71695c49336fac471d71db083aeca76843a69b1f
1 class PiPo
//Piece+Position
3 // o: {piece[p], color[c], posX[x], posY[y]}
15 // o: {appear, vanish, [start,] [end,]}
16 // appear,vanish = arrays of PiPo
17 // start,end = coordinates to apply to trigger move visually (think castle)
20 this.appear
= o
.appear
;
21 this.vanish
= o
.vanish
;
22 this.start
= !!o
.start
? o
.start : {x:o
.vanish
[0].x
, y:o
.vanish
[0].y
};
23 this.end
= !!o
.end
? o
.end : {x:o
.appear
[0].x
, y:o
.appear
[0].y
};
27 // NOTE: x coords = top to bottom; y = left to right (from white player perspective)
33 return b
; //usual pieces in pieces/ folder
35 // Turn "wb" into "B" (for FEN)
38 return b
[0]=='w' ? b
[1].toUpperCase() : b
[1];
40 // Turn "p" into "bp" (for board)
43 return f
.charCodeAt()<=90 ? "w"+f
.toLowerCase() : "b"+f
;
49 // fen == "position flags"
50 constructor(fen
, moves
)
53 // Use fen string to initialize variables, flags and board
54 this.board
= VariantRules
.GetBoard(fen
);
56 this.initVariables(fen
);
61 this.INIT_COL_KING
= {'w':-1, 'b':-1};
62 this.INIT_COL_ROOK
= {'w':[-1,-1], 'b':[-1,-1]};
63 this.kingPos
= {'w':[-1,-1], 'b':[-1,-1]}; //respective squares of white and black king
64 const fenParts
= fen
.split(" ");
65 const position
= fenParts
[0].split("/");
66 for (let i
=0; i
<position
.length
; i
++)
68 let k
= 0; //column index on board
69 for (let j
=0; j
<position
[i
].length
; j
++)
71 switch (position
[i
].charAt(j
))
74 this.kingPos
['b'] = [i
,k
];
75 this.INIT_COL_KING
['b'] = k
;
78 this.kingPos
['w'] = [i
,k
];
79 this.INIT_COL_KING
['w'] = k
;
82 if (this.INIT_COL_ROOK
['b'][0] < 0)
83 this.INIT_COL_ROOK
['b'][0] = k
;
85 this.INIT_COL_ROOK
['b'][1] = k
;
88 if (this.INIT_COL_ROOK
['w'][0] < 0)
89 this.INIT_COL_ROOK
['w'][0] = k
;
91 this.INIT_COL_ROOK
['w'][1] = k
;
94 let num
= parseInt(position
[i
].charAt(j
));
101 const epSq
= this.moves
.length
> 0 ? this.getEpSquare(this.lastMove
) : undefined;
102 this.epSquares
= [ epSq
];
105 // Turn diagram fen into double array ["wb","wp","bk",...]
108 let rows
= fen
.split(" ")[0].split("/");
109 const [sizeX
,sizeY
] = VariantRules
.size
;
110 let board
= doubleArray(sizeX
, sizeY
, "");
111 for (let i
=0; i
<rows
.length
; i
++)
114 for (let indexInRow
= 0; indexInRow
< rows
[i
].length
; indexInRow
++)
116 let character
= rows
[i
][indexInRow
];
117 let num
= parseInt(character
);
119 j
+= num
; //just shift j
120 else //something at position i,j
121 board
[i
][j
++] = VariantRules
.fen2board(character
);
127 // Extract (relevant) flags from fen
130 // white a-castle, h-castle, black a-castle, h-castle
131 this.castleFlags
= {'w': new Array(2), 'b': new Array(2)};
132 let flags
= fen
.split(" ")[1]; //flags right after position
133 for (let i
=0; i
<4; i
++)
134 this.castleFlags
[i
< 2 ? 'w' : 'b'][i
%2] = (flags
.charAt(i
) == '1');
140 static get size() { return [8,8]; }
141 // Two next functions return 'undefined' if called on empty square
