
       return this.evalPosition();
-               const moves = this.getAllValidMoves();
+               const moves = this.getAllValidMoves("computer");
     let v = color=="w" ? -maxeval : maxeval;
                if (color == "w")
                {
@@ -918,7 +957,7 @@ class ChessRules
        {
                const [sizeX,sizeY] = VariantRules.size;
                let evaluation = 0;
-               //Just count material for now
+               // Just count material for now
                for (let i=0; i<sizeX; i++)
                {
                        for (let j=0; j<sizeY; j++)
@@ -936,7 +975,7 @@ class ChessRules
        ////////////
        // FEN utils
 
-       // Overridable..
+       // Setup the initial random (assymetric) position
        static GenRandInitFen()
        {
                let pieces = [new Array(8), new Array(8)];
@@ -996,6 +1035,7 @@ class ChessRules
                return this.getBaseFen() + " " + this.getFlagsFen();
        }
 
+       // Position part of the FEN string
        getBaseFen()
        {
                let fen = "";
@@ -1029,7 +1069,7 @@ class ChessRules
                return fen;
        }
 
-       // Overridable..
+       // Flags part of the FEN string
        getFlagsFen()
        {
                let fen = "";
@@ -1037,7 +1077,7 @@ class ChessRules
                for (let i of ['w','b'])
                {
                        for (let j=0; j<2; j++)
-                               fen += this.castleFlags[i][j] ? '1' : '0';
+                               fen += (this.castleFlags[i][j] ? '1' : '0');
                }
                return fen;
        }
@@ -1045,14 +1085,8 @@ class ChessRules
        // Context: just before move is played, turn hasn't changed
        getNotation(move)
        {
-               if (move.appear.length == 2 && move.appear[0].p == VariantRules.KING)
-               {
-                       // Castle
-                       if (move.end.y < move.start.y)
-                               return "0-0-0";
-                       else
-                               return "0-0";
-               }
+               if (move.appear.length == 2 && move.appear[0].p == VariantRules.KING) //castle
+                       return (move.end.y < move.start.y ? "0-0-0" : "0-0");
 
                // Translate final square
                const finalSquare =
@@ -1084,28 +1118,49 @@ class ChessRules
                }
        }
 
+       // Complete the usual notation, may be required for de-ambiguification
+       getLongNotation(move)
+       {
+               const startSquare =
+                       String.fromCharCode(97 + move.start.y) + (VariantRules.size[0]-move.start.x);
+               const finalSquare =
+                       String.fromCharCode(97 + move.end.y) + (VariantRules.size[0]-move.end.x);
+               return startSquare + finalSquare; //not encoding move. But short+long is enough
+       }
+
        // The score is already computed when calling this function
        getPGN(mycolor, score, fenStart, mode)
        {
+               const zeroPad = x => { return (x<10 ? "0" : "") + x; };
                let pgn = "";
                pgn += '[Site "vchess.club"]<br>';
                const d = new Date();
                const opponent = mode=="human" ? "Anonymous" : "Computer";
                pgn += '[Variant "' + variant + '"]<br>';
-               pgn += '[Date "' + d.getFullYear() + '-' + (d.getMonth()+1) + '-' + d.getDate() + '"]<br>';
+               pgn += '[Date "' + d.getFullYear() + '-' + (d.getMonth()+1) + '-' + zeroPad(d.getDate()) + '"]<br>';
                pgn += '[White "' + (mycolor=='w'?'Myself':opponent) + '"]<br>';
                pgn += '[Black "' + (mycolor=='b'?'Myself':opponent) + '"]<br>';
-               pgn += '[Fen "' + fenStart + '"]<br>';
+               pgn += '[FenStart "' + fenStart + '"]<br>';
+               pgn += '[Fen "' + this.getFen() + '"]<br>';
                pgn += '[Result "' + score + '"]<br><br>';
 
+               // Standard PGN
+               for (let i=0; i<this.moves.length; i++)
+               {
+                       if (i % 2 == 0)
+                               pgn += ((i/2)+1) + ".";
+                       pgn += this.moves[i].notation[0] + " ";
+               }
+               pgn += "<br><br>";
+
+               // "Complete moves" PGN (helping in ambiguous cases)
                for (let i=0; i<this.moves.length; i++)
                {
                        if (i % 2 == 0)
                                pgn += ((i/2)+1) + ".";
-                       pgn += this.moves[i].notation + " ";
+                       pgn += this.moves[i].notation[1] + " ";
                }
 
-               pgn += score;
                return pgn;
        }
 }