X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=client%2Fsrc%2Fbase_rules.js;h=448604a46e27233ad8d2e3d73be438f8a5458f01;hp=20e123b3602483de16ba238e8b6868b369e604be;hb=d54f6261c9e30f4eabb402ad301dd5c5e40fb656;hpb=2beba6db1bec978f55ff0da465f6a17cd40346da diff --git a/client/src/base_rules.js b/client/src/base_rules.js index 20e123b3..448604a4 100644 --- a/client/src/base_rules.js +++ b/client/src/base_rules.js @@ -4,71 +4,118 @@ import { ArrayFun } from "@/utils/array"; import { randInt, shuffle } from "@/utils/alea"; -export const PiPo = class PiPo //Piece+Position -{ +// class "PiPo": Piece + Position +export const PiPo = class PiPo { // o: {piece[p], color[c], posX[x], posY[y]} - constructor(o) - { + 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... -export const Move = class Move -{ +export const Move = 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) - { + 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}; + 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) -export const ChessRules = class ChessRules -{ +export const ChessRules = class ChessRules { ////////////// // MISC UTILS - static get HasFlags() { return true; } //some variants don't have flags + // Some variants don't have flags: + static get HasFlags() { + return true; + } + + // Or castle + static get HasCastle() { + return V.HasFlags; + } + + // Pawns specifications + static get PawnSpecs() { + return { + directions: { 'w': -1, 'b': 1 }, + twoSquares: true, + promotions: [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN], + canCapture: true, + captureBackward: false, + bidirectional: false + }; + } + + // En-passant captures need a stack of squares: + static get HasEnpassant() { + return true; + } + + // Some variants cannot have analyse mode + static get CanAnalyze() { + return true; + } + // Patch: issues with javascript OOP, objects can't access static fields. + get canAnalyze() { + return V.CanAnalyze; + } + + // Some variants show incomplete information, + // and thus show only a partial moves list or no list at all. + static get ShowMoves() { + return "all"; + } + get showMoves() { + return V.ShowMoves; + } + + // Some variants always show the same orientation + static get CanFlip() { + return true; + } + get canFlip() { + return V.CanFlip; + } - static get HasEnpassant() { return true; } //some variants don't have ep. + // Some variants require turn indicator + // (generally when analysis or flip is diabled) + static get ShowTurn() { + return !V.CanAnalyze || V.ShowMoves != "all" || !V.CanFlip; + } + get showTurn() { + return V.ShowTurn; + } - // Path to pieces - static getPpath(b) - { - return b; //usual pieces in pieces/ folder + static get IMAGE_EXTENSION() { + // All pieces should be in the SVG format + return ".svg"; } // Turn "wb" into "B" (for FEN) - static board2fen(b) - { - return (b[0]=='w' ? b[1].toUpperCase() : b[1]); + 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); + static fen2board(f) { + return f.charCodeAt() <= 90 ? "w" + f.toLowerCase() : "b" + f; } - // Check if FEN describe a position - static IsGoodFen(fen) - { + // Check if FEN describes a board situation correctly + static IsGoodFen(fen) { const fenParsed = V.ParseFen(fen); // 1) Check position - if (!V.IsGoodPosition(fenParsed.position)) - return false; + if (!V.IsGoodPosition(fenParsed.position)) return false; // 2) Check turn - if (!fenParsed.turn || !V.IsGoodTurn(fenParsed.turn)) - return false; + if (!fenParsed.turn || !V.IsGoodTurn(fenParsed.turn)) return false; // 3) Check moves count if (!fenParsed.movesCount || !(parseInt(fenParsed.movesCount) >= 0)) return false; @@ -76,81 +123,70 @@ export const ChessRules = class ChessRules if (V.HasFlags && (!fenParsed.flags || !V.IsGoodFlags(fenParsed.flags))) return false; // 5) Check enpassant - if (V.HasEnpassant && - (!fenParsed.enpassant || !V.IsGoodEnpassant(fenParsed.