X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=public%2Fjavascripts%2Fbase_rules.js;h=620b86f85b129d61078c877910bbac2660513271;hp=2a962a964c726181c2a480a86cdad7a969137cb4;hb=1a788978e3682ab54b77af3edfe38e0b371edbc4;hpb=8ddc00a072c5a4aa679e5a420a7f9664d18e03f3 diff --git a/public/javascripts/base_rules.js b/public/javascripts/base_rules.js index 2a962a96..620b86f8 100644 --- a/public/javascripts/base_rules.js +++ b/public/javascripts/base_rules.js @@ -31,91 +31,33 @@ class Move // NOTE: x coords = top to bottom; y = left to right (from white player perspective) class ChessRules { + ////////////// + // MISC UTILS + // Path to pieces static getPpath(b) { return b; //usual pieces in pieces/ folder } + // Turn "wb" into "B" (for FEN) static board2fen(b) { return b[0]=='w' ? b[1].toUpperCase() : b[1]; } + // Turn "p" into "bp" (for board) static fen2board(f) { return f.charCodeAt()<=90 ? "w"+f.toLowerCase() : "b"+f; } - ///////////////// - // INITIALIZATION - - // fen == "position [flags [turn]]" - constructor(fen, moves) - { - this.moves = moves; - // Use fen string to initialize variables, flags, turn and board - const fenParts = fen.split(" "); - this.board = V.GetBoard(fenParts[0]); - this.setFlags(fenParts[1]); //NOTE: fenParts[1] might be undefined - this.setTurn(fenParts[2]); //Same note - this.initVariables(fen); - } - - // Some additional variables from FEN (variant dependant) - initVariables(fen) - { - this.INIT_COL_KING = {'w':-1, 'b':-1}; - this.INIT_COL_ROOK = {'w':[-1,-1], 'b':[-1,-1]}; - this.kingPos = {'w':[-1,-1], 'b':[-1,-1]}; //squares of white and black king - const fenParts = fen.split(" "); - const position = fenParts[0].split("/"); - for (let i=0; i= 2) - { - if (!V.IsGoodFlags(fenParts[1])) - return false; - } + if (!!fenParsed.flags && !V.IsGoodFlags(fenParsed.flags)) + return false; // 3) Check turn (if present) - if (fenParts.length >= 3) + if (!!fenParsed.turn && !["w","b"].includes(fenParsed.turn)) + return false; + // 4) Check enpassant (if present) + if (!!fenParsed.enpassant) { - if (!["w","b"].includes(fenParts[2])) + const ep = V.SquareToCoords(fenParsed.enpassant); + if (ep.y < 0 || ep.y > V.size.y || isNaN(ep.x) || ep.x < 0 || ep.x > V.size.x) return false; } return true; @@ -158,10 +101,225 @@ class ChessRules return !!flags.match(/^[01]{4,4}$/); } - // Turn diagram fen into double array ["wb","wp","bk",...] - static GetBoard(fen) + // a4 --> {x:3,y:0} + static SquareToCoords(sq) + { + return { + x: V.size.x - parseInt(sq.substr(1)), + y: sq[0].charCodeAt() - 97 + }; + } + + // {x:0,y:4} --> e8 + static CoordsToSquare(coords) + { + return String.fromCharCode(97 + coords.y) + (V.size.x - coords.x); + } + + // Aggregates flags into one object + aggregateFlags() + { + return this.castleFlags; + } + + // Reverse operation + disaggregateFlags(flags) + { + this.castleFlags = flags; + } + + // En-passant square, if any + getEpSquare(moveOrSquare) + { + if (!moveOrSquare) + return undefined; + if (typeof moveOrSquare === "string") + { + const square = moveOrSquare; + if (square == "-") + return undefined; + return { + x: square[0].charCodeAt()-97, + y: V.size.x-parseInt(square[1]) + }; + } + // Argument is a move: + const move = moveOrSquare; + const [sx,sy,ex] = [move.start.x,move.start.y,move.end.x]; + if (this.getPiece(sx,sy) == V.PAWN && Math.abs(sx - ex) == 2) + { + return { + x: (sx + ex)/2, + y: sy + }; + } + return undefined; //default + } + + // Can thing on square1 take thing on square2 + canTake([x1,y1], [x2,y2]) + { + return this.getColor(x1,y1) !== this.getColor(x2,y2); + } + + // Is (x,y) on the chessboard? + static OnBoard(x,y) + { + return (x>=0 && x=0 && y 0) + { + // Add empty squares in-between + position += emptyCount; + emptyCount = 0; + } + fen += V.board2fen(this.board[i][j]); + } + } + if (emptyCount > 0) + { + // "Flush remainder" + position += emptyCount; + } + if (i < V.size.x - 1) + position += "/"; //separate rows + } + return position; + } + + // Flags part of the FEN string + getFlagsFen() + { + let flags = ""; + // Add castling flags + for (let i of ['w','b']) + { + for (let j=0; j<2; j++) + flags += (this.castleFlags[i][j] ? '1' : '0'); + } + return flags; + } + + // Enpassant part of the FEN string + getEnpassantFen() + { + const L = this.epSquares.length; + if (L == 