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-- Init stuff
if minetest.get_modpath ( " realchess " ) ~= nil then
-- If the 'realchess' mod was found, don't use any of this mod's Chess code
minetest.log ( " action " , " [xdecor] 'realchess' mod detected. Disabling X-Decor-libre's Chess module in favor of realchess " )
return
end
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-- For making some functions available for the chessbot.
-- It is NOT recommended to use the public chess function outside of this mod!
xdecor.chess = { }
local realchess = xdecor.chess -- just an alias
-- Load chess bot code
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local chessbot = dofile ( minetest.get_modpath ( minetest.get_current_modname ( ) ) .. " /src/chessbot.lua " )
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screwdriver = screwdriver or { }
-- Translation init
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local S = minetest.get_translator ( " xdecor " )
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local NS = function ( s ) return s end
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local FS = function ( ... ) return minetest.formspec_escape ( S ( ... ) ) end
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-- Chess games are disabled because they are currently too broken.
-- Set this to true to enable this again and try your luck.
local ENABLE_CHESS_GAMES = true
-- If true, will show some hidden state for debugging purposes
-- and enables a "Bot vs Bot" gamemode for testing the bot
local CHESS_DEBUG = false
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-- Number of consecutive halfmoves in which no pawn was moved
-- and no piece was captured after which a player can claim a draw.
local DRAWCLAIM_LONGGAME_PLAYER = 100 -- 50-move rule
-- Number of consecutive halfmoves in which no pawn was moved
-- and no piece was captured after which the game draw automatically.
local DRAWCLAIM_LONGGAME_FORCE = 150 -- 75-move rule
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-- Bot names
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local BOT_NAME = NS ( " Weak Computer " )
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-- Bot names in Bot vs Bot mode
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local BOT_NAME_1 = NS ( " Weak Computer 1 " )
local BOT_NAME_2 = NS ( " Weak Computer 2 " )
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-- Timeout in seconds to allow resetting the game or digging the chessboard.
-- If no move was made for this time, everyone can reset the game
-- and remove the chessboard.
local TIMEOUT = 300
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local ALPHA_OPAQUE = minetest.features . use_texture_alpha_string_modes and " opaque " or false
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-- Returns the player name for the given player color.
-- In case of a bot player, will return a translated
-- bot name.
local function get_display_player_name ( meta , playerColor )
local botColor = meta : get_string ( " botColor " )
local displayName
if playerColor == botColor and ( botColor == " white " or botColor == " black " ) then
return " * " .. S ( BOT_NAME ) .. " * "
elseif botColor == " both " then
if playerColor == " white " then
return " * " .. S ( BOT_NAME_1 ) .. " * "
else
return " * " .. S ( BOT_NAME_2 ) .. " * "
end
elseif playerColor == " white " then
return meta : get_string ( " playerWhite " )
elseif playerColor == " black " then
return meta : get_string ( " playerBlack " )
else
return " "
end
end
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local function index_to_xy ( idx )
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if not idx then
return nil
end
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idx = idx - 1
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local x = idx % 8
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local y = math.floor ( ( idx - x ) / 8 )
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return x , y
end
local function xy_to_index ( x , y )
return x + y * 8 + 1
end
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local function get_square ( a , b )
return ( a * 8 ) - ( 8 - b )
end
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-- Given a board index (1..64), returns the color of the square at
-- this position: "light" or "dark".
-- Undefined behavior if given an invalid board index
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local function get_square_index_color ( idx )
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local x , y = index_to_xy ( idx )
if not x then
return nil
end
if x % 2 == 0 then
if y % 2 == 0 then
return " light "
else
return " dark "
end
else
if y % 2 == 0 then
return " dark "
else
return " light "
end
end
end
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local chat_prefix = minetest.colorize ( " #FFFF00 " , " [ " .. S ( " Chess " ) .. " ] " )
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local chat_prefix_debug = minetest.colorize ( " #FFFF00 " , " [ " .. S ( " Chess Debug " ) .. " ] " )
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-- Send a chat message to a player with a prefix.
-- If you pass playerColor and botColor, this function will also
-- check if the player is a bot, in which case the message
-- is not sent.
-- If you only pass playerName and message, the message will always
-- be sent (if the player exists).
--
-- Parameters:
-- * playerName: Name of player to send message to (can be a bot name)
-- * message: The message text
-- * playerColor: "white", "black" or nil (if color is irrelevant)
-- * botColor: optional color of the bot(s):
-- * "white", "black": white or black
-- * "both": Both players are bots
-- * "": No player is a bot (default)
-- * isDebug: if true, message will only be shown in Chess Debug Mode (default: false)
local function send_message ( playerName , message , playerColor , botColor , isDebug )
local prefix
if isDebug then
if not CHESS_DEBUG then
return
end
prefix = chat_prefix_debug
else
prefix = chat_prefix
end
minetest.chat_send_player ( playerName , prefix .. message )
end
-- Send a message to both players of the chess game (except bots, if botColor is provided)
-- * playerName1: White player name
-- * playerName2: Black player name
-- * message: Message text
-- * botColor: See `send_message`
-- * isDebug: See `send_message`
local function send_message_2 ( playerName1 , playerName2 , message , botColor , isDebug )
send_message ( playerName1 , message , " white " , botColor , isDebug )
if playerName2 ~= playerName1 then
send_message ( playerName2 , message , " black " , botColor , isDebug )
end
end
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local notation_letters = { ' a ' , ' b ' , ' c ' , ' d ' , ' e ' , ' f ' , ' g ' , ' h ' }
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function realchess . index_to_notation ( idx )
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local x , y = index_to_xy ( idx )
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if not x or not y then
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return " ?? "
end
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local xstr = notation_letters [ x + 1 ] or " ? "
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local ystr = tostring ( 9 - ( y + 1 ) ) or " ? "
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return xstr .. ystr
end
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function realchess . board_to_table ( inv )
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local t = { }
for i = 1 , 64 do
t [ # t + 1 ] = inv : get_stack ( " board " , i ) : get_name ( )
end
return t
end
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local piece_values = {
pawn = 10 ,
knight = 30 ,
bishop = 30 ,
rook = 50 ,
queen = 90 ,
king = 900
}
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local rowDirs = { - 1 , - 1 , - 1 , 0 , 0 , 1 , 1 , 1 }
local colDirs = { - 1 , 0 , 1 , - 1 , 1 , - 1 , 0 , 1 }
local rowDirsKnight = { 2 , 1 , 2 , 1 , - 2 , - 1 , - 2 , - 1 }
local colDirsKnight = { - 1 , - 2 , 1 , 2 , 1 , 2 , - 1 , - 2 }
local bishopThreats = { true , false , true , false , false , true , false , true }
local rookThreats = { false , true , false , true , true , false , true , false }
local queenThreats = { true , true , true , true , true , true , true , true }
local kingThreats = { true , true , true , true , true , true , true , true }
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function realchess . attacked ( color , idx , board )
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local threatDetected = false
local kill = color == " white "
local pawnThreats = { kill , false , kill , false , false , not kill , false , not kill }
for dir = 1 , 8 do
if not threatDetected then
local col , row = index_to_xy ( idx )
col , row = col + 1 , row + 1
for step = 1 , 8 do
row = row + rowDirs [ dir ]
col = col + colDirs [ dir ]
if row >= 1 and row <= 8 and col >= 1 and col <= 8 then
local square = get_square ( row , col )
local square_name = board [ square ]
local piece , pieceColor = square_name : match ( " :(%w+)_(%w+) " )
if piece then
if pieceColor ~= color then
if piece == " bishop " and bishopThreats [ dir ] then
threatDetected = true
elseif piece == " rook " and rookThreats [ dir ] then
threatDetected = true
elseif piece == " queen " and queenThreats [ dir ] then
threatDetected = true
else
if step == 1 then
if piece == " pawn " and pawnThreats [ dir ] then
threatDetected = true
end
if piece == " king " and kingThreats [ dir ] then
threatDetected = true
end
end
end
end
break
end
end
end
local colK , rowK = index_to_xy ( idx )
colK , rowK = colK + 1 , rowK + 1
rowK = rowK + rowDirsKnight [ dir ]
colK = colK + colDirsKnight [ dir ]
if rowK >= 1 and rowK <= 8 and colK >= 1 and colK <= 8 then
local square = get_square ( rowK , colK )
local square_name = board [ square ]
local piece , pieceColor = square_name : match ( " :(%w+)_(%w+) " )
if piece and pieceColor ~= color and piece == " knight " then
threatDetected = true
end
end
end
end
return threatDetected
end
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local function get_current_halfmove ( meta )
local moves_raw = meta : get_string ( " moves_raw " )
local mrsplit = string.split ( moves_raw , " ; " )
return # mrsplit
end
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local function get_current_fullmove ( meta )
local moves_raw = meta : get_string ( " moves_raw " )
local mrsplit = string.split ( moves_raw , " ; " )
return math.floor ( # mrsplit / 2 )
end
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-- Returns a FEN-style string to represent castling rights
-- Will return a sequence of K, Q, k and q, with each letter
-- representing castling rights:
-- * K: white kingside
-- * Q: white queenside
-- * k: black kingside
-- * q: black queenside
-- If all castling rights are gone, will return "-" instead.
-- The 4 arguments are booleans for each possible castling,
-- true means the castling is possible.
local function castling_to_string ( white_kingside , white_queenside , black_kingside , black_queenside )
local s_castling = " "
if white_kingside then
s_castling = s_castling .. " K "
end
if white_queenside then
s_castling = s_castling .. " Q "
end
if black_kingside then
s_castling = s_castling .. " k "
end
if black_queenside then
s_castling = s_castling .. " q "
end
if s_castling == " " then
s_castling = " - "
end
return s_castling
end
-- Returns a FEN-style string to represent the state of a theoretically
-- possible en passant capture on the board (even if no pawn can actually
-- capture). If an en passant capture is possible, returns the square
-- coordinates in algebraic notation of the square the vulnerable pawn
-- has just crossed. If no en passant capture is possible, returns "-".
-- double_step is the board index of the square the vulnerable
-- pawn has just double-stepped to or 0 if there is no such pawn.
local function en_passant_to_string ( double_step )
local s_en_passant = " - "
if double_step ~= 0 and double_step ~= nil then
-- write the square crossed by the pawn who made
-- the double step
local dsx , dsy = index_to_xy ( double_step )
if dsy == 3 then
dsy = dsy - 1
else
dsy = dsy + 1
end
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s_en_passant = realchess.index_to_notation ( xy_to_index ( dsx , dsy ) )
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end
return s_en_passant
end
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local function can_castle ( board , from_idx , to_idx , castlingRights )
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local from_x , from_y = index_to_xy ( from_idx )
local to_x , to_y = index_to_xy ( to_idx )
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local kingPiece = board [ from_idx ]
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local kingColor
if kingPiece : find ( " black " ) then
kingColor = " black "
else
kingColor = " white "
end
local possible_castles = {
-- white queenside
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{ y = 7 , to_x = 2 , rook_idx = 57 , rook_goal = 60 , acheck_dir = - 1 , color = " white " , rightName = " castlingWhiteL " , rook_id = 1 } ,
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-- white kingside
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{ y = 7 , to_x = 6 , rook_idx = 64 , rook_goal = 62 , acheck_dir = 1 , color = " white " , rightName = " castlingWhiteR " , rook_id = 2 } ,
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-- black queenside
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{ y = 0 , to_x = 2 , rook_idx = 1 , rook_goal = 4 , acheck_dir = - 1 , color = " black " , rightName = " castlingBlackL " , rook_id = 1 } ,
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-- black kingside
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{ y = 0 , to_x = 6 , rook_idx = 8 , rook_goal = 6 , acheck_dir = 1 , color = " black " , rightName = " castlingBlackR " , rook_id = 2 } ,
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}
for p = 1 , # possible_castles do
local pc = possible_castles [ p ]
if pc.color == kingColor and pc.to_x == to_x and to_y == pc.y and from_y == pc.y then
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local castlingRightVal = castlingRights [ pc.rightName ]
local rookPiece = board [ pc.rook_idx ]
if castlingRightVal == 1 and rookPiece == " realchess:rook_ " .. kingColor .. " _ " .. pc.rook_id then
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-- Check if all squares between king and rook are empty
local empty_start , empty_end
if pc.acheck_dir == - 1 then
-- queenside
empty_start = pc.rook_idx + 1
empty_end = from_idx - 1
else
-- kingside
empty_start = from_idx + 1
empty_end = pc.rook_idx - 1
end
for i = empty_start , empty_end do
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if board [ i ] ~= " " then
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return false
end
end
-- Check if square of king as well the squares that king must cross and reach
-- are NOT attacked
for i = from_idx , from_idx + 2 * pc.acheck_dir , pc.acheck_dir do
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if realchess.attacked ( kingColor , i , board ) then
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return false
end
end
return true , pc.rook_idx , pc.rook_goal , " realchess:rook_ " .. kingColor .. " _ " .. pc.rook_id
end
end
end
return false
end
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-- Checks if a square to check if there is a piece that can be captured en passant. Returns true if this
-- is the case, false otherwise.
-- Parameters:
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-- * board: chessboard table
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-- * victim_color: color of the opponent to capture a piece from. "white" or "black". (so in White's turn, pass "black" here)
-- * victim_index: board index of the square where you expect the victim to be
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-- * prevDoublePawnStepTo: if a pawn did a double-step in the previous halfmove, this is the board index of the destination.
-- if no pawn made a double-step in the previous halfmove, this is nil or 0.
local function can_capture_en_passant ( board , victim_color , victim_index , prevDoublePawnStepTo )
local victimPiece = board [ victim_index ]
local double_step_index = prevDoublePawnStepTo or 0
if double_step_index ~= 0 and double_step_index == victim_index and victimPiece : find ( victim_color ) and victimPiece : sub ( 11 , 14 ) == " pawn " then
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return true
end
return false
end
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-- Returns all theoretically possible moves from a given
-- square, according to the piece it occupies. Ignores restrictions like check, etc.
-- If the square is empty, no moves are returned.
-- Parameters:
-- * board: chessboard table
-- * from_idx:
-- returns: table with the keys used as destination indices
-- Any key with a numeric value is a possible destination.
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-- The numeric value is a move rating for the bot and is 0 by default.
