--- /dev/null
+import { ChessRules, PiPo, Move } from "@/base_rules";
+import { randInt } from "@/utils/alea";
+import { ArrayFun } from "@/utils/array";
+
+export class OtageRules extends ChessRules {
+
+ static get IMAGE_EXTENSION() {
+ return ".png";
+ }
+
+ // Hostage / Capturer combinations
+ // + letter among a, b, v, w to indicate colors + config:
+ // a: black first, black controls
+ // b: white first, black controls
+ // v: black first, white controls
+ // w: white first, white controls
+ static get UNIONS() {
+ return {
+ a: ['p', 'p'],
+ c: ['p', 'r'],
+ d: ['p', 'n'],
+ e: ['p', 'b'],
+ f: ['p', 'q'],
+ g: ['p', 'k'],
+ h: ['r', 'r'],
+ i: ['r', 'n'],
+ j: ['r', 'b'],
+ l: ['r', 'q'],
+ m: ['r', 'k'],
+ o: ['n', 'n'],
+ s: ['n', 'b'],
+ t: ['n', 'q'],
+ u: ['n', 'k'],
+ v: ['b', 'b'],
+ w: ['b', 'q'],
+ x: ['b', 'k'],
+ y: ['q', 'q'],
+ z: ['q', 'k'],
+ '_': ['k', 'k']
+ };
+ }
+
+ static board2fen(b) {
+ if (ChessRules.PIECES.includes(b[1])) return ChessRules.board2fen(b);
+ // Show symbol first (no collisions)
+ return b[1] + b[0];
+ }
+
+ static fen2board(f) {
+ if (f.length == 1) return ChessRules.fen2board(f);
+ return f[1] + f[0]; //"color" first
+ }
+
+ static IsGoodPosition(position) {
+ if (position.length == 0) return false;
+ const rows = position.split("/");
+ if (rows.length != V.size.x) return false;
+ let kingSymb = ['k', 'g', 'm', 'u', 'x', '_'];
+ let kings = { 'k': 0, 'K': 0 };
+ for (let row of rows) {
+ let sumElts = 0;
+ for (let i = 0; i < row.length; i++) {
+ const lowR = row[i].toLowerCase
+ const readNext = !(ChessRules.PIECES.includes(lowR));
+ if (!!(lowR.match(/[a-z_]/))) {
+ sumElts++;
+ if (kingSymb.includes(row[i])) kings['k']++;
+ // Not "else if", if two kings dancing together
+ if (kingSymb.some(s => row[i] == s.toUpperCase())) kings['K']++;
+ if (readNext) i++;
+ }
+ else {
+ const num = parseInt(row[i], 10);
+ if (isNaN(num) || num <= 0) return false;
+ sumElts += num;
+ }
+ }
+ if (sumElts != V.size.y) return false;
+ }
+ // Both kings should be on board. Exactly one per color.
+ if (Object.values(kings).some(v => v != 1)) return false;
+ return true;
+ }
+
+ static GetBoard(position) {
+ const rows = position.split("/");
+ let board = ArrayFun.init(V.size.x, V.size.y, "");
+ for (let i = 0; i < rows.length; i++) {
+ let j = 0;
+ for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++) {
+ const character = rows[i][indexInRow];
+ const num = parseInt(character, 10);
+ // If num is a number, just shift j:
+ if (!isNaN(num)) j += num;
+ else {
+ // Something at position i,j
+ const lowC = character.toLowerCase();
+ if (ChessRules.PIECES.includes(lowC))
+ board[i][j++] = V.fen2board(character);
+ else
+ board[i][j++] = V.fen2board(lowC + rows[i][++indexInRow]);
+ }
+ }
+ }
+ return board;
+ }
+
+ getPpath(b) {
+ return "Otage/" + b;
+ }
+
+ getPPpath(m) {
+ if (ChessRules.PIECES.includes(m.appear[0].p)) return super.getPPpath(m);
+ // For an "union", show only relevant piece:
+ // The color must be deduced from the move: reaching final rank of who?