142 getColor(i
,j
) { return this.board
[i
][j
].charAt(0); }
143 getPiece(i
,j
) { return this.board
[i
][j
].charAt(1); }
146 getOppCol(color
) { return color
=="w" ? "b" : "w"; }
149 const L
= this.moves
.length
;
150 return L
>0 ? this.moves
[L
-1] : null;
153 return this.moves
.length
%2==0 ? 'w' : 'b';
157 static get PAWN() { return 'p'; }
158 static get ROOK() { return 'r'; }
159 static get KNIGHT() { return 'n'; }
160 static get BISHOP() { return 'b'; }
161 static get QUEEN() { return 'q'; }
162 static get KING() { return 'k'; }
165 static get EMPTY() { return ''; }
167 // Some pieces movements
170 'r': [ [-1,0],[1,0],[0,-1],[0,1] ],
171 'n': [ [-1,-2],[-1,2],[1,-2],[1,2],[-2,-1],[-2,1],[2,-1],[2,1] ],
172 'b': [ [-1,-1],[-1,1],[1,-1],[1,1] ],
176 // Aggregates flags into one object
178 return this.castleFlags
;
184 this.castleFlags
= flags
;
187 // En-passant square, if any
190 const [sx
,sy
,ex
] = [move.start
.x
,move.start
.y
,move.end
.x
];
191 if (this.getPiece(sx
,sy
) == VariantRules
.PAWN
&& Math
.abs(sx
- ex
) == 2)
198 return undefined; //default
201 // Can thing on square1 take thing on square2
202 canTake([x1
,y1
], [x2
,y2
])
204 return this.getColor(x1
,y1
) != this.getColor(x2
,y2
);
210 // All possible moves from selected square (assumption: color is OK)
211 getPotentialMovesFrom([x
,y
])
213 switch (this.getPiece(x
,y
))
215 case VariantRules
.PAWN:
216 return this.getPotentialPawnMoves([x
,y
]);
217 case VariantRules
.ROOK:
218 return this.getPotentialRookMoves([x
,y
]);
219 case VariantRules
.KNIGHT:
220 return this.getPotentialKnightMoves([x
,y
]);
221 case VariantRules
.BISHOP:
222 return this.getPotentialBishopMoves([x
,y
]);
223 case VariantRules
.QUEEN:
224 return this.getPotentialQueenMoves([x
,y
]);
225 case VariantRules
.KING:
226 return this.getPotentialKingMoves([x
,y
]);
230 // Build a regular move from its initial and destination squares; tr: transformation
231 getBasicMove([sx
,sy
], [ex
,ey
], tr
)
238 c: !!tr
? tr
.c : this.getColor(sx
,sy
),
239 p: !!tr
? tr
.p : this.getPiece(sx
,sy
)
246 c: this.getColor(sx
,sy
),
247 p: this.getPiece(sx
,sy
)
252 // The opponent piece disappears if we take it
253 if (this.board
[ex
][ey
] != VariantRules
.EMPTY
)
259 c: this.getColor(ex
,ey
),
260 p: this.getPiece(ex
,ey
)
267 // Generic method to find possible moves of non-pawn pieces ("sliding or jumping")
268 getSlideNJumpMoves([x
,y
], steps
, oneStep
)
270 const color
= this.getColor(x
,y
);
272 const [sizeX
,sizeY
] = VariantRules
.size
;
274 for (let step
of steps
)
278 while (i
>=0 && i
<sizeX
&& j
>=0 && j
<sizeY
279 && this.board
[i
][j
] == VariantRules
.EMPTY
)
281 moves
.push(this.getBasicMove([x
,y
], [i
,j
]));
282 if (oneStep
!== undefined)
287 if (i
>=0 && i
<sizeX
&& j
>=0 && j
<sizeY
&& this.canTake([x
,y
], [i
,j
]))
288 moves
.push(this.getBasicMove([x
,y
], [i
,j
]));
293 // What are the pawn moves from square x,y ?
