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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"; |
656b1878 | 5 | import { randInt, sample, shuffle } from "@/utils/alea"; |
e2732923 BA |
6 | |
7 | export const PiPo = class PiPo //Piece+Position | |
1d184b4c | 8 | { |
1c9f093d BA |
9 | // o: {piece[p], color[c], posX[x], posY[y]} |
10 | constructor(o) | |
11 | { | |
12 | this.p = o.p; | |
13 | this.c = o.c; | |
14 | this.x = o.x; | |
15 | this.y = o.y; | |
16 | } | |
1d184b4c BA |
17 | } |
18 | ||
098e8468 | 19 | // TODO: for animation, moves should contains "moving" and "fading" maybe... |
e2732923 | 20 | export const Move = class Move |
1d184b4c | 21 | { |
1c9f093d BA |
22 | // o: {appear, vanish, [start,] [end,]} |
23 | // appear,vanish = arrays of PiPo | |
24 | // start,end = coordinates to apply to trigger move visually (think castle) | |
25 | constructor(o) | |
26 | { | |
27 | this.appear = o.appear; | |
28 | this.vanish = o.vanish; | |
29 | this.start = !!o.start ? o.start : {x:o.vanish[0].x, y:o.vanish[0].y}; | |
30 | this.end = !!o.end ? o.end : {x:o.appear[0].x, y:o.appear[0].y}; | |
31 | } | |
1d184b4c BA |
32 | } |
33 | ||
34 | // NOTE: x coords = top to bottom; y = left to right (from white player perspective) | |
e2732923 | 35 | export const ChessRules = class ChessRules |
1d184b4c | 36 | { |
1c9f093d BA |
37 | ////////////// |
38 | // MISC UTILS | |
39 | ||
40 | static get HasFlags() { return true; } //some variants don't have flags | |
41 | ||
42 | static get HasEnpassant() { return true; } //some variants don't have ep. | |
43 | ||
44 | // Path to pieces | |
45 | static getPpath(b) | |
46 | { | |
47 | return b; //usual pieces in pieces/ folder | |
48 | } | |
49 | ||
50 | // Turn "wb" into "B" (for FEN) | |
51 | static board2fen(b) | |
52 | { | |
6274a545 | 53 | return (b[0]=='w' ? b[1].toUpperCase() : b[1]); |
1c9f093d BA |
54 | } |
55 | ||
56 | // Turn "p" into "bp" (for board) | |
57 | static fen2board(f) | |
58 | { | |
6274a545 | 59 | return (f.charCodeAt()<=90 ? "w"+f.toLowerCase() : "b"+f); |
1c9f093d BA |
60 | } |
61 | ||
62 | // Check if FEN describe a position | |
63 | static IsGoodFen(fen) | |
64 | { | |
65 | const fenParsed = V.ParseFen(fen); | |
66 | // 1) Check position | |
67 | if (!V.IsGoodPosition(fenParsed.position)) | |
68 | return false; | |
69 | // 2) Check turn | |
70 | if (!fenParsed.turn || !V.IsGoodTurn(fenParsed.turn)) | |
71 | return false; | |
72 | // 3) Check moves count | |
73 | if (!fenParsed.movesCount || !(parseInt(fenParsed.movesCount) >= 0)) | |
74 | return false; | |
75 | // 4) Check flags | |
76 | if (V.HasFlags && (!fenParsed.flags || !V.IsGoodFlags(fenParsed.flags))) | |
77 | return false; | |
78 | // 5) Check enpassant | |
79 | if (V.HasEnpassant && | |
80 | (!fenParsed.enpassant || !V.IsGoodEnpassant(fenParsed.enpassant))) | |
81 | { | |
82 | return false; | |
83 | } | |
84 | return true; | |
85 | } | |
86 | ||
87 | // Is position part of the FEN a priori correct? | |
88 | static IsGoodPosition(position) | |
89 | { | |
90 | if (position.length == 0) | |
91 | return false; | |
92 | const rows = position.split("/"); | |
93 | if (rows.length != V.size.x) | |
94 | return false; | |
95 | for (let row of rows) | |
96 | { | |
97 | let sumElts = 0; | |
98 | for (let i=0; i<row.length; i++) | |
99 | { | |
100 | if (V.PIECES.includes(row[i].toLowerCase())) | |
101 | sumElts++; | |
102 | else | |
103 | { | |
104 | const num = parseInt(row[i]); | |
105 | if (isNaN(num)) | |
106 | return false; | |
107 | sumElts += num; | |
108 | } | |
109 | } | |
110 | if (sumElts != V.size.y) | |
111 | return false; | |
112 | } | |
113 | return true; | |
114 | } | |
115 | ||
116 | // For FEN checking | |
117 | static IsGoodTurn(turn) | |
118 | { | |
119 | return ["w","b"].includes(turn); | |
120 | } | |
121 | ||
122 | // For FEN checking | |
123 | static IsGoodFlags(flags) | |
124 | { | |
125 | return !!flags.match(/^[01]{4,4}$/); | |
126 | } | |
127 | ||
128 | static IsGoodEnpassant(enpassant) | |
129 | { | |
130 | if (enpassant != "-") | |
131 | { | |
132 | const ep = V.SquareToCoords(fenParsed.enpassant); | |
133 | if (isNaN(ep.x) || !V.OnBoard(ep)) | |
134 | return false; | |
135 | } | |
136 | return true; | |
137 | } | |
138 | ||
139 | // 3 --> d (column number to letter) | |
140 | static CoordToColumn(colnum) | |
141 | { | |
142 | return String.fromCharCode(97 + colnum); | |
143 | } | |
144 | ||
145 | // d --> 3 (column letter to number) | |
146 | static ColumnToCoord(column) | |
147 | { | |
148 | return column.charCodeAt(0) - 97; | |
149 | } | |
150 | ||
151 | // a4 --> {x:3,y:0} | |
152 | static SquareToCoords(sq) | |
153 | { | |
154 | return { | |
155 | // NOTE: column is always one char => max 26 columns | |
156 | // row is counted from black side => subtraction | |
157 | x: V.size.x - parseInt(sq.substr(1)), | |
158 | y: sq[0].charCodeAt() - 97 | |
159 | }; | |
160 | } | |
161 | ||
162 | // {x:0,y:4} --> e8 | |
163 | static CoordsToSquare(coords) | |
164 | { | |
165 | return V.CoordToColumn(coords.y) + (V.size.x - coords.x); | |
166 | } | |
167 | ||
168 | // Aggregates flags into one object | |
169 | aggregateFlags() | |
170 | { | |
171 | return this.castleFlags; | |
172 | } | |
173 | ||
174 | // Reverse operation | |
175 | disaggregateFlags(flags) | |
176 | { | |
177 | this.castleFlags = flags; | |
178 | } | |
179 | ||
180 | // En-passant square, if any | |
181 | getEpSquare(moveOrSquare) | |
182 | { | |
