Almost finished problems logic. TODO: showProblem() part
[vchess.git] / public / javascripts / base_rules.js
CommitLineData
92342261
BA
1// (Orthodox) Chess rules are defined in ChessRules class.
2// Variants generally inherit from it, and modify some parts.
3
1d184b4c
BA
4class PiPo //Piece+Position
5{
6 // o: {piece[p], color[c], posX[x], posY[y]}
7 constructor(o)
8 {
9 this.p = o.p;
10 this.c = o.c;
11 this.x = o.x;
12 this.y = o.y;
13 }
14}
15
098e8468 16// TODO: for animation, moves should contains "moving" and "fading" maybe...
1d184b4c
BA
17class Move
18{
19 // o: {appear, vanish, [start,] [end,]}
20 // appear,vanish = arrays of PiPo
21 // start,end = coordinates to apply to trigger move visually (think castle)
22 constructor(o)
23 {
24 this.appear = o.appear;
25 this.vanish = o.vanish;
26 this.start = !!o.start ? o.start : {x:o.vanish[0].x, y:o.vanish[0].y};
27 this.end = !!o.end ? o.end : {x:o.appear[0].x, y:o.appear[0].y};
28 }
29}
30
31// NOTE: x coords = top to bottom; y = left to right (from white player perspective)
32class ChessRules
33{
34 // Path to pieces
35 static getPpath(b)
36 {
37 return b; //usual pieces in pieces/ folder
38 }
39 // Turn "wb" into "B" (for FEN)
40 static board2fen(b)
41 {
42 return b[0]=='w' ? b[1].toUpperCase() : b[1];
43 }
44 // Turn "p" into "bp" (for board)
45 static fen2board(f)
46 {
47 return f.charCodeAt()<=90 ? "w"+f.toLowerCase() : "b"+f;
48 }
49
50 /////////////////
51 // INITIALIZATION
52
d3334c3a 53 // fen == "position flags"
dfb4afc1 54 constructor(fen, moves)
1d184b4c 55 {
dfb4afc1 56 this.moves = moves;
7931e479
BA
57 // Use fen string to initialize variables, flags, turn and board
58 const fenParts = fen.split(" ");
59 this.board = V.GetBoard(fenParts[0]);
60 this.setFlags(fenParts[1]); //NOTE: fenParts[1] might be undefined
61 this.setTurn(fenParts[2]); //Same note
ffbae57a 62 this.initVariables(fen);
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63 }
64
7931e479 65 // Some additional variables from FEN (variant dependant)
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66 initVariables(fen)
67 {
68 this.INIT_COL_KING = {'w':-1, 'b':-1};
69 this.INIT_COL_ROOK = {'w':[-1,-1], 'b':[-1,-1]};
92342261 70 this.kingPos = {'w':[-1,-1], 'b':[-1,-1]}; //squares of white and black king
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71 const fenParts = fen.split(" ");
72 const position = fenParts[0].split("/");
73 for (let i=0; i<position.length; i++)
74 {
6037f1d8
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75 let k = 0; //column index on board
76 for (let j=0; j<position[i].length; j++)
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77 {
78 switch (position[i].charAt(j))
79 {
80 case 'k':
6037f1d8
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81 this.kingPos['b'] = [i,k];
82 this.INIT_COL_KING['b'] = k;
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83 break;
84 case 'K':
6037f1d8
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85 this.kingPos['w'] = [i,k];
86 this.INIT_COL_KING['w'] = k;
1d184b4c
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87 break;
88 case 'r':
89 if (this.INIT_COL_ROOK['b'][0] < 0)
6037f1d8 90 this.INIT_COL_ROOK['b'][0] = k;
1d184b4c 91 else
6037f1d8 92 this.INIT_COL_ROOK['b'][1] = k;
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BA
93 break;
94 case 'R':
95 if (this.INIT_COL_ROOK['w'][0] < 0)
6037f1d8 96 this.INIT_COL_ROOK['w'][0] = k;
1d184b4c 97 else
6037f1d8 98 this.INIT_COL_ROOK['w'][1] = k;
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99 break;
100 default:
7931e479 101 const num = parseInt(position[i].charAt(j));
1d184b4c 102 if (!isNaN(num))
6037f1d8 103 k += (num-1);
1d184b4c 104 }
6037f1d8 105 k++;
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106 }
107 }
0b7d99ec 108 const epSq = (this.moves.length > 0 ? this.getEpSquare(this.lastMove) : undefined);
1d184b4c 109 this.epSquares = [ epSq ];
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110 }
111
7931e479
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112 // Check if FEN describe a position
113 static IsGoodFen(fen)
114 {
115 const fenParts = fen.split(" ");
116 if (fenParts.length== 0 || fenParts.length > 3)
117 return false;
118 // 1) Check position
119 const position = fenParts[0];
120 const rows = position.split("/");
121 if (rows.length != V.size.x)
122 return false;
123 for (let row of rows)
124 {
125 let sumElts = 0;
126 for (let i=0; i<row.length; i++)
127 {
128 if (V.PIECES.includes(row[i].toLowerCase()))
129 sumElts++;
130 else
131 {
132 const num = parseInt(row[i]);
133 if (isNaN(num))
134 return false;
135 sumElts += num;
136 }
137 }
138 if (sumElts != V.size.y)
139 return false;
140 }
141 // 2) Check flags (if present)
142 if (fenParts.length >= 2)
143 {
144 if (!V.IsGoodFlags(fenParts[1]))
145 return false;
146 }
147 // 3) Check turn (if present)
148 if (fenParts.length == 3)
149 {
150 if (!["w","b"].includes(fenParts[2]))
151 return false;
152 }
153 return true;
154 }
155
156 // For FEN checking
157 static IsGoodFlags(flags)
158 {
159 return !!flags.match(/^[01]{4,4}$/);
160 }
161
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162 // Turn diagram fen into double array ["wb","wp","bk",...]
