5c1ef97c08563f0ac7e0bc3ffee9730a37b75150
1 // (Orthodox) Chess rules are defined in ChessRules class.
2 // Variants generally inherit from it, and modify some parts.
4 class PiPo
//Piece+Position
6 // o: {piece[p], color[c], posX[x], posY[y]}
16 // TODO: for animation, moves should contains "moving" and "fading" maybe...
19 // o: {appear, vanish, [start,] [end,]}
20 // appear,vanish = arrays of PiPo
21 // start,end = coordinates to apply to trigger move visually (think castle)
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
};
31 // NOTE: x coords = top to bottom; y = left to right (from white player perspective)
37 return b
; //usual pieces in pieces/ folder
39 // Turn "wb" into "B" (for FEN)
42 return b
[0]=='w' ? b
[1].toUpperCase() : b
[1];
44 // Turn "p" into "bp" (for board)
47 return f
.charCodeAt()<=90 ? "w"+f
.toLowerCase() : "b"+f
;
53 // fen == "position flags"
54 constructor(fen
, moves
)
57 // Use fen string to initialize variables, flags and board
58 this.board
= VariantRules
.GetBoard(fen
);
60 this.initVariables(fen
);
65 this.INIT_COL_KING
= {'w':-1, 'b':-1};
66 this.INIT_COL_ROOK
= {'w':[-1,-1], 'b':[-1,-1]};
67 this.kingPos
= {'w':[-1,-1], 'b':[-1,-1]}; //squares of white and black king
68 const fenParts
= fen
.split(" ");
69 const position
= fenParts
[0].split("/");
70 for (let i
=0; i
<position
.length
; i
++)
72 let k
= 0; //column index on board
73 for (let j
=0; j
<position
[i
].length
; j
++)
75 switch (position
[i
].charAt(j
))
78 this.kingPos
['b'] = [i
,k
];
79 this.INIT_COL_KING
['b'] = k
;
82 this.kingPos
['w'] = [i
,k
];
83 this.INIT_COL_KING
['w'] = k
;
86 if (this.INIT_COL_ROOK
['b'][0] < 0)
87 this.INIT_COL_ROOK
['b'][0] = k
;
89 this.INIT_COL_ROOK
['b'][1] = k
;
92 if (this.INIT_COL_ROOK
['w'][0] < 0)
93 this.INIT_COL_ROOK
['w'][0] = k
;
95 this.INIT_COL_ROOK
['w'][1] = k
;
98 let num
= parseInt(position
[i
].charAt(j
));
105 const epSq
= this.moves
.length
> 0 ? this.getEpSquare(this.lastMove
) : undefined;
106 this.epSquares
= [ epSq
];
109 // Turn diagram fen into double array ["wb","wp","bk",...]
112 let rows
= fen
.split(" ")[0].split("/");
113 const [sizeX
,sizeY
] = VariantRules
.size
;
114 let board
= doubleArray(sizeX
, sizeY
, "");
115 for (let i
=0; i
<rows
.length
; i
++)
118 for (let indexInRow
= 0; indexInRow
< rows
[i
].length
; indexInRow
++)
120 let character
= rows
[i
][indexInRow
];
121 let num
= parseInt(character
);
123 j
+= num
; //just shift j
124 else //something at position i,j
125 board
[i
][j
++] = VariantRules
.fen2board(character
);
131 // Extract (relevant) flags from fen
134 // white a-castle, h-castle, black a-castle, h-castle
135 this.castleFlags
= {'w': new Array(2), 'b': new Array(2)};
136 let flags
= fen
.split(" ")[1]; //flags right after position
137 for (let i
=0; i
<4; i
++)
138 this.castleFlags
[i
< 2 ? 'w' : 'b'][i
%2] = (flags
.charAt(i
) == '1');
144 static get size() { return [8,8]; }
145 // Two next functions return 'undefined' if called on empty square
146 getColor(i
,j
) { return this.board
[i
][j
].charAt(0); }
147 getPiece(i
,j
) { return this.board
[i
][j
].charAt(1); }
150 getOppCol(color
) { return color
=="w" ? "b" : "w"; }
153 const L
= this.moves
.length
;
154 return L
>0 ? this.moves
[L
-1] : null;
157 return this.moves
.length
%2==0 ? 'w' : 'b';
161 static get PAWN() { return 'p'; }
162 static get ROOK() { return 'r'; }
163 static get KNIGHT() { return 'n'; }
