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chess.js
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chess.js
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/*!
* Copyright (c) 2021, Jeff Hlywa ([email protected])
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and / or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
!*/
const EMPTY = - 1;
export const SLOPPY = true, STRICT = false;
export const BLACK = 'b', WHITE = 'w', LIGHT = 'light', DARK = 'dark';
export const PAWN = 'p', KNIGHT = 'n', BISHOP = 'b', ROOK = 'r', QUEEN = 'q', KING = 'k';
export const DEFAULT_POSITION = 'rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1';
const LETTERS = 'pnbrqkPNBRQK', SYMBOLS = '♟♞♝♜♛♚♙♘♗♖♕♔';
const TERMINATION_MARKERS = [ '1-0', '0-1', '1/2-1/2', '*' ];
const PAWN_OFFSETS = { b: [ 16, 32, 17, 15 ], w: [ -16, -32, -17, -15 ]};
const PIECE_OFFSETS = {
n: [ -18, -33, -31, -14, 18, 33, 31, 14 ],
b: [ -17, -15, 17, 15 ],
r: [ -16, 1, 16, -1 ],
q: [ -17, -16, -15, 1, 17, 16, 15, -1 ],
k: [ -17, -16, -15, 1, 17, 16, 15, -1 ],
};
const ATTACKS = [
20, 0, 0, 0, 0, 0, 0, 24, 0, 0, 0, 0, 0, 0, 20, 0,
0, 20, 0, 0, 0, 0, 0, 24, 0, 0, 0, 0, 0, 20, 0, 0,
0, 0, 20, 0, 0, 0, 0, 24, 0, 0, 0, 0, 20, 0, 0, 0,
0, 0, 0, 20, 0, 0, 0, 24, 0, 0, 0, 20, 0, 0, 0, 0,
0, 0, 0, 0, 20, 0, 0, 24, 0, 0, 20, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 20, 2, 24, 2, 20, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 2, 53, 56, 53, 2, 0, 0, 0, 0, 0, 0,
24, 24, 24, 24, 24, 24, 56, 0, 56, 24, 24, 24, 24, 24, 24, 0,
0, 0, 0, 0, 0, 2, 53, 56, 53, 2, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 20, 2, 24, 2, 20, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 20, 0, 0, 24, 0, 0, 20, 0, 0, 0, 0, 0,
0, 0, 0, 20, 0, 0, 0, 24, 0, 0, 0, 20, 0, 0, 0, 0,
0, 0, 20, 0, 0, 0, 0, 24, 0, 0, 0, 0, 20, 0, 0, 0,
0, 20, 0, 0, 0, 0, 0, 24, 0, 0, 0, 0, 0, 20, 0, 0,
20, 0, 0, 0, 0, 0, 0, 24, 0, 0, 0, 0, 0, 0, 20
];
const RAYS = [
17, 0, 0, 0, 0, 0, 0, 16, 0, 0, 0, 0, 0, 0, 15, 0,
0, 17, 0, 0, 0, 0, 0, 16, 0, 0, 0, 0, 0, 15, 0, 0,
0, 0, 17, 0, 0, 0, 0, 16, 0, 0, 0, 0, 15, 0, 0, 0,
0, 0, 0, 17, 0, 0, 0, 16, 0, 0, 0, 15, 0, 0, 0, 0,
0, 0, 0, 0, 17, 0, 0, 16, 0, 0, 15, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 17, 0, 16, 0, 15, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 17, 16, 15, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 0, -1, -1, -1, -1, -1, -1, -1, 0,
0, 0, 0, 0, 0, 0, -15, -16, -17, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, -15, 0, -16, 0, -17, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, -15, 0, 0, -16, 0, 0, -17, 0, 0, 0, 0, 0,
0, 0, 0, -15, 0, 0, 0, -16, 0, 0, 0, -17, 0, 0, 0, 0,
0, 0, -15, 0, 0, 0, 0, -16, 0, 0, 0, 0, -17, 0, 0, 0,
0, -15, 0, 0, 0, 0, 0, -16, 0, 0, 0, 0, 0, -17, 0, 0,
-15, 0, 0, 0, 0, 0, 0, -16, 0, 0, 0, 0, 0, 0, -17
];
const SHIFTS = { p: 0, n: 1, b: 2, r: 3, q: 4, k: 5 };
const FLAGS = {
NORMAL: 'n', CAPTURE: 'c', BIG_PAWN: 'b',
EP_CAPTURE: 'e', PROMOTION: 'p',
KSIDE_CASTLE: 'k', QSIDE_CASTLE: 'q'
};
const BITS = {
NORMAL: 1, CAPTURE: 2, BIG_PAWN: 4,
EP_CAPTURE: 8, PROMOTION: 16,
KSIDE_CASTLE: 32, QSIDE_CASTLE: 64,
};
const RANK_1 = 7, RANK_2 = 6, RANK_3 = 5, RANK_4 = 4,
RANK_5 = 3, RANK_6 = 2, RANK_7 = 1, RANK_8 = 0;
export const SQUARES = {
a8: 0x00, b8: 0x01, c8: 0x02, d8: 0x03, e8: 0x04, f8: 0x05, g8: 0x06, h8: 0x07,