163 static GetBoard(fen)
164 {
7931e479 165 const rows = fen.split(" ")[0].split("/");
0b7d99ec 166 let board = doubleArray(V.size.x, V.size.y, "");
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167 for (let i=0; i<rows.length; i++)
168 {
169 let j = 0;
170 for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++)
171 {
7931e479
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172 const character = rows[i][indexInRow];
173 const num = parseInt(character);
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174 if (!isNaN(num))
175 j += num; //just shift j
176 else //something at position i,j
0b7d99ec 177 board[i][j++] = V.fen2board(character);
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178 }
179 }
180 return board;
181 }
182
dda21a71 183 // Extract (relevant) flags from fen
7931e479 184 setFlags(fenflags)
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185 {
186 // white a-castle, h-castle, black a-castle, h-castle
7931e479
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187 this.castleFlags = {'w': [true,true], 'b': [true,true]};
188 if (!fenflags)
189 return;
1d184b4c 190 for (let i=0; i<4; i++)
7931e479
BA
191 this.castleFlags[i < 2 ? 'w' : 'b'][i%2] = (fenflags.charAt(i) == '1');
192 }
193
194 // Initialize turn (white or black)
195 setTurn(turnflag)
196 {
197 this.turn = turnflag || "w";
1d184b4c
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198 }
199
200 ///////////////////
201 // GETTERS, SETTERS
202
0b7d99ec
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203 static get size() { return {x:8, y:8}; }
204
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205 // Two next functions return 'undefined' if called on empty square
206 getColor(i,j) { return this.board[i][j].charAt(0); }
207 getPiece(i,j) { return this.board[i][j].charAt(1); }
208
209 // Color
0b7d99ec 210 getOppCol(color) { return (color=="w" ? "b" : "w"); }
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211
212 get lastMove() {
213 const L = this.moves.length;
0b7d99ec 214 return (L>0 ? this.moves[L-1] : null);
1d184b4c 215 }
0b7d99ec 216
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BA
217 // Pieces codes
218 static get PAWN() { return 'p'; }
219 static get ROOK() { return 'r'; }
220 static get KNIGHT() { return 'n'; }
221 static get BISHOP() { return 'b'; }
222 static get QUEEN() { return 'q'; }
223 static get KING() { return 'k'; }
224
7931e479
BA
225 // For FEN checking:
226 static get PIECES() {
227 return [V.PAWN,V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN,V.KING];
228 }
229
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230 // Empty square
231 static get EMPTY() { return ''; }
232
233 // Some pieces movements
234 static get steps() {
235 return {
236 'r': [ [-1,0],[1,0],[0,-1],[0,1] ],
237 'n': [ [-1,-2],[-1,2],[1,-2],[1,2],[-2,-1],[-2,1],[2,-1],[2,1] ],
238 'b': [ [-1,-1],[-1,1],[1,-1],[1,1] ],
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239 };
240 }
241
2526c041
BA
242 // Aggregates flags into one object
243 get flags() {
244 return this.castleFlags;
245 }
246
247 // Reverse operation
248 parseFlags(flags)
249 {
250 this.castleFlags = flags;
251 }
252
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253 // En-passant square, if any
254 getEpSquare(move)
255 {
256 const [sx,sy,ex] = [move.start.x,move.start.y,move.end.x];
0b7d99ec 257 if (this.getPiece(sx,sy) == V.PAWN && Math.abs(sx - ex) == 2)
1d184b4c
BA
258 {
259 return {
260 x: (sx + ex)/2,
261 y: sy
262 };
263 }
264 return undefined; //default
265 }
266
dda21a71 267 // Can thing on square1 take thing on square2
46302e64 268 canTake([x1,y1], [x2,y2])
1d184b4c 269 {
0b7d99ec 270 return this.getColor(x1,y1) !== this.getColor(x2,y2);
1d184b4c
BA
271 }
272
273 ///////////////////
274 // MOVES GENERATION
275
276 // All possible moves from selected square (assumption: color is OK)
277 getPotentialMovesFrom([x,y])
278 {
1d184b4c
BA
279 switch (this.getPiece(x,y))
280 {
0b7d99ec 281 case V.PAWN:
46302e64 282 return this.getPotentialPawnMoves([x,y]);
0b7d99ec 283 case V.ROOK:
46302e64 284 return this.getPotentialRookMoves([x,y]);
0b7d99ec 285 case V.KNIGHT:
46302e64 286 return this.getPotentialKnightMoves([x,y]);
0b7d99ec 287 case V.BISHOP:
46302e64 288 return this.getPotentialBishopMoves([x,y]);
0b7d99ec 289 case V.QUEEN:
46302e64 290 return this.getPotentialQueenMoves([x,y]);
0b7d99ec 291 case V.KING:
46302e64 292 return this.getPotentialKingMoves([x,y]);
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293 }
294 }
295
296 // Build a regular move from its initial and destination squares; tr: transformation
46302e64 297 getBasicMove([sx,sy], [ex,ey], tr)
1d184b4c 298 {
2526c041 299 let mv = new Move({
1d184b4c
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300 appear: [
301 new PiPo({
302 x: ex,
303 y: ey,
46302e64
BA
304 c: !!tr ? tr.c : this.getColor(sx,sy),
305 p: !!tr ? tr.p : this.getPiece(sx,sy)
1d184b4c
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306 })
307 ],
308 vanish: [
309 new PiPo({
310 x: sx,
311 y: sy,
312 c: this.getColor(sx,sy),
313 p: this.getPiece(sx,sy)
314 })
315 ]
316 });
317
318 // The opponent piece disappears if we take it
0b7d99ec 319 if (this.board[ex][ey] != V.EMPTY)
1d184b4c
BA
320 {
321 mv.vanish.push(
322 new PiPo({
323 x: ex,
324 y: ey,
325 c: this.getColor(ex,ey),
326 p: this.getPiece(ex,ey)
327 })
328 );
329 }
330 return mv;
331 }
332
0b7d99ec
BA
333 // Is (x,y) on the chessboard?
334 static OnBoard(x,y)
335 {
336 return (x>=0 && x<V.size.x && y>=0 && y<V.size.y);
337 }
338
1d184b4c 339 // Generic method to find possible moves of non-pawn pieces ("sliding or jumping")
46302e64 340 getSlideNJumpMoves([x,y], steps, oneStep)
1d184b4c 341 {
46302e64 342 const color = this.getColor(x,y);
2526c041 343 let moves = [];
1d184b4c
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344 outerLoop:
345 for (let step of steps)
346 {
46302e64
BA
347 let i = x + step[0];
348 let j = y + step[1];
0b7d99ec 349 while (V.OnBoard(i,j) && this.board[i][j] == V.EMPTY)
1d184b4c 350 {
46302e64 351 moves.push(this.getBasicMove([x,y], [i,j]));
1d184b4c
BA
352 if (oneStep !== undefined)
353 continue outerLoop;
354 i += step[0];
355 j += step[1];
356 }
0b7d99ec 357 if (V.OnBoard(i,j) && this.canTake([x,y], [i,j]))
46302e64 358 moves.push(this.getBasicMove([x,y], [i,j]));
1d184b4c
BA
359 }
360 return moves;
361 }
362
dda21a71 363 // What are the pawn moves from square x,y ?
