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/* | |
* Copyright (c) 2017, 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. | |
* | |
*----------------------------------------------------------------------------*/ | |
/* minified license below */ | |
/* @license | |
* Copyright (c) 2017, Jeff Hlywa ([email protected]) | |
* Released under the BSD license | |
* https://github.com/jhlywa/chess.js/blob/master/LICENSE | |
*/ | |
var Chess = function(fen) { | |
/* jshint indent: false */ | |
var BLACK = 'b'; | |
var WHITE = 'w'; | |
var EMPTY = -1; | |
var PAWN = 'p'; | |
var KNIGHT = 'n'; | |
var BISHOP = 'b'; | |
var ROOK = 'r'; | |
var QUEEN = 'q'; | |
var KING = 'k'; | |
var SYMBOLS = 'pnbrqkPNBRQK'; | |
var DEFAULT_POSITION = 'rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1'; | |
var POSSIBLE_RESULTS = ['1-0', '0-1', '1/2-1/2', '*']; | |
var PAWN_OFFSETS = { | |
b: [16, 32, 17, 15], | |
w: [-16, -32, -17, -15] | |
}; | |
var 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] | |
}; | |
var 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 | |
]; | |
var 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 | |
]; | |
var SHIFTS = { p: 0, n: 1, b: 2, r: 3, q: 4, k: 5 }; | |
var FLAGS = { | |
NORMAL: 'n', | |
CAPTURE: 'c', | |
BIG_PAWN: 'b', | |
EP_CAPTURE: 'e', | |
PROMOTION: 'p', | |
KSIDE_CASTLE: 'k', | |
QSIDE_CASTLE: 'q' | |
}; | |
var BITS = { | |
NORMAL: 1, | |
CAPTURE: 2, | |
BIG_PAWN: 4, | |
EP_CAPTURE: 8, | |
PROMOTION: 16, | |
KSIDE_CASTLE: 32, | |
QSIDE_CASTLE: 64 | |
}; | |
var RANK_1 = 7; | |
var RANK_2 = 6; | |
var RANK_3 = 5; | |
var RANK_4 = 4; | |
var RANK_5 = 3; | |
var RANK_6 = 2; | |
var RANK_7 = 1; | |
var RANK_8 = 0; | |
var SQUARES = { | |
a8: 0, b8: 1, c8: 2, d8: 3, e8: 4, f8: 5, g8: 6, h8: 7, | |
a7: 16, b7: 17, c7: 18, d7: 19, e7: 20, f7: 21, g7: 22, h7: 23, | |
a6: 32, b6: 33, c6: 34, d6: 35, e6: 36, f6: 37, g6: 38, h6: 39, | |
a5: 48, b5: 49, c5: 50, d5: 51, e5: 52, f5: 53, g5: 54, h5: 55, | |
a4: 64, b4: 65, c4: 66, d4: 67, e4: 68, f4: 69, g4: 70, h4: 71, | |
a3: 80, b3: 81, c3: 82, d3: 83, e3: 84, f3: 85, g3: 86, h3: 87, | |
a2: 96, b2: 97, c2: 98, d2: 99, e2: 100, f2: 101, g2: 102, h2: 103, | |
a1: 112, b1: 113, c1: 114, d1: 115, e1: 116, f1: 117, g1: 118, h1: 119 | |
}; | |
var 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}] | |
}; | |
var board = new Array(128); | |
var kings = {w: EMPTY, b: EMPTY}; | |
var turn = WHITE; | |
var castling = {w: 96, b: 96}; | |
var ep_square = EMPTY; | |
var half_moves = 0; | |
var move_number = 1; | |
var history = []; | |
var header = {}; | |
/* if the user passes in a fen string, load it, else default to | |
* starting position | |
*/ | |
if (typeof fen === 'undefined') { | |
load(DEFAULT_POSITION); | |
} else { | |
load(fen); | |
} | |
function clear() { | |
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 = {}; | |
update_setup(generate_fen()); | |
} | |
function reset() { | |
load(DEFAULT_POSITION); | |
} | |
function load(fen) { | |
var tokens = fen.split(/\s+/); | |
var position = tokens[0]; | |
var square = 0; | |
if (!validate_fen(fen).valid) { | |
return false; | |
} | |
clear(); | |
for (var i = 0; i < position.length; i++) { | |
var piece = position.charAt(i); | |
if (piece === '/') { | |
square += 8; | |
} else if (is_digit(piece)) { | |
square += parseInt(piece, 10); | |
} else { | |
var color = (piece < 'a') ? WHITE : BLACK; | |
put({type: piece.toLowerCase(), color: color}, algebraic(square)); | |
square++; | |
} | |
} | |
turn = tokens[1]; | |
if (tokens[2].indexOf('K') > -1) { | |
castling.w |= BITS.KSIDE_CASTLE; | |
} | |
if (tokens[2].indexOf('Q') > -1) { | |
castling.w |= BITS.QSIDE_CASTLE; | |
} | |
if (tokens[2].indexOf('k') > -1) { | |
castling.b |= BITS.KSIDE_CASTLE; | |
} | |
if (tokens[2].indexOf('q') > -1) { | |
castling.b |= BITS.QSIDE_CASTLE; | |
} | |
ep_square = (tokens[3] === '-') ? EMPTY : SQUARES[tokens[3]]; | |
half_moves = parseInt(tokens[4], 10); | |
move_number = parseInt(tokens[5], 10); | |
update_setup(generate_fen()); | |
return true; | |
} | |
/* TODO: this function is pretty much crap - it validates structure but | |
* completely ignores content (e.g. doesn't verify that each side has a king) | |
* ... we should rewrite this, and ditch the silly error_number field while | |
* we're at it | |
*/ | |
function validate_fen(fen) { | |
var errors = { | |
0: 'No errors.', | |
1: 'FEN string must contain six space-delimited fields.', | |
2: '6th field (move number) must be a positive integer.', | |
3: '5th field (half move counter) must be a non-negative integer.', | |
4: '4th field (en-passant square) is invalid.', | |
5: '3rd field (castling availability) is invalid.', | |