a7: 0x10, b7: 0x11, c7: 0x12, d7: 0x13, e7: 0x14, f7: 0x15, g7: 0x16, h7: 0x17,
a6: 0x20, b6: 0x21, c6: 0x22, d6: 0x23, e6: 0x24, f6: 0x25, g6: 0x26, h6: 0x27,
a5: 0x30, b5: 0x31, c5: 0x32, d5: 0x33, e5: 0x34, f5: 0x35, g5: 0x36, h5: 0x37,
a4: 0x40, b4: 0x41, c4: 0x42, d4: 0x43, e4: 0x44, f4: 0x45, g4: 0x46, h4: 0x47,
a3: 0x50, b3: 0x51, c3: 0x52, d3: 0x53, e3: 0x54, f3: 0x55, g3: 0x56, h3: 0x57,
a2: 0x60, b2: 0x61, c2: 0x62, d2: 0x63, e2: 0x64, f2: 0x65, g2: 0x66, h2: 0x67,
a1: 0x70, b1: 0x71, c1: 0x72, d1: 0x73, e1: 0x74, f1: 0x75, g1: 0x76, h1: 0x77
};
const PARSER_STRICT = 0, PARSER_SLOPPY = 1;
export class Chess {
#ROOKS = {
w: [
{
square: SQUARES.a1,
flag: BITS.QSIDE_CASTLE
},
{
square: SQUARES.h1,
flag: BITS.KSIDE_CASTLE
},
],
b: [
{
square: SQUARES.a8,
flag: BITS.QSIDE_CASTLE
},
{
square: SQUARES.h8,
flag: BITS.KSIDE_CASTLE
},
],
};
#board = new Array(128);
#kings = { w: EMPTY, b: EMPTY };
#turn = WHITE;
#castling = { w: 0, b: 0 };
#ep_square = EMPTY;
#half_moves = 0;
#move_number = 1;
#history = [];
#header = {};
#comments = {};
/**
* Creates a new chess object with the specified position.
* If the position is invalid or not specified, loads the default position.
* @param {string | undefined} fen - the fen string
*/
constructor(fen) {
if (fen === undefined) this.fen(DEFAULT_POSITION);
else if (!this.fen(fen)) this.fen(DEFAULT_POSITION);
}
/**
* Called when the initial board setup is changed with put() or remove().
* Modifies the SetUp and FEN properties of the header object.
* If the FEN is equal to the default position, the SetUp and FEN are deleted.
* The setup is only updated if history length == 0, ie moves haven't been made.
*/
#update(fen) {
if (this.#history.length > 0) return;
if (fen !== DEFAULT_POSITION) {
this.#header['SetUp'] = '1';
this.#header['FEN'] = fen;
} else {
delete this.#header['SetUp'];
delete this.#header['FEN'];
}
}
/** builds a move object */
#build(board, from, to, flags, promotion) {
const move = {
color: this.#turn,
from: from,
to: to,
flags: flags,
piece: board[from].type,
};
if (promotion) {
move.flags |= BITS.PROMOTION;
move.promotion = promotion;
}
if (board[to]) move.captured = board[to].type;
else if (flags & BITS.EP_CAPTURE) move.captured = PAWN;
return move;
}
/** generate move list */
#moves(options) {
const moves = [];
const add_move = (board, moves, from, to, flags) => {
// if pawn promotion:
if (
board[from].type === PAWN &&
(this.#rank(to) === RANK_8 || this.#rank(to) === RANK_1)
) {
const pieces = [ QUEEN, ROOK, BISHOP, KNIGHT ];
for (const piece of pieces)
moves.push(this.#build(board, from, to, flags, piece));
} else moves.push(this.#build(board, from, to, flags));
}
const us = this.#turn, them = this.#invert(us);
const second_rank = { b: RANK_7, w: RANK_2 };
let first_sq = SQUARES.a8;
let last_sq = SQUARES.h1;
let single_square = false;
// do we want legal moves?
const legal =
typeof options !== 'undefined' &&
'legal' in options ? options.legal : true;
const piece_type =
typeof options !== 'undefined' &&
'piece' in options &&
typeof options.piece === 'string' ?
options.piece.toLowerCase() : true;
// are we generating moves for a single square?
if (typeof options !== 'undefined' && 'square' in options) {
if (options.square in SQUARES) {
first_sq = last_sq = SQUARES[options.square];
single_square = true;
} else return []; // invalid square!
