-- 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 -- 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 local chessbot = dofile(minetest.get_modpath(minetest.get_current_modname()).."/src/chessbot.lua") screwdriver = screwdriver or {} -- Translation init local S = minetest.get_translator("xdecor") local NS = function(s) return s end local FS = function(...) return minetest.formspec_escape(S(...)) end -- 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 -- 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 -- Bot names local BOT_NAME = NS("Weak Computer") -- Bot names in Bot vs Bot mode local BOT_NAME_1 = NS("Weak Computer 1") local BOT_NAME_2 = NS("Weak Computer 2") -- 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 local ALPHA_OPAQUE = minetest.features.use_texture_alpha_string_modes and "opaque" or false -- 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 local function index_to_xy(idx) if not idx then return nil end idx = idx - 1 local x = idx % 8 local y = math.floor((idx - x) / 8) return x, y end local function xy_to_index(x, y) return x + y * 8 + 1 end local function get_square(a, b) return (a * 8) - (8 - b) end -- 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 local function get_square_index_color(idx) 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 local chat_prefix = minetest.colorize("#FFFF00", "["..S("Chess").."] ") local chat_prefix_debug = minetest.colorize("#FFFF00", "["..S("Chess Debug").."] ") -- 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 local notation_letters = {'a','b','c','d','e','f','g','h'} function realchess.index_to_notation(idx) local x, y = index_to_xy(idx) if not x or not y then return "??" end local xstr = notation_letters[x+1] or "?" local ystr = tostring(9 - (y+1)) or "?" return xstr .. ystr end function realchess.board_to_table(inv) local t = {} for i = 1, 64 do t[#t + 1] = inv:get_stack("board", i):get_name() end return t end local piece_values = { pawn = 10, knight = 30, bishop = 30, rook = 50, queen = 90, king = 900 } 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} function realchess.attacked(color, idx, board) 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 local function get_current_halfmove(meta) local moves_raw = meta:get_string("moves_raw") local mrsplit = string.split(moves_raw, ";") return #mrsplit end 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 -- 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 s_en_passant = realchess.index_to_notation(xy_to_index(dsx, dsy)) end return s_en_passant end local function can_castle(board, from_idx, to_idx, castlingRights) local from_x, from_y = index_to_xy(from_idx) local to_x, to_y = index_to_xy(to_idx) local kingPiece = board[from_idx] local kingColor if kingPiece:find("black") then kingColor = "black" else kingColor = "white" end local possible_castles = { -- white queenside { y = 7, to_x = 2, rook_idx = 57, rook_goal = 60, acheck_dir = -1, color = "white", rightName = "castlingWhiteL", rook_id = 1 }, -- white kingside { y = 7, to_x = 6, rook_idx = 64, rook_goal = 62, acheck_dir = 1, color = "white", rightName = "castlingWhiteR", rook_id = 2 }, -- black queenside { y = 0, to_x = 2, rook_idx = 1, rook_goal = 4, acheck_dir = -1, color = "black", rightName = "castlingBlackL", rook_id = 1 }, -- black kingside { y = 0, to_x = 6, rook_idx = 8, rook_goal = 6, acheck_dir = 1, color = "black", rightName = "castlingBlackR", rook_id = 2 }, } 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 local castlingRightVal = castlingRights[pc.rightName] local rookPiece = board[pc.rook_idx] if castlingRightVal == 1 and rookPiece == "realchess:rook_"..kingColor.."_"..pc.rook_id then -- 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 if board[i] ~= "" then 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 if realchess.attacked(kingColor, i, board) then return false end end return true, pc.rook_idx, pc.rook_goal, "realchess:rook_"..kingColor.."_"..pc.rook_id end end end return false end -- 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: -- * board: chessboard table -- * 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 -- * 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 return true end return false end -- 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. -- The numeric value is a move rating for the bot and is 0 by default. -- Example: { [4] = 0, [9] = 0 } -- can move to squares 4 and 9 local function get_theoretical_moves_from(board, from_idx, prevDoublePawnStepTo, castlingRights) local piece, color = board[from_idx]:match(":(%w+)_(%w+)") if not piece then return {} end local moves = {} local from_x, from_y = index_to_xy(from_idx) for i = 1, 64 do local stack_name = board[i] if stack_name:find((color == "black" and "white" or "black")) or stack_name == "" then moves[i] = 0 end end for to_idx in pairs(moves) do local pieceTo = board[to_idx] local to_x, to_y = index_to_xy(to_idx) -- PAWN if piece == "pawn" then if color == "white" then local pawnWhiteMove = board[xy_to_index(from_x, from_y - 1)] local en_passant = false -- 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 local can_capture = false if pieceTo:find("black") then can_capture = true else -- en passant if can_capture_en_passant(board, "black", xy_to_index(to_x, from_y), prevDoublePawnStepTo) then can_capture = true en_passant = true end end if not can_capture then 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 if not pieceTo:find("black") and not en_passant then moves[to_idx] = nil end else moves[to_idx] = nil end elseif color == "black" then local pawnBlackMove = board[xy_to_index(from_x, from_y + 1)] local en_passant = false -- 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 local can_capture = false if pieceTo:find("white") then can_capture = true else -- en passant if can_capture_en_passant(board, "white", xy_to_index(to_x, from_y), prevDoublePawnStepTo) then can_capture = true en_passant = true end end if not can_capture then 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 if not pieceTo:find("white") and not en_passant then 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 if board[xy_to_index(from_x, i)] ~= "" then moves[to_idx] = nil end end else -- Moving up -- Ensure that no piece disturbs the way for i = to_y + 1, from_y - 1 do if board[xy_to_index(from_x, i)] ~= "" then moves[to_idx] = nil end end end elseif from_y == to_y then -- Moving horizontally if from_x < to_x then -- moving right -- ensure that no piece disturbs the way for i = from_x + 1, to_x - 1 do if board[xy_to_index(i, from_y)] ~= "" then moves[to_idx] = nil end end else -- Moving left -- Ensure that no piece disturbs the way for i = to_x + 1, from_x - 1 do if board[xy_to_index(i, from_y)] ~= "" then 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 if board[xy_to_index(from_x + i, from_y + i)] ~= "" then moves[to_idx] = nil end end else -- Moving right-up -- Ensure that no piece disturbs the way for i = 1, dx - 1 do if board[xy_to_index(from_x + i, from_y - i)] ~= "" then 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 if board[xy_to_index(from_x - i, from_y + i)] ~= "" then moves[to_idx] = nil end end else -- Moving left-up -- ensure that no piece disturbs the way for i = 1, dx - 1 do if board[xy_to_index(from_x - i, from_y - i)] ~= "" then 