Spaces:
Running
Running
File size: 30,672 Bytes
ad34ed1 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 | /**
* chess engine — 0x88 board representation.
*
* Implements the complete rules of chess: sliding/leaping move generation,
* castling (incl. all its legality conditions), en passant, promotion,
* check/checkmate/stalemate, the fifty-move rule, threefold repetition and
* insufficient material. Move generation is verified against standard perft
* results in test/perft.test.mjs.
*/
// ---------------------------------------------------------------------------
// Constants
// ---------------------------------------------------------------------------
export const WHITE = 0;
export const BLACK = 1;
export const PAWN = 1;
export const KNIGHT = 2;
export const BISHOP = 3;
export const ROOK = 4;
export const QUEEN = 5;
export const KING = 6;
export const EMPTY = 0;
/** A piece is `color << 3 | type`, so white pawn = 1, black pawn = 9. */
export const piece = (color, type) => (color << 3) | type;
export const colorOf = (p) => p >> 3;
export const typeOf = (p) => p & 7;
export const START_FEN =
'rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1';
// Castling rights bitmask.
export const CR_WK = 1;
export const CR_WQ = 2;
export const CR_BK = 4;
export const CR_BQ = 8;
// Move flags.
export const FLAG_CAPTURE = 1;
export const FLAG_EP = 2;
export const FLAG_DOUBLE = 4;
export const FLAG_KCASTLE = 8;
export const FLAG_QCASTLE = 16;
export const FLAG_PROMO = 32;
// Named squares (0x88: index = rank * 16 + file, a1 = 0).
const A1 = 0, C1 = 2, D1 = 3, E1 = 4, F1 = 5, G1 = 6, H1 = 7;
const A8 = 112, C8 = 114, D8 = 115, E8 = 116, F8 = 117, G8 = 118, H8 = 119;
const KNIGHT_OFFSETS = [33, 31, 18, 14, -14, -18, -31, -33];
const BISHOP_OFFSETS = [17, 15, -15, -17];
const ROOK_OFFSETS = [16, 1, -1, -16];
const KING_OFFSETS = [17, 16, 15, 1, -1, -15, -16, -17];
const SLIDER_OFFSETS = {
[BISHOP]: BISHOP_OFFSETS,
[ROOK]: ROOK_OFFSETS,
[QUEEN]: KING_OFFSETS,
};
const PIECE_LETTERS = { 1: 'p', 2: 'n', 3: 'b', 4: 'r', 5: 'q', 6: 'k' };
const LETTER_PIECES = { p: PAWN, n: KNIGHT, b: BISHOP, r: ROOK, q: QUEEN, k: KING };
/**
* Moving from or to one of these squares clears the listed castling rights.
* (Every other square leaves rights untouched, hence the default of 15.)
*/
const CASTLING_MASK = new Int8Array(128).fill(15);
CASTLING_MASK[E1] = 15 & ~(CR_WK | CR_WQ);
CASTLING_MASK[H1] = 15 & ~CR_WK;
CASTLING_MASK[A1] = 15 & ~CR_WQ;
CASTLING_MASK[E8] = 15 & ~(CR_BK | CR_BQ);
CASTLING_MASK[H8] = 15 & ~CR_BK;
CASTLING_MASK[A8] = 15 & ~CR_BQ;
// ---------------------------------------------------------------------------
// Square helpers
// ---------------------------------------------------------------------------
export const onBoard = (sq) => (sq & 0x88) === 0;
export const rankOf = (sq) => sq >> 4;
export const fileOf = (sq) => sq & 15;
/** Square index used by 8x8 arrays (0 = a1 … 63 = h8). */
export const to64 = (sq) => (sq >> 4) * 8 + (sq & 7);
export const from64 = (i) => ((i / 8) | 0) * 16 + (i % 8);
export function algebraic(sq) {
return 'abcdefgh'[fileOf(sq)] + (rankOf(sq) + 1);
}
export function squareFromAlgebraic(s) {
const file = 'abcdefgh'.indexOf(s[0]);