}
for (let i = first_sq; i <= last_sq; i++) {
// did we run off the end of the board?
if (i & 0x88) { i += 7; continue; }
const piece = this.#board[i];
if (piece == null || piece.color !== us) continue;
if (piece.type === PAWN && (piece_type === true || piece_type === PAWN)) {
// single square, non-capturing:
let square = i + PAWN_OFFSETS[us][0];
if (this.#board[square] == null) {
add_move(this.#board, moves, i, square, BITS.NORMAL);
// double square:
square = i + PAWN_OFFSETS[us][1];
if (second_rank[us] === this.#rank(i) && this.#board[square] == null)
add_move(this.#board, moves, i, square, BITS.BIG_PAWN);
}
// pawn captures:
for (let j = 2; j < 4; j++) {
square = i + PAWN_OFFSETS[us][j];
if (square & 0x88) continue;
if (this.#board[square] != null && this.#board[square].color === them)
add_move(this.#board, moves, i, square, BITS.CAPTURE);
else if (square === this.#ep_square)
add_move(this.#board, moves, i, this.#ep_square, BITS.EP_CAPTURE);
}
} else if (piece_type === true || piece_type === piece.type) {
for (let j = 0, len = PIECE_OFFSETS[piece.type].length; j < len; j++) {
const offset = PIECE_OFFSETS[piece.type][j];
let square = i;
while (true) {
square += offset;
if (square & 0x88) break;
if (this.#board[square] == null)
add_move(this.#board, moves, i, square, BITS.NORMAL);
else {
if (this.#board[square].color === us) break;
add_move(this.#board, moves, i, square, BITS.CAPTURE);
break;
}
// break, if knight or king:
if (piece.type === 'n' || piece.type === 'k') break;
}
}
}
}
// check for castling if:
// a. We're generating all moves.
// b. We're doing single square move generation on the king's square.
if (piece_type === true || piece_type === KING) {
if (!single_square || last_sq === this.#kings[us]) {
// king-side castling:
if (this.#castling[us] & BITS.KSIDE_CASTLE) {
const castling_from = this.#kings[us];
const castling_to = castling_from + 2;
if (
this.#board[castling_from + 1] == null &&
this.#board[castling_to] == null &&
!this.#attacked(them, this.#kings[us]) &&
!this.#attacked(them, castling_from + 1) &&
!this.#attacked(them, castling_to)
) add_move(this.#board, moves, this.#kings[us], castling_to, BITS.KSIDE_CASTLE);
}
// queen-side castling:
if (this.#castling[us] & BITS.QSIDE_CASTLE) {
const castling_from = this.#kings[us];
const castling_to = castling_from - 2;
if (
this.#board[castling_from - 1] == null &&
this.#board[castling_from - 2] == null &&
this.#board[castling_from - 3] == null &&
!this.#attacked(them, this.#kings[us]) &&
!this.#attacked(them, castling_from - 1) &&
!this.#attacked(them, castling_to)
) add_move(this.#board, moves, this.#kings[us], castling_to, BITS.QSIDE_CASTLE);
}
}
}
// return all pseudo-legal moves.
// this includes moves that allow the king to be captured.
if (!legal) return moves;
// filter out illegal moves:
const legal_moves = [];
for (const move of moves) {
this.#move(move);
if (!this.#king_attacked(us)) legal_moves.push(move);
this.#takeback();
}
return legal_moves;
}
/**
* Convert a move from 0x88 coordinates to Standard Algebraic Notation (SAN)
* { sloppy: boolean } Use the sloppy SAN generator to work around over
* disambiguation bugs in Fritz and Chessbase. See below:
* r1bqkbnr/ppp2ppp/2n5/1B1pP3/4P3/8/PPPP2PP/RNBQK1NR b KQkq - 2 4
* 4. ... Nge7 is overly disambiguated because the knight on c6 is pinned.