6: '2nd field (side to move) is invalid.', | |
7: '1st field (piece positions) does not contain 8 \'/\'-delimited rows.', | |
8: '1st field (piece positions) is invalid [consecutive numbers].', | |
9: '1st field (piece positions) is invalid [invalid piece].', | |
10: '1st field (piece positions) is invalid [row too large].', | |
11: 'Illegal en-passant square', | |
}; | |
/* 1st criterion: 6 space-seperated fields? */ | |
var tokens = fen.split(/\s+/); | |
if (tokens.length !== 6) { | |
return {valid: false, error_number: 1, error: errors[1]}; | |
} | |
/* 2nd criterion: move number field is a integer value > 0? */ | |
if (isNaN(tokens[5]) || (parseInt(tokens[5], 10) <= 0)) { | |
return {valid: false, error_number: 2, error: errors[2]}; | |
} | |
/* 3rd criterion: half move counter is an integer >= 0? */ | |
if (isNaN(tokens[4]) || (parseInt(tokens[4], 10) < 0)) { | |
return {valid: false, error_number: 3, error: errors[3]}; | |
} | |
/* 4th criterion: 4th field is a valid e.p.-string? */ | |
if (!/^(-|[abcdefgh][36])$/.test(tokens[3])) { | |
return {valid: false, error_number: 4, error: errors[4]}; | |
} | |
/* 5th criterion: 3th field is a valid castle-string? */ | |
if( !/^(KQ?k?q?|Qk?q?|kq?|q|-)$/.test(tokens[2])) { | |
return {valid: false, error_number: 5, error: errors[5]}; | |
} | |
/* 6th criterion: 2nd field is "w" (white) or "b" (black)? */ | |
if (!/^(w|b)$/.test(tokens[1])) { | |
return {valid: false, error_number: 6, error: errors[6]}; | |
} | |
/* 7th criterion: 1st field contains 8 rows? */ | |
var rows = tokens[0].split('/'); | |
if (rows.length !== 8) { | |
return {valid: false, error_number: 7, error: errors[7]}; | |
} | |
/* 8th criterion: every row is valid? */ | |
for (var i = 0; i < rows.length; i++) { | |
/* check for right sum of fields AND not two numbers in succession */ | |
var sum_fields = 0; | |
var previous_was_number = false; | |
for (var k = 0; k < rows[i].length; k++) { | |
if (!isNaN(rows[i][k])) { | |
if (previous_was_number) { | |
return {valid: false, error_number: 8, error: errors[8]}; | |
} | |
sum_fields += parseInt(rows[i][k], 10); | |
previous_was_number = true; | |
} else { | |
if (!/^[prnbqkPRNBQK]$/.test(rows[i][k])) { | |
return {valid: false, error_number: 9, error: errors[9]}; | |
} | |
sum_fields += 1; | |
previous_was_number = false; | |
} | |
} | |
if (sum_fields !== 8) { | |
return {valid: false, error_number: 10, error: errors[10]}; | |
} | |
} | |
if ((tokens[3][1] == '3' && tokens[1] == 'w') || | |
(tokens[3][1] == '6' && tokens[1] == 'b')) { | |
return {valid: false, error_number: 11, error: errors[11]}; | |
} | |
/* everything's okay! */ | |
return {valid: true, error_number: 0, error: errors[0]}; | |
} | |
function generate_fen() { | |
var empty = 0; | |
var fen = ''; | |
for (var i = SQUARES.a8; i <= SQUARES.h1; i++) { | |
if (board[i] == null) { | |
empty++; | |
} else { | |
if (empty > 0) { | |
fen += empty; | |
empty = 0; | |
} | |
var color = board[i].color; | |
var piece = board[i].type; | |
fen += (color === WHITE) ? | |
piece.toUpperCase() : piece.toLowerCase(); | |
} | |
if ((i + 1) & 0x88) { | |
if (empty > 0) { | |
fen += empty; | |
} | |
if (i !== SQUARES.h1) { | |
fen += '/'; | |
} | |
empty = 0; | |
i += 8; | |
} | |
} | |
var cflags = ''; | |
if (castling[WHITE] & BITS.KSIDE_CASTLE) { cflags += 'K'; } | |
if (castling[WHITE] & BITS.QSIDE_CASTLE) { cflags += 'Q'; } | |
if (castling[BLACK] & BITS.KSIDE_CASTLE) { cflags += 'k'; } | |
if (castling[BLACK] & BITS.QSIDE_CASTLE) { cflags += 'q'; } | |
/* do we have an empty castling flag? */ | |
cflags = cflags || '-'; | |
var epflags = (ep_square === EMPTY) ? '-' : algebraic(ep_square); | |
return [fen, turn, cflags, epflags, half_moves, move_number].join(' '); | |
} | |
function set_header(args) { | |
for (var i = 0; i < args.length; i += 2) { | |
if (typeof args[i] === 'string' && | |
typeof args[i + 1] === 'string') { | |
header[args[i]] = args[i + 1]; | |
} | |
} | |
return header; | |
} | |
/* 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 is zero, ie moves haven't been | |
* made. | |
*/ | |
function update_setup(fen) { | |
if (history.length > 0) return; | |
if (fen !== DEFAULT_POSITION) { | |
header['SetUp'] = '1'; | |
header['FEN'] = fen; | |
} else { | |
delete header['SetUp']; | |
delete header['FEN']; | |
} | |
} | |
function get(square) { | |
var piece = board[SQUARES[square]]; | |
return (piece) ? {type: piece.type, color: piece.color} : null; | |
} | |
function put(piece, square) { | |
/* check for valid piece object */ | |
if (!('type' in piece && 'color' in piece)) { | |
return false; | |
} | |
/* check for piece */ | |
if (SYMBOLS.indexOf(piece.type.toLowerCase()) === -1) { | |
return false; | |
} | |
