From: Benjamin Auder <benjamin.auder@somewhere>
Date: Wed, 26 Dec 2018 00:16:56 +0000 (+0100)
Subject: First working draft of MarseilleRules; almost OK (bug in computerMove turn/subturn)
X-Git-Url: https://git.auder.net/variants/current/css/img/assets/mini-custom.min.css?a=commitdiff_plain;h=6e62b1c7d177585003e923d423025dff280a7525;p=vchess.git

First working draft of MarseilleRules; almost OK (bug in computerMove turn/subturn)
---

diff --git a/public/javascripts/base_rules.js b/public/javascripts/base_rules.js
index 7a42a385..ba77d718 100644
--- a/public/javascripts/base_rules.js
+++ b/public/javascripts/base_rules.js
@@ -64,22 +64,16 @@ class ChessRules
 		if (!V.IsGoodPosition(fenParsed.position))
 			return false;
 		// 2) Check turn
-		if (!fenParsed.turn || !["w","b"].includes(fenParsed.turn))
+		if (!fenParsed.turn || !V.IsGoodTurn(fenParsed.turn))
 			return false;
 		// 3) Check flags
 		if (V.HasFlags && (!fenParsed.flags || !V.IsGoodFlags(fenParsed.flags)))
 			return false;
 		// 4) Check enpassant
-		if (V.HasEnpassant)
+		if (V.HasEnpassant &&
+			(!fenParsed.enpassant || !V.IsGoodEnpassant(fenParsed.enpassant)))
 		{
-			if (!fenParsed.enpassant)
-				return false;
-			if (fenParsed.enpassant != "-")
-			{
-				const ep = V.SquareToCoords(fenParsed.enpassant);
-				if (isNaN(ep.x) || !V.OnBoard(ep))
-					return false;
-			}
+			return false;
 		}
 		return true;
 	}
@@ -113,12 +107,29 @@ class ChessRules
 		return true;
 	}
 
+	// For FEN checking
+	static IsGoodTurn(turn)
+	{
+		return ["w","b"].includes(turn);
+	}
+
 	// For FEN checking
 	static IsGoodFlags(flags)
 	{
 		return !!flags.match(/^[01]{4,4}$/);
 	}
 
+	static IsGoodEnpassant(enpassant)
+	{
+		if (enpassant != "-")
+		{
+			const ep = V.SquareToCoords(fenParsed.enpassant);
+			if (isNaN(ep.x) || !V.OnBoard(ep))
+				return false;
+		}
+		return true;
+	}
+
 	// 3 --> d (column number to letter)
 	static CoordToColumn(colnum)
 	{
@@ -288,7 +299,7 @@ class ChessRules
 	// Return current fen (game state)
 	getFen()
 	{
-		return this.getBaseFen() + " " + this.turn +
+		return this.getBaseFen() + " " + this.getTurnFen() +
 			(V.HasFlags ? (" " + this.getFlagsFen()) : "") +
 			(V.HasEnpassant ? (" " + this.getEnpassantFen()) : "");
 	}
@@ -326,6 +337,11 @@ class ChessRules
 		return position;
 	}
 
+	getTurnFen()
+	{
+		return this.turn;
+	}
+
 	// Flags part of the FEN string
 	getFlagsFen()
 	{
@@ -389,7 +405,7 @@ class ChessRules
 		this.moves = moves;
 		const fenParsed = V.ParseFen(fen);
 		this.board = V.GetBoard(fenParsed.position);
-		this.turn = (fenParsed.turn || "w");
+		this.turn = fenParsed.turn[0]; //[0] to work with MarseilleRules
 		this.setOtherVariables(fen);
 	}
 
@@ -960,7 +976,12 @@ class ChessRules
 	updateVariables(move)
 	{
 		const piece = move.vanish[0].p;
-		const c = this.getOppCol(this.turn); //'move.vanish[0].c' doesn't work for Checkered
+		let c = move.vanish[0].c;
+		if (c == "c") //if (!["w","b"].includes(c))
+		{
+			// 'c = move.vanish[0].c' doesn't work for Checkered
+			c = this.getOppCol(this.turn);
+		}
 		const firstRank = (c == "w" ? V.size.x-1 : 0);
 
