// 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<position.length; i++)
- {
- let k = 0; //column index on board
- for (let j=0; j<position[i].length; j++)
- {
- switch (position[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 (this.INIT_COL_ROOK['b'][0] < 0)
- this.INIT_COL_ROOK['b'][0] = k;
- else
- this.INIT_COL_ROOK['b'][1] = k;
- break;
- case 'R':
- if (this.INIT_COL_ROOK['w'][0] < 0)
- this.INIT_COL_ROOK['w'][0] = k;
- else
- this.INIT_COL_ROOK['w'][1] = k;
- break;
- default:
- const num = parseInt(position[i].charAt(j));
- if (!isNaN(num))
- k += (num-1);
- }
- k++;
- }
- }
- this.epSquares = [ this.getEpSquare(this.lastMove || fenParts[3]) ];
- }
-
// Check if FEN describe a position
static IsGoodFen(fen)
{
- const fenParts = fen.split(" ");
- if (fenParts.length== 0)
- return false;
+ const fenParsed = V.ParseFen(fen);
// 1) Check position
- const position = fenParts[0];
+ const position = fenParsed.position;
const rows = position.split("/");
if (rows.length != V.size.x)
return false;
return false;
}
// 2) Check flags (if present)
- if (fenParts.length >= 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;
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<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);
+ }
+
+ // On which squares is opponent under check after our move ? (for interface)
+ getCheckSquares(move)
+ {
+ this.play(move);
+ const color = this.turn; //opponent
+ let res = this.isAttacked(this.kingPos[color], [this.getOppCol(color)])
+ ? [JSON.parse(JSON.stringify(this.kingPos[color]))] //need to duplicate!
+ : [];
+ this.undo(move);
+ return res;
+ }
+
+ /////////////
+ // 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"])
+ {
+ let positions = _.range(8);
+
+ // Get random squares for bishops
+ let randIndex = 2 * _.random(3);
+ let bishop1Pos = positions[randIndex];
+ // The second bishop must be on a square of different color
+ let randIndex_tmp = 2 * _.random(3) + 1;
+ let bishop2Pos = positions[randIndex_tmp];
+ // Remove chosen squares
+ positions.splice(Math.max(randIndex,randIndex_tmp), 1);
+ positions.splice(Math.min(randIndex,randIndex_tmp), 1);
+
+ // Get random squares for knights
+ randIndex = _.random(5);
+ let knight1Pos = positions[randIndex];
+ positions.splice(randIndex, 1);
+ randIndex = _.random(4);
+ let knight2Pos = positions[randIndex];
+ positions.splice(randIndex, 1);
+
+ // Get random square for queen
+ randIndex = _.random(3);
+ let queenPos = positions[randIndex];
+ positions.splice(randIndex, 1);
+
+ // Rooks and king positions are now fixed, because of the ordering rook-king-rook
+ let rook1Pos = positions[0];
+ let kingPos = positions[1];
+ let 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';
+ }
+ return pieces["b"].join("") +
+ "/pppppppp/8/8/8/8/PPPPPPPP/" +
+ pieces["w"].join("").toUpperCase() +
+ " w 1111 -"; //add turn + flags + enpassant
+ }
+
+ // "Parse" FEN: just return untransformed string data
+ static ParseFen(fen)
+ {
+ const fenParts = fen.split(" ");
+ return {
+ position: fenParts[0],
+ turn: fenParts[1],
+ flags: fenParts[2],
+ enpassant: fenParts[3],
+ };
+ }
+
+ // Return current fen (game state)
+ getFen()
+ {
+ return this.getBaseFen() + " " + this.turn + " " +
+ this.getFlagsFen() + " " + this.getEnpassantFen();
+ }
+
+ // Position part of the FEN string
+ getBaseFen()
+ {
+ let position = "";
+ for (let i=0; i<V.size.x; i++)
+ {
+ let emptyCount = 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;
+ 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; i<rows.length; i++)
{
