1 // (Orthodox) Chess rules are defined in ChessRules class.
2 // Variants generally inherit from it, and modify some parts.
4 import { ArrayFun
} from "@/utils/array";
5 import { randInt
, shuffle
} from "@/utils/alea";
7 // class "PiPo": Piece + Position
8 export const PiPo
= class PiPo
{
9 // o: {piece[p], color[c], posX[x], posY[y]}
18 export const Move
= class Move
{
19 // o: {appear, vanish, [start,] [end,]}
20 // appear,vanish = arrays of PiPo
21 // start,end = coordinates to apply to trigger move visually (think castle)
23 this.appear
= o
.appear
;
24 this.vanish
= o
.vanish
;
25 this.start
= o
.start
? o
.start : { x: o
.vanish
[0].x
, y: o
.vanish
[0].y
};
26 this.end
= o
.end
? o
.end : { x: o
.appear
[0].x
, y: o
.appear
[0].y
};
30 // NOTE: x coords = top to bottom; y = left to right
31 // (from white player perspective)
32 export const ChessRules
= class ChessRules
{
36 // Some variants don't have flags:
37 static get HasFlags() {
42 static get HasCastle() {
46 // Pawns specifications
47 static get PawnSpecs() {
49 directions: { 'w': -1, 'b': 1 },
50 initShift: { w: 1, b: 1 },
53 promotions: [V
.ROOK
, V
.KNIGHT
, V
.BISHOP
, V
.QUEEN
],
55 captureBackward: false,
60 // En-passant captures need a stack of squares:
61 static get HasEnpassant() {
65 // Some variants cannot have analyse mode
66 static get CanAnalyze() {
69 // Patch: issues with javascript OOP, objects can't access static fields.
74 // Some variants show incomplete information,
75 // and thus show only a partial moves list or no list at all.
76 static get ShowMoves() {
83 // Some variants always show the same orientation
84 static get CanFlip() {
91 // Some variants use click infos:
96 static get IMAGE_EXTENSION() {
97 // All pieces should be in the SVG format
101 // Turn "wb" into "B" (for FEN)
102 static board2fen(b
) {
103 return b
[0] == "w" ? b
[1].toUpperCase() : b
[1];
106 // Turn "p" into "bp" (for board)
107 static fen2board(f
) {
108 return f
.charCodeAt() <= 90 ? "w" + f
.toLowerCase() : "b" + f
;
111 // Check if FEN describes a board situation correctly
112 static IsGoodFen(fen
) {
113 const fenParsed
= V
.ParseFen(fen
);
115 if (!V
.IsGoodPosition(fenParsed
.position
)) return false;
117 if (!fenParsed
.turn
|| !V
.IsGoodTurn(fenParsed
.turn
)) return false;
118 // 3) Check moves count
119 if (!fenParsed
.movesCount
|| !(parseInt(fenParsed
.movesCount
) >= 0))
122 if (V
.HasFlags
&& (!fenParsed
.flags
|| !V
.IsGoodFlags(fenParsed
.flags
)))
124 // 5) Check enpassant
127 (!fenParsed
.enpassant
|| !V
.IsGoodEnpassant(fenParsed
.enpassant
))
134 // Is position part of the FEN a priori correct?
135 static IsGoodPosition(position
) {
136 if (position
.length
== 0) return false;
137 const rows
= position
.split("/");
138 if (rows
.length
!= V
.size
.x
) return false;
139 let kings
= { "k": 0, "K": 0 };
140 for (let row
of rows
) {
142 for (let i
= 0; i
< row
.length
; i
++) {
143 if (['K','k'].includes(row
[i
])) kings
[row
[i
]]++;
144 if (V
.PIECES
.includes(row
[i
].toLowerCase())) sumElts
++;
146 const num
= parseInt(row
[i
]);
147 if (isNaN(num
)) return false;
151 if (sumElts
!= V
.size
.y
) return false;
153 // Both kings should be on board. Exactly one per color.
154 if (Object
.values(kings
).some(v
=> v
!= 1)) return false;
159 static IsGoodTurn(turn
) {
160 return ["w", "b"].includes(turn
);
164 static IsGoodFlags(flags
) {
165 // NOTE: a little too permissive to work with more variants
166 return !!flags
.match(/^[a-z]{4,4}$/);
169 // NOTE: not with regexp to adapt to different board sizes. (TODO?)
170 static IsGoodEnpassant(enpassant
) {
171 if (enpassant
!= "-") {
172 const ep
= V
.SquareToCoords(enpassant
);
173 if (isNaN(ep
.x
) || !V
.OnBoard(ep
)) return false;
178 // 3 --> d (column number to letter)
179 static CoordToColumn(colnum
) {
180 return String
.fromCharCode(97 + colnum
);
183 // d --> 3 (column letter to number)
184 static ColumnToCoord(column
) {
185 return column
.charCodeAt(0) - 97;
189 static SquareToCoords(sq
) {
191 // NOTE: column is always one char => max 26 columns
192 // row is counted from black side => subtraction
193 x: V
.size
.x
- parseInt(sq
.substr(1)),
194 y: sq
[0].charCodeAt() - 97
199 static CoordsToSquare(coords
) {
200 return V
.CoordToColumn(coords
.y
) + (V
.size
.x
- coords
.x
);
203 // Path to pieces (standard ones in pieces/ folder)
208 // Path to promotion pieces (usually the same)
210 return this.getPpath(m
.appear
[0].c
+ m
.appear
[0].p
);
213 // Aggregates flags into one object
215 return this.castleFlags
;
219 disaggregateFlags(flags
) {
220 this.castleFlags
= flags
;
223 // En-passant square, if any
224 getEpSquare(moveOrSquare
) {
225 if (!moveOrSquare
) return undefined;
226 if (typeof moveOrSquare
=== "string") {
227 const square
= moveOrSquare
;
228 if (square
== "-") return undefined;
229 return V
.SquareToCoords(square
);
231 // Argument is a move:
232 const move = moveOrSquare
;
233 const s
= move.start
,
237 Math
.abs(s
.x
- e
.x
) == 2 &&
238 // Next conditions for variants like Atomic or Rifle, Recycle...
