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import { PIECE, TURN } from "./constants.js";
const PIECE_MOVE_FUNCTIONS = {
[PIECE.WHITE_KING]: MovesOfKing,
[PIECE.WHITE_QUEEN]: MovesOfQueen,
[PIECE.WHITE_ROOK]: MovesOfRook,
[PIECE.WHITE_BISHOP]: MovesOfBishop,
[PIECE.WHITE_KNIGHT]: MovesOfKnight,
[PIECE.WHITE_PAWN]: MovesOfPawn,
[PIECE.BLACK_KING]: MovesOfKing,
[PIECE.BLACK_QUEEN]: MovesOfQueen,
[PIECE.BLACK_ROOK]: MovesOfRook,
[PIECE.BLACK_BISHOP]: MovesOfBishop,
[PIECE.BLACK_KNIGHT]: MovesOfKnight,
[PIECE.BLACK_PAWN]: MovesOfPawn,
};
export function MovesOfRook(
x,
y,
color,
board,
moveHistory,
pieceColorDeterminer,
) {
const validMoves = [];
// check all four directions (up, down, left, right) for valid moves
const directions = [
[-1, 0], // up
[1, 0], // down
[0, -1], // left
[0, 1], // right
];
for (const [dx, dy] of directions) {
let newX = x + dx;
let newY = y + dy;
while (newX >= 0 && newX < 8 && newY >= 0 && newY < 8) {
if (board[newX][newY] === PIECE.EMPTY) {
validMoves.push([newX, newY]);
} else {
// if the square is occupied, check if it's an opponent's piece
if (pieceColorDeterminer(board[newX][newY]) !== color) {
validMoves.push([newX, newY]);
}
break; // stop searching in this direction
}
newX += dx;
newY += dy;
}
}
return validMoves;
}
export function MovesOfKnight(
x,
y,
color,
board,
moveHistory,
pieceColorDeterminer,
) {
const validMoves = [];
const knightMoves = [
[-2, -1],
[-2, 1],
[-1, -2],
[-1, 2],
[1, -2],
[1, 2],
[2, -1],
[2, 1],
];
for (const [dx, dy] of knightMoves) {
const newX = x + dx;
const newY = y + dy;
if (newX >= 0 && newX < 8 && newY >= 0 && newY < 8) {
if (board[newX][newY] === PIECE.EMPTY) {
validMoves.push([newX, newY]);
} else {
if (pieceColorDeterminer(board[newX][newY]) !== color) {
validMoves.push([newX, newY]);
}
}
}
}
return validMoves;
}
export function MovesOfBishop(
x,
y,
color,
board,
moveHistory,
pieceColorDeterminer,
) {
const validMoves = [];
// check all four diagonal directions for valid moves
const directions = [
[-1, -1], // up-left
[-1, 1], // up-right
[1, -1], // down-left
[1, 1], // down-right
];
for (const [dx, dy] of directions) {
let newX = x + dx;
let newY = y + dy;
while (newX >= 0 && newX < 8 && newY >= 0 && newY < 8) {
if (board[newX][newY] === PIECE.EMPTY) {
validMoves.push([newX, newY]);
} else {
// if the square is occupied, check if it's an opponent's piece
if (pieceColorDeterminer(board[newX][newY]) !== color) {
validMoves.push([newX, newY]);
}
break; // stop searching in this direction
}
newX += dx;
newY += dy;
}
}
return validMoves;
}
export function MovesOfQueen(
x,
y,
color,
board,
moveHistory,
pieceColorDeterminer,
) {
return [
...MovesOfRook(x, y, color, board, moveHistory, pieceColorDeterminer),
...MovesOfBishop(x, y, color, board, moveHistory, pieceColorDeterminer),
];
}
export function MovesOfKing(
x,
y,
color,
board,
moveHistory,
pieceColorDeterminer,
includeCastling = true,
) {
const validMoves = [];
const kingMoves = [
[-1, -1],
[-1, 0],
[-1, 1],
[0, -1],
[0, 1],
[1, -1],
[1, 0],
[1, 1],
];
for (const [dx, dy] of kingMoves) {
const newX = x + dx;
const newY = y + dy;
if (newX >= 0 && newX < 8 && newY >= 0 && newY < 8) {
if (board[newX][newY] === PIECE.EMPTY) {
validMoves.push([newX, newY]);
} else {
if (pieceColorDeterminer(board[newX][newY]) !== color) {
validMoves.push([newX, newY]);
}
}
}
}
if (includeCastling) {
// check if the king and the rook have not moved, and if the squares between them are empty and not under attack
const kingMoved = moveHistory.some(
(move) =>
move.pieceMoved ===
(color === TURN.WHITE ? PIECE.WHITE_KING : PIECE.BLACK_KING),
);
const kingOnOriginalSquare =
color === TURN.WHITE ? x === 7 && y === 4 : x === 0 && y === 4;