164 static get BISHOP() { return 'b'; }
165 static get QUEEN() { return 'q'; }
166 static get KING() { return 'k'; }
169 static get EMPTY() { return ''; }
171 // Some pieces movements
174 'r': [ [-1,0],[1,0],[0,-1],[0,1] ],
175 'n': [ [-1,-2],[-1,2],[1,-2],[1,2],[-2,-1],[-2,1],[2,-1],[2,1] ],
176 'b': [ [-1,-1],[-1,1],[1,-1],[1,1] ],
180 // Aggregates flags into one object
182 return this.castleFlags
;
188 this.castleFlags
= flags
;
191 // En-passant square, if any
194 const [sx
,sy
,ex
] = [move.start
.x
,move.start
.y
,move.end
.x
];
195 if (this.getPiece(sx
,sy
) == VariantRules
.PAWN
&& Math
.abs(sx
- ex
) == 2)
202 return undefined; //default
205 // Can thing on square1 take thing on square2
206 canTake([x1
,y1
], [x2
,y2
])
208 return this.getColor(x1
,y1
) != this.getColor(x2
,y2
);
214 // All possible moves from selected square (assumption: color is OK)
215 getPotentialMovesFrom([x
,y
])
217 switch (this.getPiece(x
,y
))
219 case VariantRules
.PAWN:
220 return this.getPotentialPawnMoves([x
,y
]);
221 case VariantRules
.ROOK:
222 return this.getPotentialRookMoves([x
,y
]);
223 case VariantRules
.KNIGHT:
224 return this.getPotentialKnightMoves([x
,y
]);
225 case VariantRules
.BISHOP:
226 return this.getPotentialBishopMoves([x
,y
]);
227 case VariantRules
.QUEEN:
228 return this.getPotentialQueenMoves([x
,y
]);
229 case VariantRules
.KING:
230 return this.getPotentialKingMoves([x
,y
]);
234 // Build a regular move from its initial and destination squares; tr: transformation
235 getBasicMove([sx
,sy
], [ex
,ey
], tr
)
242 c: !!tr
? tr
.c : this.getColor(sx
,sy
),
243 p: !!tr
? tr
.p : this.getPiece(sx
,sy
)
250 c: this.getColor(sx
,sy
),
251 p: this.getPiece(sx
,sy
)
256 // The opponent piece disappears if we take it
257 if (this.board
[ex
][ey
] != VariantRules
.EMPTY
)
263 c: this.getColor(ex
,ey
),
264 p: this.getPiece(ex
,ey
)
271 // Generic method to find possible moves of non-pawn pieces ("sliding or jumping")
272 getSlideNJumpMoves([x
,y
], steps
, oneStep
)
274 const color
= this.getColor(x
,y
);
276 const [sizeX
,sizeY
] = VariantRules
.size
;
278 for (let step
of steps
)
282 while (i
>=0 && i
<sizeX
&& j
>=0 && j
<sizeY
283 && this.board
[i
][j
] == VariantRules
.EMPTY
)
285 moves
.push(this.getBasicMove([x
,y
], [i
,j
]));
286 if (oneStep
!== undefined)
291 if (i
>=0 && i
<sizeX
&& j
>=0 && j
<sizeY
&& this.canTake([x
,y
], [i
,j
]))
292 moves
.push(this.getBasicMove([x
,y
], [i
,j
]));
297 // What are the pawn moves from square x,y ?
298 getPotentialPawnMoves([x
,y
])
300 const color
= this.turn
;
302 const V
= VariantRules
;
303 const [sizeX
,sizeY
] = V
.size
;
304 const shift
= (color
== "w" ? -1 : 1);
305 const firstRank
= (color
== 'w' ? sizeX
-1 : 0);
306 const startRank
= (color
== "w" ? sizeX
-2 : 1);
307 const lastRank
= (color
== "w" ? 0 : sizeX
-1);
309 if (x
+shift
>= 0 && x
+shift
< sizeX
&& x
+shift
!= lastRank
)
312 if (this.board
[x
+shift
][y
] == V
.EMPTY
)
314 moves
.push(this.getBasicMove([x
,y
], [x
+shift
,y
]));
315 // Next condition because variants with pawns on 1st rank allow them to jump
316 if ([startRank
,firstRank
].includes(x
) && this.board
[x
+2*shift
][y
] == V
.EMPTY
)
319 moves
.push(this.getBasicMove([x
,y
], [x
+2*shift
,y
]));
323 if (y
>0 && this.canTake([x
,y
], [x
+shift
,y
-1])
324 && this.board
[x
+shift
][y
-1] != V
.EMPTY
)
326 moves
.push(this.getBasicMove([x
,y
], [x
+shift
,y
-1]));
328 if (y
<sizeY
-1 && this.canTake([x