 		// Update king position + flags
@@ -1083,7 +1104,7 @@ class ChessRules
 		if (!this.isAttacked(this.kingPos[color], [this.getOppCol(color)]))
 			return "1/2";
 		// OK, checkmate
-		return color == "w" ? "0-1" : "1-0";
+		return (color == "w" ? "0-1" : "1-0");
 	}
 
 	///////////////
diff --git a/public/javascripts/components/game.js b/public/javascripts/components/game.js
index 085dafa3..1a3d2379 100644
--- a/public/javascripts/components/game.js
+++ b/public/javascripts/components/game.js
@@ -1120,13 +1120,21 @@ Vue.component('my-game', {
 		const self = this;
 		this.compWorker.onmessage = function(e) {
 			let compMove = e.data;
-			compMove.computer = true; //TODO: imperfect attempt to avoid ghost move
+			if (!Array.isArray(compMove))
+				compMove = [compMove]; //to deal with MarseilleRules
+			// TODO: imperfect attempt to avoid ghost move:
+			compMove.forEach(m => { m.computer = true; });
 			// (first move) HACK: small delay to avoid selecting elements
 			// before they appear on page:
 			const delay = Math.max(500-(Date.now()-self.timeStart), 0);
 			setTimeout(() => {
 				if (self.mode == "computer") //warning: mode could have changed!
-					self.play(compMove, "animate")
+					self.play(compMove[0], "animate");
+				if (compMove.length == 2)
+					setTimeout( () => {
+						if (self.mode == "computer")
+							self.play(compMove[1]);
+					}, 2000);
 			}, delay);
 		}
 	},
@@ -1297,7 +1305,7 @@ Vue.component('my-game', {
 			this.endGame(this.mycolor=="w"?"0-1":"1-0");
 		},
 		newGame: function(mode, fenInit, color, oppId) {
-			const fen = fenInit || VariantRules.GenRandInitFen();
+			const fen = "rnbbqkrn/1ppppp1p/p5p1/8/8/3P4/PPP1PPPP/BNQBRKRN w1 1111 -"; //fenInit || VariantRules.GenRandInitFen();
 			console.log(fen); //DEBUG
 			if (mode=="human" && !oppId)
 			{
@@ -1378,7 +1386,7 @@ Vue.component('my-game', {
 			else if (mode == "computer")
 			{
 				this.compWorker.postMessage(["init",this.vr.getFen()]);
-				this.mycolor = (Math.random() < 0.5 ? 'w' : 'b');
+				this.mycolor = "w";//(Math.random() < 0.5 ? 'w' : 'b');
 				if (this.mycolor != this.vr.turn)
 					this.playComputerMove();
 			}
diff --git a/public/javascripts/variants/Grand.js b/public/javascripts/variants/Grand.js
index 7248f578..7f5fe422 100644
--- a/public/javascripts/variants/Grand.js
+++ b/public/javascripts/variants/Grand.js
@@ -18,6 +18,23 @@ class GrandRules extends ChessRules
 		return true;
 	}
 