const rank = s.charCodeAt(1) - 49; // '1' -> 0
if (file < 0 || rank < 0 || rank > 7) return -1;
return rank * 16 + file;
}
/** True if the square is light-coloured (a1 is dark). */
export const isLightSquare = (sq) => ((rankOf(sq) + fileOf(sq)) & 1) === 1;
// ---------------------------------------------------------------------------
// Move encoding — packed into a single 32-bit integer
// bits 0.. 6 from square
// bits 7..13 to square
// bits 14..16 promotion piece type (0 = none)
// bits 17..22 flags
// ---------------------------------------------------------------------------
export const encodeMove = (from, to, promo = 0, flags = 0) =>
from | (to << 7) | (promo << 14) | (flags << 17);
export const moveFrom = (m) => m & 0x7f;
export const moveTo = (m) => (m >> 7) & 0x7f;
export const movePromo = (m) => (m >> 14) & 7;
export const moveFlags = (m) => (m >> 17) & 0x3f;
/** Long algebraic / UCI form, e.g. "e2e4" or "e7e8q". */
export function moveToUci(m) {
const promo = movePromo(m);
return algebraic(moveFrom(m)) + algebraic(moveTo(m)) + (promo ? PIECE_LETTERS[promo] : '');
}
// ---------------------------------------------------------------------------
// Zobrist hashing (two 32-bit halves — no BigInt, so it stays fast)
// ---------------------------------------------------------------------------
function makeRandom(seed) {
// xorshift32, seeded deterministically so hashes are reproducible.
let x = seed | 0;
return () => {
x ^= x << 13; x |= 0;
x ^= x >>> 17;
x ^= x << 5; x |= 0;
return x;
};
}
const rand32 = makeRandom(0x9e3779b9);
const Z_PIECE_HI = [], Z_PIECE_LO = [];
for (let p = 0; p < 16; p++) {
Z_PIECE_HI[p] = new Int32Array(128);
Z_PIECE_LO[p] = new Int32Array(128);
for (let sq = 0; sq < 128; sq++) {
Z_PIECE_HI[p][sq] = rand32();
Z_PIECE_LO[p][sq] = rand32();
}
}
const Z_CASTLE_HI = new Int32Array(16), Z_CASTLE_LO = new Int32Array(16);
for (let i = 0; i < 16; i++) { Z_CASTLE_HI[i] = rand32(); Z_CASTLE_LO[i] = rand32(); }
const Z_EP_HI = new Int32Array(8), Z_EP_LO = new Int32Array(8);
for (let i = 0; i < 8; i++) { Z_EP_HI[i] = rand32(); Z_EP_LO[i] = rand32(); }
const Z_SIDE_HI = rand32(), Z_SIDE_LO = rand32();
// ---------------------------------------------------------------------------
// The game
// ---------------------------------------------------------------------------
export class Chess {
constructor(fen = START_FEN) {
this.load(fen);
}
load(fen = START_FEN) {
const parts = fen.trim().split(/\s+/);
if (parts.length < 4) throw new Error(`Invalid FEN: ${fen}`);
const [placement, side, castling, ep] = parts;
this.board = new Int8Array(128);
this.kings = [-1, -1];
let sq = A8;
for (const ch of placement) {
if (ch === '/') {
sq -= 24; // down a rank, back to the a-file
} else if (ch >= '1' && ch <= '8') {
sq += ch.charCodeAt(0) - 48;
} else {
const type = LETTER_PIECES[ch.toLowerCase()];
if (!type) throw new Error(`Invalid FEN piece '${ch}' in: ${fen}`);
const color = ch === ch.toUpperCase() ? WHITE : BLACK;
this.board[sq] = piece(color, type);
if (type === KING) this.kings[color] = sq;
sq++;
}
}
// A position without both kings is not a chess position; every attack and
// check query below assumes they exist, so reject it here rather than
// return nonsense later.
