Commit | Line | Data |
---|---|---|
1d184b4c BA |
1 | class PiPo //Piece+Position |
2 | { | |
3 | // o: {piece[p], color[c], posX[x], posY[y]} | |
4 | constructor(o) | |
5 | { | |
6 | this.p = o.p; | |
7 | this.c = o.c; | |
8 | this.x = o.x; | |
9 | this.y = o.y; | |
10 | } | |
11 | } | |
12 | ||
13 | class Move | |
14 | { | |
15 | // o: {appear, vanish, [start,] [end,]} | |
16 | // appear,vanish = arrays of PiPo | |
17 | // start,end = coordinates to apply to trigger move visually (think castle) | |
18 | constructor(o) | |
19 | { | |
20 | this.appear = o.appear; | |
21 | this.vanish = o.vanish; | |
22 | this.start = !!o.start ? o.start : {x:o.vanish[0].x, y:o.vanish[0].y}; | |
23 | this.end = !!o.end ? o.end : {x:o.appear[0].x, y:o.appear[0].y}; | |
24 | } | |
25 | } | |
26 | ||
27 | // NOTE: x coords = top to bottom; y = left to right (from white player perspective) | |
28 | class ChessRules | |
29 | { | |
30 | // Path to pieces | |
31 | static getPpath(b) | |
32 | { | |
33 | return b; //usual pieces in pieces/ folder | |
34 | } | |
35 | // Turn "wb" into "B" (for FEN) | |
36 | static board2fen(b) | |
37 | { | |
38 | return b[0]=='w' ? b[1].toUpperCase() : b[1]; | |
39 | } | |
40 | // Turn "p" into "bp" (for board) | |
41 | static fen2board(f) | |
42 | { | |
43 | return f.charCodeAt()<=90 ? "w"+f.toLowerCase() : "b"+f; | |
44 | } | |
45 | ||
46 | ///////////////// | |
47 | // INITIALIZATION | |
48 | ||
d3334c3a | 49 | // fen == "position flags" |
dfb4afc1 | 50 | constructor(fen, moves) |
1d184b4c | 51 | { |
dfb4afc1 | 52 | this.moves = moves; |
1d184b4c | 53 | // Use fen string to initialize variables, flags and board |
1d184b4c | 54 | this.board = VariantRules.GetBoard(fen); |
f3802fcd | 55 | this.flags = VariantRules.GetFlags(fen); |
ffbae57a | 56 | this.initVariables(fen); |
1d184b4c BA |
57 | } |
58 | ||
59 | initVariables(fen) | |
60 | { | |
61 | this.INIT_COL_KING = {'w':-1, 'b':-1}; | |
62 | this.INIT_COL_ROOK = {'w':[-1,-1], 'b':[-1,-1]}; | |
63 | this.kingPos = {'w':[-1,-1], 'b':[-1,-1]}; //respective squares of white and black king | |
64 | const fenParts = fen.split(" "); | |
65 | const position = fenParts[0].split("/"); | |
66 | for (let i=0; i<position.length; i++) | |
67 | { | |
68 | let j = 0; | |
69 | while (j < position[i].length) | |
70 | { | |
71 | switch (position[i].charAt(j)) | |
72 | { | |
73 | case 'k': | |
74 | this.kingPos['b'] = [i,j]; | |
75 | this.INIT_COL_KING['b'] = j; | |
76 | break; | |
77 | case 'K': | |
78 | this.kingPos['w'] = [i,j]; | |
79 | this.INIT_COL_KING['w'] = j; | |
80 | break; | |
81 | case 'r': | |
82 | if (this.INIT_COL_ROOK['b'][0] < 0) | |
83 | this.INIT_COL_ROOK['b'][0] = j; | |
84 | else | |
85 | this.INIT_COL_ROOK['b'][1] = j; | |
86 | break; | |
87 | case 'R': | |
88 | if (this.INIT_COL_ROOK['w'][0] < 0) | |
89 | this.INIT_COL_ROOK['w'][0] = j; | |
90 | else | |
91 | this.INIT_COL_ROOK['w'][1] = j; | |
92 | break; | |
93 | default: | |
94 | let num = parseInt(position[i].charAt(j)); | |
95 | if (!isNaN(num)) | |
96 | j += (num-1); | |
97 | } | |
98 | j++; | |
99 | } | |
100 | } | |
f3802fcd | 101 | const epSq = this.moves.length > 0 ? this.getEpSquare(this.lastMove) : undefined; |
1d184b4c | 102 | this.epSquares = [ epSq ]; |
1d184b4c BA |
103 | } |
104 | ||
105 | // Turn diagram fen into double array ["wb","wp","bk",...] | |
106 | static GetBoard(fen) | |
107 | { | |
108 | let rows = fen.split(" ")[0].split("/"); | |
109 | let [sizeX,sizeY] = VariantRules.size; | |
110 | let board = doubleArray(sizeX, sizeY, ""); | |
111 | for (let i=0; i<rows.length; i++) | |
112 | { | |
113 | let j = 0; | |
114 | for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++) | |
115 | { | |
116 | let character = rows[i][indexInRow]; | |
117 | let num = parseInt(character); | |
118 | if (!isNaN(num)) | |
119 | j += num; //just shift j | |
120 | else //something at position i,j | |
121 | board[i][j++] = VariantRules.fen2board(character); | |
122 | } | |
123 | } | |
124 | return board; | |
125 | } | |
126 | ||
127 | // Overridable: flags can change a lot | |
128 | static GetFlags(fen) | |
129 | { | |
130 | // white a-castle, h-castle, black a-castle, h-castle | |
131 | let flags = {'w': new Array(2), 'b': new Array(2)}; | |
132 | let fenFlags = fen.split(" ")[1]; //flags right after position | |
133 | for (let i=0; i<4; i++) | |
134 | flags[i < 2 ? 'w' : 'b'][i%2] = (fenFlags.charAt(i) == '1'); | |
135 | return flags; | |
136 | } | |
137 | ||
138 | /////////////////// | |
139 | // GETTERS, SETTERS | |