239 (move.appear
.length
> 0 && move.appear
[0].p
== V
.PAWN
) &&
240 (move.vanish
.length
> 0 && move.vanish
[0].p
== V
.PAWN
)
247 return undefined; //default
250 // Can thing on square1 take thing on square2
251 canTake([x1
, y1
], [x2
, y2
]) {
252 return this.getColor(x1
, y1
) !== this.getColor(x2
, y2
);
255 // Is (x,y) on the chessboard?
256 static OnBoard(x
, y
) {
257 return x
>= 0 && x
< V
.size
.x
&& y
>= 0 && y
< V
.size
.y
;
260 // Used in interface: 'side' arg == player color
261 canIplay(side
, [x
, y
]) {
262 return this.turn
== side
&& this.getColor(x
, y
) == side
;
265 // On which squares is color under check ? (for interface)
267 const color
= this.turn
;
269 this.underCheck(color
)
270 // kingPos must be duplicated, because it may change:
271 ? [JSON
.parse(JSON
.stringify(this.kingPos
[color
]))]
279 // Setup the initial random (asymmetric) position
280 static GenRandInitFen(randomness
) {
283 return "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0 ahah -";
285 let pieces
= { w: new Array(8), b: new Array(8) };
287 // Shuffle pieces on first (and last rank if randomness == 2)
288 for (let c
of ["w", "b"]) {
289 if (c
== 'b' && randomness
== 1) {
290 pieces
['b'] = pieces
['w'];
295 let positions
= ArrayFun
.range(8);
297 // Get random squares for bishops
298 let randIndex
= 2 * randInt(4);
299 const bishop1Pos
= positions
[randIndex
];
300 // The second bishop must be on a square of different color
301 let randIndex_tmp
= 2 * randInt(4) + 1;
302 const bishop2Pos
= positions
[randIndex_tmp
];
303 // Remove chosen squares
304 positions
.splice(Math
.max(randIndex
, randIndex_tmp
), 1);
305 positions
.splice(Math
.min(randIndex
, randIndex_tmp
), 1);
307 // Get random squares for knights
308 randIndex
= randInt(6);
309 const knight1Pos
= positions
[randIndex
];
310 positions
.splice(randIndex
, 1);
311 randIndex
= randInt(5);
312 const knight2Pos
= positions
[randIndex
];
313 positions
.splice(randIndex
, 1);
315 // Get random square for queen
316 randIndex
= randInt(4);
317 const queenPos
= positions
[randIndex
];
318 positions
.splice(randIndex
, 1);
320 // Rooks and king positions are now fixed,
321 // because of the ordering rook-king-rook
322 const rook1Pos
= positions
[0];
323 const kingPos
= positions
[1];
324 const rook2Pos
= positions
[2];
326 // Finally put the shuffled pieces in the board array
327 pieces
[c
][rook1Pos
] = "r";
328 pieces
[c
][knight1Pos
] = "n";
329 pieces
[c
][bishop1Pos
] = "b";
330 pieces
[c
][queenPos
] = "q";
331 pieces
[c
][kingPos
] = "k";
332 pieces
[c
][bishop2Pos
] = "b";
333 pieces
[c
][knight2Pos
] = "n";
334 pieces
[c
][rook2Pos
] = "r";
335 flags
+= V
.CoordToColumn(rook1Pos
) + V
.CoordToColumn(rook2Pos
);
337 // Add turn + flags + enpassant
339 pieces
["b"].join("") +
340 "/pppppppp/8/8/8/8/PPPPPPPP/" +
341 pieces
["w"].join("").toUpperCase() +
342 " w 0 " + flags
+ " -"
346 // "Parse" FEN: just return untransformed string data
347 static ParseFen(fen
) {
348 const fenParts
= fen
.split(" ");
350 position: fenParts
[0],
352 movesCount: fenParts
[2]
355 if (V
.HasFlags
) Object
.assign(res
, { flags: fenParts
[nextIdx
++] });
356 if (V
.HasEnpassant
) Object
.assign(res
, { enpassant: fenParts
[nextIdx
] });
360 // Return current fen (game state)
363 this.getBaseFen() + " " +
364 this.getTurnFen() + " " +
366 (V
.HasFlags
? " " + this.getFlagsFen() : "") +
367 (V
.HasEnpassant
? " " + this.getEnpassantFen() : "")
372 // Omit movesCount, only variable allowed to differ
374 this.getBaseFen() + "_" +
376 (V
.HasFlags
? "_" + this.getFlagsFen() : "") +
377 (V
.HasEnpassant
? "_" + this.getEnpassantFen() : "")
381 // Position part of the FEN string
383 const format
= (count
) => {
384 // if more than 9 consecutive free spaces, break the integer,
385 // otherwise FEN parsing will fail.