,y
], [x
+shift
,y
+1])
329 && this.board
[x
+shift
][y
+1] != V
.EMPTY
)
331 moves
.push(this.getBasicMove([x
,y
], [x
+shift
,y
+1]));
335 if (x
+shift
== lastRank
)
338 const pawnColor
= this.getColor(x
,y
); //can be different for checkered
339 let promotionPieces
= [V
.ROOK
,V
.KNIGHT
,V
.BISHOP
,V
.QUEEN
];
340 promotionPieces
.forEach(p
=> {
342 if (this.board
[x
+shift
][y
] == V
.EMPTY
)
343 moves
.push(this.getBasicMove([x
,y
], [x
+shift
,y
], {c:pawnColor
,p:p
}));
345 if (y
>0 && this.canTake([x
,y
], [x
+shift
,y
-1])
346 && this.board
[x
+shift
][y
-1] != V
.EMPTY
)
348 moves
.push(this.getBasicMove([x
,y
], [x
+shift
,y
-1], {c:pawnColor
,p:p
}));
350 if (y
<sizeY
-1 && this.canTake([x
,y
], [x
+shift
,y
+1])
351 && this.board
[x
+shift
][y
+1] != V
.EMPTY
)
353 moves
.push(this.getBasicMove([x
,y
], [x
+shift
,y
+1], {c:pawnColor
,p:p
}));
359 const Lep
= this.epSquares
.length
;
360 const epSquare
= Lep
>0 ? this.epSquares
[Lep
-1] : undefined;
361 if (!!epSquare
&& epSquare
.x
== x
+shift
&& Math
.abs(epSquare
.y
- y
) == 1)
363 let epStep
= epSquare
.y
- y
;
364 var enpassantMove
= this.getBasicMove([x
,y
], [x
+shift
,y
+epStep
]);
365 enpassantMove
.vanish
.push({
369 c: this.getColor(x
,y
+epStep
)
371 moves
.push(enpassantMove
);
377 // What are the rook moves from square x,y ?
378 getPotentialRookMoves(sq
)
380 return this.getSlideNJumpMoves(sq
, VariantRules
.steps
[VariantRules
.ROOK
]);
383 // What are the knight moves from square x,y ?
384 getPotentialKnightMoves(sq
)
386 return this.getSlideNJumpMoves(
387 sq
, VariantRules
.steps
[VariantRules
.KNIGHT
], "oneStep");
390 // What are the bishop moves from square x,y ?
391 getPotentialBishopMoves(sq
)
393 return this.getSlideNJumpMoves(sq
, VariantRules
.steps
[VariantRules
.BISHOP
]);
396 // What are the queen moves from square x,y ?
397 getPotentialQueenMoves(sq
)
399 const V
= VariantRules
;
400 return this.getSlideNJumpMoves(sq
, V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
]));
403 // What are the king moves from square x,y ?
404 getPotentialKingMoves(sq
)
406 const V
= VariantRules
;
407 // Initialize with normal moves
408 let moves
= this.getSlideNJumpMoves(sq
,
409 V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
]), "oneStep");
410 return moves
.concat(this.getCastleMoves(sq
));
413 getCastleMoves([x
,y
])
415 const c
= this.getColor(x
,y
);
416 const [sizeX
,sizeY
] = VariantRules
.size
;
417 if (x
!= (c
=="w" ? sizeX
-1 : 0) || y
!= this.INIT_COL_KING
[c
])
418 return []; //x isn't first rank, or king has moved (shortcut)
420 const V
= VariantRules
;
423 const oppCol
= this.getOppCol(c
);
426 const finalSquares
= [ [2,3], [sizeY
-2,sizeY
-3] ]; //king, then rook
428 for (let castleSide
=0; castleSide
< 2; castleSide
++) //large, then small
430 if (!this.castleFlags
[c
][castleSide
])
432 // If this code is reached, rooks and king are on initial position
434 // Nothing on the path of the king (and no checks; OK also if y==finalSquare)?
435 let step
= finalSquares
[castleSide
][0] < y
? -1 : 1;
436 for (i
=y
; i
!=finalSquares
[castleSide
][0]; i
+=step
)
438 if (this.isAttacked([x
,i
], [oppCol
]) || (this.board
[x
][i
] != V
.EMPTY
&&
439 // NOTE: next check is enough, because of chessboard constraints
440 (this.getColor(x
,i
) != c
|| ![V
.KING
,V
.ROOK
].includes(this.getPiece(x
,i
)))))
442 continue castlingCheck
;
446 // Nothing on the path to the rook?