this.castleFlags[i < 2 ? 'w' : 'b'][i%2] = (fenflags.charAt(i) == '1');
}
- // Initialize turn (white or black)
- setTurn(turnflag)
+ //////////////////
+ // INITIALIZATION
+
+ // Fen string fully describes the game state
+ constructor(fen, moves)
{
- this.turn = turnflag || "w";
+ this.moves = moves;
+ const fenParsed = V.ParseFen(fen);
+ this.board = V.GetBoard(fenParsed.position);
+ this.turn = (fenParsed.turn || "w");
+ this.setOtherVariables(fen);
}
- ///////////////////
- // GETTERS, SETTERS
+ // Some additional variables from FEN (variant dependant)
+ setOtherVariables(fen)
+ {
+ // Set flags and enpassant:
+ const parsedFen = V.ParseFen(fen);
+ this.setFlags(fenParsed.flags);
+ this.epSquares = [ V.SquareToCoords(parsedFen.enpassant) ];
+ // Search for king and rooks positions:
+ 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 fenRows = parsedFen.position.split("/");
+ for (let i=0; i<fenRows.length; i++)
+ {
+ let k = 0; //column index on board
+ 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 (this.INIT_COL_ROOK['b'][0] < 0)
+ this.INIT_COL_ROOK['b'][0] = k;
+ else
+ this.INIT_COL_ROOK['b'][1] = k;
+ break;
+ case 'R':
+ if (this.INIT_COL_ROOK['w'][0] < 0)
+ this.INIT_COL_ROOK['w'][0] = k;
+ else
+ this.INIT_COL_ROOK['w'][1] = k;
+ break;
+ default:
+ const num = parseInt(fenRows[i].charAt(j));
+ if (!isNaN(num))
+ k += (num-1);
+ }
+ k++;
+ }
+ }
+ }
+
+ /////////////////////
+ // GETTERS & SETTERS
+
+ static get size()
+ {
+ return {x:8, y:8};
+ }
- static get size() { return {x:8, y:8}; }
+ // Color of thing on suqare (i,j). 'undefined' if square is empty
+ getColor(i,j)
+ {
+ return this.board[i][j].charAt(0);
+ }
- // Two next functions return 'undefined' if called on empty square
- getColor(i,j) { return this.board[i][j].charAt(0); }
- getPiece(i,j) { return this.board[i][j].charAt(1); }
+ // Piece type on square (i,j). 'undefined' if square is empty
+ getPiece(i,j)
+ {
+ return this.board[i][j].charAt(1);
+ }
- // Color
- getOppCol(color) { return (color=="w" ? "b" : "w"); }
+ // Get opponent color
+ getOppCol(color)
+ {
+ return (color=="w" ? "b" : "w");
+ }
- get lastMove() {
+ get lastMove()
+ {
const L = this.moves.length;
return (L>0 ? 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'; }
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] ],
};
}
- // 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)
return mv;
}
- // Is (x,y) on the chessboard?
- static OnBoard(x,y)
- {
- return (x>=0 && x<V.size.x && y>=0 && y<V.size.y);
- }
-
// Generic method to find possible moves of non-pawn pieces ("sliding or jumping")
getSlideNJumpMoves([x,y], steps, oneStep)
{
return moves;
}
- ///////////////////
+ ////////////////////
// MOVES VALIDATION
- canIplay(side, [x,y])
- {
- return (this.turn == side && this.getColor(x,y) == side);
- }
-
getPossibleMovesFrom(sq)
{
// Assuming color is right (already checked)
return false;
}
- // Check if pieces of color in array 'colors' are attacking square x,y
+ // Check if pieces of color in array 'colors' are attacking (king) on square x,y
isAttacked(sq, colors)
{
return (this.isAttackedByPawn(sq, colors)
return res;
}
- // 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)])
- ? [ JSON.parse(JSON.stringify(this.kingPos[color])) ] //need to duplicate!
- : [ ];
- this.undo(move);
- return res;
- }
+ /////////////////
+ // MOVES PLAYING
// Apply a move on board
static PlayOnBoard(board, move)
}
}
- // After move is undo-ed, un-update variables (flags are reset)
- // TODO: more symmetry, by storing flags increment in move...