140 | ||
141 | // Simple useful getters | |
142 | static get size() { return [8,8]; } | |
143 | // Two next functions return 'undefined' if called on empty square | |
144 | getColor(i,j) { return this.board[i][j].charAt(0); } | |
145 | getPiece(i,j) { return this.board[i][j].charAt(1); } | |
146 | ||
147 | // Color | |
148 | getOppCol(color) { return color=="w" ? "b" : "w"; } | |
149 | ||
150 | get lastMove() { | |
151 | const L = this.moves.length; | |
152 | return L>0 ? this.moves[L-1] : null; | |
153 | } | |
154 | get turn() { | |
d3334c3a | 155 | return this.moves.length%2==0 ? 'w' : 'b'; |
1d184b4c BA |
156 | } |
157 | ||
158 | // Pieces codes | |
159 | static get PAWN() { return 'p'; } | |
160 | static get ROOK() { return 'r'; } | |
161 | static get KNIGHT() { return 'n'; } | |
162 | static get BISHOP() { return 'b'; } | |
163 | static get QUEEN() { return 'q'; } | |
164 | static get KING() { return 'k'; } | |
165 | ||
166 | // Empty square | |
167 | static get EMPTY() { return ''; } | |
168 | ||
169 | // Some pieces movements | |
170 | static get steps() { | |
171 | return { | |
172 | 'r': [ [-1,0],[1,0],[0,-1],[0,1] ], | |
173 | 'n': [ [-1,-2],[-1,2],[1,-2],[1,2],[-2,-1],[-2,1],[2,-1],[2,1] ], | |
174 | 'b': [ [-1,-1],[-1,1],[1,-1],[1,1] ], | |
175 | 'q': [ [-1,0],[1,0],[0,-1],[0,1],[-1,-1],[-1,1],[1,-1],[1,1] ] | |
176 | }; | |
177 | } | |
178 | ||
179 | // En-passant square, if any | |
180 | getEpSquare(move) | |
181 | { | |
182 | const [sx,sy,ex] = [move.start.x,move.start.y,move.end.x]; | |
183 | if (this.getPiece(sx,sy) == VariantRules.PAWN && Math.abs(sx - ex) == 2) | |
184 | { | |
185 | return { | |
186 | x: (sx + ex)/2, | |
187 | y: sy | |
188 | }; | |
189 | } | |
190 | return undefined; //default | |
191 | } | |
192 | ||
193 | // can color1 take color2? | |
194 | canTake(color1, color2) | |
195 | { | |
196 | return color1 != color2; | |
197 | } | |
198 | ||
199 | /////////////////// | |
200 | // MOVES GENERATION | |
201 | ||
202 | // All possible moves from selected square (assumption: color is OK) | |
203 | getPotentialMovesFrom([x,y]) | |
204 | { | |
205 | let c = this.getColor(x,y); | |
206 | // Fill possible moves according to piece type | |
207 | switch (this.getPiece(x,y)) | |
208 | { | |
209 | case VariantRules.PAWN: | |
210 | return this.getPotentialPawnMoves(x,y,c); | |
211 | case VariantRules.ROOK: | |
212 | return this.getPotentialRookMoves(x,y,c); | |
213 | case VariantRules.KNIGHT: | |
214 | return this.getPotentialKnightMoves(x,y,c); | |
215 | case VariantRules.BISHOP: | |
216 | return this.getPotentialBishopMoves(x,y,c); | |
217 | case VariantRules.QUEEN: | |
218 | return this.getPotentialQueenMoves(x,y,c); | |
219 | case VariantRules.KING: | |
220 | return this.getPotentialKingMoves(x,y,c); | |
221 | } | |
222 | } | |
223 | ||
224 | // Build a regular move from its initial and destination squares; tr: transformation | |
225 | getBasicMove(sx, sy, ex, ey, tr) | |
226 | { | |
227 | var mv = new Move({ | |
228 | appear: [ | |
229 | new PiPo({ | |
230 | x: ex, | |
231 | y: ey, | |
232 | c: this.getColor(sx,sy), | |
233 | p: !!tr ? tr : this.getPiece(sx,sy) | |
234 | }) | |
235 | ], | |
236 | vanish: [ | |
237 | new PiPo({ | |
238 | x: sx, | |
239 | y: sy, | |
240 | c: this.getColor(sx,sy), | |
241 | p: this.getPiece(sx,sy) | |
242 | }) | |
243 | ] | |
244 | }); | |
245 | ||
246 | // The opponent piece disappears if we take it | |
247 | if (this.board[ex][ey] != VariantRules.EMPTY) | |
248 | { | |
249 | mv.vanish.push( | |
250 | new PiPo({ | |
251 | x: ex, | |
252 | y: ey, | |
253 | c: this.getColor(ex,ey), | |
254 | p: this.getPiece(ex,ey) | |
255 | }) | |
256 | ); | |
257 | } | |
258 | return mv; | |
259 | } | |
260 | ||
261 | // Generic method to find possible moves of non-pawn pieces ("sliding or jumping") | |
262 | getSlideNJumpMoves(x, y, color, steps, oneStep) | |
263 | { | |
264 | var moves = []; | |
265 | let [sizeX,sizeY] = VariantRules.size; | |
266 | outerLoop: | |
267 | for (let step of steps) | |
268 | { | |
269 | var i = x + step[0]; | |
270 | var j = y + step[1]; | |
271 | while (i>=0 && i<sizeX && j>=0 && j<sizeY | |
272 | && this.board[i][j] == VariantRules.EMPTY) | |
273 | { | |
274 | moves.push(this.getBasicMove(x, y, i, j)); | |
275 | if (oneStep !== undefined) | |
276 | continue outerLoop; | |
277 | i += step[0]; | |
278 | j += step[1]; | |
279 | } | |
280 | if (i>=0 && i<8 && j>=0 && j<8 && this.canTake(color, this.getColor(i,j))) | |
281 | moves.push(this.getBasicMove(x, y, i, j)); | |