/* check for valid square */ | |
if (!(square in SQUARES)) { | |
return false; | |
} | |
var sq = SQUARES[square]; | |
/* don't let the user place more than one king */ | |
if (piece.type == KING && | |
!(kings[piece.color] == EMPTY || kings[piece.color] == sq)) { | |
return false; | |
} | |
board[sq] = {type: piece.type, color: piece.color}; | |
if (piece.type === KING) { | |
kings[piece.color] = sq; | |
} | |
update_setup(generate_fen()); | |
return true; | |
} | |
function remove(square) { | |
var piece = get(square); | |
board[SQUARES[square]] = null; | |
if (piece && piece.type === KING) { | |
kings[piece.color] = EMPTY; | |
} | |
update_setup(generate_fen()); | |
return piece; | |
} | |
function build_move(board, from, to, flags, promotion) { | |
var move = { | |
color: 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; | |
} | |
function generate_moves(options) { | |
function add_move(board, moves, from, to, flags) { | |
/* if pawn promotion */ | |
if (board[from].type === PAWN && | |
(rank(to) === RANK_8 || rank(to) === RANK_1)) { | |
var pieces = [QUEEN, ROOK, BISHOP, KNIGHT]; | |
for (var i = 0, len = pieces.length; i < len; i++) { | |
moves.push(build_move(board, from, to, flags, pieces[i])); | |
} | |
} else { | |
moves.push(build_move(board, from, to, flags)); | |
} | |
} | |
var moves = []; | |
var us = turn; | |
var them = swap_color(us); | |
var second_rank = {b: RANK_7, w: RANK_2}; | |
var first_sq = SQUARES.a8; | |
var last_sq = SQUARES.h1; | |
var single_square = false; | |
/* do we want legal moves? */ | |
var legal = (typeof options !== 'undefined' && 'legal' in options) ? | |
options.legal : 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 { | |
/* invalid square */ | |
return []; | |
} | |
} | |
for (var i = first_sq; i <= last_sq; i++) { | |
/* did we run off the end of the board */ | |
if (i & 0x88) { i += 7; continue; } | |
var piece = board[i]; | |
if (piece == null || piece.color !== us) { | |
continue; | |
} | |
if (piece.type === PAWN) { | |
/* single square, non-capturing */ | |
var square = i + PAWN_OFFSETS[us][0]; | |
if (board[square] == null) { | |
add_move(board, moves, i, square, BITS.NORMAL); | |
} | |
/* pawn captures */ | |
for (j = 2; j < 4; j++) { | |
var square = i + PAWN_OFFSETS[us][j]; | |
if (square & 0x88) continue; | |
if (board[square] != null && | |
board[square].color === them) { | |
add_move(board, moves, i, square, BITS.CAPTURE); | |
} else if (square === ep_square) { | |
add_move(board, moves, i, ep_square, BITS.EP_CAPTURE); | |
} | |
} | |
} else { | |
for (var j = 0, len = PIECE_OFFSETS[piece.type].length; j < len; j++) { | |
var offset = PIECE_OFFSETS[piece.type][j]; | |
var square = i; | |
while (true) { | |
square += offset; | |
if (square & 0x88) break; | |
if (board[square] == null) { | |
add_move(board, moves, i, square, BITS.NORMAL); | |
} else { | |
if (board[square].color === us) break; | |
add_move(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, or b) we're doing | |
* single square move generation on the king's square | |
*/ | |
if ((!single_square) || last_sq === kings[us]) { | |
/* king-side castling */ | |
if (castling[us] & BITS.KSIDE_CASTLE) { | |
var castling_from = kings[us]; | |
var castling_to = castling_from + 2; | |
if (board[castling_from + 1] == null && | |
board[castling_to] == null && | |
!attacked(them, kings[us]) && | |
!attacked(them, castling_from + 1) && | |
!attacked(them, castling_to)) { | |
add_move(board, moves, kings[us] , castling_to, | |
BITS.KSIDE_CASTLE); | |
} | |
} | |
/* queen-side castling */ | |
if (castling[us] & BITS.QSIDE_CASTLE) { | |
var castling_from = kings[us]; | |
var castling_to = castling_from - 2; | |
if (board[castling_from - 1] == null && | |
board[castling_from - 2] == null && | |
board[castling_from - 3] == null && | |
!attacked(them, kings[us]) && | |
!attacked(them, castling_from - 1) && | |
!attacked(them, castling_to)) { | |
add_move(board, moves, 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 */ | |
var legal_moves = []; | |
for (var i = 0, len = moves.length; i < len; i++) { | |
make_move(moves[i]); | |
if (!king_attacked(us)) { | |
legal_moves.push(moves[i]); | |
} | |
undo_move(); | |
} | |
return legal_moves; | |
} | |
/* convert a move from 0x88 coordinates to Standard Algebraic Notation | |
* (SAN) | |
* | |
* @param {boolean} sloppy 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 | |
*/ | |
function move_to_san(move, sloppy) { | |
var output = ''; | |
if (move.flags & BITS.KSIDE_CASTLE) { | |
output = 'O-O'; | |
} else if (move.flags & BITS.QSIDE_CASTLE) { | |
output = 'O-O-O'; | |
} else { | |
var disambiguator = get_disambiguator(move, sloppy); | |
if (move.piece !== PAWN) { | |