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 if board[xy_to_index(from_x, i)] ~= "" then moves[to_idx] = nil end end else -- Moving up -- Ensure that no piece disturbs the way for i = to_y + 1, from_y - 1 do if board[xy_to_index(from_x, i)] ~= "" then 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 if board[xy_to_index(from_x + i, from_y)] ~= "" then 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 if board[xy_to_index(from_x + i, from_y + i)] ~= "" then moves[to_idx] = nil end end else -- Goes right-up -- Ensure that no piece disturbs the way for i = 1, dx - 1 do if board[xy_to_index(from_x + i, from_y - i)] ~= "" then moves[to_idx] = nil end end end else if from_y == to_y then -- Moving horizontally if from_x < to_x then -- moving right -- ensure that no piece disturbs the way for i = from_x + 1, to_x - 1 do if board[xy_to_index(i, from_y)] ~= "" then moves[to_idx] = nil end end else -- Moving left -- Ensure that no piece disturbs the way for i = to_x + 1, from_x - 1 do if board[xy_to_index(i, from_y)] ~= "" then 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 if board[xy_to_index(from_x - i, from_y + i)] ~= "" then moves[to_idx] = nil end end else -- Goes left-up -- Ensure that no piece disturbs the way for i = 1, dx - 1 do if board[xy_to_index(from_x - i, from_y - i)] ~= "" then moves[to_idx] = nil end end end end -- KING elseif piece == "king" then -- 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 local king_board = table.copy(board) king_board[to_idx] = king_board[from_idx] king_board[from_idx] = "" if realchess.attacked(color, to_idx, king_board) then moves[to_idx] = nil else local dx = from_x - to_x local dy = from_y - to_y if dx < 0 then dx = -dx end if dy < 0 then dy = -dy end if dx > 1 or dy > 1 then local cc = can_castle(board, from_idx, to_idx, castlingRights) if not cc then moves[to_idx] = nil end end end end end if not next(moves) then return {} end -- Rate the possible moves depending on its piece value -- TODO: Move this to chessbot.lua for i in pairs(moves) do local stack_name = board[tonumber(i)] 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 -- 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. -- r1, r2, r3 ... are numeric values (normally 0) to "rate" this square for the bot. function realchess.get_theoretical_moves_for(board, player, prevDoublePawnStepTo, castlingRights) local moves = {} for i = 1, 64 do local possibleMoves = get_theoretical_moves_from(board, i, prevDoublePawnStepTo, castlingRights) 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 function realchess.locate_kings(board) local Bidx, Widx for i = 1, 64 do local piece, color = board[i]:match(":(%w+)_(%w+)") if piece == "king" then if color == "black" then Bidx = i else Widx = i end end end return Bidx, Widx end -- 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. -- * theoretical_moves: moves table returned by realchess.get_theoretical_moves_for() -- * board: board table -- * player: player color ("white" or "black") function realchess.get_king_safe_moves(theoretical_moves, board, player) local safe_moves = {} local safe_moves_count = 0 -- create a virtual board local v_board = table.copy(board) for from_idx, _ in pairs(theoretical_moves) do for to_idx, value in pairs(_) do from_idx = tonumber(from_idx) -- 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] = "" local black_king_idx, white_king_idx = realchess.locate_kings(v_board) if not black_king_idx or not white_king_idx then minetest.log("error", "[xdecor] Chess: Insufficient kings on chessboard!") return {}, 0 end local king_idx if player == "black" then king_idx = black_king_idx else king_idx = white_king_idx end local playerAttacked = realchess.attacked(player, king_idx, v_board) if not playerAttacked then safe_moves[from_idx] = safe_moves[from_idx] or {} safe_moves[from_idx][to_idx] = value safe_moves_count = safe_moves_count + 1 end -- restore the old state of the virtual board v_board[to_idx] = bak_to v_board[from_idx] = bak_from end end return safe_moves, safe_moves_count end -- 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 -- 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", } -- 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 = { -- rank '8' "realchess:rook_black_1", -- a8 "realchess:knight_black_1", -- b8 "realchess:bishop_black_1", -- c8 "realchess:queen_black", -- ... "realchess:king_black", "realchess:bishop_black_2", "realchess:knight_black_2", "realchess:rook_black_2", -- rank '8' -- rank '7' "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", -- ranks '6' thru '3' '','','','','','','','', '','','','','','','','', '','','','','','','','', '','','','','','','','', -- rank '2' "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", -- rank '1' "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" } -- 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" end local function get_figurine_id(piece_itemname) local piece_s = piece_itemname:match(":(%w+_%w+)") if not piece_s then return MOVES_LIST_SYMBOL_EMPTY else return figurines_str:match("(%d+)=chess_figurine_" .. piece_s) end end local fs_gamemode_x if CHESS_DEBUG then fs_gamemode_x = 10.2 else fs_gamemode_x = 11.5 end local fs_init = [[ formspec_version[2] size[16,10.7563;] no_prepend[] ]] .."bgcolor[#00000000;false]" .."background[0,0;16,10.7563;chess_bg.png;true]" .."style_type[button,image_button,item_image_button;bgcolor=#8f3000]" .."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")).."]" .."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").."]" if CHESS_DEBUG then fs_init = fs_init .."button[11,4.1;3,0.8;bot_vs_bot;"..FS("Bot vs Bot").."]" end local fs = [[ formspec_version[2] size[16,10.7563;] no_prepend[] bgcolor[#00000000;false] background[0,0;16,10.7563;chess_bg.png;true] style_type[button,image_button,item_image_button;bgcolor=#8f3000] style_type[list;spacing=0.1;size=0.975] listcolors[#00000000;#00000000;#00000000;#30434C;#FFF] list[context;board;0.47,1.155;8,8;] tableoptions[background=#00000000;highlight=#00000000;border=false] ]] -- table columns for Chess notation. -- Columns: move no.; white piece; white halfmove; white promotion; black piece; black halfmove; black promotion .."tablecolumns[" .. "text,align=right;".. "image," .. figurines_str .. ";text;image," .. figurines_str .. ";" .. --"image,0=mailbox_blank16.png;" .. "image," .. figurines_str .. ";text;image," .. figurines_str .. "]" local function add_move_to_moves_list(meta, pieceFrom, pieceTo, from_idx, to_idx, special) local moves_raw = meta:get_string("moves_raw") if moves_raw ~= "" then moves_raw = moves_raw .. ";" end if not special then special = "" end moves_raw = moves_raw .. pieceFrom .. "," .. pieceTo .. "," .. from_idx .. "," .. to_idx .. "," .. special meta:set_string("moves_raw", moves_raw) end local function add_special_to_moves_list(meta, special) add_move_to_moves_list(meta, "", "", "", "", special) end -- 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 -- Returns a list of all positions so far, for the purposes -- of determining position equality under the -- "3-/5-fold repetition" draw rules. -- 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 str = str .. piece_to_letter(piece) end return str end -- 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 