+ const color = (m.appear[0].x == 0 ? 'w' : 'b');
+ const up = this.getUnionPieces(m.appear[0].c, m.appear[0].p);
+ return "Pacosako/" + color + up[color];
+ }
+
+ canTake([x1, y1], [x2, y2]) {
+ const p1 = this.board[x1][y1].charAt(1);
+ if (!(ChessRules.PIECES.includes(p1))) return false;
+ const p2 = this.board[x2][y2].charAt(1);
+ if (!(ChessRules.PIECES.includes(p2))) return true;
+ const c1 = this.board[x1][y1].charAt(0);
+ const c2 = this.board[x2][y2].charAt(0);
+ return (c1 != c2);
+ }
+
+ canIplay(side, [x, y]) {
+ const c = this.board[x][y].charAt(0);
+ const compSide = (side == 'w' ? 'v' : 'a');
+ return (this.turn == side && [side, compSide].includes(c));
+ }
+
+ scanKings(fen) {
+ this.kingPos = { w: [-1, -1], b: [-1, -1] };
+ const fenRows = V.ParseFen(fen).position.split("/");
+ const startRow = { 'w': V.size.x - 1, 'b': 0 };
+ const kingSymb = ['k', 'g', 'm', 'u', 'x', '_'];
+ for (let i = 0; i < fenRows.length; i++) {
+ let k = 0;
+ for (let j = 0; j < fenRows[i].length; j++) {
+ const c = fenRows[i].charAt(j);
+ const lowR = c.toLowerCase();
+ const readNext = !(ChessRules.PIECES.includes(lowR));
+ if (!!(lowR.match(/[a-z_]/))) {
+ if (kingSymb.includes(c))
+ this.kingPos["b"] = [i, k];
+ // Not "else if", in case of two kings dancing together
+ if (kingSymb.some(s => c == s.toUpperCase()))
+ this.kingPos["w"] = [i, k];
+ if (readNext) j++;
+ }
+ else {
+ const num = parseInt(fenRows[i].charAt(j), 10);
+ if (!isNaN(num)) k += num - 1;
+ }
+ k++;
+ }
+ }
+ }
+
+ setOtherVariables(fen) {
+ super.setOtherVariables(fen);
+ // Stack of "last move" only for intermediate chaining
+ this.lastMoveEnd = [null];
+ }
+
+ static IsGoodFlags(flags) {
+ // 4 for castle + 16 for pawns
+ return !!flags.match(/^[a-z]{4,4}[01]{16,16}$/);
+ }
+
+ setFlags(fenflags) {
+ super.setFlags(fenflags); //castleFlags
+ this.pawnFlags = {
+ w: [...Array(8)], //pawns can move 2 squares?
+ b: [...Array(8)]
+ };
+ const flags = fenflags.substr(4); //skip first 4 letters, for castle
+ for (let c of ["w", "b"]) {
+ for (let i = 0; i < 8; i++)
+ this.pawnFlags[c][i] = flags.charAt((c == "w" ? 0 : 8) + i) == "1";
+ }
+ }
+
+ aggregateFlags() {
+ return [this.castleFlags, this.pawnFlags];
+ }
+
+ disaggregateFlags(flags) {
+ this.castleFlags = flags[0];
+ this.pawnFlags = flags[1];
+ }
+
+ static GenRandInitFen(randomness) {
+ // Add 16 pawns flags:
+ return ChessRules.GenRandInitFen(randomness)
+ .slice(0, -2) + "1111111111111111 -";
+ }
+
+ getFlagsFen() {
+ let fen = super.getFlagsFen();
+ // Add pawns flags
+ for (let c of ["w", "b"])
+ for (let i = 0; i < 8; i++) fen += (this.pawnFlags[c][i] ? "1" : "0");
+ return fen;
+ }
+
+ getPiece(i, j) {
+ const p = this.board[i][j].charAt(1);
+ if (ChessRules.PIECES.includes(p)) return p;
+ const c = this.board[i][j].charAt(0);
+ const idx = (['a', 'w'].includes(c) ? 0 : 1);
+ return V.UNIONS[p][idx];
+ }
+
+ getUnionPieces(color, code) {
+ const pieces = V.UNIONS[code];
+ return {
+ w: pieces[ ['b', 'w'].includes(color) ? 0 : 1 ],
+ b: pieces[ ['a', 'v'].includes(color) ? 0 : 1 ]
+ };
+ }
+
+ // p1: white piece, p2: black piece, capturer: (temporary) owner
+ getUnionCode(p1, p2, capturer) {
+ let uIdx = (
+ Object.values(V.UNIONS).findIndex(v => v[0] == p1 && v[1] == p2)
+ );