46302e64 364 getPotentialPawnMoves([x,y])
1d184b4c 365 {
2526c041
BA
366 const color = this.turn;
367 let moves = [];
0b7d99ec 368 const [sizeX,sizeY] = [V.size.x,V.size.y];
2526c041 369 const shift = (color == "w" ? -1 : 1);
cf130369
BA
370 const firstRank = (color == 'w' ? sizeX-1 : 0);
371 const startRank = (color == "w" ? sizeX-2 : 1);
372 const lastRank = (color == "w" ? 0 : sizeX-1);
1d184b4c
BA
373
374 if (x+shift >= 0 && x+shift < sizeX && x+shift != lastRank)
375 {
376 // Normal moves
377 if (this.board[x+shift][y] == V.EMPTY)
378 {
46302e64 379 moves.push(this.getBasicMove([x,y], [x+shift,y]));
1221ac47 380 // Next condition because variants with pawns on 1st rank allow them to jump
2526c041 381 if ([startRank,firstRank].includes(x) && this.board[x+2*shift][y] == V.EMPTY)
1d184b4c
BA
382 {
383 // Two squares jump
46302e64 384 moves.push(this.getBasicMove([x,y], [x+2*shift,y]));
1d184b4c
BA
385 }
386 }
387 // Captures
0b7d99ec
BA
388 if (y>0 && this.board[x+shift][y-1] != V.EMPTY
389 && this.canTake([x,y], [x+shift,y-1]))
1221ac47 390 {
46302e64 391 moves.push(this.getBasicMove([x,y], [x+shift,y-1]));
1221ac47 392 }
0b7d99ec
BA
393 if (y<sizeY-1 && this.board[x+shift][y+1] != V.EMPTY
394 && this.canTake([x,y], [x+shift,y+1]))
1221ac47 395 {
46302e64 396 moves.push(this.getBasicMove([x,y], [x+shift,y+1]));
1221ac47 397 }
1d184b4c
BA
398 }
399
400 if (x+shift == lastRank)
401 {
402 // Promotion
68f5ccc8 403 const pawnColor = this.getColor(x,y); //can be different for checkered
1d184b4c
BA
404 let promotionPieces = [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN];
405 promotionPieces.forEach(p => {
406 // Normal move
407 if (this.board[x+shift][y] == V.EMPTY)
68f5ccc8 408 moves.push(this.getBasicMove([x,y], [x+shift,y], {c:pawnColor,p:p}));
1d184b4c 409 // Captures
0b7d99ec
BA
410 if (y>0 && this.board[x+shift][y-1] != V.EMPTY
411 && this.canTake([x,y], [x+shift,y-1]))
1221ac47 412 {
68f5ccc8 413 moves.push(this.getBasicMove([x,y], [x+shift,y-1], {c:pawnColor,p:p}));
1221ac47 414 }
0b7d99ec
BA
415 if (y<sizeY-1 && this.board[x+shift][y+1] != V.EMPTY
416 && this.canTake([x,y], [x+shift,y+1]))
1221ac47 417 {
68f5ccc8 418 moves.push(this.getBasicMove([x,y], [x+shift,y+1], {c:pawnColor,p:p}));
1221ac47 419 }
1d184b4c
BA
420 });
421 }
422
423 // En passant
424 const Lep = this.epSquares.length;
0b7d99ec 425 const epSquare = (Lep>0 ? this.epSquares[Lep-1] : undefined);
1d184b4c
BA
426 if (!!epSquare && epSquare.x == x+shift && Math.abs(epSquare.y - y) == 1)
427 {
0b7d99ec
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428 const epStep = epSquare.y - y;
429 let enpassantMove = this.getBasicMove([x,y], [x+shift,y+epStep]);
1d184b4c
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430 enpassantMove.vanish.push({
431 x: x,
432 y: y+epStep,
433 p: 'p',
434 c: this.getColor(x,y+epStep)
435 });
436 moves.push(enpassantMove);
437 }
438
439 return moves;
440 }
441
442 // What are the rook moves from square x,y ?
46302e64 443 getPotentialRookMoves(sq)
1d184b4c 444 {
0b7d99ec 445 return this.getSlideNJumpMoves(sq, V.steps[V.ROOK]);
1d184b4c
BA
446 }
447
448 // What are the knight moves from square x,y ?
46302e64 449 getPotentialKnightMoves(sq)
1d184b4c 450 {
0b7d99ec 451 return this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep");
1d184b4c
BA
452 }
453
454 // What are the bishop moves from square x,y ?
46302e64 455 getPotentialBishopMoves(sq)
1d184b4c 456 {
0b7d99ec 457 return this.getSlideNJumpMoves(sq, V.steps[V.BISHOP]);
1d184b4c
BA
458 }
459
460 // What are the queen moves from square x,y ?
46302e64 461 getPotentialQueenMoves(sq)
1d184b4c 462 {
a37076f1 463 return this.getSlideNJumpMoves(sq, V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
1d184b4c
BA
464 }
465
466 // What are the king moves from square x,y ?
46302e64 467 getPotentialKingMoves(sq)
1d184b4c
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468 {
469 // Initialize with normal moves
a37076f1
BA
470 let moves = this.getSlideNJumpMoves(sq,
471 V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep");
46302e64 472 return moves.concat(this.getCastleMoves(sq));
1d184b4c
BA
473 }
474
46302e64 475 getCastleMoves([x,y])
1d184b4c 476 {
46302e64 477 const c = this.getColor(x,y);
0b7d99ec 478 if (x != (c=="w" ? V.size.x-1 : 0) || y != this.INIT_COL_KING[c])
1d184b4c
BA
479 return []; //x isn't first rank, or king has moved (shortcut)
480
1d184b4c
BA
481 // Castling ?
482 const oppCol = this.getOppCol(c);
483 let moves = [];
484 let i = 0;
0b7d99ec 485 const finalSquares = [ [2,3], [V.size.y-2,V.size.y-3] ]; //king, then rook
1d184b4c
BA
486 castlingCheck:
487 for (let castleSide=0; castleSide < 2; castleSide++) //large, then small
488 {
2526c041 489 if (!this.castleFlags[c][castleSide])
1d184b4c
BA
490 continue;
491 // If this code is reached, rooks and king are on initial position
492
493 // Nothing on the path of the king (and no checks; OK also if y==finalSquare)?