* 4. ... Ne7 is technically the valid SAN
*/
#san(move, moves) {
let output = '';
if (move.flags & BITS.KSIDE_CASTLE) output = 'O-O';
else if (move.flags & BITS.QSIDE_CASTLE) output = 'O-O-O';
else {
if (move.piece !== PAWN) {
const disambiguator = this.#disambiguator(move, moves);
output += move.piece.toUpperCase() + disambiguator;
}
if (move.flags & (BITS.CAPTURE | BITS.EP_CAPTURE)) {
if (move.piece === PAWN) output += this.#algebraic(move.from)[0];
output += 'x';
}
output += this.#algebraic(move.to);
if (move.flags & BITS.PROMOTION)
output += '=' + move.promotion.toUpperCase();
}
this.#move(move);
if (this.check()) {
if (this.checkmate()) output += '#';
else output += '+';
}
this.#takeback();
return output;
}
/** convert a move from Standard Algebraic Notation (SAN) to 0x88 coordinates */
#x88(move, sloppy) {
let piece, from, to, promotion, overly_disambiguated, matches;
// strip off any move decorations: e.g Nf3+?! becomes Nf3
const clean_move = this.#strip(move);
// the move parsers is a 2-step state
for (let parser = 0; parser < 2; parser++) {
if (parser == PARSER_SLOPPY) {
// only run the sloppy parse if explicitly requested
if (!sloppy) return null;
// The sloppy parser allows the user to parse non-standard chess
// notations. This parser is opt-in (by specifying the
// '{ sloppy: true }' setting) and is only run after the Standard
// Algebraic Notation (SAN) parser has failed.
// When running the sloppy parser, we'll run a regex to grab the piece,
// the to/from square, and an optional promotion piece. This regex will
// parse common non-standard notation like: Pe2-e4, Rc1c4, Qf3xf7,
// f7f8q, b1c3
// NOTE: Some positions and moves may be ambiguous when using the
// sloppy parser. For example, in this position:
// 6k1/8/8/B7/8/8/8/BN4K1 w - - 0 1, the move b1c3 may be interpreted
// as Nc3 or B1c3 (a disambiguated bishop move). In these cases, the
// sloppy parser will default to the most most basic interpretation
// (which is b1c3 parsing to Nc3).
overly_disambiguated = false;
matches = clean_move.match(
/([pnbrqkPNBRQK])?([a-h][1-8])x?-?([a-h][1-8])([qrbnQRBN])?/
);
if (matches) {
piece = matches[1];
from = matches[2];
to = matches[3];
promotion = matches[4];
if (from.length == 1) overly_disambiguated = true;
} else {
// The [a-h]?[1-8]? portion of the regex below handles moves that may
// be overly disambiguated (e.g. Nge7 is unnecessary and non-standard
// when there is one legal knight move to e7). In this case, the value
// of 'from' variable will be a rank or file, not a square.
matches = clean_move.match(
/([pnbrqkPNBRQK])?([a-h]?[1-8]?)x?-?([a-h][1-8])([qrbnQRBN])?/
);
if (matches) {
piece = matches[1];
from = matches[2];
to = matches[3];
promotion = matches[4];
if (from.length == 1) overly_disambiguated = true;
}
}
}
const piece_type = this.#infer(clean_move);
const moves = this.#moves({
legal: true,
piece: piece ? piece : piece_type,
});
for (let i = 0, len = moves.length; i < len; i++) {
switch (parser) {
case PARSER_STRICT: {
if (clean_move === this.#strip(this.#san(moves[i], moves)))
return moves[i];
break;
}
case PARSER_SLOPPY: {
if (matches) {
// hand-compare move properties with the results from our sloppy
// regex
if (
(!piece || piece.toLowerCase() == moves[i].piece) &&
SQUARES[from] == moves[i].from &&
SQUARES[to] == moves[i].to &&
(!promotion || promotion.toLowerCase() == moves[i].promotion)
) return moves[i];
else if (overly_disambiguated) {
// SPECIAL CASE: we parsed a move string that may have an
// unneeded rank/file disambiguator (e.g. Nge7). The 'from'
// variable will
const square = this.#algebraic(moves[i].from);
if (
(!piece || piece.toLowerCase() == moves[i].piece) &&
SQUARES[to] == moves[i].to &&
(from == square[0] || from == square[1]) &&
(!promotion || promotion.toLowerCase() == moves[i].promotion)
) return moves[i];
}
}
}
}
}
}
return null;
}
/** parse all of the decorators out of a SAN string */
#strip(move) {
return move.replace(/=/, '').replace(/[+#]?[?!]*$/, '');
}
/** check if a square is attacked by a given color */
#attacked(color, square) {
for (let i = SQUARES.a8; i <= SQUARES.h1; i++) {
// did we run off the end of the board?