+ // 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
this.kingPos[c] = [move.start.x, move.start.y];
}
- // Hash of position+flags+turn after a move is played (to detect repetitions)
- getHashState()
- {
- return hex_md5(this.getFen());
- }
-
play(move, ingame)
{
// DEBUG:
// if (!this.states) this.states = [];
-// if (!ingame) this.states.push(JSON.stringify(this.board));
+// if (!ingame) this.states.push(this.getFen());
if (!!ingame)
move.notation = [this.getNotation(move), this.getLongNotation(move)];
- move.flags = JSON.stringify(this.flags); //save flags (for undo)
+ move.flags = JSON.stringify(this.aggregateFlags()); //save flags (for undo)
this.updateVariables(move);
this.moves.push(move);
this.epSquares.push( this.getEpSquare(move) );
V.PlayOnBoard(this.board, move);
if (!!ingame)
- move.hash = this.getHashState();
+ {
+ // Hash of current game state *after move*, to detect repetitions
+ move.hash = hex_md5(this.getFen();
+ }
}
undo(move)
this.epSquares.pop();
this.moves.pop();
this.unupdateVariables(move);
- this.parseFlags(JSON.parse(move.flags));
+ this.disaggregateFlags(JSON.parse(move.flags));
// DEBUG:
-// if (JSON.stringify(this.board) != this.states[this.states.length-1])
+// if (this.getFen() != this.states[this.states.length-1])
// debugger;
// this.states.pop();
}
- //////////////
+ ///////////////
// END OF GAME
// Check for 3 repetitions (position + flags + turn)
return color == "w" ? "0-1" : "1-0";
}
- ////////
- //ENGINE
+ ///////////////
+ // ENGINE PLAY
// Pieces values
- static get VALUES() {
+ static get VALUES()
+ {
return {
'p': 1,
'r': 5,
};
}
- static get INFINITY() {
- return 9999; //"checkmate" (unreachable eval)
- }
+ // "Checkmate" (unreachable eval)
+ static get INFINITY() { return 9999; }
- static get THRESHOLD_MATE() {
- // At this value or above, the game is over
- return V.INFINITY;
- }
+ // At this value or above, the game is over
+ static get THRESHOLD_MATE() { return V.INFINITY; }
- static get SEARCH_DEPTH() {
- return 3; //2 for high branching factor, 4 for small (Loser chess)
- }
+ // Search depth: 2 for high branching factor, 4 for small (Loser chess, eg.)
+ static get SEARCH_DEPTH() { return 3; }
// Assumption: at least one legal move
// NOTE: works also for extinction chess because depth is 3...
let finish = (Math.abs(this.evalPosition()) >= 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;
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);
}
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++)
return evaluation;
}
- ////////////
- // 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"])
- {
- let positions = _.range(8);
-
- // Get random squares for bishops
- let randIndex = 2 * _.random(3);
- let bishop1Pos = positions[randIndex];
- // The second bishop must be on a square of different color
- let randIndex_tmp = 2 * _.random(3) + 1;
- let bishop2Pos = positions[randIndex_tmp];
- // Remove chosen squares
- positions.splice(Math.max(randIndex,randIndex_tmp), 1);
- positions.splice(Math.min(randIndex,randIndex_tmp), 1);
-
- // Get random squares for knights
- randIndex = _.random(5);
- let knight1Pos = positions[randIndex];
- positions.splice(randIndex, 1);
- randIndex = _.random(4);
- let knight2Pos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- // Get random square for queen
- randIndex = _.random(3);
- let queenPos = positions[randIndex];
- positions.splice(randIndex, 1);
-
- // Rooks and king positions are now fixed, because of the ordering rook-king-rook
- let rook1Pos = positions[0];
- let kingPos = positions[1];
- let 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';
- }
- return pieces["b"].join("") +
- "/pppppppp/8/8/8/8/PPPPPPPP/" +
- pieces["w"].join("").toUpperCase() +
- " 1111 w"; //add flags + turn
- }
-
- // Return current fen according to pieces+colors state
- getFen()
- {
- return this.getBaseFen() + " " + this.getFlagsFen() + " " + this.turn;
- }
-
- // Position part of the FEN string
- getBaseFen()
- {
- let fen = "";
- for (let i=0; i<V.size.x; i++)
- {
- let emptyCount = 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
- 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)
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)
// 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
watch: {
problem: function(p, pp) {
// 'problem' prop changed: update board state
- // TODO: FEN + turn + flags + rappel instructions / solution on click sous l'échiquier
- // TODO: trouver moyen de passer la situation des reserves pour Crazyhouse,
- // et l'état des captures pour Grand... bref compléter le descriptif de l'état.