386 if (count
<= 9) return count
;
387 // Currently only boards of size up to 11 or 12:
388 return "9" + (count
- 9);
391 for (let i
= 0; i
< V
.size
.x
; i
++) {
393 for (let j
= 0; j
< V
.size
.y
; j
++) {
394 if (this.board
[i
][j
] == V
.EMPTY
) emptyCount
++;
396 if (emptyCount
> 0) {
397 // Add empty squares in-between
398 position
+= format(emptyCount
);
401 position
+= V
.board2fen(this.board
[i
][j
]);
404 if (emptyCount
> 0) {
406 position
+= format(emptyCount
);
408 if (i
< V
.size
.x
- 1) position
+= "/"; //separate rows
417 // Flags part of the FEN string
421 for (let c
of ["w", "b"])
422 flags
+= this.castleFlags
[c
].map(V
.CoordToColumn
).join("");
426 // Enpassant part of the FEN string
428 const L
= this.epSquares
.length
;
429 if (!this.epSquares
[L
- 1]) return "-"; //no en-passant
430 return V
.CoordsToSquare(this.epSquares
[L
- 1]);
433 // Turn position fen into double array ["wb","wp","bk",...]
434 static GetBoard(position
) {
435 const rows
= position
.split("/");
436 let board
= ArrayFun
.init(V
.size
.x
, V
.size
.y
, "");
437 for (let i
= 0; i
< rows
.length
; i
++) {
439 for (let indexInRow
= 0; indexInRow
< rows
[i
].length
; indexInRow
++) {
440 const character
= rows
[i
][indexInRow
];
441 const num
= parseInt(character
);
442 // If num is a number, just shift j:
443 if (!isNaN(num
)) j
+= num
;
444 // Else: something at position i,j
445 else board
[i
][j
++] = V
.fen2board(character
);
451 // Extract (relevant) flags from fen
453 // white a-castle, h-castle, black a-castle, h-castle
454 this.castleFlags
= { w: [-1, -1], b: [-1, -1] };
455 for (let i
= 0; i
< 4; i
++) {
456 this.castleFlags
[i
< 2 ? "w" : "b"][i
% 2] =
457 V
.ColumnToCoord(fenflags
.charAt(i
));
464 // Fen string fully describes the game state
467 // In printDiagram() fen isn't supply because only getPpath() is used
468 // TODO: find a better solution!
470 const fenParsed
= V
.ParseFen(fen
);
471 this.board
= V
.GetBoard(fenParsed
.position
);
472 this.turn
= fenParsed
.turn
;
473 this.movesCount
= parseInt(fenParsed
.movesCount
);
474 this.setOtherVariables(fen
);
477 // Scan board for kings positions
479 this.INIT_COL_KING
= { w: -1, b: -1 };
480 // Squares of white and black king:
481 this.kingPos
= { w: [-1, -1], b: [-1, -1] };
482 const fenRows
= V
.ParseFen(fen
).position
.split("/");
483 const startRow
= { 'w': V
.size
.x
- 1, 'b': 0 };
484 for (let i
= 0; i
< fenRows
.length
; i
++) {
485 let k
= 0; //column index on board
486 for (let j
= 0; j
< fenRows
[i
].length
; j
++) {
487 switch (fenRows
[i
].charAt(j
)) {
489 this.kingPos
["b"] = [i
, k
];
490 this.INIT_COL_KING
["b"] = k
;
493 this.kingPos
["w"] = [i
, k
];
494 this.INIT_COL_KING
["w"] = k
;
497 const num
= parseInt(fenRows
[i
].charAt(j
));
498 if (!isNaN(num
)) k
+= num
- 1;
506 // Some additional variables from FEN (variant dependant)
507 setOtherVariables(fen
) {
508 // Set flags and enpassant:
509 const parsedFen
= V
.ParseFen(fen
);
510 if (V
.HasFlags
) this.setFlags(parsedFen
.flags
);
511 if (V
.HasEnpassant
) {
513 parsedFen
.enpassant
!= "-"
514 ? this.getEpSquare(parsedFen
.enpassant
)
516 this.epSquares
= [epSq
];
518 // Search for kings positions:
522 /////////////////////
526 return { x: 8, y: 8 };
529 // Color of thing on square (i,j). 'undefined' if square is empty
531 return this.board
[i
][j
].charAt(0);
534 // Piece type on square (i,j). 'undefined' if square is empty
536 return this.board
[i
][j
].charAt(1);
539 // Get opponent color
540 static GetOppCol(color
) {
541 return color
== "w" ? "b" : "w";
544 // Pieces codes (for a clearer code)
551 static get KNIGHT() {
554 static get BISHOP() {
565 static get PIECES() {
566 return [V
.PAWN
, V
.ROOK
, V
.KNIGHT
, V
.BISHOP
, V
.QUEEN
, V
.KING
];
574 // Some pieces movements
605 // All possible moves from selected square
606 getPotentialMovesFrom([x
, y
]) {
607 switch (this.getPiece(x
, y
)) {
609 return this.getPotentialPawnMoves([x
, y
]);
611 return this.getPotentialRookMoves([x
, y
]);
613 return this.getPotentialKnightMoves([x
, y
]);
615 return this.getPotentialBishopMoves([x
, y
]);
617 return this.getPotentialQueenMoves([x
, y
]);
619 return this.getPotentialKingMoves([x
, y
]);
621 return []; //never reached
624 // Build a regular move from its initial and destination squares.
