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92342261 BA |
1 | // (Orthodox) Chess rules are defined in ChessRules class. |
2 | // Variants generally inherit from it, and modify some parts. | |
3 | ||
e2732923 | 4 | import { ArrayFun } from "@/utils/array"; |
0c3fe8a6 | 5 | import { randInt, shuffle } from "@/utils/alea"; |
e2732923 | 6 | |
910d631b | 7 | // class "PiPo": Piece + Position |
6808d7a1 | 8 | export const PiPo = class PiPo { |
1c9f093d | 9 | // o: {piece[p], color[c], posX[x], posY[y]} |
6808d7a1 | 10 | constructor(o) { |
1c9f093d BA |
11 | this.p = o.p; |
12 | this.c = o.c; | |
13 | this.x = o.x; | |
14 | this.y = o.y; | |
15 | } | |
6808d7a1 | 16 | }; |
1d184b4c | 17 | |
6808d7a1 | 18 | export const Move = class Move { |
1c9f093d BA |
19 | // o: {appear, vanish, [start,] [end,]} |
20 | // appear,vanish = arrays of PiPo | |
21 | // start,end = coordinates to apply to trigger move visually (think castle) | |
6808d7a1 | 22 | constructor(o) { |
1c9f093d BA |
23 | this.appear = o.appear; |
24 | this.vanish = o.vanish; | |
6808d7a1 BA |
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 }; | |
1c9f093d | 27 | } |
6808d7a1 | 28 | }; |
1d184b4c BA |
29 | |
30 | // NOTE: x coords = top to bottom; y = left to right (from white player perspective) | |
6808d7a1 | 31 | export const ChessRules = class ChessRules { |
1c9f093d BA |
32 | ////////////// |
33 | // MISC UTILS | |
34 | ||
20620465 | 35 | // Some variants don't have flags: |
6808d7a1 BA |
36 | static get HasFlags() { |
37 | return true; | |
20620465 | 38 | } |
1c9f093d | 39 | |
20620465 | 40 | // Some variants don't have en-passant |
6808d7a1 BA |
41 | static get HasEnpassant() { |
42 | return true; | |
20620465 BA |
43 | } |
44 | ||
45 | // Some variants cannot have analyse mode | |
8477e53d | 46 | static get CanAnalyze() { |
20620465 BA |
47 | return true; |
48 | } | |
49 | ||
50 | // Some variants show incomplete information, | |
51 | // and thus show only a partial moves list or no list at all. | |
52 | static get ShowMoves() { | |
53 | return "all"; | |
54 | } | |
1c9f093d | 55 | |
1c9f093d | 56 | // Turn "wb" into "B" (for FEN) |
6808d7a1 BA |
57 | static board2fen(b) { |
58 | return b[0] == "w" ? b[1].toUpperCase() : b[1]; | |
1c9f093d BA |
59 | } |
60 | ||
61 | // Turn "p" into "bp" (for board) | |
6808d7a1 BA |
62 | static fen2board(f) { |
63 | return f.charCodeAt() <= 90 ? "w" + f.toLowerCase() : "b" + f; | |
1c9f093d BA |
64 | } |
65 | ||
89021f18 | 66 | // Check if FEN describe a board situation correctly |
6808d7a1 | 67 | static IsGoodFen(fen) { |
1c9f093d BA |
68 | const fenParsed = V.ParseFen(fen); |
69 | // 1) Check position | |
6808d7a1 | 70 | if (!V.IsGoodPosition(fenParsed.position)) return false; |
1c9f093d | 71 | // 2) Check turn |
6808d7a1 | 72 | if (!fenParsed.turn || !V.IsGoodTurn(fenParsed.turn)) return false; |
1c9f093d BA |
73 | // 3) Check moves count |
74 | if (!fenParsed.movesCount || !(parseInt(fenParsed.movesCount) >= 0)) | |
75 | return false; | |
76 | // 4) Check flags | |
77 | if (V.HasFlags && (!fenParsed.flags || !V.IsGoodFlags(fenParsed.flags))) | |
78 | return false; | |
79 | // 5) Check enpassant | |
6808d7a1 BA |
80 | if ( |
81 | V.HasEnpassant && | |
82 | (!fenParsed.enpassant || !V.IsGoodEnpassant(fenParsed.enpassant)) | |
83 | ) { | |
1c9f093d BA |
84 | return false; |
85 | } | |
86 | return true; | |
87 | } | |
88 | ||
89 | // Is position part of the FEN a priori correct? | |
6808d7a1 BA |
90 | static IsGoodPosition(position) { |
91 | if (position.length == 0) return false; | |
1c9f093d | 92 | const rows = position.split("/"); |
6808d7a1 | 93 | if (rows.length != V.size.x) return false; |
d7c00f6a | 94 | let kings = {}; |
6808d7a1 | 95 | for (let row of rows) { |
1c9f093d | 96 | let sumElts = 0; |
6808d7a1 | 97 | for (let i = 0; i < row.length; i++) { |
d7c00f6a BA |
98 | if (['K','k'].includes(row[i])) |
99 | kings[row[i]] = true; | |
6808d7a1 BA |
100 | if (V.PIECES.includes(row[i].toLowerCase())) sumElts++; |
101 | else { | |
1c9f093d | 102 | const num = parseInt(row[i]); |
6808d7a1 | 103 | if (isNaN(num)) return false; |
1c9f093d BA |
104 | sumElts += num; |
105 | } | |
106 | } | |
6808d7a1 | 107 | if (sumElts != V.size.y) return false; |
1c9f093d | 108 | } |
d7c00f6a BA |
109 | // Both kings should be on board: |
110 | if (Object.keys(kings).length != 2) | |
111 | return false; | |
1c9f093d BA |
112 | return true; |
113 | } | |
114 | ||
115 | // For FEN checking | |
6808d7a1 BA |
116 | static IsGoodTurn(turn) { |
117 | return ["w", "b"].includes(turn); | |
1c9f093d BA |
118 | } |
119 | ||
120 | // For FEN checking | |
6808d7a1 | 121 | static IsGoodFlags(flags) { |
1c9f093d BA |
122 | return !!flags.match(/^[01]{4,4}$/); |
123 | } | |
124 | ||
6808d7a1 BA |
125 | static IsGoodEnpassant(enpassant) { |
126 | if (enpassant != "-") { | |
127 | const ep = V.SquareToCoords(enpassant); | |
128 | if (isNaN(ep.x) || !V.OnBoard(ep)) return false; | |
1c9f093d BA |
129 | } |
130 | return true; | |
131 | } | |
132 | ||
133 | // 3 --> d (column number to letter) | |
6808d7a1 | 134 | static CoordToColumn(colnum) { |
1c9f093d BA |
135 | return String.fromCharCode(97 + colnum); |
136 | } | |
137 | ||
138 | // d --> 3 (column letter to number) | |
6808d7a1 | 139 | static ColumnToCoord(column) { |
1c9f093d BA |
140 | return column.charCodeAt(0) - 97; |
141 | } | |
142 | ||
143 | // a4 --> {x:3,y:0} | |
6808d7a1 | 144 | static SquareToCoords(sq) { |
1c9f093d BA |
145 | return { |
146 | // NOTE: column is always one char => max 26 columns | |
147 | // row is counted from black side => subtraction | |
148 | x: V.size.x - parseInt(sq.substr(1)), | |
149 | y: sq[0].charCodeAt() - 97 | |
150 | }; | |
151 | } | |
152 | ||
153 | // {x:0,y:4} --> e8 | |
6808d7a1 | 154 | static CoordsToSquare(coords) { |
1c9f093d BA |
155 | return V.CoordToColumn(coords.y) + (V.size.x - coords.x); |
156 | } | |
157 | ||
241bf8f2 BA |
158 | // Path to pieces |
159 | getPpath(b) { | |
160 | return b; //usual pieces in pieces/ folder | |
161 | } | |
162 | ||
1c9f093d | 163 | // Aggregates flags into one object |