const kingSideRookMoved = moveHistory.some(
(move) =>
move.pieceMoved ===
(color === TURN.WHITE
? PIECE.WHITE_ROOK
: PIECE.BLACK_ROOK) && move.from.y === 7,
);
const kingSideRookExists =
board[x][7] ===
(color === TURN.WHITE ? PIECE.WHITE_ROOK : PIECE.BLACK_ROOK);
const queenSideRookMoved = moveHistory.some(
(move) =>
move.pieceMoved ===
(color === TURN.WHITE
? PIECE.WHITE_ROOK
: PIECE.BLACK_ROOK) && move.from.y === 0,
);
const queenSideRookExists =
board[x][0] ===
(color === TURN.WHITE ? PIECE.WHITE_ROOK : PIECE.BLACK_ROOK);
if (kingOnOriginalSquare && !kingMoved) {
// King-side castling
if (
kingSideRookExists &&
!kingSideRookMoved &&
board[x][y + 1] === PIECE.EMPTY &&
board[x][y + 2] === PIECE.EMPTY &&
!kingInCheck(color, board, moveHistory, pieceColorDeterminer) &&
!middleSquaresUnderAttack(
x,
y,
color,
board,
moveHistory,
pieceColorDeterminer,
"king",
)
) {
validMoves.push([x, y + 2, false, true]); // Castling move
}
// Queen-side castling
if (
queenSideRookExists &&
!queenSideRookMoved &&
board[x][y - 1] === PIECE.EMPTY &&
board[x][y - 2] === PIECE.EMPTY &&
board[x][y - 3] === PIECE.EMPTY &&
!kingInCheck(color, board, moveHistory, pieceColorDeterminer) &&
!middleSquaresUnderAttack(
x,
y,
color,
board,
moveHistory,
pieceColorDeterminer,
"queen",
)
) {
validMoves.push([x, y - 2, false, true]); // Castling move
}
}
}
return validMoves;
}
export function MovesOfPawn(
x,
y,
color,
board,
moveHistory,
pieceColorDeterminer,
) {
const validMoves = [];
// check if the pawn can move forward one square
const direction = color === TURN.WHITE ? -1 : 1;
const nextRow = x + direction;
if (nextRow >= 0 && nextRow < 8 && board[nextRow][y] === PIECE.EMPTY) {
validMoves.push([nextRow, y]);
}
// check if the pawn can move forward two squares from its starting position
const startingRow = color === TURN.WHITE ? 6 : 1;
if (
x === startingRow &&
board[nextRow][y] === PIECE.EMPTY &&
board[nextRow + direction][y] === PIECE.EMPTY
) {
validMoves.push([nextRow + direction, y]);
}
// check if the pawn can capture an opponent's piece diagonally
for (const dy of [-1, 1]) {
const nextCol = y + dy;
if (
nextCol >= 0 &&
nextCol < 8 &&
board[nextRow][nextCol] !== PIECE.EMPTY &&
pieceColorDeterminer(board[nextRow][nextCol]) !== color
) {
validMoves.push([nextRow, nextCol]);
}
}
// check if the pawn can perform an en passant capture
const lastMove = moveHistory[moveHistory.length - 1];
// lastMove is a Move class Object with properties: from, to, turn, pieceMoved, pieceCaptured
if (
lastMove &&
(lastMove.pieceMoved === PIECE.WHITE_PAWN ||
lastMove.pieceMoved === PIECE.BLACK_PAWN) &&
Math.abs(lastMove.from.x - lastMove.to.x) === 2
) {
const enPassantRow = color === TURN.WHITE ? 3 : 4;
if (
x === enPassantRow &&
Math.abs(lastMove.to.y - y) === 1 &&
lastMove.to.x === x
) {
// true indicates that this move is an en passant capture
validMoves.push([nextRow, lastMove.to.y, true]);
}
}
return validMoves;
}
export function MoveGen(
x,
y,
color,
board,
moveHistory,
pieceColorDeterminer,
checkKingSafety = true,
includesCastling = true,
) {
const moveFunc = PIECE_MOVE_FUNCTIONS[board[x][y]];
let validMoves = moveFunc(
x,
y,
color,
board,
moveHistory,
pieceColorDeterminer,
includesCastling,
);
// TODO: filter moves that would put the king in check if moved
if (checkKingSafety) {
validMoves = validMoves.filter(
(move) =>
!wouldPutKingInCheck(
x,
y,
move,
board,
color,
pieceColorDeterminer,
),
);
}
return validMoves;
}
export function squareUnderAttack(
x,
y,
color,
board,
moveHistory,
pieceColorDeterminer,
) {
for (let i = 0; i < 8; i++) {
for (let j = 0; j < 8; j++) {
if (
board[i][j] === PIECE.EMPTY ||
pieceColorDeterminer(board[i][j]) === color
)
continue;
const opponentMoves = MoveGen(
i,
