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kokopu

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A JavaScript/TypeScript library implementing the chess game rules and providing tools to read/write the standard chess file formats.

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/*! * -------------------------------------------------------------------------- * * * * Kokopu - A JavaScript/TypeScript chess library. * * <https://www.npmjs.com/package/kokopu> * * Copyright (C) 2018-2025 Yoann Le Montagner <yo35 -at- melix.net> * * * * Kokopu is free software: you can redistribute it and/or * * modify it under the terms of the GNU Lesser General Public License * * as published by the Free Software Foundation, either version 3 of * * the License, or (at your option) any later version. * * * * Kokopu is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU Lesser General Public License for more details. * * * * You should have received a copy of the GNU Lesser General * * Public License along with this program. If not, see * * <http://www.gnu.org/licenses/>. * * * * -------------------------------------------------------------------------- */ import { Color, Piece, ColoredPiece, File, Square, Castle, Castle960, GameVariant } from './base_types'; import { IllegalArgument, InvalidFEN, InvalidNotation } from './exception'; import { isCastle, isCastle960 } from './helper'; import { i18n } from './i18n'; import { MoveDescriptor } from './move_descriptor'; import { isAttacked, getAttacks } from './private_position/attacks'; import { SpI, GameVariantImpl, colorFromString, colorToString, pieceFromString, coloredPieceFromString, coloredPieceToString, fileFromString, fileToString, squareFromString, squareToString, variantFromString, variantToString } from './private_position/base_types_impl'; import { PositionAsciiOptions, ascii, getFEN, parseFEN } from './private_position/fen'; import { PositionImpl, makeCopy, makeEmpty, makeInitial, make960FromScharnagl, hasCanonicalStartPosition } from './private_position/impl'; import { isLegal, refreshLegalFlagAndKingSquares, refreshEffectiveEnPassant, isEqual, refreshEffectiveCastling } from './private_position/legality'; import { MoveDescriptorImpl } from './private_position/move_descriptor_impl'; import { isCheck, isCheckmate, isStalemate, isDead, hasMove, moves, isMoveLegal, play, isNullMoveLegal, playNullMove } from './private_position/move_generation'; import { getNotation, parseNotation } from './private_position/notation'; import { getUCINotation, parseUCINotation } from './private_position/uci'; /** * Represent a chess position, i.e.: * - the state of a 64-square chessboard, * - who is about to play, * - the castling rights, * - and the file on which *en-passant* is possible, if any. */ export class Position { private _impl: PositionImpl; // ------------------------------------------------------------------------- // Constructor & reset/clear // ------------------------------------------------------------------------- /** * Instantiate a new {@link Position} configured for the usual chess rules, and initialized with the usual starting position. */ constructor(state?: 'start'); /** * Instantiate a new {@link Position} configured for the usual chess rules, and initialized with an empty board. */ constructor(state: 'empty'); /** * Instantiate a new {@link Position} configured for the given chess game variant, and initialized with * the usual starting position of this variant. * * Warning: only chess game variants with a canonical start position can be used here (see {@link variantWithCanonicalStartPosition}). */ constructor(variant: 'regular' | 'antichess' | 'horde', state?: 'start'); /** * Instantiate a new {@link Position} configured for the given chess game variant, and initialized with an empty board. */ constructor(variant: GameVariant, state: 'empty'); /** * Instantiate a new {@link Position} configured for the Chess960 game variant, and initialized with * the starting position corresponding to the given Scharnagl code. * * @param scharnaglCode - Must be between 0 and 959 inclusive (see https://chess960.net/start-positions/ * or https://www.chessprogramming.org/Reinhard_Scharnagl for more details). */ constructor(variant: 'chess960', scharnaglCode: number); /** * Instantiate a new {@link Position} and initialize it by parsing the given [FEN](https://en.wikipedia.org/wiki/Forsyth%E2%80%93Edwards_Notation) string. * * If the given FEN string is prefixed by the name of the chess game variant + `:`, the position is configured * for the corresponding chess game variant. Otherwise, the usual chess rules are used. * * If the chess game variant is Chess960, [X-FEN](https://en.wikipedia.org/wiki/X-FEN) can be used instead of regular FEN. * * @throws {@link exception.InvalidFEN} if the given string cannot be parsed as a valid FEN string. */ constructor(fen: string); /** * Instantiate a new {@link Position} configured for the given chess game variant, and initialize it by parsing the given * [FEN](https://en.wikipedia.org/wiki/Forsyth%E2%80%93Edwards_Notation) string. * * If the chess game variant is Chess960, [X-FEN](https://en.wikipedia.org/wiki/X-FEN) can be used instead of regular FEN. * * @throws {@link exception.InvalidFEN} if the given string cannot be parsed as a valid FEN string. */ constructor(variant: GameVariant, fen: string); /** * Instantiate a copy of the given {@link Position}. */ constructor(other: Position); constructor(arg0?: string | Position, arg1?: string | number) { switch (arguments.length) { // Default constructor case 0: this._impl = makeInitial(GameVariantImpl.REGULAR_CHESS); break; // Possible overloads with 1 argument: // - 'start' // - 'empty' // - Position // - GameVariant (valid only for variants with a canonical starting position) // - FEN // - GameVariant:FEN case 1: { if (arg0 === 'start') { this._impl = makeInitial(GameVariantImpl.REGULAR_CHESS); } else if (arg0 === 'empty') { this._impl = makeEmpty(GameVariantImpl.REGULAR_CHESS); } else if (arg0 instanceof Position) { this._impl = makeCopy(arg0._impl); } else { const variantCode = variantFromString(arg0); if (variantCode >= 0) { if (!hasCanonicalStartPosition(variantCode)) { throw new IllegalArgument('Position()'); } this._impl = makeInitial(variantCode); } else if (typeof arg0 === 'string') { const separatorIndex = arg0.indexOf(':'); if (separatorIndex < 0) { this._impl = parseFEN(GameVariantImpl.REGULAR_CHESS, arg0, false).position; } else { const variantPrefix = arg0.substring(0, separatorIndex); const variantPrefixCode = variantFromString(variantPrefix); if (variantPrefixCode < 0) { throw new InvalidFEN(arg0, i18n.INVALID_VARIANT_PREFIX, variantPrefix); } this._impl = parseFEN(variantPrefixCode, arg0.substring(separatorIndex + 1), false).position; } } else { throw new IllegalArgument('Position()'); } } break; } // Possible overloads with 2 arguments: // - (GameVariant, 'start') (valid only for variants with a canonical starting position) // - (GameVariant, 'empty') // - (GameVariant, scharnaglCode) (valid only for Chess960) // - (GameVariant, FEN) default: { const variantCode = variantFromString(arg0); if (variantCode < 0) { throw new IllegalArgument('Position()'); } if (arg1 === 'start') { if (!hasCanonicalStartPosition(variantCode)) { throw new IllegalArgument('Position()'); } this._impl = makeInitial(variantCode); } else if (arg1 === 'empty') { this._impl = makeEmpty(variantCode); } else if (typeof arg1 === 'number') { if (variantCode !== GameVariantImpl.CHESS960 || !isValidScharnaglCode(arg1)) { throw new IllegalArgument('Position()'); } this._impl = make960FromScharnagl(arg1); } else if (typeof arg1 === 'string') { this._impl = parseFEN(variantCode, arg1, false).position; } else { throw new IllegalArgument('Position()'); } break; } } } /** * Set the position to the empty state, for the given chess game variant. */ clear(variant: GameVariant = 'regular'): void { const variantCode = variantFromString(variant); if (variantCode < 0) { throw new IllegalArgument('Position.clear()'); } this._impl = makeEmpty(variantCode); } /** * Set the position to the starting state (in the regular chess variant). */ reset(): void { this._impl = makeInitial(GameVariantImpl.REGULAR_CHESS); } /** * Set the position to Chess960 starting position corresponding to the given Scharnagl code. * * @param scharnaglCode - Must be between 0 and 959 inclusive (see https://chess960.net/start-positions/ * or https://www.chessprogramming.org/Reinhard_Scharnagl for more details). */ reset960(scharnaglCode: number): void { if (!isValidScharnaglCode(scharnaglCode)) { throw new IllegalArgument('Position.reset960()'); } this._impl = make960FromScharnagl(scharnaglCode); } /** * Set the position to the starting state of the antichess variant. */ resetAntichess(): void { this._impl = makeInitial(GameVariantImpl.ANTICHESS); } /** * Set the position to the starting state of the horde chess variant. */ resetHorde(): void { this._impl = makeInitial(GameVariantImpl.HORDE); } /** * Check whether both given objects represent the same chess position (i.e. the same chess variant, same board, * and same turn/castling/en-passant flags). */ static isEqual(pos1: unknown, pos2: unknown): boolean { return pos1 instanceof Position && pos2 instanceof Position && isEqual(pos1._impl, pos2._impl); } // ------------------------------------------------------------------------- // FEN & ASCII conversion // ------------------------------------------------------------------------- /** * Return a human-readable string representing the position. This string is multi-line, * and is intended to be displayed in a fixed-width font (similarly to an ASCII-art picture). * For instance: * * ``` * const position = new Position(); * console.log(position.ascii({ coordinateVisible: true })); * * // +---+---+---+---+---+---+---+---+ * // 8 | r | n | b | q | k | b | n | r | * // +---+---+---+---+---+---+---+---+ * // 7 | p | p | p | p | p | p | p | p | * // +---+---+---+---+---+---+---+---+ * // 6 | | | | | | | | | * // +---+---+---+---+---+---+---+---+ * // 5 | | | | | | | | | * // +---+---+---+---+---+---+---+---+ * // 4 | | | | | | | | | * // +---+---+---+---+---+---+---+---+ * // 3 | | | | | | | | | * // +---+---+---+---+---+---+---+---+ * // 2 | P | P | P | P | P | P | P | P | * // +---+---+---+---+---+---+---+---+ * // 1 | R | N | B | Q | K | B | N | R | * // +---+---+---+---+---+---+---+---+ * // a b c d e f g h * // w KQkq - * ``` */ ascii(options?: PositionAsciiOptions): string { return ascii(this._impl, options ?? {}); } /** * Get the [FEN](https://en.wikipedia.org/wiki/Forsyth%E2%80%93Edwards_Notation) representation of the current {@link Position}. * * @param options.fiftyMoveClock - Value of the fifty move clock counter (5th field) in the generated FEN string. `0` by default. * @param options.fullMoveNumber - Value of the full move number counter (6th field) in the generated FEN string. `1` by default. * @param options.withVariant - If `true`, a prefix containing the name of the chess game variant + `:` is prepend to the generated FEN string. * `false` by default. * @param options.regularFENIfPossible - For Chess960 only: if `true`, the castling flags are rendered using the regular-FEN style (i.e. `KQkq`) * if no ambiguity is possible; if `false` or if there is an ambiguity, X-FEN style (i.e. `AHah`) is used instead. * For non-Chess960 variants, this flag has no effect (regular FEN-style is always used in these cases). * `false` by default. */ fen(options?: { fiftyMoveClock?: number, fullMoveNumber?: number, withVariant?: boolean, regularFENIfPossible?: boolean }): string; /** * Parse the given [FEN](https://en.wikipedia.org/wiki/Forsyth%E2%80%93Edwards_Notation) string and set the position accordingly. * * @param strict - If `true`, only perfectly formatted FEN strings are accepted. `false` by default. * @throws {@link exception.InvalidFEN} if the given string cannot be parsed as a valid FEN string. */ fen(fen: string, strict?: boolean): { fiftyMoveClock: number, fullMoveNumber: number }; fen(fenOrOptions?: string | { fiftyMoveClock?: number, fullMoveNumber?: number, withVariant?: boolean, regularFENIfPossible?: boolean }, strict?: boolean) { // Getter, without options. if (arguments.length === 0) { return getFEN(this._impl); } // Getter, with options. else if (arguments.length === 1 && typeof fenOrOptions === 'object') { const validate = buildValidator(fenOrOptions, 'Position.fen()'); const fiftyMoveClock = validate('fiftyMoveClock', 0, val => Number.isInteger(val)); const fullMoveNumber = validate('fullMoveNumber', 1, val => Number.isInteger(val)); const withVariant = validate('withVariant', false, val => typeof val === 'boolean'); const regularFENIfPossible = validate('regularFENIfPossible', false, val => typeof val === 'boolean'); return (withVariant ? variantToString(this._impl.variant) + ':' : '') + getFEN(this._impl, fiftyMoveClock, fullMoveNumber, regularFENIfPossible); } // Setter, without strict option. else if (arguments.length === 1 && typeof fenOrOptions === 'string') { const result = parseFEN(this._impl.variant, fenOrOptions, false); this._impl = result.position; return { fiftyMoveClock: result.fiftyMoveClock, fullMoveNumber: result.fullMoveNumber }; } // Setter, with strict option. else if (arguments.length >= 2 && typeof fenOrOptions === 'string' && typeof strict === 'boolean') { const result = parseFEN(this._impl.variant, fenOrOptions, strict); this._impl = result.position; return { fiftyMoveClock: result.fiftyMoveClock, fullMoveNumber: result.fullMoveNumber }; } // Unsupported overload. else { throw new IllegalArgument('Position.fen()'); } } // ------------------------------------------------------------------------- // Accessors // ------------------------------------------------------------------------- /** * Get the chess game variant in use. */ variant(): GameVariant { return variantToString(this._impl.variant); } /** * Get the content of a square. */ square(square: Square): ColoredPiece | '-'; /** * Set the content of a square. */ square(square: Square, value: ColoredPiece | '-'): void; square(square: Square, value?: ColoredPiece | '-') { const squareCode = squareFromString(square); if (squareCode < 0) { throw new IllegalArgument('Position.square()'); } if (arguments.length === 1) { const cp = this._impl.board[squareCode]; return cp === SpI.EMPTY ? '-' : coloredPieceToString(cp); } else if (value === '-') { this._impl.board[squareCode] = SpI.EMPTY; this._impl.legal = null; this._impl.effectiveCastling = null; this._impl.effectiveEnPassant = null; } else { const cp = coloredPieceFromString(value); if (cp < 0) { throw new IllegalArgument('Position.square()'); } this._impl.board[squareCode] = cp; this._impl.legal = null; this._impl.effectiveCastling = null; this._impl.effectiveEnPassant = null; } } /** * Get the turn flag (i.e. who is about to play). */ turn(): Color; /** * Set the turn flag (i.e. who is about to play). */ turn(value: Color): void; turn(value?: Color) { if (arguments.length === 0) { return colorToString(this._impl.turn); } else { const colorCode = colorFromString(value); if (colorCode < 0) { throw new IllegalArgument('Position.turn()'); } this._impl.turn = colorCode; this._impl.legal = null; this._impl.effectiveEnPassant = null; } } /** * Get a castle flag (i.e. whether or not the corresponding castle is allowed or not). * * @param castle - Must be {@link Castle960} if the {@link Position} is configured for Chess960, or {@link Castle} otherwise. */ castling(castle: Castle | Castle960): boolean; /** * Set a castle flag (i.e. whether or not the corresponding castle is allowed or not). * * @param castle - Must be {@link Castle960} if the {@link Position} is configured for Chess960, or {@link Castle} otherwise. */ castling(castle: Castle | Castle960, value: boolean): void; castling(castle: Castle | Castle960, value?: boolean) { if (!(this._impl.variant === GameVariantImpl.CHESS960 ? isCastle960(castle) : isCastle(castle))) { throw new IllegalArgument('Position.castling()'); } const color = colorFromString(castle[0]); const file = this._impl.variant === GameVariantImpl.CHESS960 ? fileFromString(castle[1]) : castle[1] === 'k' ? 7 : 0; if (arguments.length === 1) { return (this._impl.castling[color] & 1 << file) !== 0; } else if (typeof value === 'boolean') { if (value) { this._impl.castling[color] |= 1 << file; } else { this._impl.castling[color] &= ~(1 << file); } this._impl.effectiveCastling = null; } else { throw new IllegalArgument('Position.castling()'); } } /** * Get a validated (aka. effective) castle flag (i.e. whether or not the corresponding castle is allowed or not). * * Compared to {@link Position.castling}, if this method returns `true`, then it is guaranteed that there are a king and a rook on the squares * corresponding to the given castle. * * @param castle - Must be {@link Castle960} if the {@link Position} is configured for Chess960, or {@link Castle} otherwise. */ effectiveCastling(castle: Castle | Castle960): boolean { if (!(this._impl.variant === GameVariantImpl.CHESS960 ? isCastle960(castle) : isCastle(castle))) { throw new IllegalArgument('Position.effectiveCastling()'); } const color = colorFromString(castle[0]); const file = this._impl.variant === GameVariantImpl.CHESS960 ? fileFromString(castle[1]) : castle[1] === 'k' ? 7 : 0; refreshEffectiveCastling(this._impl); return (this._impl.effectiveCastling![color] & 1 << file) !