494 let step = finalSquares[castleSide][0] < y ? -1 : 1;
495 for (i=y; i!=finalSquares[castleSide][0]; i+=step)
496 {
cf130369 497 if (this.isAttacked([x,i], [oppCol]) || (this.board[x][i] != V.EMPTY &&
1d184b4c
BA
498 // NOTE: next check is enough, because of chessboard constraints
499 (this.getColor(x,i) != c || ![V.KING,V.ROOK].includes(this.getPiece(x,i)))))
500 {
501 continue castlingCheck;
502 }
503 }
504
505 // Nothing on the path to the rook?
506 step = castleSide == 0 ? -1 : 1;
507 for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step)
508 {
509 if (this.board[x][i] != V.EMPTY)
510 continue castlingCheck;
511 }
512 const rookPos = this.INIT_COL_ROOK[c][castleSide];
513
514 // Nothing on final squares, except maybe king and castling rook?
515 for (i=0; i<2; i++)
516 {
517 if (this.board[x][finalSquares[castleSide][i]] != V.EMPTY &&
518 this.getPiece(x,finalSquares[castleSide][i]) != V.KING &&
519 finalSquares[castleSide][i] != rookPos)
520 {
521 continue castlingCheck;
522 }
523 }
524
525 // If this code is reached, castle is valid
526 moves.push( new Move({
527 appear: [
528 new PiPo({x:x,y:finalSquares[castleSide][0],p:V.KING,c:c}),
529 new PiPo({x:x,y:finalSquares[castleSide][1],p:V.ROOK,c:c})],
530 vanish: [
531 new PiPo({x:x,y:y,p:V.KING,c:c}),
532 new PiPo({x:x,y:rookPos,p:V.ROOK,c:c})],
533 end: Math.abs(y - rookPos) <= 2
534 ? {x:x, y:rookPos}
535 : {x:x, y:y + 2 * (castleSide==0 ? -1 : 1)}
536 }) );
537 }
538
539 return moves;
540 }
541
542 ///////////////////
543 // MOVES VALIDATION
544
46302e64 545 canIplay(side, [x,y])
1d184b4c 546 {
7931e479 547 return (this.turn == side && this.getColor(x,y) == side);
1d184b4c
BA
548 }
549
550 getPossibleMovesFrom(sq)
551 {
552 // Assuming color is right (already checked)
553 return this.filterValid( this.getPotentialMovesFrom(sq) );
554 }
555
92342261 556 // TODO: promotions (into R,B,N,Q) should be filtered only once
1d184b4c
BA
557 filterValid(moves)
558 {
559 if (moves.length == 0)
560 return [];
b8121223 561 return moves.filter(m => { return !this.underCheck(m); });
1d184b4c
BA
562 }
563
564 // Search for all valid moves considering current turn (for engine and game end)
46302e64 565 getAllValidMoves()
1d184b4c 566 {
46302e64 567 const color = this.turn;
1d184b4c 568 const oppCol = this.getOppCol(color);
c6052161 569 let potentialMoves = [];
0b7d99ec 570 for (let i=0; i<V.size.x; i++)
1d184b4c 571 {
0b7d99ec 572 for (let j=0; j<V.size.y; j++)
1d184b4c 573 {
92342261 574 // Next condition "!= oppCol" = harmless hack to work with checkered variant
0b7d99ec 575 if (this.board[i][j] != V.EMPTY && this.getColor(i,j) != oppCol)
1d184b4c
BA
576 Array.prototype.push.apply(potentialMoves, this.getPotentialMovesFrom([i,j]));
577 }
578 }
579 // NOTE: prefer lazy undercheck tests, letting the king being taken?
580 // No: if happen on last 1/2 move, could lead to forbidden moves, wrong evals
581 return this.filterValid(potentialMoves);
582 }
9de73b71 583
e64a4eff 584 // Stop at the first move found
46302e64 585 atLeastOneMove()
e64a4eff 586 {
46302e64 587 const color = this.turn;
e64a4eff 588 const oppCol = this.getOppCol(color);
0b7d99ec 589 for (let i=0; i<V.size.x; i++)
e64a4eff 590 {
0b7d99ec 591 for (let j=0; j<V.size.y; j++)
e64a4eff 592 {
0b7d99ec 593 if (this.board[i][j] != V.EMPTY && this.getColor(i,j) != oppCol)
e64a4eff
BA
594 {
595 const moves = this.getPotentialMovesFrom([i,j]);
596 if (moves.length > 0)
597 {
9de73b71 598 for (let k=0; k<moves.length; k++)
e64a4eff 599 {
9de73b71 600 if (this.filterValid([moves[k]]).length > 0)
e64a4eff
BA
601 return true;
602 }
603 }
604 }
605 }
606 }
607 return false;
608 }
1d184b4c 609
dda21a71 610 // Check if pieces of color in array 'colors' are attacking square x,y
46302e64 611 isAttacked(sq, colors)
1d184b4c 612 {
46302e64
BA
613 return (this.isAttackedByPawn(sq, colors)
614 || this.isAttackedByRook(sq, colors)
615 || this.isAttackedByKnight(sq, colors)
616 || this.isAttackedByBishop(sq, colors)
617 || this.isAttackedByQueen(sq, colors)
618 || this.isAttackedByKing(sq, colors));
1d184b4c
BA
619 }
620
dda21a71 621 // Is square x,y attacked by 'colors' pawns ?
46302e64 622 isAttackedByPawn([x,y], colors)
1d184b4c 623 {
46302e64 624 for (let c of colors)
1d184b4c 625 {
46302e64 626 let pawnShift = (c=="w" ? 1 : -1);
0b7d99ec 627 if (x+pawnShift>=0 && x+pawnShift<V.size.x)
1d184b4c 628 {
46302e64 629 for (let i of [-1,1])
1d184b4c 630 {
0b7d99ec 631 if (y+i>=0 && y+i<V.size.y && this.getPiece(x+pawnShift,y+i)==V.PAWN
46302e64
BA
632 && this.getColor(x+pawnShift,y+i)==c)
633 {
634 return true;
635 }
1d184b4c
BA
636 }
637 }
638 }
639 return false;
640 }
641
dda21a71 642 // Is square x,y attacked by 'colors' rooks ?