282 | } | |
283 | return moves; | |
284 | } | |
285 | ||
286 | // What are the pawn moves from square x,y considering color "color" ? | |
287 | getPotentialPawnMoves(x, y, color) | |
288 | { | |
289 | var moves = []; | |
290 | var V = VariantRules; | |
291 | let [sizeX,sizeY] = VariantRules.size; | |
292 | let shift = (color == "w" ? -1 : 1); | |
293 | let startRank = (color == "w" ? sizeY-2 : 1); | |
294 | let lastRank = (color == "w" ? 0 : sizeY-1); | |
295 | ||
296 | if (x+shift >= 0 && x+shift < sizeX && x+shift != lastRank) | |
297 | { | |
298 | // Normal moves | |
299 | if (this.board[x+shift][y] == V.EMPTY) | |
300 | { | |
301 | moves.push(this.getBasicMove(x, y, x+shift, y)); | |
302 | if (x==startRank && this.board[x+2*shift][y] == V.EMPTY) | |
303 | { | |
304 | // Two squares jump | |
305 | moves.push(this.getBasicMove(x, y, x+2*shift, y)); | |
306 | } | |
307 | } | |
308 | // Captures | |
309 | if (y>0 && this.canTake(this.getColor(x,y), this.getColor(x+shift,y-1)) | |
310 | && this.board[x+shift][y-1] != V.EMPTY) | |
311 | { | |
312 | moves.push(this.getBasicMove(x, y, x+shift, y-1)); | |
313 | } | |
314 | if (y<sizeY-1 && this.canTake(this.getColor(x,y), this.getColor(x+shift,y+1)) | |
315 | && this.board[x+shift][y+1] != V.EMPTY) | |
316 | { | |
317 | moves.push(this.getBasicMove(x, y, x+shift, y+1)); | |
318 | } | |
319 | } | |
320 | ||
321 | if (x+shift == lastRank) | |
322 | { | |
323 | // Promotion | |
324 | let promotionPieces = [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN]; | |
325 | promotionPieces.forEach(p => { | |
326 | // Normal move | |
327 | if (this.board[x+shift][y] == V.EMPTY) | |
328 | moves.push(this.getBasicMove(x, y, x+shift, y, p)); | |
329 | // Captures | |
330 | if (y>0 && this.canTake(this.getColor(x,y), this.getColor(x+shift,y-1)) | |
331 | && this.board[x+shift][y-1] != V.EMPTY) | |
332 | { | |
333 | moves.push(this.getBasicMove(x, y, x+shift, y-1, p)); | |
334 | } | |
335 | if (y<sizeY-1 && this.canTake(this.getColor(x,y), this.getColor(x+shift,y+1)) | |
336 | && this.board[x+shift][y+1] != V.EMPTY) | |
337 | { | |
338 | moves.push(this.getBasicMove(x, y, x+shift, y+1, p)); | |
339 | } | |
340 | }); | |
341 | } | |
342 | ||
343 | // En passant | |
344 | const Lep = this.epSquares.length; | |
345 | const epSquare = Lep>0 ? this.epSquares[Lep-1] : undefined; | |
346 | if (!!epSquare && epSquare.x == x+shift && Math.abs(epSquare.y - y) == 1) | |
347 | { | |
348 | let epStep = epSquare.y - y; | |
349 | var enpassantMove = this.getBasicMove(x, y, x+shift, y+epStep); | |
350 | enpassantMove.vanish.push({ | |
351 | x: x, | |
352 | y: y+epStep, | |
353 | p: 'p', | |
354 | c: this.getColor(x,y+epStep) | |
355 | }); | |
356 | moves.push(enpassantMove); | |
357 | } | |
358 | ||
359 | return moves; | |
360 | } | |
361 | ||
362 | // What are the rook moves from square x,y ? | |
363 | getPotentialRookMoves(x, y, color) | |
364 | { | |
365 | return this.getSlideNJumpMoves( | |
366 | x, y, color, VariantRules.steps[VariantRules.ROOK]); | |
367 | } | |
368 | ||
369 | // What are the knight moves from square x,y ? | |
370 | getPotentialKnightMoves(x, y, color) | |
371 | { | |
372 | return this.getSlideNJumpMoves( | |
373 | x, y, color, VariantRules.steps[VariantRules.KNIGHT], "oneStep"); | |
374 | } | |
375 | ||
376 | // What are the bishop moves from square x,y ? | |
377 | getPotentialBishopMoves(x, y, color) | |
378 | { | |
379 | return this.getSlideNJumpMoves( | |
380 | x, y, color, VariantRules.steps[VariantRules.BISHOP]); | |
381 | } | |
382 | ||
383 | // What are the queen moves from square x,y ? | |
384 | getPotentialQueenMoves(x, y, color) | |
385 | { | |
386 | return this.getSlideNJumpMoves( | |
387 | x, y, color, VariantRules.steps[VariantRules.QUEEN]); | |
388 | } | |
389 | ||
390 | // What are the king moves from square x,y ? | |
391 | getPotentialKingMoves(x, y, c) | |
392 | { | |
393 | // Initialize with normal moves | |
394 | var moves = this.getSlideNJumpMoves(x, y, c, | |
395 | VariantRules.steps[VariantRules.QUEEN], "oneStep"); | |
396 | ||
397 | return moves.concat(this.getCastleMoves(x,y,c)); | |
398 | } | |
399 | ||
400 | getCastleMoves(x,y,c) | |
401 | { | |
402 | if (x != (c=="w" ? 7 : 0) || y != this.INIT_COL_KING[c]) | |
403 | return []; //x isn't first rank, or king has moved (shortcut) | |
404 | ||
405 | const V = VariantRules; | |
406 | ||
407 | // Castling ? | |
408 | const oppCol = this.getOppCol(c); | |
409 | let moves = []; | |
410 | let i = 0; | |