447 step
= castleSide
== 0 ? -1 : 1;
448 for (i
= y
+ step
; i
!= this.INIT_COL_ROOK
[c
][castleSide
]; i
+= step
)
450 if (this.board
[x
][i
] != V
.EMPTY
)
451 continue castlingCheck
;
453 const rookPos
= this.INIT_COL_ROOK
[c
][castleSide
];
455 // Nothing on final squares, except maybe king and castling rook?
458 if (this.board
[x
][finalSquares
[castleSide
][i
]] != V
.EMPTY
&&
459 this.getPiece(x
,finalSquares
[castleSide
][i
]) != V
.KING
&&
460 finalSquares
[castleSide
][i
] != rookPos
)
462 continue castlingCheck
;
466 // If this code is reached, castle is valid
467 moves
.push( new Move({
469 new PiPo({x:x
,y:finalSquares
[castleSide
][0],p:V
.KING
,c:c
}),
470 new PiPo({x:x
,y:finalSquares
[castleSide
][1],p:V
.ROOK
,c:c
})],
472 new PiPo({x:x
,y:y
,p:V
.KING
,c:c
}),
473 new PiPo({x:x
,y:rookPos
,p:V
.ROOK
,c:c
})],
474 end: Math
.abs(y
- rookPos
) <= 2
476 : {x:x
, y:y
+ 2 * (castleSide
==0 ? -1 : 1)}
486 canIplay(side
, [x
,y
])
488 return ((side
=='w' && this.moves
.length
%2==0)
489 || (side
=='b' && this.moves
.length
%2==1))
490 && this.getColor(x
,y
) == side
;
493 getPossibleMovesFrom(sq
)
495 // Assuming color is right (already checked)
496 return this.filterValid( this.getPotentialMovesFrom(sq
) );
499 // TODO: promotions (into R,B,N,Q) should be filtered only once
502 if (moves
.length
== 0)
504 return moves
.filter(m
=> { return !this.underCheck(m
); });
507 // Search for all valid moves considering current turn (for engine and game end)
510 const color
= this.turn
;
511 const oppCol
= this.getOppCol(color
);
512 let potentialMoves
= [];
513 const [sizeX
,sizeY
] = VariantRules
.size
;
514 for (let i
=0; i
<sizeX
; i
++)
516 for (let j
=0; j
<sizeY
; j
++)
518 // Next condition "!= oppCol" = harmless hack to work with checkered variant
519 if (this.board
[i
][j
] != VariantRules
.EMPTY
&& this.getColor(i
,j
) != oppCol
)
520 Array
.prototype.push
.apply(potentialMoves
, this.getPotentialMovesFrom([i
,j
]));
523 // NOTE: prefer lazy undercheck tests, letting the king being taken?
524 // No: if happen on last 1/2 move, could lead to forbidden moves, wrong evals
525 return this.filterValid(potentialMoves
);
528 // Stop at the first move found
531 const color
= this.turn
;
532 const oppCol
= this.getOppCol(color
);
533 const [sizeX
,sizeY
] = VariantRules
.size
;
534 for (let i
=0; i
<sizeX
; i
++)
536 for (let j
=0; j
<sizeY
; j
++)
538 if (this.board
[i
][j
] != VariantRules
.EMPTY
&& this.getColor(i
,j
) != oppCol
)
540 const moves
= this.getPotentialMovesFrom([i
,j
]);
541 if (moves
.length
> 0)
543 for (let k
=0; k
<moves
.length
; k
++)
545 if (this.filterValid([moves
[k
]]).length
> 0)
555 // Check if pieces of color in array 'colors' are attacking square x,y
556 isAttacked(sq
, colors
)
558 return (this.isAttackedByPawn(sq
, colors
)
559 || this.isAttackedByRook(sq
, colors
)
560 || this.isAttackedByKnight(sq
, colors
)
561 || this.isAttackedByBishop(sq
, colors
)
562 || this.isAttackedByQueen(sq
, colors
)
563 || this.isAttackedByKing(sq
, colors
));
566 // Is square x,y attacked by 'colors' pawns ?
567 isAttackedByPawn([x
,y
], colors
)
569 const [sizeX
,sizeY
] = VariantRules
.size
;
570 for (let c
of colors
)
572 let pawnShift
= (c
=="w" ? 1 : -1);
573 if (x
+pawnShift
>=0 && x
+pawnShift
<sizeX
)
575 for (let i
of [-1,1])
577 if (y
+i
>=0 && y
+i
<sizeY
&& this.getPiece(x
+pawnShift
,y
+i
)==VariantRules
.PAWN
578 && this.getColor(x
+pawnShift
,y
+i
)==c
)
588 // Is square x,y attacked by 'colors' rooks ?