294 getPotentialPawnMoves([x
,y
])
296 const color
= this.turn
;
298 const V
= VariantRules
;
299 const [sizeX
,sizeY
] = V
.size
;
300 const shift
= (color
== "w" ? -1 : 1);
301 const firstRank
= (color
== 'w' ? sizeX
-1 : 0);
302 const startRank
= (color
== "w" ? sizeX
-2 : 1);
303 const lastRank
= (color
== "w" ? 0 : sizeX
-1);
305 if (x
+shift
>= 0 && x
+shift
< sizeX
&& x
+shift
!= lastRank
)
308 if (this.board
[x
+shift
][y
] == V
.EMPTY
)
310 moves
.push(this.getBasicMove([x
,y
], [x
+shift
,y
]));
311 // Next condition because variants with pawns on 1st rank allow them to jump
312 if ([startRank
,firstRank
].includes(x
) && this.board
[x
+2*shift
][y
] == V
.EMPTY
)
315 moves
.push(this.getBasicMove([x
,y
], [x
+2*shift
,y
]));
319 if (y
>0 && this.canTake([x
,y
], [x
+shift
,y
-1])
320 && this.board
[x
+shift
][y
-1] != V
.EMPTY
)
322 moves
.push(this.getBasicMove([x
,y
], [x
+shift
,y
-1]));
324 if (y
<sizeY
-1 && this.canTake([x
,y
], [x
+shift
,y
+1])
325 && this.board
[x
+shift
][y
+1] != V
.EMPTY
)
327 moves
.push(this.getBasicMove([x
,y
], [x
+shift
,y
+1]));
331 if (x
+shift
== lastRank
)
334 const pawnColor
= this.getColor(x
,y
); //can be different for checkered
335 let promotionPieces
= [V
.ROOK
,V
.KNIGHT
,V
.BISHOP
,V
.QUEEN
];
336 promotionPieces
.forEach(p
=> {
338 if (this.board
[x
+shift
][y
] == V
.EMPTY
)
339 moves
.push(this.getBasicMove([x
,y
], [x
+shift
,y
], {c:pawnColor
,p:p
}));
341 if (y
>0 && this.canTake([x
,y
], [x
+shift
,y
-1])
342 && this.board
[x
+shift
][y
-1] != V
.EMPTY
)
344 moves
.push(this.getBasicMove([x
,y
], [x
+shift
,y
-1], {c:pawnColor
,p:p
}));
346 if (y
<sizeY
-1 && this.canTake([x
,y
], [x
+shift
,y
+1])
347 && this.board
[x
+shift
][y
+1] != V
.EMPTY
)
349 moves
.push(this.getBasicMove([x
,y
], [x
+shift
,y
+1], {c:pawnColor
,p:p
}));
355 const Lep
= this.epSquares
.length
;
356 const epSquare
= Lep
>0 ? this.epSquares
[Lep
-1] : undefined;
357 if (!!epSquare
&& epSquare
.x
== x
+shift
&& Math
.abs(epSquare
.y
- y
) == 1)
359 let epStep
= epSquare
.y
- y
;
360 var enpassantMove
= this.getBasicMove([x
,y
], [x
+shift
,y
+epStep
]);
361 enpassantMove
.vanish
.push({
365 c: this.getColor(x
,y
+epStep
)
367 moves
.push(enpassantMove
);
373 // What are the rook moves from square x,y ?
374 getPotentialRookMoves(sq
)
376 return this.getSlideNJumpMoves(sq
, VariantRules
.steps
[VariantRules
.ROOK
]);
379 // What are the knight moves from square x,y ?
380 getPotentialKnightMoves(sq
)
382 return this.getSlideNJumpMoves(sq
, VariantRules
.steps
[VariantRules
.KNIGHT
], "oneStep");
385 // What are the bishop moves from square x,y ?
386 getPotentialBishopMoves(sq
)
388 return this.getSlideNJumpMoves(sq
, VariantRules
.steps
[VariantRules
.BISHOP
]);
391 // What are the queen moves from square x,y ?
392 getPotentialQueenMoves(sq
)
394 const V
= VariantRules
;
395 return this.getSlideNJumpMoves(sq
, V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
]));
398 // What are the king moves from square x,y ?
399 getPotentialKingMoves(sq
)
401 const V
= VariantRules
;
402 // Initialize with normal moves
403 let moves
= this.getSlideNJumpMoves(sq
,
404 V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
]), "oneStep");
405 return moves
.concat(this.getCastleMoves(sq
));
408 getCastleMoves([x
,y
])
410 const c
= this.getColor(x
,y
);
411 const [sizeX
,sizeY
] = VariantRules
.size
;
412 if (x
!= (c
=="w" ? sizeX
-1 : 0) || y
!= this.INIT_COL_KING
[c
])
413 return []; //x isn't first rank, or king has moved (shortcut)
415 const V
= VariantRules
;
418 const oppCol
= this.getOppCol(c
);
421 const finalSquares
= [ [2,3], [sizeY
-2,sizeY
-3] ]; //king, then rook
423 for (let castleSide
=0; castleSide
< 2; castleSide
++) //large, then small
425 if (!this.castleFlags
[c
][castleSide
])
427 // If this code is reached, rooks and king are on initial position
429 // Nothing on the path of the king (and no checks; OK also if y==finalSquare)?
430 let step
= finalSquares
[castleSide
][0] < y
? -1 : 1;
431 for (i
=y
; i
!=finalSquares
[castleSide
][0]; i
+=step
)
433 if (this.isAttacked([x
,i
], [oppCol
]) || (this.board
[x
][i
] != V
.EMPTY
&&
434 // NOTE: next check is enough, because of chessboard constraints
435 (this.getColor(x
,i
) != c
|| ![V
.KING
,V
.ROOK
].includes(this.getPiece(x
,i
)))))
437 continue castlingCheck
;
441 // Nothing on the path to the rook?