6808d7a1 | 164 | aggregateFlags() { |
1c9f093d BA |
165 | return this.castleFlags; |
166 | } | |
167 | ||
168 | // Reverse operation | |
6808d7a1 | 169 | disaggregateFlags(flags) { |
1c9f093d BA |
170 | this.castleFlags = flags; |
171 | } | |
172 | ||
173 | // En-passant square, if any | |
6808d7a1 BA |
174 | getEpSquare(moveOrSquare) { |
175 | if (!moveOrSquare) return undefined; | |
176 | if (typeof moveOrSquare === "string") { | |
1c9f093d | 177 | const square = moveOrSquare; |
6808d7a1 | 178 | if (square == "-") return undefined; |
1c9f093d BA |
179 | return V.SquareToCoords(square); |
180 | } | |
181 | // Argument is a move: | |
182 | const move = moveOrSquare; | |
6808d7a1 | 183 | const [sx, sy, ex] = [move.start.x, move.start.y, move.end.x]; |
41cb9b94 | 184 | // NOTE: next conditions are first for Atomic, and last for Checkered |
6808d7a1 BA |
185 | if ( |
186 | move.appear.length > 0 && | |
187 | Math.abs(sx - ex) == 2 && | |
188 | move.appear[0].p == V.PAWN && | |
189 | ["w", "b"].includes(move.appear[0].c) | |
190 | ) { | |
1c9f093d | 191 | return { |
6808d7a1 | 192 | x: (sx + ex) / 2, |
1c9f093d BA |
193 | y: sy |
194 | }; | |
195 | } | |
196 | return undefined; //default | |
197 | } | |
198 | ||
199 | // Can thing on square1 take thing on square2 | |
6808d7a1 BA |
200 | canTake([x1, y1], [x2, y2]) { |
201 | return this.getColor(x1, y1) !== this.getColor(x2, y2); | |
1c9f093d BA |
202 | } |
203 | ||
204 | // Is (x,y) on the chessboard? | |
6808d7a1 BA |
205 | static OnBoard(x, y) { |
206 | return x >= 0 && x < V.size.x && y >= 0 && y < V.size.y; | |
1c9f093d BA |
207 | } |
208 | ||
209 | // Used in interface: 'side' arg == player color | |
6808d7a1 BA |
210 | canIplay(side, [x, y]) { |
211 | return this.turn == side && this.getColor(x, y) == side; | |
1c9f093d BA |
212 | } |
213 | ||
214 | // On which squares is color under check ? (for interface) | |
6808d7a1 | 215 | getCheckSquares(color) { |
1c9f093d BA |
216 | return this.isAttacked(this.kingPos[color], [V.GetOppCol(color)]) |
217 | ? [JSON.parse(JSON.stringify(this.kingPos[color]))] //need to duplicate! | |
218 | : []; | |
219 | } | |
220 | ||
221 | ///////////// | |
222 | // FEN UTILS | |
223 | ||
224 | // Setup the initial random (assymetric) position | |
6808d7a1 BA |
225 | static GenRandInitFen() { |
226 | let pieces = { w: new Array(8), b: new Array(8) }; | |
1c9f093d | 227 | // Shuffle pieces on first and last rank |
6808d7a1 | 228 | for (let c of ["w", "b"]) { |
1c9f093d BA |
229 | let positions = ArrayFun.range(8); |
230 | ||
231 | // Get random squares for bishops | |
656b1878 | 232 | let randIndex = 2 * randInt(4); |
1c9f093d BA |
233 | const bishop1Pos = positions[randIndex]; |
234 | // The second bishop must be on a square of different color | |
656b1878 | 235 | let randIndex_tmp = 2 * randInt(4) + 1; |
1c9f093d BA |
236 | const bishop2Pos = positions[randIndex_tmp]; |
237 | // Remove chosen squares | |
6808d7a1 BA |
238 | positions.splice(Math.max(randIndex, randIndex_tmp), 1); |
239 | positions.splice(Math.min(randIndex, randIndex_tmp), 1); | |
1c9f093d BA |
240 | |
241 | // Get random squares for knights | |
656b1878 | 242 | randIndex = randInt(6); |
1c9f093d BA |
243 | const knight1Pos = positions[randIndex]; |
244 | positions.splice(randIndex, 1); | |
656b1878 | 245 | randIndex = randInt(5); |
1c9f093d BA |
246 | const knight2Pos = positions[randIndex]; |
247 | positions.splice(randIndex, 1); | |
248 | ||
249 | // Get random square for queen | |
656b1878 | 250 | randIndex = randInt(4); |
1c9f093d BA |
251 | const queenPos = positions[randIndex]; |
252 | positions.splice(randIndex, 1); | |
253 | ||
254 | // Rooks and king positions are now fixed, | |
255 | // because of the ordering rook-king-rook | |
256 | const rook1Pos = positions[0]; | |
257 | const kingPos = positions[1]; | |
258 | const rook2Pos = positions[2]; | |
259 | ||
260 | // Finally put the shuffled pieces in the board array | |
6808d7a1 BA |
261 | pieces[c][rook1Pos] = "r"; |
262 | pieces[c][knight1Pos] = "n"; | |
263 | pieces[c][bishop1Pos] = "b"; | |
264 | pieces[c][queenPos] = "q"; | |
265 | pieces[c][kingPos] = "k"; | |
266 | pieces[c][bishop2Pos] = "b"; | |
267 | pieces[c][knight2Pos] = "n"; | |
268 | pieces[c][rook2Pos] = "r"; | |
1c9f093d | 269 | } |
6808d7a1 BA |
270 | return ( |
271 | pieces["b"].join("") + | |
1c9f093d BA |
272 | "/pppppppp/8/8/8/8/PPPPPPPP/" + |
273 | pieces["w"].join("").toUpperCase() + | |
6808d7a1 BA |
274 | " w 0 1111 -" |
275 | ); //add turn + flags + enpassant | |
1c9f093d BA |
276 | } |
277 | ||
278 | // "Parse" FEN: just return untransformed string data | |
6808d7a1 | 279 | static ParseFen(fen) { |
1c9f093d | 280 | const fenParts = fen.split(" "); |
6808d7a1 | 281 | let res = { |
1c9f093d BA |
282 | position: fenParts[0], |
283 | turn: fenParts[1], | |
6808d7a1 | 284 | movesCount: fenParts[2] |
1c9f093d BA |
285 | }; |
286 | let nextIdx = 3; | |
6808d7a1 BA |
287 | if (V.HasFlags) Object.assign(res, { flags: fenParts[nextIdx++] }); |
288 | if (V.HasEnpassant) Object.assign(res, { enpassant: fenParts[nextIdx] }); | |
1c9f093d BA |
289 | return res; |
290 | } | |
291 | ||
292 | // Return current fen (game state) | |
6808d7a1 BA |
293 | getFen() { |
294 | return ( | |
295 | this.getBaseFen() + | |
296 | " " + | |
297 | this.getTurnFen() + | |
298 | " " + | |
299 | this.movesCount + | |
300 | (V.HasFlags ? " " + this.getFlagsFen() : "") + | |
301 | (V.HasEnpassant ? " " + this.getEnpassantFen() : "") | |
302 | ); | |
1c9f093d BA |
303 | } |
304 | ||
305 | // Position part of the FEN string | |
6808d7a1 | 306 | getBaseFen() { |
1c9f093d | 307 | let position = ""; |
6808d7a1 | 308 | for (let i = 0; i < V.size.x; i++) { |
1c9f093d | 309 | let emptyCount = 0; |
6808d7a1 BA |
310 | for (let j = 0; j < V.size.y; j++) { |
311 | if (this.board[i][j] == V.EMPTY) emptyCount++; | |
312 | else { | |
313 | if (emptyCount > 0) { | |
1c9f093d BA |
314 | // Add empty squares in-between |
315 | position += emptyCount; | |
316 | emptyCount = 0; | |
317 | } | |
318 | position += V.board2fen(this.board[i][j]); | |
