return "l";
}
- static get PIECES() {
- return ChessRules.PIECES.concat([V.JAILER, V.SENTRY, V.LANCER]);
- }
-
// Lancer directions *from white perspective*
static get LANCER_DIRS() {
return {
};
}
+ static get PIECES() {
+ return ChessRules.PIECES
+ .concat([V.JAILER, V.SENTRY])
+ .concat(Object.keys(V.LANCER_DIRS));
+ }
+
getPiece(i, j) {
const piece = this.board[i][j].charAt(1);
// Special lancer case: 8 possible orientations
return piece;
}
- getPpath(b) {
- if ([V.JAILER, V.SENTRY].concat(Object.keys(V.LANCER_DIRS)).includes(b[1]))
- return "Eightpieces/" + b;
+ getPpath(b, color, score, orientation) {
+ if ([V.JAILER, V.SENTRY].includes(b[1])) return "Eightpieces/" + b;
+ if (Object.keys(V.LANCER_DIRS).includes(b[1])) {
+ if (orientation == 'w') return "Eightpieces/" + b;
+ // Find opposite direction for adequate display:
+ let oppDir = '';
+ switch (b[1]) {
+ case 'c':
+ oppDir = 'g';
+ break;
+ case 'g':
+ oppDir = 'c';
+ break;
+ case 'd':
+ oppDir = 'h';
+ break;
+ case 'h':
+ oppDir = 'd';
+ break;
+ case 'e':
+ oppDir = 'm';
+ break;
+ case 'm':
+ oppDir = 'e';
+ break;
+ case 'f':
+ oppDir = 'o';
+ break;
+ case 'o':
+ oppDir = 'f';
+ break;
+ }
+ return "Eightpieces/" + b[0] + oppDir;
+ }
return b;
}
+ getPPpath(b, orientation) {
+ return this.getPpath(b, null, null, orientation);
+ }
+
static ParseFen(fen) {
const fenParts = fen.split(" ");
- return Object.assign(ChessRules.ParseFen(fen), {
- sentrypush: fenParts[5]
- });
+ return Object.assign(
+ ChessRules.ParseFen(fen),
+ { sentrypush: fenParts[5] }
+ );
+ }
+
+ static IsGoodFen(fen) {
+ if (!ChessRules.IsGoodFen(fen)) return false;
+ const fenParsed = V.ParseFen(fen);
+ // 5) Check sentry push (if any)
+ if (
+ fenParsed.sentrypush != "-" &&
+ !fenParsed.sentrypush.match(/^([a-h][1-8],?)+$/)
+ ) {
+ return false;
+ }
+ return true;
}
getFen() {
static GenRandInitFen(randomness) {
if (randomness == 0)
// Deterministic:
- return "jsfqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JSDQKBNR w 0 1111 - -";
+ return "jsfqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JSDQKBNR 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['w'].slice(0, lancerIdx)
.concat(['g'])
.concat(pieces['w'].slice(lancerIdx + 1));
+ flags += flags;
break;
}
let rookPos = positions[0];
let jailerPos = positions[2];
const kingPos = positions[1];
+ flags += V.CoordToColumn(rookPos) + V.CoordToColumn(jailerPos);
if (Math.random() < 0.5) [rookPos, jailerPos] = [jailerPos, rookPos];
pieces[c][rookPos] = "r";
pieces["b"].join("") +
"/pppppppp/8/8/8/8/PPPPPPPP/" +
pieces["w"].join("").toUpperCase() +
- " w 0 1111 - -"
+ " w 0 " + flags + " - -"
);
}
- // Scan kings, rooks and jailers
- scanKingsRooks(fen) {
- this.INIT_COL_KING = { w: -1, b: -1 };
- this.INIT_COL_ROOK = { w: -1, b: -1 };
- this.INIT_COL_JAILER = { w: -1, b: -1 };
- this.kingPos = { w: [-1, -1], b: [-1, -1] };
- const fenRows = V.ParseFen(fen).position.split("/");
- const startRow = { 'w': V.size.x - 1, 'b': 0 };
- for (let i = 0; i < fenRows.length; i++) {
- let k = 0;
- for (let j = 0; j < fenRows[i].length; j++) {
- switch (fenRows[i].charAt(j)) {
- case "k":
- this.kingPos["b"] = [i, k];
- this.INIT_COL_KING["b"] = k;
- break;
- case "K":
- this.kingPos["w"] = [i, k];
- this.INIT_COL_KING["w"] = k;
- break;
- case "r":
- if (i == startRow['b'] && this.INIT_COL_ROOK["b"] < 0)
- this.INIT_COL_ROOK["b"] = k;
- break;
- case "R":
- if (i == startRow['w'] && this.INIT_COL_ROOK["w"] < 0)
- this.INIT_COL_ROOK["w"] = k;
- break;
- case "j":
- if (i == startRow['b'] && this.INIT_COL_JAILER["b"] < 0)
- this.INIT_COL_JAILER["b"] = k;
- break;
- case "J":
- if (i == startRow['w'] && this.INIT_COL_JAILER["w"] < 0)
- this.INIT_COL_JAILER["w"] = k;
- break;
- default: {
- const num = parseInt(fenRows[i].charAt(j));
- if (!isNaN(num)) k += num - 1;
- }
- }
- k++;
- }
- }
- }
-
// Is piece on square (x,y) immobilized?