442 step
= castleSide
== 0 ? -1 : 1;
443 for (i
= y
+ step
; i
!= this.INIT_COL_ROOK
[c
][castleSide
]; i
+= step
)
445 if (this.board
[x
][i
] != V
.EMPTY
)
446 continue castlingCheck
;
448 const rookPos
= this.INIT_COL_ROOK
[c
][castleSide
];
450 // Nothing on final squares, except maybe king and castling rook?
453 if (this.board
[x
][finalSquares
[castleSide
][i
]] != V
.EMPTY
&&
454 this.getPiece(x
,finalSquares
[castleSide
][i
]) != V
.KING
&&
455 finalSquares
[castleSide
][i
] != rookPos
)
457 continue castlingCheck
;
461 // If this code is reached, castle is valid
462 moves
.push( new Move({
464 new PiPo({x:x
,y:finalSquares
[castleSide
][0],p:V
.KING
,c:c
}),
465 new PiPo({x:x
,y:finalSquares
[castleSide
][1],p:V
.ROOK
,c:c
})],
467 new PiPo({x:x
,y:y
,p:V
.KING
,c:c
}),
468 new PiPo({x:x
,y:rookPos
,p:V
.ROOK
,c:c
})],
469 end: Math
.abs(y
- rookPos
) <= 2
471 : {x:x
, y:y
+ 2 * (castleSide
==0 ? -1 : 1)}
481 canIplay(side
, [x
,y
])
483 return ((side
=='w' && this.moves
.length
%2==0) || (side
=='b' && this.moves
.length
%2==1))
484 && this.getColor(x
,y
) == side
;
487 getPossibleMovesFrom(sq
)
489 // Assuming color is right (already checked)
490 return this.filterValid( this.getPotentialMovesFrom(sq
) );
493 // TODO: once a promotion is filtered, the others results are same: useless computations
496 if (moves
.length
== 0)
498 return moves
.filter(m
=> { return !this.underCheck(m
); });
501 // Search for all valid moves considering current turn (for engine and game end)
504 const color
= this.turn
;
505 const oppCol
= this.getOppCol(color
);
506 let potentialMoves
= [];
507 const [sizeX
,sizeY
] = VariantRules
.size
;
508 for (let i
=0; i
<sizeX
; i
++)
510 for (let j
=0; j
<sizeY
; j
++)
512 // Next condition ... != oppCol is a little HACK to work with checkered variant
513 if (this.board
[i
][j
] != VariantRules
.EMPTY
&& this.getColor(i
,j
) != oppCol
)
514 Array
.prototype.push
.apply(potentialMoves
, this.getPotentialMovesFrom([i
,j
]));
517 // NOTE: prefer lazy undercheck tests, letting the king being taken?
518 // No: if happen on last 1/2 move, could lead to forbidden moves, wrong evals
519 return this.filterValid(potentialMoves
);
522 // Stop at the first move found
525 const color
= this.turn
;
526 const oppCol
= this.getOppCol(color
);
527 const [sizeX
,sizeY
] = VariantRules
.size
;
528 for (let i
=0; i
<sizeX
; i
++)
530 for (let j
=0; j
<sizeY
; j
++)
532 if (this.board
[i
][j
] != VariantRules
.EMPTY
&& this.getColor(i
,j
) != oppCol
)
534 const moves
= this.getPotentialMovesFrom([i
,j
]);
535 if (moves
.length
> 0)
537 for (let k
=0; k
<moves
.length
; k
++)
539 if (this.filterValid([moves
[k
]]).length
> 0)
549 // Check if pieces of color in array 'colors' are attacking square x,y
550 isAttacked(sq
, colors
)
552 return (this.isAttackedByPawn(sq
, colors
)
553 || this.isAttackedByRook(sq
, colors
)
554 || this.isAttackedByKnight(sq
, colors
)
555 || this.isAttackedByBishop(sq
, colors
)
556 || this.isAttackedByQueen(sq
, colors
)
557 || this.isAttackedByKing(sq
, colors
));
560 // Is square x,y attacked by 'colors' pawns ?
561 isAttackedByPawn([x
,y
], colors
)
563 const [sizeX
,sizeY
] = VariantRules
.size
;
564 for (let c
of colors
)
566 let pawnShift
= (c
=="w" ? 1 : -1);
567 if (x
+pawnShift
>=0 && x
+pawnShift
<sizeX
)
569 for (let i
of [-1,1])
571 if (y
+i
>=0 && y
+i
<sizeY
&& this.getPiece(x
+pawnShift
,y
+i
)==VariantRules
.PAWN
572 && this.getColor(x
+pawnShift
,y
+i
)==c
)
582 // Is square x,y attacked by 'colors' rooks ?