output += move.piece.toUpperCase() + disambiguator; | |
} | |
if (move.flags & (BITS.CAPTURE | BITS.EP_CAPTURE)) { | |
if (move.piece === PAWN) { | |
output += algebraic(move.from)[0]; | |
} | |
output += 'x'; | |
} | |
output += algebraic(move.to); | |
if (move.flags & BITS.PROMOTION) { | |
output += '=' + move.promotion.toUpperCase(); | |
} | |
} | |
make_move(move); | |
if (in_check()) { | |
if (in_checkmate()) { | |
output += '#'; | |
} else { | |
output += '+'; | |
} | |
} | |
undo_move(); | |
return output; | |
} | |
// parses all of the decorators out of a SAN string | |
function stripped_san(move) { | |
return move.replace(/=/,'').replace(/[+#]?[?!]*$/,''); | |
} | |
function attacked(color, square) { | |
for (var 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 (board[i] == null || board[i].color !== color) continue; | |
var piece = board[i]; | |
var difference = i - square; | |
var 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; | |
var offset = RAYS[index]; | |
var j = i + offset; | |
var blocked = false; | |
while (j !== square) { | |
if (board[j] != null) { blocked = true; break; } | |
j += offset; | |
} | |
if (!blocked) return true; | |
} | |
} | |
return false; | |
} | |
function king_attacked(color) { | |
return attacked(swap_color(color), kings[color]); | |
} | |
function in_check() { | |
return king_attacked(turn); | |
} | |
function in_checkmate() { | |
return in_check() && generate_moves().length === 0; | |
} | |
function in_stalemate() { | |
return !in_check() && generate_moves().length === 0; | |
} | |
function insufficient_material() { | |
var pieces = {}; | |
var bishops = []; | |
var num_pieces = 0; | |
var sq_color = 0; | |
for (var i = SQUARES.a8; i<= SQUARES.h1; i++) { | |
sq_color = (sq_color + 1) % 2; | |
if (i & 0x88) { i += 7; continue; } | |
var piece = board[i]; | |
if (piece) { | |
pieces[piece.type] = (piece.type in pieces) ? | |
pieces[piece.type] + 1 : 1; | |
if (piece.type === BISHOP) { | |
bishops.push(sq_color); | |
} | |
num_pieces++; | |
} | |
} | |
/* k vs. k */ | |
if (num_pieces === 2) { return true; } | |
/* k vs. kn .... or .... k vs. kb */ | |
else if (num_pieces === 3 && (pieces[BISHOP] === 1 || | |
pieces[KNIGHT] === 1)) { return true; } | |
/* kb vs. kb where any number of bishops are all on the same color */ | |
else if (num_pieces === pieces[BISHOP] + 2) { | |
var sum = 0; | |
var len = bishops.length; | |
for (var i = 0; i < len; i++) { | |
sum += bishops[i]; | |
} | |
if (sum === 0 || sum === len) { return true; } | |
} | |
return false; | |
} | |
function in_threefold_repetition() { | |
/* TODO: while this function is fine for casual use, a better | |
* implementation would use a Zobrist key (instead of FEN). the | |
* Zobrist key would be maintained in the make_move/undo_move functions, | |
* avoiding the costly that we do below. | |
*/ | |
var moves = []; | |
var positions = {}; | |
var repetition = false; | |
while (true) { | |
var move = undo_move(); | |
if (!move) break; | |
moves.push(move); | |
} | |
while (true) { | |
/* remove the last two fields in the FEN string, they're not needed | |
* when checking for draw by rep */ | |
var fen = generate_fen().split(' ').slice(0,4).join(' '); | |
/* has the position occurred three or move times */ | |
positions[fen] = (fen in positions) ? positions[fen] + 1 : 1; | |
if (positions[fen] >= 3) { | |
repetition = true; | |
} | |
if (!moves.length) { | |
break; | |
} | |
make_move(moves.pop()); | |
} | |
return repetition; | |
} | |
function push(move) { | |
history.push({ | |
move: move, | |
kings: {b: kings.b, w: kings.w}, | |
turn: turn, | |
castling: {b: castling.b, w: castling.w}, | |
ep_square: ep_square, | |
half_moves: half_moves, | |
move_number: move_number | |
}); | |
} | |
function make_move(move) { | |
var us = turn; | |
var them = swap_color(us); | |
push(move); | |
board[move.to] = board[move.from]; | |
board[move.from] = null; | |
/* if ep capture, remove the captured pawn */ | |
if (move.flags & BITS.EP_CAPTURE) { | |
if (turn === BLACK) { | |
board[move.to - 16] = null; | |
} else { | |
board[move.to + 16] = null; | |
} | |
} | |
/* if pawn promotion, replace with new piece */ | |
if (move.flags & BITS.PROMOTION) { | |
board[move.to] = {type: move.promotion, color: us}; | |
} | |
/* if we moved the king */ | |
if (board[move.to].type === KING) { | |
kings[board[move.to].color] = move.to; | |
/* if we castled, move the rook next to the king */ | |
if (move.flags & BITS.KSIDE_CASTLE) { | |
var castling_to = move.to - 1; | |
var castling_from = move.to + 1; | |
board[castling_to] = board[castling_from]; | |
board[castling_from] = null; | |
} else if (move.flags & BITS.QSIDE_CASTLE) { | |
var castling_to = move.to + 1; | |