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-- Example: { [4] = 0, [9] = 0 } -- can move to squares 4 and 9
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local function get_theoretical_moves_from ( board , from_idx , prevDoublePawnStepTo , castlingRights )
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local piece , color = board [ from_idx ] : match ( " :(%w+)_(%w+) " )
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if not piece then
return { }
end
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local moves = { }
local from_x , from_y = index_to_xy ( from_idx )
for i = 1 , 64 do
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local stack_name = board [ i ]
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if stack_name : find ( ( color == " black " and " white " or " black " ) ) or
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stack_name == " " then
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moves [ i ] = 0
end
end
for to_idx in pairs ( moves ) do
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local pieceTo = board [ to_idx ]
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local to_x , to_y = index_to_xy ( to_idx )
-- PAWN
if piece == " pawn " then
if color == " white " then
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local pawnWhiteMove = board [ xy_to_index ( from_x , from_y - 1 ) ]
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local en_passant = false
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-- white pawns can go up only
if from_y - 1 == to_y then
if from_x == to_x then
if pieceTo ~= " " then
moves [ to_idx ] = nil
end
elseif from_x - 1 == to_x or from_x + 1 == to_x then
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local can_capture = false
if pieceTo : find ( " black " ) then
can_capture = true
else
-- en passant
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if can_capture_en_passant ( board , " black " , xy_to_index ( to_x , from_y ) , prevDoublePawnStepTo ) then
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can_capture = true
en_passant = true
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end
end
if not can_capture then
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moves [ to_idx ] = nil
end
else
moves [ to_idx ] = nil
end
elseif from_y - 2 == to_y then
if pieceTo ~= " " or from_y < 6 or pawnWhiteMove ~= " " then
moves [ to_idx ] = nil
end
else
moves [ to_idx ] = nil
end
--[[
if x not changed
ensure that destination cell is empty
elseif x changed one unit left or right
ensure the pawn is killing opponent piece
else
move is not legal - abort
] ]
if from_x == to_x then
if pieceTo ~= " " then
moves [ to_idx ] = nil
end
elseif from_x - 1 == to_x or from_x + 1 == to_x then
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if not pieceTo : find ( " black " ) and not en_passant then
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moves [ to_idx ] = nil
end
else
moves [ to_idx ] = nil
end
elseif color == " black " then
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local pawnBlackMove = board [ xy_to_index ( from_x , from_y + 1 ) ]
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local en_passant = false
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-- black pawns can go down only
if from_y + 1 == to_y then
if from_x == to_x then
if pieceTo ~= " " then
moves [ to_idx ] = nil
end
elseif from_x - 1 == to_x or from_x + 1 == to_x then
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local can_capture = false
if pieceTo : find ( " white " ) then
can_capture = true
else
-- en passant
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if can_capture_en_passant ( board , " white " , xy_to_index ( to_x , from_y ) , prevDoublePawnStepTo ) then
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can_capture = true
en_passant = true
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end
end
if not can_capture then
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moves [ to_idx ] = nil
end
else
moves [ to_idx ] = nil
end
elseif from_y + 2 == to_y then
if pieceTo ~= " " or from_y > 1 or pawnBlackMove ~= " " then
moves [ to_idx ] = nil
end
else
moves [ to_idx ] = nil
end
--[[
if x not changed
ensure that destination cell is empty
elseif x changed one unit left or right
ensure the pawn is killing opponent piece
else
move is not legal - abort
] ]
if from_x == to_x then
if pieceTo ~= " " then
moves [ to_idx ] = nil
end
elseif from_x - 1 == to_x or from_x + 1 == to_x then
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if not pieceTo : find ( " white " ) and not en_passant then
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moves [ to_idx ] = nil
end
else
moves [ to_idx ] = nil
end
else
moves [ to_idx ] = nil
end
-- ROOK
elseif piece == " rook " then
if from_x == to_x then
-- Moving vertically
if from_y < to_y then
-- Moving down
-- Ensure that no piece disturbs the way
for i = from_y + 1 , to_y - 1 do
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if board [ xy_to_index ( from_x , i ) ] ~= " " then
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moves [ to_idx ] = nil
end
end
else
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-- Moving up
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-- Ensure that no piece disturbs the way
for i = to_y + 1 , from_y - 1 do
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if board [ xy_to_index ( from_x , i ) ] ~= " " then
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moves [ to_idx ] = nil
end
end
end
elseif from_y == to_y then
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-- Moving horizontally
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if from_x < to_x then
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-- moving right
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-- ensure that no piece disturbs the way
for i = from_x + 1 , to_x - 1 do
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if board [ xy_to_index ( i , from_y ) ] ~= " " then
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moves [ to_idx ] = nil
end
end
else
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-- Moving left
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-- Ensure that no piece disturbs the way
for i = to_x + 1 , from_x - 1 do
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if board [ xy_to_index ( i , from_y ) ] ~= " " then
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moves [ to_idx ] = nil
end
end
end
else
-- Attempt to move arbitrarily -> abort
moves [ to_idx ] = nil
end
-- KNIGHT
elseif piece == " knight " then
-- Get relative pos
local dx = from_x - to_x
local dy = from_y - to_y
-- Get absolute values
if dx < 0 then
dx = - dx
end
if dy < 0 then
dy = - dy
end
-- Sort x and y
if dx > dy then
dx , dy = dy , dx
end
-- Ensure that dx == 1 and dy == 2
if dx ~= 1 or dy ~= 2 then
moves [ to_idx ] = nil
end
-- Just ensure that destination cell does not contain friend piece
-- ^ It was done already thus everything ok
-- BISHOP
elseif piece == " bishop " then
-- Get relative pos
local dx = from_x - to_x
local dy = from_y - to_y
-- Get absolute values
if dx < 0 then
dx = - dx
end
if dy < 0 then
dy = - dy
end
-- Ensure dx and dy are equal
if dx ~= dy then
moves [ to_idx ] = nil
end
if from_x < to_x then
if from_y < to_y then
-- Moving right-down
-- Ensure that no piece disturbs the way
for i = 1 , dx - 1 do
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if board [ xy_to_index ( from_x + i , from_y + i ) ] ~= " " then
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moves [ to_idx ] = nil
end
end
else
-- Moving right-up
-- Ensure that no piece disturbs the way
for i = 1 , dx - 1 do
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if board [ xy_to_index ( from_x + i , from_y - i ) ] ~= " " then
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moves [ to_idx ] = nil
end
end
end
else
if from_y < to_y then
-- Moving left-down
-- Ensure that no piece disturbs the way
for i = 1 , dx - 1 do
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if board [ xy_to_index ( from_x - i , from_y + i ) ] ~= " " then
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moves [ to_idx ] = nil
end
end
else
-- Moving left-up
-- ensure that no piece disturbs the way
for i = 1 , dx - 1 do
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if board [ xy_to_index ( from_x - i , from_y - i ) ] ~= " " then
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moves [ to_idx ] = nil
end
end
end
end
-- QUEEN
elseif piece == " queen " then
local dx = from_x - to_x
local dy = from_y - to_y
-- Get absolute values
if dx < 0 then
dx = - dx
end
if dy < 0 then
dy = - dy
end
-- Ensure valid relative move
if dx ~= 0 and dy ~= 0 and dx ~= dy then
moves [ to_idx ] = nil
end
if from_x == to_x then
-- Moving vertically
if from_y < to_y then
-- Moving down
-- Ensure that no piece disturbs the way
for i = from_y + 1 , to_y - 1 do
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if board [ xy_to_index ( from_x , i ) ] ~= " " then
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moves [ to_idx ] = nil
end
end
else
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-- Moving up
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-- Ensure that no piece disturbs the way
for i = to_y + 1 , from_y - 1 do
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if board [ xy_to_index ( from_x , i ) ] ~= " " then
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moves [ to_idx ] = nil
end
end
end
elseif from_x < to_x then
if from_y == to_y then
-- Goes right
-- Ensure that no piece disturbs the way
for i = 1 , dx - 1 do
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if board [ xy_to_index ( from_x + i , from_y ) ] ~= " " then
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moves [ to_idx ] = nil
end
end
elseif from_y < to_y then
-- Goes right-down
-- Ensure that no piece disturbs the way
for i = 1 , dx - 1 do
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if board [ xy_to_index ( from_x + i , from_y + i ) ] ~= " " then
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moves [ to_idx ] = nil
end
end
else
-- Goes right-up
-- Ensure that no piece disturbs the way
for i = 1 , dx - 1 do
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if board [ xy_to_index ( from_x + i , from_y - i ) ] ~= " " then
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moves [ to_idx ] = nil
end
end
end
else
if from_y == to_y then
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-- Moving horizontally
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if from_x < to_x then
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-- moving right
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-- ensure that no piece disturbs the way
for i = from_x + 1 , to_x - 1 do
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if board [ xy_to_index ( i , from_y ) ] ~= " " then
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moves [ to_idx ] = nil
end
end
else
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-- Moving left
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-- Ensure that no piece disturbs the way
for i = to_x + 1 , from_x - 1 do
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if board [ xy_to_index ( i , from_y ) ] ~= " " then
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moves [ to_idx ] = nil
end
end
end
elseif from_y < to_y then
-- Goes left-down
-- Ensure that no piece disturbs the way
for i = 1 , dx - 1 do
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if board [ xy_to_index ( from_x - i , from_y + i ) ] ~= " " then
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moves [ to_idx ] = nil
end
end
else
-- Goes left-up
-- Ensure that no piece disturbs the way
for i = 1 , dx - 1 do
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if board [ xy_to_index ( from_x - i , from_y - i ) ] ~= " " then
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moves [ to_idx ] = nil
end
end
end
end
-- KING
elseif piece == " king " then
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-- King can't move to any attacked square
-- king_board simulates the board with the king moved already.
-- Required for the attacked() check to work
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local king_board = table.copy ( board )
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king_board [ to_idx ] = king_board [ from_idx ]
king_board [ from_idx ] = " "
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if realchess.attacked ( color , to_idx , king_board ) then
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moves [ to_idx ] = nil
else
local dx = from_x - to_x
local dy = from_y - to_y
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if dx < 0 then
dx = - dx
end
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if dy < 0 then
dy = - dy
end
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if dx > 1 or dy > 1 then
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local cc = can_castle ( board , from_idx , to_idx , castlingRights )
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if not cc then
moves [ to_idx ] = nil
end
end
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end
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end
end
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if not next ( moves ) then
return { }
end
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-- Rate the possible moves depending on its piece value
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-- TODO: Move this to chessbot.lua
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for i in pairs ( moves ) do
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local stack_name = board [ tonumber ( i ) ]
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if stack_name ~= " " then
for p , value in pairs ( piece_values ) do
if stack_name : find ( p ) then
moves [ i ] = value
end
end
end
end
return moves
end
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-- returns all theoretically possible moves on the board for a player
-- Parameters:
-- * board: chessboard table
-- * player: "black" or "white"
-- returns: table of this format:
-- {
-- [origin_index_1] = { [destination_index_1] = r1, [destination_index_2] = r2 },
-- [origin_index_2] = { [destination_index_3] = r3 },
-- ...
-- }
-- origin_index is the board index for the square to start the piece from (as string)
-- and this is the key for a list of destination indixes.
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-- r1, r2, r3 ... are numeric values (normally 0) to "rate" this square for the bot.
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function realchess . get_theoretical_moves_for ( board , player , prevDoublePawnStepTo , castlingRights )
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local moves = { }
for i = 1 , 64 do
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local possibleMoves = get_theoretical_moves_from ( board , i , prevDoublePawnStepTo , castlingRights )
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if next ( possibleMoves ) then
local stack_name = board [ i ]
if stack_name : find ( player ) then
moves [ tostring ( i ) ] = possibleMoves
end
end
end
return moves
end
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function realchess . locate_kings ( board )
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local Bidx , Widx
for i = 1 , 64 do
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local piece , color = board [ i ] : match ( " :(%w+)_(%w+) " )
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if piece == " king " then
if color == " black " then
Bidx = i
else
Widx = i
end
end
end
return Bidx , Widx
end
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-- Given a table of theoretical moves, returns a table
-- of moves that are safe for the king, i.e. moves
-- that neither put or leave the king at risk.
-- 2nd return value is the number of said safe moves.
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-- * theoretical_moves: moves table returned by realchess.get_theoretical_moves_for()
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-- * board: board table
-- * player: player color ("white" or "black")
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function realchess . get_king_safe_moves ( theoretical_moves , board , player )
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local safe_moves = { }
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local safe_moves_count = 0
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-- create a virtual board
local v_board = table.copy ( board )
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for from_idx , _ in pairs ( theoretical_moves ) do
for to_idx , value in pairs ( _ ) do
from_idx = tonumber ( from_idx )
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-- save the old board values before manipulating them
local bak_to = v_board [ to_idx ]
local bak_from = v_board [ from_idx ]
-- move the piece on the virtual board
v_board [ to_idx ] = v_board [ from_idx ]
v_board [ from_idx ] = " "
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local black_king_idx , white_king_idx = realchess.locate_kings ( v_board )
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if not black_king_idx or not white_king_idx then
minetest.log ( " error " , " [xdecor] Chess: Insufficient kings on chessboard! " )
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return { } , 0
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end
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local king_idx
if player == " black " then
king_idx = black_king_idx
else
king_idx = white_king_idx
end
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local playerAttacked = realchess.attacked ( player , king_idx , v_board )
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if not playerAttacked then
safe_moves [ from_idx ] = safe_moves [ from_idx ] or { }
safe_moves [ from_idx ] [ to_idx ] = value
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safe_moves_count = safe_moves_count + 1
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end
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-- restore the old state of the virtual board
v_board [ to_idx ] = bak_to
v_board [ from_idx ] = bak_from
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end
end
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return safe_moves , safe_moves_count
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end
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-- Given a chessboard, checks whether it is in a "dead position",
-- i.e. a position in which neither player would be able to checkmate.
-- This function does not cover all dead positions, but only
-- the most common ones.
-- NOT checked are dead posisions in which both sides can still move,
-- but cannot capture pieces or checkmate the king
-- Parameters
-- * board: Chessboard table
-- Returns true if the board is in a dead position, false otherwise.
local function is_dead_position ( board )
-- Dead position by lack of material
local mat = { } -- material table to count pieces
-- white material
mat.w = {
-- piece counters
pawn = 0 ,
bishop = 0 ,
knight = 0 ,
rook = 0 ,
queen = 0 ,
-- for bishops, also record their square color
bishop_square_light = 0 ,
bishop_square_dark = 0 ,
}
-- black material
mat.b = table.copy ( mat.w )
-- Count material for both players
for b = 1 , # board do
local piece = board [ b ]
if piece ~= " " then
local color
if piece : find ( " white " ) then
color = " w "
else
color = " b "
end
-- Count all pieces except kings because we can assume
-- the board always has 1 white and 1 black king
if piece : find ( " pawn " ) then
mat [ color ] . pawn = mat [ color ] . pawn + 1
elseif piece : find ( " bishop " ) then
mat [ color ] . bishop = mat [ color ] . bishop + 1
local sqcolor = get_square_index_color ( b )
mat [ color ] [ " bishop_square_ " .. sqcolor ] = mat [ color ] [ " bishop_square_ " .. sqcolor ] + 1
elseif piece : find ( " knight " ) then
mat [ color ] . knight = mat [ color ] . knight + 1
elseif piece : find ( " rook " ) then
mat [ color ] . rook = mat [ color ] . rook + 1
elseif piece : find ( " queen " ) then
mat [ color ] . queen = mat [ color ] . queen + 1
end
end
end
-- Check well-known dead positions based on insufficient material.
-- If there is any rook, queen or pawn on the board, the material is sufficient.
if mat.w . rook == 0 and mat.w . queen == 0 and mat.w . pawn == 0 and
mat.b . rook == 0 and mat.b . queen == 0 and mat.b . pawn == 0 then
-- King against king
if mat.w . knight == 0 and mat.w . bishop == 0 and mat.b . knight == 0 and mat.b . bishop == 0 then
return true
-- King against king and bishop
elseif mat.w . knight == 0 and mat.b . knight == 0 and
( ( mat.w . bishop == 1 and mat.b . bishop == 0 ) or
( mat.w . bishop == 0 and mat.b . bishop == 1 ) ) then
return true
-- King against king and knight
elseif mat.w . bishop == 0 and mat.b . bishop == 0 and
( ( mat.w . knight == 1 and mat.b . knight == 0 ) or
( mat.w . knight == 0 and mat.b . knight == 1 ) ) then
return true
-- King and bishop against king and bishop,
-- and both bishops are on squares of the same color
elseif mat.w . knight == 0 and mat.b . knight == 0 and
( mat.w . bishop == 1 and mat.b . bishop == 1 ) and
( mat.w . bishop_square_color_light == mat.b . bishop_square_color_light ) and
( mat.w . bishop_square_color_dark == mat.b . bishop_square_color_dark ) then
return true
end
end
return false
end
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-- Base names of all Chess pieces (with color)
local pieces_basenames = {
" pawn_white " ,
" rook_white " ,
" knight_white " ,
" bishop_white " ,
" queen_white " ,
" king_white " ,
" pawn_black " ,
" rook_black " ,
" knight_black " ,
" bishop_black " ,
" queen_black " ,
" king_black " ,
}
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-- Initial positions of the pieces on the chessboard.