if (this.kings[WHITE] < 0 || this.kings[BLACK] < 0) {
throw new Error(`Invalid FEN — both kings are required: ${fen}`);
}
this.turn = side === 'b' ? BLACK : WHITE;
this.castling = 0;
if (castling.includes('K')) this.castling |= CR_WK;
if (castling.includes('Q')) this.castling |= CR_WQ;
if (castling.includes('k')) this.castling |= CR_BK;
if (castling.includes('q')) this.castling |= CR_BQ;
this.ep = ep === '-' ? -1 : squareFromAlgebraic(ep);
this.halfmoves = parts.length > 4 ? parseInt(parts[4], 10) || 0 : 0;
this.fullmoves = parts.length > 5 ? parseInt(parts[5], 10) || 1 : 1;
this.history = [];
this.computeHash();
/** Zobrist keys of every position seen, for repetition detection. */
this.positions = [this.hashKey()];
return this;
}
clone() {
const c = new Chess(this.fen());
c.positions = this.positions.slice();
return c;
}
fen() {
let placement = '';
for (let rank = 7; rank >= 0; rank--) {
let empty = 0;
for (let file = 0; file < 8; file++) {
const p = this.board[rank * 16 + file];
if (p === EMPTY) { empty++; continue; }
if (empty) { placement += empty; empty = 0; }
const letter = PIECE_LETTERS[typeOf(p)];
placement += colorOf(p) === WHITE ? letter.toUpperCase() : letter;
}
if (empty) placement += empty;
if (rank > 0) placement += '/';
}
let rights = '';
if (this.castling & CR_WK) rights += 'K';
if (this.castling & CR_WQ) rights += 'Q';
if (this.castling & CR_BK) rights += 'k';
if (this.castling & CR_BQ) rights += 'q';
return [
placement,
this.turn === WHITE ? 'w' : 'b',
rights || '-',
this.ep >= 0 ? algebraic(this.ep) : '-',
this.halfmoves,
this.fullmoves,
].join(' ');
}
get(square) {
const sq = typeof square === 'string' ? squareFromAlgebraic(square) : square;
const p = this.board[sq];
return p === EMPTY ? null : { color: colorOf(p), type: typeOf(p) };
}
// -------------------------------------------------------------------------
// Hashing
// -------------------------------------------------------------------------
computeHash() {
let hi = 0, lo = 0;
for (let sq = 0; sq < 128; sq++) {
if (sq & 0x88) { sq += 7; continue; }
const p = this.board[sq];
if (p !== EMPTY) { hi ^= Z_PIECE_HI[p][sq]; lo ^= Z_PIECE_LO[p][sq]; }
}
hi ^= Z_CASTLE_HI[this.castling]; lo ^= Z_CASTLE_LO[this.castling];
if (this.ep >= 0) { hi ^= Z_EP_HI[fileOf(this.ep)]; lo ^= Z_EP_LO[fileOf(this.ep)]; }
if (this.turn === BLACK) { hi ^= Z_SIDE_HI; lo ^= Z_SIDE_LO; }
this.hashHi = hi; this.hashLo = lo;
return this;
}
hashKey() {
return `${this.hashHi},${this.hashLo}`;
}
// -------------------------------------------------------------------------
// Attacks
// -------------------------------------------------------------------------
/** True if `color` attacks `sq` (ignores pins — that is what "attacks" means). */
isSquareAttacked(sq, color) {
// Pawns. A white pawn on sq-17/sq-15 attacks sq.