46302e64 643 isAttackedByRook(sq, colors)
1d184b4c 644 {
0b7d99ec 645 return this.isAttackedBySlideNJump(sq, colors, V.ROOK, V.steps[V.ROOK]);
1d184b4c
BA
646 }
647
dda21a71 648 // Is square x,y attacked by 'colors' knights ?
46302e64 649 isAttackedByKnight(sq, colors)
1d184b4c 650 {
46302e64 651 return this.isAttackedBySlideNJump(sq, colors,
0b7d99ec 652 V.KNIGHT, V.steps[V.KNIGHT], "oneStep");
1d184b4c
BA
653 }
654
dda21a71 655 // Is square x,y attacked by 'colors' bishops ?
46302e64 656 isAttackedByBishop(sq, colors)
1d184b4c 657 {
0b7d99ec 658 return this.isAttackedBySlideNJump(sq, colors, V.BISHOP, V.steps[V.BISHOP]);
1d184b4c
BA
659 }
660
dda21a71 661 // Is square x,y attacked by 'colors' queens ?
46302e64 662 isAttackedByQueen(sq, colors)
1d184b4c 663 {
a37076f1
BA
664 return this.isAttackedBySlideNJump(sq, colors, V.QUEEN,
665 V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
1d184b4c
BA
666 }
667
dda21a71 668 // Is square x,y attacked by 'colors' king(s) ?
46302e64 669 isAttackedByKing(sq, colors)
1d184b4c 670 {
a37076f1
BA
671 return this.isAttackedBySlideNJump(sq, colors, V.KING,
672 V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep");
1d184b4c
BA
673 }
674
1221ac47 675 // Generic method for non-pawn pieces ("sliding or jumping"):
dda21a71 676 // is x,y attacked by a piece of color in array 'colors' ?
46302e64 677 isAttackedBySlideNJump([x,y], colors, piece, steps, oneStep)
1d184b4c
BA
678 {
679 for (let step of steps)
680 {
681 let rx = x+step[0], ry = y+step[1];
0b7d99ec 682 while (V.OnBoard(rx,ry) && this.board[rx][ry] == V.EMPTY && !oneStep)
1d184b4c
BA
683 {
684 rx += step[0];
685 ry += step[1];
686 }
0b7d99ec
BA
687 if (V.OnBoard(rx,ry) && this.getPiece(rx,ry) === piece
688 && colors.includes(this.getColor(rx,ry)))
1d184b4c
BA
689 {
690 return true;
691 }
692 }
693 return false;
694 }
695
dda21a71 696 // Is current player under check after his move ?
46302e64 697 underCheck(move)
1d184b4c 698 {
46302e64 699 const color = this.turn;
1d184b4c 700 this.play(move);
cf130369 701 let res = this.isAttacked(this.kingPos[color], [this.getOppCol(color)]);
1d184b4c
BA
702 this.undo(move);
703 return res;
704 }
705
dda21a71 706 // On which squares is opponent under check after our move ?
46302e64 707 getCheckSquares(move)
4b5fe306
BA
708 {
709 this.play(move);
204e289b 710 const color = this.turn; //opponent
cf130369 711 let res = this.isAttacked(this.kingPos[color], [this.getOppCol(color)])
46302e64 712 ? [ JSON.parse(JSON.stringify(this.kingPos[color])) ] //need to duplicate!
4b5fe306
BA
713 : [ ];
714 this.undo(move);
715 return res;
716 }
717
1d184b4c
BA
718 // Apply a move on board
719 static PlayOnBoard(board, move)
720 {
721 for (let psq of move.vanish)
0b7d99ec 722 board[psq.x][psq.y] = V.EMPTY;
1d184b4c
BA
723 for (let psq of move.appear)
724 board[psq.x][psq.y] = psq.c + psq.p;
725 }
726 // Un-apply the played move
727 static UndoOnBoard(board, move)
728 {
729 for (let psq of move.appear)
0b7d99ec 730 board[psq.x][psq.y] = V.EMPTY;
1d184b4c
BA
731 for (let psq of move.vanish)
732 board[psq.x][psq.y] = psq.c + psq.p;
733 }
734
d3334c3a 735 // Before move is played, update variables + flags
1d184b4c
BA
736 updateVariables(move)
737 {
738 const piece = this.getPiece(move.start.x,move.start.y);
0b7d99ec
BA
739 const c = this.turn;
740 const firstRank = (c == "w" ? V.size.x-1 : 0);
1d184b4c
BA
741
742 // Update king position + flags
0b7d99ec 743 if (piece == V.KING && move.appear.length > 0)
1d184b4c
BA
744 {
745 this.kingPos[c][0] = move.appear[0].x;
746 this.kingPos[c][1] = move.appear[0].y;
2526c041 747 this.castleFlags[c] = [false,false];
1d184b4c
BA
748 return;
749 }
750 const oppCol = this.getOppCol(c);
0b7d99ec 751 const oppFirstRank = (V.size.x-1) - firstRank;
1d184b4c
BA
752 if (move.start.x == firstRank //our rook moves?
753 && this.INIT_COL_ROOK[c].includes(move.start.y))
754 {
2526c041
BA
755 const flagIdx = (move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1);
756 this.castleFlags[c][flagIdx] = false;
1d184b4c
BA
757 }
758 else if (move.end.x == oppFirstRank //we took opponent rook?
aea1443e 759 && this.INIT_COL_ROOK[oppCol].includes(move.end.y))
1d184b4c 760 {
2526c041
BA
761 const flagIdx = (move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1);
762 this.castleFlags[oppCol][flagIdx] = false;
1d184b4c
BA
763 }
764 }
765
dda21a71
BA
766 // After move is undo-ed, un-update variables (flags are reset)
767 // TODO: more symmetry, by storing flags increment in move...