411 | const finalSquares = [ [2,3], [6,5] ]; //king, then rook | |
412 | castlingCheck: | |
413 | for (let castleSide=0; castleSide < 2; castleSide++) //large, then small | |
414 | { | |
415 | if (!this.flags[c][castleSide]) | |
416 | continue; | |
417 | // If this code is reached, rooks and king are on initial position | |
418 | ||
419 | // Nothing on the path of the king (and no checks; OK also if y==finalSquare)? | |
420 | let step = finalSquares[castleSide][0] < y ? -1 : 1; | |
421 | for (i=y; i!=finalSquares[castleSide][0]; i+=step) | |
422 | { | |
423 | if (this.isAttacked([x,i], oppCol) || (this.board[x][i] != V.EMPTY && | |
424 | // NOTE: next check is enough, because of chessboard constraints | |
425 | (this.getColor(x,i) != c || ![V.KING,V.ROOK].includes(this.getPiece(x,i))))) | |
426 | { | |
427 | continue castlingCheck; | |
428 | } | |
429 | } | |
430 | ||
431 | // Nothing on the path to the rook? | |
432 | step = castleSide == 0 ? -1 : 1; | |
433 | for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step) | |
434 | { | |
435 | if (this.board[x][i] != V.EMPTY) | |
436 | continue castlingCheck; | |
437 | } | |
438 | const rookPos = this.INIT_COL_ROOK[c][castleSide]; | |
439 | ||
440 | // Nothing on final squares, except maybe king and castling rook? | |
441 | for (i=0; i<2; i++) | |
442 | { | |
443 | if (this.board[x][finalSquares[castleSide][i]] != V.EMPTY && | |
444 | this.getPiece(x,finalSquares[castleSide][i]) != V.KING && | |
445 | finalSquares[castleSide][i] != rookPos) | |
446 | { | |
447 | continue castlingCheck; | |
448 | } | |
449 | } | |
450 | ||
451 | // If this code is reached, castle is valid | |
452 | moves.push( new Move({ | |
453 | appear: [ | |
454 | new PiPo({x:x,y:finalSquares[castleSide][0],p:V.KING,c:c}), | |
455 | new PiPo({x:x,y:finalSquares[castleSide][1],p:V.ROOK,c:c})], | |
456 | vanish: [ | |
457 | new PiPo({x:x,y:y,p:V.KING,c:c}), | |
458 | new PiPo({x:x,y:rookPos,p:V.ROOK,c:c})], | |
459 | end: Math.abs(y - rookPos) <= 2 | |
460 | ? {x:x, y:rookPos} | |
461 | : {x:x, y:y + 2 * (castleSide==0 ? -1 : 1)} | |
462 | }) ); | |
463 | } | |
464 | ||
465 | return moves; | |
466 | } | |
467 | ||
468 | /////////////////// | |
469 | // MOVES VALIDATION | |
470 | ||
471 | canIplay(color, sq) | |
472 | { | |
d3334c3a BA |
473 | return ((color=='w' && this.moves.length%2==0) |
474 | || (color=='b' && this.moves.length%2==1)) | |
1d184b4c BA |
475 | && this.getColor(sq[0], sq[1]) == color; |
476 | } | |
477 | ||
478 | getPossibleMovesFrom(sq) | |
479 | { | |
480 | // Assuming color is right (already checked) | |
481 | return this.filterValid( this.getPotentialMovesFrom(sq) ); | |
482 | } | |
483 | ||
484 | // TODO: once a promotion is filtered, the others results are same: useless computations | |
485 | filterValid(moves) | |
486 | { | |
487 | if (moves.length == 0) | |
488 | return []; | |
489 | let color = this.getColor( moves[0].start.x, moves[0].start.y ); | |
490 | return moves.filter(m => { | |
491 | return !this.underCheck(m, color); | |
492 | }); | |
493 | } | |
494 | ||
495 | // Search for all valid moves considering current turn (for engine and game end) | |
496 | getAllValidMoves(color) | |
497 | { | |
498 | const oppCol = this.getOppCol(color); | |
499 | var potentialMoves = []; | |
500 | let [sizeX,sizeY] = VariantRules.size; | |
501 | for (var i=0; i<sizeX; i++) | |
502 | { | |
503 | for (var j=0; j<sizeY; j++) | |
504 | { | |
505 | // Next condition ... != oppCol is a little HACK to work with checkered variant | |
506 | if (this.board[i][j] != VariantRules.EMPTY && this.getColor(i,j) != oppCol) | |
507 | Array.prototype.push.apply(potentialMoves, this.getPotentialMovesFrom([i,j])); | |
508 | } | |
509 | } | |
510 | // NOTE: prefer lazy undercheck tests, letting the king being taken? | |
511 | // No: if happen on last 1/2 move, could lead to forbidden moves, wrong evals | |
512 | return this.filterValid(potentialMoves); | |
513 | } | |
e64a4eff BA |
514 | |
515 | // Stop at the first move found | |
516 | atLeastOneMove(color) | |
517 | { | |
518 | const oppCol = this.getOppCol(color); | |
519 | let [sizeX,sizeY] = VariantRules.size; | |
520 | for (var i=0; i<sizeX; i++) | |
521 | { | |
522 | for (var j=0; j<sizeY; j++) | |
523 | { | |
524 | if (this.board[i][j] != VariantRules.EMPTY && this.getColor(i,j) != oppCol) | |
525 | { | |
526 | const moves = this.getPotentialMovesFrom([i,j]); | |
527 | if (moves.length > 0) | |
528 | { | |
529 | for (let i=0; i<moves.length; i++) | |
530 | { | |
531 | if (this.filterValid([moves[i]]).length > 0) | |
