First working draft of MarseilleRules; almost OK (bug in computerMove turn/subturn)
[vchess.git] / public / javascripts / variants / Marseille.js
index f4d7929..7ac928f 100644 (file)
-//TODO:
-//adapter alphabeta (dans baserules ? --> basé sur turn OK)
-// le reste == standard
-
 class MarseilleRules extends ChessRules
 {
-       // TODO: fen indication pour turn : w1, w2 ou b1, ou b2 (about to play 1st or 2nd sub-turn)
-       // + quelque chose pour indiquer si c'est le tout premier coup ("w" sans + d'indications)
-       //
-       // this.turn == "w" ou "b"
-       // this.subTurn == 0 ou 1 (ou 1 et 2)
-       //
-       // Alpha-beta ?
+       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()
+       {
+               if (this.startAtFirstMove && this.moves.length==0)
+                       return "w";
+               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,undefined] ];
+               else
+               {
+                       let res = [];
+                       const squares = parsedFen.enpassant.split(",");
+                       for (let sq of squares)
+                               res.push(V.SquareToCoords(sq));
+                       if (res.length == 1)
+                               res.push(undefined); //always 2 slots in epSquares[i]
+                       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.startAtFirstMove = (fullTurn == "w");
+               this.turn = fullTurn[0];
+               this.subTurn = (fullTurn[1] || 1);
+       }
+
+       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
+
+               if (x+shiftX >= 0 && x+shiftX < sizeX) //TODO: always true
+               {
+                       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}));
+                                       }
+                               }
+                       }
+               }
+
+               // 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;
+               for (let sq of epSqs)
+               {
+                       if (this.subTurn == 1 || (epSqs.length == 2 &&
+                               // Was this en-passant capture already played at subturn 1 ?
+                               this.board[epSqs[0].x][epSqs[0].y] != V.EMPTY))
+                       {
+                               if (sq.x == x+shiftX && Math.abs(sq.y - y) == 1)
+                               {
+                                       let epMove = this.getBasicMove([x,y], [sq.x,sq.y]);
+                                       epMove.vanish.push({
+                                               x: x,
+                                               y: sq.y,
+                                               p: 'p',
+                                               c: this.getColor(x,sq.y)
+                                       });
+                                       moves.push(epMove);
+                               }
+                       }
+               }
+
+               return moves;
+       }
+
+       play(move, ingame)
+       {
+//             console.log("play " + this.getNotation(move));
+//             console.log(this.turn + " "+ this.subTurn);
+               if (!!ingame)
+                       move.notation = [this.getNotation(move), this.getLongNotation(move)];
+               move.flags = JSON.stringify(this.aggregateFlags());
+               let lastEpsq = this.epSquares[this.epSquares.length-1];
+               const epSq = this.getEpSquare(move);
+               if (lastEpsq.length == 1)
+                       lastEpsq.push(epSq);
+               else
+               {
+                       // New turn
+                       let newEpsqs = [epSq];
+                       if (this.startAtFirstMove && this.moves.length == 0)
+                               newEpsqs.push(undefined); //at first move, to force length==2 (TODO)
+                       this.epSquares.push(newEpsqs);
+               }
+               V.PlayOnBoard(this.board, move);
+               if (this.startAtFirstMove && this.moves.length == 0)
+                       this.turn = "b";
+               // Does this move give check on subturn 1? If yes, skip subturn 2
+               else if (this.subTurn==1 && this.underCheck(this.getOppCol(this.turn)))
+               {
+                       this.epSquares[this.epSquares.length-1].push(undefined);
+                       this.turn = this.getOppCol(this.turn);
+                       move.checkOnSubturn1 = true;
+               }
+               else
+               {
+                       if (this.subTurn == 2)
+                               this.turn = this.getOppCol(this.turn);
+                       this.subTurn = 3 - this.subTurn;
+               }
+               this.moves.push(move);
+               this.updateVariables(move);
+               if (!!ingame)
+                       move.hash = hex_md5(this.getFen());
+               //console.log(move.checkOnSubturn1 + " " +this.turn + " "+ this.subTurn);
+       }
+
+       undo(move)
+       {
+               this.disaggregateFlags(JSON.parse(move.flags));
+               let lastEpsq = this.epSquares[this.epSquares.length-1];
+               if (lastEpsq.length == 2)
+               {
+                       if (!!move.checkOnSubturn1 ||
+                               (this.startAtFirstMove && this.moves.length == 1))
+                       {
+                               this.epSquares.pop(); //remove real + artificial e.p. squares
+                       }
+                       else
+                               lastEpsq.pop();
+               }
+               else
+                       this.epSquares.pop();
+               V.UndoOnBoard(this.board, move);
+               if (this.startAtFirstMove && this.moves.length == 1)
+                       this.turn = "w";
+               else if (move.checkOnSubturn1)
+               {
+                       this.turn = this.getOppCol(this.turn);
+                       this.subTurn = 1;
+               }
+               else
+               {
+                       if (this.subTurn == 1)
+                               this.turn = this.getOppCol(this.turn);
+                       this.subTurn = 3 - this.subTurn;
+               }
+               this.moves.pop();
+               this.unupdateVariables(move);
+//             console.log("UNDO " + this.getNotation(move));
+//             console.log(this.turn + " "+ this.subTurn);
+       }
+
+       // NOTE:  GenRandInitFen() is OK,
+       // since at first move turn indicator is just "w"
+
+       // No alpha-beta here, just adapted min-max at depth 2(+1)
+       getComputerMove()
+       {
+               const maxeval = V.INFINITY;
+               const color = this.turn;
+               const oppCol = this.getOppCol(this.turn);
+
+               // Search best (half) move for opponent turn
+               const getBestMoveEval = () => {
+                       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);
+                               this.turn = color; //very artificial...
+                               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.turn = oppCol;
+                                               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.turn = oppCol;
+                               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++)
+               {
+                       moves11[i].eval = (color=="w" ? -1 : 1) * maxeval;
+                       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, 1)].moves;
+               if (selected.length == 1)
+                       return selected[0];
+               return selected;
+       }
 }
 
 const VariantRules = MarseilleRules;