isImmobilized([x, y]) {
const color = this.getColor(x, y);
);
}
- getPotentialMovesFrom([x,y]) {
+ getPotentialMovesFrom([x, y]) {
// At subTurn == 2, jailers aren't effective (Jeff K)
- if (this.subTurn == 1 && !!this.isImmobilized([x, y])) return [];
+ if (this.subTurn == 1) {
+ const jsq = this.isImmobilized([x, y]);
+ if (!!jsq) {
+ let moves = [];
+ // Special pass move if king:
+ if (this.getPiece(x, y) == V.KING) {
+ moves.push(
+ new Move({
+ appear: [],
+ vanish: [],
+ start: { x: x, y: y },
+ end: { x: jsq[0], y: jsq[1] }
+ })
+ );
+ }
+ return moves;
+ }
+ }
if (this.subTurn == 2) {
// Temporarily change pushed piece color.
// (Not using getPiece() because of lancers)
// Don't forget to re-add the sentry on the board:
// Also fix color of pushed piece afterward:
moves.forEach(m => {
- m.appear.push({x: x, y: y, p: V.SENTRY, c: color});
- m.appear[0].c = oppCol;
+ m.appear.unshift({x: x, y: y, p: V.SENTRY, c: color});
+ m.appear[1].c = oppCol;
m.vanish[0].c = oppCol;
});
+ this.board[x][y] = saveXYstate;
}
return moves;
}
// En passant:
const Lep = this.epSquares.length;
- const epSquare = this.epSquares[Lep - 1]; //always at least one element
+ const epSquare = this.epSquares[Lep - 1];
if (
!!epSquare &&
epSquare.x == x + shiftX &&
return moves;
}
- // Obtain all lancer moves in "step" direction,
- // without final re-orientation.
+ // Obtain all lancer moves in "step" direction
getPotentialLancerMoves_aux([x, y], step, tr) {
let moves = [];
// Add all moves to vacant squares until opponent is met:
this.sentryPush[L-1][pl-1].y == y
) {
// I was pushed: allow all directions (for this move only), but
- // do not change direction after moving.
+ // do not change direction after moving, *except* if I keep the
+ // same orientation in which I was pushed.