var castling_from = move.to - 2; | |
board[castling_to] = board[castling_from]; | |
board[castling_from] = null; | |
} | |
/* turn off castling */ | |
castling[us] = ''; | |
} | |
/* turn off castling if we move a rook */ | |
if (castling[us]) { | |
for (var i = 0, len = ROOKS[us].length; i < len; i++) { | |
if (move.from === ROOKS[us][i].square && | |
castling[us] & ROOKS[us][i].flag) { | |
castling[us] ^= ROOKS[us][i].flag; | |
break; | |
} | |
} | |
} | |
/* turn off castling if we capture a rook */ | |
if (castling[them]) { | |
for (var i = 0, len = ROOKS[them].length; i < len; i++) { | |
if (move.to === ROOKS[them][i].square && | |
castling[them] & ROOKS[them][i].flag) { | |
castling[them] ^= ROOKS[them][i].flag; | |
break; | |
} | |
} | |
} | |
/* if big pawn move, update the en passant square */ | |
if (move.flags & BITS.BIG_PAWN) { | |
if (turn === 'b') { | |
ep_square = move.to - 16; | |
} else { | |
ep_square = move.to + 16; | |
} | |
} else { | |
ep_square = EMPTY; | |
} | |
/* reset the 50 move counter if a pawn is moved or a piece is captured */ | |
if (move.piece === PAWN) { | |
half_moves = 0; | |
} else if (move.flags & (BITS.CAPTURE | BITS.EP_CAPTURE)) { | |
half_moves = 0; | |
} else { | |
half_moves++; | |
} | |
if (turn === BLACK) { | |
move_number++; | |
} | |
turn = swap_color(turn); | |
} | |
function undo_move() { | |
var old = history.pop(); | |
if (old == null) { return null; } | |
var move = old.move; | |
kings = old.kings; | |
turn = old.turn; | |
castling = old.castling; | |
ep_square = old.ep_square; | |
half_moves = old.half_moves; | |
move_number = old.move_number; | |
var us = turn; | |
var them = swap_color(turn); | |
board[move.from] = board[move.to]; | |
board[move.from].type = move.piece; // to undo any promotions | |
board[move.to] = null; | |
if (move.flags & BITS.CAPTURE) { | |
board[move.to] = {type: move.captured, color: them}; | |
} else if (move.flags & BITS.EP_CAPTURE) { | |
var index; | |
if (us === BLACK) { | |
index = move.to - 16; | |
} else { | |
index = move.to + 16; | |
} | |
board[index] = {type: PAWN, color: them}; | |
} | |
if (move.flags & (BITS.KSIDE_CASTLE | BITS.QSIDE_CASTLE)) { | |
var 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; | |
} | |
board[castling_to] = board[castling_from]; | |
board[castling_from] = null; | |
} | |
return move; | |
} | |
/* this function is used to uniquely identify ambiguous moves */ | |
function get_disambiguator(move, sloppy) { | |
var moves = generate_moves({legal: !sloppy}); | |
var from = move.from; | |
var to = move.to; | |
var piece = move.piece; | |
var ambiguities = 0; | |
var same_rank = 0; | |
var same_file = 0; | |
for (var i = 0, len = moves.length; i < len; i++) { | |
var ambig_from = moves[i].from; | |
var ambig_to = moves[i].to; | |
var 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 (rank(from) === rank(ambig_from)) { | |
same_rank++; | |
} | |
if (file(from) === 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 algebraic(from); | |
} | |
/* if the moving piece rests on the same file, use the rank symbol as the | |
* disambiguator | |
*/ | |
else if (same_file > 0) { | |
return algebraic(from).charAt(1); | |
} | |
/* else use the file symbol */ | |
else { | |
return algebraic(from).charAt(0); | |
} | |
} | |
return ''; | |
} | |
function ascii() { | |
var s = ' +------------------------+\n'; | |
for (var i = SQUARES.a8; i <= SQUARES.h1; i++) { | |
/* display the rank */ | |
if (file(i) === 0) { | |
s += ' ' + '87654321'[rank(i)] + ' |'; | |
} | |
/* empty piece */ | |
if (board[i] == null) { | |
s += ' . '; | |
} else { | |
var piece = board[i].type; | |
var color = board[i].color; | |
var symbol = (color === WHITE) ? | |
piece.toUpperCase() : piece.toLowerCase(); | |
s += ' ' + symbol + ' '; | |
} | |
if ((i + 1) & 0x88) { | |
s += '|\n'; | |
i += 8; | |
} | |
} | |
s += ' +------------------------+\n'; | |
s += ' a b c d e f g h\n'; | |
return s; | |
} | |
// convert a move from Standard Algebraic Notation (SAN) to 0x88 coordinates | |
function move_from_san(move, sloppy) { | |
// strip off any move decorations: e.g Nf3+?! | |
var clean_move = stripped_san(move); | |
// if we're using the sloppy parser run a regex to grab piece, to, and from | |
// this should parse invalid SAN like: Pe2-e4, Rc1c4, Qf3xf7 | |
if (sloppy) { | |
var matches = clean_move.match(/([pnbrqkPNBRQK])?([a-h][1-8])x?-?([a-h][1-8])([qrbnQRBN])?/); | |
if (matches) { | |
var piece = matches[1]; | |
var from = matches[2]; | |
var to = matches[3]; | |
var promotion = matches[4]; | |
} | |
} | |
var moves = generate_moves(); | |
for (var i = 0, len = moves.length; i < len; i++) { | |
// try the strict parser first, then the sloppy parser if requested | |