183 | if (!moveOrSquare) | |
184 | return undefined; | |
185 | if (typeof moveOrSquare === "string") | |
186 | { | |
187 | const square = moveOrSquare; | |
188 | if (square == "-") | |
189 | return undefined; | |
190 | return V.SquareToCoords(square); | |
191 | } | |
192 | // Argument is a move: | |
193 | const move = moveOrSquare; | |
194 | const [sx,sy,ex] = [move.start.x,move.start.y,move.end.x]; | |
41cb9b94 | 195 | // NOTE: next conditions are first for Atomic, and last for Checkered |
1c9f093d BA |
196 | if (move.appear.length > 0 && Math.abs(sx - ex) == 2 |
197 | && move.appear[0].p == V.PAWN && ["w","b"].includes(move.appear[0].c)) | |
198 | { | |
199 | return { | |
200 | x: (sx + ex)/2, | |
201 | y: sy | |
202 | }; | |
203 | } | |
204 | return undefined; //default | |
205 | } | |
206 | ||
207 | // Can thing on square1 take thing on square2 | |
208 | canTake([x1,y1], [x2,y2]) | |
209 | { | |
210 | return this.getColor(x1,y1) !== this.getColor(x2,y2); | |
211 | } | |
212 | ||
213 | // Is (x,y) on the chessboard? | |
214 | static OnBoard(x,y) | |
215 | { | |
216 | return (x>=0 && x<V.size.x && y>=0 && y<V.size.y); | |
217 | } | |
218 | ||
219 | // Used in interface: 'side' arg == player color | |
220 | canIplay(side, [x,y]) | |
221 | { | |
222 | return (this.turn == side && this.getColor(x,y) == side); | |
223 | } | |
224 | ||
225 | // On which squares is color under check ? (for interface) | |
226 | getCheckSquares(color) | |
227 | { | |
228 | return this.isAttacked(this.kingPos[color], [V.GetOppCol(color)]) | |
229 | ? [JSON.parse(JSON.stringify(this.kingPos[color]))] //need to duplicate! | |
230 | : []; | |
231 | } | |
232 | ||
233 | ///////////// | |
234 | // FEN UTILS | |
235 | ||
236 | // Setup the initial random (assymetric) position | |
237 | static GenRandInitFen() | |
238 | { | |
239 | let pieces = { "w": new Array(8), "b": new Array(8) }; | |
240 | // Shuffle pieces on first and last rank | |
241 | for (let c of ["w","b"]) | |
242 | { | |
243 | let positions = ArrayFun.range(8); | |
244 | ||
245 | // Get random squares for bishops | |
656b1878 | 246 | let randIndex = 2 * randInt(4); |
1c9f093d BA |
247 | const bishop1Pos = positions[randIndex]; |
248 | // The second bishop must be on a square of different color | |
656b1878 | 249 | let randIndex_tmp = 2 * randInt(4) + 1; |
1c9f093d BA |
250 | const bishop2Pos = positions[randIndex_tmp]; |
251 | // Remove chosen squares | |
252 | positions.splice(Math.max(randIndex,randIndex_tmp), 1); | |
253 | positions.splice(Math.min(randIndex,randIndex_tmp), 1); | |
254 | ||
255 | // Get random squares for knights | |
656b1878 | 256 | randIndex = randInt(6); |
1c9f093d BA |
257 | const knight1Pos = positions[randIndex]; |
258 | positions.splice(randIndex, 1); | |
656b1878 | 259 | randIndex = randInt(5); |
1c9f093d BA |
260 | const knight2Pos = positions[randIndex]; |
261 | positions.splice(randIndex, 1); | |
262 | ||
263 | // Get random square for queen | |
656b1878 | 264 | randIndex = randInt(4); |
1c9f093d BA |
265 | const queenPos = positions[randIndex]; |
266 | positions.splice(randIndex, 1); | |
267 | ||
268 | // Rooks and king positions are now fixed, | |
269 | // because of the ordering rook-king-rook | |
270 | const rook1Pos = positions[0]; | |
271 | const kingPos = positions[1]; | |
272 | const rook2Pos = positions[2]; | |
273 | ||
274 | // Finally put the shuffled pieces in the board array | |
275 | pieces[c][rook1Pos] = 'r'; | |
276 | pieces[c][knight1Pos] = 'n'; | |
277 | pieces[c][bishop1Pos] = 'b'; | |
278 | pieces[c][queenPos] = 'q'; | |
279 | pieces[c][kingPos] = 'k'; | |
280 | pieces[c][bishop2Pos] = 'b'; | |
281 | pieces[c][knight2Pos] = 'n'; | |
282 | pieces[c][rook2Pos] = 'r'; | |
283 | } | |
284 | return pieces["b"].join("") + | |
285 | "/pppppppp/8/8/8/8/PPPPPPPP/" + | |
286 | pieces["w"].join("").toUpperCase() + | |
287 | " w 0 1111 -"; //add turn + flags + enpassant | |
288 | } | |
289 | ||
290 | // "Parse" FEN: just return untransformed string data | |
291 | static ParseFen(fen) | |
292 | { | |
293 | const fenParts = fen.split(" "); | |
294 | let res = | |
295 | { | |
296 | position: fenParts[0], | |
297 | turn: fenParts[1], | |
298 | movesCount: fenParts[2], | |
299 | }; | |
300 | let nextIdx = 3; | |
301 | if (V.HasFlags) | |
302 | Object.assign(res, {flags: fenParts[nextIdx++]}); | |
303 | if (V.HasEnpassant) | |
304 | Object.assign(res, {enpassant: fenParts[nextIdx]}); | |
305 | return res; | |
306 | } | |
307 | ||
308 | // Return current fen (game state) | |
309 | getFen() | |
310 | { | |
311 | return this.getBaseFen() + " " + | |
312 | this.getTurnFen() + " " + this.movesCount + | |
313 | (V.HasFlags ? (" " + this.getFlagsFen()) : "") + | |
314 | (V.HasEnpassant ? (" " + this.getEnpassantFen()) : ""); | |
315 | } | |
316 | ||
317 | // Position part of the FEN string | |
318 | getBaseFen() | |
319 | { | |
320 | let position = ""; | |
321 | for (let i=0; i<V.size.x; i++) | |
322 | { | |
323 | let emptyCount = 0; | |
324 | for (let j=0; j<V.size.y; j++) | |
325 | { | |
326 | if (this.board[i][j] == V.EMPTY) | |
327 | emptyCount++; | |
328 | else | |
329 | { | |
330 | if (emptyCount > 0) | |
331 | { | |
332 | // Add empty squares in-between | |
333 | position += emptyCount; | |
334 | emptyCount = 0; | |
335 | } | |
336 | position += V.board2fen(this.board[i][j]); | |
337 | } | |
338 | } | |
339 | if (emptyCount > 0) | |
340 | { | |
341 | // "Flush remainder" | |
342 | position += emptyCount; | |