- this.newGame("problem", p.fen, p.fen.split(" ")[2]);
+ this.newGame("problem", p.fen, V.ParseFen(p.fen).turn);
},
},
render(h) {
: (smallScreen ? 31 : 37);
if (this.mode == "human")
{
- let connectedIndic = h(
+ const connectedIndic = h(
'div',
{
"class": {
);
elementArray.push(connectedIndic);
}
- let turnIndic = h(
+ const turnIndic = h(
'div',
{
"class": {
}
);
elementArray.push(turnIndic);
- let settingsBtn = h(
+ const settingsBtn = h(
'button',
{
on: { click: this.showSettings },
[h('i', { 'class': { "material-icons": true } }, "settings")]
);
elementArray.push(settingsBtn);
- let choices = h('div',
+ if (this.mode == "problem")
+ {
+ // Show problem instructions
+ elementArray.push(
+ h('div',
+ {
+ attrs: { id: "instructions-div" },
+ "class": { "section-content": true },
+ },
+ [
+ h('p',
+ {
+ attrs: { id: "problem-instructions" },
+ domProps: { innerHTML: this.problem.instructions }
+ }
+ )
+ ]
+ )
+ );
+ }
+ const choices = h('div',
{
attrs: { "id": "choices" },
'class': { 'row': true },
const lm = this.vr.lastMove;
const showLight = this.hints &&
(this.mode!="idle" || this.cursor==this.vr.moves.length);
- let gameDiv = h('div',
+ const gameDiv = h('div',
{
'class': { 'game': true },
},
);
elementArray.push(reserves);
}
- const eogMessage = this.getEndgameMessage(this.score);
const modalEog = [
h('input',
{
{
attrs: { "id": "eogMessage" },
"class": { "section": true },
- domProps: { innerHTML: eogMessage },
+ domProps: { innerHTML: this.endgameMessage },
}
)
]
actionArray
);
elementArray.push(actions);
- if (this.score != "*")
+ if (this.score != "*" && this.pgnTxt.length > 0)
{
elementArray.push(
h('div',
}
else if (this.mode != "idle")
{
+ if (this.mode == "problem")
+ {
+ // Show problem solution (on click)
+ elementArray.push(
+ h('div',
+ {
+ attrs: { id: "solution-div" },
+ "class": { "section-content": true },
+ },
+ [
+ h('h3',
+ {
+ domProps: { innerHTML: "Show solution" },
+ on: { click: "toggleShowSolution" }
+ }
+ ),
+ h('p',
+ {
+ attrs: { id: "problem-solution" },
+ domProps: { innerHTML: this.problem.solution }
+ }
+ )
+ ]
+ )
+ );
+ }
// Show current FEN
elementArray.push(
h('div',
h('p',
{
attrs: { id: "fen-string" },
- domProps: { innerHTML: this.vr.getFen() }
+ domProps: { innerHTML: this.vr.getBaseFen() }
}
)
]
elementArray
);
},
+ computed: {
+ endgameMessage: function() {
+ let eogMessage = "Unfinished";
+ switch (this.score)
+ {
+ case "1-0":
+ eogMessage = "White win";
+ break;
+ case "0-1":
+ eogMessage = "Black win";
+ break;
+ case "1/2":
+ eogMessage = "Draw";
+ break;
+ }
+ return eogMessage;
+ },
+ },
created: function() {
const url = socketUrl;
const humanContinuation = (localStorage.getItem("variant") === variant);
};
},
methods: {
+ toggleShowSolution: function() {
+ let problemSolution = document.getElementById("problem-solution");
+ problemSolution.style.display = problemSolution.style.display == "none"
+ ? "block"
+ : "none";
+ },
download: function() {
let content = document.getElementById("pgn-game").innerHTML;
content = content.replace(/<br>/g, "\n");
encodeURIComponent(content);
downloadAnchor.click();
},
- endGame: function(score) {
- this.score = score;
+ showScoreMsg: function() {
let modalBox = document.getElementById("modal-eog");
modalBox.checked = true;
+ setTimeout(() => { modalBox.checked = false; }, 2000);
+ },
+ endGame: function(score) {
+ this.score = score;
+ this.showScoreMsg();
// Variants may have special PGN structure (so next function isn't defined here)
this.pgnTxt = this.vr.getPGN(this.mycolor, this.score, this.fenStart, this.mode);
- setTimeout(() => { modalBox.checked = false; }, 2000);
if (["human","computer"].includes(this.mode))
this.clearStorage();
this.mode = "idle";
this.cursor = this.vr.moves.length; //to navigate in finished game
this.oppid = "";
},
- getEndgameMessage: function(score) {
- let eogMessage = "Unfinished";
- switch (this.score)
- {
- case "1-0":
- eogMessage = "White win";
- break;
- case "0-1":
- eogMessage = "Black win";
- break;
- case "1/2":
- eogMessage = "Draw";
- break;
- }
- return eogMessage;
- },
setStorage: function() {
if (this.mode=="human")
{
if (!!storageVariant && storageVariant !== variant)
return alert("Finish your " + storageVariant + " game first!");
// Send game request and wait..