== 0; } /** * Get the *en-passant* flag (i.e. the file on which a 2-square pawn move has just happen, if any). * * WARNING: even if this method returns something different from `'-'`, *en-passant* capture may not be possible on the corresponding file. * Use {@link Position.effectiveEnPassant} to determine whether *en-passant* capture is actually possible or not. */ enPassant(): File | '-'; /** * Set the *en-passant* flag (i.e. the file on which a 2-square pawn move has just happen, if any). */ enPassant(value: File | '-'): void; enPassant(value?: File | '-') { if (arguments.length === 0) { return this._impl.enPassant < 0 ? '-' : fileToString(this._impl.enPassant); } else if (value === '-') { this._impl.enPassant = -1; this._impl.effectiveEnPassant = -1; } else { const enPassantCode = fileFromString(value); if (enPassantCode < 0) { throw new IllegalArgument('Position.enPassant()'); } this._impl.enPassant = enPassantCode; this._impl.effectiveEnPassant = null; } } /** * Get the effective *en-passant* flag (i.e. the column on which a *en-passant* capture is possible, if any). * * If {@link Position.enPassant} returns `'-'`, this method returns `'-'`. Otherwise, it returns: * - either the same file that is returned by {@link Position.enPassant} if a *en-passant* capture is allowed on this file, * - or `'-'` otherwise. */ effectiveEnPassant(): File | '-' { refreshEffectiveEnPassant(this._impl); return this._impl.effectiveEnPassant! < 0 ? '-' : fileToString(this._impl.effectiveEnPassant!); } // ------------------------------------------------------------------------- // Attacks // ------------------------------------------------------------------------- /** * Check if any piece of the given color attacks the given square. */ isAttacked(square: Square, byWho: Color): boolean { const squareCode = squareFromString(square); const byWhoCode = colorFromString(byWho); if (squareCode < 0 || byWhoCode < 0) { throw new IllegalArgument('Position.isAttacked()'); } return isAttacked(this._impl, squareCode, byWhoCode); } /** * Return the squares from which a piece of the given color attacks the given square. */ getAttacks(square: Square, byWho: Color): Square[] { const squareCode = squareFromString(square); const byWhoCode = colorFromString(byWho); if (squareCode < 0 || byWhoCode < 0) { throw new IllegalArgument('Position.getAttacks()'); } return getAttacks(this._impl, squareCode, byWhoCode).map(squareToString); } // ------------------------------------------------------------------------- // Legality // ------------------------------------------------------------------------- /** * Check whether the current position is legal or not. * * A position is considered to be legal if all the following conditions are met: * * 1. There is exactly one white king and one black king on the board (or more generally, * the number of kings on the board matches what is expected in the game variant of the position). * 2. The player that is not about to play is not in check (this condition is omitted for variants * in which kings have no royal power). * 3. There are no pawn on ranks 1 and 8 (except if the game variant of the position allows it). */ isLegal(): boolean { return isLegal(this._impl); } /** * Return the square on which is located the king of the given color. If there is no such king on the board * (or on the contrary, if there are two or more such kings on the board), `false` is returned. * * For non-standard variants, the behavior of this method depends on whether king has royal power in the current variant or not * (i.e. whether it can be put in check or not). For instance: * - in antichess, the king has no royal power, thus `false` is always returned, * - in Chess960, the king has royal power (as in the usual chess rules), thus the method returns the square on which the king is located. */ kingSquare(color: Color): Square | false { const colorCode = colorFromString(color); if (colorCode < 0) { throw new IllegalArgument('Position.kingSquare()'); } refreshLegalFlagAndKingSquares(this._impl); const squareCode = this._impl.king[colorCode]; return squareCode < 0 ? false : squareToString(squareCode); } // ------------------------------------------------------------------------- // Move generation // ------------------------------------------------------------------------- /** * Whether the player that is about to play is in check or not. If the position is not legal (see {@link Position.isLegal}), * the returned value is always `false`. * * For antichess, this method always returns `false`. */ isCheck(): boolean { return isCheck(this._impl); } /** * Whether the player that is about to play is checkmated or not. If the position is not legal (see {@link Position.isLegal}), * the returned value is always `false`. * * For antichess, this method returns `true` if the player about to play has no remaining piece or pawn, * or if non of his/her remaining pieces can move (i.e. same behavior as {@link Position.isStalemate} for this variant). * * For horde chess, this method returns `true` if black has been checkmated or if white has no remaining piece. */ isCheckmate(): boolean { return isCheckmate(this._impl); } /** * Whether the player that is about to play is stalemated or not. If the position is not legal (see {@link Position.isLegal}), * the returned value is always `false`. * * For antichess, this method returns `true` if the player about to play has no remaining piece or pawn, * or if non of his/her remaining pieces can move (i.e. same behavior as {@link Position.isCheckmate} for this variant). * * For horde chess, this method returns `true` if black has been stalemated or if white cannot move but has still at least one piece. */ isStalemate(): boolean { return isStalemate(this._impl); } /** * Whether both players have insufficient material so the game cannot end in checkmate ([dead position rule](https://en.wikipedia.org/wiki/Rules_of_chess#Dead_position)). * If the position is not legal (see {@link Position.isLegal}), the returned value is always `false`. * * By default, the method uses the FIDE rules, i.e. the position is considered as dead if there is no possible checkmate, even if both players * cooperate for that. This is different from the USCF rules, for which the position is considered as dead if no player can force the other into * a checkmate. For instance, king + two knights vs king is NOT considered as dead according to the FIDE rules, whereas it is according to the * USCF rules. * * For antichess and horde chess, this method always returns `false` since it is always possible to end in a checkmate-like situation * (by capturing all the pieces of one player). * * @param uscfRules - `true` to use the USCF rules (forced checkmate), `false` to use the FIDE rules (possible checkmate). */ isDead(uscfRules = false): boolean { return isDead(this._impl, uscfRules); } /** * Whether at least one legal move exists in the current position or not. If the position is not legal (see {@link Position.isLegal}), * the returned value is always `false`. */ hasMove(): boolean { return hasMove(this._impl); } /** * Return the list of all legal moves in the current position. An empty list is returned if the position itself is not legal * (see {@link Position.isLegal}). */ moves(): MoveDescriptor[] { return moves(this._impl); } /** * Check whether a move is legal or not, and return a factory capable the corresponding {@link MoveDescriptor}(-s) if it is legal. * * For castling moves, `to` is supposed to represent: * - for regular chess, the destination square of the king (i.e. c1, g1, c8 or g8), * - for Chess960, the origin square of the rook ("king-take-rook" pattern). * * A code interpreting the result returned by {@link Position.isMoveLegal} would typically look like this: * * ``` * const result = position.isMoveLegal(from, to); * if (!result) { * // The move "from -> to" is not legal. * } * else { * switch (result.status) { * * case 'regular': * // The move "from -> to" is legal, and the corresponding move descriptor * // is `result()`. * break; * * case 'promotion': * // The move "from -> to" is legal, but it corresponds to a promotion, * // so the promoted piece must be specified. The corresponding move descriptors * // are `result('q')`, `result('r')`, `result('b')` and `result('n')`. * break; * * default: * // This case is not supposed to happen. * break; * } * } * ``` */ isMoveLegal(from: Square, to: Square): RegularMoveFactory | PromotionMoveFactory | false { const fromCode = squareFromString(from); const toCode = squareFromString(to); if (fromCode < 0 || toCode < 0) { throw new IllegalArgument('Position.isMoveLegal()'); } const moveInfo = isMoveLegal(this._impl, fromCode, toCode); // No legal move. if (!moveInfo) { return false; } switch (moveInfo.type) { case 'promotion': { const result = (promotion: Piece) => { const promotionCode = pieceFromString(promotion); if (promotionCode >= 0) { const moveDescriptor = moveInfo.moveDescriptorFactory(promotionCode); if (moveDescriptor) { return moveDescriptor; } } throw new IllegalArgument('Position.isMoveLegal()'); }; result.status = 'promotion' as const; return result; } case 'regular': { const result = () => moveInfo.moveDescriptor; result.status = 'regular' as const; return result; } } } /** * Try to parse the given string as a [SAN](https://en.wikipedia.org/wiki/Algebraic_notation_(chess)) notation, and to play * the corresponding move on the current position. * * @returns `true` if the move has been played, `false` if the move is not legal or if the string passed to the method * cannot be interpreted as a valid SAN move notation. */ play(move: string): boolean; /** * Play the given move. * * @param moveDescriptor - WARNING: this {@link MoveDescriptor} MUST have been generated by one of the methods of the current {@link Position}. * Trying to invoke {@link Position.play} with a {@link MoveDescriptor} generated by another {@link Position} instance * would result in an undefined behavior. */ play(moveDescriptor: MoveDescriptor): true; play(move: string | MoveDescriptor): boolean { if (typeof move === 'string') { try { play(this._impl, parseNotation(this._impl, move, false, 'standard')); return true; } catch (err) { // istanbul ignore else if (err instanceof InvalidNotation) { return false; } else { throw err; } } } else if (move instanceof MoveDescriptorImpl) { play(this._impl, move); return true; } else { throw new IllegalArgument('Position.play()'); } } /** * Whether a null-move (i.e. switching the player about to play) can be played in the current position or not. * * A null-move is possible if the position is legal and if the current player about to play is not in check. */ isNullMoveLegal(): boolean { return isNullMoveLegal(this._impl); } /** * Play a null-move on the current position if it is legal. * * @returns `true` if the move has actually been played, `false` otherwise. */ playNullMove(): boolean { return playNullMove(this._impl); } // ------------------------------------------------------------------------- // Algebraic notation // ------------------------------------------------------------------------- /** * Return the [standard algebraic notation](https://en.wikipedia.org/wiki/Algebraic_notation_(chess)) corresponding to the given move descriptor. */ notation(moveDescriptor: MoveDescriptor): string; /** * Parse the given string as [standard algebraic notation](https://en.wikipedia.org/wiki/Algebraic_notation_(chess)) * and return the corresponding move descriptor. * * @param strict - If `true`, only perfectly formatted SAN moves are accepted. If `false`, "small errors" in the input * such as a missing capture character, an unnecessary disambiguation symbol... do not interrupt the parsing. * `false` by default. * @throws {@link exception.InvalidNotation} if the move parsing fails or if the parsed move would correspond to an illegal move. */ notation(move: string, strict?: boolean): MoveDescriptor; notation(moveOrDescriptor: string | MoveDescriptor, strict?: boolean) { if (arguments.length === 1 && moveOrDescriptor instanceof MoveDescriptorImpl) { return getNotation(this._impl, moveOrDescriptor, 'standard'); } else if (arguments.length === 1 && typeof moveOrDescriptor === 'string') { return parseNotation(this._impl, moveOrDescriptor, false, 'standard') as MoveDescriptor; } else if (arguments.length >= 2 && typeof moveOrDescriptor === 'string' && typeof strict === 'boolean') { return parseNotation(this._impl, moveOrDescriptor, strict, 'standard') as MoveDescriptor; } else { throw new IllegalArgument('Position.notation()'); } } /** * Return the figurine algebraic notation corresponding to the given move descriptor (figurine algebraic notation is the same as * [standard algebraic notation](https://en.wikipedia.org/wiki/Algebraic_notation_(chess)), except that chess pieces are represented * with their respective unicode character, instead of the first letter of their English name). */ figurineNotation(moveDescriptor: MoveDescriptor): string; /** * Parse the given string as figurine algebraic notation and return the corresponding move descriptor (figurine algebraic notation is the same as * [standard algebraic notation](https://en.wikipedia.org/wiki/Algebraic_notation_(chess)), except that chess pieces are represented * with their respective unicode character, instead of