319 | } | |
320 | } | |
6808d7a1 | 321 | if (emptyCount > 0) { |
1c9f093d BA |
322 | // "Flush remainder" |
323 | position += emptyCount; | |
324 | } | |
6808d7a1 | 325 | if (i < V.size.x - 1) position += "/"; //separate rows |
1c9f093d BA |
326 | } |
327 | return position; | |
328 | } | |
329 | ||
6808d7a1 | 330 | getTurnFen() { |
1c9f093d BA |
331 | return this.turn; |
332 | } | |
333 | ||
334 | // Flags part of the FEN string | |
6808d7a1 | 335 | getFlagsFen() { |
1c9f093d BA |
336 | let flags = ""; |
337 | // Add castling flags | |
6808d7a1 BA |
338 | for (let i of ["w", "b"]) { |
339 | for (let j = 0; j < 2; j++) flags += this.castleFlags[i][j] ? "1" : "0"; | |
1c9f093d BA |
340 | } |
341 | return flags; | |
342 | } | |
343 | ||
344 | // Enpassant part of the FEN string | |
6808d7a1 | 345 | getEnpassantFen() { |
1c9f093d | 346 | const L = this.epSquares.length; |
6808d7a1 BA |
347 | if (!this.epSquares[L - 1]) return "-"; //no en-passant |
348 | return V.CoordsToSquare(this.epSquares[L - 1]); | |
1c9f093d BA |
349 | } |
350 | ||
351 | // Turn position fen into double array ["wb","wp","bk",...] | |
6808d7a1 | 352 | static GetBoard(position) { |
1c9f093d BA |
353 | const rows = position.split("/"); |
354 | let board = ArrayFun.init(V.size.x, V.size.y, ""); | |
6808d7a1 | 355 | for (let i = 0; i < rows.length; i++) { |
1c9f093d | 356 | let j = 0; |
6808d7a1 | 357 | for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++) { |
1c9f093d BA |
358 | const character = rows[i][indexInRow]; |
359 | const num = parseInt(character); | |
6808d7a1 BA |
360 | if (!isNaN(num)) j += num; |
361 | //just shift j | |
362 | //something at position i,j | |
363 | else board[i][j++] = V.fen2board(character); | |
1c9f093d BA |
364 | } |
365 | } | |
366 | return board; | |
367 | } | |
368 | ||
369 | // Extract (relevant) flags from fen | |
6808d7a1 | 370 | setFlags(fenflags) { |
1c9f093d | 371 | // white a-castle, h-castle, black a-castle, h-castle |
6808d7a1 BA |
372 | this.castleFlags = { w: [true, true], b: [true, true] }; |
373 | if (!fenflags) return; | |
374 | for (let i = 0; i < 4; i++) | |
375 | this.castleFlags[i < 2 ? "w" : "b"][i % 2] = fenflags.charAt(i) == "1"; | |
1c9f093d BA |
376 | } |
377 | ||
378 | ////////////////// | |
379 | // INITIALIZATION | |
380 | ||
6808d7a1 | 381 | constructor(fen) { |
241bf8f2 BA |
382 | // In printDiagram() fen isn't supply because only getPpath() is used |
383 | if (fen) | |
384 | this.re_init(fen); | |
37cdcbf3 BA |
385 | } |
386 | ||
387 | // Fen string fully describes the game state | |
6808d7a1 | 388 | re_init(fen) { |
1c9f093d BA |
389 | const fenParsed = V.ParseFen(fen); |
390 | this.board = V.GetBoard(fenParsed.position); | |
391 | this.turn = fenParsed.turn[0]; //[0] to work with MarseilleRules | |
392 | this.movesCount = parseInt(fenParsed.movesCount); | |
393 | this.setOtherVariables(fen); | |
394 | } | |
395 | ||
396 | // Scan board for kings and rooks positions | |
6808d7a1 BA |
397 | scanKingsRooks(fen) { |
398 | this.INIT_COL_KING = { w: -1, b: -1 }; | |
399 | this.INIT_COL_ROOK = { w: [-1, -1], b: [-1, -1] }; | |
400 | this.kingPos = { w: [-1, -1], b: [-1, -1] }; //squares of white and black king | |
1c9f093d | 401 | const fenRows = V.ParseFen(fen).position.split("/"); |
6808d7a1 | 402 | for (let i = 0; i < fenRows.length; i++) { |
1c9f093d | 403 | let k = 0; //column index on board |
6808d7a1 BA |
404 | for (let j = 0; j < fenRows[i].length; j++) { |
405 | switch (fenRows[i].charAt(j)) { | |
406 | case "k": | |
407 | this.kingPos["b"] = [i, k]; | |
408 | this.INIT_COL_KING["b"] = k; | |
1c9f093d | 409 | break; |
6808d7a1 BA |
410 | case "K": |
411 | this.kingPos["w"] = [i, k]; | |
412 | this.INIT_COL_KING["w"] = k; | |
1c9f093d | 413 | break; |
6808d7a1 BA |
414 | case "r": |
415 | if (this.INIT_COL_ROOK["b"][0] < 0) this.INIT_COL_ROOK["b"][0] = k; | |
416 | else this.INIT_COL_ROOK["b"][1] = k; | |
1c9f093d | 417 | break; |
6808d7a1 BA |
418 | case "R": |
419 | if (this.INIT_COL_ROOK["w"][0] < 0) this.INIT_COL_ROOK["w"][0] = k; | |
420 | else this.INIT_COL_ROOK["w"][1] = k; | |
1c9f093d | 421 | break; |
6808d7a1 | 422 | default: { |
1c9f093d | 423 | const num = parseInt(fenRows[i].charAt(j)); |
6808d7a1 BA |
424 | if (!isNaN(num)) k += num - 1; |
425 | } | |
1c9f093d BA |
426 | } |
427 | k++; | |
428 | } | |
429 | } | |
430 | } | |
431 | ||
432 | // Some additional variables from FEN (variant dependant) | |
6808d7a1 | 433 | setOtherVariables(fen) { |
1c9f093d BA |
434 | // Set flags and enpassant: |
435 | const parsedFen = V.ParseFen(fen); | |
6808d7a1 BA |
436 | if (V.HasFlags) this.setFlags(parsedFen.flags); |
437 | if (V.HasEnpassant) { | |
438 | const epSq = | |
439 | parsedFen.enpassant != "-" | |
9bd6786b | 440 | ? this.getEpSquare(parsedFen.enpassant) |
6808d7a1 BA |
441 | : undefined; |
442 | this.epSquares = [epSq]; | |
1c9f093d BA |
443 | } |
444 | // Search for king and rooks positions: | |
445 | this.scanKingsRooks(fen); | |
446 | } | |
447 | ||
448 | ///////////////////// | |
449 | // GETTERS & SETTERS | |
450 | ||
6808d7a1 BA |
451 | static get size() { |
452 | return { x: 8, y: 8 }; | |
1c9f093d BA |
453 | } |
454 | ||
455 | // Color of thing on suqare (i,j). 'undefined' if square is empty | |
6808d7a1 | 456 | getColor(i, j) { |
1c9f093d BA |
457 | return this.board[i][j].charAt(0); |
458 | } | |
459 | ||
460 | // Piece type on square (i,j). 'undefined' if square is empty | |
6808d7a1 | 461 | getPiece(i, j) { |
1c9f093d BA |
462 | return this.board[i][j].charAt(1); |
463 | } | |
464 | ||
465 | // Get opponent color | |
6808d7a1 BA |
466 | static GetOppCol(color) { |
467 | return color == "w" ? "b" : "w"; | |
1c9f093d BA |
468 | } |
469 | ||
1c9f093d | 470 | // Pieces codes (for a clearer code) |
6808d7a1 BA |
471 | static get PAWN() { |
472 | return "p"; | |
473 | } | |
474 | static get ROOK() { | |
475 | return "r"; | |
476 | } | |
477 | static get KNIGHT() { | |
478 | return "n"; | |
479 | } | |
480 | static get BISHOP() { | |
481 | return "b"; | |
482 | } | |
483 | static get QUEEN() { | |