625 // tr: transformation
626 getBasicMove([sx
, sy
], [ex
, ey
], tr
) {
627 const initColor
= this.getColor(sx
, sy
);
628 const initPiece
= this.getPiece(sx
, sy
);
634 c: tr
? tr
.c : initColor
,
635 p: tr
? tr
.p : initPiece
648 // The opponent piece disappears if we take it
649 if (this.board
[ex
][ey
] != V
.EMPTY
) {
654 c: this.getColor(ex
, ey
),
655 p: this.getPiece(ex
, ey
)
663 // Generic method to find possible moves of non-pawn pieces:
664 // "sliding or jumping"
665 getSlideNJumpMoves([x
, y
], steps
, oneStep
) {
667 outerLoop: for (let step
of steps
) {
670 while (V
.OnBoard(i
, j
) && this.board
[i
][j
] == V
.EMPTY
) {
671 moves
.push(this.getBasicMove([x
, y
], [i
, j
]));
672 if (oneStep
) continue outerLoop
;
676 if (V
.OnBoard(i
, j
) && this.canTake([x
, y
], [i
, j
]))
677 moves
.push(this.getBasicMove([x
, y
], [i
, j
]));
682 // Special case of en-passant captures: treated separately
683 getEnpassantCaptures([x
, y
], shiftX
) {
684 const Lep
= this.epSquares
.length
;
685 const epSquare
= this.epSquares
[Lep
- 1]; //always at least one element
686 let enpassantMove
= null;
689 epSquare
.x
== x
+ shiftX
&&
690 Math
.abs(epSquare
.y
- y
) == 1
692 enpassantMove
= this.getBasicMove([x
, y
], [epSquare
.x
, epSquare
.y
]);
693 enpassantMove
.vanish
.push({
696 // Captured piece is usually a pawn, but next line seems harmless
697 p: this.getPiece(x
, epSquare
.y
),
698 c: this.getColor(x
, epSquare
.y
)
701 return !!enpassantMove
? [enpassantMove
] : [];
704 // Consider all potential promotions:
705 addPawnMoves([x1
, y1
], [x2
, y2
], moves
, promotions
) {
706 let finalPieces
= [V
.PAWN
];
707 const color
= this.turn
; //this.getColor(x1, y1);
708 const lastRank
= (color
== "w" ? 0 : V
.size
.x
- 1);
709 if (x2
== lastRank
) {
710 // promotions arg: special override for Hiddenqueen variant
711 if (!!promotions
) finalPieces
= promotions
;
712 else if (!!V
.PawnSpecs
.promotions
)
713 finalPieces
= V
.PawnSpecs
.promotions
;
716 for (let piece
of finalPieces
) {
717 tr
= (piece
!= V
.PAWN
? { c: color
, p: piece
} : null);
718 moves
.push(this.getBasicMove([x1
, y1
], [x2
, y2
], tr
));
722 // What are the pawn moves from square x,y ?
723 getPotentialPawnMoves([x
, y
], promotions
) {
724 const color
= this.turn
; //this.getColor(x, y);
725 const [sizeX
, sizeY
] = [V
.size
.x
, V
.size
.y
];
726 const pawnShiftX
= V
.PawnSpecs
.directions
[color
];
727 const firstRank
= (color
== "w" ? sizeX
- 1 : 0);
729 // Pawn movements in shiftX direction:
730 const getPawnMoves
= (shiftX
) => {
732 // NOTE: next condition is generally true (no pawn on last rank)
733 if (x
+ shiftX
>= 0 && x
+ shiftX
< sizeX
) {
734 if (this.board
[x
+ shiftX
][y
] == V
.EMPTY
) {
735 // One square forward
736 this.addPawnMoves([x
, y
], [x
+ shiftX
, y
], moves
, promotions
);
737 // Next condition because pawns on 1st rank can generally jump
739 V
.PawnSpecs
.twoSquares
&&
741 (color
== 'w' && x
>= V
.size
.x
- 1 - V
.PawnSpecs
.initShift
['w'])
743 (color
== 'b' && x
<= V
.PawnSpecs
.initShift
['b'])
746 if (this.board
[x
+ 2 * shiftX
][y
] == V
.EMPTY
) {
748 moves
.push(this.getBasicMove([x
, y
], [x
+ 2 * shiftX
, y
]));
750 V
.PawnSpecs
.threeSquares
&&
751 this.board
[x
+ 3 * shiftX
][y
] == V
.EMPTY
753 // Three squares jump
754 moves
.push(this.getBasicMove([x
, y
], [x
+ 3 * shiftX
, y
]));
760 if (V
.PawnSpecs
.canCapture
) {
761 for (let shiftY
of [-1, 1]) {
767 this.board
[x
+ shiftX
][y
+ shiftY
] != V
.EMPTY
&&
768 this.canTake([x
, y
], [x
+ shiftX
, y
+ shiftY
])
771 [x
, y
], [x
+ shiftX
, y
+ shiftY
],
776 V
.PawnSpecs
.captureBackward
&&
777 x
- shiftX
>= 0 && x
- shiftX
< V
.size
.x
&&
778 this.board
[x
- shiftX
][y
+ shiftY
] != V
.EMPTY
&&
779 this.canTake([x
, y
], [x
- shiftX
, y
+ shiftY
])
782 [x
, y
], [x
+ shiftX
, y
+ shiftY
],
793 let pMoves
= getPawnMoves(pawnShiftX
);
794 if (V
.PawnSpecs
.bidirectional
)
795 pMoves
= pMoves
.concat(getPawnMoves(-pawnShiftX
));
797 if (V
.HasEnpassant
) {
798 // NOTE: backward en-passant captures are not considered
799 // because no rules define them (for now).