583 isAttackedByRook(sq
, colors
)
585 return this.isAttackedBySlideNJump(sq
, colors
,
586 VariantRules
.ROOK
, VariantRules
.steps
[VariantRules
.ROOK
]);
589 // Is square x,y attacked by 'colors' knights ?
590 isAttackedByKnight(sq
, colors
)
592 return this.isAttackedBySlideNJump(sq
, colors
,
593 VariantRules
.KNIGHT
, VariantRules
.steps
[VariantRules
.KNIGHT
], "oneStep");
596 // Is square x,y attacked by 'colors' bishops ?
597 isAttackedByBishop(sq
, colors
)
599 return this.isAttackedBySlideNJump(sq
, colors
,
600 VariantRules
.BISHOP
, VariantRules
.steps
[VariantRules
.BISHOP
]);
603 // Is square x,y attacked by 'colors' queens ?
604 isAttackedByQueen(sq
, colors
)
606 const V
= VariantRules
;
607 return this.isAttackedBySlideNJump(sq
, colors
, V
.QUEEN
,
608 V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
]));
611 // Is square x,y attacked by 'colors' king(s) ?
612 isAttackedByKing(sq
, colors
)
614 const V
= VariantRules
;
615 return this.isAttackedBySlideNJump(sq
, colors
, V
.KING
,
616 V
.steps
[V
.ROOK
].concat(V
.steps
[V
.BISHOP
]), "oneStep");
619 // Generic method for non-pawn pieces ("sliding or jumping"):
620 // is x,y attacked by a piece of color in array 'colors' ?
621 isAttackedBySlideNJump([x
,y
], colors
, piece
, steps
, oneStep
)
623 const [sizeX
,sizeY
] = VariantRules
.size
;
624 for (let step
of steps
)
626 let rx
= x
+step
[0], ry
= y
+step
[1];
627 while (rx
>=0 && rx
<sizeX
&& ry
>=0 && ry
<sizeY
628 && this.board
[rx
][ry
] == VariantRules
.EMPTY
&& !oneStep
)
633 if (rx
>=0 && rx
<sizeX
&& ry
>=0 && ry
<sizeY
634 && this.board
[rx
][ry
] != VariantRules
.EMPTY
635 && this.getPiece(rx
,ry
) == piece
&& colors
.includes(this.getColor(rx
,ry
)))
643 // Is current player under check after his move ?
646 const color
= this.turn
;
648 let res
= this.isAttacked(this.kingPos
[color
], [this.getOppCol(color
)]);
653 // On which squares is opponent under check after our move ?
654 getCheckSquares(move)
657 const color
= this.turn
; //opponent
658 let res
= this.isAttacked(this.kingPos
[color
], [this.getOppCol(color
)])
659 ? [ JSON
.parse(JSON
.stringify(this.kingPos
[color
])) ] //need to duplicate!
665 // Apply a move on board
666 static PlayOnBoard(board
, move)
668 for (let psq
of move.vanish
)
669 board
[psq
.x
][psq
.y
] = VariantRules
.EMPTY
;
670 for (let psq
of move.appear
)
671 board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
673 // Un-apply the played move
674 static UndoOnBoard(board
, move)
676 for (let psq
of move.appear
)
677 board
[psq
.x
][psq
.y
] = VariantRules
.EMPTY
;
678 for (let psq
of move.vanish
)
679 board
[psq
.x
][psq
.y
] = psq
.c
+ psq
.p
;
682 // Before move is played, update variables + flags
683 updateVariables(move)
685 const piece
= this.getPiece(move.start
.x
,move.start
.y
);
686 const c
= this.getColor(move.start
.x
,move.start
.y
);
687 const [sizeX
,sizeY
] = VariantRules
.size
;
688 const firstRank
= (c
== "w" ? sizeX
-1 : 0);
690 // Update king position + flags
691 if (piece
== VariantRules
.KING
&& move.appear
.length
> 0)
693 this.kingPos
[c
][0] = move.appear
[0].x
;
694 this.kingPos
[c
][1] = move.appear
[0].y
;
695 this.castleFlags
[c
] = [false,false];
698 const oppCol
= this.getOppCol(c
);
699 const oppFirstRank
= (sizeX
-1) - firstRank
;
700 if (move.start
.x
== firstRank
//our rook moves?
701 && this.INIT_COL_ROOK
[c
].includes(move.start
.y
))
703 const flagIdx
= (move.start
.y
== this.INIT_COL_ROOK
[c
][0] ? 0 : 1);
704 this.castleFlags
[c
][flagIdx
] = false;
706 else if (move.end
.x
== oppFirstRank
//we took opponent rook?