if (i & 0x88) { i += 7; continue;}
// if empty square or wrong color:
if (this.#board[i] == null || this.#board[i].color !== color) continue;
const piece = this.#board[i];
const difference = i - square;
const index = difference + 119;
if (ATTACKS[index] & (1 << SHIFTS[piece.type])) {
if (piece.type === PAWN) {
if (difference > 0) {
if (piece.color === WHITE) return true;
} else {
if (piece.color === BLACK) return true;
}
continue;
}
// if the piece is a knight or a king:
if (piece.type === 'n' || piece.type === 'k') return true;
const offset = RAYS[index];
let j = i + offset;
let blocked = false;
while (j !== square) {
if (this.#board[j] != null) {
blocked = true;
break;
}
j += offset;
}
if (!blocked) return true;
}
}
return false;
}
/** check if one's king is attacked */
#king_attacked(color) {
return this.#attacked(this.#invert(color), this.#kings[color]);
}
/** push a move in the move list */
#push(move) {
this.#history.push({
move,
kings: {
b: this.#kings.b,
w: this.#kings.w
},
turn: this.#turn,
castling: {
b: this.#castling.b,
w: this.#castling.w
},
ep_square: this.#ep_square,
half_moves: this.#half_moves,
move_number: this.#move_number,
});
}
/** make a move */
#move(move) {
const us = this.#turn;
const them = this.#invert(us);
this.#push(move);
this.#board[move.to] = this.#board[move.from];
this.#board[move.from] = null;
// if e.p. capture, remove the captured pawn:
if (move.flags & BITS.EP_CAPTURE) {
if (this.#turn === BLACK) this.#board[move.to - 16] = null;
else this.#board[move.to + 16] = null;
}
// if pawn promotion, replace with new piece:
if (move.flags & BITS.PROMOTION)
this.#board[move.to] = { type: move.promotion, color: us };
// if we moved the king:
if (this.#board[move.to].type === KING) {
this.#kings[this.#board[move.to].color] = move.to;
// if we castled, move the rook next to the king:
if (move.flags & BITS.KSIDE_CASTLE) {
const castling_to = move.to - 1;
const castling_from = move.to + 1;
this.#board[castling_to] = this.#board[castling_from];
this.#board[castling_from] = null;
} else if (move.flags & BITS.QSIDE_CASTLE) {
const castling_to = move.to + 1;
const castling_from = move.to - 2;
this.#board[castling_to] = this.#board[castling_from];
this.#board[castling_from] = null;
}
this.#castling[us] = ''; // turn off castling.
}
// turn off castling if we move a rook:
if (this.#castling[us]) {
for (let i = 0, len = this.#ROOKS[us].length; i < len; i++) {
if (
move.from === this.#ROOKS[us][i].square &&
this.#castling[us] & this.#ROOKS[us][i].flag
) {
this.#castling[us] ^= this.#ROOKS[us][i].flag;
break;
}
}
}
// turn off castling if we capture a rook:
if (this.#castling[them]) {
for (let i = 0, len = this.#ROOKS[them].length; i < len; i++) {
if (
move.to === this.#ROOKS[them][i].square &&
this.#castling[them] & this.#ROOKS[them][i].flag
) {
this.#castling[them] ^= this.#ROOKS[them][i].flag;
break;
}
}
}
// if "big" pawn move, update the en passant square:
if (move.flags & BITS.BIG_PAWN) {
if (this.#turn === 'b') this.#ep_square = move.to - 16;
else this.#ep_square = move.to + 16;
} else this.#ep_square = EMPTY;
// reset the 50 move counter if a pawn is moved or a piece is captured:
if (move.piece === PAWN) this.#half_moves = 0;
else if (move.flags & (BITS.CAPTURE | BITS.EP_CAPTURE)) this.#half_moves = 0;
else this.#half_moves++;
if (this.#turn === BLACK) this.#move_number++;
this.#turn = this.#invert(this.#turn);
}
/** take back last half-move */
#takeback() {
const old = this.#history.pop();
if (old == null) return null;
const move = old.move;
this.#kings = old.kings;
this.#turn = old.turn;
this.#castling = old.castling;
this.#ep_square = old.ep_square;
this.#half_moves = old.half_moves;
this.#move_number = old.move_number;
const us = this.#turn;
const them = this.#invert(this.#turn);
this.#board[move.from] = this.#board[move.to];
this.#board[move.from].type = move.piece; // to undo any promotions
this.#board[move.to] = null;
if (move.flags & BITS.CAPTURE)
this.#board[move.to] = { type: move.captured, color: them };
else if (move.flags & BITS.EP_CAPTURE) {