589 isAttackedByRook(sq
, colors
)
591 return this.isAttackedBySlideNJump(sq
, colors
,
592 VariantRules
.ROOK
, VariantRules
.steps
[VariantRules
.ROOK
]);
595 // Is square x,y attacked by 'colors' knights ?
596 isAttackedByKnight(sq
, colors
)
598 return this.isAttackedBySlideNJump(sq
, colors
,
599 VariantRules
.KNIGHT
, VariantRules
.steps
[VariantRules
.KNIGHT
], "oneStep");
602 // Is square x,y attacked by 'colors' bishops ?
603 isAttackedByBishop(sq
, colors
)
605 return this.isAttackedBySlideNJump(sq
, colors
,
606 VariantRules
.BISHOP
, VariantRules
.steps
[VariantRules
.BISHOP
]);
609 // Is square x,y attacked by 'colors' queens ?
610 isAttackedByQueen(sq
, colors
)
612 const V
= VariantRules
;
613 return this.isAttackedBySlideNJump(sq
, colors
, V
.QUEEN
,
614 V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
]));
617 // Is square x,y attacked by 'colors' king(s) ?
618 isAttackedByKing(sq
, colors
)
620 const V
= VariantRules
;
621 return this.isAttackedBySlideNJump(sq
, colors
, V
.KING
,
622 V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
]), "oneStep");
625 // Generic method for non-pawn pieces ("sliding or jumping"):
626 // is x,y attacked by a piece of color in array 'colors' ?
627 isAttackedBySlideNJump([x
,y
], colors
, piece
, steps
, oneStep
)
629 const [sizeX
,sizeY
] = VariantRules
.size
;
630 for (let step
of steps
)
632 let rx
= x
+step
[0], ry
= y
+step
[1];
633 while (rx
>=0 && rx
<sizeX
&& ry
>=0 && ry
<sizeY
634 && this.board
[rx
][ry
] == VariantRules
.EMPTY
&& !oneStep
)
639 if (rx
>=0 && rx
<sizeX
&& ry
>=0 && ry
<sizeY
640 && this.board
[rx
][ry
] != VariantRules
.EMPTY
641 && this.getPiece(rx
,ry
) == piece
&& colors
.includes(this.getColor(rx
,ry
)))
649 // Is current player under check after his move ?
652 const color
= this.turn
;
654 let res
= this.isAttacked(this.kingPos
[color
], [this.getOppCol(color
)]);
659 // On which squares is opponent under check after our move ?
660 getCheckSquares(move)
663 const color
= this.turn
; //opponent
664 let res
= this.isAttacked(this.kingPos
[color
], [this.getOppCol(color
)])
665 ? [ JSON
.parse(JSON
.stringify(this.kingPos
[color
])) ] //need to duplicate!
671 // Apply a move on board
672 static PlayOnBoard(board
, move)
674 for (let psq
of move.vanish
)
675 board
[psq
.x
][psq
.y
] = VariantRules
.EMPTY
;
676 for (let psq
of move.appear
)
677 board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
679 // Un-apply the played move
680 static UndoOnBoard(board
, move)
682 for (let psq
of move.appear
)
683 board
[psq
.x
][psq
.y
] = VariantRules
.EMPTY
;
684 for (let psq
of move.vanish
)
685 board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
688 // Before move is played, update variables + flags
689 updateVariables(move)
691 const piece
= this.getPiece(move.start
.x
,move.start
.y
);
692 const c
= this.getColor(move.start
.x
,move.start
.y
);
693 const [sizeX
,sizeY
] = VariantRules
.size
;
694 const firstRank
= (c
== "w" ? sizeX
-1 : 0);
696 // Update king position + flags
697 if (piece
== VariantRules
.KING
&& move.appear
.length
> 0)
699 this.kingPos
[c
][0] = move.appear
[0].x
;
700 this.kingPos
[c
][1] = move.appear
[0].y
;
701 this.castleFlags
[c
] = [false,false];
704 const oppCol
= this.getOppCol(c
);
705 const oppFirstRank
= (sizeX
-1) - firstRank
;
706 if (move.start
.x
== firstRank
//our rook moves?
707 && this.INIT_COL_ROOK
[c
].includes(move.start
.y
))
709 const flagIdx
= (move.start
.y
== this.INIT_COL_ROOK
[c
][0] ? 0 : 1);
710 this.castleFlags
[c
][flagIdx
] = false;
712 else if (move.end
.x
== oppFirstRank
//we took opponent rook?
713 && this.INIT_COL_ROOK
[oppCol
].includes(move.end
.y
))
715 const flagIdx
= (move.end
.y
== this.INIT_COL_ROOK
[oppCol
][0] ? 0 : 1);
716 this.castleFlags
[oppCol
][flagIdx
] = false;
720 // After move is undo-ed, un-update variables (flags are reset)
721 // TODO: more symmetry, by storing flags increment in move...