707 && this.INIT_COL_ROOK
[oppCol
].includes(move.end
.y
))
709 const flagIdx
= (move.end
.y
== this.INIT_COL_ROOK
[oppCol
][0] ? 0 : 1);
710 this.castleFlags
[oppCol
][flagIdx
] = false;
714 // After move is undo-ed, un-update variables (flags are reset)
715 // TODO: more symmetry, by storing flags increment in move...
716 unupdateVariables(move)
718 // (Potentially) Reset king position
719 const c
= this.getColor(move.start
.x
,move.start
.y
);
720 if (this.getPiece(move.start
.x
,move.start
.y
) == VariantRules
.KING
)
721 this.kingPos
[c
] = [move.start
.x
, move.start
.y
];
727 move.notation
= [this.getNotation(move), this.getLongNotation(move)];
729 move.flags
= JSON
.stringify(this.flags
); //save flags (for undo)
730 this.updateVariables(move);
731 this.moves
.push(move);
732 this.epSquares
.push( this.getEpSquare(move) );
733 VariantRules
.PlayOnBoard(this.board
, move);
738 VariantRules
.UndoOnBoard(this.board
, move);
739 this.epSquares
.pop();
741 this.unupdateVariables(move);
742 this.parseFlags(JSON
.parse(move.flags
));
748 // Basic check for 3 repetitions (in the last moves only)
751 if (this.moves
.length
>= 8)
753 const L
= this.moves
.length
;
754 if (_
.isEqual(this.moves
[L
-1], this.moves
[L
-5]) &&
755 _
.isEqual(this.moves
[L
-2], this.moves
[L
-6]) &&
756 _
.isEqual(this.moves
[L
-3], this.moves
[L
-7]) &&
757 _
.isEqual(this.moves
[L
-4], this.moves
[L
-8]))
765 // Is game over ? And if yes, what is the score ?
768 if (this.checkRepetition())
771 if (this.atLeastOneMove()) // game not over
775 return this.checkGameEnd();
778 // No moves are possible: compute score
781 const color
= this.turn
;
782 // No valid move: stalemate or checkmate?
783 if (!this.isAttacked(this.kingPos
[color
], [this.getOppCol(color
)]))
786 return color
== "w" ? "0-1" : "1-0";
793 static get VALUES() {
804 static get INFINITY() {
805 return 9999; //"checkmate" (unreachable eval)
808 static get THRESHOLD_MATE() {
809 // At this value or above, the game is over
810 return VariantRules
.INFINITY
;
813 static get SEARCH_DEPTH() {
814 return 3; //2 for high branching factor, 4 for small (Loser chess)
817 // Assumption: at least one legal move
818 // NOTE: works also for extinction chess because depth is 3...
821 this.shouldReturn
= false;
822 const maxeval
= VariantRules
.INFINITY
;
823 const color
= this.turn
;
824 let moves1
= this.getAllValidMoves();
826 // Can I mate in 1 ? (for Magnetic & Extinction)
827 for (let i
of _
.shuffle(_
.range(moves1
.length
)))
829 this.play(moves1
[i
]);
830 const finish
= (Math
.abs(this.evalPosition()) >= VariantRules
.THRESHOLD_MATE
);
831 this.undo(moves1
[i
]);
836 // Rank moves using a min-max at depth 2
837 for (let i
=0; i
<moves1
.length
; i
++)
839 moves1
[i
].eval
= (color
=="w" ? -1 : 1) * maxeval
; //very low, I'm checkmated
840 this.play(moves1
[i
]);
841 let eval2
= undefined;
842 if (this.atLeastOneMove())
844 eval2
= (color
=="w" ? 1 : -1) * maxeval
; //initialized with checkmate value
846 let moves2
= this.getAllValidMoves();
847 for (let j
=0; j
<moves2
.length
; j
++)
849 this.play(moves2
[j
]);
850 let evalPos
= undefined;
851 if (this.atLeastOneMove())
852 evalPos
= this.evalPosition()
855 // Work with scores for Loser variant
856 const score
= this.checkGameEnd();
857 evalPos
= (score
=="1/2" ? 0 : (score
=="1-0" ? 1 : -1) * maxeval
);
859 if ((color
== "w" && evalPos
< eval2
) || (color
=="b" && evalPos
> eval2
))
861 this.undo(moves2
[j
]);
866 const score
= this.checkGameEnd();
867 eval2
= (score
=="1/2" ? 0 : (score
=="1-0" ? 1 : -1) * maxeval
);
869 if ((color
=="w" && eval2
> moves1
[i
].eval
) || (color
=="b" && eval2
< moves1
[i
].eval
))
870 moves1
[i
].eval
= eval2
;
871 this.undo(moves1
[i
]);
873 moves1
.sort( (a
,b
) => { return (color
=="w" ? 1 : -1) * (b
.eval
- a
.eval
); });
874 //console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; }));
876 let candidates
= [0]; //indices of candidates moves
877 for (let j
=1; j
<moves1
.length
&& moves1
[j
].eval
== moves1
[0].eval
; j
++)
879 let currentBest
= moves1
[_
.sample(candidates
, 1)];
881 // Skip depth 3+ if we found a checkmate (or if we are checkmated in 1...)