484 | return "q"; | |
485 | } | |
486 | static get KING() { | |
487 | return "k"; | |
488 | } | |
1c9f093d BA |
489 | |
490 | // For FEN checking: | |
6808d7a1 BA |
491 | static get PIECES() { |
492 | return [V.PAWN, V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.KING]; | |
1c9f093d BA |
493 | } |
494 | ||
495 | // Empty square | |
6808d7a1 BA |
496 | static get EMPTY() { |
497 | return ""; | |
498 | } | |
1c9f093d BA |
499 | |
500 | // Some pieces movements | |
6808d7a1 | 501 | static get steps() { |
1c9f093d | 502 | return { |
6808d7a1 BA |
503 | r: [ |
504 | [-1, 0], | |
505 | [1, 0], | |
506 | [0, -1], | |
507 | [0, 1] | |
508 | ], | |
509 | n: [ | |
510 | [-1, -2], | |
511 | [-1, 2], | |
512 | [1, -2], | |
513 | [1, 2], | |
514 | [-2, -1], | |
515 | [-2, 1], | |
516 | [2, -1], | |
517 | [2, 1] | |
518 | ], | |
519 | b: [ | |
520 | [-1, -1], | |
521 | [-1, 1], | |
522 | [1, -1], | |
523 | [1, 1] | |
524 | ] | |
1c9f093d BA |
525 | }; |
526 | } | |
527 | ||
528 | //////////////////// | |
529 | // MOVES GENERATION | |
530 | ||
531 | // All possible moves from selected square (assumption: color is OK) | |
6808d7a1 BA |
532 | getPotentialMovesFrom([x, y]) { |
533 | switch (this.getPiece(x, y)) { | |
1c9f093d | 534 | case V.PAWN: |
6808d7a1 | 535 | return this.getPotentialPawnMoves([x, y]); |
1c9f093d | 536 | case V.ROOK: |
6808d7a1 | 537 | return this.getPotentialRookMoves([x, y]); |
1c9f093d | 538 | case V.KNIGHT: |
6808d7a1 | 539 | return this.getPotentialKnightMoves([x, y]); |
1c9f093d | 540 | case V.BISHOP: |
6808d7a1 | 541 | return this.getPotentialBishopMoves([x, y]); |
1c9f093d | 542 | case V.QUEEN: |
6808d7a1 | 543 | return this.getPotentialQueenMoves([x, y]); |
1c9f093d | 544 | case V.KING: |
6808d7a1 | 545 | return this.getPotentialKingMoves([x, y]); |
1c9f093d | 546 | } |
6808d7a1 | 547 | return []; //never reached |
1c9f093d BA |
548 | } |
549 | ||
550 | // Build a regular move from its initial and destination squares. | |
551 | // tr: transformation | |
6808d7a1 | 552 | getBasicMove([sx, sy], [ex, ey], tr) { |
1c9f093d BA |
553 | let mv = new Move({ |
554 | appear: [ | |
555 | new PiPo({ | |
556 | x: ex, | |
557 | y: ey, | |
6808d7a1 BA |
558 | c: tr ? tr.c : this.getColor(sx, sy), |
559 | p: tr ? tr.p : this.getPiece(sx, sy) | |
1c9f093d BA |
560 | }) |
561 | ], | |
562 | vanish: [ | |
563 | new PiPo({ | |
564 | x: sx, | |
565 | y: sy, | |
6808d7a1 BA |
566 | c: this.getColor(sx, sy), |
567 | p: this.getPiece(sx, sy) | |
1c9f093d BA |
568 | }) |
569 | ] | |
570 | }); | |
571 | ||
572 | // The opponent piece disappears if we take it | |
6808d7a1 | 573 | if (this.board[ex][ey] != V.EMPTY) { |
1c9f093d BA |
574 | mv.vanish.push( |
575 | new PiPo({ | |
576 | x: ex, | |
577 | y: ey, | |
6808d7a1 BA |
578 | c: this.getColor(ex, ey), |
579 | p: this.getPiece(ex, ey) | |
1c9f093d BA |
580 | }) |
581 | ); | |
582 | } | |
583 | return mv; | |
584 | } | |
585 | ||
586 | // Generic method to find possible moves of non-pawn pieces: | |
587 | // "sliding or jumping" | |
6808d7a1 | 588 | getSlideNJumpMoves([x, y], steps, oneStep) { |
1c9f093d | 589 | let moves = []; |
6808d7a1 | 590 | outerLoop: for (let step of steps) { |
1c9f093d BA |
591 | let i = x + step[0]; |
592 | let j = y + step[1]; | |
6808d7a1 BA |
593 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { |
594 | moves.push(this.getBasicMove([x, y], [i, j])); | |
595 | if (oneStep !== undefined) continue outerLoop; | |
1c9f093d BA |
596 | i += step[0]; |
597 | j += step[1]; | |
598 | } | |
6808d7a1 BA |
599 | if (V.OnBoard(i, j) && this.canTake([x, y], [i, j])) |
600 | moves.push(this.getBasicMove([x, y], [i, j])); | |
1c9f093d BA |
601 | } |
602 | return moves; | |
603 | } | |
604 | ||
605 | // What are the pawn moves from square x,y ? | |
6808d7a1 | 606 | getPotentialPawnMoves([x, y]) { |
1c9f093d BA |
607 | const color = this.turn; |
608 | let moves = []; | |
6808d7a1 BA |
609 | const [sizeX, sizeY] = [V.size.x, V.size.y]; |
610 | const shiftX = color == "w" ? -1 : 1; | |
611 | const firstRank = color == "w" ? sizeX - 1 : 0; | |
612 | const startRank = color == "w" ? sizeX - 2 : 1; | |
613 | const lastRank = color == "w" ? 0 : sizeX - 1; | |
614 | const pawnColor = this.getColor(x, y); //can be different for checkered | |
1c9f093d BA |
615 | |
616 | // NOTE: next condition is generally true (no pawn on last rank) | |
6808d7a1 BA |
617 | if (x + shiftX >= 0 && x + shiftX < sizeX) { |
618 | const finalPieces = | |
619 | x + shiftX == lastRank | |
620 | ? [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN] | |
621 | : [V.PAWN]; | |
1c9f093d | 622 | // One square forward |
6808d7a1 BA |
623 | if (this.board[x + shiftX][y] == V.EMPTY) { |
624 | for (let piece of finalPieces) { | |
625 | moves.push( | |
626 | this.getBasicMove([x, y], [x + shiftX, y], { | |
627 | c: pawnColor, | |
628 | p: piece | |
629 | }) | |
630 | ); | |
1c9f093d BA |
631 | } |
632 | // Next condition because pawns on 1st rank can generally jump | |
6808d7a1 BA |
633 | if ( |
634 | [startRank, firstRank].includes(x) && | |
635 | this.board[x + 2 * shiftX][y] == V.EMPTY | |
636 | ) { | |
1c9f093d | 637 | // Two squares jump |
6808d7a1 | 638 | moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y])); |
1c9f093d BA |
639 | } |
640 | } | |
641 | // Captures | |
6808d7a1 BA |
642 | for (let shiftY of [-1, 1]) { |
643 | if ( | |
644 | y + shiftY >= 0 && | |
645 | y + shiftY < sizeY && | |
646 | this.board[x + shiftX][y + shiftY] != V.EMPTY && | |
647 | this.canTake([x, y], [x + shiftX, y + shiftY]) | |
648 | ) { | |
649 | for (let piece of finalPieces) { | |
650 | moves.push( | |
651 | this.getBasicMove([x, y], [x + shiftX, y + shiftY], { | |
652 | c: pawnColor, | |
653 | p: piece | |
654 | }) | |
655 | ); | |
1c9f093d BA |
656 | } |
657 | } | |
658 | } | |
659 | } | |
660 | ||
6808d7a1 | 661 | if (V.HasEnpassant) { |
1c9f093d BA |
662 | // En passant |
663 | const Lep = this.epSquares.length; | |
6808d7a1 BA |
664 | const epSquare = this.epSquares[Lep - 1]; //always at least one element |
665 | if ( | |
666 | !!epSquare && | |