722 unupdateVariables(move)
724 // (Potentially) Reset king position
725 const c
= this.getColor(move.start
.x
,move.start
.y
);
726 if (this.getPiece(move.start
.x
,move.start
.y
) == VariantRules
.KING
)
727 this.kingPos
[c
] = [move.start
.x
, move.start
.y
];
733 move.notation
= [this.getNotation(move), this.getLongNotation(move)];
735 move.flags
= JSON
.stringify(this.flags
); //save flags (for undo)
736 this.updateVariables(move);
737 this.moves
.push(move);
738 this.epSquares
.push( this.getEpSquare(move) );
739 VariantRules
.PlayOnBoard(this.board
, move);
744 VariantRules
.UndoOnBoard(this.board
, move);
745 this.epSquares
.pop();
747 this.unupdateVariables(move);
748 this.parseFlags(JSON
.parse(move.flags
));
754 // Basic check for 3 repetitions (in the last moves only)
757 if (this.moves
.length
>= 8)
759 const L
= this.moves
.length
;
760 if (_
.isEqual(this.moves
[L
-1], this.moves
[L
-5]) &&
761 _
.isEqual(this.moves
[L
-2], this.moves
[L
-6]) &&
762 _
.isEqual(this.moves
[L
-3], this.moves
[L
-7]) &&
763 _
.isEqual(this.moves
[L
-4], this.moves
[L
-8]))
771 // Is game over ? And if yes, what is the score ?
774 if (this.checkRepetition())
777 if (this.atLeastOneMove()) // game not over
781 return this.checkGameEnd();
784 // No moves are possible: compute score
787 const color
= this.turn
;
788 // No valid move: stalemate or checkmate?
789 if (!this.isAttacked(this.kingPos
[color
], [this.getOppCol(color
)]))
792 return color
== "w" ? "0-1" : "1-0";
799 static get VALUES() {
810 static get INFINITY() {
811 return 9999; //"checkmate" (unreachable eval)
814 static get THRESHOLD_MATE() {
815 // At this value or above, the game is over
816 return VariantRules
.INFINITY
;
819 static get SEARCH_DEPTH() {
820 return 3; //2 for high branching factor, 4 for small (Loser chess)
823 // Assumption: at least one legal move
824 // NOTE: works also for extinction chess because depth is 3...
827 this.shouldReturn
= false;
828 const maxeval
= VariantRules
.INFINITY
;
829 const color
= this.turn
;
830 // Some variants may show a bigger moves list to the human (Switching),
831 // thus the argument "computer" below (which is generally ignored)
832 let moves1
= this.getAllValidMoves("computer");
834 // Can I mate in 1 ? (for Magnetic & Extinction)
835 for (let i
of _
.shuffle(_
.range(moves1
.length
)))
837 this.play(moves1
[i
]);
838 const finish
= (Math
.abs(this.evalPosition()) >= VariantRules
.THRESHOLD_MATE
);
839 this.undo(moves1
[i
]);
844 // Rank moves using a min-max at depth 2
845 for (let i
=0; i
<moves1
.length
; i
++)
847 moves1
[i
].eval
= (color
=="w" ? -1 : 1) * maxeval
; //very low, I'm checkmated
848 this.play(moves1
[i
]);
849 let eval2
= undefined;
850 if (this.atLeastOneMove())
852 eval2
= (color
=="w" ? 1 : -1) * maxeval
; //initialized with checkmate value
854 let moves2
= this.getAllValidMoves("computer");
855 for (let j
=0; j
<moves2
.length
; j
++)
857 this.play(moves2
[j
]);
858 let evalPos
= undefined;
859 if (this.atLeastOneMove())
860 evalPos
= this.evalPosition()
863 // Work with scores for Loser variant
864 const score
= this.checkGameEnd();
865 evalPos
= (score
=="1/2" ? 0 : (score
=="1-0" ? 1 : -1) * maxeval
);
867 if ((color
== "w" && evalPos
< eval2
) || (color
=="b" && evalPos
> eval2
))
869 this.undo(moves2
[j
]);
874 const score
= this.checkGameEnd();
875 eval2
= (score
=="1/2" ? 0 : (score
=="1-0" ? 1 : -1) * maxeval
);
877 if ((color
=="w" && eval2
> moves1
[i
].eval
)
878 || (color
=="b" && eval2
< moves1
[i
].eval
))
880 moves1
[i
].eval
= eval2
;
882 this.undo(moves1
[i
]);
884 moves1
.sort( (a
,b
) => { return (color
=="w" ? 1 : -1) * (b
.eval
- a
.eval
); });
885 //console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; }));
887 let candidates
= [0]; //indices of candidates moves
888 for (let j
=1; j
<moves1
.length
&& moves1
[j
].eval
== moves1
[0].eval
; j
++)
890 let currentBest
= moves1
[_
.sample(candidates
, 1)];
892 // Skip depth 3+ if we found a checkmate (or if we are checkmated in 1...)