882 if (VariantRules
.SEARCH_DEPTH
>= 3
883 && Math
.abs(moves1
[0].eval
) < VariantRules
.THRESHOLD_MATE
)
885 for (let i
=0; i
<moves1
.length
; i
++)
887 if (this.shouldReturn
)
888 return currentBest
; //depth-2, minimum
889 this.play(moves1
[i
]);
890 // 0.1 * oldEval : heuristic to avoid some bad moves (not all...)
891 moves1
[i
].eval
= 0.1*moves1
[i
].eval
+
892 this.alphabeta(VariantRules
.SEARCH_DEPTH
-1, -maxeval
, maxeval
);
893 this.undo(moves1
[i
]);
895 moves1
.sort( (a
,b
) => { return (color
=="w" ? 1 : -1) * (b
.eval
- a
.eval
); });
899 //console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; }));
902 for (let j
=1; j
<moves1
.length
&& moves1
[j
].eval
== moves1
[0].eval
; j
++)
904 return moves1
[_
.sample(candidates
, 1)];
907 alphabeta(depth
, alpha
, beta
)
909 const maxeval
= VariantRules
.INFINITY
;
910 const color
= this.turn
;
911 if (!this.atLeastOneMove())
913 switch (this.checkGameEnd())
918 const score
= this.checkGameEnd();
919 return (score
=="1/2" ? 0 : (score
=="1-0" ? 1 : -1) * maxeval
);
923 return this.evalPosition();
924 const moves
= this.getAllValidMoves();
925 let v
= color
=="w" ? -maxeval : maxeval
;
928 for (let i
=0; i
<moves
.length
; i
++)
931 v
= Math
.max(v
, this.alphabeta(depth
-1, alpha
, beta
));
933 alpha
= Math
.max(alpha
, v
);
940 for (let i
=0; i
<moves
.length
; i
++)
943 v
= Math
.min(v
, this.alphabeta(depth
-1, alpha
, beta
));
945 beta
= Math
.min(beta
, v
);
947 break; //alpha cutoff
955 const [sizeX
,sizeY
] = VariantRules
.size
;
957 // Just count material for now
958 for (let i
=0; i
<sizeX
; i
++)
960 for (let j
=0; j
<sizeY
; j
++)
962 if (this.board
[i
][j
] != VariantRules
.EMPTY
)
964 const sign
= this.getColor(i
,j
) == "w" ? 1 : -1;
965 evaluation
+= sign
* VariantRules
.VALUES
[this.getPiece(i
,j
)];
975 // Setup the initial random (assymetric) position
976 static GenRandInitFen()
978 let pieces
= [new Array(8), new Array(8)];
979 // Shuffle pieces on first and last rank
980 for (let c
= 0; c
<= 1; c
++)
982 let positions
= _
.range(8);
984 // Get random squares for bishops
985 let randIndex
= 2 * _
.random(3);
986 let bishop1Pos
= positions
[randIndex
];
987 // The second bishop must be on a square of different color
988 let randIndex_tmp
= 2 * _
.random(3) + 1;
989 let bishop2Pos
= positions
[randIndex_tmp
];
990 // Remove chosen squares
991 positions
.splice(Math
.max(randIndex
,randIndex_tmp
), 1);
992 positions
.splice(Math
.min(randIndex
,randIndex_tmp
), 1);
994 // Get random squares for knights
995 randIndex
= _
.random(5);
996 let knight1Pos
= positions
[randIndex
];
997 positions
.splice(randIndex
, 1);
998 randIndex
= _
.random(4);
999 let knight2Pos
= positions
[randIndex
];
1000 positions
.splice(randIndex
, 1);
1002 // Get random square for queen
1003 randIndex
= _
.random(3);
1004 let queenPos
= positions
[randIndex
];
1005 positions
.splice(randIndex
, 1);
1007 // Rooks and king positions are now fixed, because of the ordering rook-king-rook
1008 let rook1Pos
= positions
[0];
1009 let kingPos
= positions
[1];
1010 let rook2Pos
= positions
[2];
1012 // Finally put the shuffled pieces in the board array
1013 pieces
[c
][rook1Pos
] = 'r';
1014 pieces
[c
][knight1Pos
] = 'n';