667 | epSquare.x == x + shiftX && | |
668 | Math.abs(epSquare.y - y) == 1 | |
669 | ) { | |
670 | let enpassantMove = this.getBasicMove([x, y], [epSquare.x, epSquare.y]); | |
1c9f093d BA |
671 | enpassantMove.vanish.push({ |
672 | x: x, | |
673 | y: epSquare.y, | |
6808d7a1 BA |
674 | p: "p", |
675 | c: this.getColor(x, epSquare.y) | |
1c9f093d BA |
676 | }); |
677 | moves.push(enpassantMove); | |
678 | } | |
679 | } | |
680 | ||
681 | return moves; | |
682 | } | |
683 | ||
684 | // What are the rook moves from square x,y ? | |
6808d7a1 | 685 | getPotentialRookMoves(sq) { |
1c9f093d BA |
686 | return this.getSlideNJumpMoves(sq, V.steps[V.ROOK]); |
687 | } | |
688 | ||
689 | // What are the knight moves from square x,y ? | |
6808d7a1 | 690 | getPotentialKnightMoves(sq) { |
1c9f093d BA |
691 | return this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep"); |
692 | } | |
693 | ||
694 | // What are the bishop moves from square x,y ? | |
6808d7a1 | 695 | getPotentialBishopMoves(sq) { |
1c9f093d BA |
696 | return this.getSlideNJumpMoves(sq, V.steps[V.BISHOP]); |
697 | } | |
698 | ||
699 | // What are the queen moves from square x,y ? | |
6808d7a1 BA |
700 | getPotentialQueenMoves(sq) { |
701 | return this.getSlideNJumpMoves( | |
702 | sq, | |
703 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]) | |
704 | ); | |
1c9f093d BA |
705 | } |
706 | ||
707 | // What are the king moves from square x,y ? | |
6808d7a1 | 708 | getPotentialKingMoves(sq) { |
1c9f093d | 709 | // Initialize with normal moves |
6808d7a1 BA |
710 | let moves = this.getSlideNJumpMoves( |
711 | sq, | |
712 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]), | |
713 | "oneStep" | |
714 | ); | |
1c9f093d BA |
715 | return moves.concat(this.getCastleMoves(sq)); |
716 | } | |
717 | ||
6808d7a1 BA |
718 | getCastleMoves([x, y]) { |
719 | const c = this.getColor(x, y); | |
720 | if (x != (c == "w" ? V.size.x - 1 : 0) || y != this.INIT_COL_KING[c]) | |
1c9f093d BA |
721 | return []; //x isn't first rank, or king has moved (shortcut) |
722 | ||
723 | // Castling ? | |
724 | const oppCol = V.GetOppCol(c); | |
725 | let moves = []; | |
726 | let i = 0; | |
9bd6786b | 727 | // King, then rook: |
6808d7a1 BA |
728 | const finalSquares = [ |
729 | [2, 3], | |
730 | [V.size.y - 2, V.size.y - 3] | |
9bd6786b | 731 | ]; |
6808d7a1 BA |
732 | castlingCheck: for ( |
733 | let castleSide = 0; | |
734 | castleSide < 2; | |
735 | castleSide++ //large, then small | |
736 | ) { | |
737 | if (!this.castleFlags[c][castleSide]) continue; | |
1c9f093d BA |
738 | // If this code is reached, rooks and king are on initial position |
739 | ||
2beba6db BA |
740 | // Nothing on the path of the king ? (and no checks) |
741 | const finDist = finalSquares[castleSide][0] - y; | |
742 | let step = finDist / Math.max(1, Math.abs(finDist)); | |
743 | i = y; | |
6808d7a1 BA |
744 | do { |
745 | if ( | |
746 | this.isAttacked([x, i], [oppCol]) || | |
747 | (this.board[x][i] != V.EMPTY && | |
748 | // NOTE: next check is enough, because of chessboard constraints | |
749 | (this.getColor(x, i) != c || | |
750 | ![V.KING, V.ROOK].includes(this.getPiece(x, i)))) | |
751 | ) { | |
1c9f093d BA |
752 | continue castlingCheck; |
753 | } | |
2beba6db | 754 | i += step; |
6808d7a1 | 755 | } while (i != finalSquares[castleSide][0]); |
1c9f093d BA |
756 | |
757 | // Nothing on the path to the rook? | |
6808d7a1 BA |
758 | step = castleSide == 0 ? -1 : 1; |
759 | for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step) { | |
760 | if (this.board[x][i] != V.EMPTY) continue castlingCheck; | |
1c9f093d BA |
761 | } |
762 | const rookPos = this.INIT_COL_ROOK[c][castleSide]; | |
763 | ||
764 | // Nothing on final squares, except maybe king and castling rook? | |
6808d7a1 BA |
765 | for (i = 0; i < 2; i++) { |
766 | if ( | |
767 | this.board[x][finalSquares[castleSide][i]] != V.EMPTY && | |
768 | this.getPiece(x, finalSquares[castleSide][i]) != V.KING && | |
769 | finalSquares[castleSide][i] != rookPos | |
770 | ) { | |
1c9f093d BA |
771 | continue castlingCheck; |
772 | } | |
773 | } | |
774 | ||
775 | // If this code is reached, castle is valid | |
6808d7a1 BA |
776 | moves.push( |
777 | new Move({ | |
778 | appear: [ | |
779 | new PiPo({ x: x, y: finalSquares[castleSide][0], p: V.KING, c: c }), | |
780 | new PiPo({ x: x, y: finalSquares[castleSide][1], p: V.ROOK, c: c }) | |
781 | ], | |
782 | vanish: [ | |
783 | new PiPo({ x: x, y: y, p: V.KING, c: c }), | |
784 | new PiPo({ x: x, y: rookPos, p: V.ROOK, c: c }) | |
785 | ], | |
786 | end: | |
787 | Math.abs(y - rookPos) <= 2 | |
788 | ? { x: x, y: rookPos } | |
789 | : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } | |
790 | }) | |
791 | ); | |
1c9f093d BA |
792 | } |
793 | ||
794 | return moves; | |
795 | } | |
796 | ||
797 | //////////////////// | |
798 | // MOVES VALIDATION | |
799 | ||
800 | // For the interface: possible moves for the current turn from square sq | |
6808d7a1 BA |
801 | getPossibleMovesFrom(sq) { |
802 | return this.filterValid(this.getPotentialMovesFrom(sq)); | |
1c9f093d BA |
803 | } |
804 | ||
805 | // TODO: promotions (into R,B,N,Q) should be filtered only once | |
6808d7a1 BA |
806 | filterValid(moves) { |
807 | if (moves.length == 0) return []; | |
1c9f093d BA |
808 | const color = this.turn; |
809 | return moves.filter(m => { | |
810 | this.play(m); | |
811 | const res = !this.underCheck(color); | |
812 | this.undo(m); | |
813 | return res; | |
814 | }); | |
815 | } | |
816 | ||
817 | // Search for all valid moves considering current turn | |
818 | // (for engine and game end) | |
6808d7a1 | 819 | getAllValidMoves() { |
1c9f093d BA |
820 | const color = this.turn; |
821 | const oppCol = V.GetOppCol(color); | |
822 | let potentialMoves = []; | |
6808d7a1 BA |
823 | for (let i = 0; i < V.size.x; i++) { |
824 | for (let j = 0; j < V.size.y; j++) { | |
1c9f093d | 825 | // Next condition "!= oppCol" to work with checkered variant |
6808d7a1 BA |
826 | if (this.board[i][j] != V.EMPTY && this.getColor(i, j) != oppCol) { |
827 | Array.prototype.push.apply( | |