j,
pieceColorDeterminer(board[i][j]),
board,
moveHistory,
pieceColorDeterminer,
false,
false,
);
if (
opponentMoves.some(
(opponentMove) =>
opponentMove[0] === x && opponentMove[1] === y,
)
) {
return true; // Square is under attack
}
}
}
return false; // Square is not under attack
}
export function kingInCheck(color, board, moveHistory, pieceColorDeterminer) {
// find king pos
let kingPos = null;
for (let i = 0; i < 8; i++) {
for (let j = 0; j < 8; j++) {
if (
board[i][j] ===
(color === TURN.WHITE ? PIECE.WHITE_KING : PIECE.BLACK_KING)
) {
kingPos = [i, j];
break;
}
}
if (kingPos) break;
}
return squareUnderAttack(
kingPos[0],
kingPos[1],
color,
board,
moveHistory,
pieceColorDeterminer,
);
}
export function wouldPutKingInCheck(
x,
y,
move, // move is an array: [targetX, targetY, isEnPassant, isCastling]
board,
color,
pieceColorDeterminer,
) {
const targetX = move[0];
const targetY = move[1];
const isEnPassant = move.length > 2 && move[2] === true;
const isCastling = move.length > 3 && move[3] === true;
const pieceMoving = board[x][y];
const pieceCaptured = board[targetX][targetY]; // Usually EMPTY for EP/Castling, but good to store
let epX, epY, capturedEpPawn;
// 1. Mutate the main piece
board[x][y] = PIECE.EMPTY;
board[targetX][targetY] = pieceMoving;
// 1b. Mutate special conditions
if (isEnPassant) {
// The captured pawn is behind the target square
const direction = color === TURN.WHITE ? 1 : -1;
epX = targetX + direction;
epY = targetY;
capturedEpPawn = board[epX][epY];
board[epX][epY] = PIECE.EMPTY;
} else if (isCastling) {
// Move the rook to its new square
if (targetY === 6) {
// King-side
board[x][5] = board[x][7];
board[x][7] = PIECE.EMPTY;
} else if (targetY === 2) {
// Queen-side
board[x][3] = board[x][0];
board[x][0] = PIECE.EMPTY;
}
}
// 2. Calculate if the king is in check
const isCheck = kingInCheck(color, board, [], pieceColorDeterminer);
// 3. Undo the main piece mutation
board[x][y] = pieceMoving;
board[targetX][targetY] = pieceCaptured;
// 3b. Undo special conditions
if (isEnPassant) {
board[epX][epY] = capturedEpPawn;
} else if (isCastling) {
// Revert the rook to the corner
if (targetY === 6) {
board[x][7] = board[x][5];
board[x][5] = PIECE.EMPTY;
} else if (targetY === 2) {
board[x][0] = board[x][3];
board[x][3] = PIECE.EMPTY;
}
}
return isCheck;
}
export function middleSquaresUnderAttack(
x,
y,
color,
board,
moveHistory,
pieceColorDeterminer,
side = "king",
) {
let middleSquares;
if (side === "queen")
middleSquares =
color === TURN.WHITE
? [
[7, 3],
[7, 2],
]
: [
[0, 3],
[0, 2],
];
else
middleSquares =
color === TURN.WHITE
? [
[7, 5],
[7, 6],
]
: [
[0, 5],
[0, 6],
];
// Check if any opponent's piece can attack the squares the king would move through during castling
for (const [mx, my] of middleSquares) {
if (
squareUnderAttack(
mx,
my,
color,
board,
moveHistory,
pieceColorDeterminer,
)
) {
return true;
}
}
return false;
}
export function hasLegalMove(color, board, moveHistory, pieceColorDeterminer) {
for (let i = 0; i < 8; i++) {
for (let j = 0; j < 8; j++) {
if (
board[i][j] === PIECE.EMPTY ||
pieceColorDeterminer(board[i][j]) !== color
) {
continue;
}
const moves = MoveGen(
i,
j,
color,
board,
moveHistory,
pieceColorDeterminer,
);
if (moves.length > 0) {
return true;
}
}
}
return false;
}
export function checkmate(color, board, moveHistory, pieceColorDeterminer) {
return (
kingInCheck(color, board, moveHistory, pieceColorDeterminer) &&
!hasLegalMove(color, board, moveHistory, pieceColorDeterminer)
);
}
export function stalemate(color, board, moveHistory, pieceColorDeterminer) {
return (
!kingInCheck(color, board, moveHistory, pieceColorDeterminer) &&
!hasLegalMove(color, board, moveHistory, pieceColorDeterminer)
);
}