- this.seek = true;
try {
this.conn.send(JSON.stringify({code:"newgame", fen:fen}));
} catch (INVALID_STATE_ERR) {
return; //nothing achieved
}
+ this.seek = true;
let modalBox = document.getElementById("modal-newgame");
modalBox.checked = true;
setTimeout(() => { modalBox.checked = false; }, 2000);
return;
}
- if (this.mode == "computer" && mode == "human") { }
+ if (mode == "computer" && !continuation)
+ {
+ const storageVariant = localStorage.getItem("comp-variant");
+ if (!!storageVariant && storageVariant !== variant)
+ {
+ if (!confirm("Unfinished " + storageVariant +
+ " computer game will be erased"))
+ {
+ return;
+ }
+ }
+ }
+ if (this.mode == "computer" && mode == "human")
{
// Save current computer game to resume it later
this.setStorage();
this.score = "*";
this.pgnTxt = ""; //redundant with this.score = "*", but cleaner
this.mode = mode;
- this.incheck = continuation
- ? this.vr
- : [];
- this.fenStart = (continuation ? localStorage.getItem("fenStart") : fen);
+ if (continuation && moves.length > 0) //NOTE: "continuation": redundant test
+ {
+ const lastMove = moves[moves.length-1];
+ this.vr.undo(lastMove);
+ this.incheck = this.vr.getCheckSquares(lastMove);
+ this.vr.play(lastMove, "ingame");
+ }
+ else
+ this.incheck = [];
+ if (continuation)
+ {
+ const prefix = (mode=="computer" ? "comp-" : "");
+ this.fenStart = localStorage.getItem(prefix+"fenStart");
+ }
+ else
+ this.fenStart = fen;
if (mode=="human")
{
-
-
-
-//TODO: refactor this. (for computer mode too), lastMove getCheckSquares...
-
-
-
-
// Opponent found!
if (!continuation) //not playing sound on game continuation
{
if (this.sound >= 1)
- new Audio("/sounds/newgame.mp3").play().then(() => {}).catch(err => {});
+ new Audio("/sounds/newgame.mp3").play().catch(err => {});
document.getElementById("modal-newgame").checked = false;
}
this.oppid = oppId;
this.oppConnected = !continuation;
this.mycolor = color;
this.seek = false;
- if (!!moves && moves.length > 0) //imply continuation
- {
- const lastMove = moves[moves.length-1];
- this.vr.undo(lastMove);
- this.incheck = this.vr.getCheckSquares(lastMove);
- this.vr.play(lastMove, "ingame");
- }
this.setStorage(); //in case of interruptions
}
else if (mode == "computer")
{
this.mycolor = Math.random() < 0.5 ? 'w' : 'b';
if (this.mycolor == 'b')
- setTimeout(this.playComputerMove, 500);
+ this.playComputerMove();
}
//else: against a (IRL) friend or problem solving: nothing more to do
},
squares.item(i).style.zIndex = "auto";
movingPiece.style = {}; //required e.g. for 0-0 with KR swap
this.play(move);
- }, 200);
+ }, 250);
},
play: function(move, programmatic) {
if (!move)
if (this.mode == "human" && this.vr.turn == this.mycolor)
this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
if (this.sound == 2)
- new Audio("/sounds/chessmove1.mp3").play().then(() => {}).catch(err => {});
+ new Audio("/sounds/chessmove1.mp3").play().catch(err => {});
if (this.mode != "idle")
{
this.incheck = this.vr.getCheckSquares(move); //is opponent in check?
{
const eog = this.vr.checkGameOver();
if (eog != "*")
- this.endGame(eog);
+ {
+ if (["human","computer"].includes(this.mode))
+ this.endGame(eog);
+ else
+ {
+ // Just show score on screen (allow undo)
+ this.score = eog;
+ this.showScoreMsg();
+ }
+ }
}
if (this.mode == "computer" && this.vr.turn != this.mycolor)
- setTimeout(this.playComputerMove, 500);
+ this.playComputerMove;
},
undo: function() {
// Navigate after game is over