const color = this.getColor(x, y);
+ const curDir = V.LANCER_DIRS[this.board[x][x].charAt(1)];
Object.values(V.LANCER_DIRS).forEach(step => {
const dirCode = Object.keys(V.LANCER_DIRS).find(k => {
- return (V.LANCER_DIRS[k][0] == step[0] && V.LANCER_DIRS[k][1] == step[1]);
+ return (
+ V.LANCER_DIRS[k][0] == step[0] &&
+ V.LANCER_DIRS[k][1] == step[1]
+ );
});
- Array.prototype.push.apply(
- moves,
- this.getPotentialLancerMoves_aux([x, y], step, { p: dirCode, c: color })
- );
+ const dirMoves =
+ this.getPotentialLancerMoves_aux(
+ [x, y],
+ step,
+ { p: dirCode, c: color }
+ );
+ if (curDir[0] == step[0] && curDir[1] == step[1]) {
+ // Keeping same orientation: can choose after
+ let chooseMoves = [];
+ dirMoves.forEach(m => {
+ Object.keys(V.LANCER_DIRS).forEach(k => {
+ let mk = JSON.parse(JSON.stringify(m));
+ mk.appear[0].p = k;
+ moves.push(mk);
+ });
+ });
+ Array.prototype.push.apply(moves, chooseMoves);
+ } else Array.prototype.push.apply(moves, dirMoves);
});
return moves;
}
});
});
return moves;
- } else return monodirMoves;
+ } else {
+ // I'm pushed: add potential nudges
+ let potentialNudges = [];
+ for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) {
+ if (
+ V.OnBoard(x + step[0], y + step[1]) &&
+ this.board[x + step[0]][y + step[1]] == V.EMPTY
+ ) {
+ potentialNudges.push(
+ this.getBasicMove(
+ [x, y],
+ [x + step[0], y + step[1]]
+ )
+ );
+ }
+ }
+ return monodirMoves.concat(potentialNudges);
+ }
}
getPotentialSentryMoves([x, y]) {
if (m.appear.length == 0) {
let res = false;
this.play(m);
- let moves2 = this.filterValid(
- this.getPotentialMovesFrom([m.end.x, m.end.y]));
+ let potentialMoves = this.getPotentialMovesFrom([m.end.x, m.end.y]);
+ // Add nudges (if any a priori possible)
+ for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) {
+ if (
+ V.OnBoard(m.end.x + step[0], m.end.y + step[1]) &&
+ this.board[m.end.x + step[0]][m.end.y + step[1]] == V.EMPTY
+ ) {
+ potentialMoves.push(
+ this.getBasicMove(
+ [m.end.x, m.end.y],
+ [m.end.x + step[0], m.end.y + step[1]]
+ )
+ );
+ }
+ }
+ let moves2 = this.filterValid(potentialMoves);
for (let m2 of moves2) {
this.play(m2);
res = !this.underCheck(color);
});
}
- getPotentialKingMoves([x, y]) {
- let moves = super.getPotentialKingMoves([x, y]);
- // Augment with pass move is the king is immobilized:
- const jsq = this.isImmobilized([x, y]);
- if (!!jsq) {
- moves.push(
- new Move({
- appear: [],
- vanish: [],
- start: { x: x, y: y },
- end: { x: jsq[0], y: jsq[1] }
- })
- );
- }
- return moves;
- }
-
// Adapted: castle with jailer possible
getCastleMoves([x, y]) {
const c = this.getColor(x, y);
castleSide < 2;
castleSide++
) {
- if (!this.castleFlags[c][castleSide]) continue;
+ if (this.castleFlags[c][castleSide] >= 8) continue;
// Rook (or jailer) and king are on initial position
-
const finDist = finalSquares[castleSide][0] - y;
let step = finDist / Math.max(1, Math.abs(finDist));
i = y;
this.isAttacked([x, i], [oppCol]) ||
(this.board[x][i] != V.EMPTY &&
(this.getColor(x, i) != c ||
- ![V.KING, V.ROOK].includes(this.getPiece(x, i))))
+ ![V.KING, V.ROOK, V.JAILER].includes(this.getPiece(x, i))))
) {
continue castlingCheck;
}
i += step;
} while (i != finalSquares[castleSide][0]);
-
step = castleSide == 0 ? -1 : 1;
- const rookOrJailerPos =
- castleSide == 0
- ? Math.min(this.INIT_COL_ROOK[c], this.INIT_COL_JAILER[c])
- : Math.max(this.INIT_COL_ROOK[c], this.INIT_COL_JAILER[c]);
+ const rookOrJailerPos = this.castleFlags[c][castleSide];
for (i = y + step; i != rookOrJailerPos; i += step)
if (this.board[x][i] != V.EMPTY) continue castlingCheck;
return moves;
}
+ atLeastOneMove() {
+ // If in second-half of a move, we already know that a move is possible
+ if (this.subTurn == 2) return true;
+ return super.atLeastOneMove();
+ }
+
filterValid(moves) {
// Disable check tests for sentry pushes,
// because in this case the move isn't finished
if (m.appear.length > 0) movesWithoutSentryPushes.push(m);
else movesWithSentryPushes.push(m);
});
+
+ // TODO: if after move a sentry can take king in 2 times?!
+
const filteredMoves = super.filterValid(movesWithoutSentryPushes);
// If at least one full move made, everything is allowed:
if (this.movesCount >= 2)
return this.filterValid(this.getPotentialMovesFrom(sentrySq));
}
- updateVariables(move) {
- const c = this.turn;
- const piece = move.vanish[0].p;
- const firstRank = (c == "w" ? V.size.x - 1 : 0);
-
- // Update king position + flags
- if (piece == V.KING) {
- this.kingPos[c][0] = move.appear[0].x;
- this.kingPos[c][1] = move.appear[0].y;
- this.castleFlags[c] = [false, false];
- return;
- }
-
- // Update castling flags if rook or jailer moved (or is captured)
- const oppCol = V.GetOppCol(c);
- const oppFirstRank = V.size.x - 1 - firstRank;
- let flagIdx = 0;
- if (
- // Our rook moves?