828 | potentialMoves, | |
829 | this.getPotentialMovesFrom([i, j]) | |
830 | ); | |
1c9f093d BA |
831 | } |
832 | } | |
833 | } | |
834 | return this.filterValid(potentialMoves); | |
835 | } | |
836 | ||
837 | // Stop at the first move found | |
6808d7a1 | 838 | atLeastOneMove() { |
1c9f093d BA |
839 | const color = this.turn; |
840 | const oppCol = V.GetOppCol(color); | |
6808d7a1 BA |
841 | for (let i = 0; i < V.size.x; i++) { |
842 | for (let j = 0; j < V.size.y; j++) { | |
843 | if (this.board[i][j] != V.EMPTY && this.getColor(i, j) != oppCol) { | |
844 | const moves = this.getPotentialMovesFrom([i, j]); | |
845 | if (moves.length > 0) { | |
846 | for (let k = 0; k < moves.length; k++) { | |
847 | if (this.filterValid([moves[k]]).length > 0) return true; | |
1c9f093d BA |
848 | } |
849 | } | |
850 | } | |
851 | } | |
852 | } | |
853 | return false; | |
854 | } | |
855 | ||
856 | // Check if pieces of color in 'colors' are attacking (king) on square x,y | |
6808d7a1 BA |
857 | isAttacked(sq, colors) { |
858 | return ( | |
859 | this.isAttackedByPawn(sq, colors) || | |
860 | this.isAttackedByRook(sq, colors) || | |
861 | this.isAttackedByKnight(sq, colors) || | |
862 | this.isAttackedByBishop(sq, colors) || | |
863 | this.isAttackedByQueen(sq, colors) || | |
864 | this.isAttackedByKing(sq, colors) | |
865 | ); | |
1c9f093d BA |
866 | } |
867 | ||
868 | // Is square x,y attacked by 'colors' pawns ? | |
6808d7a1 BA |
869 | isAttackedByPawn([x, y], colors) { |
870 | for (let c of colors) { | |
871 | let pawnShift = c == "w" ? 1 : -1; | |
872 | if (x + pawnShift >= 0 && x + pawnShift < V.size.x) { | |
873 | for (let i of [-1, 1]) { | |
874 | if ( | |
875 | y + i >= 0 && | |
876 | y + i < V.size.y && | |
877 | this.getPiece(x + pawnShift, y + i) == V.PAWN && | |
878 | this.getColor(x + pawnShift, y + i) == c | |
879 | ) { | |
1c9f093d BA |
880 | return true; |
881 | } | |
882 | } | |
883 | } | |
884 | } | |
885 | return false; | |
886 | } | |
887 | ||
888 | // Is square x,y attacked by 'colors' rooks ? | |
6808d7a1 | 889 | isAttackedByRook(sq, colors) { |
1c9f093d BA |
890 | return this.isAttackedBySlideNJump(sq, colors, V.ROOK, V.steps[V.ROOK]); |
891 | } | |
892 | ||
893 | // Is square x,y attacked by 'colors' knights ? | |
6808d7a1 BA |
894 | isAttackedByKnight(sq, colors) { |
895 | return this.isAttackedBySlideNJump( | |
896 | sq, | |
897 | colors, | |
898 | V.KNIGHT, | |
899 | V.steps[V.KNIGHT], | |
900 | "oneStep" | |
901 | ); | |
1c9f093d BA |
902 | } |
903 | ||
904 | // Is square x,y attacked by 'colors' bishops ? | |
6808d7a1 | 905 | isAttackedByBishop(sq, colors) { |
1c9f093d BA |
906 | return this.isAttackedBySlideNJump(sq, colors, V.BISHOP, V.steps[V.BISHOP]); |
907 | } | |
908 | ||
909 | // Is square x,y attacked by 'colors' queens ? | |
6808d7a1 BA |
910 | isAttackedByQueen(sq, colors) { |
911 | return this.isAttackedBySlideNJump( | |
912 | sq, | |
913 | colors, | |
914 | V.QUEEN, | |
915 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]) | |
916 | ); | |
1c9f093d BA |
917 | } |
918 | ||
919 | // Is square x,y attacked by 'colors' king(s) ? | |
6808d7a1 BA |
920 | isAttackedByKing(sq, colors) { |
921 | return this.isAttackedBySlideNJump( | |
922 | sq, | |
923 | colors, | |
924 | V.KING, | |
925 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]), | |
926 | "oneStep" | |
927 | ); | |
1c9f093d BA |
928 | } |
929 | ||
930 | // Generic method for non-pawn pieces ("sliding or jumping"): | |
931 | // is x,y attacked by a piece of color in array 'colors' ? | |
6808d7a1 BA |
932 | isAttackedBySlideNJump([x, y], colors, piece, steps, oneStep) { |
933 | for (let step of steps) { | |
934 | let rx = x + step[0], | |
935 | ry = y + step[1]; | |
936 | while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) { | |
1c9f093d BA |
937 | rx += step[0]; |
938 | ry += step[1]; | |
939 | } | |
6808d7a1 BA |
940 | if ( |
941 | V.OnBoard(rx, ry) && | |
942 | this.getPiece(rx, ry) === piece && | |
943 | colors.includes(this.getColor(rx, ry)) | |
944 | ) { | |
1c9f093d BA |
945 | return true; |
946 | } | |
947 | } | |
948 | return false; | |
949 | } | |
950 | ||
951 | // Is color under check after his move ? | |
6808d7a1 | 952 | underCheck(color) { |
1c9f093d BA |
953 | return this.isAttacked(this.kingPos[color], [V.GetOppCol(color)]); |
954 | } | |
955 | ||
956 | ///////////////// | |
957 | // MOVES PLAYING | |
958 | ||
959 | // Apply a move on board | |
6808d7a1 BA |
960 | static PlayOnBoard(board, move) { |
961 | for (let psq of move.vanish) board[psq.x][psq.y] = V.EMPTY; | |
962 | for (let psq of move.appear) board[psq.x][psq.y] = psq.c + psq.p; | |
1c9f093d BA |
963 | } |
964 | // Un-apply the played move | |
6808d7a1 BA |
965 | static UndoOnBoard(board, move) { |
966 | for (let psq of move.appear) board[psq.x][psq.y] = V.EMPTY; | |
967 | for (let psq of move.vanish) board[psq.x][psq.y] = psq.c + psq.p; | |
1c9f093d BA |
968 | } |
969 | ||
970 | // After move is played, update variables + flags | |
6808d7a1 | 971 | updateVariables(move) { |
1c9f093d | 972 | let piece = undefined; |
78d64531 BA |
973 | // TODO: update variables before move is played, and just use this.turn ? |
974 | // (doesn't work in general, think MarseilleChess) | |
1c9f093d | 975 | let c = undefined; |
6808d7a1 | 976 | if (move.vanish.length >= 1) { |
1c9f093d BA |
977 | // Usual case, something is moved |
978 | piece = move.vanish[0].p; | |
979 | c = move.vanish[0].c; | |
6808d7a1 | 980 | } else { |
1c9f093d BA |
981 | // Crazyhouse-like variants |
982 | piece = move.appear[0].p; | |
983 | c = move.appear[0].c; | |
984 | } | |
78d64531 BA |
985 | if (!['w','b'].includes(c)) { |
986 | // Checkered, for example | |
1c9f093d BA |
987 | c = V.GetOppCol(this.turn); |
988 | } | |
6808d7a1 | 989 | const firstRank = c == "w" ? V.size.x - 1 : 0; |
1c9f093d BA |
990 | |
991 | // Update king position + flags | |
6808d7a1 | 992 | if (piece == V.KING && move.appear.length > 0) { |
1c9f093d BA |
993 | this.kingPos[c][0] = move.appear[0].x; |
994 | this.kingPos[c][1] = move.appear[0].y; | |