893 if (VariantRules
.SEARCH_DEPTH
>= 3
894 && Math
.abs(moves1
[0].eval
) < VariantRules
.THRESHOLD_MATE
)
896 for (let i
=0; i
<moves1
.length
; i
++)
898 if (this.shouldReturn
)
899 return currentBest
; //depth-2, minimum
900 this.play(moves1
[i
]);
901 // 0.1 * oldEval : heuristic to avoid some bad moves (not all...)
902 moves1
[i
].eval
= 0.1*moves1
[i
].eval
+
903 this.alphabeta(VariantRules
.SEARCH_DEPTH
-1, -maxeval
, maxeval
);
904 this.undo(moves1
[i
]);
906 moves1
.sort( (a
,b
) => { return (color
=="w" ? 1 : -1) * (b
.eval
- a
.eval
); });
910 //console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; }));
913 for (let j
=1; j
<moves1
.length
&& moves1
[j
].eval
== moves1
[0].eval
; j
++)
915 return moves1
[_
.sample(candidates
, 1)];
918 alphabeta(depth
, alpha
, beta
)
920 const maxeval
= VariantRules
.INFINITY
;
921 const color
= this.turn
;
922 if (!this.atLeastOneMove())
924 switch (this.checkGameEnd())
929 const score
= this.checkGameEnd();
930 return (score
=="1/2" ? 0 : (score
=="1-0" ? 1 : -1) * maxeval
);
934 return this.evalPosition();
935 const moves
= this.getAllValidMoves("computer");
936 let v
= color
=="w" ? -maxeval : maxeval
;
939 for (let i
=0; i
<moves
.length
; i
++)
942 v
= Math
.max(v
, this.alphabeta(depth
-1, alpha
, beta
));
944 alpha
= Math
.max(alpha
, v
);
951 for (let i
=0; i
<moves
.length
; i
++)
954 v
= Math
.min(v
, this.alphabeta(depth
-1, alpha
, beta
));
956 beta
= Math
.min(beta
, v
);
958 break; //alpha cutoff
966 const [sizeX
,sizeY
] = VariantRules
.size
;
968 // Just count material for now
969 for (let i
=0; i
<sizeX
; i
++)
971 for (let j
=0; j
<sizeY
; j
++)
973 if (this.board
[i
][j
] != VariantRules
.EMPTY
)
975 const sign
= this.getColor(i
,j
) == "w" ? 1 : -1;
976 evaluation
+= sign
* VariantRules
.VALUES
[this.getPiece(i
,j
)];
986 // Setup the initial random (assymetric) position
987 static GenRandInitFen()
989 let pieces
= [new Array(8), new Array(8)];
990 // Shuffle pieces on first and last rank
991 for (let c
= 0; c
<= 1; c
++)
993 let positions
= _
.range(8);
995 // Get random squares for bishops
996 let randIndex
= 2 * _
.random(3);
997 let bishop1Pos
= positions
[randIndex
];
998 // The second bishop must be on a square of different color
999 let randIndex_tmp
= 2 * _
.random(3) + 1;
1000 let bishop2Pos
= positions
[randIndex_tmp
];
1001 // Remove chosen squares
1002 positions
.splice(Math
.max(randIndex
,randIndex_tmp
), 1);
1003 positions
.splice(Math
.min(randIndex
,randIndex_tmp
), 1);
1005 // Get random squares for knights
1006 randIndex
= _
.random(5);
1007 let knight1Pos
= positions
[randIndex
];
1008 positions
.splice(randIndex
, 1);
1009 randIndex
= _
.random(4);
1010 let knight2Pos
= positions
[randIndex
];
1011 positions
.splice(randIndex
, 1);
1013 // Get random square for queen
1014 randIndex
= _
.random(3);
1015 let queenPos
= positions
[randIndex
];
1016 positions
.splice(randIndex
, 1);
1018 // Rooks and king positions are now fixed, because of the ordering rook-king-rook
1019 let rook1Pos
= positions
[0];
1020 let kingPos
= positions
[1];
1021 let rook2Pos
= positions
[2];
1023 // Finally put the shuffled pieces in the board array
1024 pieces
[c
][rook1Pos
] = 'r';
1025 pieces
[c
][knight1Pos
] = 'n';
1026 pieces
[c
][bishop1Pos
] = 'b';
1027 pieces