343 | } | |
344 | if (i < V.size.x - 1) | |
345 | position += "/"; //separate rows | |
346 | } | |
347 | return position; | |
348 | } | |
349 | ||
350 | getTurnFen() | |
351 | { | |
352 | return this.turn; | |
353 | } | |
354 | ||
355 | // Flags part of the FEN string | |
356 | getFlagsFen() | |
357 | { | |
358 | let flags = ""; | |
359 | // Add castling flags | |
360 | for (let i of ['w','b']) | |
361 | { | |
362 | for (let j=0; j<2; j++) | |
363 | flags += (this.castleFlags[i][j] ? '1' : '0'); | |
364 | } | |
365 | return flags; | |
366 | } | |
367 | ||
368 | // Enpassant part of the FEN string | |
369 | getEnpassantFen() | |
370 | { | |
371 | const L = this.epSquares.length; | |
372 | if (!this.epSquares[L-1]) | |
373 | return "-"; //no en-passant | |
374 | return V.CoordsToSquare(this.epSquares[L-1]); | |
375 | } | |
376 | ||
377 | // Turn position fen into double array ["wb","wp","bk",...] | |
378 | static GetBoard(position) | |
379 | { | |
380 | const rows = position.split("/"); | |
381 | let board = ArrayFun.init(V.size.x, V.size.y, ""); | |
382 | for (let i=0; i<rows.length; i++) | |
383 | { | |
384 | let j = 0; | |
385 | for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++) | |
386 | { | |
387 | const character = rows[i][indexInRow]; | |
388 | const num = parseInt(character); | |
389 | if (!isNaN(num)) | |
390 | j += num; //just shift j | |
391 | else //something at position i,j | |
392 | board[i][j++] = V.fen2board(character); | |
393 | } | |
394 | } | |
395 | return board; | |
396 | } | |
397 | ||
398 | // Extract (relevant) flags from fen | |
399 | setFlags(fenflags) | |
400 | { | |
401 | // white a-castle, h-castle, black a-castle, h-castle | |
402 | this.castleFlags = {'w': [true,true], 'b': [true,true]}; | |
403 | if (!fenflags) | |
404 | return; | |
405 | for (let i=0; i<4; i++) | |
406 | this.castleFlags[i < 2 ? 'w' : 'b'][i%2] = (fenflags.charAt(i) == '1'); | |
407 | } | |
408 | ||
409 | ////////////////// | |
410 | // INITIALIZATION | |
411 | ||
1c9f093d | 412 | constructor(fen) |
37cdcbf3 BA |
413 | { |
414 | this.re_init(fen); | |
415 | } | |
416 | ||
417 | // Fen string fully describes the game state | |
418 | re_init(fen) | |
1c9f093d BA |
419 | { |
420 | const fenParsed = V.ParseFen(fen); | |
421 | this.board = V.GetBoard(fenParsed.position); | |
422 | this.turn = fenParsed.turn[0]; //[0] to work with MarseilleRules | |
423 | this.movesCount = parseInt(fenParsed.movesCount); | |
424 | this.setOtherVariables(fen); | |
425 | } | |
426 | ||
427 | // Scan board for kings and rooks positions | |
428 | scanKingsRooks(fen) | |
429 | { | |
430 | this.INIT_COL_KING = {'w':-1, 'b':-1}; | |
431 | this.INIT_COL_ROOK = {'w':[-1,-1], 'b':[-1,-1]}; | |
432 | this.kingPos = {'w':[-1,-1], 'b':[-1,-1]}; //squares of white and black king | |
433 | const fenRows = V.ParseFen(fen).position.split("/"); | |
434 | for (let i=0; i<fenRows.length; i++) | |
435 | { | |
436 | let k = 0; //column index on board | |
437 | for (let j=0; j<fenRows[i].length; j++) | |
438 | { | |
439 | switch (fenRows[i].charAt(j)) | |
440 | { | |
441 | case 'k': | |
442 | this.kingPos['b'] = [i,k]; | |
443 | this.INIT_COL_KING['b'] = k; | |
444 | break; | |
445 | case 'K': | |
446 | this.kingPos['w'] = [i,k]; | |
447 | this.INIT_COL_KING['w'] = k; | |
448 | break; | |
449 | case 'r': | |
450 | if (this.INIT_COL_ROOK['b'][0] < 0) | |
451 | this.INIT_COL_ROOK['b'][0] = k; | |
452 | else | |
453 | this.INIT_COL_ROOK['b'][1] = k; | |
454 | break; | |
455 | case 'R': | |
456 | if (this.INIT_COL_ROOK['w'][0] < 0) | |
457 | this.INIT_COL_ROOK['w'][0] = k; | |
458 | else | |
459 | this.INIT_COL_ROOK['w'][1] = k; | |
460 | break; | |
461 | default: | |
462 | const num = parseInt(fenRows[i].charAt(j)); | |
463 | if (!isNaN(num)) | |
464 | k += (num-1); | |
465 | } | |
466 | k++; | |
467 | } | |
468 | } | |
469 | } | |
470 | ||
471 | // Some additional variables from FEN (variant dependant) | |
472 | setOtherVariables(fen) | |
473 | { | |
474 | // Set flags and enpassant: | |
475 | const parsedFen = V.ParseFen(fen); | |
476 | if (V.HasFlags) | |
477 | this.setFlags(parsedFen.flags); | |
478 | if (V.HasEnpassant) | |
479 | { | |
480 | const epSq = parsedFen.enpassant != "-" | |
481 | ? V.SquareToCoords(parsedFen.enpassant) | |
482 | : undefined; | |
483 | this.epSquares = [ epSq ]; | |
484 | } | |
485 | // Search for king and rooks positions: | |
486 | this.scanKingsRooks(fen); | |
487 | } | |
488 | ||
489 | ///////////////////// | |
490 | // GETTERS & SETTERS | |
491 | ||
492 | static get size() | |
493 | { | |
494 | return {x:8, y:8}; | |
495 | } | |
496 | ||
497 | // Color of thing on suqare (i,j). 'undefined' if square is empty | |
498 | getColor(i,j) | |
499 | { | |
500 | return this.board[i][j].charAt(0); | |
501 | } | |
502 | ||
503 | // Piece type on square (i,j). 'undefined' if square is empty | |
504 | getPiece(i,j) | |
505 | { | |
506 | return this.board[i][j].charAt(1); | |
507 | } | |
508 | ||
509 | // Get opponent color | |
510 | static GetOppCol(color) | |
511 | { | |
512 | return (color=="w" ? "b" : "w"); | |
513 | } | |
514 | ||
515 | // Get next color (for compatibility with 3 and 4 players games) | |
516 | static GetNextCol(color) | |
517 | { | |
518 | return V.GetOppCol(color); | |
519 | } | |
520 | ||
521 | // Pieces codes (for a clearer code) | |
522 | static get PAWN() { return 'p'; } | |
523 | static get ROOK() { return 'r'; } | |
524 | static get KNIGHT() { return 'n'; } | |