800 Array
.prototype.push
.apply(
802 this.getEnpassantCaptures([x
, y
], pawnShiftX
)
809 // What are the rook moves from square x,y ?
810 getPotentialRookMoves(sq
) {
811 return this.getSlideNJumpMoves(sq
, V
.steps
[V
.ROOK
]);
814 // What are the knight moves from square x,y ?
815 getPotentialKnightMoves(sq
) {
816 return this.getSlideNJumpMoves(sq
, V
.steps
[V
.KNIGHT
], "oneStep");
819 // What are the bishop moves from square x,y ?
820 getPotentialBishopMoves(sq
) {
821 return this.getSlideNJumpMoves(sq
, V
.steps
[V
.BISHOP
]);
824 // What are the queen moves from square x,y ?
825 getPotentialQueenMoves(sq
) {
826 return this.getSlideNJumpMoves(
828 V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
])
832 // What are the king moves from square x,y ?
833 getPotentialKingMoves(sq
) {
834 // Initialize with normal moves
835 let moves
= this.getSlideNJumpMoves(
837 V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
]),
840 if (V
.HasCastle
) moves
= moves
.concat(this.getCastleMoves(sq
));
844 // "castleInCheck" arg to let some variants castle under check
845 getCastleMoves([x
, y
], castleInCheck
) {
846 const c
= this.getColor(x
, y
);
847 if (x
!= (c
== "w" ? V
.size
.x
- 1 : 0) || y
!= this.INIT_COL_KING
[c
])
848 return []; //x isn't first rank, or king has moved (shortcut)
851 const oppCol
= V
.GetOppCol(c
);
855 const finalSquares
= [
857 [V
.size
.y
- 2, V
.size
.y
- 3]
862 castleSide
++ //large, then small
864 if (this.castleFlags
[c
][castleSide
] >= V
.size
.y
) continue;
865 // If this code is reached, rook and king are on initial position
867 // NOTE: in some variants this is not a rook
868 const rookPos
= this.castleFlags
[c
][castleSide
];
869 if (this.board
[x
][rookPos
] == V
.EMPTY
|| this.getColor(x
, rookPos
) != c
)
870 // Rook is not here, or changed color (see Benedict)
873 // Nothing on the path of the king ? (and no checks)
874 const castlingPiece
= this.getPiece(x
, rookPos
);
875 const finDist
= finalSquares
[castleSide
][0] - y
;
876 let step
= finDist
/ Math
.max(1, Math
.abs(finDist
));
880 // NOTE: "castling" arg is used by some variants (Monster),
881 // where "isAttacked" is overloaded in an infinite-recursive way.
882 (!castleInCheck
&& this.isAttacked([x
, i
], oppCol
, "castling")) ||
883 (this.board
[x
][i
] != V
.EMPTY
&&
884 // NOTE: next check is enough, because of chessboard constraints
885 (this.getColor(x
, i
) != c
||
886 ![V
.KING
, castlingPiece
].includes(this.getPiece(x
, i
))))
888 continue castlingCheck
;
891 } while (i
!= finalSquares
[castleSide
][0]);
893 // Nothing on the path to the rook?
894 step
= castleSide
== 0 ? -1 : 1;
895 for (i
= y
+ step
; i
!= rookPos
; i
+= step
) {
896 if (this.board
[x
][i
] != V
.EMPTY
) continue castlingCheck
;
899 // Nothing on final squares, except maybe king and castling rook?