-- The pieces are specified as item names.
-- It starts a8, continues with b8, c8, etc. then continues with a7, b7, etc. etc.
local starting_grid = {
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-- rank '8'
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" realchess:rook_black_1 " , -- a8
" realchess:knight_black_1 " , -- b8
" realchess:bishop_black_1 " , -- c8
" realchess:queen_black " , -- ...
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" realchess:king_black " ,
" realchess:bishop_black_2 " ,
" realchess:knight_black_2 " ,
" realchess:rook_black_2 " ,
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-- rank '8'
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-- rank '7'
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" realchess:pawn_black_1 " ,
" realchess:pawn_black_2 " ,
" realchess:pawn_black_3 " ,
" realchess:pawn_black_4 " ,
" realchess:pawn_black_5 " ,
" realchess:pawn_black_6 " ,
" realchess:pawn_black_7 " ,
" realchess:pawn_black_8 " ,
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-- ranks '6' thru '3'
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' ' , ' ' , ' ' , ' ' , ' ' , ' ' , ' ' , ' ' ,
' ' , ' ' , ' ' , ' ' , ' ' , ' ' , ' ' , ' ' ,
' ' , ' ' , ' ' , ' ' , ' ' , ' ' , ' ' , ' ' ,
' ' , ' ' , ' ' , ' ' , ' ' , ' ' , ' ' , ' ' ,
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-- rank '2'
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" realchess:pawn_white_1 " ,
" realchess:pawn_white_2 " ,
" realchess:pawn_white_3 " ,
" realchess:pawn_white_4 " ,
" realchess:pawn_white_5 " ,
" realchess:pawn_white_6 " ,
" realchess:pawn_white_7 " ,
" realchess:pawn_white_8 " ,
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-- rank '1'
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" realchess:rook_white_1 " ,
" realchess:knight_white_1 " ,
" realchess:bishop_white_1 " ,
" realchess:queen_white " ,
" realchess:king_white " ,
" realchess:bishop_white_2 " ,
" realchess:knight_white_2 " ,
" realchess:rook_white_2 "
}
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-- Figurine image IDs and file names for the chess notation table.
-- Note: "figurine" refers to the chess notation icon, NOT the chess piece for playing.
local figurines_str = " " , 0
local figurines_str_cnt = 0
local MOVES_LIST_SYMBOL_EMPTY = figurines_str_cnt
figurines_str = figurines_str .. MOVES_LIST_SYMBOL_EMPTY .. " =mailbox_blank16.png "
for i = 1 , # pieces_basenames do
figurines_str_cnt = figurines_str_cnt + 1
local p = pieces_basenames [ i ]
figurines_str = figurines_str .. " , " .. figurines_str_cnt .. " =chess_figurine_ " .. p .. " .png "
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end
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local function get_figurine_id ( piece_itemname )
local piece_s = piece_itemname : match ( " :(%w+_%w+) " )
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if not piece_s then
return MOVES_LIST_SYMBOL_EMPTY
else
return figurines_str : match ( " (%d+)=chess_figurine_ " .. piece_s )
end
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end
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local fs_gamemode_x
if CHESS_DEBUG then
fs_gamemode_x = 10.2
else
fs_gamemode_x = 11.5
end
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local fs_init = [ [
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formspec_version [ 2 ]
size [ 16 , 10.7563 ; ]
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no_prepend [ ]
2020-09-09 18:05:44 +03:00
] ]
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.. " bgcolor[#00000000;false] "
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.. " background[0,0;16,10.7563;chess_bg.png;true] "
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.. " style_type[button,image_button,item_image_button;bgcolor=#8f3000] "
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.. " label[2.2,0.652; " .. minetest.colorize ( " #404040 " , FS ( " Select a game mode " ) ) .. " ] "
.. " label[2.2,10.21; " .. minetest.colorize ( " #404040 " , FS ( " Select a game mode " ) ) .. " ] "
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.. " label[11.2,1.8; " .. FS ( " Select a mode: " ) .. " ] "
.. " button[11,2.1;3,0.8;single; " .. FS ( " Singleplayer " ) .. " ] "
.. " button[11,3.1;3,0.8;multi; " .. FS ( " Multiplayer " ) .. " ] "
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if CHESS_DEBUG then
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fs_init = fs_init .. " button[11,4.1;3,0.8;bot_vs_bot; " .. FS ( " Bot vs Bot " ) .. " ] "
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end
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local fs = [ [
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formspec_version [ 2 ]
size [ 16 , 10.7563 ; ]
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no_prepend [ ]
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bgcolor [ # 00000000 ; false ]
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background [ 0 , 0 ; 16 , 10.7563 ; chess_bg.png ; true ]
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style_type [ button , image_button , item_image_button ; bgcolor =# 8 f3000 ]
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style_type [ list ; spacing = 0.1 ; size = 0.975 ]
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listcolors [ # 00000000 ; # 00000000 ; # 00000000 ; # 30434 C ; # FFF ]
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list [ context ; board ; 0.47 , 1.155 ; 8 , 8 ; ]
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tableoptions [ background =# 00000000 ; highlight =# 00000000 ; border = false ]
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] ]
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-- table columns for Chess notation.
-- Columns: move no.; white piece; white halfmove; white promotion; black piece; black halfmove; black promotion
.. " tablecolumns[ " ..
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" text,align=right; " ..
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" image, " .. figurines_str .. " ;text;image, " .. figurines_str .. " ; " ..
--"image,0=mailbox_blank16.png;" ..
" image, " .. figurines_str .. " ;text;image, " .. figurines_str .. " ] "
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local function add_move_to_moves_list ( meta , pieceFrom , pieceTo , from_idx , to_idx , special )
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local moves_raw = meta : get_string ( " moves_raw " )
if moves_raw ~= " " then
moves_raw = moves_raw .. " ; "
end
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if not special then
special = " "
end
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moves_raw = moves_raw .. pieceFrom .. " , " .. pieceTo .. " , " .. from_idx .. " , " .. to_idx .. " , " .. special
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meta : set_string ( " moves_raw " , moves_raw )
end
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local function add_special_to_moves_list ( meta , special )
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add_move_to_moves_list ( meta , " " , " " , " " , " " , special )
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end
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-- abbreviation for each piece for the string
-- representation of the board (like in FEN)
local piece_letters = {
white = {
pawn = " P " ,
knight = " N " ,
bishop = " B " ,
rook = " R " ,
queen = " Q " ,
king = " K " ,
} ,
black = {
pawn = " p " ,
knight = " n " ,
bishop = " b " ,
rook = " r " ,
queen = " q " ,
king = " k " ,
} ,
}
local function piece_to_letter ( piece )
if piece == " " then
return " . "
elseif piece : find ( " white " ) then
for k , v in pairs ( piece_letters.white ) do
if piece : find ( k ) then
return v
end
end
elseif piece : find ( " black " ) then
for k , v in pairs ( piece_letters.black ) do
if piece : find ( k ) then
return v
end
end
end
end
local function letter_to_piece ( letter )
if letter == " . " then
return " "
else
for k , v in pairs ( piece_letters.white ) do
if v == letter then
return v
end
end
for k , v in pairs ( piece_letters.black ) do
if v == letter then
return v
end
end
end
return nil
end
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-- Returns a list of all positions so far, for the purposes
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-- of determining position equality under the
-- "3-/5-fold repetition" draw rules.
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-- Each possible position is uniquely identified by a string
-- so equal positions have the same string and unequal positons
-- have a different string.
-- A position string containts the following data:
-- * position of pieces on the board
-- * current player
-- * castling rights
-- * target coords of the square crossed by the pawn who
-- made a double step in the prvious turn (if any)
--
-- Patemeter: meta is the node metadata of the chessboard
--
-- NOTE: The FIDE Laws of Chess (Jan 2023, article 9.2.3.1)
-- are somewhat unclear about en passant here ... Is it important
-- the pawn was only theoretically vulnerable to being
-- captured en passant without being actually threatened
-- that way, or does it only count if the pawn was actually
-- threatened by another pawn to be captured that way?
-- This mod currently interprets the rule in the former way,
-- i.e. a double step by a pawn
local function get_positions_history ( meta )
-- Turns a board table to a string.
-- The syntax is inspired by FEN but not identical.
-- It iterates through the table from start
-- to finish and turns every square to a character,
-- representing a piece or an empty square.
local function board_to_string ( board )
local str = " "
for b = 1 , # board do
local piece = board [ b ]
local append
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str = str .. piece_to_letter ( piece )
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end
return str
end
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-- Record the position no. of the position from which
-- all positions before that can be ignored
-- when counting same positions.
-- This number is updated each time an irreversible
-- move is made:
-- * pawn move
-- * capturing move
-- * loss of castling rights
-- * loss of (theoretical) en passant availability
-- This works cuz when an irreversible move is made,
-- it is impossible for this and all positions before
-- that to occur again so the "repetition counter"
-- for each of these position never increases again.
local no_repetitions_before = 1
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local moves_raw = meta : get_string ( " moves_raw " )
local moves_split = string.split ( moves_raw , " ; " )
local positions_list = " "
local board = table.copy ( starting_grid )
local castling_state = { true , true , true , true }
local castling_str = castling_to_string ( unpack ( castling_state ) )
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local pawn_double_step_index
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positions_list = { }
local current_player = " w "
local position_string = board_to_string ( board ) .. " " ..
current_player .. " " ..
castling_str .. " " ..
en_passant_to_string ( nil )
table.insert ( positions_list , position_string )
for m = 1 , # moves_split do
local move_split = string.split ( moves_split [ m ] , " , " , true )
local pieceFrom = move_split [ 1 ]
local pieceTo = move_split [ 2 ]
local from_idx = tonumber ( move_split [ 3 ] )
local to_idx = tonumber ( move_split [ 4 ] )
local special = move_split [ 5 ]
if special == " " or special : sub ( 1 , 7 ) == " promo__ " then
if current_player == " w " then
current_player = " b "
else
current_player = " w "
end
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-- Reset repetition counter on piece capture
if pieceTo ~= " " then
no_repetitions_before = m
end
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-- Piece movement
board [ to_idx ] = board [ from_idx ]
board [ from_idx ] = " "
-- Pawn promotion
if special : sub ( 1 , 7 ) == " promo__ " then
local promoSym = special : sub ( 8 )
board [ to_idx ] = promoSym
end
local from_x , from_y = index_to_xy ( from_idx )
local to_x , to_y = index_to_xy ( to_idx )
if pieceFrom : sub ( 11 , 14 ) == " king " then
-- Castling (move rook)
if ( from_y == 7 and to_y == 7 ) then
if ( from_x == 4 and to_x == 2 ) then
board [ 60 ] = board [ 57 ]
board [ 57 ] = " "
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no_repetitions_before = m
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elseif ( from_x == 4 and to_x == 6 ) then
board [ 62 ] = board [ 64 ]
board [ 64 ] = " "
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no_repetitions_before = m
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end
elseif ( from_y == 0 and to_y == 0 ) then
if ( from_x == 4 and to_x == 2 ) then
board [ 4 ] = board [ 1 ]
board [ 1 ] = " "
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no_repetitions_before = m
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elseif ( from_x == 4 and to_x == 6 ) then
board [ 6 ] = board [ 8 ]
board [ 8 ] = " "
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no_repetitions_before = m
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end
end
-- Lose castling rights on any king move
if pieceFrom : find ( " white " ) then
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if castling_state [ 1 ] or castling_state [ 2 ] then
no_repetitions_before = m
end
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castling_state [ 1 ] = false
castling_state [ 2 ] = false
else
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if castling_state [ 3 ] or castling_state [ 4 ] then
no_repetitions_before = m
end
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castling_state [ 3 ] = false
castling_state [ 4 ] = false
end
-- Lose castling rights on lone rook move
elseif pieceFrom : sub ( 11 , 14 ) == " rook " then
if from_idx == 57 then
-- white queenside
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if castling_state [ 2 ] then
castling_state [ 2 ] = false
no_repetitions_before = m
end
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elseif from_idx == 64 then
-- white kingside
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if castling_state [ 1 ] then
castling_state [ 1 ] = false
no_repetitions_before = m
end
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elseif from_idx == 1 then
-- black queenside
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if castling_state [ 4 ] then
castling_state [ 4 ] = false
no_repetitions_before = m
end
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elseif from_idx == 8 then
-- black kingside
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if castling_state [ 3 ] then
castling_state [ 3 ] = false
no_repetitions_before = m
end
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end
end
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-- Pawn movement resets repetition counter
if pieceFrom : sub ( 11 , 14 ) == " pawn " then
no_repetitions_before = m
end
-- Loss of (theoretical) en passant capture availability
-- resets repetition counter
if pawn_double_step_index then
no_repetitions_before = m
pawn_double_step_index = nil
end
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if pieceTo == " " and pieceFrom : sub ( 11 , 14 ) == " pawn " then
-- En passant (remove captured pawn)
if from_x ~= to_x then
local epp_y
if pieceFrom : find ( " white " ) then
epp_y = to_y + 1
else
epp_y = to_y - 1
end
board [ xy_to_index ( to_x , epp_y ) ] = " "
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-- Double pawn step (record pos)
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elseif math.abs ( from_y - to_y ) == 2 then
pawn_double_step_index = to_idx
end
end
castling_str = castling_to_string ( unpack ( castling_state ) )
local position_string = board_to_string ( board ) .. " " ..
current_player .. " " ..
castling_str .. " " ..
en_passant_to_string ( pawn_double_step_index )
table.insert ( positions_list , position_string )
end
end
local p =# positions_list
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return positions_list , no_repetitions_before
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end
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-- Returns the highest number of positions that are repeated
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-- in the given positions history list as well as the number
-- of occurrances of the last position.
--
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-- Arguments:
-- * positions: positions history list returned by get_position_history()
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-- * first_position_no: index of first position to check (default: 1)
--
-- Returns <max. no. of repetitions in history starting from first_position_no>, <no. of repetitions of last position>
local function count_repeated_positions ( positions , first_position_no )
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-- Count how often each position occurred
local positions_counter = { }
local maxRepeatedPositions = 0
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first_position_no = first_position_no or 1
for p = first_position_no , # positions do
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local position = positions [ p ]
if positions_counter [ position ] == nil then
positions_counter [ position ] = 1
else
positions_counter [ position ] = positions_counter [ position ] + 1
end
if positions_counter [ position ] > maxRepeatedPositions then
maxRepeatedPositions = positions_counter [ position ]
end
end
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local lastPosition = positions [ # positions ]
local lastPositionOccurredTimes = positions_counter [ lastPosition ] or 0
return maxRepeatedPositions , lastPositionOccurredTimes
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end
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-- Create the full formspec string for the sequence of moves.
-- Uses Figurine Algebraic Notation.