525 | static get BISHOP() { return 'b'; } | |
526 | static get QUEEN() { return 'q'; } | |
527 | static get KING() { return 'k'; } | |
528 | ||
529 | // For FEN checking: | |
530 | static get PIECES() | |
531 | { | |
532 | return [V.PAWN,V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN,V.KING]; | |
533 | } | |
534 | ||
535 | // Empty square | |
536 | static get EMPTY() { return ""; } | |
537 | ||
538 | // Some pieces movements | |
539 | static get steps() | |
540 | { | |
541 | return { | |
542 | 'r': [ [-1,0],[1,0],[0,-1],[0,1] ], | |
543 | 'n': [ [-1,-2],[-1,2],[1,-2],[1,2],[-2,-1],[-2,1],[2,-1],[2,1] ], | |
544 | 'b': [ [-1,-1],[-1,1],[1,-1],[1,1] ], | |
545 | }; | |
546 | } | |
547 | ||
548 | //////////////////// | |
549 | // MOVES GENERATION | |
550 | ||
551 | // All possible moves from selected square (assumption: color is OK) | |
552 | getPotentialMovesFrom([x,y]) | |
553 | { | |
554 | switch (this.getPiece(x,y)) | |
555 | { | |
556 | case V.PAWN: | |
557 | return this.getPotentialPawnMoves([x,y]); | |
558 | case V.ROOK: | |
559 | return this.getPotentialRookMoves([x,y]); | |
560 | case V.KNIGHT: | |
561 | return this.getPotentialKnightMoves([x,y]); | |
562 | case V.BISHOP: | |
563 | return this.getPotentialBishopMoves([x,y]); | |
564 | case V.QUEEN: | |
565 | return this.getPotentialQueenMoves([x,y]); | |
566 | case V.KING: | |
567 | return this.getPotentialKingMoves([x,y]); | |
568 | } | |
569 | } | |
570 | ||
571 | // Build a regular move from its initial and destination squares. | |
572 | // tr: transformation | |
573 | getBasicMove([sx,sy], [ex,ey], tr) | |
574 | { | |
575 | let mv = new Move({ | |
576 | appear: [ | |
577 | new PiPo({ | |
578 | x: ex, | |
579 | y: ey, | |
580 | c: !!tr ? tr.c : this.getColor(sx,sy), | |
581 | p: !!tr ? tr.p : this.getPiece(sx,sy) | |
582 | }) | |
583 | ], | |
584 | vanish: [ | |
585 | new PiPo({ | |
586 | x: sx, | |
587 | y: sy, | |
588 | c: this.getColor(sx,sy), | |
589 | p: this.getPiece(sx,sy) | |
590 | }) | |
591 | ] | |
592 | }); | |
593 | ||
594 | // The opponent piece disappears if we take it | |
595 | if (this.board[ex][ey] != V.EMPTY) | |
596 | { | |
597 | mv.vanish.push( | |
598 | new PiPo({ | |
599 | x: ex, | |
600 | y: ey, | |
601 | c: this.getColor(ex,ey), | |
602 | p: this.getPiece(ex,ey) | |
603 | }) | |
604 | ); | |
605 | } | |
606 | return mv; | |
607 | } | |
608 | ||
609 | // Generic method to find possible moves of non-pawn pieces: | |
610 | // "sliding or jumping" | |
611 | getSlideNJumpMoves([x,y], steps, oneStep) | |
612 | { | |
613 | const color = this.getColor(x,y); | |
614 | let moves = []; | |
615 | outerLoop: | |
616 | for (let step of steps) | |
617 | { | |
618 | let i = x + step[0]; | |
619 | let j = y + step[1]; | |
620 | while (V.OnBoard(i,j) && this.board[i][j] == V.EMPTY) | |
621 | { | |
622 | moves.push(this.getBasicMove([x,y], [i,j])); | |
623 | if (oneStep !== undefined) | |
624 | continue outerLoop; | |
625 | i += step[0]; | |
626 | j += step[1]; | |
627 | } | |
628 | if (V.OnBoard(i,j) && this.canTake([x,y], [i,j])) | |
629 | moves.push(this.getBasicMove([x,y], [i,j])); | |
630 | } | |
631 | return moves; | |
632 | } | |
633 | ||
634 | // What are the pawn moves from square x,y ? | |
635 | getPotentialPawnMoves([x,y]) | |
636 | { | |
637 | const color = this.turn; | |
638 | let moves = []; | |
639 | const [sizeX,sizeY] = [V.size.x,V.size.y]; | |
640 | const shiftX = (color == "w" ? -1 : 1); | |
641 | const firstRank = (color == 'w' ? sizeX-1 : 0); | |
642 | const startRank = (color == "w" ? sizeX-2 : 1); | |
643 | const lastRank = (color == "w" ? 0 : sizeX-1); | |
644 | const pawnColor = this.getColor(x,y); //can be different for checkered | |
645 | ||
646 | // NOTE: next condition is generally true (no pawn on last rank) | |
647 | if (x+shiftX >= 0 && x+shiftX < sizeX) | |
648 | { | |
649 | const finalPieces = x + shiftX == lastRank | |
650 | ? [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN] | |
651 | : [V.PAWN] | |
652 | // One square forward | |
653 | if (this.board[x+shiftX][y] == V.EMPTY) | |
654 | { | |
655 | for (let piece of finalPieces) | |
656 | { | |
657 | moves.push(this.getBasicMove([x,y], [x+shiftX,y], | |
658 | {c:pawnColor,p:piece})); | |
659 | } | |
660 | // Next condition because pawns on 1st rank can generally jump | |
661 | if ([startRank,firstRank].includes(x) | |
662 | && this.board[x+2*shiftX][y] == V.EMPTY) | |
663 | { | |
664 | // Two squares jump | |
665 | moves.push(this.getBasicMove([x,y], [x+2*shiftX,y])); | |
666 | } | |
667 | } | |
668 | // Captures | |
669 | for (let shiftY of [-1,1]) | |
670 | { | |
671 | if (y + shiftY >= 0 && y + shiftY < sizeY | |
672 | && this.board[x+shiftX][y+shiftY] != V.EMPTY | |
673 | && this.canTake([x,y], [x+shiftX,y+shiftY])) | |
674 | { | |
675 | for (let piece of finalPieces) | |
676 | { | |
677 | moves.push(this.getBasicMove([x,y], [x+shiftX,y+shiftY], | |
678 | {c:pawnColor,p:piece})); | |
679 | } | |
680 | } | |
681 | } | |
682 | } | |
683 | ||
684 | if (V.HasEnpassant) | |
685 | { | |
686 | // En passant | |
687 | const Lep = this.epSquares.length; | |
688 | const epSquare = this.epSquares[Lep-1]; //always at least one element | |
689 | if (!!epSquare && epSquare.x == x+shiftX && Math.abs(epSquare.y - y) == 1) | |
690 | { | |
691 | let enpassantMove = this.getBasicMove([x,y], [epSquare.x,epSquare.y]); | |
692 | enpassantMove.vanish.push({ | |
693 | x: x, | |
694 | y: epSquare.y, | |
695 | p: 'p', | |