900 for (i
= 0; i
< 2; i
++) {
902 finalSquares
[castleSide
][i
] != rookPos
&&
903 this.board
[x
][finalSquares
[castleSide
][i
]] != V
.EMPTY
&&
905 this.getPiece(x
, finalSquares
[castleSide
][i
]) != V
.KING
||
906 this.getColor(x
, finalSquares
[castleSide
][i
]) != c
909 continue castlingCheck
;
913 // If this code is reached, castle is valid
919 y: finalSquares
[castleSide
][0],
925 y: finalSquares
[castleSide
][1],
931 new PiPo({ x: x
, y: y
, p: V
.KING
, c: c
}),
932 new PiPo({ x: x
, y: rookPos
, p: castlingPiece
, c: c
})
935 Math
.abs(y
- rookPos
) <= 2
936 ? { x: x
, y: rookPos
}
937 : { x: x
, y: y
+ 2 * (castleSide
== 0 ? -1 : 1) }
948 // For the interface: possible moves for the current turn from square sq
949 getPossibleMovesFrom(sq
) {
950 return this.filterValid(this.getPotentialMovesFrom(sq
));
953 // TODO: promotions (into R,B,N,Q) should be filtered only once
955 if (moves
.length
== 0) return [];
956 const color
= this.turn
;
957 return moves
.filter(m
=> {
959 const res
= !this.underCheck(color
);
965 getAllPotentialMoves() {
966 const color
= this.turn
;
967 let potentialMoves
= [];
968 for (let i
= 0; i
< V
.size
.x
; i
++) {
969 for (let j
= 0; j
< V
.size
.y
; j
++) {
970 if (this.board
[i
][j
] != V
.EMPTY
&& this.getColor(i
, j
) == color
) {
971 Array
.prototype.push
.apply(
973 this.getPotentialMovesFrom([i
, j
])
978 return potentialMoves
;
981 // Search for all valid moves considering current turn
982 // (for engine and game end)
984 return this.filterValid(this.getAllPotentialMoves());
987 // Stop at the first move found
988 // TODO: not really, it explores all moves from a square (one is enough).
990 const color
= this.turn
;
991 for (let i
= 0; i
< V
.size
.x
; i
++) {
992 for (let j
= 0; j
< V
.size
.y
; j
++) {
993 if (this.getColor(i
, j
) == color
) {
994 const moves
= this.getPotentialMovesFrom([i
, j
]);
995 if (moves
.length
> 0) {
996 for (let k
= 0; k
< moves
.length
; k
++) {
997 if (this.filterValid([moves
[k
]]).length
> 0) return true;
1006 // Check if pieces of given color are attacking (king) on square x,y
1007 isAttacked(sq
, color
) {
1009 this.isAttackedByPawn(sq
, color
) ||
1010 this.isAttackedByRook(sq
, color
) ||
1011 this.isAttackedByKnight(sq
, color
) ||
1012 this.isAttackedByBishop(sq
, color
) ||
1013 this.isAttackedByQueen(sq
, color
) ||
1014 this.isAttackedByKing(sq
, color
)
1018 // Generic method for non-pawn pieces ("sliding or jumping"):
1019 // is x,y attacked by a piece of given color ?
1020 isAttackedBySlideNJump([x
, y
], color
, piece
, steps
, oneStep
) {
1021 for (let step
of steps
) {
1022 let rx
= x
+ step
[0],
1024 while (V
.OnBoard(rx
, ry
) && this.board
[rx
][ry
] == V
.EMPTY
&& !oneStep
) {
1029 V
.OnBoard(rx
, ry
) &&
1030 this.getPiece(rx
, ry
) == piece
&&
1031 this.getColor(rx
, ry
) == color
1039 // Is square x,y attacked by 'color' pawns ?
1040 isAttackedByPawn([x
, y
], color
) {
1041 const pawnShift
= (color
== "w" ? 1 : -1);
1042 if (x
+ pawnShift
>= 0 && x
+ pawnShift
< V
.size
.x
) {
1043 for (let i
of [-1, 1]) {
1047 this.getPiece(x
+ pawnShift
, y
+ i
) == V
.PAWN
&&
1048 this.getColor(x
+ pawnShift
, y
+ i
) == color
1057 // Is square x,y attacked by 'color' rooks ?
1058 isAttackedByRook(sq
, color
) {
1059 return this.isAttackedBySlideNJump(sq
, color
, V
.ROOK
, V
.steps
[V
.ROOK
]);
1062 // Is square x,y attacked by 'color' knights ?
1063 isAttackedByKnight(sq
, color
) {
1064 return this.isAttackedBySlideNJump(
1073 // Is square x,y attacked by 'color' bishops ?
1074 isAttackedByBishop(sq
, color
) {
1075 return this.isAttackedBySlideNJump(sq
, color
, V
.BISHOP
, V
.steps
[V
.BISHOP
]);
1078 // Is square x,y attacked by 'color' queens ?
1079 isAttackedByQueen(sq
, color
) {
1080 return this.isAttackedBySlideNJump(
1084 V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
])
1088 // Is square x,y attacked by 'color' king(s) ?
1089 isAttackedByKing(sq
, color
) {
1090 return this.isAttackedBySlideNJump(
1094 V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
]),
1099 // Is color under check after his move ?
1101 return this.isAttacked(this.kingPos
[color
], V
.GetOppCol(color
));
1107 // Apply a move on board
1108 static PlayOnBoard(board
, move) {
1109 for (let psq
of move.vanish
) board
[psq
.x
][psq
.y
] = V
.EMPTY
;
1110 for (let psq
of move.appear
) board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
1112 // Un-apply the played move
1113 static UndoOnBoard(board
, move) {
1114 for (let psq
of move.appear
) board
[psq
.x
][psq
.y
] = V
.EMPTY
;
1115 for (let psq
of move.vanish
) board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
1122 // if (!this.states) this.states = [];
1123 // const stateFen = this.getFen() + JSON.stringify(this.kingPos);
1124 // this.states.push(stateFen);
1127 // Save flags (for undo)
1128 if (V
.HasFlags
) move.flags
= JSON
.stringify(this.aggregateFlags());
1129 if (V
.HasEnpassant
) this.epSquares
.push(this.getEpSquare(move));
1130 V
.PlayOnBoard(this.board
, move);
1131 this.turn
= V
.GetOppCol(this.turn
);
1133 this.postPlay(move);
1136 updateCastleFlags(move, piece
) {
1137 const c
= V
.GetOppCol(this.turn
);
1138 const firstRank
= (c
== "w" ? V
.size
.x
- 1 : 0);
1139 // Update castling flags if rooks are moved
1140 const oppCol
= this.turn
;
1141 const oppFirstRank
= V
.size
.x
- 1 - firstRank
;
1142 if (piece
== V
.KING
&& move.appear
.length
> 0)
1143 this.castleFlags
[c
] = [V
.size
.y
, V
.size
.y
];
1145 move.start
.x
== firstRank
&& //our rook moves?