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local function get_moves_formstring ( meta )
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local moves_raw = meta : get_string ( " moves_raw " )
if moves_raw == " " then
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return " " , 0
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end
local moves_split = string.split ( moves_raw , " ; " )
local moves_out = " "
local move_no = 0
for m = 1 , # moves_split do
local move_split = string.split ( moves_split [ m ] , " , " , true )
local pieceFrom = move_split [ 1 ]
local pieceTo = move_split [ 2 ]
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local from_idx = tonumber ( move_split [ 3 ] )
local to_idx = tonumber ( move_split [ 4 ] )
local special = move_split [ 5 ]
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-- true if White plays, false if Black plays
local curPlayerIsWhite = m % 2 == 1
if special == " whiteWon " or special == " blackWon " or special == " draw " then
if not curPlayerIsWhite then
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moves_out = moves_out .. " " .. MOVES_LIST_SYMBOL_EMPTY .. " ,, " .. MOVES_LIST_SYMBOL_EMPTY .. " , "
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end
end
if special == " whiteWon " then
moves_out = moves_out .. " , " .. MOVES_LIST_SYMBOL_EMPTY .. " ,1– 0, " .. MOVES_LIST_SYMBOL_EMPTY
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move_no = move_no + 1
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elseif special == " blackWon " then
moves_out = moves_out .. " , " .. MOVES_LIST_SYMBOL_EMPTY .. " ,0– 1, " .. MOVES_LIST_SYMBOL_EMPTY
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move_no = move_no + 1
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elseif special == " draw " then
moves_out = moves_out .. " , " .. MOVES_LIST_SYMBOL_EMPTY .. " ,½–½, " .. MOVES_LIST_SYMBOL_EMPTY
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move_no = move_no + 1
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else
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local from_x , from_y = index_to_xy ( from_idx )
local to_x , to_y = index_to_xy ( to_idx )
local pieceFrom_si_id
-- Show no piece icon for pawn
if pieceFrom : sub ( 11 , 14 ) == " pawn " then
pieceFrom_si_id = MOVES_LIST_SYMBOL_EMPTY
else
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pieceFrom_si_id = get_figurine_id ( pieceFrom )
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end
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local pieceTo_si_id = pieceTo ~= " " and get_figurine_id ( pieceTo )
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local coordFrom = realchess.index_to_notation ( from_idx )
local coordTo = realchess.index_to_notation ( to_idx )
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if curPlayerIsWhite then
move_no = move_no + 1
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-- Add move number (e.g. "3.")
moves_out = moves_out .. string.format ( " %d. " , move_no ) .. " , "
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end
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local betweenCoordsSymbol = " – " -- to be inserted between source and destination coords
-- dash for normal moves, × for capturing moves
local enPassantSymbol = " " -- symbol for en passant captures
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if pieceTo ~= " " then
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-- normal capture
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betweenCoordsSymbol = " × "
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elseif pieceTo == " " and pieceFrom : sub ( 11 , 14 ) == " pawn " and from_x ~= to_x then
-- 'en passant' capture
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betweenCoordsSymbol = " × "
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enPassantSymbol = " e.p. "
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end
---- Add halfmove of current player
-- Castling
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local castling = false
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if pieceFrom : sub ( 11 , 14 ) == " king " and ( ( curPlayerIsWhite and from_y == 7 and to_y == 7 ) or ( not curPlayerIsWhite and from_y == 0 and to_y == 0 ) ) then
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-- queenside castling
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if from_x == 4 and to_x == 2 then
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-- write "0– 0– 0"
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moves_out = moves_out .. MOVES_LIST_SYMBOL_EMPTY .. " ,0– 0– 0, " .. MOVES_LIST_SYMBOL_EMPTY
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castling = true
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-- kingside castling
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elseif from_x == 4 and to_x == 6 then
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-- write "0– 0"
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moves_out = moves_out .. MOVES_LIST_SYMBOL_EMPTY .. " ,0– 0, " .. MOVES_LIST_SYMBOL_EMPTY
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castling = true
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end
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end
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-- Normal halfmove
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if not castling then
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moves_out = moves_out ..
pieceFrom_si_id .. " , " .. -- piece image ID
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coordFrom .. betweenCoordsSymbol .. coordTo .. -- coords in long algebraic notation, e.g. "e2e3"
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enPassantSymbol .. " , " -- written in case of an 'en passant' capture
-- Promotion?
if special : sub ( 1 , 7 ) == " promo__ " then
local promoSym = special : sub ( 8 )
moves_out = moves_out .. get_figurine_id ( promoSym )
else
moves_out = moves_out .. MOVES_LIST_SYMBOL_EMPTY
end
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end
-- If White moved, fill up the rest of the row with empty space.
-- Required for validity of the table
if curPlayerIsWhite and m == # moves_split then
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moves_out = moves_out .. " , " .. MOVES_LIST_SYMBOL_EMPTY .. " ,, " .. MOVES_LIST_SYMBOL_EMPTY
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end
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end
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if m ~= # moves_split then
moves_out = moves_out .. " , "
end
end
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return moves_out , move_no
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end
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-- Verify eaten list
local verify_eaten_list
if CHESS_DEBUG then
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verify_eaten_list = function ( meta )
local inv = meta : get_inventory ( )
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local board = realchess.board_to_table ( inv )
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local whitePiecesLeft = 0
local whitePiecesEaten = 0
local blackPiecesLeft = 0
local blackPiecesEaten = 0
for b = 1 , 64 do
local piece = board [ b ]
if piece : find ( " white " ) then
whitePiecesLeft = whitePiecesLeft + 1
elseif piece : find ( " black " ) then
blackPiecesLeft = blackPiecesLeft + 1
end
end
local eaten = meta : get_string ( " eaten " )
local eaten_split = string.split ( eaten , " , " )
for e = 1 , # eaten_split do
local piece = eaten_split [ e ]
if piece : find ( " white " ) then
whitePiecesEaten = whitePiecesEaten + 1
elseif piece : find ( " black " ) then
blackPiecesEaten = blackPiecesEaten + 1
end
end
local eatenError = false
if whitePiecesLeft + whitePiecesEaten ~= 16 then
minetest.log ( " error " , " [xdecor] Chess: Incorrect number of white pieces in eaten list! pieces= " .. whitePiecesLeft .. " ; eaten= " .. whitePiecesEaten )
eatenError = true
elseif blackPiecesLeft + blackPiecesEaten ~= 16 then
minetest.log ( " error " , " [xdecor] Chess: Incorrect number of black pieces in eaten list! pieces= " .. blackPiecesLeft .. " ; eaten= " .. blackPiecesEaten )
eatenError = true
end
if eatenError then
-- halt bots
local mode = meta : get_string ( " mode " )
if mode == " bot_vs_bot " then
meta : set_string ( " botColor " , " " )
end
end
end
end
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-- Reports that a piece was "eaten" (=captured).
-- Must be called right after the board inventory was updated
-- on which the piece is already removed
-- * meta: Chessboard node metadata
-- * piece: The itemname of the piece that was captured
local function add_to_eaten_list ( meta , piece )
if piece ~= " " then
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local eaten = meta : get_string ( " eaten " )
if eaten ~= " " then
eaten = eaten .. " , "
end
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local piece_s = piece : match ( " :(%w+_%w+) " ) or " "
eaten = eaten .. piece_s
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meta : set_string ( " eaten " , eaten )
if CHESS_DEBUG then
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verify_eaten_list ( meta )
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end
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end
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end
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local function get_eaten_formstring ( meta )
local eaten = meta : get_string ( " eaten " )
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local eaten_t = string.split ( eaten , " , " )
local eaten_img = " "
local a , b = 0 , 0
for i = 1 , # eaten_t do
local is_white = eaten_t [ i ] : sub ( - 5 , - 1 ) == " white "
local X = ( is_white and a or b ) % 4
local Y = ( ( is_white and a or b ) % 16 - X ) / 4
if is_white then
a = a + 1
else
b = b + 1
end
eaten_img = eaten_img ..
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" image[ " .. ( ( X + ( is_white and 12.82 or 9.72 ) ) - ( X * 0.44 ) ) .. " , " ..
( ( Y + 6 ) - ( Y * 0.12 ) ) .. " ;1,1; " .. eaten_t [ i ] .. " .png] "
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end
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return eaten_img
end
local function update_formspec ( meta )
local black_king_attacked = meta : get_string ( " blackAttacked " ) == " true "
local white_king_attacked = meta : get_string ( " whiteAttacked " ) == " true "
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local botColor = meta : get_string ( " botColor " )
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local playerWhite = meta : get_string ( " playerWhite " )
local playerBlack = meta : get_string ( " playerBlack " )
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-- Translate the bot names for the display
-- (internally, the bot names are still English-only)
local playerWhiteDisplay = get_display_player_name ( meta , " white " )
local playerBlackDisplay = get_display_player_name ( meta , " black " )
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local moves_raw = meta : get_string ( " moves_raw " )
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local moves , mlistlen = get_moves_formstring ( meta )
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local eaten_img = get_eaten_formstring ( meta )
local lastMove = meta : get_string ( " lastMove " )
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local gameResult = meta : get_string ( " gameResult " )
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local grReason = meta : get_string ( " gameResultReason " )
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local mode = meta : get_string ( " mode " )
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-- arrow to show whose turn it is
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local blackArr = ( gameResult == " " and lastMove == " white " and " image[1.2,0.252;0.7,0.7;chess_turn_black.png] " ) or " "
local whiteArr = ( gameResult == " " and ( lastMove == " " or lastMove == " black " ) and " image[1.2,9.81;0.7,0.7;chess_turn_white.png] " ) or " "
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local turnBlack = minetest.colorize ( " #000001 " , playerBlackDisplay )
local turnWhite = minetest.colorize ( " #000001 " , playerWhiteDisplay )
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-- several status words for the player
-- player is in check
local check_s = minetest.colorize ( " #FF8000 " , " [ " .. S ( " check " ) .. " ] " )
-- player has been checkmated
local mate_s = minetest.colorize ( " #FF0000 " , " [ " .. S ( " checkmate " ) .. " ] " )
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-- player has resigned
local resign_s = minetest.colorize ( " #FF0000 " , " [ " .. S ( " resigned " ) .. " ] " )
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-- player has won
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local win_s = minetest.colorize ( " #26AB2B " , " [ " .. S ( " winner " ) .. " ] " )
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-- player has lost
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local lose_s = minetest.colorize ( " #FF0000 " , " [ " .. S ( " loser " ) .. " ] " )
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-- player has a draw
local draw_s = minetest.colorize ( " #FF00FF " , " [ " .. S ( " draw " ) .. " ] " )
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local status_black = " "
local status_white = " "
if gameResult == " blackWon " then
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if grReason == " resign " then
status_white = " " .. resign_s
elseif grReason == " checkmate " then
status_white = " " .. mate_s
else
status_white = " " .. lose_s
end
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status_black = " " .. win_s
elseif gameResult == " draw " then
status_black = " " .. draw_s
status_white = " " .. draw_s
elseif gameResult == " whiteWon " then
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if grReason == " resign " then
status_black = " " .. resign_s
elseif grReason == " checkmate " then
status_black = " " .. mate_s
else
status_black = " " .. lose_s
end
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status_white = " " .. win_s
else
if black_king_attacked then
status_black = " " .. check_s
end
if white_king_attacked then
status_white = " " .. check_s
end
end
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local promotion = " "
if gameResult == " " then
promotion = meta : get_string ( " promotionActive " )
end
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local promotion_formstring = " "
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-- Show promotion prompt to ask player to choose to which piece to promote a pawn to
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if promotion == " black " then
eaten_img = " "
promotion_formstring =
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" label[10.1,6.35; " .. FS ( " PROMOTION \n FOR BLACK! " ) .. " ] " ..
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" animated_image[10.05,7.2;2,2;p_img_white;pawn_black_promo_anim.png;5;100] "
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if botColor ~= " black " and botColor ~= " both " then
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-- Hide buttons if computer player promotes
promotion_formstring = promotion_formstring ..
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" label[13.15,6.35; " .. FS ( " Promote pawn to: " ) .. " ] " ..
" item_image_button[13.15,7.2;1,1;realchess:queen_black;p_queen_black;] " ..
" item_image_button[14.15,7.2;1,1;realchess:rook_black_1;p_rook_black;] " ..
" item_image_button[13.15,8.2;1,1;realchess:bishop_black_1;p_bishop_black;] " ..
" item_image_button[14.15,8.2;1,1;realchess:knight_black_1;p_knight_black;] "
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end
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elseif promotion == " white " then
eaten_img = " "
promotion_formstring =
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" label[10.1,6.35; " .. FS ( " PROMOTION \n FOR WHITE! " ) .. " ] " ..
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" animated_image[10.05,7.2;2,2;p_img_white;pawn_white_promo_anim.png;5;100] "
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if botColor ~= " white " and botColor ~= " both " then
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-- Hide buttons if computer player promotes
promotion_formstring = promotion_formstring ..
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" label[13.15,6.35; " .. FS ( " Promote pawn to: " ) .. " ] " ..
" item_image_button[13.15,7.2;1,1;realchess:queen_white;p_queen_white;] " ..
" item_image_button[14.15,7.2;1,1;realchess:rook_white_1;p_rook_white;] " ..
" item_image_button[13.15,8.2;1,1;realchess:bishop_white_1;p_bishop_white;] " ..
" item_image_button[14.15,8.2;1,1;realchess:knight_white_1;p_knight_white;] "
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end
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end
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local drawClaim = meta : get_string ( " drawClaim " )
local draw_claim_formstring = " "
if drawClaim ~= " " and gameResult == " " then
if lastMove == " black " or lastMove == " " then
draw_claim_formstring = " label[10.1,6.35; " .. FS ( " DRAW CLAIM \n BY WHITE! " ) .. " ] "
else
draw_claim_formstring = " label[10.1,6.35; " .. FS ( " DRAW CLAIM \n BY BLACK! " ) .. " ] "
end
if drawClaim == " 50_move_rule " then
eaten_img = " "
draw_claim_formstring = draw_claim_formstring ..
" image[10.05,7.2;2,2;chess_draw_50move_next.png] " ..
" textarea[13,6.35;2.2,3.2;;; " .. FS ( " The player has invoked the 50-move rule for the next move. The next move might draw the game. " ) .. " ] "
elseif drawClaim == " same_position_3 " then
eaten_img = " "
draw_claim_formstring = draw_claim_formstring ..
" image[10.05,7.2;2,2;chess_draw_repeat3_next.png] " ..
" textarea[13,6.35;2.2,3.2;;; " .. FS ( " The player has invoked the threefold-repetition rule for the next move. The next move might draw the game. " ) .. " ] "
end
end
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-- Resign / Start new game
local game_buttons = " "
game_buttons = game_buttons .. " button[13.36,0.26;2,0.8;new; " .. FS ( " New game " ) .. " ] "
local playerActionsAvailable = mode ~= " bot_vs_bot " and gameResult == " "
if playerActionsAvailable and ( playerWhite ~= " " and playerBlack ~= " " ) then
game_buttons = game_buttons .. " image_button[14.56,9.7;0.8,0.8;chess_resign.png;resign;] " ..