532 | return true; | |
533 | } | |
534 | } | |
535 | } | |
536 | } | |
537 | } | |
538 | return false; | |
539 | } | |
1d184b4c BA |
540 | |
541 | // Check if pieces of color 'color' are attacking square x,y | |
542 | isAttacked(sq, color) | |
543 | { | |
544 | return (this.isAttackedByPawn(sq, color) | |
545 | || this.isAttackedByRook(sq, color) | |
546 | || this.isAttackedByKnight(sq, color) | |
547 | || this.isAttackedByBishop(sq, color) | |
548 | || this.isAttackedByQueen(sq, color) | |
549 | || this.isAttackedByKing(sq, color)); | |
550 | } | |
551 | ||
552 | // Is square x,y attacked by pawns of color c ? | |
553 | isAttackedByPawn([x,y], c) | |
554 | { | |
555 | let pawnShift = (c=="w" ? 1 : -1); | |
556 | if (x+pawnShift>=0 && x+pawnShift<8) | |
557 | { | |
558 | for (let i of [-1,1]) | |
559 | { | |
560 | if (y+i>=0 && y+i<8 && this.getPiece(x+pawnShift,y+i)==VariantRules.PAWN | |
561 | && this.getColor(x+pawnShift,y+i)==c) | |
562 | { | |
563 | return true; | |
564 | } | |
565 | } | |
566 | } | |
567 | return false; | |
568 | } | |
569 | ||
570 | // Is square x,y attacked by rooks of color c ? | |
571 | isAttackedByRook(sq, color) | |
572 | { | |
573 | return this.isAttackedBySlideNJump(sq, color, | |
574 | VariantRules.ROOK, VariantRules.steps[VariantRules.ROOK]); | |
575 | } | |
576 | ||
577 | // Is square x,y attacked by knights of color c ? | |
578 | isAttackedByKnight(sq, color) | |
579 | { | |
580 | return this.isAttackedBySlideNJump(sq, color, | |
581 | VariantRules.KNIGHT, VariantRules.steps[VariantRules.KNIGHT], "oneStep"); | |
582 | } | |
583 | ||
584 | // Is square x,y attacked by bishops of color c ? | |
585 | isAttackedByBishop(sq, color) | |
586 | { | |
587 | return this.isAttackedBySlideNJump(sq, color, | |
588 | VariantRules.BISHOP, VariantRules.steps[VariantRules.BISHOP]); | |
589 | } | |
590 | ||
591 | // Is square x,y attacked by queens of color c ? | |
592 | isAttackedByQueen(sq, color) | |
593 | { | |
594 | return this.isAttackedBySlideNJump(sq, color, | |
595 | VariantRules.QUEEN, VariantRules.steps[VariantRules.QUEEN]); | |
596 | } | |
597 | ||
598 | // Is square x,y attacked by king of color c ? | |
599 | isAttackedByKing(sq, color) | |
600 | { | |
601 | return this.isAttackedBySlideNJump(sq, color, | |
602 | VariantRules.KING, VariantRules.steps[VariantRules.QUEEN], "oneStep"); | |
603 | } | |
604 | ||
605 | // Generic method for non-pawn pieces ("sliding or jumping"): is x,y attacked by piece != color ? | |
606 | isAttackedBySlideNJump([x,y], c,piece,steps,oneStep) | |
607 | { | |
608 | for (let step of steps) | |
609 | { | |
610 | let rx = x+step[0], ry = y+step[1]; | |
611 | while (rx>=0 && rx<8 && ry>=0 && ry<8 && this.board[rx][ry] == VariantRules.EMPTY | |
612 | && !oneStep) | |
613 | { | |
614 | rx += step[0]; | |
615 | ry += step[1]; | |
616 | } | |
617 | if (rx>=0 && rx<8 && ry>=0 && ry<8 && this.board[rx][ry] != VariantRules.EMPTY | |
618 | && this.getPiece(rx,ry) == piece && this.getColor(rx,ry) == c) | |
619 | { | |
620 | return true; | |
621 | } | |
622 | } | |
623 | return false; | |
624 | } | |
625 | ||
4b5fe306 | 626 | // Is color c under check after move ? |
1d184b4c BA |
627 | underCheck(move, c) |
628 | { | |
629 | this.play(move); | |
630 | let res = this.isAttacked(this.kingPos[c], this.getOppCol(c)); | |
631 | this.undo(move); | |
632 | return res; | |
633 | } | |
634 | ||
4b5fe306 BA |
635 | // On which squares is color c under check (after move) ? |
636 | getCheckSquares(move, c) | |
637 | { | |
638 | this.play(move); | |
639 | let res = this.isAttacked(this.kingPos[c], this.getOppCol(c)) | |
640 | ? [ JSON.parse(JSON.stringify(this.kingPos[c])) ] //need to duplicate! | |
641 | : [ ]; | |
642 | this.undo(move); | |
643 | return res; | |
644 | } | |
645 | ||
1d184b4c BA |
646 | // Apply a move on board |
647 | static PlayOnBoard(board, move) | |
648 | { | |
649 | for (let psq of move.vanish) | |
650 | board[psq.x][psq.y] = VariantRules.EMPTY; | |
651 | for (let psq of move.appear) | |
652 | board[psq.x][psq.y] = psq.c + psq.p; | |
653 | } | |
654 | // Un-apply the played move | |
655 | static UndoOnBoard(board, move) | |
656 | { | |
657 | for (let psq of move.appear) | |
658 | board[psq.x][psq.y] = VariantRules.EMPTY; | |
659 | for (let psq of move.vanish) | |
660 | board[psq.x][psq.y] = psq.c + psq.p; | |
661 | } | |
662 | ||
d3334c3a | 663 | // Before move is played, update variables + flags |
1d184b4c BA |
664 | updateVariables(move) |
665 | { | |