1146 this.castleFlags
[c
].includes(move.start
.y
)
1148 const flagIdx
= (move.start
.y
== this.castleFlags
[c
][0] ? 0 : 1);
1149 this.castleFlags
[c
][flagIdx
] = V
.size
.y
;
1151 // NOTE: not "else if" because a rook could take an opposing rook
1153 move.end
.x
== oppFirstRank
&& //we took opponent rook?
1154 this.castleFlags
[oppCol
].includes(move.end
.y
)
1156 const flagIdx
= (move.end
.y
== this.castleFlags
[oppCol
][0] ? 0 : 1);
1157 this.castleFlags
[oppCol
][flagIdx
] = V
.size
.y
;
1161 // After move is played, update variables + flags
1163 const c
= V
.GetOppCol(this.turn
);
1164 let piece
= undefined;
1165 if (move.vanish
.length
>= 1)
1166 // Usual case, something is moved
1167 piece
= move.vanish
[0].p
;
1169 // Crazyhouse-like variants
1170 piece
= move.appear
[0].p
;
1172 // Update king position + flags
1173 if (piece
== V
.KING
&& move.appear
.length
> 0) {
1174 this.kingPos
[c
][0] = move.appear
[0].x
;
1175 this.kingPos
[c
][1] = move.appear
[0].y
;
1177 if (V
.HasCastle
) this.updateCastleFlags(move, piece
);
1184 if (V
.HasEnpassant
) this.epSquares
.pop();
1185 if (V
.HasFlags
) this.disaggregateFlags(JSON
.parse(move.flags
));
1186 V
.UndoOnBoard(this.board
, move);
1187 this.turn
= V
.GetOppCol(this.turn
);
1189 this.postUndo(move);
1192 // const stateFen = this.getFen() + JSON.stringify(this.kingPos);
1193 // if (stateFen != this.states[this.states.length-1]) debugger;
1194 // this.states.pop();
1197 // After move is undo-ed *and flags resetted*, un-update other variables
1198 // TODO: more symmetry, by storing flags increment in move (?!)
1200 // (Potentially) Reset king position
1201 const c
= this.getColor(move.start
.x
, move.start
.y
);
1202 if (this.getPiece(move.start
.x
, move.start
.y
) == V
.KING
)
1203 this.kingPos
[c
] = [move.start
.x
, move.start
.y
];
1209 // What is the score ? (Interesting if game is over)
1211 if (this.atLeastOneMove()) return "*";
1213 const color
= this.turn
;
1214 // No valid move: stalemate or checkmate?
1215 if (!this.underCheck(color
)) return "1/2";
1217 return (color
== "w" ? "0-1" : "1-0");
1224 static get VALUES() {
1235 // "Checkmate" (unreachable eval)
1236 static get INFINITY() {
1240 // At this value or above, the game is over
1241 static get THRESHOLD_MATE() {
1245 // Search depth: 1,2 for e.g. higher branching factor, 4 for smaller
1246 static get SEARCH_DEPTH() {
1250 // 'movesList' arg for some variants to provide a custom list
1251 getComputerMove(movesList
) {
1252 const maxeval
= V
.INFINITY
;
1253 const color
= this.turn
;
1254 let moves1
= movesList
|| this.getAllValidMoves();
1256 if (moves1
.length
== 0)
1257 // TODO: this situation should not happen
1260 // Rank moves using a min-max at depth 2 (if search_depth >= 2!)
1261 for (let i
= 0; i
< moves1
.length
; i
++) {
1262 this.play(moves1
[i
]);
1263 const score1
= this.getCurrentScore();
1264 if (score1
!= "*") {
1268 : (score1
== "1-0" ? 1 : -1) * maxeval
;
1270 if (V
.SEARCH_DEPTH
== 1 || score1
!= "*") {
1271 if (!moves1
[i
].eval
) moves1
[i
].eval
= this.evalPosition();
1272 this.undo(moves1
[i
]);
1275 // Initial self evaluation is very low: "I'm checkmated"
1276 moves1
[i
].eval
= (color
== "w" ? -1 : 1) * maxeval
;
1277 // Initial enemy evaluation is very low too, for him
1278 let eval2
= (color
== "w" ? 1 : -1) * maxeval
;
1279 // Second half-move:
1280 let moves2
= this.getAllValidMoves();
1281 for (let j
= 0; j
< moves2
.length
; j
++) {
1282 this.play(moves2
[j
]);
1283 const score2
= this.getCurrentScore();
1284 let evalPos
= 0; //1/2 value
1287 evalPos
= this.evalPosition();
1297 (color
== "w" && evalPos
< eval2
) ||
1298 (color
== "b" && evalPos
> eval2
)
1302 this.undo(moves2
[j
]);
1305 (color
== "w" && eval2
> moves1
[i
].eval
) ||
1306 (color
== "b" && eval2
< moves1
[i
].eval
)
1308 moves1
[i
].eval
= eval2
;
1310 this.undo(moves1
[i
]);
1312 moves1
.sort((a
, b
) => {
1313 return (color
== "w" ? 1 : -1) * (b
.eval
- a
.eval
);
1315 // console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; }));
1317 // Skip depth 3+ if we found a checkmate (or if we are checkmated in 1...)