+	static IsGoodEnpassant(enpassant)
+	{
+		if (enpassant != "-")
+		{
+			const squares = enpassant.split(",");
+			if (squares.length > 2)
+				return false;
+			for (let sq of squares)
+			{
+				const ep = V.SquareToCoords(sq);
+				if (isNaN(ep.x) || !V.OnBoard(ep))
+					return false;
+			}
+		}
+		return true;
+	}
+
 	static ParseFen(fen)
 	{
 		const fenParts = fen.split(" ");
diff --git a/public/javascripts/variants/Marseille.js b/public/javascripts/variants/Marseille.js
index f4d79298..7ac928f1 100644
--- a/public/javascripts/variants/Marseille.js
+++ b/public/javascripts/variants/Marseille.js
@@ -1,16 +1,316 @@
-//TODO:
-//adapter alphabeta (dans baserules ? --> basé sur turn OK)
-// le reste == standard
-
 class MarseilleRules extends ChessRules
 {
-	// TODO: fen indication pour turn : w1, w2 ou b1, ou b2 (about to play 1st or 2nd sub-turn)
-	// + quelque chose pour indiquer si c'est le tout premier coup ("w" sans + d'indications)
-	//
-	// this.turn == "w" ou "b"
-	// this.subTurn == 0 ou 1 (ou 1 et 2)
-	//
-	// Alpha-beta ?
+	static IsGoodEnpassant(enpassant)
+	{
+		if (enpassant != "-")
+		{
+			const squares = enpassant.split(",");
+			if (squares.length > 2)
+				return false;
+			for (let sq of squares)
+			{
+				const ep = V.SquareToCoords(sq);
+				if (isNaN(ep.x) || !V.OnBoard(ep))
+					return false;
+			}
+		}
+		return true;
+	}
+
+	getTurnFen()
+	{
+		if (this.startAtFirstMove && this.moves.length==0)
+			return "w";
+		return this.turn + this.subTurn;
+	}
+
+	// There may be 2 enPassant squares (if 2 pawns jump 2 squares in same turn)
+	getEnpassantFen()
+	{
+		const L = this.epSquares.length;
+		if (this.epSquares[L-1].every(epsq => epsq === undefined))
+			return "-"; //no en-passant
+		let res = "";
+		this.epSquares[L-1].forEach(epsq => {
+			if (!!epsq)
+				res += V.CoordsToSquare(epsq) + ",";
+		});
+		return res.slice(0,-1); //remove last comma
+	}
+
+	setOtherVariables(fen)
+	{
+		const parsedFen = V.ParseFen(fen);
+		this.setFlags(parsedFen.flags);
+		if (parsedFen.enpassant == "-")
+			this.epSquares = [ [undefined,undefined] ];
+		else
+		{
+			let res = [];
+			const squares = parsedFen.enpassant.split(",");
+			for (let sq of squares)
+				res.push(V.SquareToCoords(sq));
+			if (res.length == 1)
+				res.push(undefined); //always 2 slots in epSquares[i]
+			this.epSquares = [ res ];
+		}
+		this.scanKingsRooks(fen);
+		// Extract subTurn from turn indicator: "w" (first move), or
+		// "w1" or "w2" white subturn 1 or 2, and same for black
+		const fullTurn = V.ParseFen(fen).turn;
+		this.startAtFirstMove = (fullTurn == "w");
+		this.turn = fullTurn[0];
+		this.subTurn = (fullTurn[1] || 1);
+	}
+
+	getPotentialPawnMoves([x,y])
+	{
+		const color = this.turn;
+		let moves = [];
+		const [sizeX,sizeY] = [V.size.x,V.size.y];
+		const shiftX = (color == "w" ? -1 : 1);
+		const firstRank = (color == 'w' ? sizeX-1 : 0);
+		const startRank = (color == "w" ? sizeX-2 : 1);
+		const lastRank = (color == "w" ? 0 : sizeX-1);
+		const pawnColor = this.getColor(x,y); //can be different for checkered
+
+		if (x+shiftX >= 0 && x+shiftX < sizeX) //TODO: always true
+		{
+			const finalPieces = x + shiftX == lastRank
+				? [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN]
+				: [V.PAWN]
+			// One square forward
+			if (this.board[x+shiftX][y] == V.EMPTY)
+			{
+				for (let piece of finalPieces)
+				{
+					moves.push(this.getBasicMove([x,y], [x+shiftX,y],
+						{c:pawnColor,p:piece}));
+				}