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)) local pawn_double_step_index 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 -- Reset repetition counter on piece capture if pieceTo ~= "" then no_repetitions_before = m end -- 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] = "" no_repetitions_before = m elseif (from_x == 4 and to_x == 6) then board[62] = board[64] board[64] = "" no_repetitions_before = m 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] = "" no_repetitions_before = m elseif (from_x == 4 and to_x == 6) then board[6] = board[8] board[8] = "" no_repetitions_before = m end end -- Lose castling rights on any king move if pieceFrom:find("white") then if castling_state[1] or castling_state[2] then no_repetitions_before = m end castling_state[1] = false castling_state[2] = false else if castling_state[3] or castling_state[4] then no_repetitions_before = m end 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 if castling_state[2] then castling_state[2] = false no_repetitions_before = m end elseif from_idx == 64 then -- white kingside if castling_state[1] then castling_state[1] = false no_repetitions_before = m end elseif from_idx == 1 then -- black queenside if castling_state[4] then castling_state[4] = false no_repetitions_before = m end elseif from_idx == 8 then -- black kingside if castling_state[3] then castling_state[3] = false no_repetitions_before = m end end end -- 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 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)] = "" -- Double pawn step (record pos) 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 return positions_list, no_repetitions_before end -- Returns the highest number of positions that are repeated -- in the given positions history list as well as the number -- of occurrances of the last position. -- -- Arguments: -- * positions: positions history list returned by get_position_history() -- * first_position_no: index of first position to check (default: 1) -- -- Returns , local function count_repeated_positions(positions, first_position_no) -- Count how often each position occurred local positions_counter = {} local maxRepeatedPositions = 0 first_position_no = first_position_no or 1 for p = first_position_no, #positions do 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 local lastPosition = positions[#positions] local lastPositionOccurredTimes = positions_counter[lastPosition] or 0 return maxRepeatedPositions, lastPositionOccurredTimes end -- Create the full formspec string for the sequence of moves. -- Uses Figurine Algebraic Notation. local function get_moves_formstring(meta) local moves_raw = meta:get_string("moves_raw") if moves_raw == "" then return "", 0 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] local from_idx = tonumber(move_split[3]) local to_idx = tonumber(move_split[4]) local special = move_split[5] -- 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 moves_out = moves_out .. ""..MOVES_LIST_SYMBOL_EMPTY..",," .. MOVES_LIST_SYMBOL_EMPTY .. "," end end if special == "whiteWon" then moves_out = moves_out .. ","..MOVES_LIST_SYMBOL_EMPTY..",1–0,"..MOVES_LIST_SYMBOL_EMPTY move_no = move_no + 1 elseif special == "blackWon" then moves_out = moves_out .. ","..MOVES_LIST_SYMBOL_EMPTY..",0–1,"..MOVES_LIST_SYMBOL_EMPTY move_no = move_no + 1 elseif special == "draw" then moves_out = moves_out .. ","..MOVES_LIST_SYMBOL_EMPTY..",½–½,"..MOVES_LIST_SYMBOL_EMPTY move_no = move_no + 1 else 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 pieceFrom_si_id = get_figurine_id(pieceFrom) end local pieceTo_si_id = pieceTo ~= "" and get_figurine_id(pieceTo) local coordFrom = realchess.index_to_notation(from_idx) local coordTo = realchess.index_to_notation(to_idx) if curPlayerIsWhite then move_no = move_no + 1 -- Add move number (e.g. "3.") moves_out = moves_out .. string.format("%d.", move_no) .. "," end local betweenCoordsSymbol = "–" -- to be inserted between source and destination coords -- dash for normal moves, × for capturing moves local enPassantSymbol = "" -- symbol for en passant captures if pieceTo ~= "" then -- normal capture betweenCoordsSymbol = "×" elseif pieceTo == "" and pieceFrom:sub(11,14) == "pawn" and from_x ~= to_x then -- 'en passant' capture betweenCoordsSymbol = "×" enPassantSymbol = " e.p." end ---- Add halfmove of current player -- Castling local castling = false 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 -- queenside castling if from_x == 4 and to_x == 2 then -- write "0–0–0" moves_out = moves_out .. MOVES_LIST_SYMBOL_EMPTY .. ",0–0–0," .. MOVES_LIST_SYMBOL_EMPTY castling = true -- kingside castling elseif from_x == 4 and to_x == 6 then -- write "0–0" moves_out = moves_out .. MOVES_LIST_SYMBOL_EMPTY .. ",0–0," .. MOVES_LIST_SYMBOL_EMPTY castling = true end end -- Normal halfmove if not castling then moves_out = moves_out .. pieceFrom_si_id .. "," .. -- piece image ID coordFrom .. betweenCoordsSymbol .. coordTo .. -- coords in long algebraic notation, e.g. "e2e3" 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 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 moves_out = moves_out .. "," .. MOVES_LIST_SYMBOL_EMPTY .. ",," .. MOVES_LIST_SYMBOL_EMPTY end end if m ~= #moves_split then moves_out = moves_out .. "," end end return moves_out, move_no end -- Verify eaten list local verify_eaten_list if CHESS_DEBUG then verify_eaten_list = function(meta) local inv = meta:get_inventory() local board = realchess.board_to_table(inv) 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 -- 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 local eaten = meta:get_string("eaten") if eaten ~= "" then eaten = eaten .. "," end local piece_s = piece:match(":(%w+_%w+)") or "" eaten = eaten .. piece_s meta:set_string("eaten", eaten) if CHESS_DEBUG then verify_eaten_list(meta) end end end local function get_eaten_formstring(meta) local eaten = meta:get_string("eaten") 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 .. "image[" .. ((X + (is_white and 12.82 or 9.72)) - (X * 0.44)) .. "," .. ((Y + 6) - (Y * 0.12)) .. ";1,1;" .. eaten_t[i] .. ".png]" end 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" local botColor = meta:get_string("botColor") local playerWhite = meta:get_string("playerWhite") local playerBlack = meta:get_string("playerBlack") -- 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") local moves_raw = meta:get_string("moves_raw") local moves, mlistlen = get_moves_formstring(meta) local eaten_img = get_eaten_formstring(meta) local lastMove = meta:get_string("lastMove") local gameResult = meta:get_string("gameResult") local grReason = meta:get_string("gameResultReason") local mode = meta:get_string("mode") -- arrow to show whose turn it is 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 "" local turnBlack = minetest.colorize("#000001", playerBlackDisplay) local turnWhite = minetest.colorize("#000001", playerWhiteDisplay) -- 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").."]") -- player has resigned local resign_s = minetest.colorize("#FF0000", "["..S("resigned").."]") -- player has won local win_s = minetest.colorize("#26AB2B", "["..S("winner").."]") -- player has lost local lose_s = minetest.colorize("#FF0000", "["..S("loser").."]") -- player has a draw local draw_s = minetest.colorize("#FF00FF", "["..S("draw").."]") local status_black = "" local status_white = "" if gameResult == "blackWon" then if grReason == "resign" then status_white = " " .. resign_s elseif grReason == "checkmate" then status_white = " " .. mate_s else status_white = " " .. lose_s end status_black = " " .. win_s elseif gameResult == "draw" then status_black = " " .. draw_s status_white = " " .. draw_s elseif gameResult == "whiteWon" then if grReason == "resign" then status_black = " " .. resign_s elseif grReason == "checkmate" then status_black = " " .. mate_s else status_black = " " .. lose_s end 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 local promotion = "" if gameResult == "" then promotion = meta:get_string("promotionActive") end local promotion_formstring = "" -- Show promotion prompt to ask player to choose to which piece to promote a pawn to if promotion == "black" then eaten_img = "" promotion_formstring = "label[10.1,6.35;"..FS("PROMOTION\nFOR BLACK!").."]" .. "animated_image[10.05,7.2;2,2;p_img_white;pawn_black_promo_anim.png;5;100]" if botColor ~= "black" and botColor ~= "both" then -- Hide buttons if computer player promotes promotion_formstring = promotion_formstring .. "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;]" end elseif promotion == "white" then eaten_img = "" promotion_formstring = "label[10.1,6.35;"..FS("PROMOTION\nFOR WHITE!").."]" .. "animated_image[10.05,7.2;2,2;p_img_white;pawn_white_promo_anim.png;5;100]" if botColor ~= "white" and botColor ~= "both" then -- Hide buttons if computer player promotes promotion_formstring = promotion_formstring .. "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;]" end end 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\nBY WHITE!").."]" else draw_claim_formstring = "label[10.1,6.35;"..FS("DRAW CLAIM\nBY 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 -- 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 -- 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 if playerActionsAvailable and drawClaim == "" then -- 50-move rule local halfmoveClock = meta:get_int("halfmoveClock") if halfmoveClock == DRAWCLAIM_LONGGAME_PLAYER - 1 then -- 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 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;".. FS("Invoke the 50-move rule for your next move").."]" elseif halfmoveClock >= DRAWCLAIM_LONGGAME_PLAYER then -- When the 50 moves without capture / pawn move have occured occur. -- Will insta-draw. 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;".. FS("Invoke the 50-move rule and draw the game").."]" end -- Threefold repetition rule -- Count how often each position occurred local positions, first_p = get_positions_history(meta) local maxRepeatedPositions, lastOccurred = count_repeated_positions(positions, first_p) if lastOccurred >= 3 then -- If the same position has already occured 3 times -- Will insta-draw. 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;".. FS("Invoke the threefold repetition rule and draw the game").."]" elseif maxRepeatedPositions >= 2 then -- If the same position may be about to occur 3 times. -- 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;".. FS("Invoke the threefold repetition rule for your next move").."]" end end 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 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) -- en passant possible? local double_step = meta:get_int("prevDoublePawnStepTo") local d_en_passant = en_passant_to_string(double_step) -- 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") -- 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 debug_formstring = "label[7.9,10.2;DEBUG: "..debug_str.."]" end 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 local formspec = fs .. "label[2.2,0.652;" .. turnBlack .. minetest.formspec_escape(status_black) .. "]" .. blackArr .. "label[2.2,10.21;" .. turnWhite .. minetest.formspec_escape(status_white) .. "]" .. whiteArr .. moves_list .. promotion_formstring .. draw_claim_formstring .. eaten_img .. game_buttons .. debug_formstring meta:set_string("formspec", formspec) end local function update_game_result(meta, lastMove) local inv = meta:get_inventory() local board_t = realchess.board_to_table(inv) local playerWhite = meta:get_string("playerWhite") local playerBlack = meta:get_string("playerBlack") 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"), } update_formspec(meta) local blackCanMove = false local whiteCanMove = false local blackMoves = realchess.get_theoretical_moves_for(board_t, "black", prevDoublePawnStepTo, castlingRights) local whiteMoves = realchess.get_theoretical_moves_for(board_t, "white", prevDoublePawnStepTo, castlingRights) if next(blackMoves) then blackCanMove = true end if next(whiteMoves) then whiteCanMove = true end local black_king_idx, white_king_idx = realchess.locate_kings(board_t) if not black_king_idx or not white_king_idx then minetest.log("error", "[xdecor] Chess: Insufficient kings on chessboard!") return end local checkPlayer, king_idx, checkMoves if lastMove == "black" or lastMove == "" then checkPlayer = "white" checkMoves = whiteMoves king_idx = white_king_idx else checkPlayer = "black" checkMoves = blackMoves king_idx = black_king_idx end -- King attacked? local isKingAttacked = realchess.attacked(checkPlayer, king_idx, board_t) if isKingAttacked then meta:set_string(checkPlayer.."Attacked", "true") 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 end end local playerWhiteDisplay = get_display_player_name(meta, "white") local playerBlackDisplay = get_display_player_name(meta, "black") local botColor = meta:get_string("botColor") if lastMove == "white" and not blackCanMove then if meta:get_string("blackAttacked") == "true" then -- black was checkmated meta:set_string("gameResult", "whiteWon") meta:set_string("gameResultReason", "checkmate") add_special_to_moves_list(meta, "whiteWon") 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) minetest.log("action", "[xdecor] Chess: "..playerWhite.." won against "..playerBlack.." by checkmate") return else -- stalemate meta:set_string("gameResult", "draw") meta:set_string("gameResultReason", "stalemate") add_special_to_moves_list(meta, "draw") send_message_2(playerWhite, playerBlack, S("The game ended up in a stalemate! It's a draw!"), botColor) minetest.log("action", "[xdecor] Chess: A game between "..playerWhite.." and "..playerBlack.." ended in a draw by stalemate") return end end if lastMove == "black" and not whiteCanMove then if meta:get_string("whiteAttacked") == "true" then -- white was checkmated meta:set_string("gameResult", "blackWon") meta:set_string("gameResultReason", "checkmate") add_special_to_moves_list(meta, "blackWon") 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) minetest.log("action", "[xdecor] Chess: "..playerBlack .." won against "..playerWhite.." by checkmate") return else -- stalemate meta:set_string("gameResult", "draw") meta:set_string("gameResultReason", "stalemate") add_special_to_moves_list(meta, "draw") send_message_2(playerWhite, playerBlack, S("The game ended up in a stalemate! It's a draw!"), botColor) minetest.log("action", "[xdecor] Chess: A game between "..playerWhite.." and "..playerBlack.." ended in a draw by stalemate") return end end -- Is this a dead position? 