// by the user | |
if ((clean_move === stripped_san(move_to_san(moves[i]))) || | |
(sloppy && clean_move === stripped_san(move_to_san(moves[i], true)))) { | |
return moves[i]; | |
} else { | |
if (matches && | |
(!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]; | |
} | |
} | |
} | |
return null; | |
} | |
/***************************************************************************** | |
* UTILITY FUNCTIONS | |
****************************************************************************/ | |
function rank(i) { | |
return i >> 4; | |
} | |
function file(i) { | |
return i & 15; | |
} | |
function algebraic(i){ | |
var f = file(i), r = rank(i); | |
return 'abcdefgh'.substring(f,f+1) + '87654321'.substring(r,r+1); | |
} | |
function swap_color(c) { | |
return c === WHITE ? BLACK : WHITE; | |
} | |
function is_digit(c) { | |
return '0123456789'.indexOf(c) !== -1; | |
} | |
/* pretty = external move object */ | |
function make_pretty(ugly_move) { | |
var move = clone(ugly_move); | |
move.san = move_to_san(move, false); | |
move.to = algebraic(move.to); | |
move.from = algebraic(move.from); | |
var flags = ''; | |
for (var flag in BITS) { | |
if (BITS[flag] & move.flags) { | |
flags += FLAGS[flag]; | |
} | |
} | |
move.flags = flags; | |
return move; | |
} | |
function clone(obj) { | |
var dupe = (obj instanceof Array) ? [] : {}; | |
for (var property in obj) { | |
if (typeof property === 'object') { | |
dupe[property] = clone(obj[property]); | |
} else { | |
dupe[property] = obj[property]; | |
} | |
} | |
return dupe; | |
} | |
function trim(str) { | |
return str.replace(/^\s+|\s+$/g, ''); | |
} | |
/***************************************************************************** | |
* DEBUGGING UTILITIES | |
****************************************************************************/ | |
function perft(depth) { | |
var moves = generate_moves({legal: false}); | |
var nodes = 0; | |
var color = turn; | |
for (var i = 0, len = moves.length; i < len; i++) { | |
make_move(moves[i]); | |
if (!king_attacked(color)) { | |
if (depth - 1 > 0) { | |
var child_nodes = perft(depth - 1); | |
nodes += child_nodes; | |
} else { | |
nodes++; | |
} | |
} | |
undo_move(); | |
} | |
return nodes; | |
} | |
return { | |
/*************************************************************************** | |
* PUBLIC CONSTANTS (is there a better way to do this?) | |
**************************************************************************/ | |
WHITE: WHITE, | |
BLACK: BLACK, | |
PAWN: PAWN, | |
KNIGHT: KNIGHT, | |
BISHOP: BISHOP, | |
ROOK: ROOK, | |
QUEEN: QUEEN, | |
KING: KING, | |
SQUARES: (function() { | |
/* from the ECMA-262 spec (section 12.6.4): | |
* "The mechanics of enumerating the properties ... is | |
* implementation dependent" | |
* so: for (var sq in SQUARES) { keys.push(sq); } might not be | |
* ordered correctly | |
*/ | |
var keys = []; | |
for (var i = SQUARES.a8; i <= SQUARES.h1; i++) { | |
if (i & 0x88) { i += 7; continue; } | |
keys.push(algebraic(i)); | |
} | |
return keys; | |
})(), | |
FLAGS: FLAGS, | |
/*************************************************************************** | |
* PUBLIC API | |
**************************************************************************/ | |
load: function(fen) { | |
return load(fen); | |
}, | |
reset: function() { | |
return reset(); | |
}, | |
moves: function(options) { | |
/* The internal representation of a chess move is in 0x88 format, and | |
* not meant to be human-readable. The code below converts the 0x88 | |
* square coordinates to algebraic coordinates. It also prunes an | |
* unnecessary move keys resulting from a verbose call. | |
*/ | |
var ugly_moves = generate_moves(options); | |
var moves = []; | |
for (var i = 0, len = ugly_moves.length; i < len; i++) { | |
/* does the user want a full move object (most likely not), or just | |
* SAN | |
*/ | |
if (typeof options !== 'undefined' && 'verbose' in options && | |
options.verbose) { | |
moves.push(make_pretty(ugly_moves[i])); | |
} else { | |
moves.push(move_to_san(ugly_moves[i], false)); | |
} | |
} | |
return moves; | |
}, | |
ugly_moves: function(options) { | |
var ugly_moves = generate_moves(options); | |
return ugly_moves; | |
}, | |
in_check: function() { | |
return in_check(); | |
}, | |
in_checkmate: function() { | |
return in_checkmate(); | |
}, | |
in_stalemate: function() { | |
return in_stalemate(); | |
}, | |
in_draw: function() { | |
return half_moves >= 100 || | |
in_stalemate() || | |
insufficient_material() || | |
in_threefold_repetition(); | |
}, | |
insufficient_material: function() { | |
return insufficient_material(); | |
}, | |
in_threefold_repetition: function() { | |