696 | c: this.getColor(x,epSquare.y) | |
697 | }); | |
698 | moves.push(enpassantMove); | |
699 | } | |
700 | } | |
701 | ||
702 | return moves; | |
703 | } | |
704 | ||
705 | // What are the rook moves from square x,y ? | |
706 | getPotentialRookMoves(sq) | |
707 | { | |
708 | return this.getSlideNJumpMoves(sq, V.steps[V.ROOK]); | |
709 | } | |
710 | ||
711 | // What are the knight moves from square x,y ? | |
712 | getPotentialKnightMoves(sq) | |
713 | { | |
714 | return this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep"); | |
715 | } | |
716 | ||
717 | // What are the bishop moves from square x,y ? | |
718 | getPotentialBishopMoves(sq) | |
719 | { | |
720 | return this.getSlideNJumpMoves(sq, V.steps[V.BISHOP]); | |
721 | } | |
722 | ||
723 | // What are the queen moves from square x,y ? | |
724 | getPotentialQueenMoves(sq) | |
725 | { | |
726 | return this.getSlideNJumpMoves(sq, | |
727 | V.steps[V.ROOK].concat(V.steps[V.BISHOP])); | |
728 | } | |
729 | ||
730 | // What are the king moves from square x,y ? | |
731 | getPotentialKingMoves(sq) | |
732 | { | |
733 | // Initialize with normal moves | |
734 | let moves = this.getSlideNJumpMoves(sq, | |
735 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep"); | |
736 | return moves.concat(this.getCastleMoves(sq)); | |
737 | } | |
738 | ||
739 | getCastleMoves([x,y]) | |
740 | { | |
741 | const c = this.getColor(x,y); | |
742 | if (x != (c=="w" ? V.size.x-1 : 0) || y != this.INIT_COL_KING[c]) | |
743 | return []; //x isn't first rank, or king has moved (shortcut) | |
744 | ||
745 | // Castling ? | |
746 | const oppCol = V.GetOppCol(c); | |
747 | let moves = []; | |
748 | let i = 0; | |
749 | const finalSquares = [ [2,3], [V.size.y-2,V.size.y-3] ]; //king, then rook | |
750 | castlingCheck: | |
751 | for (let castleSide=0; castleSide < 2; castleSide++) //large, then small | |
752 | { | |
753 | if (!this.castleFlags[c][castleSide]) | |
754 | continue; | |
755 | // If this code is reached, rooks and king are on initial position | |
756 | ||
757 | // Nothing on the path of the king ? | |
758 | // (And no checks; OK also if y==finalSquare) | |
759 | let step = finalSquares[castleSide][0] < y ? -1 : 1; | |
760 | for (i=y; i!=finalSquares[castleSide][0]; i+=step) | |
761 | { | |
762 | if (this.isAttacked([x,i], [oppCol]) || (this.board[x][i] != V.EMPTY && | |
763 | // NOTE: next check is enough, because of chessboard constraints | |
764 | (this.getColor(x,i) != c | |
765 | || ![V.KING,V.ROOK].includes(this.getPiece(x,i))))) | |
766 | { | |
767 | continue castlingCheck; | |
768 | } | |
769 | } | |
770 | ||
771 | // Nothing on the path to the rook? | |
772 | step = castleSide == 0 ? -1 : 1; | |
773 | for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step) | |
774 | { | |
775 | if (this.board[x][i] != V.EMPTY) | |
776 | continue castlingCheck; | |
777 | } | |
778 | const rookPos = this.INIT_COL_ROOK[c][castleSide]; | |
779 | ||
780 | // Nothing on final squares, except maybe king and castling rook? | |
781 | for (i=0; i<2; i++) | |
782 | { | |
783 | if (this.board[x][finalSquares[castleSide][i]] != V.EMPTY && | |
784 | this.getPiece(x,finalSquares[castleSide][i]) != V.KING && | |
785 | finalSquares[castleSide][i] != rookPos) | |
786 | { | |
787 | continue castlingCheck; | |
788 | } | |
789 | } | |
790 | ||
791 | // If this code is reached, castle is valid | |
792 | moves.push( new Move({ | |
793 | appear: [ | |
794 | new PiPo({x:x,y:finalSquares[castleSide][0],p:V.KING,c:c}), | |
795 | new PiPo({x:x,y:finalSquares[castleSide][1],p:V.ROOK,c:c})], | |
796 | vanish: [ | |
797 | new PiPo({x:x,y:y,p:V.KING,c:c}), | |
798 | new PiPo({x:x,y:rookPos,p:V.ROOK,c:c})], | |
799 | end: Math.abs(y - rookPos) <= 2 | |
800 | ? {x:x, y:rookPos} | |
801 | : {x:x, y:y + 2 * (castleSide==0 ? -1 : 1)} | |
802 | }) ); | |
803 | } | |
804 | ||
805 | return moves; | |
806 | } | |
807 | ||
808 | //////////////////// | |
809 | // MOVES VALIDATION | |
810 | ||
811 | // For the interface: possible moves for the current turn from square sq | |
812 | getPossibleMovesFrom(sq) | |
813 | { | |
814 | return this.filterValid( this.getPotentialMovesFrom(sq) ); | |
815 | } | |
816 | ||
817 | // TODO: promotions (into R,B,N,Q) should be filtered only once | |
818 | filterValid(moves) | |
819 | { | |
820 | if (moves.length == 0) | |
821 | return []; | |
822 | const color = this.turn; | |
823 | return moves.filter(m => { | |
824 | this.play(m); | |
825 | const res = !this.underCheck(color); | |
826 | this.undo(m); | |
827 | return res; | |
828 | }); | |
829 | } | |
830 | ||
831 | // Search for all valid moves considering current turn | |
832 | // (for engine and game end) | |
833 | getAllValidMoves() | |
834 | { | |
835 | const color = this.turn; | |
836 | const oppCol = V.GetOppCol(color); | |
837 | let potentialMoves = []; | |
838 | for (let i=0; i<V.size.x; i++) | |
839 | { | |
840 | for (let j=0; j<V.size.y; j++) | |
841 | { | |
842 | // Next condition "!= oppCol" to work with checkered variant | |
843 | if (this.board[i][j] != V.EMPTY && this.getColor(i,j) != oppCol) | |
844 | { | |
845 | Array.prototype.push.apply(potentialMoves, | |
846 | this.getPotentialMovesFrom([i,j])); | |
847 | } | |
848 | } | |
849 | } | |
850 | return this.filterValid(potentialMoves); | |
851 | } | |
852 | ||
853 | // Stop at the first move found | |
854 | atLeastOneMove() | |
855 | { | |
856 | const color = this.turn; | |
857 | const oppCol = V.GetOppCol(color); | |