+				// Next condition because pawns on 1st rank can generally jump
+				if ([startRank,firstRank].includes(x)
+					&& this.board[x+2*shiftX][y] == V.EMPTY)
+				{
+					// Two squares jump
+					moves.push(this.getBasicMove([x,y], [x+2*shiftX,y]));
+				}
+			}
+			// Captures
+			for (let shiftY of [-1,1])
+			{
+				if (y + shiftY >= 0 && y + shiftY < sizeY
+					&& this.board[x+shiftX][y+shiftY] != V.EMPTY
+					&& this.canTake([x,y], [x+shiftX,y+shiftY]))
+				{
+					for (let piece of finalPieces)
+					{
+						moves.push(this.getBasicMove([x,y], [x+shiftX,y+shiftY],
+							{c:pawnColor,p:piece}));
+					}
+				}
+			}
+		}
+
+		// En passant: always OK if subturn 1,
+		// OK on subturn 2 only if enPassant was played at subturn 1
+		// (and if there are two e.p. squares available).
+		const Lep = this.epSquares.length;
+		const epSquares = this.epSquares[Lep-1]; //always at least one element
+		let epSqs = [];
+		epSquares.forEach(sq => {
+			if (!!sq)
+				epSqs.push(sq);
+		});
+		if (epSqs.length == 0)
+			return moves;
+		for (let sq of epSqs)
+		{
+			if (this.subTurn == 1 || (epSqs.length == 2 &&
+				// Was this en-passant capture already played at subturn 1 ?
+				this.board[epSqs[0].x][epSqs[0].y] != V.EMPTY))
+			{
+				if (sq.x == x+shiftX && Math.abs(sq.y - y) == 1)
+				{
+					let epMove = this.getBasicMove([x,y], [sq.x,sq.y]);
+					epMove.vanish.push({
+						x: x,
+						y: sq.y,
+						p: 'p',
+						c: this.getColor(x,sq.y)
+					});
+					moves.push(epMove);
+				}
+			}
+		}
+
+		return moves;
+	}
+
+	play(move, ingame)
+	{
+//		console.log("play " + this.getNotation(move));
+//		console.log(this.turn + " "+ this.subTurn);
+		if (!!ingame)
+			move.notation = [this.getNotation(move), this.getLongNotation(move)];
+		move.flags = JSON.stringify(this.aggregateFlags());
+		let lastEpsq = this.epSquares[this.epSquares.length-1];
+		const epSq = this.getEpSquare(move);
+		if (lastEpsq.length == 1)
+			lastEpsq.push(epSq);
+		else
+		{
+			// New turn
+			let newEpsqs = [epSq];
+			if (this.startAtFirstMove && this.moves.length == 0)
+				newEpsqs.push(undefined); //at first move, to force length==2 (TODO)
+			this.epSquares.push(newEpsqs);
+		}
+		V.PlayOnBoard(this.board, move);
+		if (this.startAtFirstMove && this.moves.length == 0)
+			this.turn = "b";
+		// Does this move give check on subturn 1? If yes, skip subturn 2
+		else if (this.subTurn==1 && this.underCheck(this.getOppCol(this.turn)))
+		{
+			this.epSquares[this.epSquares.length-1].push(undefined);
+			this.turn = this.getOppCol(this.turn);
+			move.checkOnSubturn1 = true;
+		}
+		else
+		{
+			if (this.subTurn == 2)
+				this.turn = this.getOppCol(this.turn);
+			this.subTurn = 3 - this.subTurn;
+		}
+		this.moves.push(move);
+		this.updateVariables(move);
+		if (!!ingame)
+			move.hash = hex_md5(this.getFen());
+		//console.log(move.checkOnSubturn1 + " " +this.turn + " "+ this.subTurn);
+	}
+
+	undo(move)
+	{
+		this.disaggregateFlags(JSON.parse(move.flags));
+		let lastEpsq = this.epSquares[this.epSquares.length-1];
+		if (lastEpsq.length == 2)
+		{
+			if (!!move.checkOnSubturn1 ||
+				(this.startAtFirstMove && this.moves.length == 1))
+			{
+				this.epSquares.pop(); //remove real + artificial e.p. squares
+			}
+			else
+				lastEpsq.pop();
+		}
+		else
+			this.epSquares.pop();
+		V.UndoOnBoard(this.board, move);
+		if (this.startAtFirstMove && this.moves.length == 1)
+			this.turn = "w";
+		else if (move.checkOnSubturn1)
+		{