+ let c = '';
+ if (capturer == 'w') c = (uIdx >= 0 ? 'w' : 'v');
+ else c = (uIdx >= 0 ? 'b' : 'a');
+ if (uIdx == -1) {
+ uIdx = (
+ Object.values(V.UNIONS).findIndex(v => v[0] == p2 && v[1] == p1)
+ );
+ }
+ return { c: c, p: Object.keys(V.UNIONS)[uIdx] };
+ }
+
+ getBasicMove([sx, sy], [ex, ey], tr) {
+ const L = this.lastMoveEnd.length;
+ const lm = this.lastMoveEnd[L-1];
+ const piece = (!!lm ? lm.p : null);
+ const initColor = (!!piece ? this.turn : this.board[sx][sy].charAt(0));
+ const initPiece = (piece || this.board[sx][sy].charAt(1));
+ const c = this.turn;
+ const oppCol = V.GetOppCol(c);
+ if (!!tr && !(ChessRules.PIECES.includes(initPiece))) {
+ // Transformation computed without taking union into account
+ const up = this.getUnionPieces(initColor, initPiece);
+ let args = [tr.p, up[oppCol]];
+ if (['a', 'v'].includes(initColor)) args = args.reverse();
+ const capturer = (['a', 'b'].includes(initColor) ? 'b' : 'w');
+ const cp = this.getUnionCode(args[0], args[1], capturer);
+ tr.c = cp.c;
+ tr.p = cp.p;
+ }
+ // 4 cases : moving
+ // - union to free square (other cases are illegal: return null)
+ // - normal piece to free square,
+ // to enemy normal piece, or
+ // to union (releasing our piece)
+ let mv = new Move({
+ start: { x: sx, y: sy },
+ end: { x: ex, y: ey },
+ vanish: []
+ });
+ if (!piece) {
+ mv.vanish = [
+ new PiPo({
+ x: sx,
+ y: sy,
+ c: initColor,
+ p: initPiece
+ })
+ ];
+ }
+ // Treat free square cases first:
+ if (this.board[ex][ey] == V.EMPTY) {
+ mv.appear = [
+ new PiPo({
+ x: ex,
+ y: ey,
+ c: !!tr ? tr.c : initColor,
+ p: !!tr ? tr.p : initPiece
+ })
+ ];
+ return mv;
+ }
+ // Now the two cases with union / release:
+ const destColor = this.board[ex][ey].charAt(0);
+ const destPiece = this.board[ex][ey].charAt(1);
+ mv.vanish.push(
+ new PiPo({
+ x: ex,
+ y: ey,
+ c: destColor,
+ p: destPiece
+ })
+ );
+ if (ChessRules.PIECES.includes(destPiece)) {
+ // Normal piece: just create union
+ let args = [!!tr ? tr.p : initPiece, destPiece];
+ if (c == 'b') args = args.reverse();
+ const cp = this.getUnionCode(args[0], args[1], c);
+ mv.appear = [
+ new PiPo({
+ x: ex,
+ y: ey,
+ c: cp.c,
+ p: cp.p
+ })
+ ];
+ return mv;
+ }
+ // Releasing a piece in an union: keep track of released piece
+ const up = this.getUnionPieces(destColor, destPiece);
+ let args = [!!tr ? tr.p : initPiece, up[oppCol]];
+ if (c == 'b') args = args.reverse();
+ const cp = this.getUnionCode(args[0], args[1], c);
+ mv.appear = [
+ new PiPo({
+ x: ex,
+ y: ey,
+ c: cp.c,
+ p: cp.p
+ })
+ ];
+ mv.end.released = up[c];
+ return mv;
+ }
+
+ // noCastle arg: when detecting king attacks
+ getPotentialMovesFrom([x, y], noCastle) {
+ const L = this.lastMoveEnd.length;
+ const lm = this.lastMoveEnd[L-1];
+ if (!!lm && (x != lm.x || y != lm.y)) return [];
+ const piece = (!!lm ? lm.p : this.getPiece(x, y));
+ if (!!lm) {
+ var saveSquare = this.board[x][y];
+ this.board[x][y] = this.turn + piece;
+ }
+ let baseMoves = [];
+ const c = this.turn;
+ switch (piece || this.getPiece(x, y)) {
+ case V.PAWN: {
+ const firstRank = (c == 'w' ? 7 : 0);
+ baseMoves = this.getPotentialPawnMoves([x, y]).filter(m => {
+ // Skip forbidden 2-squares jumps (except from first rank)
+ // Also skip unions capturing en-passant (not allowed).