const index = move.to + (us === BLACK ? - 16 : 16);
this.#board[index] = { type: PAWN, color: them };
}
if (move.flags & (BITS.KSIDE_CASTLE | BITS.QSIDE_CASTLE)) {
let castling_to, castling_from;
if (move.flags & BITS.KSIDE_CASTLE) {
castling_to = move.to + 1;
castling_from = move.to - 1;
} else if (move.flags & BITS.QSIDE_CASTLE) {
castling_to = move.to - 2;
castling_from = move.to + 1;
}
this.#board[castling_to] = this.#board[castling_from];
this.#board[castling_from] = null;
}
return move;
}
/** uniquely identify ambiguous moves */
#disambiguator(move, moves) {
const from = move.from;
const to = move.to;
const piece = move.piece;
let ambiguities = 0;
let same_rank = 0;
let same_file = 0;
for (let i = 0, len = moves.length; i < len; i++) {
const ambig_from = moves[i].from;
const ambig_to = moves[i].to;
const ambig_piece = moves[i].piece;
// if a move of the same piece type ends on the same to square,
// we'll need to add a disambiguator to the algebraic notation:
if (piece === ambig_piece && from !== ambig_from && to === ambig_to) {
ambiguities++;
if (this.#rank(from) === this.#rank(ambig_from)) same_rank++;
if (this.#file(from) === this.#file(ambig_from)) same_file++;
}
}
if (ambiguities > 0) {
// if there exists a similar moving piece on the same rank and file
// as the move in question, use the square as the disambiguator:
if (same_rank > 0 && same_file > 0) return this.#algebraic(from);
else if (same_file > 0) {
// if the moving piece rests on the same file,
// use the rank symbol as the disambiguator:
return this.#algebraic(from).charAt(1);
} else {
// else use the file symbol:
return this.#algebraic(from).charAt(0);
}
}
return '';
}
/** infer piece type from a san move */
#infer(san) {
let piece_type = san.charAt(0);
if (piece_type >= 'a' && piece_type <= 'h') {
if (san.match(/[a-h]\d.*[a-h]\d/)) return undefined;
return PAWN;
}
piece_type = piece_type.toLowerCase();
if (piece_type === 'o') return KING;
return piece_type;
}
/** generate a pgn string from the current game */
#pgn(options) {
// using the specification from http://www.chessclub.com/help/PGN-spec
// example for html usage:
// .pgn({ wrap: 72, endings: "<br />" })
const newline = typeof options === 'object' &&
typeof options.endings === 'string' ?
options.endings : '\n';
const wrap = typeof options === 'object' &&
typeof options.wrap === 'number' ?
options.wrap : 0;
const result = [];
let header_exists = false;
// add the PGN header
for (const i in this.#header) {
// TODO: order of enumerated properties in header object is not
// guaranteed, see ECMA-262 spec (section 12.6.4)
result.push('[' + i + ' "' + this.#header[i] + '"]' + newline);
header_exists = true;
}
if (header_exists && this.#history.length) result.push(newline);
const append_comment = move_string => {
const comment = this.#comments[this.fen()];
if (typeof comment !== 'undefined') {
const delimiter = move_string.length > 0 ? ' ' : '';
move_string = `${move_string}${delimiter}{${comment}}`;
}
return move_string;
}
// pop all of history onto reversed_history
const reversed_history = [];
while (this.#history.length > 0) reversed_history.push(this.#takeback());
const moves = [];
let move_string = '';
// special case of a commented starting position with no moves
if (reversed_history.length === 0) moves.push(append_comment(''))
// build the list of moves. a move_string looks like: "3. e3 e6"
while (reversed_history.length > 0) {
move_string = append_comment(move_string);
const move = reversed_history.pop();
// if the position started with black to move, start PGN with 1. ...
if (!this.#history.length && move.color === 'b') {
move_string = this.#move_number + '. ...';
} else if (move.color === 'w') {
// store the previously generated move_string if we have one
if (move_string.length) moves.push(move_string);
move_string = this.#move_number + '.';
}
move_string = move_string + ' ' + this.#san(
move, this.#moves({ legal: true })
);
this.#move(move);
}
// are there any other leftover moves?
if (move_string.length) moves.push(append_comment(move_string));
// is there a result?