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") send_message_2(playerWhite, playerBlack, S("The game ended up in a dead position! It's a draw!"), botColor) minetest.log("action", "[xdecor] Chess: A game between "..playerWhite.." and "..playerBlack.." ended in a draw by dead position") end local drawClaim = meta:get_string("drawClaim") -- 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. if meta:get_int("halfmoveClock") >= DRAWCLAIM_LONGGAME_FORCE then 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") -- 50-move rule, after a player issued a draw claim for their next move. -- If no pawn moved nor a piece was captured for >= 100 halfmoves, the game is drawn. elseif meta:get_int("halfmoveClock") >= DRAWCLAIM_LONGGAME_PLAYER and drawClaim == "50_move_rule" then 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 minetest.log("action", "[xdecor] Chess: A game between "..playerWhite.." and "..playerBlack.." ended in a draw because "..claimer.." has invoked the 50-move rule") elseif drawClaim == "50_move_rule" then 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 end -- Draw if same position appeared >= 5 times -- or if it appeared >= 3 times and the player claimed the draw previously -- First, generate the position history local forceRepetitionDraw = false local chosenRepetitionDraw = false local positions, first_p = get_positions_history(meta) -- Then count the repeated positions local _, lastOccurred = count_repeated_positions(positions, first_p) if lastOccurred >= 3 then chosenRepetitionDraw = true end if lastOccurred >= 5 then forceRepetitionDraw = true end if CHESS_DEBUG then -- Show last position 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 -- fivefold repetition if forceRepetitionDraw then 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!") send_message_2(playerWhite, playerBlack, msg, botColor) minetest.log("action", "[xdecor] Chess: A game between "..playerWhite.." and "..playerBlack.." ended in a draw because the same position has appeared 5 times") -- threefold repetition elseif chosenRepetitionDraw and drawClaim == "same_position_3" then 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 send_message(claimer, S("You have drawn the game by invoking the threefold repetition rule."), botColor) if claimer ~= other then send_message(other, S("@1 has drawn the game by invoking the threefold repetition rule.", claimer), botColor) end minetest.log("action", "[xdecor] Chess: A game between "..playerWhite.." and "..playerBlack.." ended in a draw because "..claimer.." has invoked the threefold repetition rule") elseif drawClaim == "same_position_3" then 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 end meta:set_string("drawClaim", "") end function realchess.init(pos) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() meta:set_string("formspec", fs_init) meta:set_string("infotext", S("Chess Board")) meta:set_string("playerBlack", "") meta:set_string("playerWhite", "") meta:set_string("botColor", "") meta:set_string("lastMove", "") meta:set_string("gameResult", "") meta:set_string("gameResultReason", "") meta:set_string("drawClaim", "") meta:set_string("blackAttacked", "") meta:set_string("whiteAttacked", "") meta:set_string("promotionActive", "") meta:set_int("lastMoveTime", 0) meta:set_int("castlingBlackL", 1) meta:set_int("castlingBlackR", 1) meta:set_int("castlingWhiteL", 1) meta:set_int("castlingWhiteR", 1) meta:set_int("promotionPawnFromIdx", 0) meta:set_int("promotionPawnToIdx", 0) meta:set_int("prevDoublePawnStepTo", 0) meta:set_int("halfmoveClock", 0) meta:set_string("moves_raw", "") meta:set_string("eaten", "") meta:set_string("mode", "") inv:set_list("board", starting_grid) inv:set_size("board", 64) -- Clear legacy metadata meta:set_string("moves", "") meta:set_string("eaten_img", "") end -- The move logic of Chess. -- This is meant to be called when a player *ATTEMPTS* to move a piece -- 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 -- 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. -- -- * meta: Chessboard node metadata -- * 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 -- * playerName: Name of player to move function realchess.move(meta, from_list, from_index, to_list, to_index, playerName) if from_list ~= "board" and to_list ~= "board" then return false end local promo = meta:get_string("promotionActive") if promo ~= "" then -- Can't move when waiting for selecting a pawn promotion return false end local gameResult = meta:get_string("gameResult") if gameResult ~= "" then -- No moves if game is over return false end 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") local playerWhite = meta:get_string("playerWhite") local playerBlack = meta:get_string("playerBlack") local prevDoublePawnStepTo = meta:get_int("prevDoublePawnStepTo") local kingMoved = false local thisMove -- Will replace lastMove when move is legal if pieceFrom:find("white") then if playerWhite ~= "" and playerWhite ~= playerName then send_message(playerName, S("Someone else plays white pieces!")) return false end if pieceTo:find("white") then -- Don't replace pieces of same color return false end if lastMove == "white" then send_message(playerName, S("It's not your turn!")) return end playerWhite = playerName thisMove = "white" elseif pieceFrom:find("black") then if playerBlack ~= "" and playerBlack ~= playerName then send_message(playerName, S("Someone else plays black pieces!")) return false end if pieceTo:find("black") then -- Don't replace pieces of same color return false end if lastMove == "black" then send_message(playerName, S("It's not your turn!")) return false end if lastMove == "" then -- Nobody has moved yet, and Black cannot move first send_message(playerName, S("Black cannot move first!")) return false end playerBlack = playerName thisMove = "black" end -- MOVE LOGIC local from_x, from_y = index_to_xy(from_index) local to_x, to_y = index_to_xy(to_index) local promotion = false local doublePawnStep = nil local en_passant_target = nil local lostCastlingRightRook = nil local resetHalfmoveClock = false -- PAWN if pieceFrom:sub(11,14) == "pawn" then if thisMove == "white" then local pawnWhiteMove = inv:get_stack(from_list, xy_to_index(from_x, from_y - 1)):get_name() -- white pawns can go up only if from_y - 1 == to_y then -- single step if from_x == to_x then if pieceTo ~= "" then return false elseif to_index >= 1 and to_index <= 8 then -- activate promotion promotion = true end resetHalfmoveClock = true elseif from_x - 1 == to_x or from_x + 1 == to_x then if to_index >= 1 and to_index <= 8 and pieceTo:find("black") then -- activate promotion promotion = true end resetHalfmoveClock = true else return false end elseif from_y - 2 == to_y then -- double step if pieceTo ~= "" or from_y < 6 or pawnWhiteMove ~= "" then return false end -- store the destination of this double step in meta (needed for en passant check) doublePawnStep = to_index resetHalfmoveClock = true else return false 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 return false end elseif from_x - 1 == to_x or from_x + 1 == to_x then -- capture local can_capture = false if pieceTo:find("black") then -- normal capture can_capture = true else -- en passant local board = realchess.board_to_table(inv) if can_capture_en_passant(board, "black", xy_to_index(to_x, from_y), prevDoublePawnStepTo) then