+ return (
+ (
+ m.start.x == firstRank ||
+ Math.abs(m.end.x - m.start.x) == 1 ||
+ this.pawnFlags[c][m.start.y]
+ )
+ &&
+ (
+ this.board[x][y].charAt(1) == V.PAWN ||
+ m.start.y == m.end.y
+ )
+ );
+ });
+ break;
+ }
+ case V.ROOK:
+ baseMoves = this.getPotentialRookMoves([x, y]);
+ break;
+ case V.KNIGHT:
+ baseMoves = this.getPotentialKnightMoves([x, y]);
+ break;
+ case V.BISHOP:
+ baseMoves = this.getPotentialBishopMoves([x, y]);
+ break;
+ case V.QUEEN:
+ baseMoves = this.getPotentialQueenMoves([x, y]);
+ break;
+ case V.KING:
+ baseMoves = this.getSlideNJumpMoves(
+ sq,
+ V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
+ "oneStep"
+ );
+ if (!noCastle && this.castleFlags[this.turn].some(v => v < V.size.y))
+ baseMoves = baseMoves.concat(this.getCastleMoves(sq));
+ break;
+ }
+ // When a pawn in an union reaches final rank with a non-standard
+ // promotion move: apply promotion anyway
+ let moves = [];
+ const oppCol = V.GetOppCol(c);
+ const oppLastRank = (c == 'w' ? 7 : 0);
+ baseMoves.forEach(m => {
+ if (
+ m.end.x == oppLastRank &&
+ ['c', 'd', 'e', 'f', 'g'].includes(m.appear[0].p)
+ ) {
+ // Move to first rank, which is last rank for opponent's pawn.
+ // => Show promotion choices.
+ // Find our piece in union (not a pawn)
+ const up = this.getUnionPieces(m.appear[0].c, m.appear[0].p);
+ // merge with all potential promotion pieces + push (loop)
+ for (let promotionPiece of [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN]) {
+ let args = [up[c], promotionPiece];
+ if (c == 'b') args = args.reverse();
+ const cp = this.getUnionCode(args[0], args[1], c);
+ let cpMove = JSON.parse(JSON.stringify(m));
+ cpMove.appear[0].c = cp.c;
+ cpMove.appear[0].p = cp.p;
+ moves.push(cpMove);
+ }
+ }
+ else {
+ if (
+ m.vanish.length > 0 &&
+ m.vanish[0].p == V.PAWN &&
+ m.start.y != m.end.y &&
+ this.board[m.end.x][m.end.y] == V.EMPTY
+ ) {
+ if (!!lm)
+ // No en-passant inside a chaining
+ return;
+ // Fix en-passant capture: union type, maybe released piece too
+ const cs = [m.end.x + (c == 'w' ? 1 : -1), m.end.y];
+ const code = this.board[cs[0]][cs[1]].charAt(1);
+ if (code == V.PAWN) {
+ // Simple en-passant capture (usual: just form union)
+ m.appear[0].c = c;
+ m.appear[0].p = 'a';
+ }
+ else {
+ // An union pawn + something just moved two squares
+ const color = this.board[cs[0]][cs[1]].charAt(0);
+ const up = this.getUnionPieces(color, code);
+ m.end.released = up[c];
+ let args = [V.PAWN, up[oppCol]];
+ if (c == 'b') args = args.reverse();
+ const cp = this.getUnionCode(args[0], args[1], c);
+ m.appear[0].c = cp.c;
+ m.appear[0].p = cp.p;
+ }
+ }
+ moves.push(m);
+ }
+ });
+ if (!!lm) this.board[x][y] = saveSquare;
+ return moves;
+ }
+
+ getEpSquare(moveOrSquare) {
+ if (typeof moveOrSquare === "string") {
+ const square = moveOrSquare;
+ if (square == "-") return undefined;
+ return V.SquareToCoords(square);
+ }
+ const move = moveOrSquare;
+ const s = move.start,
+ e = move.end;
+ if (
+ s.y == e.y &&
+ Math.abs(s.x - e.x) == 2 &&
+ this.getPiece(s.x, s.y) == V.PAWN
+ ) {
+ return {
+ x: (s.x + e.x) / 2,
+ y: s.y
+ };
+ }
+ return undefined;
+ }
+
+ getCastleMoves([x, y]) {
+ const c = this.turn;
+ const accepted = (c == 'w' ? ['v', 'w'] : ['a', 'b']);
+ const oppCol = V.GetOppCol(c);
+ let moves = [];
+ const finalSquares = [ [2, 3], [6, 5] ];
+ castlingCheck: for (let castleSide = 0; castleSide < 2; castleSide++) {
+ if (this.castleFlags[c][castleSide] >= 8) continue;
+ const rookPos = this.castleFlags[c][castleSide];
+ const castlingColor = this.board[x][rookPos].charAt(0);
+ const castlingPiece = this.board[x][rookPos].charAt(1);
+
+ // Nothing on the path of the king ?