6808d7a1 | 995 | if (V.HasFlags) this.castleFlags[c] = [false, false]; |
1c9f093d BA |
996 | return; |
997 | } | |
6808d7a1 | 998 | if (V.HasFlags) { |
1c9f093d BA |
999 | // Update castling flags if rooks are moved |
1000 | const oppCol = V.GetOppCol(c); | |
6808d7a1 BA |
1001 | const oppFirstRank = V.size.x - 1 - firstRank; |
1002 | if ( | |
1003 | move.start.x == firstRank && //our rook moves? | |
1004 | this.INIT_COL_ROOK[c].includes(move.start.y) | |
1005 | ) { | |
1006 | const flagIdx = move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1; | |
1c9f093d | 1007 | this.castleFlags[c][flagIdx] = false; |
6808d7a1 BA |
1008 | } else if ( |
1009 | move.end.x == oppFirstRank && //we took opponent rook? | |
1010 | this.INIT_COL_ROOK[oppCol].includes(move.end.y) | |
1011 | ) { | |
1012 | const flagIdx = move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1; | |
1c9f093d BA |
1013 | this.castleFlags[oppCol][flagIdx] = false; |
1014 | } | |
1015 | } | |
1016 | } | |
1017 | ||
1018 | // After move is undo-ed *and flags resetted*, un-update other variables | |
1019 | // TODO: more symmetry, by storing flags increment in move (?!) | |
6808d7a1 | 1020 | unupdateVariables(move) { |
1c9f093d | 1021 | // (Potentially) Reset king position |
6808d7a1 BA |
1022 | const c = this.getColor(move.start.x, move.start.y); |
1023 | if (this.getPiece(move.start.x, move.start.y) == V.KING) | |
1c9f093d BA |
1024 | this.kingPos[c] = [move.start.x, move.start.y]; |
1025 | } | |
1026 | ||
6808d7a1 | 1027 | play(move) { |
1c9f093d | 1028 | // DEBUG: |
9bd6786b BA |
1029 | // if (!this.states) this.states = []; |
1030 | // const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen(); | |
1031 | // this.states.push(stateFen); | |
6808d7a1 BA |
1032 | |
1033 | if (V.HasFlags) move.flags = JSON.stringify(this.aggregateFlags()); //save flags (for undo) | |
1034 | if (V.HasEnpassant) this.epSquares.push(this.getEpSquare(move)); | |
1c9f093d BA |
1035 | V.PlayOnBoard(this.board, move); |
1036 | this.turn = V.GetOppCol(this.turn); | |
1037 | this.movesCount++; | |
1038 | this.updateVariables(move); | |
1039 | } | |
1040 | ||
6808d7a1 BA |
1041 | undo(move) { |
1042 | if (V.HasEnpassant) this.epSquares.pop(); | |
1043 | if (V.HasFlags) this.disaggregateFlags(JSON.parse(move.flags)); | |
1c9f093d BA |
1044 | V.UndoOnBoard(this.board, move); |
1045 | this.turn = V.GetOppCol(this.turn); | |
1046 | this.movesCount--; | |
1047 | this.unupdateVariables(move); | |
1048 | ||
1049 | // DEBUG: | |
9bd6786b BA |
1050 | // const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen(); |
1051 | // if (stateFen != this.states[this.states.length-1]) debugger; | |
1052 | // this.states.pop(); | |
1c9f093d BA |
1053 | } |
1054 | ||
1055 | /////////////// | |
1056 | // END OF GAME | |
1057 | ||
1058 | // What is the score ? (Interesting if game is over) | |
6808d7a1 BA |
1059 | getCurrentScore() { |
1060 | if (this.atLeastOneMove()) | |
1c9f093d BA |
1061 | return "*"; |
1062 | ||
1063 | // Game over | |
1064 | const color = this.turn; | |
1065 | // No valid move: stalemate or checkmate? | |
1066 | if (!this.isAttacked(this.kingPos[color], [V.GetOppCol(color)])) | |
1067 | return "1/2"; | |
1068 | // OK, checkmate | |
6808d7a1 | 1069 | return color == "w" ? "0-1" : "1-0"; |
1c9f093d BA |
1070 | } |
1071 | ||
1072 | /////////////// | |
1073 | // ENGINE PLAY | |
1074 | ||
1075 | // Pieces values | |
6808d7a1 | 1076 | static get VALUES() { |
1c9f093d | 1077 | return { |
6808d7a1 BA |
1078 | p: 1, |
1079 | r: 5, | |
1080 | n: 3, | |
1081 | b: 3, | |
1082 | q: 9, | |
1083 | k: 1000 | |
1c9f093d BA |
1084 | }; |
1085 | } | |
1086 | ||
1087 | // "Checkmate" (unreachable eval) | |
6808d7a1 BA |
1088 | static get INFINITY() { |
1089 | return 9999; | |
1090 | } | |
1c9f093d BA |
1091 | |
1092 | // At this value or above, the game is over | |
6808d7a1 BA |
1093 | static get THRESHOLD_MATE() { |
1094 | return V.INFINITY; | |
1095 | } | |
1c9f093d BA |
1096 | |
1097 | // Search depth: 2 for high branching factor, 4 for small (Loser chess, eg.) | |
6808d7a1 BA |
1098 | static get SEARCH_DEPTH() { |
1099 | return 3; | |
1100 | } | |
1c9f093d | 1101 | |
1c9f093d | 1102 | // NOTE: works also for extinction chess because depth is 3... |
6808d7a1 | 1103 | getComputerMove() { |
1c9f093d BA |
1104 | const maxeval = V.INFINITY; |
1105 | const color = this.turn; | |
1106 | // Some variants may show a bigger moves list to the human (Switching), | |
1107 | // thus the argument "computer" below (which is generally ignored) | |
1108 | let moves1 = this.getAllValidMoves("computer"); | |
6808d7a1 BA |
1109 | if (moves1.length == 0) |
1110 | //TODO: this situation should not happen | |
41cb9b94 | 1111 | return null; |
1c9f093d BA |
1112 | |
1113 | // Can I mate in 1 ? (for Magnetic & Extinction) | |
6808d7a1 | 1114 | for (let i of shuffle(ArrayFun.range(moves1.length))) { |
1c9f093d | 1115 | this.play(moves1[i]); |
6808d7a1 BA |
1116 | let finish = Math.abs(this.evalPosition()) >= V.THRESHOLD_MATE; |
1117 | if (!finish) { | |
1c9f093d | 1118 | const score = this.getCurrentScore(); |
6808d7a1 | 1119 | if (["1-0", "0-1"].includes(score)) finish = true; |
1c9f093d BA |
1120 | } |
1121 | this.undo(moves1[i]); | |
6808d7a1 | 1122 | if (finish) return moves1[i]; |
1c9f093d BA |
1123 | } |
1124 | ||
1125 | // Rank moves using a min-max at depth 2 | |
6808d7a1 | 1126 | for (let i = 0; i < moves1.length; i++) { |
1c9f093d | 1127 | // Initial self evaluation is very low: "I'm checkmated" |
6808d7a1 | 1128 | moves1[i].eval = (color == "w" ? -1 : 1) * maxeval; |
1c9f093d BA |
1129 | this.play(moves1[i]); |
1130 | const score1 = this.getCurrentScore(); | |
1131 | let eval2 = undefined; | |
6808d7a1 | 1132 | if (score1 == "*") { |
1c9f093d | 1133 | // Initial enemy evaluation is very low too, for him |
6808d7a1 | 1134 | eval2 = (color == "w" ? 1 : -1) * maxeval; |
1c9f093d BA |
1135 | // Second half-move: |
1136 | let moves2 = this.getAllValidMoves("computer"); | |
6808d7a1 | 1137 | for (let j = 0; j < moves2.length; j++) { |
1c9f093d BA |
1138 | this.play(moves2[j]); |