" tooltip[resign; " .. FS ( " Resign " ) .. " ] "
end
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-- Let player choose with which to play singleplayer
if lastMove == " " and gameResult == " " and mode == " single " and playerWhite == " " then
game_buttons = game_buttons .. " label[11.2,1.8; " .. FS ( " Select a color: " ) .. " ] "
.. " style[single_black;bgcolor=#000000FF;textcolor=#FFFFFFFF] "
.. " style[single_white;bgcolor=#FFFFFFFF;textcolor=#000000FF] "
.. " button[11,2.1;3,0.8;single_white; " .. FS ( " White " ) .. " ] "
.. " button[11,3.1;3,0.8;single_black; " .. FS ( " Black " ) .. " ] "
end
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if playerActionsAvailable and drawClaim == " " then
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-- 50-move rule
local halfmoveClock = meta : get_int ( " halfmoveClock " )
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if halfmoveClock == DRAWCLAIM_LONGGAME_PLAYER - 1 then
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-- When the 50 moves without capture / pawn move is about to occur.
-- Will trigger "draw claim" mode in which player must do the final move that triggers the draw
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game_buttons = game_buttons .. " image_button[13.36,9.7;0.8,0.8;chess_draw_50move_next.png;draw_50_moves;] " ..
" tooltip[draw_50_moves; " ..
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FS ( " Invoke the 50-move rule for your next move " ) .. " ] "
elseif halfmoveClock >= DRAWCLAIM_LONGGAME_PLAYER then
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-- When the 50 moves without capture / pawn move have occured occur.
-- Will insta-draw.
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game_buttons = game_buttons .. " image_button[13.36,9.7;0.8,0.8;chess_draw_50move.png;draw_50_moves;] " ..
" tooltip[draw_50_moves; " ..
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FS ( " Invoke the 50-move rule and draw the game " ) .. " ] "
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end
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-- Threefold repetition rule
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-- Count how often each position occurred
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local positions , first_p = get_positions_history ( meta )
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local maxRepeatedPositions , lastOccurred = count_repeated_positions ( positions , first_p )
if lastOccurred >= 3 then
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-- If the same position has already occured 3 times
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-- Will insta-draw.
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game_buttons = game_buttons .. " image_button[12.36,9.7;0.8,0.8;chess_draw_repeat3.png;draw_repeat_3;] " ..
" tooltip[draw_repeat_3; " ..
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FS ( " Invoke the threefold repetition rule and draw the game " ) .. " ] "
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elseif maxRepeatedPositions >= 2 then
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-- If the same position may be about to occur 3 times.
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-- Will trigger "draw claim" mode in which player must do the final move that triggers the draw.
game_buttons = game_buttons .. " image_button[12.36,9.7;0.8,0.8;chess_draw_repeat3_next.png;draw_repeat_3;] " ..
" tooltip[draw_repeat_3; " ..
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FS ( " Invoke the threefold repetition rule for your next move " ) .. " ] "
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end
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end
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local debug_formstring = " "
if CHESS_DEBUG then
-- Write a debug string in the formspec based on FEN
-- to show some hidden state.
-- It uses FEN syntax but without the piece positions
-- current player: b or w
local d_turn = " - "
if lastMove == " white " then
d_turn = " b "
elseif lastMove == " black " or lastMove == " " then
d_turn = " w "
end
-- castling rights
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local d_castling = castling_to_string (
meta : get_int ( " castlingWhiteR " ) == 1 ,
meta : get_int ( " castlingWhiteL " ) == 1 ,
meta : get_int ( " castlingBlackR " ) == 1 ,
meta : get_int ( " castlingBlackL " ) == 1 )
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-- en passant possible?
local double_step = meta : get_int ( " prevDoublePawnStepTo " )
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local d_en_passant = en_passant_to_string ( double_step )
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-- The halfmove clock counts for how many consecutive halfmoves
-- have been made with no pawn advancing and no piece being captured
local d_halfmove_clock = meta : get_int ( " halfmoveClock " )
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-- fullmove starts at 1 and should count up every time black moves
local d_fullmove = tostring ( get_current_fullmove ( meta ) + 1 )
local debug_str = d_turn .. " " .. d_castling .. " " .. d_en_passant .. " " .. d_halfmove_clock .. " " .. d_fullmove
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debug_formstring = " label[7.9,10.2;DEBUG: " .. debug_str .. " ] "
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end
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local moves_list = " "
if mlistlen > 0 then
-- Moves list (show only if not empty)
moves_list = " table[9.9,1.25;5.45,4;moves; " .. moves .. " ; " .. mlistlen .. " ] "
end
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local formspec = fs ..
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" label[2.2,0.652; " .. turnBlack .. minetest.formspec_escape ( status_black ) .. " ] " ..
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blackArr ..
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" label[2.2,10.21; " .. turnWhite .. minetest.formspec_escape ( status_white ) .. " ] " ..
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whiteArr ..
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moves_list ..
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promotion_formstring ..
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draw_claim_formstring ..
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eaten_img ..
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game_buttons ..
debug_formstring
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meta : set_string ( " formspec " , formspec )
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end
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local function update_game_result ( meta , lastMove )
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local inv = meta : get_inventory ( )
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local board_t = realchess.board_to_table ( inv )
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local playerWhite = meta : get_string ( " playerWhite " )
local playerBlack = meta : get_string ( " playerBlack " )
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local prevDoublePawnStepTo = meta : get_int ( " prevDoublePawnStepTo " )
local castlingRights = {
castlingWhiteR = meta : get_int ( " castlingWhiteR " ) ,
castlingWhiteL = meta : get_int ( " castlingWhiteL " ) ,
castlingBlackR = meta : get_int ( " castlingBlackR " ) ,
castlingBlackL = meta : get_int ( " castlingBlackL " ) ,
}
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update_formspec ( meta )
local blackCanMove = false
local whiteCanMove = false
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local blackMoves = realchess.get_theoretical_moves_for ( board_t , " black " , prevDoublePawnStepTo , castlingRights )
local whiteMoves = realchess.get_theoretical_moves_for ( board_t , " white " , prevDoublePawnStepTo , castlingRights )
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if next ( blackMoves ) then
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blackCanMove = true
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end
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if next ( whiteMoves ) then
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whiteCanMove = true
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end
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local black_king_idx , white_king_idx = realchess.locate_kings ( board_t )
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if not black_king_idx or not white_king_idx then
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minetest.log ( " error " , " [xdecor] Chess: Insufficient kings on chessboard! " )
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return
end
local checkPlayer , king_idx , checkMoves
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if lastMove == " black " or lastMove == " " then
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checkPlayer = " white "
checkMoves = whiteMoves
king_idx = white_king_idx
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else
checkPlayer = " black "
checkMoves = blackMoves
king_idx = black_king_idx
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end
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-- King attacked?
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local isKingAttacked = realchess.attacked ( checkPlayer , king_idx , board_t )
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if isKingAttacked then
meta : set_string ( checkPlayer .. " Attacked " , " true " )
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end
-- If not safe moves left, player can't move
local safe_moves , safe_moves_count = realchess.get_king_safe_moves ( checkMoves , board_t , checkPlayer )
if safe_moves_count == 0 then
if checkPlayer == " black " then
blackCanMove = false
else
whiteCanMove = false
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end
end
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local playerWhiteDisplay = get_display_player_name ( meta , " white " )
local playerBlackDisplay = get_display_player_name ( meta , " black " )
local botColor = meta : get_string ( " botColor " )
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if lastMove == " white " and not blackCanMove then
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if meta : get_string ( " blackAttacked " ) == " true " then
-- black was checkmated
meta : set_string ( " gameResult " , " whiteWon " )
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meta : set_string ( " gameResultReason " , " checkmate " )
add_special_to_moves_list ( meta , " whiteWon " )
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send_message ( playerWhite , S ( " You have checkmated @1. You win! " , playerBlackDisplay ) , " white " , botColor )
send_message ( playerBlack , S ( " You were checkmated by @1. You lose! " , playerWhiteDisplay ) , " black " , botColor )
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minetest.log ( " action " , " [xdecor] Chess: " .. playerWhite .. " won against " .. playerBlack .. " by checkmate " )
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return
else
-- stalemate
meta : set_string ( " gameResult " , " draw " )
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meta : set_string ( " gameResultReason " , " stalemate " )
add_special_to_moves_list ( meta , " draw " )
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send_message_2 ( playerWhite , playerBlack , S ( " The game ended up in a stalemate! It's a draw! " ) , botColor )
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minetest.log ( " action " , " [xdecor] Chess: A game between " .. playerWhite .. " and " .. playerBlack .. " ended in a draw by stalemate " )
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return
end
end
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if lastMove == " black " and not whiteCanMove then
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if meta : get_string ( " whiteAttacked " ) == " true " then
-- white was checkmated
meta : set_string ( " gameResult " , " blackWon " )
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meta : set_string ( " gameResultReason " , " checkmate " )
add_special_to_moves_list ( meta , " blackWon " )
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send_message ( playerBlack , S ( " You have checkmated @1. You win! " , playerWhiteDisplay ) , " white " , botColor )
send_message ( playerWhite , S ( " You were checkmated by @1. You lose! " , playerBlackDisplay ) , " white " , botColor )
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minetest.log ( " action " , " [xdecor] Chess: " .. playerBlack .. " won against " .. playerWhite .. " by checkmate " )
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return
else
-- stalemate
meta : set_string ( " gameResult " , " draw " )
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meta : set_string ( " gameResultReason " , " stalemate " )
add_special_to_moves_list ( meta , " draw " )
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send_message_2 ( playerWhite , playerBlack , S ( " The game ended up in a stalemate! It's a draw! " ) , botColor )
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minetest.log ( " action " , " [xdecor] Chess: A game between " .. playerWhite .. " and " .. playerBlack .. " ended in a draw by stalemate " )
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return
end
end
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-- Is this a dead position?
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if is_dead_position ( board_t ) then
meta : set_string ( " gameResult " , " draw " )
meta : set_string ( " gameResultReason " , " dead_position " )
add_special_to_moves_list ( meta , " draw " )
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send_message_2 ( playerWhite , playerBlack , S ( " The game ended up in a dead position! It's a draw! " ) , botColor )
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minetest.log ( " action " , " [xdecor] Chess: A game between " .. playerWhite .. " and " .. playerBlack .. " ended in a draw by dead position " )
end
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local drawClaim = meta : get_string ( " drawClaim " )
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-- 75-move rule. Automatically draw game if the last 75 moves of EACH player (thus 150 halfmoves)
-- neither moved a pawn or captured a piece.
-- Important: This rule MUST be checked AFTER checkmate because checkmate takes precedence.
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if meta : get_int ( " halfmoveClock " ) >= DRAWCLAIM_LONGGAME_FORCE then
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meta : set_string ( " gameResult " , " draw " )
meta : set_string ( " gameResultReason " , " 75_move_rule " )
add_special_to_moves_list ( meta , " draw " )
local msg = S ( " No piece was captured and no pawn was moved for 75 consecutive moves of each player. It's a draw! " )
send_message_2 ( playerWhite , playerBlack , msg , botColor )
minetest.log ( " action " , " [xdecor] Chess: A game between " .. playerWhite .. " and " .. playerBlack .. " ended in a draw via the 75-move rule " )
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-- 50-move rule, after a player issued a draw claim for their next move.
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-- If no pawn moved nor a piece was captured for >= 100 halfmoves, the game is drawn.
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elseif meta : get_int ( " halfmoveClock " ) >= DRAWCLAIM_LONGGAME_PLAYER and drawClaim == " 50_move_rule " then
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meta : set_string ( " drawClaim " , " " )
meta : set_string ( " gameResult " , " draw " )
meta : set_string ( " gameResultReason " , " 50_move_rule " )
add_special_to_moves_list ( meta , " draw " )
update_formspec ( meta )
local claimer , other
if lastMove == " black " or lastMove == " " then
claimer = playerWhite
other = playerBlack
else
claimer = playerBlack
other = playerWhite
end
send_message ( claimer , S ( " You have drawn the game by invoking the 50-move rule. " ) , botColor )
if claimer ~= other then
send_message ( other , S ( " @1 has drawn the game by invoking the 50-move rule. " , claimer ) , botColor )
end
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minetest.log ( " action " , " [xdecor] Chess: A game between " .. playerWhite .. " and " .. playerBlack .. " ended in a draw because " .. claimer .. " has invoked the 50-move rule " )
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elseif drawClaim == " 50_move_rule " then
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local claimer , other
if lastMove == " black " or lastMove == " " then
claimer = playerWhite
other = playerBlack
else
claimer = playerBlack
other = playerWhite
end
send_message ( claimer , S ( " You have failed to make a game-drawing move. The game continues. " ) , botColor )
if claimer ~= other then
send_message ( other , S ( " @1 made a draw claim using the 50-move rule but it was false. The game continues. " , claimer ) , botColor )
end
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end
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-- Draw if same position appeared >= 5 times
-- or if it appeared >= 3 times and the player claimed the draw previously
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-- First, generate the position history
local forceRepetitionDraw = false
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local chosenRepetitionDraw = false
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local positions , first_p = get_positions_history ( meta )
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-- Then count the repeated positions
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local _ , lastOccurred = count_repeated_positions ( positions , first_p )
if lastOccurred >= 3 then
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chosenRepetitionDraw = true
end
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if lastOccurred >= 5 then
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forceRepetitionDraw = true
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end
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if CHESS_DEBUG then
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-- Show last position
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local last_position = positions [ # positions ]
local msg = " Current position: \" " .. last_position .. " \" "
send_message_2 ( playerWhite , playerBlack , msg , botColor )
-- Compare the last position with the actual chessboard
-- to automatically test if the position history is still valid
local pos_split = last_position : split ( " " )
local p_board = pos_split [ 1 ]
local p_player = pos_split [ 2 ]
local p_castling = pos_split [ 3 ]
local p_en_passant = pos_split [ 4 ]
local errors = 0
for b = 1 , # board_t do
local piece = board_t [ b ]
local letter_real = piece_to_letter ( piece )
local letter_pos = string.sub ( p_board , b , b )
if letter_real ~= letter_pos then
minetest.log ( " error " , " [xdecor] Chess: Position history inconsistency on board index " .. b .. " : ' " .. letter_pos .. " ' seen but ' " .. letter_real .. " ' expected " )
end
end
-- Compare current player
if ( lastMove == " black " or lastMove == " " ) and p_player ~= " w " then
minetest.log ( " error " , " [xdecor] Chess: Position history inconsistency: Wrong player! ' " .. p_player .. " ' seen but 'w' expected " )
elseif ( lastMove == " white " ) and p_player ~= " b " then
minetest.log ( " error " , " [xdecor] Chess: Position history inconsistency: Wrong player! ' " .. p_player .. " ' seen but 'b' expected " )
end
-- Compare castling rights
local d_castling = castling_to_string (
meta : get_int ( " castlingWhiteR " ) == 1 ,
meta : get_int ( " castlingWhiteL " ) == 1 ,
meta : get_int ( " castlingBlackR " ) == 1 ,
meta : get_int ( " castlingBlackL " ) == 1 )
if d_castling ~= p_castling then
minetest.log ( " error " , " [xdecor] Chess: Position history inconsistency: Castling rights mismatch! ' " .. p_castling .. " ' seen but ' " .. d_castling .. " ' expected " )
end
-- Compare en passant status
local double_step = meta : get_int ( " prevDoublePawnStepTo " )
local d_en_passant = en_passant_to_string ( double_step )
if d_en_passant ~= p_en_passant then
minetest.log ( " error " , " [xdecor] Chess: Position history inconsistency: En passant status mismatch! ' " .. p_en_passant .. " ' seen but ' " .. d_en_passant .. " ' expected " )
end
end
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-- fivefold repetition
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if forceRepetitionDraw then
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meta : set_string ( " gameResult " , " draw " )
meta : set_string ( " gameResultReason " , " same_position_5 " )
add_special_to_moves_list ( meta , " draw " )
local msg = S ( " The exact same position has occured 5 times. It's a draw! " )
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send_message_2 ( playerWhite , playerBlack , msg , botColor )
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minetest.log ( " action " , " [xdecor] Chess: A game between " .. playerWhite .. " and " .. playerBlack .. " ended in a draw because the same position has appeared 5 times " )
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-- threefold repetition
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elseif chosenRepetitionDraw and drawClaim == " same_position_3 " then
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meta : set_string ( " drawClaim " , " " )
meta : set_string ( " gameResult " , " draw " )
meta : set_string ( " gameResultReason " , " same_position_3 " )
add_special_to_moves_list ( meta , " draw " )
update_formspec ( meta )
local claimer , other
if lastMove == " black " or lastMove == " " then
claimer = playerWhite
other = playerBlack
else
claimer = playerBlack
other = playerWhite
end
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send_message ( claimer , S ( " You have drawn the game by invoking the threefold repetition rule. " ) , botColor )
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if claimer ~= other then
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send_message ( other , S ( " @1 has drawn the game by invoking the threefold repetition rule. " , claimer ) , botColor )
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end
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minetest.log ( " action " , " [xdecor] Chess: A game between " .. playerWhite .. " and " .. playerBlack .. " ended in a draw because " .. claimer .. " has invoked the threefold repetition rule " )
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elseif drawClaim == " same_position_3 " then
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local claimer , other
if lastMove == " black " or lastMove == " " then
claimer = playerWhite
other = playerBlack
else
claimer = playerBlack
other = playerWhite
end
send_message ( claimer , S ( " You have failed to make a game-drawing move. The game continues. " ) , botColor )
if claimer ~= other then
send_message ( other , S ( " @1 made a draw claim using the threefold repetition rule but it was false. The game continues. " , claimer ) , botColor )
end
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end
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meta : set_string ( " drawClaim " , " " )
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end
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function realchess . init ( pos )
local meta = minetest.get_meta ( pos )
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local inv = meta : get_inventory ( )
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meta : set_string ( " formspec " , fs_init )
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meta : set_string ( " infotext " , S ( " Chess Board " ) )
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meta : set_string ( " playerBlack " , " " )
meta : set_string ( " playerWhite " , " " )
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meta : set_string ( " botColor " , " " )
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meta : set_string ( " lastMove " , " " )
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meta : set_string ( " gameResult " , " " )
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meta : set_string ( " gameResultReason " , " " )
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meta : set_string ( " drawClaim " , " " )
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meta : set_string ( " blackAttacked " , " " )
meta : set_string ( " whiteAttacked " , " " )
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meta : set_string ( " promotionActive " , " " )
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meta : set_int ( " lastMoveTime " , 0 )
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meta : set_int ( " castlingBlackL " , 1 )
meta : set_int ( " castlingBlackR " , 1 )
meta : set_int ( " castlingWhiteL " , 1 )
meta : set_int ( " castlingWhiteR " , 1 )
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meta : set_int ( " promotionPawnFromIdx " , 0 )
meta : set_int ( " promotionPawnToIdx " , 0 )
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meta : set_int ( " prevDoublePawnStepTo " , 0 )
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meta : set_int ( " halfmoveClock " , 0 )
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meta : set_string ( " moves_raw " , " " )
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meta : set_string ( " eaten " , " " )
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meta : set_string ( " mode " , " " )
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inv : set_list ( " board " , starting_grid )
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inv : set_size ( " board " , 64 )
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-- Clear legacy metadata
meta : set_string ( " moves " , " " )
meta : set_string ( " eaten_img " , " " )
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end
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-- The move logic of Chess.