858 | for (let i=0; i<V.size.x; i++) | |
859 | { | |
860 | for (let j=0; j<V.size.y; j++) | |
861 | { | |
862 | if (this.board[i][j] != V.EMPTY && this.getColor(i,j) != oppCol) | |
863 | { | |
864 | const moves = this.getPotentialMovesFrom([i,j]); | |
865 | if (moves.length > 0) | |
866 | { | |
867 | for (let k=0; k<moves.length; k++) | |
868 | { | |
869 | if (this.filterValid([moves[k]]).length > 0) | |
870 | return true; | |
871 | } | |
872 | } | |
873 | } | |
874 | } | |
875 | } | |
876 | return false; | |
877 | } | |
878 | ||
879 | // Check if pieces of color in 'colors' are attacking (king) on square x,y | |
880 | isAttacked(sq, colors) | |
881 | { | |
882 | return (this.isAttackedByPawn(sq, colors) | |
883 | || this.isAttackedByRook(sq, colors) | |
884 | || this.isAttackedByKnight(sq, colors) | |
885 | || this.isAttackedByBishop(sq, colors) | |
886 | || this.isAttackedByQueen(sq, colors) | |
887 | || this.isAttackedByKing(sq, colors)); | |
888 | } | |
889 | ||
890 | // Is square x,y attacked by 'colors' pawns ? | |
891 | isAttackedByPawn([x,y], colors) | |
892 | { | |
893 | for (let c of colors) | |
894 | { | |
895 | let pawnShift = (c=="w" ? 1 : -1); | |
896 | if (x+pawnShift>=0 && x+pawnShift<V.size.x) | |
897 | { | |
898 | for (let i of [-1,1]) | |
899 | { | |
900 | if (y+i>=0 && y+i<V.size.y && this.getPiece(x+pawnShift,y+i)==V.PAWN | |
901 | && this.getColor(x+pawnShift,y+i)==c) | |
902 | { | |
903 | return true; | |
904 | } | |
905 | } | |
906 | } | |
907 | } | |
908 | return false; | |
909 | } | |
910 | ||
911 | // Is square x,y attacked by 'colors' rooks ? | |
912 | isAttackedByRook(sq, colors) | |
913 | { | |
914 | return this.isAttackedBySlideNJump(sq, colors, V.ROOK, V.steps[V.ROOK]); | |
915 | } | |
916 | ||
917 | // Is square x,y attacked by 'colors' knights ? | |
918 | isAttackedByKnight(sq, colors) | |
919 | { | |
920 | return this.isAttackedBySlideNJump(sq, colors, | |
921 | V.KNIGHT, V.steps[V.KNIGHT], "oneStep"); | |
922 | } | |
923 | ||
924 | // Is square x,y attacked by 'colors' bishops ? | |
925 | isAttackedByBishop(sq, colors) | |
926 | { | |
927 | return this.isAttackedBySlideNJump(sq, colors, V.BISHOP, V.steps[V.BISHOP]); | |
928 | } | |
929 | ||
930 | // Is square x,y attacked by 'colors' queens ? | |
931 | isAttackedByQueen(sq, colors) | |
932 | { | |
933 | return this.isAttackedBySlideNJump(sq, colors, V.QUEEN, | |
934 | V.steps[V.ROOK].concat(V.steps[V.BISHOP])); | |
935 | } | |
936 | ||
937 | // Is square x,y attacked by 'colors' king(s) ? | |
938 | isAttackedByKing(sq, colors) | |
939 | { | |
940 | return this.isAttackedBySlideNJump(sq, colors, V.KING, | |
941 | V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep"); | |
942 | } | |
943 | ||
944 | // Generic method for non-pawn pieces ("sliding or jumping"): | |
945 | // is x,y attacked by a piece of color in array 'colors' ? | |
946 | isAttackedBySlideNJump([x,y], colors, piece, steps, oneStep) | |
947 | { | |
948 | for (let step of steps) | |
949 | { | |
950 | let rx = x+step[0], ry = y+step[1]; | |
951 | while (V.OnBoard(rx,ry) && this.board[rx][ry] == V.EMPTY && !oneStep) | |
952 | { | |
953 | rx += step[0]; | |
954 | ry += step[1]; | |
955 | } | |
956 | if (V.OnBoard(rx,ry) && this.getPiece(rx,ry) === piece | |
957 | && colors.includes(this.getColor(rx,ry))) | |
958 | { | |
959 | return true; | |
960 | } | |
961 | } | |
962 | return false; | |
963 | } | |
964 | ||
965 | // Is color under check after his move ? | |
966 | underCheck(color) | |
967 | { | |
968 | return this.isAttacked(this.kingPos[color], [V.GetOppCol(color)]); | |
969 | } | |
970 | ||
971 | ///////////////// | |
972 | // MOVES PLAYING | |
973 | ||
974 | // Apply a move on board | |
975 | static PlayOnBoard(board, move) | |
976 | { | |
977 | for (let psq of move.vanish) | |
978 | board[psq.x][psq.y] = V.EMPTY; | |
979 | for (let psq of move.appear) | |
980 | board[psq.x][psq.y] = psq.c + psq.p; | |
981 | } | |
982 | // Un-apply the played move | |
983 | static UndoOnBoard(board, move) | |
984 | { | |
985 | for (let psq of move.appear) | |
986 | board[psq.x][psq.y] = V.EMPTY; | |
987 | for (let psq of move.vanish) | |
988 | board[psq.x][psq.y] = psq.c + psq.p; | |
989 | } | |
990 | ||
991 | // After move is played, update variables + flags | |
992 | updateVariables(move) | |
993 | { | |
994 | let piece = undefined; | |
995 | let c = undefined; | |
996 | if (move.vanish.length >= 1) | |
997 | { | |
998 | // Usual case, something is moved | |
999 | piece = move.vanish[0].p; | |
1000 | c = move.vanish[0].c; | |
1001 | } | |
1002 | else | |
1003 | { | |
1004 | // Crazyhouse-like variants | |
1005 | piece = move.appear[0].p; | |
1006 | c = move.appear[0].c; | |
1007 | } | |
1008 | if (c == "c") //if (!["w","b"].includes(c)) | |
1009 | { | |
1010 | // 'c = move.vanish[0].c' doesn't work for Checkered | |
1011 | c = V.GetOppCol(this.turn); | |
1012 | } | |
1013 | const firstRank = (c == "w" ? V.size.x-1 : 0); | |
1014 | ||
1015 | // Update king position + flags | |
1016 | if (piece == V.KING && move.appear.length > 0) | |
1017 | { | |
1018 | this.kingPos[c][0] = move.appear[0].x; | |
1019 | this.kingPos[c][1] = move.appear[0].y; | |
1020 | if (V.HasFlags) | |
1021 | this.castleFlags[c] = [false,false]; | |
1022 | return; | |
1023 | } | |
1024 | if (V.HasFlags) | |
1025 | { | |
1026 | // Update castling flags if rooks are moved | |
1027 | const oppCol = V.GetOppCol(c); | |
1028 | const oppFirstRank = (V.size.x-1) - firstRank; | |