1139 | const score2 = this.getCurrentScore(); | |
6808d7a1 BA |
1140 | let evalPos = 0; //1/2 value |
1141 | switch (score2) { | |
1142 | case "*": | |
1143 | evalPos = this.evalPosition(); | |
1144 | break; | |
1145 | case "1-0": | |
1146 | evalPos = maxeval; | |
1147 | break; | |
1148 | case "0-1": | |
1149 | evalPos = -maxeval; | |
1150 | break; | |
1151 | } | |
1152 | if ( | |
1153 | (color == "w" && evalPos < eval2) || | |
1154 | (color == "b" && evalPos > eval2) | |
1155 | ) { | |
1c9f093d BA |
1156 | eval2 = evalPos; |
1157 | } | |
1158 | this.undo(moves2[j]); | |
1159 | } | |
6808d7a1 BA |
1160 | } else eval2 = score1 == "1/2" ? 0 : (score1 == "1-0" ? 1 : -1) * maxeval; |
1161 | if ( | |
1162 | (color == "w" && eval2 > moves1[i].eval) || | |
1163 | (color == "b" && eval2 < moves1[i].eval) | |
1164 | ) { | |
1c9f093d BA |
1165 | moves1[i].eval = eval2; |
1166 | } | |
1167 | this.undo(moves1[i]); | |
1168 | } | |
6808d7a1 BA |
1169 | moves1.sort((a, b) => { |
1170 | return (color == "w" ? 1 : -1) * (b.eval - a.eval); | |
1171 | }); | |
1c9f093d BA |
1172 | |
1173 | let candidates = [0]; //indices of candidates moves | |
6808d7a1 | 1174 | for (let j = 1; j < moves1.length && moves1[j].eval == moves1[0].eval; j++) |
1c9f093d | 1175 | candidates.push(j); |
0c3fe8a6 | 1176 | let currentBest = moves1[candidates[randInt(candidates.length)]]; |
1c9f093d | 1177 | |
1c9f093d | 1178 | // Skip depth 3+ if we found a checkmate (or if we are checkmated in 1...) |
6808d7a1 | 1179 | if (V.SEARCH_DEPTH >= 3 && Math.abs(moves1[0].eval) < V.THRESHOLD_MATE) { |
656b1878 BA |
1180 | // From here, depth >= 3: may take a while, so we control time |
1181 | const timeStart = Date.now(); | |
6808d7a1 BA |
1182 | for (let i = 0; i < moves1.length; i++) { |
1183 | if (Date.now() - timeStart >= 5000) | |
1184 | //more than 5 seconds | |
1c9f093d BA |
1185 | return currentBest; //depth 2 at least |
1186 | this.play(moves1[i]); | |
1187 | // 0.1 * oldEval : heuristic to avoid some bad moves (not all...) | |
6808d7a1 BA |
1188 | moves1[i].eval = |
1189 | 0.1 * moves1[i].eval + | |
1190 | this.alphabeta(V.SEARCH_DEPTH - 1, -maxeval, maxeval); | |
1c9f093d BA |
1191 | this.undo(moves1[i]); |
1192 | } | |
6808d7a1 BA |
1193 | moves1.sort((a, b) => { |
1194 | return (color == "w" ? 1 : -1) * (b.eval - a.eval); | |
1195 | }); | |
1196 | } else return currentBest; | |
1197 | // console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; })); | |
1c9f093d BA |
1198 | |
1199 | candidates = [0]; | |
6808d7a1 | 1200 | for (let j = 1; j < moves1.length && moves1[j].eval == moves1[0].eval; j++) |
1c9f093d | 1201 | candidates.push(j); |
656b1878 | 1202 | return moves1[candidates[randInt(candidates.length)]]; |
1c9f093d BA |
1203 | } |
1204 | ||
6808d7a1 | 1205 | alphabeta(depth, alpha, beta) { |
1c9f093d BA |
1206 | const maxeval = V.INFINITY; |
1207 | const color = this.turn; | |
1208 | const score = this.getCurrentScore(); | |
1209 | if (score != "*") | |
6808d7a1 BA |
1210 | return score == "1/2" ? 0 : (score == "1-0" ? 1 : -1) * maxeval; |
1211 | if (depth == 0) return this.evalPosition(); | |
1c9f093d | 1212 | const moves = this.getAllValidMoves("computer"); |
6808d7a1 BA |
1213 | let v = color == "w" ? -maxeval : maxeval; |
1214 | if (color == "w") { | |
1215 | for (let i = 0; i < moves.length; i++) { | |
1c9f093d | 1216 | this.play(moves[i]); |
6808d7a1 | 1217 | v = Math.max(v, this.alphabeta(depth - 1, alpha, beta)); |
1c9f093d BA |
1218 | this.undo(moves[i]); |
1219 | alpha = Math.max(alpha, v); | |
6808d7a1 | 1220 | if (alpha >= beta) break; //beta cutoff |
1c9f093d | 1221 | } |
6808d7a1 BA |
1222 | } //color=="b" |
1223 | else { | |
1224 | for (let i = 0; i < moves.length; i++) { | |
1c9f093d | 1225 | this.play(moves[i]); |
6808d7a1 | 1226 | v = Math.min(v, this.alphabeta(depth - 1, alpha, beta)); |
1c9f093d BA |
1227 | this.undo(moves[i]); |
1228 | beta = Math.min(beta, v); | |
6808d7a1 | 1229 | if (alpha >= beta) break; //alpha cutoff |
1c9f093d BA |
1230 | } |
1231 | } | |
1232 | return v; | |
1233 | } | |
1234 | ||
6808d7a1 | 1235 | evalPosition() { |
1c9f093d BA |
1236 | let evaluation = 0; |
1237 | // Just count material for now | |
6808d7a1 BA |
1238 | for (let i = 0; i < V.size.x; i++) { |
1239 | for (let j = 0; j < V.size.y; j++) { | |
1240 | if (this.board[i][j] != V.EMPTY) { | |
1241 | const sign = this.getColor(i, j) == "w" ? 1 : -1; | |
1242 | evaluation += sign * V.VALUES[this.getPiece(i, j)]; | |
1c9f093d BA |
1243 | } |
1244 | } | |
1245 | } | |
1246 | return evaluation; | |
1247 | } | |
1248 | ||
1249 | ///////////////////////// | |
1250 | // MOVES + GAME NOTATION | |
1251 | ///////////////////////// | |
1252 | ||
1253 | // Context: just before move is played, turn hasn't changed | |
1254 | // TODO: un-ambiguous notation (switch on piece type, check directions...) | |
6808d7a1 BA |
1255 | getNotation(move) { |
1256 | if (move.appear.length == 2 && move.appear[0].p == V.KING) | |
1257 | //castle | |
1258 | return move.end.y < move.start.y ? "0-0-0" : "0-0"; | |
1c9f093d BA |
1259 | |
1260 | // Translate final square | |
1261 | const finalSquare = V.CoordsToSquare(move.end); | |
1262 | ||
1263 | const piece = this.getPiece(move.start.x, move.start.y); | |
6808d7a1 | 1264 | if (piece == V.PAWN) { |
1c9f093d BA |
1265 | // Pawn move |
1266 | let notation = ""; | |
6808d7a1 | 1267 | if (move.vanish.length > move.appear.length) { |
1c9f093d BA |
1268 | // Capture |
1269 | const startColumn = V.CoordToColumn(move.start.y); | |
1270 | notation = startColumn + "x" + finalSquare; | |
78d64531 | 1271 | } |
6808d7a1 BA |
1272 | else notation = finalSquare; |
1273 | if (move.appear.length > 0 && move.appear[0].p != V.PAWN) | |
78d64531 | 1274 | // Promotion |
1c9f093d BA |
1275 | notation += "=" + move.appear[0].p.toUpperCase(); |
1276 | return notation; | |
1277 | } | |
6808d7a1 BA |
1278 | // Piece movement |
1279 | return ( | |
1280 | piece.toUpperCase() + | |
1281 | (move.vanish.length > move.appear.length ? "x" : "") + | |
1282 | finalSquare | |
1283 | ); | |
1284 | } | |
1285 | }; |