- move.start.x == firstRank &&
- this.INIT_COL_ROOK[c] == move.start.y
- ) {
- if (this.INIT_COL_ROOK[c] > this.INIT_COL_JAILER[c]) flagIdx++;
- this.castleFlags[c][flagIdx] = false;
- } else if (
- // Our jailer moves?
- move.start.x == firstRank &&
- this.INIT_COL_JAILER[c] == move.start.y
- ) {
- if (this.INIT_COL_JAILER[c] > this.INIT_COL_ROOK[c]) flagIdx++;
- this.castleFlags[c][flagIdx] = false;
- } else if (
- // We took opponent's rook?
- move.end.x == oppFirstRank &&
- this.INIT_COL_ROOK[oppCol] == move.end.y
- ) {
- if (this.INIT_COL_ROOK[oppCol] > this.INIT_COL_JAILER[oppCol]) flagIdx++;
- this.castleFlags[oppCol][flagIdx] = false;
- } else if (
- // We took opponent's jailer?
- move.end.x == oppFirstRank &&
- this.INIT_COL_JAILER[oppCol] == move.end.y
- ) {
- if (this.INIT_COL_JAILER[oppCol] > this.INIT_COL_ROOK[oppCol]) flagIdx++;
- this.castleFlags[oppCol][flagIdx] = false;
- }
-
+ prePlay(move) {
if (move.appear.length == 0 && move.vanish.length == 1) {
// The sentry is about to push a piece: subTurn goes from 1 to 2
this.sentryPos = { x: move.end.x, y: move.end.y };
- } else if (this.subTurn == 2) {
+ } else if (this.subTurn == 2 && move.vanish[0].p != V.PAWN) {
// A piece is pushed: forbid array of squares between start and end
// of move, included (except if it's a pawn)
let squares = [];
- if (move.vanish[0].p != V.PAWN) {
- if ([V.KNIGHT,V.KING].includes(move.vanish[0].p))
- // short-range pieces: just forbid initial square
- squares.push(move.start);
- else {
- const deltaX = move.end.x - move.start.x;
- const deltaY = move.end.y - move.start.y;
- const step = [
- deltaX / Math.abs(deltaX) || 0,
- deltaY / Math.abs(deltaY) || 0
- ];
- for (
- let sq = {x: move.start.x, y: move.start.y};
- sq.x != move.end.x && sq.y != move.end.y;
- sq.x += step[0], sq.y += step[1]
- ) {
- squares.push(sq);
- }
+ if ([V.KNIGHT,V.KING].includes(move.vanish[0].p))
+ // short-range pieces: just forbid initial square
+ squares.push({ x: move.start.x, y: move.start.y });
+ else {
+ const deltaX = move.end.x - move.start.x;
+ const deltaY = move.end.y - move.start.y;
+ const step = [
+ deltaX / Math.abs(deltaX) || 0,
+ deltaY / Math.abs(deltaY) || 0
+ ];
+ for (
+ let sq = {x: move.start.x, y: move.start.y};
+ sq.x != move.end.x && sq.y != move.end.y;
+ sq.x += step[0], sq.y += step[1]
+ ) {
+ squares.push({ x: sq.x, y: sq.y });
}
- // Add end square as well, to know if I was pushed (useful for lancers)
- squares.push(move.end);
}
+ // Add end square as well, to know if I was pushed (useful for lancers)
+ squares.push({ x: move.end.x, y: move.end.y });
this.sentryPush.push(squares);
} else this.sentryPush.push(null);
}
- // TODO: cleaner (global) update/unupdate variables logic, rename...
- unupdateVariables(move) {
- super.unupdateVariables(move);
- this.sentryPush.pop();
- }
-
play(move) {
+// if (!this.states) this.states = [];
+// const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen();
+// this.states.push(stateFen);
+
+ this.prePlay(move);
move.flags = JSON.stringify(this.aggregateFlags());
this.epSquares.push(this.getEpSquare(move));
V.PlayOnBoard(this.board, move);
- this.updateVariables(move);
// Is it a sentry push? (useful for undo)
move.sentryPush = (this.subTurn == 2);
if (this.subTurn == 1) this.movesCount++;
this.turn = V.GetOppCol(this.turn);
this.subTurn = 1;
}
+ this.postPlay(move);
+ }
+
+ postPlay(move) {
+ if (move.vanish.length == 0)
+ // Special pass move of the king: nothing to update!