can_capture = true en_passant_target = xy_to_index(to_x, from_y) end end if not can_capture then return false end resetHalfmoveClock = true else return false end elseif thisMove == "black" then local pawnBlackMove = inv:get_stack(from_list, xy_to_index(from_x, from_y + 1)):get_name() -- black pawns can go down only if from_y + 1 == to_y then -- single step if from_x == to_x then if pieceTo ~= "" then return false elseif to_index >= 57 and to_index <= 64 then -- activate promotion promotion = true end resetHalfmoveClock = true elseif from_x - 1 == to_x or from_x + 1 == to_x then if to_index >= 57 and to_index <= 64 and pieceTo:find("white") then -- activate promotion promotion = true end resetHalfmoveClock = true else return false end elseif from_y + 2 == to_y then -- double step if pieceTo ~= "" or from_y > 1 or pawnBlackMove ~= "" then return false end -- store the destination of this double step in meta (needed for en passant check) doublePawnStep = to_index resetHalfmoveClock = true else return false 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 return false end elseif from_x - 1 == to_x or from_x + 1 == to_x then -- capture local can_capture = false if pieceTo:find("white") then -- normal capture can_capture = true else -- en passant local board = realchess.board_to_table(inv) if can_capture_en_passant(board, "white", xy_to_index(to_x, from_y), prevDoublePawnStepTo) then can_capture = true en_passant_target = xy_to_index(to_x, from_y) end end if not can_capture then return false end resetHalfmoveClock = true else return false end else return false end -- ROOK elseif pieceFrom:sub(11,14) == "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 if inv:get_stack(from_list, xy_to_index(from_x, i)):get_name() ~= "" then return false end end else -- Moving up -- Ensure that no piece disturbs the way for i = to_y + 1, from_y - 1 do if inv:get_stack(from_list, xy_to_index(from_x, i)):get_name() ~= "" then return false end end end elseif from_y == to_y then -- Moving horizontally if from_x < to_x then -- moving right -- 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 return false end end else -- Moving left -- Ensure that no piece disturbs the way for i = to_x + 1, from_x - 1 do if inv:get_stack(from_list, xy_to_index(i, from_y)):get_name() ~= "" then return false end end end else -- Attempt to move arbitrarily -> abort return false end -- Lose castling right when moving rook if thisMove == "white" then if from_index == 57 then -- queenside white rook lostCastlingRightRook = "castlingWhiteL" elseif from_index == 64 then -- kingside white rook lostCastlingRightRook = "castlingWhiteR" end elseif thisMove == "black" then if from_index == 1 then -- queenside black rook lostCastlingRightRook = "castlingBlackL" elseif from_index == 8 then -- kingside black rook lostCastlingRightRook = "castlingBlackR" end end -- KNIGHT elseif pieceFrom:sub(11,16) == "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 return false end -- Just ensure that destination cell does not contain friend piece -- ^ It was done already thus everything ok -- BISHOP elseif pieceFrom:sub(11,16) == "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 return false 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 if inv:get_stack( from_list, xy_to_index(from_x + i, from_y + i)):get_name() ~= "" then return false end end else -- Moving right-up -- Ensure that no piece disturbs the way for i = 1, dx - 1 do if inv:get_stack( from_list, xy_to_index(from_x + i, from_y - i)):get_name() ~= "" then return false 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 if inv:get_stack( from_list, xy_to_index(from_x - i, from_y + i)):get_name() ~= "" then return false end end else -- Moving left-up -- ensure that no piece disturbs the way for i = 1, dx - 1 do if inv:get_stack( from_list, xy_to_index(from_x - i, from_y - i)):get_name() ~= "" then return false end end end end -- QUEEN elseif pieceFrom:sub(11,15) == "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 return false end if from_x == to_x then if from_y < to_y then -- Goes down -- Ensure that no piece disturbs the way for i = from_y + 1, to_y - 1 do if inv:get_stack(from_list, xy_to_index(from_x, i)):get_name() ~= "" then return false end end else -- Goes up -- Ensure that no piece disturbs the way for i = to_y + 1, from_y - 1 do if inv:get_stack(from_list, xy_to_index(from_x, i)):get_name() ~= "" then return false 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 = from_x + 1, to_x - 1 do if inv:get_stack(from_list, xy_to_index(i, from_y)):get_name() ~= "" then return false end end elseif from_y < to_y then -- Goes right-down -- Ensure that no piece disturbs the way for i = 1, dx - 1 do if inv:get_stack( from_list, xy_to_index(from_x + i, from_y + i)):get_name() ~= "" then return false end end else -- Goes right-up -- Ensure that no piece disturbs the way for i = 1, dx - 1 do if inv:get_stack( from_list, xy_to_index(from_x + i, from_y - i)):get_name() ~= "" then return false end end end else if from_y == to_y then -- Goes left -- Ensure that no piece disturbs the way and destination cell does for i = to_x + 1, from_x - 1 do if inv:get_stack(from_list, xy_to_index(i, from_y)):get_name() ~= "" then return false end end elseif from_y < to_y then -- Goes left-down -- Ensure that no piece disturbs the way for i = 1, dx - 1 do if inv:get_stack( from_list, xy_to_index(from_x - i, from_y + i)):get_name() ~= "" then return false end end else -- Goes left-up -- Ensure that no piece disturbs the way for i = 1, dx - 1 do if inv:get_stack( from_list, xy_to_index(from_x - i, from_y - i)):get_name() ~= "" then return false end end end end -- KING elseif pieceFrom:sub(11,14) == "king" then local dx = from_x - to_x local dy = from_y - to_y local check = true local inv = meta:get_inventory() local board = realchess.board_to_table(inv) local castlingRights = { castlingWhiteR = meta:get_int("castlingWhiteR"), castlingWhiteL = meta:get_int("castlingWhiteL"), castlingBlackR = meta:get_int("castlingBlackR"), castlingBlackL = meta:get_int("castlingBlackL"), } -- Castling local cc, rook_start, rook_goal, rook_name = can_castle(board, from_index, to_index, castlingRights) if cc then inv:set_stack(from_list, rook_goal, rook_name) inv:set_stack(from_list, rook_start, "") check = false kingMoved = true end if check then if dx < 0 then dx = -dx end if dy < 0 then dy = -dy end if dx > 1 or dy > 1 then return false end end kingMoved = true end local board = realchess.board_to_table(inv) board[to_index] = board[from_index] board[from_index] = "" local black_king_idx, white_king_idx = realchess.locate_kings(board) if not black_king_idx or not white_king_idx then minetest.log("error", "[xdecor] Chess: Insufficient kings on chessboard!") return false end local blackAttacked = realchess.attacked("black", black_king_idx, board) local whiteAttacked = realchess.attacked("white", white_king_idx, board) -- Refuse to move if it would put or leave the own king -- under attack if blackAttacked and thisMove == "black" then return false end if whiteAttacked and thisMove == "white" then return false end if pieceTo ~= "" then resetHalfmoveClock = true end -- 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 if en_passant_target then -- Capture pawn en passant local