if (typeof this.#header.Result !== 'undefined') moves.push(this.#header.Result);
// history should be back to what it was before we started generating
// the PGN so join together the moves
if (wrap === 0) return result.join('') + moves.join(' ');
const strip = () => {
if (result.length > 0 && result[result.length - 1] === ' ') {
result.pop();
return true;
}
return false;
};
// NOTE: this does not preserve comment whitespace
const wrap_comment = (width, move) => {
const parts = move.split(' ');
for (const token of parts) {
if (!token) continue;
if (width + token.length > wrap) {
while (strip()) width--;
result.push(newline);
width = 0;
}
result.push(token);
width += token.length;
result.push(' ');
width++;
}
if (strip()) width--;
return width;
}
// wrap the PGN output at wrap
let current_width = 0;
for (let i = 0; i < moves.length; i++) {
if (current_width + moves[i].length > wrap) {
if (moves[i].includes('{')) {
current_width = wrap_comment(current_width, moves[i]);
continue;
}
}
// if the current move will push past wrap
if (current_width + moves[i].length > wrap && i !== 0) {
// don't end the line with whitespace
if (result[result.length - 1] === ' ') result.pop();
result.push(newline);
current_width = 0;
} else if (i !== 0) {
result.push(' ');
current_width++;
}
result.push(moves[i]);
current_width += moves[i].length;
}
return result.join('');
}
/** loads a game from a pgn string */
#load(pgn, options) {
// allow the user to specify the sloppy move parser to work
// around over disambiguation bugs in Fritz and Chessbase
const sloppy = typeof options !== 'undefined' &&
'sloppy' in options ? options.sloppy : false;
const mask = str => str.replace(/\\/g, '\\');
const parse_pgn_header = (header, options) => {
const endings = typeof options === 'object' &&
typeof options.endings === 'string' ?
options.endings : '\r?\n';
const header_obj = {};
const headers = header.split(new RegExp(mask(endings)));
let key = '', value = '';
for (let i = 0; i < headers.length; i++) {
const regex = /^\s*\[\s*(\w+)\s*"(.*)"\s*\]\s*$/;
key = headers[i].replace(regex, '$1');
value = headers[i].replace(regex, '$2');
if (key.trim().length > 0) header_obj[key] = value;
}
return header_obj;
}
const endings = typeof options === 'object' &&
typeof options.endings === 'string' ?
options.endings : '\r?\n';
// RegExp to split header. Takes advantage of the fact that header and movetext
// will always have a blank line between them (ie, two endings's).
// With default endings, will equal: /^\s*(\[((?:\r?\n)|.)*\])(?:\r?\n){2}/
const header_regex = new RegExp(
'^\\s*(\\[((?:' + mask(endings) + ')|.)*\\])' +
'(?:\\s*' + mask(endings) + '){2}'
);
// if no header given, begin with moves.
const header_string = header_regex.test(pgn) ?
header_regex.exec(pgn)[1] : '';
// put the board in the starting position
this.reset();
// parse PGN header
const headers = parse_pgn_header(header_string, options);
let fen = '';
for (let key in headers) {
if (key.toUpperCase() === 'FEN') {
fen = headers[key];
key = key.toUpperCase();
}
this.#header[key] = headers[key];
}
// sloppy parser should attempt to load a fen tag, even if it's
// the wrong case and doesn't include a corresponding [SetUp "1"] tag
if (sloppy) {
if (fen.length && !this.fen(fen, true)) return false;
} else {
// strict parser - load the starting position
// indicated by [Setup '1'] and [FEN position]
if (headers['SetUp'] === '1') {
if (!('FEN' in headers && this.fen(headers['FEN'], true))) {
// second argument to load: don't clear the headers
return false;
}
}
}
// NOTE: the regexes below that delete move numbers, recursive
// annotations, and numeric annotation glyphs may also match
// text in comments. To prevent this, we transform comments
// by hex-encoding them in place and decoding them again after
// the other tokens have been deleted.
// While the spec states that PGN files should be ASCII encoded,
// we use {en,de}codeURIComponent here to support arbitrary UTF8
// as a convenience for modern users
const to_hex = string => {
return Array.from(string).map(c => {
// encodeURI doesn't transform most ASCII characters,
// so we handle these ourselves
return c.charCodeAt(0) < 128 ?
c.charCodeAt(0).toString(16) :
encodeURIComponent(c).replace(/\%/g, '').toLowerCase();
}).join('');
};
const from_hex = string => string.length == 0 ?