[c
][queenPos
] = 'q';
1028 pieces
[c
][kingPos
] = 'k';
1029 pieces
[c
][bishop2Pos
] = 'b';
1030 pieces
[c
][knight2Pos
] = 'n';
1031 pieces
[c
][rook2Pos
] = 'r';
1033 let fen
= pieces
[0].join("") +
1034 "/pppppppp/8/8/8/8/PPPPPPPP/" +
1035 pieces
[1].join("").toUpperCase() +
1036 " 1111"; //add flags
1040 // Return current fen according to pieces+colors state
1043 return this.getBaseFen() + " " + this.getFlagsFen();
1046 // Position part of the FEN string
1050 let [sizeX
,sizeY
] = VariantRules
.size
;
1051 for (let i
=0; i
<sizeX
; i
++)
1054 for (let j
=0; j
<sizeY
; j
++)
1056 if (this.board
[i
][j
] == VariantRules
.EMPTY
)
1062 // Add empty squares in-between
1066 fen
+= VariantRules
.board2fen(this.board
[i
][j
]);
1071 // "Flush remainder"
1075 fen
+= "/"; //separate rows
1080 // Flags part of the FEN string
1084 // Add castling flags
1085 for (let i
of ['w','b'])
1087 for (let j
=0; j
<2; j
++)
1088 fen
+= (this.castleFlags
[i
][j
] ? '1' : '0');
1093 // Context: just before move is played, turn hasn't changed
1096 if (move.appear
.length
== 2 && move.appear
[0].p
== VariantRules
.KING
) //castle
1097 return (move.end
.y
< move.start
.y
? "0-0-0" : "0-0");
1099 // Translate final square
1101 String
.fromCharCode(97 + move.end
.y
) + (VariantRules
.size
[0]-move.end
.x
);
1103 const piece
= this.getPiece(move.start
.x
, move.start
.y
);
1104 if (piece
== VariantRules
.PAWN
)
1108 if (move.vanish
.length
> move.appear
.length
)
1111 const startColumn
= String
.fromCharCode(97 + move.start
.y
);
1112 notation
= startColumn
+ "x" + finalSquare
;
1115 notation
= finalSquare
;
1116 if (move.appear
.length
> 0 && piece
!= move.appear
[0].p
) //promotion
1117 notation
+= "=" + move.appear
[0].p
.toUpperCase();
1124 return piece
.toUpperCase() +
1125 (move.vanish
.length
> move.appear
.length
? "x" : "") + finalSquare
;
1129 // Complete the usual notation, may be required for de-ambiguification
1130 getLongNotation(move)
1133 String
.fromCharCode(97 + move.start
.y
) + (VariantRules
.size
[0]-move.start
.x
);
1135 String
.fromCharCode(97 + move.end
.y
) + (VariantRules
.size
[0]-move.end
.x
);
1136 return startSquare
+ finalSquare
; //not encoding move. But short+long is enough
1139 // The score is already computed when calling this function
1140 getPGN(mycolor
, score
, fenStart
, mode
)
1142 const zeroPad
= x
=> { return (x
<10 ? "0" : "") + x
; };
1144 pgn
+= '[Site "vchess.club"]<br>';
1145 const d
= new Date();
1146 const opponent
= mode
=="human" ? "Anonymous" : "Computer";
1147 pgn
+= '[Variant "' + variant
+ '"]<br>';
1148 pgn
+= '[Date "' + d
.getFullYear() + '-' + (d
.getMonth()+1) +
1149 '-' + zeroPad(d
.getDate()) + '"]<br>';
1150 pgn
+= '[White "' + (mycolor
=='w'?'Myself':opponent
) + '"]<br>';
1151 pgn
+= '[Black "' + (mycolor
=='b'?'Myself':opponent
) + '"]<br>';
1152 pgn
+= '[FenStart "' + fenStart
+ '"]<br>';
1153 pgn
+= '[Fen "' + this.getFen() + '"]<br>';
1154 pgn
+= '[Result "' + score
+ '"]<br><br>';
1157 for (let i
=0; i
<this.moves
.length
; i
++)
1160 pgn
+= ((i
/2)+1) + ".";
1161 pgn
+= this.moves
[i
].notation
[0] + " ";
1165 // "Complete moves" PGN (helping in ambiguous cases)
1166 for (let i
=0; i
<this.moves
.length
; i
++)
1169 pgn
+= ((i
/2)+1) + ".";
1170 pgn
+= this.moves
[i
].notation
[1] + " ";