const pawn = piece(color, PAWN);
const dir = color === WHITE ? -16 : 16;
for (const side of [-1, 1]) {
const from = sq + dir + side;
if (onBoard(from) && this.board[from] === pawn) return true;
}
const knight = piece(color, KNIGHT);
for (const off of KNIGHT_OFFSETS) {
const from = sq + off;
if (onBoard(from) && this.board[from] === knight) return true;
}
const king = piece(color, KING);
for (const off of KING_OFFSETS) {
const from = sq + off;
if (onBoard(from) && this.board[from] === king) return true;
}
const queen = piece(color, QUEEN);
const bishop = piece(color, BISHOP);
for (const off of BISHOP_OFFSETS) {
for (let from = sq + off; onBoard(from); from += off) {
const p = this.board[from];
if (p === EMPTY) continue;
if (p === bishop || p === queen) return true;
break;
}
}
const rook = piece(color, ROOK);
for (const off of ROOK_OFFSETS) {
for (let from = sq + off; onBoard(from); from += off) {
const p = this.board[from];
if (p === EMPTY) continue;
if (p === rook || p === queen) return true;
break;
}
}
return false;
}
/** Is `color` (default: side to move) currently in check? */
inCheck(color = this.turn) {
return this.isSquareAttacked(this.kings[color], color ^ 1);
}
// -------------------------------------------------------------------------
// Move generation
// -------------------------------------------------------------------------
/**
* @param {object} [opts]
* @param {boolean} [opts.legal=true] filter out moves leaving the king in check
* @param {number} [opts.square] only moves originating from this square
* @param {boolean} [opts.capturesOnly] captures and promotions only (quiescence)
*/
generateMoves({ legal = true, square = -1, capturesOnly = false } = {}) {
const moves = [];
const us = this.turn;
const them = us ^ 1;
const first = square >= 0 ? square : A1;
const last = square >= 0 ? square : H8;
for (let from = first; from <= last; from++) {
if (from & 0x88) { from += 7; continue; }
const p = this.board[from];
if (p === EMPTY || colorOf(p) !== us) continue;
const type = typeOf(p);
if (type === PAWN) {
const dir = us === WHITE ? 16 : -16;
const startRank = us === WHITE ? 1 : 6;
const promoRank = us === WHITE ? 7 : 0;
// Pushes.
const one = from + dir;
if (!capturesOnly && onBoard(one) && this.board[one] === EMPTY) {
if (rankOf(one) === promoRank) {
for (const promo of [QUEEN, ROOK, BISHOP, KNIGHT]) {
moves.push(encodeMove(from, one, promo, FLAG_PROMO));
}
} else {
moves.push(encodeMove(from, one, 0, 0));
const two = from + dir * 2;
if (rankOf(from) === startRank && this.board[two] === EMPTY) {
moves.push(encodeMove(from, two, 0, FLAG_DOUBLE));
}
}
} else if (capturesOnly && onBoard(one) && this.board[one] === EMPTY
&& rankOf(one) === promoRank) {
// Quiescence still wants promotions, which change material.
moves.push(encodeMove(from, one, QUEEN, FLAG_PROMO));
}
// Captures.
for (const side of [-1, 1]) {
const to = from + dir + side;
if (!onBoard(to)) continue;
const target = this.board[to];
if (target !== EMPTY && colorOf(target) === them) {
if (rankOf(to) === promoRank) {
for (const promo of [QUEEN, ROOK, BISHOP, KNIGHT]) {
moves.push(encodeMove(from, to, promo, FLAG_PROMO | FLAG_CAPTURE));
}
} else {
moves.push(encodeMove(from, to, 0, FLAG_CAPTURE));
}
} else if (to === this.ep) {
moves.push(encodeMove(from, to, 0, FLAG_CAPTURE | FLAG_EP));
}
}
continue;
}
if (type === KNIGHT || type === KING) {
const offsets = type === KNIGHT ? KNIGHT_OFFSETS : KING_OFFSETS;
for (const off of offsets) {
const to = from + off;
if (!onBoard(to)) continue;
const target = this.board[to];
if (target === EMPTY) {
if (!capturesOnly) moves.push(encodeMove(from, to, 0, 0));
} else if (colorOf(target) === them) {
moves.push(encodeMove(from, to, 0, FLAG_CAPTURE));
}
}
continue;
}
// Sliding pieces.
for (const off of SLIDER_OFFSETS[type]) {
for (let to = from + off; onBoard(to); to += off) {
const target = this.board[to];
if (target === EMPTY) {
if (!capturesOnly) moves.push(encodeMove(from, to, 0, 0));
continue;
}
if (colorOf(target) === them) moves.push(encodeMove(from, to, 0, FLAG_CAPTURE));
break;
}
}
}
// Castling. The king may not start in check, pass through an attacked
// square, or land on one; the squares between king and rook must be empty.