666 | const piece = this.getPiece(move.start.x,move.start.y); | |
667 | const c = this.getColor(move.start.x,move.start.y); | |
668 | const firstRank = (c == "w" ? 7 : 0); | |
669 | ||
670 | // Update king position + flags | |
671 | if (piece == VariantRules.KING && move.appear.length > 0) | |
672 | { | |
673 | this.kingPos[c][0] = move.appear[0].x; | |
674 | this.kingPos[c][1] = move.appear[0].y; | |
675 | this.flags[c] = [false,false]; | |
676 | return; | |
677 | } | |
678 | const oppCol = this.getOppCol(c); | |
679 | const oppFirstRank = 7 - firstRank; | |
680 | if (move.start.x == firstRank //our rook moves? | |
681 | && this.INIT_COL_ROOK[c].includes(move.start.y)) | |
682 | { | |
683 | const flagIdx = move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1; | |
684 | this.flags[c][flagIdx] = false; | |
685 | } | |
686 | else if (move.end.x == oppFirstRank //we took opponent rook? | |
687 | && this.INIT_COL_ROOK[c].includes(move.end.y)) | |
688 | { | |
689 | const flagIdx = move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1; | |
690 | this.flags[oppCol][flagIdx] = false; | |
691 | } | |
692 | } | |
693 | ||
d3334c3a | 694 | unupdateVariables(move) |
1d184b4c | 695 | { |
d3334c3a BA |
696 | // (Potentially) Reset king position |
697 | const c = this.getColor(move.start.x,move.start.y); | |
698 | if (this.getPiece(move.start.x,move.start.y) == VariantRules.KING) | |
699 | this.kingPos[c] = [move.start.x, move.start.y]; | |
700 | } | |
1d184b4c | 701 | |
d3334c3a BA |
702 | play(move, ingame) |
703 | { | |
dfb4afc1 | 704 | if (!!ingame) |
dfb4afc1 | 705 | move.notation = this.getNotation(move); |
dfb4afc1 | 706 | |
d3334c3a BA |
707 | // Save flags (for undo) |
708 | move.flags = JSON.stringify(this.flags); //TODO: less costly? | |
709 | this.updateVariables(move); | |
710 | this.moves.push(move); | |
1d184b4c BA |
711 | this.epSquares.push( this.getEpSquare(move) ); |
712 | VariantRules.PlayOnBoard(this.board, move); | |
1d184b4c BA |
713 | } |
714 | ||
cd4cad04 | 715 | undo(move) |
1d184b4c BA |
716 | { |
717 | VariantRules.UndoOnBoard(this.board, move); | |
718 | this.epSquares.pop(); | |
d3334c3a BA |
719 | this.moves.pop(); |
720 | this.unupdateVariables(move); | |
1d184b4c BA |
721 | this.flags = JSON.parse(move.flags); |
722 | } | |
723 | ||
724 | ////////////// | |
725 | // END OF GAME | |
726 | ||
727 | checkGameOver(color) | |
728 | { | |
729 | // Check for 3 repetitions | |
730 | if (this.moves.length >= 8) | |
731 | { | |
732 | // NOTE: crude detection, only moves repetition | |
733 | const L = this.moves.length; | |
734 | if (_.isEqual(this.moves[L-1], this.moves[L-5]) && | |
735 | _.isEqual(this.moves[L-2], this.moves[L-6]) && | |
736 | _.isEqual(this.moves[L-3], this.moves[L-7]) && | |
737 | _.isEqual(this.moves[L-4], this.moves[L-8])) | |
738 | { | |
739 | return "1/2 (repetition)"; | |
740 | } | |
741 | } | |
742 | ||
e64a4eff | 743 | if (this.atLeastOneMove(color)) |
1d184b4c BA |
744 | { |
745 | // game not over | |
746 | return "*"; | |
747 | } | |
748 | ||
749 | // Game over | |
750 | return this.checkGameEnd(color); | |
751 | } | |
752 | ||
753 | // Useful stand-alone for engine | |
754 | checkGameEnd(color) | |
755 | { | |
756 | // No valid move: stalemate or checkmate? | |
757 | if (!this.isAttacked(this.kingPos[color], this.getOppCol(color))) | |
758 | return "1/2"; | |
759 | // OK, checkmate | |
760 | return color == "w" ? "0-1" : "1-0"; | |
761 | } | |
762 | ||
763 | //////// | |
764 | //ENGINE | |
765 | ||
766 | // Pieces values | |
767 | static get VALUES() { | |
768 | return { | |
769 | 'p': 1, | |
770 | 'r': 5, | |
771 | 'n': 3, | |
772 | 'b': 3, | |
773 | 'q': 9, | |
774 | 'k': 1000 | |
775 | }; | |
776 | } | |
777 | ||
778 | // Assumption: at least one legal move | |
779 | getComputerMove(color) | |
780 | { | |
781 | const oppCol = this.getOppCol(color); | |
782 | ||
783 | // Rank moves using a min-max at depth 2 | |
784 | let moves1 = this.getAllValidMoves(color); | |
785 | ||
786 | for (let i=0; i<moves1.length; i++) | |
787 | { | |
788 | moves1[i].eval = (color=="w" ? -1 : 1) * 1000; //very low, I'm checkmated | |
789 | let eval2 = (color=="w" ? 1 : -1) * 1000; //initialized with very high (checkmate) value | |
790 | this.play(moves1[i]); | |
791 | // Second half-move: | |
792 | let moves2 = this.getAllValidMoves(oppCol); | |
793 | // If no possible moves AND underCheck, eval2 is correct. | |
794 | // If !underCheck, eval2 is 0 (stalemate). | |
795 | if (moves2.length == 0 && this.checkGameEnd(oppCol) == "1/2") | |