+ return;
+ super.postPlay(move);
}
undo(move) {
this.epSquares.pop();
this.disaggregateFlags(JSON.parse(move.flags));
V.UndoOnBoard(this.board, move);
- const L = this.sentryPush.length;
// Decrement movesCount except if the move is a sentry push
if (!move.sentryPush) this.movesCount--;
- // Turn changes only if not undoing second part of a sentry push
- if (!move.sentryPush || this.subTurn == 1)
+ if (this.subTurn == 2) this.subTurn = 1;
+ else {
this.turn = V.GetOppCol(this.turn);
- this.unupdateVariables(move);
+ if (move.sentryPush) this.subTurn = 2;
+ }
+ this.postUndo(move);
+
+// const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen();
+// if (stateFen != this.states[this.states.length-1]) debugger;
+// this.states.pop();
+ }
+
+ postUndo(move) {
+ super.postUndo(move);
+ this.sentryPush.pop();
}
isAttacked(sq, colors) {
colors.includes(this.getColor(coord.x, coord.y))
)
) {
- lancerPos.push(coord);
+ if (this.getPiece(coord.x, coord.y) == V.LANCER)
+ lancerPos.push({x: coord.x, y: coord.y});
+ coord.x += step[0];
+ coord.y += step[1];
}
for (let xy of lancerPos) {
const dir = V.LANCER_DIRS[this.board[xy.x][xy.y].charAt(1)];
const deltaX = x2 - x1;
const deltaY = y2 - y1;
const step = [ deltaX / Math.abs(deltaX), deltaY / Math.abs(deltaY) ];
- if (allowedStep.every(st => st[0] != step[0] || st[1] != step[1]))
+ if (allowedSteps.every(st => st[0] != step[0] || st[1] != step[1]))
return false;
- let sq = [ x1 = step[0], y1 + step[1] ];
+ let sq = [ x1 + step[0], y1 + step[1] ];
while (sq[0] != x2 && sq[1] != y2) {
if (
+ // NOTE: no need to check OnBoard in this special case
(!lancer && this.board[sq[0]][sq[1]] != V.EMPTY) ||
(!!lancer && this.getColor(sq[0], sq[1]) != color)
) {
return false;
}
+ sq[0] += step[0];
+ sq[1] += step[1];
}
return true;
};
V.OnBoard(sq[0], sq[1]) &&
this.getColor(sq[0], sq[1]) == color
) {
- candidates.push(sq);
+ candidates.push([ sq[0], sq[1] ]);
}
}
}
// TODO: this situation should not happen
return null;
- const setEval = (move) => {
+ const setEval = (move, next) => {
const score = this.getCurrentScore();
+ const curEval = move.eval;
if (score != "*") {
move.eval =
score == "1/2"
? 0
: (score == "1-0" ? 1 : -1) * maxeval;
- } else move[i].eval = this.evalPosition();
+ } else move.eval = this.evalPosition();
+ if (
+ // "next" is defined after sentry pushes
+ !!next && (
+ !curEval ||
+ color == 'w' && move.eval > curEval ||
+ color == 'b' && move.eval < curEval
+ )
+ ) {
+ move.second = next;
+ }
};
// Just search_depth == 1 (because of sentries. TODO: can do better...)
const moves2 = this.getAllValidMoves();
moves2.forEach(m2 => {
this.play(m2);
- setEval(m1);
+ setEval(m1, m2);
this.undo(m2);
});
}
let candidates = [0];
for (let j = 1; j < moves1.length && moves1[j].eval == moves1[0].eval; j++)
candidates.push(j);
- return moves1[candidates[randInt(candidates.length)]];
+ const choice = moves1[candidates[randInt(candidates.length)]];
+ return (!choice.second ? choice : [choice, choice.second]);
}
+ // TODO: if subTurn == 2, take some precautions, in particular pawn pushed on 1st rank.
+ // --> should indicate Sxb2,bxc1
getNotation(move) {
// Special case "king takes jailer" is a pass move
if (move.appear.length == 0 && move.vanish.length == 0) return "pass";