+			this.turn = this.getOppCol(this.turn);
+			this.subTurn = 1;
+		}
+		else
+		{
+			if (this.subTurn == 1)
+				this.turn = this.getOppCol(this.turn);
+			this.subTurn = 3 - this.subTurn;
+		}
+		this.moves.pop();
+		this.unupdateVariables(move);
+//		console.log("UNDO " + this.getNotation(move));
+//		console.log(this.turn + " "+ this.subTurn);
+	}
+
+	// NOTE:  GenRandInitFen() is OK,
+	// since at first move turn indicator is just "w"
+
+	// No alpha-beta here, just adapted min-max at depth 2(+1)
+	getComputerMove()
+	{
+		const maxeval = V.INFINITY;
+		const color = this.turn;
+		const oppCol = this.getOppCol(this.turn);
+
+		// Search best (half) move for opponent turn
+		const getBestMoveEval = () => {
+			let moves = this.getAllValidMoves();
+			if (moves.length == 0)
+			{
+				const score = this.checkGameEnd();
+				if (score == "1/2")
+					return 0;
+				return maxeval * (score == "1-0" ? 1 : -1);
+			}
+			let res = (oppCol == "w" ? -maxeval : maxeval);
+			for (let m of moves)
+			{
+				this.play(m);
+				this.turn = color; //very artificial...
+				if (!this.atLeastOneMove())
+				{
+					const score = this.checkGameEnd();
+					if (score == "1/2")
+						res = (oppCol == "w" ? Math.max(res, 0) : Math.min(res, 0));
+					else
+					{
+						// Found a mate
+						this.turn = oppCol;
+						this.undo(m);
+						return maxeval * (score == "1-0" ? 1 : -1);
+					}
+				}
+				const evalPos = this.evalPosition();
+				res = (oppCol == "w" ? Math.max(res, evalPos) : Math.min(res, evalPos));
+				this.turn = oppCol;
+				this.undo(m);
+			}
+			return res;
+		};
+
+		let moves11 = this.getAllValidMoves();
+		let doubleMoves = [];
+		// Rank moves using a min-max at depth 2
+		for (let i=0; i<moves11.length; i++)
+		{
+			moves11[i].eval = (color=="w" ? -1 : 1) * maxeval;
+			this.play(moves11[i]);
+			if (this.turn != color)
+			{
+				// We gave check with last move: search the best opponent move
+				doubleMoves.push({moves:[moves11[i]], eval:getBestMoveEval()});
+			}
+			else
+			{
+				let moves12 = this.getAllValidMoves();
+				for (let j=0; j<moves12.length; j++)
+				{
+					this.play(moves12[j]);
+					doubleMoves.push({
+						moves:[moves11[i],moves12[j]],
+						eval:getBestMoveEval()});
+					this.undo(moves12[j]);
+				}
+			}
+			this.undo(moves11[i]);
+		}
+
+		doubleMoves.sort( (a,b) => {
+			return (color=="w" ? 1 : -1) * (b.eval - a.eval); });
+		let candidates = [0]; //indices of candidates moves
+		for (let i=1;
+			i<doubleMoves.length && doubleMoves[i].eval == doubleMoves[0].eval;
+			i++)
+		{
+			candidates.push(i);
+		}
+		const selected = doubleMoves[_.sample(candidates, 1)].moves;
+		if (selected.length == 1)
+			return selected[0];
+		return selected;
+	}
 }
 
 const VariantRules = MarseilleRules;
diff --git a/public/javascripts/variants/Wildebeest.js b/public/javascripts/variants/Wildebeest.js
index ef3779ad..357a5eb8 100644
--- a/public/javascripts/variants/Wildebeest.js
+++ b/public/javascripts/variants/Wildebeest.js
@@ -23,6 +23,23 @@ class WildebeestRules extends ChessRules
 		);
 	}
 
+	static IsGoodEnpassant(enpassant)
+	{
+		if (enpassant != "-")
+		{
+			const squares = enpassant.split(",");
+			if (squares.length > 2)
+				return false;
+			for (let sq of squares)
+			{
+				const ep = V.SquareToCoords(sq);
+				if (isNaN(ep.x) || !V.OnBoard(ep))
+					return false;
+			}
+		}
+		return true;
+	}
+
 	// There may be 2 enPassant squares (if pawn jump 3 squares)
 	getEnpassantFen()
 	{