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-- This is meant to be called when a player *ATTEMPTS* to move a piece
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-- from one slot of the inventory to another one and reacts accordingly.
-- If the move is valid, the inventory is changed to reflect the new
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-- situation, and the game state and UI is upated as well and true
-- is returned.
-- If the move is invalid, nothing happens and false is returned.
-- Note: The move can also be done by a computer player.
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--
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-- * meta: Chessboard node metadata
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-- * from_list: Inventory list of source square
-- * from_index: Inventory index of source square
-- * to_list: Inventory list of destination square
-- * to_index: Inventory list of destination square
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-- * playerName: Name of player to move
function realchess . move ( meta , from_list , from_index , to_list , to_index , playerName )
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if from_list ~= " board " and to_list ~= " board " then
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return false
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end
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local promo = meta : get_string ( " promotionActive " )
if promo ~= " " then
-- Can't move when waiting for selecting a pawn promotion
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return false
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end
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local gameResult = meta : get_string ( " gameResult " )
if gameResult ~= " " then
-- No moves if game is over
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return false
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end
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local inv = meta : get_inventory ( )
local pieceFrom = inv : get_stack ( from_list , from_index ) : get_name ( )
local pieceTo = inv : get_stack ( to_list , to_index ) : get_name ( )
local lastMove = meta : get_string ( " lastMove " )
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local playerWhite = meta : get_string ( " playerWhite " )
local playerBlack = meta : get_string ( " playerBlack " )
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local prevDoublePawnStepTo = meta : get_int ( " prevDoublePawnStepTo " )
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local kingMoved = false
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local thisMove -- Will replace lastMove when move is legal
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if pieceFrom : find ( " white " ) then
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if playerWhite ~= " " and playerWhite ~= playerName then
send_message ( playerName , S ( " Someone else plays white pieces! " ) )
return false
end
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if pieceTo : find ( " white " ) then
-- Don't replace pieces of same color
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return false
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end
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if lastMove == " white " then
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send_message ( playerName , S ( " It's not your turn! " ) )
return
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end
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playerWhite = playerName
thisMove = " white "
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elseif pieceFrom : find ( " black " ) then
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if playerBlack ~= " " and playerBlack ~= playerName then
send_message ( playerName , S ( " Someone else plays black pieces! " ) )
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return false
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end
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if pieceTo : find ( " black " ) then
-- Don't replace pieces of same color
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return false
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end
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if lastMove == " black " then
send_message ( playerName , S ( " It's not your turn! " ) )
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return false
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end
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if lastMove == " " then
-- Nobody has moved yet, and Black cannot move first
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send_message ( playerName , S ( " Black cannot move first! " ) )
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return false
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end
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playerBlack = playerName
thisMove = " black "
end
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-- MOVE LOGIC
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local from_x , from_y = index_to_xy ( from_index )
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local to_x , to_y = index_to_xy ( to_index )
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local promotion = false
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local doublePawnStep = nil
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local en_passant_target = nil
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local lostCastlingRightRook = nil
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local resetHalfmoveClock = false
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-- PAWN
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if pieceFrom : sub ( 11 , 14 ) == " pawn " then
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if thisMove == " white " then
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local pawnWhiteMove = inv : get_stack ( from_list , xy_to_index ( from_x , from_y - 1 ) ) : get_name ( )
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-- white pawns can go up only
if from_y - 1 == to_y then
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-- single step
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if from_x == to_x then
if pieceTo ~= " " then
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return false
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elseif to_index >= 1 and to_index <= 8 then
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-- activate promotion
promotion = true
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end
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resetHalfmoveClock = true
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elseif from_x - 1 == to_x or from_x + 1 == to_x then
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if to_index >= 1 and to_index <= 8 and pieceTo : find ( " black " ) then
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-- activate promotion
promotion = true
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end
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resetHalfmoveClock = true
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else
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return false
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end
elseif from_y - 2 == to_y then
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-- double step
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if pieceTo ~= " " or from_y < 6 or pawnWhiteMove ~= " " then
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return false
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end
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-- store the destination of this double step in meta (needed for en passant check)
doublePawnStep = to_index
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resetHalfmoveClock = true
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else
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return false
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end
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--[[
if x not changed
ensure that destination cell is empty
elseif x changed one unit left or right
ensure the pawn is killing opponent piece
else
move is not legal - abort
] ]
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if from_x == to_x then
if pieceTo ~= " " then
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return false
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end
elseif from_x - 1 == to_x or from_x + 1 == to_x then
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-- capture
local can_capture = false
if pieceTo : find ( " black " ) then
-- normal capture
can_capture = true
else
-- en passant
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local board = realchess.board_to_table ( inv )
if can_capture_en_passant ( board , " black " , xy_to_index ( to_x , from_y ) , prevDoublePawnStepTo ) then
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can_capture = true
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en_passant_target = xy_to_index ( to_x , from_y )
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end
end
if not can_capture then
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return false
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end
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resetHalfmoveClock = true
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else
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return false
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end
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elseif thisMove == " black " then
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local pawnBlackMove = inv : get_stack ( from_list , xy_to_index ( from_x , from_y + 1 ) ) : get_name ( )
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-- black pawns can go down only
if from_y + 1 == to_y then
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-- single step
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if from_x == to_x then
if pieceTo ~= " " then
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return false
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elseif to_index >= 57 and to_index <= 64 then
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-- activate promotion
promotion = true
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end
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resetHalfmoveClock = true
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elseif from_x - 1 == to_x or from_x + 1 == to_x then
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if to_index >= 57 and to_index <= 64 and pieceTo : find ( " white " ) then
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-- activate promotion
promotion = true
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end
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resetHalfmoveClock = true
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else
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return false
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end
elseif from_y + 2 == to_y then
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-- double step
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if pieceTo ~= " " or from_y > 1 or pawnBlackMove ~= " " then
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return false
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end
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-- store the destination of this double step in meta (needed for en passant check)
doublePawnStep = to_index
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resetHalfmoveClock = true
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else
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return false
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end
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--[[
if x not changed
ensure that destination cell is empty
elseif x changed one unit left or right
ensure the pawn is killing opponent piece
else
move is not legal - abort
] ]
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if from_x == to_x then
if pieceTo ~= " " then
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return false
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end
elseif from_x - 1 == to_x or from_x + 1 == to_x then
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-- capture
local can_capture = false
if pieceTo : find ( " white " ) then
-- normal capture
can_capture = true
else
-- en passant
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local board = realchess.board_to_table ( inv )
if can_capture_en_passant ( board , " white " , xy_to_index ( to_x , from_y ) , prevDoublePawnStepTo ) then
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can_capture = true
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en_passant_target = xy_to_index ( to_x , from_y )
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end
end
if not can_capture then
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return false
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end
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resetHalfmoveClock = true
2015-10-27 13:26:08 +03:00
else
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return false
2015-10-27 13:26:08 +03:00
end
else
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return false
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end
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-- ROOK
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elseif pieceFrom : sub ( 11 , 14 ) == " rook " then
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if from_x == to_x then
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-- Moving vertically
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if from_y < to_y then
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-- Moving down
-- Ensure that no piece disturbs the way
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for i = from_y + 1 , to_y - 1 do
if inv : get_stack ( from_list , xy_to_index ( from_x , i ) ) : get_name ( ) ~= " " then
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return false
2015-10-27 13:26:08 +03:00
end
end
else
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-- Moving up
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-- Ensure that no piece disturbs the way
2015-10-27 13:26:08 +03:00
for i = to_y + 1 , from_y - 1 do
if inv : get_stack ( from_list , xy_to_index ( from_x , i ) ) : get_name ( ) ~= " " then
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return false
2015-10-27 13:26:08 +03:00
end
end
end
elseif from_y == to_y then
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-- Moving horizontally
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if from_x < to_x then
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-- moving right
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-- ensure that no piece disturbs the way
for i = from_x + 1 , to_x - 1 do
if inv : get_stack ( from_list , xy_to_index ( i , from_y ) ) : get_name ( ) ~= " " then
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return false
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end
end
else
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-- Moving left
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-- Ensure that no piece disturbs the way
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for i = to_x + 1 , from_x - 1 do
if inv : get_stack ( from_list , xy_to_index ( i , from_y ) ) : get_name ( ) ~= " " then
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return false
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end
end
end
else
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-- Attempt to move arbitrarily -> abort
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return false
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end
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-- Lose castling right when moving rook
if thisMove == " white " then
if from_index == 57 then
-- queenside white rook
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lostCastlingRightRook = " castlingWhiteL "
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elseif from_index == 64 then
-- kingside white rook
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lostCastlingRightRook = " castlingWhiteR "
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end
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elseif thisMove == " black " then
if from_index == 1 then
-- queenside black rook
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lostCastlingRightRook = " castlingBlackL "
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elseif from_index == 8 then
-- kingside black rook
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lostCastlingRightRook = " castlingBlackR "
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end
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end
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-- KNIGHT
2016-02-18 00:53:00 +03:00
elseif pieceFrom : sub ( 11 , 16 ) == " knight " then
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-- Get relative pos
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local dx = from_x - to_x
local dy = from_y - to_y
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-- Get absolute values
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if dx < 0 then dx = - dx end
if dy < 0 then dy = - dy end
2015-10-27 13:26:08 +03:00
2018-08-24 20:38:49 +03:00
-- Sort x and y
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if dx > dy then dx , dy = dy , dx end
2015-10-27 13:26:08 +03:00
2018-08-24 20:38:49 +03:00
-- Ensure that dx == 1 and dy == 2
2015-10-27 13:26:08 +03:00
if dx ~= 1 or dy ~= 2 then
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return false
2015-10-27 13:26:08 +03:00
end