capturedPiece = inv:get_stack(to_list, en_passant_target):get_name() inv:set_stack(to_list, en_passant_target, "") add_to_eaten_list(meta, capturedPiece) end if kingMoved and thisMove == "white" then meta:set_int("castlingWhiteL", 0) meta:set_int("castlingWhiteR", 0) elseif kingMoved and thisMove == "black" then meta:set_int("castlingBlackL", 0) meta:set_int("castlingBlackR", 0) elseif lostCastlingRightRook then meta:set_int(lostCastlingRightRook, 0) end if promotion then meta:set_string("promotionActive", thisMove) meta:set_int("promotionPawnFromIdx", from_index) meta:set_int("promotionPawnToIdx", to_index) else realchess.update_state(meta, from_index, to_index, thisMove) end if doublePawnStep then meta:set_int("prevDoublePawnStepTo", doublePawnStep) else meta:set_int("prevDoublePawnStepTo", 0) end if meta:get_string("playerWhite") == "" then meta:set_string("playerWhite", playerWhite) -- 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 elseif meta:get_string("playerBlack") == "" then meta:set_string("playerBlack", playerBlack) end realchess.move_piece(meta, pieceFrom, from_list, from_index, to_list, to_index) return true end -- 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") update_formspec(meta) elseif playerColor == "white" then meta:set_string("gameResult", "blackWon") meta:set_string("gameResultReason", "resign") add_special_to_moves_list(meta, "blackWon") update_formspec(meta) end end local function timeout_format(timeout_limit) local time_remaining = timeout_limit - minetest.get_gametime() local minutes = math.floor(time_remaining / 60) local seconds = time_remaining % 60 if minutes == 0 then -- number of seconds return S("@1 s", seconds) end -- number of minutes and seconds return S("@1 min @2 s", minutes, seconds) end function realchess.fields(pos, _, fields, sender) local playerName = sender:get_player_name() local meta = minetest.get_meta(pos) local timeout_limit = meta:get_int("lastMoveTime") + TIMEOUT local playerWhite = meta:get_string("playerWhite") local playerBlack = meta:get_string("playerBlack") local lastMoveTime = meta:get_int("lastMoveTime") local gameResult = meta:get_int("gameResult") if fields.quit then return end if fields.single or fields.multi or fields.bot_vs_bot then 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") -- 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.."*") local inv = meta:get_inventory() chessbot.move(inv, meta) elseif fields.single then meta:set_string("mode", "single") 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 meta:set_string("botColor", "black") meta:set_string("playerWhite", playerName) meta:set_string("playerBlack", "*"..BOT_NAME.."*") update_formspec(meta) else meta:set_string("botColor", "white") meta:set_string("playerWhite", "*"..BOT_NAME.."*") meta:set_string("playerBlack", playerName) update_formspec(meta) local inv = meta:get_inventory() chessbot.move(inv, meta) end return end -- If the game is ongoing and no move was made for TIMEOUT seconds, -- the game can be aborted by everyone. -- Also allow instant reset before White and Black moved, -- as well as in Bot vs Bot mode, as well -- when the game ended. if fields.new then if mode == "bot_vs_bot" or (playerWhite == playerName or playerBlack == playerName or playerWhite == "" or playerBlack == "") or meta:get_string("gameResult") ~= "" then realchess.init(pos) elseif lastMoveTime > 0 then if minetest.get_gametime() >= timeout_limit and (playerWhite ~= playerName or playerBlack ~= playerName) then realchess.init(pos) else send_message(playerName, S("You can't reset the chessboard, a game has been started. Try again in @1.", timeout_format(timeout_limit))) end end return end if fields.resign and mode ~= "bot_vs_bot" then local lastMove = meta:get_string("lastMove") if (playerName == playerWhite and playerWhite == "") or (playerName == playerBlack and playerBlack == "") then -- Can't resign before the player name has been recorded send_message(playerName, S("Resigning is not possible yet.")) 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 realchess.resign(meta, "black") else realchess.resign(meta, "white") end send_message(loser, S("You have resigned.")) if playerWhite ~= playerBlack then send_message(winner, S("@1 has resigned. You win!", loser)) end minetest.log("action", "[xdecor] Chess: "..loser.." has resigned from the game against "..winner) update_formspec(meta) else send_message(playerName, S("You can't resign, you're not playing in this game.")) end return end -- 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") if halfmoveClock >= DRAWCLAIM_LONGGAME_PLAYER then meta:set_string("gameResult", "draw") meta:set_string("gameResultReason", "50_move_rule") add_special_to_moves_list(meta, "draw") update_formspec(meta) 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 minetest.log("action", "[xdecor] Chess: A game between "..playerWhite.." and "..playerBlack.." ended in a draw because "..claimer.." has invoked the 50-move rule") else meta:set_string("drawClaim", "50_move_rule") update_formspec(meta) end return end -- Claim or declare draw via the threefold repetition rule (same position occured >= 3 times) 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 local positions, first_p = get_positions_history(meta) local _, lastOccurred = count_repeated_positions(positions, first_p) if lastOccurred >= 3 then meta:set_string("gameResult", "draw") meta:set_string("gameResultReason", "same_position_3") add_special_to_moves_list(meta, "draw") update_formspec(meta) send_message(claimer, S("You have drawn the game by invoking the threefold repetition rule."), botColor) if claimer ~= other then send_message(other, S("@1 has drawn the game by invoking the threefold repetition rule.", claimer), botColor) end minetest.log("action", "[xdecor] Chess: A game between "..playerWhite.." and "..playerBlack.." ended in a draw because "..claimer.." has invoked the threefold repetition rule") else meta:set_string("drawClaim", "same_position_3") update_formspec(meta) end return end local promotions = { "queen_white", "rook_white", "bishop_white", "knight_white", "queen_black", "rook_black", "bishop_black", "knight_black", } for p=1, #promotions do local gameResult = meta:get_string("gameResult") if gameResult ~= "" then return end local promo = promotions[p] if fields["p_"..promo] then if not (playerName == playerWhite or playerName == playerBlack) then send_message(playerName, S("You're only a spectator in this game of Chess.")) return end local pcolor = promo:sub(-5) local activePromo = meta:get_string("promotionActive") if activePromo == "" then send_message(playerName, S("This isn't the time for promotion.")) return elseif activePromo ~= pcolor then send_message(playerName, S("It's not your turn! This promotion is meant for the other player.")) 