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; + 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) - { + if (rows.length != V.size.x) return false; + let kings = { "k": 0, "K": 0 }; + for (let row of rows) { let sumElts = 0; - for (let i=0; i v != 1)) return false; return true; } // For FEN checking - static IsGoodTurn(turn) - { - return ["w","b"].includes(turn); + static IsGoodTurn(turn) { + return ["w", "b"].includes(turn); } // For FEN checking - static IsGoodFlags(flags) - { - return !!flags.match(/^[01]{4,4}$/); - } - - static IsGoodEnpassant(enpassant) - { - if (enpassant != "-") - { - const ep = V.SquareToCoords(fenParsed.enpassant); - if (isNaN(ep.x) || !V.OnBoard(ep)) - return false; + static IsGoodFlags(flags) { + // NOTE: a little too permissive to work with more variants + return !!flags.match(/^[a-z]{4,4}$/); + } + + static IsGoodEnpassant(enpassant) { + if (enpassant != "-") { + const ep = V.SquareToCoords(enpassant); + if (isNaN(ep.x) || !V.OnBoard(ep)) return false; } return true; } // 3 --> d (column number to letter) - static CoordToColumn(colnum) - { + static CoordToColumn(colnum) { return String.fromCharCode(97 + colnum); } // d --> 3 (column letter to number) - static ColumnToCoord(column) - { + static ColumnToCoord(column) { return column.charCodeAt(0) - 97; } // a4 --> {x:3,y:0} - static SquareToCoords(sq) - { + static SquareToCoords(sq) { return { // NOTE: column is always one char => max 26 columns // row is counted from black side => subtraction @@ -160,86 +196,98 @@ export const ChessRules = class ChessRules } // {x:0,y:4} --> e8 - static CoordsToSquare(coords) - { + static CoordsToSquare(coords) { return V.CoordToColumn(coords.y) + (V.size.x - coords.x); } + // Path to pieces (standard ones in pieces/ folder) + getPpath(b) { + return b; + } + + // Path to promotion pieces (usually the same) + getPPpath(b) { + return this.getPpath(b); + } + // Aggregates flags into one object - aggregateFlags() - { + aggregateFlags() { return this.castleFlags; } // Reverse operation - disaggregateFlags(flags) - { + disaggregateFlags(flags) { this.castleFlags = flags; } // En-passant square, if any - getEpSquare(moveOrSquare) - { - if (!moveOrSquare) - return undefined; - if (typeof moveOrSquare === "string") - { + getEpSquare(moveOrSquare) { + if (!moveOrSquare) return undefined; + if (typeof moveOrSquare === "string") { const square = moveOrSquare; - if (square == "-") - return undefined; + 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]; - // NOTE: next conditions are first for Atomic, and last for Checkered - if (move.appear.length > 0 && Math.abs(sx - ex) == 2 - && move.appear[0].p == V.PAWN && ["w","b"].includes(move.appear[0].c)) - { + const s = move.start, + e = move.end; + if ( + Math.abs(s.x - e.x) == 2 && + s.y == e.y && + move.appear[0].p == V.PAWN + ) { return { - x: (sx + ex)/2, - y: sy + x: (s.x + e.x) / 2, + y: s.y }; } 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); + 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=0 && y= 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); + 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! - : []; + getCheckSquares(color) { + return ( + this.underCheck(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"]) - { + // Setup the initial random (asymmetric) position + static GenRandInitFen(randomness) { + if (randomness == 0) + // Deterministic: + return "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0 ahah -"; + + let pieces = { w: new Array(8), b: new Array(8) }; + let flags = ""; + // Shuffle pieces on first (and last rank if randomness == 2) + for (let c of ["w", "b"]) { + if (c == 'b' && randomness == 1) { + pieces['b'] = pieces['w']; + flags += flags; + break; + } + let positions = ArrayFun.range(8); // Get random squares for bishops @@ -249,8 +297,8 @@ export const ChessRules = class ChessRules let randIndex_tmp = 2 * randInt(4) + 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); + positions.splice(Math.max(randIndex, randIndex_tmp), 1); + positions.splice(Math.min(randIndex, randIndex_tmp), 1); // Get random squares for knights randIndex = randInt(6); @@ -272,151 +320,149 @@ export const ChessRules = class ChessRules 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'; + 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"; + flags += V.CoordToColumn(rook1Pos) + V.CoordToColumn(rook2Pos); } - return pieces["b"].join("") + + // Add turn + flags + enpassant + return ( + pieces["b"].join("") + "/pppppppp/8/8/8/8/PPPPPPPP/" + pieces["w"].join("").toUpperCase() + - " w 0 1111 -"; //add turn + flags + enpassant + " w 0 " + flags + " -" + ); } // "Parse" FEN: just return untransformed string data - static ParseFen(fen) - { + static ParseFen(fen) { const fenParts = fen.split(" "); - let res = - { + let res = { position: fenParts[0], turn: fenParts[1], - movesCount: fenParts[2], + movesCount: fenParts[2] }; let nextIdx = 3; - if (V.HasFlags) - Object.assign(res, {flags: fenParts[nextIdx++]}); - if (V.HasEnpassant) - Object.assign(res, {enpassant: fenParts[nextIdx]}); + 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()) : ""); + getFen() { + return ( + this.getBaseFen() + " " + + this.getTurnFen() + " " + + this.movesCount + + (V.HasFlags ? " " + this.getFlagsFen() : "") + + (V.HasEnpassant ? " " + this.getEnpassantFen() : "") + ); + } + + getFenForRepeat() { + // Omit movesCount, only variable allowed to differ + return ( + this.getBaseFen() + "_" + + this.getTurnFen() + + (V.HasFlags ? "_" + this.getFlagsFen() : "") + + (V.HasEnpassant ? "_" + this.getEnpassantFen() : "") + ); } // Position part of the FEN string - getBaseFen() - { + getBaseFen() { + const format = (count) => { + // if more than 9 consecutive free spaces, break the integer, + // otherwise FEN parsing will fail. + if (count <= 9) return count; + // Currently only boards of size up to 11 or 12: + return "9" + (count - 9); + }; let position = ""; - for (let i=0; i 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; + position += format(emptyCount); emptyCount = 0; } position += V.board2fen(this.board[i][j]); } } - if (emptyCount > 0) - { + if (emptyCount > 0) { // "Flush remainder" - position += emptyCount; + position += format(emptyCount); } - if (i < V.size.x - 1) - position += "/"; //separate rows + if (i < V.size.x - 1) position += "/"; //separate rows } return position; } - getTurnFen() - { + getTurnFen() { return this.turn; } // Flags part of the FEN string - getFlagsFen() - { + 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'); - } + // Castling flags + for (let c of ["w", "b"]) + flags += this.castleFlags[c].map(V.CoordToColumn).join(""); return flags; } // Enpassant part of the FEN string - getEnpassantFen() - { + getEnpassantFen() { const L = this.epSquares.length; - if (!this.epSquares[L-1]) - return "-"; //no en-passant - return V.CoordsToSquare(this.epSquares[L-1]); + 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) - { + static GetBoard(position) { const rows = position.split("/"); let board = ArrayFun.init(V.size.x, V.size.y, ""); - for (let i=0; i= 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])); + const [sizeX, sizeY] = [V.size.x, V.size.y]; + const pawnShiftX = V.PawnSpecs.directions[color]; + const firstRank = (color == "w" ? sizeX - 1 : 0); + const startRank = (color == "w" ? sizeX - 2 : 1); + + // Pawn movements in shiftX direction: + const getPawnMoves = (shiftX) => { + let moves = []; + // NOTE: next condition is generally true (no pawn on last rank) + if (x + shiftX >= 0 && x + shiftX < sizeX) { + if (this.board[x + shiftX][y] == V.EMPTY) { + // One square forward + this.addPawnMoves([x, y], [x + shiftX, y], moves, promotions); + // Next condition because pawns on 1st rank can generally jump + if ( + V.PawnSpecs.twoSquares && + [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})); + // Captures + if (V.PawnSpecs.canCapture) { + for (let shiftY of [-1, 1]) { + if ( + y + shiftY >= 0 && + y + shiftY < sizeY + ) { + if ( + this.board[x + shiftX][y + shiftY] != V.EMPTY && + this.canTake([x, y], [x + shiftX, y + shiftY]) + ) { + this.addPawnMoves( + [x, y], [x + shiftX, y + shiftY], + moves, promotions + ); + } + if ( + V.PawnSpecs.captureBackward && + x - shiftX >= 0 && x - shiftX < V.size.x && + this.board[x - shiftX][y + shiftY] != V.EMPTY && + this.canTake([x, y], [x - shiftX, y + shiftY]) + ) { + this.addPawnMoves( + [x, y], [x + shiftX, y + shiftY], + moves, promotions + ); + } + } } } } + return moves; } - 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); - } + let pMoves = getPawnMoves(pawnShiftX); + if (V.PawnSpecs.bidirectional) + pMoves = pMoves.concat(getPawnMoves(-pawnShiftX)); + + if (V.HasEnpassant) { + // NOTE: backward en-passant captures are not considered + // because no rules define them (for now). + Array.prototype.push.apply( + pMoves, + this.getEnpassantCaptures([x, y], pawnShiftX) + ); } - return moves; + return pMoves; } // What are the rook moves from square x,y ? - getPotentialRookMoves(sq) - { + getPotentialRookMoves(sq) { return this.getSlideNJumpMoves(sq, V.steps[V.ROOK]); } // What are the knight moves from square x,y ? - getPotentialKnightMoves(sq) - { + getPotentialKnightMoves(sq) { return this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep"); } // What are the bishop moves from square x,y ? - getPotentialBishopMoves(sq) - { + 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])); + 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) - { + 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)); + let moves = this.getSlideNJumpMoves( + sq, + V.steps[V.ROOK].concat(V.steps[V.BISHOP]), + "oneStep" + ); + if (V.HasCastle) moves = moves.concat(this.getCastleMoves(sq)); + return moves; } - getCastleMoves([x,y]) - { - const c = this.getColor(x,y); - if (x != (c=="w" ? V.size.x-1 : 0) || y != this.INIT_COL_KING[c]) + // "castleInCheck" arg to let some variants castle under check + getCastleMoves([x, y], castleInCheck) { + 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]) + // King, then rook: + const finalSquares = [ + [2, 3], + [V.size.y - 2, V.size.y - 3] + ]; + castlingCheck: for ( + let castleSide = 0; + castleSide < 2; + castleSide++ //large, then small + ) { + if (this.castleFlags[c][castleSide] >= V.size.y) continue; + // If this code is reached, rook and king are on initial position + + // NOTE: in some variants this is not a rook, but let's keep variable name + const rookPos = this.castleFlags[c][castleSide]; + const castlingPiece = this.getPiece(x, rookPos); + if (this.getColor(x, rookPos) != c) + // Rook is here but changed color (see Benedict) continue; - // If this code is reached, rooks and king are on initial position // Nothing on the path of the king ? (and no checks) const finDist = finalSquares[castleSide][0] - y; let step = finDist / Math.max(1, Math.abs(finDist)); i = y; - do - { - 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))))) - { + do { + if ( + (!castleInCheck && 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, castlingPiece].includes(this.getPiece(x, i)))) + ) { continue castlingCheck; } i += step; - } - while (i!=finalSquares[castleSide][0]); + } while (i != finalSquares[castleSide][0]); // 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; + step = castleSide == 0 ? -1 : 1; + for (i = y + step; i != rookPos; 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) - { + 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)} - }) ); + 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: castlingPiece, c: c }) + ], + vanish: [ + new PiPo({ x: x, y: y, p: V.KING, c: c }), + new PiPo({ x: x, y: rookPos, p: castlingPiece, c: c }) + ], + end: + Math.abs(y - rookPos) <= 2 + ? { x: x, y: rookPos } + : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } + }) + ); } return moves; @@ -806,16 +915,13 @@ export const ChessRules = class ChessRules // MOVES VALIDATION // For the interface: possible moves for the current turn from square sq - getPossibleMovesFrom(sq) - { - return this.filterValid( this.getPotentialMovesFrom(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 []; + filterValid(moves) { + if (moves.length == 0) return []; const color = this.turn; return moves.filter(m => { this.play(m); @@ -827,20 +933,16 @@ export const ChessRules = class ChessRules // Search for all valid moves considering current turn // (for engine and game end) - getAllValidMoves() - { + getAllValidMoves() { const color = this.turn; - const oppCol = V.GetOppCol(color); let potentialMoves = []; - for (let i=0; i 0) - { - for (let