if (!capturesOnly) {
const kingSq = this.kings[us];
const generateCastles = square < 0 || square === kingSq;
if (generateCastles && kingSq >= 0) {
const kingSide = us === WHITE ? CR_WK : CR_BK;
const queenSide = us === WHITE ? CR_WQ : CR_BQ;
const [e, f, g, d, c, b] = us === WHITE
? [E1, F1, G1, D1, C1, 1]
: [E8, F8, G8, D8, C8, 113];
if ((this.castling & kingSide)
&& this.board[f] === EMPTY && this.board[g] === EMPTY
&& !this.isSquareAttacked(e, them)
&& !this.isSquareAttacked(f, them)
&& !this.isSquareAttacked(g, them)) {
moves.push(encodeMove(e, g, 0, FLAG_KCASTLE));
}
if ((this.castling & queenSide)
&& this.board[d] === EMPTY && this.board[c] === EMPTY && this.board[b] === EMPTY
&& !this.isSquareAttacked(e, them)
&& !this.isSquareAttacked(d, them)
&& !this.isSquareAttacked(c, them)) {
moves.push(encodeMove(e, c, 0, FLAG_QCASTLE));
}
}
}
if (!legal) return moves;
const legalMoves = [];
for (const move of moves) {
this.makeMove(move);
if (!this.isSquareAttacked(this.kings[us], them)) legalMoves.push(move);
this.undoMove();
}
return legalMoves;
}
/** Legal moves as objects — convenient for the UI. */
moves({ square } = {}) {
const sq = typeof square === 'string' ? squareFromAlgebraic(square) : square ?? -1;
return this.generateMoves({ square: sq }).map((m) => ({
move: m,
from: algebraic(moveFrom(m)),
to: algebraic(moveTo(m)),
promotion: movePromo(m) ? PIECE_LETTERS[movePromo(m)] : undefined,
san: this.toSan(m),
uci: moveToUci(m),
}));
}
// -------------------------------------------------------------------------
// Make / unmake
// -------------------------------------------------------------------------
makeMove(move) {
const from = moveFrom(move);
const to = moveTo(move);
const flags = moveFlags(move);
const promo = movePromo(move);
const us = this.turn;
const them = us ^ 1;
const moving = this.board[from];
const movingType = typeOf(moving);
let captured = EMPTY;
let capturedSq = to;
if (flags & FLAG_EP) {
capturedSq = us === WHITE ? to - 16 : to + 16;
captured = this.board[capturedSq];
} else if (this.board[to] !== EMPTY) {
captured = this.board[to];
}
this.history.push({
move,
captured,
capturedSq,
castling: this.castling,
ep: this.ep,
halfmoves: this.halfmoves,
hashHi: this.hashHi,
hashLo: this.hashLo,
kingSq: this.kings[us],
});
// --- Remove old castling/ep from the hash before mutating them.
this.hashHi ^= Z_CASTLE_HI[this.castling]; this.hashLo ^= Z_CASTLE_LO[this.castling];
if (this.ep >= 0) {
this.hashHi ^= Z_EP_HI[fileOf(this.ep)]; this.hashLo ^= Z_EP_LO[fileOf(this.ep)];
}
// --- Captured piece leaves the board.
if (captured !== EMPTY) {
this.board[capturedSq] = EMPTY;
this.hashHi ^= Z_PIECE_HI[captured][capturedSq];
this.hashLo ^= Z_PIECE_LO[captured][capturedSq];
}
// --- Move the piece (promoting if required).
const placed = promo ? piece(us, promo) : moving;
this.board[from] = EMPTY;
this.hashHi ^= Z_PIECE_HI[moving][from]; this.hashLo ^= Z_PIECE_LO[moving][from];
this.board[to] = placed;
this.hashHi ^= Z_PIECE_HI[placed][to]; this.hashLo ^= Z_PIECE_LO[placed][to];
// --- Rook hop when castling.