return in_threefold_repetition(); | |
}, | |
game_over: function() { | |
return half_moves >= 100 || | |
in_checkmate() || | |
in_stalemate() || | |
insufficient_material() || | |
in_threefold_repetition(); | |
}, | |
validate_fen: function(fen) { | |
return validate_fen(fen); | |
}, | |
fen: function() { | |
return generate_fen(); | |
}, | |
board: function() { | |
var output = [], | |
row = []; | |
for (var i = SQUARES.a8; i <= SQUARES.h1; i++) { | |
if (board[i] == null) { | |
row.push(null) | |
} else { | |
row.push({type: board[i].type, color: board[i].color}) | |
} | |
if ((i + 1) & 0x88) { | |
output.push(row); | |
row = [] | |
i += 8; | |
} | |
} | |
return output; | |
}, | |
pgn: function(options) { | |
/* using the specification from http://www.chessclub.com/help/PGN-spec | |
* example for html usage: .pgn({ max_width: 72, newline_char: "<br />" }) | |
*/ | |
var newline = (typeof options === 'object' && | |
typeof options.newline_char === 'string') ? | |
options.newline_char : '\n'; | |
var max_width = (typeof options === 'object' && | |
typeof options.max_width === 'number') ? | |
options.max_width : 0; | |
var result = []; | |
var header_exists = false; | |
/* add the PGN header headerrmation */ | |
for (var i in header) { | |
/* TODO: order of enumerated properties in header object is not | |
* guaranteed, see ECMA-262 spec (section 12.6.4) | |
*/ | |
result.push('[' + i + ' \"' + header[i] + '\"]' + newline); | |
header_exists = true; | |
} | |
if (header_exists && history.length) { | |
result.push(newline); | |
} | |
/* pop all of history onto reversed_history */ | |
var reversed_history = []; | |
while (history.length > 0) { | |
reversed_history.push(undo_move()); | |
} | |
var moves = []; | |
var move_string = ''; | |
/* build the list of moves. a move_string looks like: "3. e3 e6" */ | |
while (reversed_history.length > 0) { | |
var move = reversed_history.pop(); | |
/* if the position started with black to move, start PGN with 1. ... */ | |
if (!history.length && move.color === 'b') { | |
move_string = move_number + '. ...'; | |
} else if (move.color === 'w') { | |
/* store the previous generated move_string if we have one */ | |
if (move_string.length) { | |
moves.push(move_string); | |
} | |
move_string = move_number + '.'; | |
} | |
move_string = move_string + ' ' + move_to_san(move, false); | |
make_move(move); | |
} | |
/* are there any other leftover moves? */ | |
if (move_string.length) { | |
moves.push(move_string); | |
} | |
/* is there a result? */ | |
if (typeof header.Result !== 'undefined') { | |
moves.push(header.Result); | |
} | |
/* history should be back to what is was before we started generating PGN, | |
* so join together moves | |
*/ | |
if (max_width === 0) { | |
return result.join('') + moves.join(' '); | |
} | |
/* wrap the PGN output at max_width */ | |
var current_width = 0; | |
for (var i = 0; i < moves.length; i++) { | |
/* if the current move will push past max_width */ | |
if (current_width + moves[i].length > max_width && 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(''); | |
}, | |
load_pgn: function(pgn, options) { | |
// allow the user to specify the sloppy move parser to work around over | |
// disambiguation bugs in Fritz and Chessbase | |
var sloppy = (typeof options !== 'undefined' && 'sloppy' in options) ? | |
options.sloppy : false; | |
function mask(str) { | |
return str.replace(/\\/g, '\\'); | |
} | |
function has_keys(object) { | |
for (var key in object) { | |
return true; | |
} | |
return false; | |
} | |
function parse_pgn_header(header, options) { | |
var newline_char = (typeof options === 'object' && | |
typeof options.newline_char === 'string') ? | |
options.newline_char : '\r?\n'; | |
var header_obj = {}; | |
var headers = header.split(new RegExp(mask(newline_char))); | |
var key = ''; | |
var value = ''; | |
for (var i = 0; i < headers.length; i++) { | |
key = headers[i].replace(/^\[([A-Z][A-Za-z]*)\s.*\]$/, '$1'); | |
value = headers[i].replace(/^\[[A-Za-z]+\s"(.*)"\]$/, '$1'); | |
if (trim(key).length > 0) { | |
header_obj[key] = value; | |
} | |
} | |
return header_obj; | |
} | |
var newline_char = (typeof options === 'object' && | |
typeof options.newline_char === 'string') ? | |
options.newline_char : '\r?\n'; | |
var regex = new RegExp('^(\\[(.|' + mask(newline_char) + ')*\\])' + | |
'(' + mask(newline_char) + ')*' + | |
'1.(' + mask(newline_char) + '|.)*$', 'g'); | |
/* get header part of the PGN file */ | |
var header_string = pgn.replace(regex, '$1'); | |
/* no info part given, begins with moves */ | |
if (header_string[0] !== '[') { | |
header_string = ''; | |
} | |
reset(); | |
/* parse PGN header */ | |
var headers = parse_pgn_header(header_string, options); | |