d3334c3a 768 unupdateVariables(move)
1d184b4c 769 {
d3334c3a
BA
770 // (Potentially) Reset king position
771 const c = this.getColor(move.start.x,move.start.y);
0b7d99ec 772 if (this.getPiece(move.start.x,move.start.y) == V.KING)
d3334c3a
BA
773 this.kingPos[c] = [move.start.x, move.start.y];
774 }
1d184b4c 775
15c1295a
BA
776 // Hash of position+flags+turn after a move is played (to detect repetitions)
777 getHashState()
331fc58c 778 {
7931e479 779 return hex_md5(this.getFen());
331fc58c
BA
780 }
781
d3334c3a
BA
782 play(move, ingame)
783 {
a3c86ec9
BA
784 // DEBUG:
785// if (!this.states) this.states = [];
786// if (!ingame) this.states.push(JSON.stringify(this.board));
787
dfb4afc1 788 if (!!ingame)
6752407b 789 move.notation = [this.getNotation(move), this.getLongNotation(move)];
dfb4afc1 790
2526c041 791 move.flags = JSON.stringify(this.flags); //save flags (for undo)
d3334c3a
BA
792 this.updateVariables(move);
793 this.moves.push(move);
1d184b4c 794 this.epSquares.push( this.getEpSquare(move) );
0b7d99ec 795 V.PlayOnBoard(this.board, move);
331fc58c
BA
796
797 if (!!ingame)
15c1295a 798 move.hash = this.getHashState();
1d184b4c
BA
799 }
800
cd4cad04 801 undo(move)
1d184b4c 802 {
0b7d99ec 803 V.UndoOnBoard(this.board, move);
1d184b4c 804 this.epSquares.pop();
d3334c3a
BA
805 this.moves.pop();
806 this.unupdateVariables(move);
2526c041 807 this.parseFlags(JSON.parse(move.flags));
a3c86ec9
BA
808
809 // DEBUG:
810// if (JSON.stringify(this.board) != this.states[this.states.length-1])
811// debugger;
812// this.states.pop();
1d184b4c
BA
813 }
814
815 //////////////
816 // END OF GAME
817
331fc58c 818 // Check for 3 repetitions (position + flags + turn)
1af36beb 819 checkRepetition()
1d184b4c 820 {
15c1295a
BA
821 if (!this.hashStates)
822 this.hashStates = {};
823 const startIndex =
824 Object.values(this.hashStates).reduce((a,b) => { return a+b; }, 0)
825 // Update this.hashStates with last move (or all moves if continuation)
826 // NOTE: redundant storage, but faster and moderate size
827 for (let i=startIndex; i<this.moves.length; i++)
828 {
829 const move = this.moves[i];
830 if (!this.hashStates[move.hash])
831 this.hashStates[move.hash] = 1;
832 else
833 this.hashStates[move.hash]++;
834 }
331fc58c 835 return Object.values(this.hashStates).some(elt => { return (elt >= 3); });
1af36beb 836 }
1d184b4c 837
dda21a71 838 // Is game over ? And if yes, what is the score ?
1af36beb
BA
839 checkGameOver()
840 {
841 if (this.checkRepetition())
842 return "1/2";
843
844 if (this.atLeastOneMove()) // game not over
1d184b4c 845 return "*";
1d184b4c
BA
846
847 // Game over
46302e64 848 return this.checkGameEnd();
1d184b4c
BA
849 }
850
46302e64
BA
851 // No moves are possible: compute score
852 checkGameEnd()
1d184b4c 853 {
46302e64 854 const color = this.turn;
1d184b4c 855 // No valid move: stalemate or checkmate?
cf130369 856 if (!this.isAttacked(this.kingPos[color], [this.getOppCol(color)]))
1d184b4c
BA
857 return "1/2";
858 // OK, checkmate
859 return color == "w" ? "0-1" : "1-0";
860 }
861
862 ////////
863 //ENGINE
864
865 // Pieces values
866 static get VALUES() {
867 return {
868 'p': 1,
869 'r': 5,
870 'n': 3,
871 'b': 3,
872 'q': 9,
873 'k': 1000
874 };
875 }
876
9e42b4dd
BA
877 static get INFINITY() {
878 return 9999; //"checkmate" (unreachable eval)
879 }
880
881 static get THRESHOLD_MATE() {
882 // At this value or above, the game is over
0b7d99ec 883 return V.INFINITY;
9e42b4dd
BA
884 }
885
3c09dc49
BA
886 static get SEARCH_DEPTH() {
887 return 3; //2 for high branching factor, 4 for small (Loser chess)
888 }
889
1d184b4c 890 // Assumption: at least one legal move
a6abf094
BA
891 // NOTE: works also for extinction chess because depth is 3...
892 getComputerMove()
1d184b4c 893 {
0b7d99ec 894 const maxeval = V.INFINITY;
46302e64 895 const color = this.turn;
15952ada
BA
896 // Some variants may show a bigger moves list to the human (Switching),
897 // thus the argument "computer" below (which is generally ignored)
898 let moves1 = this.getAllValidMoves("computer");
a6abf094
BA
899
900 // Can I mate in 1 ? (for Magnetic & Extinction)
901 for (let i of _.shuffle(_.range(moves1.length)))
902 {
903 this.play(moves1[i]);
0b7d99ec
BA
904 let finish = (Math.abs(this.evalPosition()) >= V.THRESHOLD_MATE);
905 if (!finish && !this.atLeastOneMove())
906 {
907 // Try mate (for other variants)
908 const score = this.checkGameEnd();
909 if (score != "1/2")
910 finish = true;
911 }
a6abf094
BA
912 this.undo(moves1[i]);
913 if (finish)
914 return moves1[i];
915 }
1d184b4c 916
06ddfe34 917 // Rank moves using a min-max at depth 2
1d184b4c
BA
918 for (let i=0; i<moves1.length; i++)
919 {
9e42b4dd 920 moves1[i].eval = (color=="w" ? -1 : 1) * maxeval; //very low, I'm checkmated
1d184b4c 921 this.play(moves1[i]);
68f5ccc8
BA
922 let eval2 = undefined;
923 if (this.atLeastOneMove())
1d184b4c 924 {
68f5ccc8
BA
925 eval2 = (color=="w" ? 1 : -1) * maxeval; //initialized with checkmate value
926 // Second half-move:
15952ada 927 let moves2 = this.getAllValidMoves("computer");
68f5ccc8
BA
928 for (let j=0; j<moves2.length; j++)
929 {
930 this.play(moves2[j]);
931 let evalPos = undefined;
932 if (this.atLeastOneMove())
933 evalPos = this.evalPosition()
934 else
935 {
936 // Work with scores for Loser variant
937 const score = this.checkGameEnd();
938 evalPos = (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
939 }
940 if ((color == "w" && evalPos < eval2) || (color=="b" && evalPos > eval2))
941 eval2 = evalPos;
942 this.undo(moves2[j]);
943 }
944 }
945 else
946 {
947 const score = this.checkGameEnd();
948 eval2 = (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
1d184b4c 949 }
92342261
BA
950 if ((color=="w" && eval2 > moves1[i].eval)
951 || (color=="b" && eval2 < moves1[i].eval))
952 {
1d184b4c 953 moves1[i].eval = eval2;
92342261 954 }
1d184b4c
BA
955 this.undo(moves1[i]);
956 }
957 moves1.sort( (a,b) => { return (color=="w" ? 1 : -1) * (b.eval - a.eval); });
11a31682 958 //console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; }));
1d184b4c 959
3c09dc49
BA
960 let candidates = [0]; //indices of candidates moves
961 for (let j=1; j<moves1.length && moves1[j].eval == moves1[0].eval; j++)
962 candidates.push(j);
963 let currentBest = moves1[_.sample(candidates, 1)];
964
e82cd979
BA
965 // From here, depth >= 3: may take a while, so we control time
966 const timeStart = Date.now();
967
a6abf094 968 // Skip depth 3+ if we found a checkmate (or if we are checkmated in 1...)