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-- Just ensure that destination cell does not contain friend piece
-- ^ It was done already thus everything ok
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2018-08-24 20:38:49 +03:00
-- BISHOP
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elseif pieceFrom : sub ( 11 , 16 ) == " bishop " then
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-- Get relative pos
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local dx = from_x - to_x
local dy = from_y - to_y
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-- Get absolute values
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if dx < 0 then dx = - dx end
if dy < 0 then dy = - dy end
2015-10-27 13:26:08 +03:00
2018-08-24 20:38:49 +03:00
-- Ensure dx and dy are equal
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if dx ~= dy then return false end
2015-10-27 13:26:08 +03:00
if from_x < to_x then
if from_y < to_y then
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-- Moving right-down
-- Ensure that no piece disturbs the way
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for i = 1 , dx - 1 do
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if inv : get_stack (
from_list , xy_to_index ( from_x + i , from_y + i ) ) : get_name ( ) ~= " " then
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return false
2015-10-27 13:26:08 +03:00
end
end
else
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-- Moving right-up
-- Ensure that no piece disturbs the way
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for i = 1 , dx - 1 do
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if inv : get_stack (
from_list , xy_to_index ( from_x + i , from_y - i ) ) : get_name ( ) ~= " " then
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return false
2015-10-27 13:26:08 +03:00
end
end
end
else
if from_y < to_y then
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-- Moving left-down
-- Ensure that no piece disturbs the way
2015-10-27 13:26:08 +03:00
for i = 1 , dx - 1 do
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if inv : get_stack (
from_list , xy_to_index ( from_x - i , from_y + i ) ) : get_name ( ) ~= " " then
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return false
2015-10-27 13:26:08 +03:00
end
end
else
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-- Moving left-up
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-- ensure that no piece disturbs the way
for i = 1 , dx - 1 do
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if inv : get_stack (
from_list , xy_to_index ( from_x - i , from_y - i ) ) : get_name ( ) ~= " " then
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return false
2015-10-27 13:26:08 +03:00
end
end
end
end
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-- QUEEN
2016-02-18 00:53:00 +03:00
elseif pieceFrom : sub ( 11 , 15 ) == " queen " then
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local dx = from_x - to_x
local dy = from_y - to_y
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-- Get absolute values
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if dx < 0 then dx = - dx end
if dy < 0 then dy = - dy end
2015-10-27 13:26:08 +03:00
2018-08-24 20:38:49 +03:00
-- Ensure valid relative move
2015-10-27 13:26:08 +03:00
if dx ~= 0 and dy ~= 0 and dx ~= dy then
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return false
2015-10-27 13:26:08 +03:00
end
if from_x == to_x then
if from_y < to_y then
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-- Goes down
-- Ensure that no piece disturbs the way
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for i = from_y + 1 , to_y - 1 do
if inv : get_stack ( from_list , xy_to_index ( from_x , i ) ) : get_name ( ) ~= " " then
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return false
2015-10-27 13:26:08 +03:00
end
end
else
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-- Goes up
-- Ensure that no piece disturbs the way
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for i = to_y + 1 , from_y - 1 do
if inv : get_stack ( from_list , xy_to_index ( from_x , i ) ) : get_name ( ) ~= " " then
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return false
2015-10-27 13:26:08 +03:00
end
end
2016-12-30 17:04:57 +03:00
end
2015-10-27 13:26:08 +03:00
elseif from_x < to_x then
if from_y == to_y then
2018-08-24 20:38:49 +03:00
-- Goes right
-- Ensure that no piece disturbs the way
2021-02-28 23:02:06 +03:00
for i = from_x + 1 , to_x - 1 do
if inv : get_stack ( from_list , xy_to_index ( i , from_y ) ) : get_name ( ) ~= " " then
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return false
2015-10-27 13:26:08 +03:00
end
end
elseif from_y < to_y then
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-- Goes right-down
-- Ensure that no piece disturbs the way
2015-10-27 13:26:08 +03:00
for i = 1 , dx - 1 do
2018-08-30 22:30:04 +03:00
if inv : get_stack (
from_list , xy_to_index ( from_x + i , from_y + i ) ) : get_name ( ) ~= " " then
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return false
2015-10-27 13:26:08 +03:00
end
end
else
2018-08-24 20:38:49 +03:00
-- Goes right-up
-- Ensure that no piece disturbs the way
2015-10-27 13:26:08 +03:00
for i = 1 , dx - 1 do
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if inv : get_stack (
from_list , xy_to_index ( from_x + i , from_y - i ) ) : get_name ( ) ~= " " then
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return false
2015-10-27 13:26:08 +03:00
end
end
2016-12-30 17:04:57 +03:00
end
2015-10-27 13:26:08 +03:00
else
if from_y == to_y then
2018-08-24 20:38:49 +03:00
-- Goes left
-- Ensure that no piece disturbs the way and destination cell does
2021-02-28 23:02:06 +03:00
for i = to_x + 1 , from_x - 1 do
if inv : get_stack ( from_list , xy_to_index ( i , from_y ) ) : get_name ( ) ~= " " then
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return false
2015-10-27 13:26:08 +03:00
end
end
elseif from_y < to_y then
2018-08-24 20:38:49 +03:00
-- Goes left-down
-- Ensure that no piece disturbs the way
2015-10-27 13:26:08 +03:00
for i = 1 , dx - 1 do
2018-08-30 22:30:04 +03:00
if inv : get_stack (
from_list , xy_to_index ( from_x - i , from_y + i ) ) : get_name ( ) ~= " " then
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return false
2015-10-27 13:26:08 +03:00
end
end
else
2018-08-24 20:38:49 +03:00
-- Goes left-up
-- Ensure that no piece disturbs the way
2015-10-27 13:26:08 +03:00
for i = 1 , dx - 1 do
2018-08-30 22:30:04 +03:00
if inv : get_stack (
from_list , xy_to_index ( from_x - i , from_y - i ) ) : get_name ( ) ~= " " then
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return false
2015-10-27 13:26:08 +03:00
end
end
2016-12-30 17:04:57 +03:00
end
2015-10-27 13:26:08 +03:00
end
2018-08-24 20:38:49 +03:00
-- KING
2016-02-18 00:53:00 +03:00
elseif pieceFrom : sub ( 11 , 14 ) == " king " then
2015-10-27 13:26:08 +03:00
local dx = from_x - to_x
local dy = from_y - to_y
local check = true
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local inv = meta : get_inventory ( )
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local board = realchess.board_to_table ( inv )
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local castlingRights = {
castlingWhiteR = meta : get_int ( " castlingWhiteR " ) ,
castlingWhiteL = meta : get_int ( " castlingWhiteL " ) ,
castlingBlackR = meta : get_int ( " castlingBlackR " ) ,
castlingBlackL = meta : get_int ( " castlingBlackL " ) ,
}
2016-12-30 17:04:57 +03:00
2023-07-14 16:39:58 +03:00
-- Castling
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local cc , rook_start , rook_goal , rook_name = can_castle ( board , from_index , to_index , castlingRights )
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if cc then
inv : set_stack ( from_list , rook_goal , rook_name )
inv : set_stack ( from_list , rook_start , " " )
check = false
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kingMoved = true
2015-10-27 13:26:08 +03:00
end
if check then
2018-08-24 20:38:49 +03:00
if dx < 0 then
dx = - dx
end
if dy < 0 then
dy = - dy
end
if dx > 1 or dy > 1 then
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return false
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end
2015-10-27 13:26:08 +03:00
end
2023-07-15 17:48:00 +03:00
kingMoved = true
2016-12-30 17:04:57 +03:00
2015-10-27 13:26:08 +03:00
end
2023-07-17 16:17:52 +03:00
local board = realchess.board_to_table ( inv )
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board [ to_index ] = board [ from_index ]
board [ from_index ] = " "
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local black_king_idx , white_king_idx = realchess.locate_kings ( board )
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if not black_king_idx or not white_king_idx then
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minetest.log ( " error " , " [xdecor] Chess: Insufficient kings on chessboard! " )
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return false
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end
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local blackAttacked = realchess.attacked ( " black " , black_king_idx , board )
local whiteAttacked = realchess.attacked ( " white " , white_king_idx , board )
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-- Refuse to move if it would put or leave the own king
-- under attack
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if blackAttacked and thisMove == " black " then
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return false
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end
if whiteAttacked and thisMove == " white " then
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return false
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end
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if pieceTo ~= " " then
resetHalfmoveClock = true
end
2023-07-17 10:46:51 +03:00
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-- The halfmove clock counts the number of consecutive halfmoves
-- in which neither a pawn was moved nor a piece was captured.
if resetHalfmoveClock then
meta : set_int ( " halfmoveClock " , 0 )
else
meta : set_int ( " halfmoveClock " , meta : get_int ( " halfmoveClock " ) + 1 )
end
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if en_passant_target then
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-- Capture pawn en passant
local capturedPiece = inv : get_stack ( to_list , en_passant_target ) : get_name ( )
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inv : set_stack ( to_list , en_passant_target , " " )
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add_to_eaten_list ( meta , capturedPiece )
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end
2023-07-15 17:48:00 +03:00
if kingMoved and thisMove == " white " then
2023-07-14 16:39:58 +03:00
meta : set_int ( " castlingWhiteL " , 0 )
meta : set_int ( " castlingWhiteR " , 0 )
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elseif kingMoved and thisMove == " black " then
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meta : set_int ( " castlingBlackL " , 0 )
meta : set_int ( " castlingBlackR " , 0 )
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elseif lostCastlingRightRook then
meta : set_int ( lostCastlingRightRook , 0 )
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end
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if promotion then
meta : set_string ( " promotionActive " , thisMove )
meta : set_int ( " promotionPawnFromIdx " , from_index )
meta : set_int ( " promotionPawnToIdx " , to_index )
else
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realchess.update_state ( meta , from_index , to_index , thisMove )
2018-08-25 15:28:52 +03:00
end
2023-07-16 12:48:50 +03:00
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if doublePawnStep then
meta : set_int ( " prevDoublePawnStepTo " , doublePawnStep )
else
meta : set_int ( " prevDoublePawnStepTo " , 0 )
end
2018-08-25 15:28:52 +03:00
2018-08-30 22:30:04 +03:00
if meta : get_string ( " playerWhite " ) == " " then
meta : set_string ( " playerWhite " , playerWhite )
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-- If in singleplayer, the player moved a white piece first without
-- explicitly selecting a color, interpret this as the player wanting
-- to play as white
if meta : get_string ( " mode " ) == " single " and lastMove == " " and meta : get_string ( " gameResult " ) == " " then
meta : set_string ( " playerBlack " , " * " .. BOT_NAME .. " * " )
meta : set_string ( " botColor " , " black " )
end
2018-08-30 22:30:04 +03:00
elseif meta : get_string ( " playerBlack " ) == " " then
meta : set_string ( " playerBlack " , playerBlack )
end
2015-10-27 13:26:08 +03:00
2023-07-12 02:27:55 +03:00
realchess.move_piece ( meta , pieceFrom , from_list , from_index , to_list , to_index )
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return true
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end
2015-10-27 13:26:08 +03:00
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-- Causes the player ("white" or "blue") to resign
function realchess . resign ( meta , playerColor )
if playerColor == " black " then
meta : set_string ( " gameResult " , " whiteWon " )
meta : set_string ( " gameResultReason " , " resign " )
add_special_to_moves_list ( meta , " whiteWon " )
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update_formspec ( meta )
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elseif playerColor == " white " then
meta : set_string ( " gameResult " , " blackWon " )
meta : set_string ( " gameResultReason " , " resign " )
add_special_to_moves_list ( meta , " blackWon " )
2018-08-30 22:30:04 +03:00
update_formspec ( meta )
end
2019-03-11 01:50:16 +03:00
end
2015-11-21 23:00:54 +03:00
local function timeout_format ( timeout_limit )
local time_remaining = timeout_limit - minetest.get_gametime ( )
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local minutes = math.floor ( time_remaining / 60 )
local seconds = time_remaining % 60
2015-11-21 23:00:54 +03:00
2018-08-15 02:54:56 +03:00
if minutes == 0 then
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-- number of seconds
return S ( " @1 s " , seconds )
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end
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-- number of minutes and seconds
return S ( " @1 min @2 s " , minutes , seconds )
2015-11-21 23:00:54 +03:00
end
2016-02-18 00:53:00 +03:00
function realchess . fields ( pos , _ , fields , sender )
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local playerName = sender : get_player_name ( )
local meta = minetest.get_meta ( pos )
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local timeout_limit = meta : get_int ( " lastMoveTime " ) + TIMEOUT
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local playerWhite = meta : get_string ( " playerWhite " )
local playerBlack = meta : get_string ( " playerBlack " )
local lastMoveTime = meta : get_int ( " lastMoveTime " )
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local gameResult = meta : get_int ( " gameResult " )
2015-10-27 13:26:08 +03:00
if fields.quit then return end
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if fields.single or fields.multi or fields.bot_vs_bot then
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if fields.bot_vs_bot then
if not CHESS_DEBUG then
-- Bot vs Bot only allowed in Chess Debug Mode
return
end
meta : set_string ( " mode " , " bot_vs_bot " )
meta : set_string ( " botColor " , " both " )
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-- Add asterisk to bot names so it can't collide with a player name
-- (asterisk is forbidden in player names)
meta : set_string ( " playerWhite " , " * " .. BOT_NAME_1 .. " * " )
meta : set_string ( " playerBlack " , " * " .. BOT_NAME_2 .. " * " )
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local inv = meta : get_inventory ( )
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chessbot.move ( inv , meta )
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elseif fields.single then
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meta : set_string ( " mode " , " single " )
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elseif fields.multi then
meta : set_string ( " mode " , " multi " )
end
update_formspec ( meta )
return
end
local mode = meta : get_string ( " mode " )
-- "Play as White/Black" button in Singleplayer when nobody has moved yet
if ( fields.single_black or fields.single_white ) and mode == " single " and meta : get_string ( " gameResult " ) == " " and meta : get_string ( " lastMove " ) == " " then
if fields.single_white then
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meta : set_string ( " botColor " , " black " )
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meta : set_string ( " playerWhite " , playerName )
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meta : set_string ( " playerBlack " , " * " .. BOT_NAME .. " * " )
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update_formspec ( meta )
else
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meta : set_string ( " botColor " , " white " )
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meta : set_string ( " playerWhite " , " * " .. BOT_NAME .. " * " )
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meta : set_string ( " playerBlack " , playerName )
update_formspec ( meta )
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local inv = meta : get_inventory ( )
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chessbot.move ( inv , meta )
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end
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return
end
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-- If the game is ongoing and no move was made for TIMEOUT seconds,
-- the game can be aborted by everyone.
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-- Also allow instant reset before White and Black moved,
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-- as well as in Bot vs Bot mode, as well
-- when the game ended.