1029 | if (move.start.x == firstRank //our rook moves? | |
1030 | && this.INIT_COL_ROOK[c].includes(move.start.y)) | |
1031 | { | |
1032 | const flagIdx = (move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1); | |
1033 | this.castleFlags[c][flagIdx] = false; | |
1034 | } | |
1035 | else if (move.end.x == oppFirstRank //we took opponent rook? | |
1036 | && this.INIT_COL_ROOK[oppCol].includes(move.end.y)) | |
1037 | { | |
1038 | const flagIdx = (move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1); | |
1039 | this.castleFlags[oppCol][flagIdx] = false; | |
1040 | } | |
1041 | } | |
1042 | } | |
1043 | ||
1044 | // After move is undo-ed *and flags resetted*, un-update other variables | |
1045 | // TODO: more symmetry, by storing flags increment in move (?!) | |
1046 | unupdateVariables(move) | |
1047 | { | |
1048 | // (Potentially) Reset king position | |
1049 | const c = this.getColor(move.start.x,move.start.y); | |
1050 | if (this.getPiece(move.start.x,move.start.y) == V.KING) | |
1051 | this.kingPos[c] = [move.start.x, move.start.y]; | |
1052 | } | |
1053 | ||
1054 | play(move) | |
1055 | { | |
1056 | // DEBUG: | |
1057 | // if (!this.states) this.states = []; | |
1058 | // const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen(); | |
1059 | // this.states.push(stateFen); | |
1060 | ||
1061 | if (V.HasFlags) | |
1062 | move.flags = JSON.stringify(this.aggregateFlags()); //save flags (for undo) | |
1063 | if (V.HasEnpassant) | |
1064 | this.epSquares.push( this.getEpSquare(move) ); | |
1c9f093d BA |
1065 | V.PlayOnBoard(this.board, move); |
1066 | this.turn = V.GetOppCol(this.turn); | |
1067 | this.movesCount++; | |
1068 | this.updateVariables(move); | |
1069 | } | |
1070 | ||
1071 | undo(move) | |
1072 | { | |
1073 | if (V.HasEnpassant) | |
1074 | this.epSquares.pop(); | |
1075 | if (V.HasFlags) | |
1076 | this.disaggregateFlags(JSON.parse(move.flags)); | |
1077 | V.UndoOnBoard(this.board, move); | |
1078 | this.turn = V.GetOppCol(this.turn); | |
1079 | this.movesCount--; | |
1080 | this.unupdateVariables(move); | |
1081 | ||
1082 | // DEBUG: | |
1083 | // const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen(); | |
1084 | // if (stateFen != this.states[this.states.length-1]) debugger; | |
1085 | // this.states.pop(); | |
1086 | } | |
1087 | ||
1088 | /////////////// | |
1089 | // END OF GAME | |
1090 | ||
1091 | // What is the score ? (Interesting if game is over) | |
1092 | getCurrentScore() | |
1093 | { | |
1094 | if (this.atLeastOneMove()) // game not over | |
1095 | return "*"; | |
1096 | ||
1097 | // Game over | |
1098 | const color = this.turn; | |
1099 | // No valid move: stalemate or checkmate? | |
1100 | if (!this.isAttacked(this.kingPos[color], [V.GetOppCol(color)])) | |
1101 | return "1/2"; | |
1102 | // OK, checkmate | |
1103 | return (color == "w" ? "0-1" : "1-0"); | |
1104 | } | |
1105 | ||
1106 | /////////////// | |
1107 | // ENGINE PLAY | |
1108 | ||
1109 | // Pieces values | |
1110 | static get VALUES() | |
1111 | { | |
1112 | return { | |
1113 | 'p': 1, | |
1114 | 'r': 5, | |
1115 | 'n': 3, | |
1116 | 'b': 3, | |
1117 | 'q': 9, | |
1118 | 'k': 1000 | |
1119 | }; | |
1120 | } | |
1121 | ||
1122 | // "Checkmate" (unreachable eval) | |
1123 | static get INFINITY() { return 9999; } | |
1124 | ||
1125 | // At this value or above, the game is over | |
1126 | static get THRESHOLD_MATE() { return V.INFINITY; } | |
1127 | ||
1128 | // Search depth: 2 for high branching factor, 4 for small (Loser chess, eg.) | |
1129 | static get SEARCH_DEPTH() { return 3; } | |
1130 | ||
1c9f093d BA |
1131 | // NOTE: works also for extinction chess because depth is 3... |
1132 | getComputerMove() | |
1133 | { | |
1134 | const maxeval = V.INFINITY; | |
1135 | const color = this.turn; | |
1136 | // Some variants may show a bigger moves list to the human (Switching), | |
1137 | // thus the argument "computer" below (which is generally ignored) | |
1138 | let moves1 = this.getAllValidMoves("computer"); | |
41cb9b94 BA |
1139 | if (moves1.length == 0) //TODO: this situation should not happen |
1140 | return null; | |
1c9f093d BA |
1141 | |
1142 | // Can I mate in 1 ? (for Magnetic & Extinction) | |
1143 | for (let i of shuffle(ArrayFun.range(moves1.length))) | |
1144 | { | |
1145 | this.play(moves1[i]); | |
1146 | let finish = (Math.abs(this.evalPosition()) >= V.THRESHOLD_MATE); | |
1147 | if (!finish) | |
1148 | { | |
1149 | const score = this.getCurrentScore(); | |
1150 | if (["1-0","0-1"].includes(score)) | |
1151 | finish = true; | |
1152 | } | |
1153 | this.undo(moves1[i]); | |
1154 | if (finish) | |
1155 | return moves1[i]; | |
1156 | } | |
1157 | ||
1158 | // Rank moves using a min-max at depth 2 | |
1159 | for (let i=0; i<moves1.length; i++) | |
1160 | { | |
1161 | // Initial self evaluation is very low: "I'm checkmated" | |
1162 | moves1[i].eval = (color=="w" ? -1 : 1) * maxeval; | |
1163 | this.play(moves1[i]); | |
1164 | const score1 = this.getCurrentScore(); | |
1165 | let eval2 = undefined; | |
1166 | if (score1 == "*") | |
1167 | { | |
1168 | // Initial enemy evaluation is very low too, for him | |
1169 | eval2 = (color=="w" ? 1 : -1) * maxeval; | |
1170 | // Second half-move: | |
1171 | let moves2 = this.getAllValidMoves("computer"); | |
1172 | for (let j=0; j<moves2.length; j++) | |
1173 | { | |
1174 | this.play(moves2[j]); | |
1175 | const score2 = this.getCurrentScore(); | |
1176 | const evalPos = score2 == "*" | |