0b7d99ec 969 if (V.SEARCH_DEPTH >= 3 && Math.abs(moves1[0].eval) < V.THRESHOLD_MATE)
e64a4eff 970 {
9e42b4dd
BA
971 for (let i=0; i<moves1.length; i++)
972 {
e82cd979
BA
973 if (Date.now()-timeStart >= 5000) //more than 5 seconds
974 return currentBest; //depth 2 at least
9e42b4dd
BA
975 this.play(moves1[i]);
976 // 0.1 * oldEval : heuristic to avoid some bad moves (not all...)
3c09dc49 977 moves1[i].eval = 0.1*moves1[i].eval +
0b7d99ec 978 this.alphabeta(V.SEARCH_DEPTH-1, -maxeval, maxeval);
9e42b4dd
BA
979 this.undo(moves1[i]);
980 }
981 moves1.sort( (a,b) => { return (color=="w" ? 1 : -1) * (b.eval - a.eval); });
e64a4eff 982 }
3c09dc49
BA
983 else
984 return currentBest;
68f5ccc8 985 //console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; }));
1d184b4c 986
3c09dc49 987 candidates = [0];
1d184b4c
BA
988 for (let j=1; j<moves1.length && moves1[j].eval == moves1[0].eval; j++)
989 candidates.push(j);
1d184b4c
BA
990 return moves1[_.sample(candidates, 1)];
991 }
992
46302e64 993 alphabeta(depth, alpha, beta)
1d184b4c 994 {
0b7d99ec 995 const maxeval = V.INFINITY;
46302e64
BA
996 const color = this.turn;
997 if (!this.atLeastOneMove())
1d184b4c 998 {
46302e64 999 switch (this.checkGameEnd())
1d184b4c 1000 {
68f5ccc8
BA
1001 case "1/2":
1002 return 0;
1003 default:
1004 const score = this.checkGameEnd();
1005 return (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
1d184b4c
BA
1006 }
1007 }
1008 if (depth == 0)
1009 return this.evalPosition();
15952ada 1010 const moves = this.getAllValidMoves("computer");
9e42b4dd 1011 let v = color=="w" ? -maxeval : maxeval;
1d184b4c
BA
1012 if (color == "w")
1013 {
1014 for (let i=0; i<moves.length; i++)
1015 {
1016 this.play(moves[i]);
46302e64 1017 v = Math.max(v, this.alphabeta(depth-1, alpha, beta));
1d184b4c
BA
1018 this.undo(moves[i]);
1019 alpha = Math.max(alpha, v);
1020 if (alpha >= beta)
1021 break; //beta cutoff
1022 }
1023 }
1024 else //color=="b"
1025 {
1026 for (let i=0; i<moves.length; i++)
1027 {
1028 this.play(moves[i]);
46302e64 1029 v = Math.min(v, this.alphabeta(depth-1, alpha, beta));
1d184b4c
BA
1030 this.undo(moves[i]);
1031 beta = Math.min(beta, v);
1032 if (alpha >= beta)
1033 break; //alpha cutoff
1034 }
1035 }
1036 return v;
1037 }
1038
1039 evalPosition()
1040 {
1d184b4c 1041 let evaluation = 0;
a6abf094 1042 // Just count material for now
0b7d99ec 1043 for (let i=0; i<V.size.x; i++)
1d184b4c 1044 {
0b7d99ec 1045 for (let j=0; j<V.size.y; j++)
1d184b4c 1046 {
0b7d99ec 1047 if (this.board[i][j] != V.EMPTY)
1d184b4c
BA
1048 {
1049 const sign = this.getColor(i,j) == "w" ? 1 : -1;
0b7d99ec 1050 evaluation += sign * V.VALUES[this.getPiece(i,j)];
1d184b4c
BA
1051 }
1052 }
1053 }
1054 return evaluation;
1055 }
1056
1057 ////////////
1058 // FEN utils
1059
dda21a71 1060 // Setup the initial random (assymetric) position
1d184b4c
BA
1061 static GenRandInitFen()
1062 {
32cfcea4 1063 let pieces = { "w": new Array(8), "b": new Array(8) };
1d184b4c 1064 // Shuffle pieces on first and last rank
32cfcea4 1065 for (let c of ["w","b"])
1d184b4c
BA
1066 {
1067 let positions = _.range(8);
1068
1069 // Get random squares for bishops
1070 let randIndex = 2 * _.random(3);
1071 let bishop1Pos = positions[randIndex];
1072 // The second bishop must be on a square of different color
1073 let randIndex_tmp = 2 * _.random(3) + 1;
1074 let bishop2Pos = positions[randIndex_tmp];
1075 // Remove chosen squares
1076 positions.splice(Math.max(randIndex,randIndex_tmp), 1);
1077 positions.splice(Math.min(randIndex,randIndex_tmp), 1);
1078
1079 // Get random squares for knights
1080 randIndex = _.random(5);
1081 let knight1Pos = positions[randIndex];
1082 positions.splice(randIndex, 1);
1083 randIndex = _.random(4);
1084 let knight2Pos = positions[randIndex];
1085 positions.splice(randIndex, 1);
1086
1087 // Get random square for queen
1088 randIndex = _.random(3);
1089 let queenPos = positions[randIndex];
1090 positions.splice(randIndex, 1);
1091
1092 // Rooks and king positions are now fixed, because of the ordering rook-king-rook
1093 let rook1Pos = positions[0];
1094 let kingPos = positions[1];
1095 let rook2Pos = positions[2];
1096
1097 // Finally put the shuffled pieces in the board array
1098 pieces[c][rook1Pos] = 'r';
1099 pieces[c][knight1Pos] = 'n';
1100 pieces[c][bishop1Pos] = 'b';
1101 pieces[c][queenPos] = 'q';
1102 pieces[c][kingPos] = 'k';
1103 pieces[c][bishop2Pos] = 'b';
1104 pieces[c][knight2Pos] = 'n';
1105 pieces[c][rook2Pos] = 'r';
1106 }
2eef6db6 1107 return pieces["b"].join("") +
1d184b4c 1108 "/pppppppp/8/8/8/8/PPPPPPPP/" +
32cfcea4 1109 pieces["w"].join("").toUpperCase() +
f3802fcd 1110 " 1111"; //add flags
1d184b4c
BA
1111 }
1112
1113 // Return current fen according to pieces+colors state
1114 getFen()
1115 {
7931e479 1116 return this.getBaseFen() + " " + this.getFlagsFen() + " " + this.turn;
1d184b4c
BA
1117 }
1118
dda21a71 1119 // Position part of the FEN string
1d184b4c
BA
1120 getBaseFen()