the first letter of their English name). * * @param strict - If `true`, only perfectly formatted FAN moves are accepted. If `false`, "small errors" in the input * such as a missing capture character, an unnecessary disambiguation symbol... do not interrupt the parsing. * `false` by default. * @throws {@link exception.InvalidNotation} if the move parsing fails or if the parsed move would correspond to an illegal move. */ figurineNotation(move: string, strict?: boolean): MoveDescriptor; figurineNotation(moveOrDescriptor: string | MoveDescriptor, strict?: boolean) { if (arguments.length === 1 && moveOrDescriptor instanceof MoveDescriptorImpl) { return getNotation(this._impl, moveOrDescriptor, 'figurine'); } else if (arguments.length === 1 && typeof moveOrDescriptor === 'string') { return parseNotation(this._impl, moveOrDescriptor, false, 'figurine') as MoveDescriptor; } else if (arguments.length >= 2 && typeof moveOrDescriptor === 'string' && typeof strict === 'boolean') { return parseNotation(this._impl, moveOrDescriptor, strict, 'figurine') as MoveDescriptor; } else { throw new IllegalArgument('Position.figurineNotation()'); } } // ------------------------------------------------------------------------- // UCI // ------------------------------------------------------------------------- /** * Return the UCI notation corresponding to the given move descriptor. * * Examples of UCI notation: `'e2e4'`, `'b8c6'`, `'e7e8q'` (promotion)... For more details, please refer to: * - https://en.wikipedia.org/wiki/Universal_Chess_Interface * - https://www.chessprogramming.org/UCI * - https://www.shredderchess.com/download/div/uci.zip * * @param forceKxR - If `true`, castling moves are encoded as "king-take-rook", i.e. for instance white king-side castling will be `'e1h1'` * (instead of `'e1g1'` in UCI standard). If `false`, castling move encoding follows the UCI standard for normal chess games * (e.g. `'e1g1'`). For Chess960 games, the "king-take-rook" style is always used, whatever the value of this flag. * `false` by default. */ uci(moveDescriptor: MoveDescriptor, forceKxR?: boolean): string; /** * Parse the given string as UCI notation and return the corresponding move descriptor. * * @param strict - If `true`, "king-take-rook"-encoded castling moves (i.e. for instance `'e1h1'` for white king-side castling) * are rejected in case of normal chess games. If `false`, both "king-take-rook"-encoded and UCI-standard-encoded castling moves * (e.g. `'e1g1'`) are accepted. For Chess960 games, only the "king-take-rook" style is accepted, whatever the value of this flag. * `false` by default. * @throws {@link exception.InvalidNotation} if the move parsing fails or if the parsed move would correspond to an illegal move. */ uci(move: string, strict?: boolean): MoveDescriptor; uci(moveOrDescriptor: string | MoveDescriptor, strictOrForceKxR?: boolean) { if (arguments.length === 1 && moveOrDescriptor instanceof MoveDescriptorImpl) { return getUCINotation(this._impl, moveOrDescriptor, false); } else if (arguments.length >= 2 && moveOrDescriptor instanceof MoveDescriptorImpl && typeof strictOrForceKxR === 'boolean') { return getUCINotation(this._impl, moveOrDescriptor, strictOrForceKxR); } else if (arguments.length === 1 && typeof moveOrDescriptor === 'string') { return parseUCINotation(this._impl, moveOrDescriptor, false) as MoveDescriptor; } else if (arguments.length >= 2 && typeof moveOrDescriptor === 'string' && typeof strictOrForceKxR === 'boolean') { return parseUCINotation(this._impl, moveOrDescriptor, strictOrForceKxR) as MoveDescriptor; } else { throw new IllegalArgument('Position.uci()'); } } } /** * @see {@link Position.isMoveLegal} */ export type RegularMoveFactory = { status: 'regular', (): MoveDescriptor, }; /** * @see {@link Position.isMoveLegal} */ export type PromotionMoveFactory = { status: 'promotion', (promotion: Piece): MoveDescriptor, }; function isValidScharnaglCode(scharnaglCode: number) { return Number.isInteger(scharnaglCode) && scharnaglCode >= 0 && scharnaglCode < 960; } function buildValidator(options: Record<string, unknown>, functionName: string) { return function <T>(key: string, defaultValue: T, validator: (val: unknown) => boolean): T { if (options[key] === undefined) { return defaultValue; } else { const value = options[key]; if (!validator(value)) { throw new IllegalArgument(functionName); } return value as T; } }; }