+ const finDist = finalSquares[castleSide][0] - y;
+ let step = finDist / Math.max(1, Math.abs(finDist));
+ let i = y;
+ let kingSquares = [y];
+ do {
+ if (
+ this.board[x][i] != V.EMPTY &&
+ !accepted.includes(this.getColor(x, i))
+ ) {
+ continue castlingCheck;
+ }
+ i += step;
+ kingSquares.push(i);
+ } while (i != finalSquares[castleSide][0]);
+ // No checks on the path of the king ?
+ if (this.isAttacked(kingSquares, oppCol)) continue castlingCheck;
+
+ // Nothing on the path to the rook?
+ step = castleSide == 0 ? -1 : 1;
+ for (i = y + step; i != rookPos; i += step) {
+ if (this.board[x][i] != V.EMPTY) continue castlingCheck;
+ }
+
+ // Nothing on final squares, except maybe king and castling rook?
+ for (i = 0; i < 2; i++) {
+ if (
+ finalSquares[castleSide][i] != rookPos &&
+ this.board[x][finalSquares[castleSide][i]] != V.EMPTY &&
+ (
+ finalSquares[castleSide][i] != y ||
+ // TODO: next test seems superflu
+ !accepted.includes(this.getColor(x, finalSquares[castleSide][i]))
+ )
+ ) {
+ continue castlingCheck;
+ }
+ }
+
+ moves.push(
+ new Move({
+ appear: [
+ new PiPo({
+ x: x,
+ y: finalSquares[castleSide][0],
+ p: V.KING,
+ c: c
+ }),
+ new PiPo({
+ x: x,
+ y: finalSquares[castleSide][1],
+ p: castlingPiece,
+ c: castlingColor
+ })
+ ],
+ vanish: [
+ // King might be initially disguised (Titan...)
+ new PiPo({ x: x, y: y, p: V.KING, c: c }),
+ new PiPo({ x: x, y: rookPos, p: castlingPiece, c: castlingColor })
+ ],
+ end:
+ Math.abs(y - rookPos) <= 2
+ ? { x: x, y: rookPos }
+ : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) }
+ })
+ );
+ }
+
+ return moves;
+ }
+
+ getEnpassantCaptures(sq, shiftX) {
+ // HACK: when artificially change turn, do not consider en-passant
+ const mcMod2 = this.movesCount % 2;
+ const c = this.turn;
+ if ((c == 'w' && mcMod2 == 1) || (c == 'b' && mcMod2 == 0)) return [];
+ return super.getEnpassantCaptures(sq, shiftX);
+ }
+
+ isAttacked_aux(files, color, positions, fromSquare, released) {
+ // "positions" = array of FENs to detect infinite loops. Example:
+ // r1q1k2r/p1Pb1ppp/5n2/1f1p4/AV5P/P1eDP3/3B1PP1/R3K1NR,
+ // Bxd2 Bxc3 Bxb4 Bxc3 Bxb4 etc.
+ const newPos = { fen: super.getBaseFen(), piece: released };
+ if (positions.some(p => p.piece == newPos.piece && p.fen == newPos.fen))
+ // Start of an infinite loop: exit
+ return false;
+ positions.push(newPos);
+ const rank = (color == 'w' ? 0 : 7);
+ const moves = this.getPotentialMovesFrom(fromSquare);
+ if (moves.some(m => m.end.x == rank && files.includes(m.end.y)))
+ // Found an attack!