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if fields.new then
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if mode == " bot_vs_bot " or ( playerWhite == playerName or playerBlack == playerName or playerWhite == " " or playerBlack == " " ) or meta : get_string ( " gameResult " ) ~= " " then
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realchess.init ( pos )
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elseif lastMoveTime > 0 then
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if minetest.get_gametime ( ) >= timeout_limit and
( playerWhite ~= playerName or playerBlack ~= playerName ) then
realchess.init ( pos )
else
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send_message ( playerName ,
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S ( " You can't reset the chessboard, a game has been started. Try again in @1. " ,
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timeout_format ( timeout_limit ) ) )
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end
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end
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return
end
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if fields.resign and mode ~= " bot_vs_bot " then
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local lastMove = meta : get_string ( " lastMove " )
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if ( playerName == playerWhite and playerWhite == " " ) or ( playerName == playerBlack and playerBlack == " " ) then
-- Can't resign before the player name has been recorded
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send_message ( playerName , S ( " Resigning is not possible yet. " ) )
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return
end
local winner , loser , whiteWon
if playerWhite == playerBlack and playerWhite == playerName and playerWhite ~= " " then
if lastMove == " black " then
winner = playerBlack
loser = playerWhite
whiteWon = false
else
winner = playerWhite
loser = playerBlack
whiteWon = true
end
elseif playerName == playerWhite and playerWhite ~= " " then
winner = playerBlack
loser = playerWhite
whiteWon = false
elseif playerName == playerBlack and playerBlack ~= " " then
winner = playerWhite
loser = playerBlack
whiteWon = true
end
if winner and loser then
if whiteWon then
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realchess.resign ( meta , " black " )
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else
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realchess.resign ( meta , " white " )
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end
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send_message ( loser , S ( " You have resigned. " ) )
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if playerWhite ~= playerBlack then
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send_message ( winner , S ( " @1 has resigned. You win! " , loser ) )
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end
minetest.log ( " action " , " [xdecor] Chess: " .. loser .. " has resigned from the game against " .. winner )
update_formspec ( meta )
else
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send_message ( playerName , S ( " You can't resign, you're not playing in this game. " ) )
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end
return
end
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-- Claim or declare draw via the 50-move rule
if fields.draw_50_moves then
local botColor = meta : get_string ( " botColor " )
local lastMove = meta : get_string ( " lastMove " )
if playerWhite == " " and playerBlack == " " or lastMove == " " then
return
end
local currentPlayer
if lastMove == " black " or lastMove == " " then
currentPlayer = " white "
else
currentPlayer = " black "
end
local claimer , other
if ( currentPlayer == " white " and playerWhite == playerName ) then
claimer = playerWhite
other = playerBlack
elseif ( currentPlayer == " black " and playerBlack == playerName ) then
claimer = playerBlack
other = playerWhite
else
send_message ( playerName , S ( " You can't claim a draw, it's not your turn! " ) )
return
end
local halfmoveClock = meta : get_int ( " halfmoveClock " )
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if halfmoveClock >= DRAWCLAIM_LONGGAME_PLAYER then
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meta : set_string ( " gameResult " , " draw " )
meta : set_string ( " gameResultReason " , " 50_move_rule " )
add_special_to_moves_list ( meta , " draw " )
update_formspec ( meta )
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send_message ( claimer , S ( " You have drawn the game by invoking the 50-move rule. " ) , botColor )
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if claimer ~= other then
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send_message ( other , S ( " @1 has drawn the game by invoking the 50-move rule. " , claimer ) , botColor )
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end
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minetest.log ( " action " , " [xdecor] Chess: A game between " .. playerWhite .. " and " .. playerBlack .. " ended in a draw because " .. claimer .. " has invoked the 50-move rule " )
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else
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meta : set_string ( " drawClaim " , " 50_move_rule " )
update_formspec ( meta )
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end
return
end
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-- Claim or declare draw via the threefold repetition rule (same position occured >= 3 times)
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if fields.draw_repeat_3 then
local botColor = meta : get_string ( " botColor " )
local lastMove = meta : get_string ( " lastMove " )
if playerWhite == " " and playerBlack == " " or lastMove == " " then
return
end
local currentPlayer
if lastMove == " black " or lastMove == " " then
currentPlayer = " white "
else
currentPlayer = " black "
end
local claimer , other
if ( currentPlayer == " white " and playerWhite == playerName ) then
claimer = playerWhite
other = playerBlack
elseif ( currentPlayer == " black " and playerBlack == playerName ) then
claimer = playerBlack
other = playerWhite
else
send_message ( playerName , S ( " You can't claim a draw, it's not your turn! " ) )
return
end
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local positions , first_p = get_positions_history ( meta )
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local _ , lastOccurred = count_repeated_positions ( positions , first_p )
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if lastOccurred >= 3 then
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meta : set_string ( " gameResult " , " draw " )
meta : set_string ( " gameResultReason " , " same_position_3 " )
add_special_to_moves_list ( meta , " draw " )
update_formspec ( meta )
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send_message ( claimer , S ( " You have drawn the game by invoking the threefold repetition rule. " ) , botColor )
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if claimer ~= other then
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send_message ( other , S ( " @1 has drawn the game by invoking the threefold repetition rule. " , claimer ) , botColor )
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end
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minetest.log ( " action " , " [xdecor] Chess: A game between " .. playerWhite .. " and " .. playerBlack .. " ended in a draw because " .. claimer .. " has invoked the threefold repetition rule " )
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else
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meta : set_string ( " drawClaim " , " same_position_3 " )
update_formspec ( meta )
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end
return
end
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local promotions = {
" queen_white " , " rook_white " , " bishop_white " , " knight_white " ,
" queen_black " , " rook_black " , " bishop_black " , " knight_black " ,
}
for p = 1 , # promotions do
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local gameResult = meta : get_string ( " gameResult " )
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if gameResult ~= " " then
return
end
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local promo = promotions [ p ]
if fields [ " p_ " .. promo ] then
if not ( playerName == playerWhite or playerName == playerBlack ) then
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send_message ( playerName , S ( " You're only a spectator in this game of Chess. " ) )
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return
end
local pcolor = promo : sub ( - 5 )
local activePromo = meta : get_string ( " promotionActive " )
if activePromo == " " then
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send_message ( playerName , S ( " This isn't the time for promotion. " ) )
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return
elseif activePromo ~= pcolor then
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send_message ( playerName , S ( " It's not your turn! This promotion is meant for the other player. " ) )
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return
end
if pcolor == " white " and playerName == playerWhite or pcolor == " black " and playerName == playerBlack then
realchess.promote_pawn ( meta , pcolor , promo : sub ( 1 , - 7 ) )
return
else
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send_message ( playerName , S ( " It's not your turn! This promotion is meant for the other player. " ) )
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return
end
end
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end
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end
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function realchess . can_dig ( pos , player )
if not player or not player : is_player ( ) then
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return false
end
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-- Protection_bypass priv guarantees digging rights
if minetest.check_player_privs ( player , " protection_bypass " ) then
return true
end
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local meta = minetest.get_meta ( pos )
local playerName = player : get_player_name ( )
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local timeout_limit = meta : get_int ( " lastMoveTime " ) + TIMEOUT
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local lastMoveTime = meta : get_int ( " lastMoveTime " )
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local playerWhite = meta : get_string ( " playerWhite " )
local playerBlack = meta : get_string ( " playerBlack " )
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local botColor = meta : get_string ( " botColor " )
2015-10-27 13:26:08 +03:00
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-- Bot matches always allow dig
if ( meta : get_string ( " mode " ) == " bot_vs_bot " ) then
return true
elseif ( meta : get_string ( " gameResult " ) ~= " " ) then
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-- If the game was completed, the board is free to be dug
return true
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-- If the game is ongoing and no move was made for TIMEOUT seconds,
-- the board is free to be dug
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elseif ( lastMoveTime == 0 and minetest.get_gametime ( ) > timeout_limit ) then
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return true
else
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if playerName == playerWhite or playerName == playerBlack or botColor == " both " then
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send_message ( playerName ,
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S ( " You can't dig the chessboard, a game has been started. " ..
" Reset it first or dig it again in @1. " ,
timeout_format ( timeout_limit ) ) )
else
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send_message ( playerName ,
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S ( " You can't dig the chessboard, a game has been started. " ..
" Try it again in @1. " ,
timeout_format ( timeout_limit ) ) )
end
return false
end
2015-10-27 13:26:08 +03:00
end
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-- Helper function for realchess.move.
-- To be called when a valid normal move should be taken.
-- Will also update the state for the Chessboard.
function realchess . move_piece ( meta , pieceFrom , from_list , from_index , to_list , to_index )
local inv = meta : get_inventory ( )
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local pieceTo = inv : get_stack ( to_list , to_index ) : get_name ( )
-- Update inventory slots
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inv : set_stack ( from_list , from_index , " " )
inv : set_stack ( to_list , to_index , pieceFrom )
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-- Report the eaten piece
if pieceTo ~= " " then
add_to_eaten_list ( meta , pieceTo )
end
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local lastMove = meta : get_string ( " lastMove " )
if lastMove == " " then lastMove = " black " end
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local promo = meta : get_string ( " promotionActive " ) ~= " "
if not promo then
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update_game_result ( meta , lastMove )
lastMove = meta : get_string ( " lastMove " )
if lastMove == " " then lastMove = " black " end
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end
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update_formspec ( meta )
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local botColor = meta : get_string ( " botColor " )
if botColor == " " then botColor = " black " end
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local mode = meta : get_string ( " mode " )
local gameResult = meta : get_string ( " gameResult " )
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-- Let the bot play when it its turn
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if ( mode == " bot_vs_bot " or ( mode == " single " and lastMove ~= botColor ) ) and gameResult == " " then
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if not promo then
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chessbot.move ( inv , meta )
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else
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chessbot.promote ( inv , meta , to_index )
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end
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end
end
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function realchess . update_state ( meta , from_index , to_index , thisMove , promoteFrom , promoteTo )
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local inv = meta : get_inventory ( )
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local board = realchess.board_to_table ( inv )
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local pieceTo = board [ to_index ]
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local pieceFrom = promoteFrom or board [ from_index ]
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if not promoteFrom then
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board [ to_index ] = board [ from_index ]
board [ from_index ] = " "
end
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local black_king_idx , white_king_idx = realchess.locate_kings ( board )
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if not black_king_idx or not white_king_idx then
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minetest.log ( " error " , " [xdecor] Chess: Insufficient kings on chessboard! " )
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return
end
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local blackAttacked = realchess.attacked ( " black " , black_king_idx , board )
local whiteAttacked = realchess.attacked ( " white " , white_king_idx , board )
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if blackAttacked then
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meta : set_string ( " blackAttacked " , " true " )
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else
meta : set_string ( " blackAttacked " , " " )
end
if whiteAttacked then
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meta : set_string ( " whiteAttacked " , " true " )
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else
meta : set_string ( " whiteAttacked " , " " )
end
local lastMove = thisMove
meta : set_string ( " lastMove " , lastMove )
meta : set_int ( " lastMoveTime " , minetest.get_gametime ( ) )
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local special
if promoteTo then
special = " promo__ " .. promoteTo
end
add_move_to_moves_list ( meta , pieceFrom , pieceTo , from_index , to_index , special )
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end
function realchess . promote_pawn ( meta , color , promoteTo )
local inv = meta : get_inventory ( )
local pstr = promoteTo .. " _ " .. color
local promoted = false
local to_idx = meta : get_int ( " promotionPawnToIdx " )
local from_idx = meta : get_int ( " promotionPawnFromIdx " )
if to_idx < 1 or from_idx < 1 then
return
end
if promoteTo ~= " queen " then
pstr = pstr .. " _1 "
end
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pstr = " realchess: " .. pstr
local promoteFrom
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if color == " white " then
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promoteFrom = inv : get_stack ( " board " , to_idx )
if promoteFrom : get_name ( ) : sub ( 11 , 14 ) == " pawn " then
inv : set_stack ( " board " , to_idx , pstr )
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promoted = true
end
elseif color == " black " then
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promoteFrom = inv : get_stack ( " board " , to_idx )
if promoteFrom : get_name ( ) : sub ( 11 , 14 ) == " pawn " then
inv : set_stack ( " board " , to_idx , pstr )
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promoted = true
end
end
if promoted then
meta : set_string ( " promotionActive " , " " )
meta : set_int ( " promotionPawnFromIdx " , 0 )
meta : set_int ( " promotionPawnToIdx " , 0 )
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realchess.update_state ( meta , from_idx , to_idx , color , promoteFrom : get_name ( ) , pstr )
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update_game_result ( meta , color )
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update_formspec ( meta )
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local botColor = meta : get_string ( " botColor " )
if botColor == " " then botColor = " black " end
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local lastMove = meta : get_string ( " lastMove " )
if lastMove == " " then lastMove = " black " end
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local mode = meta : get_string ( " mode " )
local gameResult = meta : get_string ( " gameResult " )
if ( mode == " bot_vs_bot " or ( mode == " single " and lastMove ~= botColor ) ) and gameResult == " " then
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chessbot.move ( inv , meta )
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end
else
minetest.log ( " error " , " [xdecor] Chess: Could not find pawn to promote! " )
end
end
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function realchess . blast ( pos )
minetest.remove_node ( pos )
end
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local chessboarddef = {
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description = S ( " Chess Board " ) ,
2015-10-27 13:26:08 +03:00
drawtype = " nodebox " ,
paramtype = " light " ,
paramtype2 = " facedir " ,
inventory_image = " chessboard_top.png " ,
wield_image = " chessboard_top.png " ,
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tiles = { " chessboard_top.png " , " chessboard_top.png " , " chessboard_sides.png " } ,
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use_texture_alpha = ALPHA_OPAQUE ,
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groups = { choppy = 3 , oddly_breakable_by_hand = 2 , flammable = 3 } ,
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is_ground_content = false ,
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sounds = default.node_sound_wood_defaults ( ) ,
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node_box = { type = " fixed " , fixed = { - .375 , - .5 , - .375 , .375 , - .4375 , .375 } } ,
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sunlight_propagates = true ,
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on_rotate = screwdriver.rotate_simple ,
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}
if ENABLE_CHESS_GAMES then
-- Extend chess board node definition if chess games are enabled
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chessboarddef._tt_help = S ( " Play a game of Chess against another player or the computer " )
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chessboarddef.on_blast = realchess.blast
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chessboarddef.can_dig = realchess.can_dig
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chessboarddef.on_construct = realchess.init
chessboarddef.on_receive_fields = realchess.fields
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-- The move logic of Chess is here (at least for players)
chessboarddef.allow_metadata_inventory_move = function ( pos , from_list , from_index , to_list , to_index , _ , player )
-- Normally, the allow function is meant to just check if an inventory move
-- is allowed but instead we abuse it to detect where the player is *attempting*
-- to move pieces to.
-- This function may manipulate the inventory. This is a bit dirty
-- because this is not really what the allow function is meant to do.
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local meta = minetest.get_meta ( pos )
local playerName
if player and player : is_player ( ) then
playerName = player : get_player_name ( )
else
playerName = " <UNKNOWN PLAYER> "
minetest.log ( " error " , " [xdecor] Chess: An unknown player tried to move a piece in the chessboard inventory " )
end
realchess.move ( meta , from_list , from_index , to_list , to_index , playerName )
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-- We always return 0 to disable all *builtin* inventory moves, since
-- we do it ourselves. This should be fine because there shouldn't be a
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-- conflict between this mod and Luanti then.
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return 0
end
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chessboarddef.allow_metadata_inventory_take = function ( ) return 0 end
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chessboarddef.allow_metadata_inventory_put = function ( ) return 0 end
-- Note: There is no on_move function because we put the entire move handling
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-- into the allow function above. The reason for this is of Luanti's
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-- awkward behavior when swapping items.
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minetest.register_lbm ( {
label = " Re-initialize chessboard (enable Chess games) " ,
name = " xdecor:chessboard_reinit " ,
nodenames = { " realchess:chessboard " } ,
run_at_every_load = true ,
action = function ( pos , node )
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-- Init chessboard only if neccessary
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local meta = minetest.get_meta ( pos )
if meta : get_string ( " formspec " , " " ) then
realchess.init ( pos )
end
end ,
} )
else
minetest.register_lbm ( {
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label = " Clear chessboard formspec+infotext+inventory (disable Chess games) " ,
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name = " xdecor:chessboard_clear " ,
nodenames = { " realchess:chessboard " } ,
run_at_every_load = true ,
action = function ( pos , node )
local meta = minetest.get_meta ( pos )
meta : set_string ( " formspec " , " " )
meta : set_string ( " infotext " , " " )
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local inv = meta : get_inventory ( )
inv : set_size ( " board " , 0 )
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end ,
} )
end
minetest.register_node ( " :realchess:chessboard " , chessboarddef )
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local function register_piece ( name , white_desc , black_desc , count )
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for _ , color in pairs ( { " black " , " white " } ) do
if not count then
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minetest.register_craftitem ( " :realchess: " .. name .. " _ " .. color , {
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description = ( color == " black " ) and black_desc or white_desc ,
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inventory_image = name .. " _ " .. color .. " .png " ,
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stack_max = 1 ,
groups = { not_in_creative_inventory = 1 }
} )
else
for i = 1 , count do
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minetest.register_craftitem ( " :realchess: " .. name .. " _ " .. color .. " _ " .. i , {
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description = ( color == " black " ) and black_desc or white_desc ,
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inventory_image = name .. " _ " .. color .. " .png " ,
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stack_max = 1 ,
groups = { not_in_creative_inventory = 1 }
} )
end
end
end
end
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register_piece ( " pawn " , S ( " White Pawn " ) , S ( " Black Pawn " ) , 8 )
register_piece ( " rook " , S ( " White Rook " ) , S ( " Black Rook " ) , 2 )
register_piece ( " knight " , S ( " White Knight " ) , S ( " Black Knight " ) , 2 )
register_piece ( " bishop " , S ( " White Bishop " ) , S ( " Black Bishop " ) , 2 )
register_piece ( " queen " , S ( " White Queen " ) , S ( " Black Queen " ) )
register_piece ( " king " , S ( " White King " ) , S ( " Black King " ) )
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-- Recipes
minetest.register_craft ( {
output = " realchess:chessboard " ,
recipe = {
{ " dye:black " , " dye:white " , " dye:black " } ,
{ " stairs:slab_wood " , " stairs:slab_wood " , " stairs:slab_wood " }
}
} )