'' : decodeURIComponent('%' + string.match(/.{1,2}/g).join('%'));
const encode_comment = string => {
string = string.replace(new RegExp(mask(endings), 'g'), ' ');
return `{${to_hex(string.slice(1, string.length - 1))}}`;
};
const decode_comment = string => {
if (string.startsWith('{') && string.endsWith('}'))
return from_hex(string.slice(1, string.length - 1));
};
// delete header to get the moves
let ms = pgn.replace(header_string, '').replace(
// encode comments so they don't get deleted below
new RegExp(`(\{[^}]*\})+?|;([^${mask(endings)}]*)`, 'g'),
function (_match, bracket, semicolon) {
return bracket !== undefined ?
encode_comment(bracket) :
' ' + encode_comment(`{${semicolon.slice(1)}}`)
}
).replace(new RegExp(mask(endings), 'g'), ' ');
// delete recursive annotation letiations
const rav_regex = /(\([^\(\)]+\))+?/g;
while (rav_regex.test(ms)) ms = ms.replace(rav_regex, '');
// delete move numbers
ms = ms.replace(/\d+\.(\.\.)?/g, '');
// delete ... indicating black to move
ms = ms.replace(/\.\.\./g, '');
// delete numeric annotation glyphs
ms = ms.replace(/\$\d+/g, '');
// delete other glyphs
ms = ms.replace(/(\s+)[=∓±□+-]+/gu, '$1');
// trim and get array of moves
let moves = ms.trim().split(new RegExp(/\s+/));
// delete empty entries
moves = moves.join(',').replace(/,,+/g, ',').split(',');
let move = '', result = '';
for (let half_move = 0; half_move < moves.length; half_move++) {
const comment = decode_comment(moves[half_move]);
if (comment !== undefined) {
this.#comments[this.fen()] = comment;
continue;
}
move = this.#x88(moves[half_move], sloppy);
// invalid move
if (move == null) {
// was the move an end of game marker
if (TERMINATION_MARKERS.includes(moves[half_move]))
result = moves[half_move];
else return false;
} else {
// reset the end of game marker if making a valid move
result = '';
this.#move(move);
}
}
// Per section 8.2.6 of the PGN spec, the Result tag pair must match
// the termination marker. Only do this when headers are present,
// but the result tag is missing.
if (result.length && Object.keys(this.#header).length && !this.#header['Result'])
this.#header['Result'] = result;
return true;
}
// ==== UTILITY FUNCTIONS ==================================================
#rank(i) { return i >> 4; }
#file(i) { return i & 15; }
#algebraic(i) {
const f = this.#file(i), r = this.#rank(i);
return 'abcdefgh'.substring(f, f + 1) + '87654321'.substring(r, r + 1);
}
#invert(c) { return c === WHITE ? BLACK : WHITE; }
#prettify(ugly_move) {
const move = this.#clone(ugly_move);
move.san = this.#san(move, this.#moves({ legal: true }));
move.to = this.#algebraic(move.to);
move.from = this.#algebraic(move.from);
let flags = '';
for (const flag in BITS)
if (BITS[flag] & move.flags) flags += FLAGS[flag];
move.flags = flags;
return move;
}
#clone(obj) {
const dupe = obj instanceof Array ? [] : {};
for (const property in obj)
if (typeof property === 'object')
dupe[property] = this.#clone(obj[property]);
else dupe[property] = obj[property];
return dupe;
}
// ==== PUBLIC FUNCTIONS ===================================================
/**
* _Clears_ the entire board.
* @param {boolean} keepHeaders - whether to keep the headers
*/
clear(keepHeaders = false) {
this.#board = new Array(128);
this.#kings = { w: EMPTY, b: EMPTY };
this.#turn = WHITE;
this.#castling = { w: 0, b: 0 };
this.#ep_square = EMPTY;
this.#half_moves = 0;
this.#move_number = 1;
this.#history = [];
if (!keepHeaders) this.#header = {};
this.#comments = {};
this.#update(this.fen());
}
/// returns `true` even if it's checkmate
/**
* _Checks_ if current player is in check.
* @returns {boolean} `true` if it's check, `false` otherwise
*/
check() {
return this.#king_attacked(this.#turn);
}
/**
* _Checks_ if the current player is in checkmate.
* @returns {boolean} `true` if the game is lost, `false` otherwise
*/
checkmate() {
return this.check() && this.#moves().length === 0;
}
/**
* _Checks_ if the game is drawn by stalemate.
* @returns {boolean} `true` if the game is drawn, `false` otherwise
*/
stalemate() {
return !this.check() && this.#moves().length === 0;
}
/**
* _Checks_ if the game is drawn by insufficient material.
* @returns {boolean} `true` if the game is drawn, `false` otherwise
*/
insufficient() {