+ return true;
+ for (let m of moves) {
+ if (!!m.end.released) {
+ // Turn won't change since !!m.released
+ this.play(m);
+ const res = this.isAttacked_aux(
+ files, color, positions, [m.end.x, m.end.y], m.end.released);
+ this.undo(m);
+ if (res) return true;
+ }
+ }
+ return false;
+ }
+
+ isAttacked(files, color) {
+ const rank = (color == 'w' ? 0 : 7);
+ // Since it's too difficult (impossible?) to search from the square itself,
+ // let's adopt a suboptimal but working strategy: find all attacks.
+ const c = this.turn;
+ // Artificial turn change is required:
+ this.turn = color;
+ let res = false;
+ outerLoop: for (let i=0; i<8; i++) {
+ for (let j=0; j<8; j++) {
+ // Attacks must start from a normal piece, not an union.
+ // Therefore, the following test is correct.
+ if (
+ this.board[i][j] != V.EMPTY &&
+ [V.KING, V.PAWN, V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN].includes(
+ this.board[i][j].charAt(1)) &&
+ this.board[i][j].charAt(0) == color
+ ) {
+ // Try from here.
+ const moves = this.getPotentialMovesFrom([i, j], "noCastle");
+ if (moves.some(m => m.end.x == rank && files.includes(m.end.y))) {
+ res = true;
+ break outerLoop;
+ }
+ for (let m of moves) {
+ if (!!m.end.released) {
+ // Turn won't change since !!m.released
+ this.play(m);
+ let positions = [];
+ res = this.isAttacked_aux(
+ files, color, positions, [m.end.x, m.end.y], m.end.released);
+ this.undo(m);
+ if (res) break outerLoop;
+ }
+ }
+ }
+ }
+ }
+ this.turn = c;
+ return res;
+ }
+
+ // Do not consider checks, except to forbid castling
+ getCheckSquares() {
+ return [];
+ }
+ filterValid(moves) {
+ return moves;
+ }
+
+ updateCastleFlags(move, piece) {
+ const c = this.turn;
+ const firstRank = (c == "w" ? 7 : 0);
+ if (piece == V.KING && move.appear.length > 0)
+ this.castleFlags[c] = [V.size.y, V.size.y];
+ else if (
+ move.start.x == firstRank &&
+ this.castleFlags[c].includes(move.start.y)
+ ) {
+ const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1);
+ this.castleFlags[c][flagIdx] = V.size.y;
+ }
+ else if (
+ move.end.x == firstRank &&
+ this.castleFlags[c].includes(move.end.y)
+ ) {
+ // Move to our rook: necessary normal piece, to union, releasing
+ // (or the rook was moved before!)
+ const flagIdx = (move.end.y == this.castleFlags[c][0] ? 0 : 1);
+ this.castleFlags[c][flagIdx] = V.size.y;
+ }
+ }
+
+ prePlay(move) {
+ // Easier before move is played in this case (flags are saved)
+ const c = this.turn;
+ const L = this.lastMoveEnd.length;
+ const lm = this.lastMoveEnd[L-1];
+ const piece = (!!lm ? lm.p : move.vanish[0].p);
+ if (piece == V.KING)
+ this.kingPos[c] = [move.appear[0].x, move.appear[0].y];
+ this.updateCastleFlags(move, piece);
+ const pawnFirstRank = (c == 'w' ? 6 : 1);
+ if (move.start.x == pawnFirstRank)
+ // This move (potentially) turns off a 2-squares pawn flag
+ this.pawnFlags[c][move.start.y] = false;
+ }
+
+ play(move) {
+ move.flags = JSON.stringify(this.aggregateFlags());
+ this.prePlay(move);
+ this.epSquares.push(this.getEpSquare(move));
+ // Check if the move is the last of the turn: all cases except releases
+ if (!move.end.released) {
+ // No more union releases available
+ this.turn = V.GetOppCol(this.turn);
+ this.movesCount++;
+ this.lastMoveEnd.push(null);
+ }
+ else