if (flags & (FLAG_KCASTLE | FLAG_QCASTLE)) {
const rookFrom = flags & FLAG_KCASTLE ? to + 1 : to - 2;
const rookTo = flags & FLAG_KCASTLE ? to - 1 : to + 1;
const rook = this.board[rookFrom];
this.board[rookFrom] = EMPTY;
this.board[rookTo] = rook;
this.hashHi ^= Z_PIECE_HI[rook][rookFrom] ^ Z_PIECE_HI[rook][rookTo];
this.hashLo ^= Z_PIECE_LO[rook][rookFrom] ^ Z_PIECE_LO[rook][rookTo];
}
if (movingType === KING) this.kings[us] = to;
// --- New castling rights and en passant square.
this.castling &= CASTLING_MASK[from] & CASTLING_MASK[to];
this.ep = flags & FLAG_DOUBLE ? (us === WHITE ? from + 16 : from - 16) : -1;
this.hashHi ^= Z_CASTLE_HI[this.castling]; this.hashLo ^= Z_CASTLE_LO[this.castling];
if (this.ep >= 0) {
this.hashHi ^= Z_EP_HI[fileOf(this.ep)]; this.hashLo ^= Z_EP_LO[fileOf(this.ep)];
}
this.halfmoves = (movingType === PAWN || captured !== EMPTY) ? 0 : this.halfmoves + 1;
if (us === BLACK) this.fullmoves++;
this.turn = them;
this.hashHi ^= Z_SIDE_HI; this.hashLo ^= Z_SIDE_LO;
return this;
}
undoMove() {
const state = this.history.pop();
if (!state) return null;
const { move, captured, capturedSq } = state;
const from = moveFrom(move);
const to = moveTo(move);
const flags = moveFlags(move);
const promo = movePromo(move);
this.turn ^= 1;
const us = this.turn;
if (us === BLACK) this.fullmoves--;
const placed = this.board[to];
this.board[to] = EMPTY;
this.board[from] = promo ? piece(us, PAWN) : placed;
if (flags & (FLAG_KCASTLE | FLAG_QCASTLE)) {
const rookFrom = flags & FLAG_KCASTLE ? to + 1 : to - 2;
const rookTo = flags & FLAG_KCASTLE ? to - 1 : to + 1;
this.board[rookFrom] = this.board[rookTo];
this.board[rookTo] = EMPTY;
}
if (captured !== EMPTY) this.board[capturedSq] = captured;
if (typeOf(placed) === KING) this.kings[us] = state.kingSq;
this.castling = state.castling;
this.ep = state.ep;
this.halfmoves = state.halfmoves;
this.hashHi = state.hashHi;
this.hashLo = state.hashLo;
return move;
}
/** Pass the turn without moving — used for null-move pruning in the search. */
makeNullMove() {
this.history.push({
move: 0, captured: EMPTY, capturedSq: -1,
castling: this.castling, ep: this.ep, halfmoves: this.halfmoves,
hashHi: this.hashHi, hashLo: this.hashLo, kingSq: this.kings[this.turn],
null: true,
});
if (this.ep >= 0) {
this.hashHi ^= Z_EP_HI[fileOf(this.ep)]; this.hashLo ^= Z_EP_LO[fileOf(this.ep)];
this.ep = -1;
}
this.turn ^= 1;
this.hashHi ^= Z_SIDE_HI; this.hashLo ^= Z_SIDE_LO;
this.halfmoves++;
}
undoNullMove() {
const state = this.history.pop();
this.turn ^= 1;
this.ep = state.ep;
this.halfmoves = state.halfmoves;
this.hashHi = state.hashHi;
this.hashLo = state.hashLo;
}
// -------------------------------------------------------------------------
// Playing moves (with repetition bookkeeping)
// -------------------------------------------------------------------------
/**
* Play a move given as SAN ("Nf3"), UCI ("g1f3"), an encoded int, or an
* object `{from, to, promotion}`. Returns a record of the move, or null if
* it is not legal in this position.