1177 | ? this.evalPosition() | |
1178 | : (score2=="1/2" ? 0 : (score2=="1-0" ? 1 : -1) * maxeval); | |
1179 | if ((color == "w" && evalPos < eval2) | |
1180 | || (color=="b" && evalPos > eval2)) | |
1181 | { | |
1182 | eval2 = evalPos; | |
1183 | } | |
1184 | this.undo(moves2[j]); | |
1185 | } | |
1186 | } | |
1187 | else | |
1188 | eval2 = (score1=="1/2" ? 0 : (score1=="1-0" ? 1 : -1) * maxeval); | |
1189 | if ((color=="w" && eval2 > moves1[i].eval) | |
1190 | || (color=="b" && eval2 < moves1[i].eval)) | |
1191 | { | |
1192 | moves1[i].eval = eval2; | |
1193 | } | |
1194 | this.undo(moves1[i]); | |
1195 | } | |
1196 | moves1.sort( (a,b) => { return (color=="w" ? 1 : -1) * (b.eval - a.eval); }); | |
1197 | ||
1198 | let candidates = [0]; //indices of candidates moves | |
1199 | for (let j=1; j<moves1.length && moves1[j].eval == moves1[0].eval; j++) | |
1200 | candidates.push(j); | |
1201 | let currentBest = moves1[sample(candidates)]; | |
1202 | ||
1c9f093d BA |
1203 | // Skip depth 3+ if we found a checkmate (or if we are checkmated in 1...) |
1204 | if (V.SEARCH_DEPTH >= 3 && Math.abs(moves1[0].eval) < V.THRESHOLD_MATE) | |
1205 | { | |
656b1878 BA |
1206 | // From here, depth >= 3: may take a while, so we control time |
1207 | const timeStart = Date.now(); | |
1c9f093d BA |
1208 | for (let i=0; i<moves1.length; i++) |
1209 | { | |
1210 | if (Date.now()-timeStart >= 5000) //more than 5 seconds | |
1211 | return currentBest; //depth 2 at least | |
1212 | this.play(moves1[i]); | |
1213 | // 0.1 * oldEval : heuristic to avoid some bad moves (not all...) | |
1214 | moves1[i].eval = 0.1*moves1[i].eval + | |
1215 | this.alphabeta(V.SEARCH_DEPTH-1, -maxeval, maxeval); | |
1216 | this.undo(moves1[i]); | |
1217 | } | |
1218 | moves1.sort( (a,b) => { | |
1219 | return (color=="w" ? 1 : -1) * (b.eval - a.eval); }); | |
1220 | } | |
1221 | else | |
1222 | return currentBest; | |
1223 | // console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; })); | |
1224 | ||
1225 | candidates = [0]; | |
1226 | for (let j=1; j<moves1.length && moves1[j].eval == moves1[0].eval; j++) | |
1227 | candidates.push(j); | |
656b1878 | 1228 | return moves1[candidates[randInt(candidates.length)]]; |
1c9f093d BA |
1229 | } |
1230 | ||
1231 | alphabeta(depth, alpha, beta) | |
1232 | { | |
1233 | const maxeval = V.INFINITY; | |
1234 | const color = this.turn; | |
1235 | const score = this.getCurrentScore(); | |
1236 | if (score != "*") | |
1237 | return (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval); | |
1238 | if (depth == 0) | |
1d184b4c | 1239 | return this.evalPosition(); |
1c9f093d | 1240 | const moves = this.getAllValidMoves("computer"); |
9e42b4dd | 1241 | let v = color=="w" ? -maxeval : maxeval; |
1c9f093d BA |
1242 | if (color == "w") |
1243 | { | |
1244 | for (let i=0; i<moves.length; i++) | |
1245 | { | |
1246 | this.play(moves[i]); | |
1247 | v = Math.max(v, this.alphabeta(depth-1, alpha, beta)); | |
1248 | this.undo(moves[i]); | |
1249 | alpha = Math.max(alpha, v); | |
1250 | if (alpha >= beta) | |
1251 | break; //beta cutoff | |
1252 | } | |
1253 | } | |
1254 | else //color=="b" | |
1255 | { | |
1256 | for (let i=0; i<moves.length; i++) | |
1257 | { | |
1258 | this.play(moves[i]); | |
1259 | v = Math.min(v, this.alphabeta(depth-1, alpha, beta)); | |
1260 | this.undo(moves[i]); | |
1261 | beta = Math.min(beta, v); | |
1262 | if (alpha >= beta) | |
1263 | break; //alpha cutoff | |
1264 | } | |
1265 | } | |
1266 | return v; | |
1267 | } | |
1268 | ||
1269 | evalPosition() | |
1270 | { | |
1271 | let evaluation = 0; | |
1272 | // Just count material for now | |
1273 | for (let i=0; i<V.size.x; i++) | |
1274 | { | |
1275 | for (let j=0; j<V.size.y; j++) | |
1276 | { | |
1277 | if (this.board[i][j] != V.EMPTY) | |
1278 | { | |
1279 | const sign = this.getColor(i,j) == "w" ? 1 : -1; | |
1280 | evaluation += sign * V.VALUES[this.getPiece(i,j)]; | |
1281 | } | |
1282 | } | |
1283 | } | |
1284 | return evaluation; | |
1285 | } | |
1286 | ||
1287 | ///////////////////////// | |
1288 | // MOVES + GAME NOTATION | |
1289 | ///////////////////////// | |
1290 | ||
1291 | // Context: just before move is played, turn hasn't changed | |
1292 | // TODO: un-ambiguous notation (switch on piece type, check directions...) | |
1293 | getNotation(move) | |
1294 | { | |
1295 | if (move.appear.length == 2 && move.appear[0].p == V.KING) //castle | |
1296 | return (move.end.y < move.start.y ? "0-0-0" : "0-0"); | |
1297 | ||
1298 | // Translate final square | |
1299 | const finalSquare = V.CoordsToSquare(move.end); | |
1300 | ||
1301 | const piece = this.getPiece(move.start.x, move.start.y); | |
1302 | if (piece == V.PAWN) | |
1303 | { | |
1304 | // Pawn move | |
1305 | let notation = ""; | |
1306 | if (move.vanish.length > move.appear.length) | |
1d184b4c | 1307 | { |
1c9f093d BA |
1308 | // Capture |
1309 | const startColumn = V.CoordToColumn(move.start.y); | |
1310 | notation = startColumn + "x" + finalSquare; | |
1311 | } | |
1312 | else //no capture | |
1313 | notation = finalSquare; | |
1314 | if (move.appear.length > 0 && move.appear[0].p != V.PAWN) //promotion | |
1315 | notation += "=" + move.appear[0].p.toUpperCase(); | |
1316 | return notation; | |
1317 | } | |
1318 | ||
1319 | else | |
1320 | { | |
1321 | // Piece movement | |
1322 | return piece.toUpperCase() + | |
1323 | (move.vanish.length > move.appear.length ? "x" : "") + finalSquare; | |
1324 | } | |
1325 | } | |
1d184b4c | 1326 | } |