+ this.lastMoveEnd.push(Object.assign({ p: move.end.released }, move.end));
+ V.PlayOnBoard(this.board, move);
+ }
+
+ undo(move) {
+ this.epSquares.pop();
+ this.disaggregateFlags(JSON.parse(move.flags));
+ V.UndoOnBoard(this.board, move);
+ this.lastMoveEnd.pop();
+ if (!move.end.released) {
+ this.turn = V.GetOppCol(this.turn);
+ this.movesCount--;
+ }
+ this.postUndo(move);
+ }
+
+ postUndo(move) {
+ if (this.getPiece(move.start.x, move.start.y) == V.KING)
+ this.kingPos[this.turn] = [move.start.x, move.start.y];
+ }
+
+ getCurrentScore() {
+ // Check kings: if one is captured, the side lost
+ for (let c of ['w', 'b']) {
+ const kp = this.kingPos[c];
+ const cell = this.board[kp[0]][kp[1]];
+ if (
+ cell[1] != V.KING &&
+ (
+ (c == 'w' && ['a', 'b'].includes(cell[0])) ||
+ (c == 'b' && ['v', 'w'].includes(cell[0]))
+ )
+ ) {
+ // King is captured
+ return (c == 'w' ? "0-1" : "1-0");
+ }
+ }
+ return "*";
+ }
+
+ getComputerMove() {
+ let initMoves = this.getAllValidMoves();
+ if (initMoves.length == 0) return null;
+ // Loop until valid move is found (no blocked pawn released...)
+ while (true) {
+ let moves = JSON.parse(JSON.stringify(initMoves));
+ let mvArray = [];
+ let mv = null;
+ // Just play random moves (for now at least. TODO?)
+ while (moves.length > 0) {
+ mv = moves[randInt(moves.length)];
+ mvArray.push(mv);
+ this.play(mv);
+ if (!!mv.end.released)
+ // A piece was just released from an union
+ moves = this.getPotentialMovesFrom([mv.end.x, mv.end.y]);
+ else break;
+ }
+ for (let i = mvArray.length - 1; i >= 0; i--) this.undo(mvArray[i]);
+ if (!mv.end.released) return (mvArray.length > 1 ? mvArray : mvArray[0]);
+ }
+ }
+
+ // NOTE: evalPosition() is wrong, but unused since bot plays at random
+
+ getNotation(move) {
+ if (move.appear.length == 2 && move.appear[0].p == V.KING)
+ return (move.end.y < move.start.y ? "0-0-0" : "0-0");
+
+ const c = this.turn;
+ const L = this.lastMoveEnd.length;
+ const lm = this.lastMoveEnd[L-1];
+ let piece = null;
+ if (!lm && move.vanish.length == 0)
+ // When importing a game, the info move.released is lost
+ piece = move.appear[0].p;
+ else piece = (!!lm ? lm.p : move.vanish[0].p);
+ if (!(ChessRules.PIECES.includes(piece))) {
+ // Decode (moving) union
+ const up = this.getUnionPieces(
+ move.vanish.length > 0 ? move.vanish[0].c : move.appear[0].c, piece);
+ piece = up[c]
+ }
+
+ // Basic move notation:
+ let notation = piece.toUpperCase();
+ if (
+ this.board[move.end.x][move.end.y] != V.EMPTY ||
+ (piece == V.PAWN && move.start.y != move.end.y)
+ ) {
+ notation += "x";
+ }
+ const finalSquare = V.CoordsToSquare(move.end);
+ notation += finalSquare;
+
+ // Add potential promotion indications:
+ const firstLastRank = (c == 'w' ? [7, 0] : [0, 7]);
+ if (move.end.x == firstLastRank[1] && piece == V.PAWN) {
+ const up = this.getUnionPieces(move.appear[0].c, move.appear[0].p);
+ notation += "=" + up[c].toUpperCase();
+ }
+ else if (
+ move.end.x == firstLastRank[0] &&
+ move.vanish.length > 0 &&
+ ['c', 'd', 'e', 'f', 'g'].includes(move.vanish[0].p)
+ ) {
+ // We promoted an opponent's pawn
+ const oppCol = V.GetOppCol(c);
+ const up = this.getUnionPieces(move.appear[0].c, move.appear[0].p);
+ notation += "=" + up[oppCol].toUpperCase();
+ }
+
+ return notation;
+ }
+
+};