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 send_message(playerName, S("It's not your turn! This promotion is meant for the other player.")) return end end end end function realchess.can_dig(pos, player) if not player or not player:is_player() then return false end -- Protection_bypass priv guarantees digging rights if minetest.check_player_privs(player, "protection_bypass") then return true end local meta = minetest.get_meta(pos) local playerName = player:get_player_name() local timeout_limit = meta:get_int("lastMoveTime") + TIMEOUT local lastMoveTime = meta:get_int("lastMoveTime") local playerWhite = meta:get_string("playerWhite") local playerBlack = meta:get_string("playerBlack") local botColor = meta:get_string("botColor") -- Bot matches always allow dig if (meta:get_string("mode") == "bot_vs_bot") then return true elseif (meta:get_string("gameResult") ~= "") then -- If the game was completed, the board is free to be dug return true -- If the game is ongoing and no move was made for TIMEOUT seconds, -- the board is free to be dug elseif (lastMoveTime == 0 and minetest.get_gametime() > timeout_limit) then return true else if playerName == playerWhite or playerName == playerBlack or botColor == "both" then send_message(playerName, 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 send_message(playerName, 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 end -- 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() local pieceTo = inv:get_stack(to_list, to_index):get_name() -- Update inventory slots inv:set_stack(from_list, from_index, "") inv:set_stack(to_list, to_index, pieceFrom) -- Report the eaten piece if pieceTo ~= "" then add_to_eaten_list(meta, pieceTo) end local lastMove = meta:get_string("lastMove") if lastMove == "" then lastMove = "black" end local promo = meta:get_string("promotionActive") ~= "" if not promo then update_game_result(meta, lastMove) lastMove = meta:get_string("lastMove") if lastMove == "" then lastMove = "black" end end update_formspec(meta) local botColor = meta:get_string("botColor") if botColor == "" then botColor = "black" end local mode = meta:get_string("mode") local gameResult = meta:get_string("gameResult") -- Let the bot play when it its turn if (mode == "bot_vs_bot" or (mode == "single" and lastMove ~= botColor)) and gameResult == "" then if not promo then chessbot.move(inv, meta) else chessbot.promote(inv, meta, to_index) end end end function realchess.update_state(meta, from_index, to_index, thisMove, promoteFrom, promoteTo) local inv = meta:get_inventory() local board = realchess.board_to_table(inv) local pieceTo = board[to_index] local pieceFrom = promoteFrom or board[from_index] if not promoteFrom then board[to_index] = board[from_index] board[from_index] = "" end local black_king_idx, white_king_idx = realchess.locate_kings(board) if not black_king_idx or not white_king_idx then minetest.log("error", "[xdecor] Chess: Insufficient kings on chessboard!") return end local blackAttacked = realchess.attacked("black", black_king_idx, board) local whiteAttacked = realchess.attacked("white", white_king_idx, board) if blackAttacked then meta:set_string("blackAttacked", "true") else meta:set_string("blackAttacked", "") end if whiteAttacked then meta:set_string("whiteAttacked", "true") else meta:set_string("whiteAttacked", "") end local lastMove = thisMove meta:set_string("lastMove", lastMove) meta:set_int("lastMoveTime", minetest.get_gametime()) local special if promoteTo then special = "promo__"..promoteTo end add_move_to_moves_list(meta, pieceFrom, pieceTo, from_index, to_index, special) 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 pstr = "realchess:" .. pstr local promoteFrom if color == "white" then promoteFrom = inv:get_stack("board", to_idx) if promoteFrom:get_name():sub(11,14) == "pawn" then inv:set_stack("board", to_idx, pstr) promoted = true end elseif color == "black" then promoteFrom = inv:get_stack("board", to_idx) if promoteFrom:get_name():sub(11,14) == "pawn" then inv:set_stack("board", to_idx, pstr) promoted = true end end if promoted then meta:set_string("promotionActive", "") meta:set_int("promotionPawnFromIdx", 0) meta:set_int("promotionPawnToIdx", 0) realchess.update_state(meta, from_idx, to_idx, color, promoteFrom:get_name(), pstr) update_game_result(meta, color) update_formspec(meta) local botColor = meta:get_string("botColor") if botColor == "" then botColor = "black" end local lastMove = meta:get_string("lastMove") if lastMove == "" then lastMove = "black" end 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 chessbot.move(inv, meta) end else minetest.log("error", "[xdecor] Chess: Could not find pawn to promote!") end end function realchess.blast(pos) minetest.remove_node(pos) end local chessboarddef = { description = S("Chess Board"), drawtype = "nodebox", paramtype = "light", paramtype2 = "facedir", inventory_image = "chessboard_top.png", wield_image = "chessboard_top.png", tiles = {"chessboard_top.png", "chessboard_top.png", "chessboard_sides.png"}, use_texture_alpha = ALPHA_OPAQUE, groups = {choppy=3, oddly_breakable_by_hand=2, flammable=3}, is_ground_content = false, sounds = default.node_sound_wood_defaults(), node_box = {type = "fixed", fixed = {-.375, -.5, -.375, .375, -.4375, .375}}, sunlight_propagates = true, on_rotate = screwdriver.rotate_simple, } if ENABLE_CHESS_GAMES then -- Extend chess board node definition if chess games are enabled chessboarddef._tt_help = S("Play a game of Chess against another player or the computer") chessboarddef.on_blast = realchess.blast chessboarddef.can_dig = realchess.can_dig chessboarddef.on_construct = realchess.init chessboarddef.on_receive_fields = realchess.fields -- 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. local meta = minetest.get_meta(pos) local playerName if player and player:is_player() then playerName = player:get_player_name() else playerName = "" 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) -- 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 -- conflict between this mod and Luanti then. return 0 end chessboarddef.allow_metadata_inventory_take = function() return 0 end chessboarddef.allow_metadata_inventory_put = function() return 0 end -- Note: There is no on_move function because we put the entire move handling -- into the allow function above. The reason for this is of Luanti's -- awkward behavior when swapping items. 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) -- Init chessboard only if neccessary local meta = minetest.get_meta(pos) if meta:get_string("formspec", "") then realchess.init(pos) end end, }) else minetest.register_lbm({ label = "Clear chessboard formspec+infotext+inventory (disable Chess games)", 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", "") local inv = meta:get_inventory() inv:set_size("board", 0) end, }) end minetest.register_node(":realchess:chessboard", chessboarddef) local function register_piece(name, white_desc, black_desc, count) for _, color in pairs({"black", "white"}) do if not count then minetest.register_craftitem(":realchess:" .. name .. "_" .. color, { description = (color == "black") and black_desc or white_desc, inventory_image = name .. "_" .. color .. ".png", stack_max = 1, groups = {not_in_creative_inventory=1} }) else for i = 1, count do minetest.register_craftitem(":realchess:" .. name .. "_" .. color .. "_" .. i, { description = (color == "black") and black_desc or white_desc, inventory_image = name .. "_" .. color .. ".png", stack_max = 1, groups = {not_in_creative_inventory=1} }) end end end end 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")) -- Recipes minetest.register_craft({ output = "realchess:chessboard", recipe = { {"dye:black", "dye:white", "dye:black"}, {"stairs:slab_wood", "stairs:slab_wood", "stairs:slab_wood"} } })