796 | eval2 = 0; | |
797 | for (let j=0; j<moves2.length; j++) | |
798 | { | |
799 | this.play(moves2[j]); | |
800 | let evalPos = this.evalPosition(); | |
801 | if ((color == "w" && evalPos < eval2) || (color=="b" && evalPos > eval2)) | |
802 | eval2 = evalPos; | |
803 | this.undo(moves2[j]); | |
804 | } | |
805 | if ((color=="w" && eval2 > moves1[i].eval) || (color=="b" && eval2 < moves1[i].eval)) | |
806 | moves1[i].eval = eval2; | |
807 | this.undo(moves1[i]); | |
808 | } | |
809 | moves1.sort( (a,b) => { return (color=="w" ? 1 : -1) * (b.eval - a.eval); }); | |
810 | ||
811 | // TODO: show current analyzed move for depth 3, allow stopping eval (return moves1[0]) | |
e64a4eff BA |
812 | for (let i=0; i<moves1.length; i++) |
813 | { | |
814 | this.play(moves1[i]); | |
815 | // 0.1 * oldEval : heuristic to avoid some bad moves (not all...) | |
816 | moves1[i].eval = 0.1*moves1[i].eval + this.alphabeta(oppCol, color, 2, -1000, 1000); | |
817 | this.undo(moves1[i]); | |
818 | } | |
819 | moves1.sort( (a,b) => { return (color=="w" ? 1 : -1) * (b.eval - a.eval); }); | |
1d184b4c BA |
820 | |
821 | let candidates = [0]; //indices of candidates moves | |
822 | for (let j=1; j<moves1.length && moves1[j].eval == moves1[0].eval; j++) | |
823 | candidates.push(j); | |
824 | ||
825 | //console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; })); | |
826 | return moves1[_.sample(candidates, 1)]; | |
827 | } | |
828 | ||
829 | alphabeta(color, oppCol, depth, alpha, beta) | |
830 | { | |
33ee1916 | 831 | if (!this.atLeastOneMove(color)) |
1d184b4c BA |
832 | { |
833 | switch (this.checkGameEnd(color)) | |
834 | { | |
835 | case "1/2": return 0; | |
836 | default: return color=="w" ? -1000 : 1000; | |
837 | } | |
838 | } | |
839 | if (depth == 0) | |
840 | return this.evalPosition(); | |
33ee1916 | 841 | const moves = this.getAllValidMoves(color); |
1d184b4c BA |
842 | let v = color=="w" ? -1000 : 1000; |
843 | if (color == "w") | |
844 | { | |
845 | for (let i=0; i<moves.length; i++) | |
846 | { | |
847 | this.play(moves[i]); | |
848 | v = Math.max(v, this.alphabeta(oppCol, color, depth-1, alpha, beta)); | |
849 | this.undo(moves[i]); | |
850 | alpha = Math.max(alpha, v); | |
851 | if (alpha >= beta) | |
852 | break; //beta cutoff | |
853 | } | |
854 | } | |
855 | else //color=="b" | |
856 | { | |
857 | for (let i=0; i<moves.length; i++) | |
858 | { | |
859 | this.play(moves[i]); | |
860 | v = Math.min(v, this.alphabeta(oppCol, color, depth-1, alpha, beta)); | |
861 | this.undo(moves[i]); | |
862 | beta = Math.min(beta, v); | |
863 | if (alpha >= beta) | |
864 | break; //alpha cutoff | |
865 | } | |
866 | } | |
867 | return v; | |
868 | } | |
869 | ||
870 | evalPosition() | |
871 | { | |
872 | const [sizeX,sizeY] = VariantRules.size; | |
873 | let evaluation = 0; | |
874 | //Just count material for now | |
875 | for (let i=0; i<sizeX; i++) | |
876 | { | |
877 | for (let j=0; j<sizeY; j++) | |
878 | { | |
879 | if (this.board[i][j] != VariantRules.EMPTY) | |
880 | { | |
881 | const sign = this.getColor(i,j) == "w" ? 1 : -1; | |
882 | evaluation += sign * VariantRules.VALUES[this.getPiece(i,j)]; | |
883 | } | |
884 | } | |
885 | } | |
886 | return evaluation; | |
887 | } | |
888 | ||
889 | //////////// | |
890 | // FEN utils | |
891 | ||
892 | // Overridable.. | |
893 | static GenRandInitFen() | |
894 | { | |
895 | let pieces = [new Array(8), new Array(8)]; | |
896 | // Shuffle pieces on first and last rank | |
897 | for (let c = 0; c <= 1; c++) | |
898 | { | |
899 | let positions = _.range(8); | |
900 | ||
901 | // Get random squares for bishops | |
902 | let randIndex = 2 * _.random(3); | |
903 | let bishop1Pos = positions[randIndex]; | |
904 | // The second bishop must be on a square of different color | |
905 | let randIndex_tmp = 2 * _.random(3) + 1; | |
906 | let bishop2Pos = positions[randIndex_tmp]; | |
907 | // Remove chosen squares | |
908 | positions.splice(Math.max(randIndex,randIndex_tmp), 1); | |
909 | positions.splice(Math.min(randIndex,randIndex_tmp), 1); | |
910 | ||
911 | // Get random squares for knights | |
912 | randIndex = _.random(5); | |
913 | let knight1Pos = positions[randIndex]; | |
914 | positions.splice(randIndex, 1); | |
915 | randIndex = _.random(4); | |
916 | let knight2Pos = positions[randIndex]; | |
917 | positions.splice(randIndex, 1); | |
918 | ||
919 | // Get random square for queen | |
920 | randIndex = _.random(3); | |
921 | let queenPos = positions[randIndex]; | |
922 | positions.splice(randIndex, 1); | |