for (var key in headers) { | |
set_header([key, headers[key]]); | |
} | |
/* load the starting position indicated by [Setup '1'] and | |
* [FEN position] */ | |
if (headers['SetUp'] === '1') { | |
if (!(('FEN' in headers) && load(headers['FEN']))) { | |
return false; | |
} | |
} | |
/* delete header to get the moves */ | |
var ms = pgn.replace(header_string, '').replace(new RegExp(mask(newline_char), 'g'), ' '); | |
/* delete comments */ | |
ms = ms.replace(/(\{[^}]+\})+?/g, ''); | |
/* delete recursive annotation variations */ | |
var 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, ''); | |
/* trim and get array of moves */ | |
var moves = trim(ms).split(new RegExp(/\s+/)); | |
/* delete empty entries */ | |
moves = moves.join(',').replace(/,,+/g, ',').split(','); | |
var move = ''; | |
for (var half_move = 0; half_move < moves.length - 1; half_move++) { | |
move = move_from_san(moves[half_move], sloppy); | |
/* move not possible! (don't clear the board to examine to show the | |
* latest valid position) | |
*/ | |
if (move == null) { | |
return false; | |
} else { | |
make_move(move); | |
} | |
} | |
/* examine last move */ | |
move = moves[moves.length - 1]; | |
if (POSSIBLE_RESULTS.indexOf(move) > -1) { | |
if (has_keys(header) && typeof header.Result === 'undefined') { | |
set_header(['Result', move]); | |
} | |
} | |
else { | |
move = move_from_san(move, sloppy); | |
if (move == null) { | |
return false; | |
} else { | |
make_move(move); | |
} | |
} | |
return true; | |
}, | |
header: function() { | |
return set_header(arguments); | |
}, | |
ascii: function() { | |
return ascii(); | |
}, | |
turn: function() { | |
return turn; | |
}, | |
move: function(move, options) { | |
/* The move function can be called with in the following parameters: | |
* | |
* .move('Nxb7') <- where 'move' is a case-sensitive SAN string | |
* | |
* .move({ from: 'h7', <- where the 'move' is a move object (additional | |
* to :'h8', fields are ignored) | |
* promotion: 'q', | |
* }) | |
*/ | |
// allow the user to specify the sloppy move parser to work around over | |
// disambiguation bugs in Fritz and Chessbase | |
var sloppy = (typeof options !== 'undefined' && 'sloppy' in options) ? | |
options.sloppy : false; | |
var move_obj = null; | |
if (typeof move === 'string') { | |
move_obj = move_from_san(move, sloppy); | |
} else if (typeof move === 'object') { | |
var moves = generate_moves(); | |
/* convert the pretty move object to an ugly move object */ | |
for (var i = 0, len = moves.length; i < len; i++) { | |
if (move.from === algebraic(moves[i].from) && | |
move.to === algebraic(moves[i].to) && | |
(!('promotion' in moves[i]) || | |
move.promotion === moves[i].promotion)) { | |
move_obj = moves[i]; | |
break; | |
} | |
} | |
} | |
/* failed to find move */ | |
if (!move_obj) { | |
return null; | |
} | |
/* need to make a copy of move because we can't generate SAN after the | |
* move is made | |
*/ | |
var pretty_move = make_pretty(move_obj); | |
make_move(move_obj); | |
return pretty_move; | |
}, | |
ugly_move: function(move_obj, options) { | |
var pretty_move = make_pretty(move_obj); | |
make_move(move_obj); | |
return pretty_move; | |
}, | |
undo: function() { | |
var move = undo_move(); | |
return (move) ? make_pretty(move) : null; | |
}, | |
clear: function() { | |
return clear(); | |
}, | |
put: function(piece, square) { | |
return put(piece, square); | |
}, | |
get: function(square) { | |
return get(square); | |
}, | |
remove: function(square) { | |
return remove(square); | |
}, | |
perft: function(depth) { | |
return perft(depth); | |
}, | |
square_color: function(square) { | |
if (square in SQUARES) { | |
var sq_0x88 = SQUARES[square]; | |
return ((rank(sq_0x88) + file(sq_0x88)) % 2 === 0) ? 'light' : 'dark'; | |
} | |
return null; | |
}, | |
history: function(options) { | |
var reversed_history = []; | |
var move_history = []; | |
var verbose = (typeof options !== 'undefined' && 'verbose' in options && | |
options.verbose); | |
while (history.length > 0) { | |
reversed_history.push(undo_move()); | |
} | |
while (reversed_history.length > 0) { | |
var move = reversed_history.pop(); | |
if (verbose) { | |
move_history.push(make_pretty(move)); | |
} else { | |
move_history.push(move_to_san(move)); | |
} | |
make_move(move); | |
} | |
return move_history; | |
} | |
}; | |
}; | |
/* export Chess object if using node or any other CommonJS compatible | |
* environment */ | |
if (typeof exports !== 'undefined') exports.Chess = Chess; | |
/* export Chess object for any RequireJS compatible environment */ | |
if (typeof define !== 'undefined') define( function () { return Chess; }); |
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