k=0; k 0) - return true; + for (let i = 0; i < V.size.x; i++) { + for (let j = 0; j < V.size.y; j++) { + if (this.getColor(i, j) == color) { + 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; } } } @@ -873,229 +967,216 @@ export const ChessRules = class ChessRules 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=0 && y+i= 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) == color + ) { + return true; + } + } + } + return false; } - // 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 'color' rooks ? + isAttackedByRook(sq, color) { + return this.isAttackedBySlideNJump(sq, color, V.ROOK, V.steps[V.ROOK]); } - // 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 'color' knights ? + isAttackedByKnight(sq, color) { + return this.isAttackedBySlideNJump( + sq, + color, + V.KNIGHT, + V.steps[V.KNIGHT], + "oneStep" + ); } - // 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 'color' bishops ? + isAttackedByBishop(sq, color) { + return this.isAttackedBySlideNJump(sq, color, V.BISHOP, 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"); + // Is square x,y attacked by 'color' queens ? + isAttackedByQueen(sq, color) { + return this.isAttackedBySlideNJump( + sq, + color, + V.QUEEN, + V.steps[V.ROOK].concat(V.steps[V.BISHOP]) + ); } - // 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 square x,y attacked by 'color' king(s) ? + isAttackedByKing(sq, color) { + return this.isAttackedBySlideNJump( + sq, + color, + V.KING, + V.steps[V.ROOK].concat(V.steps[V.BISHOP]), + "oneStep" + ); } // Is color under check after his move ? - underCheck(color) - { - return this.isAttacked(this.kingPos[color], [V.GetOppCol(color)]); + 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; + 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; + 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; + } + + prePlay() {} + + play(move) { + // DEBUG: +// if (!this.states) this.states = []; +// const stateFen = this.getFen() + JSON.stringify(this.kingPos); +// this.states.push(stateFen); + + this.prePlay(move); + if (V.HasFlags) move.flags = JSON.stringify(this.aggregateFlags()); //save flags (for undo) + if (V.HasEnpassant) this.epSquares.push(this.getEpSquare(move)); + V.PlayOnBoard(this.board, move); + this.turn = V.GetOppCol(this.turn); + this.movesCount++; + this.postPlay(move); + } + + updateCastleFlags(move, piece) { + const c = V.GetOppCol(this.turn); + const firstRank = (c == "w" ? V.size.x - 1 : 0); + // Update castling flags if rooks are moved + const oppCol = V.GetOppCol(c); + const oppFirstRank = V.size.x - 1 - firstRank; + if (piece == V.KING && move.appear.length > 0) + this.castleFlags[c] = [V.size.y, V.size.y]; + else 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; + } + // NOTE: not "else if" because a rook could take an opposing rook + 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; + } } // After move is played, update variables + flags - updateVariables(move) - { + postPlay(move) { + const c = V.GetOppCol(this.turn); 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) - { + 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]; + if (V.HasCastle) this.updateCastleFlags(move, piece); } - play(move) - { - // DEBUG: -// if (!this.states) this.states = []; -// const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen(); -// this.states.push(stateFen); + preUndo() {} - if (V.HasFlags) - move.flags = JSON.stringify(this.aggregateFlags()); //save flags (for undo) - if (V.HasEnpassant) - this.epSquares.push( this.getEpSquare(move) ); - 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)); + undo(move) { + this.preUndo(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); + this.postUndo(move); // DEBUG: -// const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen(); +// const stateFen = this.getFen() + JSON.stringify(this.kingPos); // if (stateFen != this.states[this.states.length-1]) debugger; // this.states.pop(); } + // After move is undo-ed *and flags resetted*, un-update other variables + // TODO: more symmetry, by storing flags increment in move (?!) + postUndo(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]; + } + /////////////// // END OF GAME // What is the score ? (Interesting if game is over) - getCurrentScore() - { - if (this.atLeastOneMove()) // game not over - return "*"; - + getCurrentScore() { + if (this.atLeastOneMove()) 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"; + if (!this.underCheck(color)) return "1/2"; // OK, checkmate return (color == "w" ? "0-1" : "1-0"); } @@ -1104,177 +1185,158 @@ export const ChessRules = class ChessRules // ENGINE PLAY // Pieces values - static get VALUES() - { + static get VALUES() { return { - 'p': 1, - 'r': 5, - 'n': 3, - 'b': 3, - 'q': 9, - 'k': 1000 + p: 1, + r: 5, + n: 3, + b: 3, + q: 9, + k: 1000 }; } // "Checkmate" (unreachable eval) - static get INFINITY() { return 9999; } + static get INFINITY() { + return 9999; + } // At this value or above, the game is over - static get THRESHOLD_MATE() { return V.INFINITY; } + 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; } + // Search depth: 1,2 for high branching factor, 4 for small (Loser chess, eg.) + static get SEARCH_DEPTH() { + return 3; + } - // NOTE: works also for extinction chess because depth is 3... - getComputerMove() - { + 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"); - if (moves1.length == 0) //TODO: this situation should not happen + let moves1 = this.getAllValidMoves(); + + if (moves1.length == 0) + // TODO: this situation should not happen return null; - // Can I mate in 1 ? (for Magnetic & Extinction) - for (let i of shuffle(ArrayFun.range(moves1.length))) - { + // Rank moves using a min-max at depth 2 (if search_depth >= 2!) + for (let i = 0; i < moves1.length; i++) { 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; + const score1 = this.getCurrentScore(); + if (score1 != "*") { + moves1[i].eval = + score1 == "1/2" + ? 0 + : (score1 == "1-0" ? 1 : -1) * maxeval; + } + if (V.SEARCH_DEPTH == 1 || score1 != "*") { + if (!moves1[i].eval) moves1[i].eval = this.evalPosition(); + this.undo(moves1[i]); + continue; } - this.undo(moves1[i]); - if (finish) - return moves1[i]; - } - - // Rank moves using a min-max at depth 2 - for (let i=0; i eval2)) - { - eval2 = evalPos; - } - this.undo(moves2[j]); + moves1[i].eval = (color == "w" ? -1 : 1) * maxeval; + // Initial enemy evaluation is very low too, for him + let eval2 = (color == "w" ? 1 : -1) * maxeval; + // Second half-move: + let moves2 = this.getAllValidMoves(); + for (let j = 0; j < moves2.length; j++) { + this.play(moves2[j]); + const score2 = this.getCurrentScore(); + let evalPos = 0; //1/2 value + switch (score2) { + case "*": + evalPos = this.evalPosition(); + break; + case "1-0": + evalPos = maxeval; + break; + case "0-1": + evalPos = -maxeval; + break; } + 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)) - { + 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 { + return (color == "w" ? 1 : -1) * (b.eval - a.eval); + }); +// console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; })); // 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) - { - // From here, depth >= 3: may take a while, so we control time - const timeStart = Date.now(); - for (let i=0; i= 5000) //more than 5 seconds - return currentBest; //depth 2 at least + if (V.SEARCH_DEPTH >= 3 && Math.abs(moves1[0].eval) < V.THRESHOLD_MATE) { + for (let i = 0; i < moves1.length; i++) { 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); + 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); }); + 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= beta) - break; //beta cutoff + if (alpha >= beta) break; //beta cutoff } } - else //color=="b" - { - for (let i=0; i= beta) - break; //alpha cutoff + if (alpha >= beta) break; //alpha cutoff } } return v; } - evalPosition() - { + evalPosition() { let evaluation = 0; // Just count material for now - for (let i=0; i move.appear.length) - { + 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 + else 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; - } - } -} + // Piece movement + return ( + piece.toUpperCase() + + (move.vanish.length > move.appear.length ? "x" : "") + + finalSquare + ); + } +};