923 | ||
924 | // Rooks and king positions are now fixed, because of the ordering rook-king-rook | |
925 | let rook1Pos = positions[0]; | |
926 | let kingPos = positions[1]; | |
927 | let rook2Pos = positions[2]; | |
928 | ||
929 | // Finally put the shuffled pieces in the board array | |
930 | pieces[c][rook1Pos] = 'r'; | |
931 | pieces[c][knight1Pos] = 'n'; | |
932 | pieces[c][bishop1Pos] = 'b'; | |
933 | pieces[c][queenPos] = 'q'; | |
934 | pieces[c][kingPos] = 'k'; | |
935 | pieces[c][bishop2Pos] = 'b'; | |
936 | pieces[c][knight2Pos] = 'n'; | |
937 | pieces[c][rook2Pos] = 'r'; | |
938 | } | |
939 | let fen = pieces[0].join("") + | |
940 | "/pppppppp/8/8/8/8/PPPPPPPP/" + | |
941 | pieces[1].join("").toUpperCase() + | |
f3802fcd | 942 | " 1111"; //add flags |
1d184b4c BA |
943 | return fen; |
944 | } | |
945 | ||
946 | // Return current fen according to pieces+colors state | |
947 | getFen() | |
948 | { | |
f3802fcd | 949 | return this.getBaseFen() + " " + this.getFlagsFen(); |
1d184b4c BA |
950 | } |
951 | ||
952 | getBaseFen() | |
953 | { | |
954 | let fen = ""; | |
955 | let [sizeX,sizeY] = VariantRules.size; | |
956 | for (let i=0; i<sizeX; i++) | |
957 | { | |
958 | let emptyCount = 0; | |
959 | for (let j=0; j<sizeY; j++) | |
960 | { | |
961 | if (this.board[i][j] == VariantRules.EMPTY) | |
962 | emptyCount++; | |
963 | else | |
964 | { | |
965 | if (emptyCount > 0) | |
966 | { | |
967 | // Add empty squares in-between | |
968 | fen += emptyCount; | |
969 | emptyCount = 0; | |
970 | } | |
971 | fen += VariantRules.board2fen(this.board[i][j]); | |
972 | } | |
973 | } | |
974 | if (emptyCount > 0) | |
975 | { | |
976 | // "Flush remainder" | |
977 | fen += emptyCount; | |
978 | } | |
979 | if (i < sizeX - 1) | |
980 | fen += "/"; //separate rows | |
981 | } | |
982 | return fen; | |
983 | } | |
984 | ||
985 | // Overridable.. | |
986 | getFlagsFen() | |
987 | { | |
988 | let fen = ""; | |
989 | // Add castling flags | |
990 | for (let i of ['w','b']) | |
991 | { | |
992 | for (let j=0; j<2; j++) | |
993 | fen += this.flags[i][j] ? '1' : '0'; | |
994 | } | |
995 | return fen; | |
996 | } | |
997 | ||
998 | // Context: just before move is played, turn hasn't changed | |
999 | getNotation(move) | |
1000 | { | |
1001 | if (move.appear.length == 2) | |
1002 | { | |
1003 | // Castle | |
1004 | if (move.end.y < move.start.y) | |
1005 | return "0-0-0"; | |
1006 | else | |
1007 | return "0-0"; | |
1008 | } | |
1009 | ||
1010 | // Translate final square | |
1011 | let finalSquare = | |
1012 | String.fromCharCode(97 + move.end.y) + (VariantRules.size[0]-move.end.x); | |
1013 | ||
1014 | let piece = this.getPiece(move.start.x, move.start.y); | |
1015 | if (piece == VariantRules.PAWN) | |
1016 | { | |
1017 | // Pawn move | |
1018 | let notation = ""; | |
1019 | if (move.vanish.length > 1) | |
1020 | { | |
1021 | // Capture | |
1022 | let startColumn = String.fromCharCode(97 + move.start.y); | |
1023 | notation = startColumn + "x" + finalSquare; | |
1024 | } | |
1025 | else //no capture | |
1026 | notation = finalSquare; | |
1027 | if (move.appear.length > 0 && piece != move.appear[0].p) //promotion | |
1028 | notation += "=" + move.appear[0].p.toUpperCase(); | |
1029 | return notation; | |
1030 | } | |
1031 | ||
1032 | else | |
1033 | { | |
1034 | // Piece movement | |
1035 | return piece.toUpperCase() + (move.vanish.length > 1 ? "x" : "") + finalSquare; | |
1036 | } | |
1037 | } | |
dfb4afc1 BA |
1038 | |
1039 | // The score is already computed when calling this function | |
01a135e2 | 1040 | getPGN(mycolor, score, fenStart, mode) |
dfb4afc1 BA |
1041 | { |
1042 | let pgn = ""; | |
1043 | pgn += '[Site "vchess.club"]<br>'; | |
1044 | const d = new Date(); | |
01a135e2 | 1045 | const opponent = this.mode=="human" ? "Anonymous" : "Computer"; |
f61349e6 | 1046 | pgn += '[Date "' + d.getFullYear() + '-' + (d.getMonth()+1) + '-' + d.getDate() + '"]<br>'; |
01a135e2 BA |
1047 | pgn += '[White "' + (mycolor=='w'?'Myself':opponent) + '"]<br>'; |
1048 | pgn += '[Black "' + (mycolor=='b'?'Myself':opponent) + '"]<br>'; | |
762b7c9c BA |
1049 | pgn += '[Fen "' + fenStart + '"]<br>'; |
1050 | pgn += '[Result "' + score + '"]<br><br>'; | |
dfb4afc1 BA |
1051 | |
1052 | for (let i=0; i<this.moves.length; i++) | |
1053 | { | |
1054 | if (i % 2 == 0) | |
1055 | pgn += ((i/2)+1) + "."; | |
1056 | pgn += this.moves[i].notation + " "; | |
1057 | } | |
1058 | ||
1059 | pgn += score; | |
1060 | return pgn; | |
1061 | } | |
1d184b4c | 1062 | } |