*/
move(input) {
const encoded = this.resolveMove(input);
if (encoded == null) return null;
const record = {
san: this.toSan(encoded),
uci: moveToUci(encoded),
from: algebraic(moveFrom(encoded)),
to: algebraic(moveTo(encoded)),
color: this.turn,
move: encoded,
before: this.fen(),
};
this.makeMove(encoded);
this.positions.push(this.hashKey());
record.after = this.fen();
return record;
}
/** Undo the last played move. */
undo() {
if (this.history.length === 0) return null;
this.positions.pop();
return this.undoMove();
}
/** Turn any accepted move notation into an encoded legal move, or null. */
resolveMove(input) {
const legal = this.generateMoves();
if (typeof input === 'number') return legal.includes(input) ? input : null;
if (typeof input === 'object' && input !== null) {
const from = typeof input.from === 'string' ? squareFromAlgebraic(input.from) : input.from;
const to = typeof input.to === 'string' ? squareFromAlgebraic(input.to) : input.to;
const promo = input.promotion ? LETTER_PIECES[String(input.promotion).toLowerCase()] : 0;
for (const m of legal) {
if (moveFrom(m) !== from || moveTo(m) !== to) continue;
if (movePromo(m) && promo && movePromo(m) !== promo) continue;
if (movePromo(m) && !promo && movePromo(m) !== QUEEN) continue;
return m;
}
return null;
}
if (typeof input === 'string') {
const text = input.trim();
// UCI first — it is unambiguous.
if (/^[a-h][1-8][a-h][1-8][qrbn]?$/i.test(text)) {
const from = squareFromAlgebraic(text.slice(0, 2).toLowerCase());
const to = squareFromAlgebraic(text.slice(2, 4).toLowerCase());
const promo = text.length > 4 ? LETTER_PIECES[text[4].toLowerCase()] : 0;
for (const m of legal) {
if (moveFrom(m) === from && moveTo(m) === to && movePromo(m) === promo) return m;
}
return null;
}
const normalise = (s) => s.replace(/[+#!?]+$/, '').replace(/0/g, 'O');
const want = normalise(text);
// Exact SAN match first.
for (const m of legal) {
if (normalise(this.toSan(m)) === want) return m;
}
// Then a structural parse, which also accepts over-specified SAN such as
// "Rh1g1" or "e7e8=Q" that a strict generator would never emit.
if (/^O-O(-O)?$/.test(want)) {
const flag = want === 'O-O' ? FLAG_KCASTLE : FLAG_QCASTLE;
return legal.find((m) => moveFlags(m) & flag) ?? null;
}
const m = /^([KQRBN])?([a-h])?([1-8])?x?([a-h][1-8])(?:=?([QRBN]))?$/.exec(want);
if (!m) return null;
const [, pieceLetter, fromFile, fromRank, toSquare, promoLetter] = m;
const type = pieceLetter ? LETTER_PIECES[pieceLetter.toLowerCase()] : PAWN;
const to = squareFromAlgebraic(toSquare);
const promo = promoLetter ? LETTER_PIECES[promoLetter.toLowerCase()] : 0;
const candidates = legal.filter((move) => {
if (moveTo(move) !== to) return false;
const from = moveFrom(move);
if (typeOf(this.board[from]) !== type) return false;
if (fromFile && fileOf(from) !== 'abcdefgh'.indexOf(fromFile)) return false;
if (fromRank && rankOf(from) !== Number(fromRank) - 1) return false;
if (promo) return movePromo(move) === promo;
// An unspecified promotion piece means a queen, matching move({from,to}).