1015 pieces
[c
][bishop1Pos
] = 'b';
1016 pieces
[c
][queenPos
] = 'q';
1017 pieces
[c
][kingPos
] = 'k';
1018 pieces
[c
][bishop2Pos
] = 'b';
1019 pieces
[c
][knight2Pos
] = 'n';
1020 pieces
[c
][rook2Pos
] = 'r';
1022 let fen
= pieces
[0].join("") +
1023 "/pppppppp/8/8/8/8/PPPPPPPP/" +
1024 pieces
[1].join("").toUpperCase() +
1025 " 1111"; //add flags
1029 // Return current fen according to pieces+colors state
1032 return this.getBaseFen() + " " + this.getFlagsFen();
1035 // Position part of the FEN string
1039 let [sizeX
,sizeY
] = VariantRules
.size
;
1040 for (let i
=0; i
<sizeX
; i
++)
1043 for (let j
=0; j
<sizeY
; j
++)
1045 if (this.board
[i
][j
] == VariantRules
.EMPTY
)
1051 // Add empty squares in-between
1055 fen
+= VariantRules
.board2fen(this.board
[i
][j
]);
1060 // "Flush remainder"
1064 fen
+= "/"; //separate rows
1069 // Flags part of the FEN string
1073 // Add castling flags
1074 for (let i
of ['w','b'])
1076 for (let j
=0; j
<2; j
++)
1077 fen
+= this.castleFlags
[i
][j
] ? '1' : '0';
1082 // Context: just before move is played, turn hasn't changed
1085 if (move.appear
.length
== 2 && move.appear
[0].p
== VariantRules
.KING
)
1088 if (move.end
.y
< move.start
.y
)
1094 // Translate final square
1096 String
.fromCharCode(97 + move.end
.y
) + (VariantRules
.size
[0]-move.end
.x
);
1098 const piece
= this.getPiece(move.start
.x
, move.start
.y
);
1099 if (piece
== VariantRules
.PAWN
)
1103 if (move.vanish
.length
> move.appear
.length
)
1106 const startColumn
= String
.fromCharCode(97 + move.start
.y
);
1107 notation
= startColumn
+ "x" + finalSquare
;
1110 notation
= finalSquare
;
1111 if (move.appear
.length
> 0 && piece
!= move.appear
[0].p
) //promotion
1112 notation
+= "=" + move.appear
[0].p
.toUpperCase();
1119 return piece
.toUpperCase() +
1120 (move.vanish
.length
> move.appear
.length
? "x" : "") + finalSquare
;
1124 // Complete the usual notation, may be required for de-ambiguification
1125 getLongNotation(move)
1128 String
.fromCharCode(97 + move.start
.y
) + (VariantRules
.size
[0]-move.start
.x
);
1130 String
.fromCharCode(97 + move.end
.y
) + (VariantRules
.size
[0]-move.end
.x
);
1131 return startSquare
+ finalSquare
; //not encoding move. But short+long is enough
1134 // The score is already computed when calling this function
1135 getPGN(mycolor
, score
, fenStart
, mode
)
1138 pgn
+= '[Site "vchess.club"]<br>';
1139 const d
= new Date();
1140 const opponent
= mode
=="human" ? "Anonymous" : "Computer";
1141 pgn
+= '[Variant "' + variant
+ '"]<br>';
1142 pgn
+= '[Date "' + d
.getFullYear() + '-' + (d
.getMonth()+1) + '-' + d
.getDate() + '"]<br>';
1143 pgn
+= '[White "' + (mycolor
=='w'?'Myself':opponent
) + '"]<br>';
1144 pgn
+= '[Black "' + (mycolor
=='b'?'Myself':opponent
) + '"]<br>';
1145 pgn
+= '[FenStart "' + fenStart
+ '"]<br>';
1146 pgn
+= '[Fen "' + this.getFen() + '"]<br>';
1147 pgn
+= '[Result "' + score
+ '"]<br><br>';
1150 for (let i
=0; i
<this.moves
.length
; i
++)
1153 pgn
+= ((i
/2)+1) + ".";
1154 pgn
+= this.moves
[i
].notation
[0] + " ";
1158 // "Complete moves" PGN (helping in ambiguous cases)
1159 for (let i
=0; i
<this.moves
.length
; i
++)
1162 pgn
+= ((i
/2)+1) + ".";
1163 pgn
+= this.moves
[i
].notation
[1] + " ";