1318 if (V
.SEARCH_DEPTH
>= 3 && Math
.abs(moves1
[0].eval
) < V
.THRESHOLD_MATE
) {
1319 for (let i
= 0; i
< moves1
.length
; i
++) {
1320 this.play(moves1
[i
]);
1321 // 0.1 * oldEval : heuristic to avoid some bad moves (not all...)
1323 0.1 * moves1
[i
].eval
+
1324 this.alphabeta(V
.SEARCH_DEPTH
- 1, -maxeval
, maxeval
);
1325 this.undo(moves1
[i
]);
1327 moves1
.sort((a
, b
) => {
1328 return (color
== "w" ? 1 : -1) * (b
.eval
- a
.eval
);
1332 let candidates
= [0];
1333 for (let i
= 1; i
< moves1
.length
&& moves1
[i
].eval
== moves1
[0].eval
; i
++)
1335 return moves1
[candidates
[randInt(candidates
.length
)]];
1338 alphabeta(depth
, alpha
, beta
) {
1339 const maxeval
= V
.INFINITY
;
1340 const color
= this.turn
;
1341 const score
= this.getCurrentScore();
1343 return score
== "1/2" ? 0 : (score
== "1-0" ? 1 : -1) * maxeval
;
1344 if (depth
== 0) return this.evalPosition();
1345 const moves
= this.getAllValidMoves();
1346 let v
= color
== "w" ? -maxeval : maxeval
;
1348 for (let i
= 0; i
< moves
.length
; i
++) {
1349 this.play(moves
[i
]);
1350 v
= Math
.max(v
, this.alphabeta(depth
- 1, alpha
, beta
));
1351 this.undo(moves
[i
]);
1352 alpha
= Math
.max(alpha
, v
);
1353 if (alpha
>= beta
) break; //beta cutoff
1358 for (let i
= 0; i
< moves
.length
; i
++) {
1359 this.play(moves
[i
]);
1360 v
= Math
.min(v
, this.alphabeta(depth
- 1, alpha
, beta
));
1361 this.undo(moves
[i
]);
1362 beta
= Math
.min(beta
, v
);
1363 if (alpha
>= beta
) break; //alpha cutoff
1371 // Just count material for now
1372 for (let i
= 0; i
< V
.size
.x
; i
++) {
1373 for (let j
= 0; j
< V
.size
.y
; j
++) {
1374 if (this.board
[i
][j
] != V
.EMPTY
) {
1375 const sign
= this.getColor(i
, j
) == "w" ? 1 : -1;
1376 evaluation
+= sign
* V
.VALUES
[this.getPiece(i
, j
)];
1383 /////////////////////////
1384 // MOVES + GAME NOTATION
1385 /////////////////////////
1387 // Context: just before move is played, turn hasn't changed
1388 // TODO: un-ambiguous notation (switch on piece type, check directions...)
1390 if (move.appear
.length
== 2 && move.appear
[0].p
== V
.KING
)
1392 return move.end
.y
< move.start
.y
? "0-0-0" : "0-0";
1394 // Translate final square
1395 const finalSquare
= V
.CoordsToSquare(move.end
);
1397 const piece
= this.getPiece(move.start
.x
, move.start
.y
);
1398 if (piece
== V
.PAWN
) {
1401 if (move.vanish
.length
> move.appear
.length
) {
1403 const startColumn
= V
.CoordToColumn(move.start
.y
);
1404 notation
= startColumn
+ "x" + finalSquare
;
1406 else notation
= finalSquare
;
1407 if (move.appear
.length
> 0 && move.appear
[0].p
!= V
.PAWN
)
1409 notation
+= "=" + move.appear
[0].p
.toUpperCase();
1414 piece
.toUpperCase() +
1415 (move.vanish
.length
> move.appear
.length
? "x" : "") +
1420 static GetUnambiguousNotation(move) {
1421 // Machine-readable format with all the informations about the move
1423 (!!move.start
&& V
.OnBoard(move.start
.x
, move.start
.y
)
1424 ? V
.CoordsToSquare(move.start
)
1427 (!!move.end
&& V
.OnBoard(move.end
.x
, move.end
.y
)
1428 ? V
.CoordsToSquare(move.end
)
1431 (!!move.appear
&& move.appear
.length
> 0
1432 ? move.appear
.map(a
=>
1433 a
.c
+ a
.p
+ V
.CoordsToSquare({ x: a
.x
, y: a
.y
})).join(".")
1436 (!!move.vanish
&& move.vanish
.length
> 0
1437 ? move.vanish
.map(a
=>
1438 a
.c
+ a
.p
+ V
.CoordsToSquare({ x: a
.x
, y: a
.y
})).join(".")