return movePromo(move) === 0 || movePromo(move) === QUEEN;
});
return candidates.length === 1 ? candidates[0] : null;
}
return null;
}
// -------------------------------------------------------------------------
// Standard Algebraic Notation
// -------------------------------------------------------------------------
toSan(move) {
const flags = moveFlags(move);
if (flags & FLAG_KCASTLE) return this.withCheckSuffix(move, 'O-O');
if (flags & FLAG_QCASTLE) return this.withCheckSuffix(move, 'O-O-O');
const from = moveFrom(move);
const to = moveTo(move);
const type = typeOf(this.board[from]);
const isCapture = (flags & FLAG_CAPTURE) !== 0;
let san = '';
if (type === PAWN) {
if (isCapture) san += 'abcdefgh'[fileOf(from)] + 'x';
san += algebraic(to);
} else {
san += PIECE_LETTERS[type].toUpperCase();
san += this.disambiguate(move, type, from, to);
if (isCapture) san += 'x';
san += algebraic(to);
}
const promo = movePromo(move);
if (promo) san += '=' + PIECE_LETTERS[promo].toUpperCase();
return this.withCheckSuffix(move, san);
}
disambiguate(move, type, from, to) {
const rivals = [];
for (const m of this.generateMoves()) {
if (m === move) continue;
if (moveTo(m) !== to) continue;
const f = moveFrom(m);
if (f === from) continue;
if (typeOf(this.board[f]) !== type) continue;
rivals.push(f);
}
if (rivals.length === 0) return '';
const sameFile = rivals.some((f) => fileOf(f) === fileOf(from));
const sameRank = rivals.some((f) => rankOf(f) === rankOf(from));
if (!sameFile) return 'abcdefgh'[fileOf(from)];
if (!sameRank) return String(rankOf(from) + 1);
return algebraic(from);
}
withCheckSuffix(move, san) {
this.makeMove(move);
let suffix = '';
if (this.inCheck()) {
suffix = this.generateMoves().length === 0 ? '#' : '+';
}
this.undoMove();
return san + suffix;
}
// -------------------------------------------------------------------------
// Game state
// -------------------------------------------------------------------------
isCheckmate() {
return this.inCheck() && this.generateMoves().length === 0;
}
isStalemate() {
return !this.inCheck() && this.generateMoves().length === 0;
}
isFiftyMoveDraw() {
return this.halfmoves >= 100;
}
isThreefoldRepetition() {
const key = this.hashKey();
let count = 0;
for (const k of this.positions) if (k === key) count++;
return count >= 3;
}
/** K vs K, K+minor vs K, and K+B vs K+B with same-coloured bishops. */
isInsufficientMaterial() {
const bishops = [];
let knights = 0;
let others = 0;
for (let sq = 0; sq < 128; sq++) {
if (sq & 0x88) { sq += 7; continue; }
const p = this.board[sq];
if (p === EMPTY) continue;
const type = typeOf(p);
if (type === KING) continue;
if (type === BISHOP) bishops.push(isLightSquare(sq));
else if (type === KNIGHT) knights++;
else others++;
}
if (others > 0) return false;
if (knights === 0 && bishops.length === 0) return true; // K vs K
if (knights === 1 && bishops.length === 0) return true; // K+N vs K
if (knights === 0 && bishops.length === 1) return true; // K+B vs K
if (knights === 0 && bishops.length > 1) {
return bishops.every((light) => light === bishops[0]); // same-colour bishops
}
return false;
}
/**
* @returns {{over: boolean, result: string|null, reason: string|null}}
* result is '1-0', '0-1', '1/2-1/2' or null while the game continues.
*/
status() {
if (this.generateMoves().length === 0) {
if (this.inCheck()) {
return {
over: true,
result: this.turn === WHITE ? '0-1' : '1-0',
reason: 'checkmate',
};
}
return { over: true, result: '1/2-1/2', reason: 'stalemate' };
}
if (this.isInsufficientMaterial()) {
return { over: true, result: '1/2-1/2', reason: 'insufficient material' };
}
if (this.isFiftyMoveDraw()) {
return { over: true, result: '1/2-1/2', reason: 'fifty-move rule' };
}
if (this.isThreefoldRepetition()) {
return { over: true, result: '1/2-1/2', reason: 'threefold repetition' };
}
return { over: false, result: null, reason: null };
}
// -------------------------------------------------------------------------
// Perft — the correctness yardstick for move generation
// -------------------------------------------------------------------------
perft(depth) {
if (depth === 0) return 1;
const moves = this.generateMoves({ legal: false });
const us = this.turn;
const them = us ^ 1;
let nodes = 0;
for (const move of moves) {
this.makeMove(move);
if (!this.isSquareAttacked(this.kings[us], them)) {
nodes += depth === 1 ? 1 : this.perft(depth - 1);
}
this.undoMove();
}
return nodes;
}
}
export { PIECE_LETTERS, LETTER_PIECES };
|