1121 {
1122 let fen = "";
0b7d99ec 1123 for (let i=0; i<V.size.x; i++)
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1124 {
1125 let emptyCount = 0;
0b7d99ec 1126 for (let j=0; j<V.size.y; j++)
1d184b4c 1127 {
0b7d99ec 1128 if (this.board[i][j] == V.EMPTY)
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1129 emptyCount++;
1130 else
1131 {
1132 if (emptyCount > 0)
1133 {
1134 // Add empty squares in-between
1135 fen += emptyCount;
1136 emptyCount = 0;
1137 }
0b7d99ec 1138 fen += V.board2fen(this.board[i][j]);
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1139 }
1140 }
1141 if (emptyCount > 0)
1142 {
1143 // "Flush remainder"
1144 fen += emptyCount;
1145 }
0b7d99ec 1146 if (i < V.size.x - 1)
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1147 fen += "/"; //separate rows
1148 }
1149 return fen;
1150 }
1151
dda21a71 1152 // Flags part of the FEN string
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1153 getFlagsFen()
1154 {
1155 let fen = "";
1156 // Add castling flags
1157 for (let i of ['w','b'])
1158 {
1159 for (let j=0; j<2; j++)
77e1ec78 1160 fen += (this.castleFlags[i][j] ? '1' : '0');
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1161 }
1162 return fen;
1163 }
1164
1165 // Context: just before move is played, turn hasn't changed
1166 getNotation(move)
1167 {
0b7d99ec 1168 if (move.appear.length == 2 && move.appear[0].p == V.KING) //castle
15952ada 1169 return (move.end.y < move.start.y ? "0-0-0" : "0-0");
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1170
1171 // Translate final square
0b7d99ec 1172 const finalSquare = String.fromCharCode(97 + move.end.y) + (V.size.x-move.end.x);
1d184b4c 1173
270968d6 1174 const piece = this.getPiece(move.start.x, move.start.y);
0b7d99ec 1175 if (piece == V.PAWN)
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1176 {
1177 // Pawn move
1178 let notation = "";
5bfb0956 1179 if (move.vanish.length > move.appear.length)
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1180 {
1181 // Capture
270968d6 1182 const startColumn = String.fromCharCode(97 + move.start.y);
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1183 notation = startColumn + "x" + finalSquare;
1184 }
1185 else //no capture
1186 notation = finalSquare;
1187 if (move.appear.length > 0 && piece != move.appear[0].p) //promotion
1188 notation += "=" + move.appear[0].p.toUpperCase();
1189 return notation;
1190 }
1191
1192 else
1193 {
1194 // Piece movement
f3c10e18
BA
1195 return piece.toUpperCase() +
1196 (move.vanish.length > move.appear.length ? "x" : "") + finalSquare;
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1197 }
1198 }
dfb4afc1 1199
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1200 // Complete the usual notation, may be required for de-ambiguification
1201 getLongNotation(move)
1202 {
1203 const startSquare =
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1204 String.fromCharCode(97 + move.start.y) + (V.size.x-move.start.x);
1205 const finalSquare = String.fromCharCode(97 + move.end.y) + (V.size.x-move.end.x);
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1206 return startSquare + finalSquare; //not encoding move. But short+long is enough
1207 }
1208
dfb4afc1 1209 // The score is already computed when calling this function
01a135e2 1210 getPGN(mycolor, score, fenStart, mode)
dfb4afc1 1211 {
16984853 1212 const zeroPad = x => { return (x<10 ? "0" : "") + x; };
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1213 let pgn = "";
1214 pgn += '[Site "vchess.club"]<br>';
1215 const d = new Date();
5e622704 1216 const opponent = mode=="human" ? "Anonymous" : "Computer";
0f51ef98 1217 pgn += '[Variant "' + variant + '"]<br>';
92342261
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1218 pgn += '[Date "' + d.getFullYear() + '-' + (d.getMonth()+1) +
1219 '-' + zeroPad(d.getDate()) + '"]<br>';
01a135e2
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1220 pgn += '[White "' + (mycolor=='w'?'Myself':opponent) + '"]<br>';
1221 pgn += '[Black "' + (mycolor=='b'?'Myself':opponent) + '"]<br>';
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1222 pgn += '[FenStart "' + fenStart + '"]<br>';
1223 pgn += '[Fen "' + this.getFen() + '"]<br>';
762b7c9c 1224 pgn += '[Result "' + score + '"]<br><br>';
dfb4afc1 1225
6752407b 1226 // Standard PGN
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1227 for (let i=0; i<this.moves.length; i++)
1228 {
1229 if (i % 2 == 0)
1230 pgn += ((i/2)+1) + ".";
6752407b 1231 pgn += this.moves[i].notation[0] + " ";
dfb4afc1 1232 }
97fc8bf7 1233 pgn += "<br><br>";
dfb4afc1 1234
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1235 // "Complete moves" PGN (helping in ambiguous cases)
1236 for (let i=0; i<this.moves.length; i++)
1237 {
1238 if (i % 2 == 0)
1239 pgn += ((i/2)+1) + ".";
1240 pgn += this.moves[i].notation[1] + " ";
1241 }
6752407b 1242
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1243 return pgn;
1244 }
1d184b4c 1245}