0) + return "-"; //no en-passant + return V.CoordsToSquare(this.epSquares[L-1]); + } + + // Turn position fen into double array ["wb","wp","bk",...] + static GetBoard(position) { - const rows = fen.split(" ")[0].split("/"); + const rows = position.split("/"); let board = doubleArray(V.size.x, V.size.y, ""); for (let i=0; i0 ? this.moves[L-1] : null); } - // Pieces codes + // Pieces codes (for a clearer code) static get PAWN() { return 'p'; } static get ROOK() { return 'r'; } static get KNIGHT() { return 'n'; } @@ -222,15 +451,17 @@ class ChessRules static get KING() { return 'k'; } // For FEN checking: - static get PIECES() { + static get PIECES() + { return [V.PAWN,V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN,V.KING]; } // Empty square - static get EMPTY() { return ''; } + static get EMPTY() { return ""; } // Some pieces movements - static get steps() { + static get steps() + { return { 'r': [ [-1,0],[1,0],[0,-1],[0,1] ], 'n': [ [-1,-2],[-1,2],[1,-2],[1,2],[-2,-1],[-2,1],[2,-1],[2,1] ], @@ -238,50 +469,7 @@ class ChessRules }; } - // Aggregates flags into one object - get flags() { - return this.castleFlags; - } - - // Reverse operation - parseFlags(flags) - { - this.castleFlags = flags; - } - - // En-passant square, if any - getEpSquare(moveOrSquare) - { - if (typeof moveOrSquare === "string") - { - const square = moveOrSquare; - if (square == "-") - return undefined; - return { - x: square[0].charCodeAt()-97, - y: V.size.x-parseInt(square[1]) - }; - } - // Argument is a move: - const move = moveOrSquare; - const [sx,sy,ex] = [move.start.x,move.start.y,move.end.x]; - if (this.getPiece(sx,sy) == V.PAWN && Math.abs(sx - ex) == 2) - { - return { - x: (sx + ex)/2, - y: sy - }; - } - return undefined; //default - } - - // Can thing on square1 take thing on square2 - canTake([x1,y1], [x2,y2]) - { - return this.getColor(x1,y1) !== this.getColor(x2,y2); - } - - /////////////////// + //////////////////// // MOVES GENERATION // All possible moves from selected square (assumption: color is OK) @@ -341,12 +529,6 @@ class ChessRules return mv; } - // Is (x,y) on the chessboard? - static OnBoard(x,y) - { - return (x>=0 && x=0 && y= V.THRESHOLD_MATE); if (!finish && !this.atLeastOneMove()) { - // Try mate (for other variants) + // Test mate (for other variants) const score = this.checkGameEnd(); if (score != "1/2") finish = true; @@ -946,7 +1108,7 @@ class ChessRules evalPos = this.evalPosition() else { - // Work with scores for Loser variant + // Working with scores is more accurate (necessary for Loser variant) const score = this.checkGameEnd(); evalPos = (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval); } @@ -968,7 +1130,6 @@ class ChessRules 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 0) - { - // Add empty squares in-between - fen += emptyCount; - emptyCount = 0; - } - fen += V.board2fen(this.board[i][j]); - } - } - if (emptyCount > 0) - { - // "Flush remainder" - fen += emptyCount; - } - if (i < V.size.x - 1) - fen += "/"; //separate rows - } - return fen; - } - - // Flags part of the FEN string - getFlagsFen() - { - let fen = ""; - // Add castling flags - for (let i of ['w','b']) - { - for (let j=0; j<2; j++) - fen += (this.castleFlags[i][j] ? '1' : '0'); - } - return fen; - } + ///////////////////////// + // MOVES + GAME NOTATION + ///////////////////////// // Context: just before move is played, turn hasn't changed getNotation(move) @@ -1182,7 +1239,7 @@ class ChessRules return (move.end.y < move.start.y ? "0-0-0" : "0-0"); // Translate final square - const finalSquare = String.fromCharCode(97 + move.end.y) + (V.size.x-move.end.x); + const finalSquare = V.CoordsToSquare(move.end); const piece = this.getPiece(move.start.x, move.start.y); if (piece == V.PAWN) @@ -1213,10 +1270,8 @@ class ChessRules // Complete the usual notation, may be required for de-ambiguification getLongNotation(move) { - const startSquare = - String.fromCharCode(97 + move.start.y) + (V.size.x-move.start.x); - const finalSquare = String.fromCharCode(97 + move.end.y) + (V.size.x-move.end.x); - return startSquare + finalSquare; //not encoding move. But short+long is enough + // Not encoding move. But short+long is enough + return V.CoordsToSquare(move.start) + V.CoordsToSquare(move.end); } // The score is already computed when calling this function