M9: 체스960 화면·E2E·문서
- 방 설정에 규칙(일반/체스960), 옆 패널에 시작 배치 번호와 캐슬링 버튼 - 캐슬링 칸을 노란 테두리 + '캐슬링' 글씨로 표시, 킹 선택 중 내 룩을 누르면 캐슬링 - E2E: chess960 시나리오(시작 번호를 읽어 뒷줄을 비우고 킹→룩으로 캐슬링), Plan.game - docs: chess.md 5.4·8.0·9, 13-decisions, 02-architecture Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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e2e/chess960-plan.ts
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e2e/chess960-plan.ts
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/**
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* Chess960 E2E helper: for a start number, a short legal line in which white clears its back rank and castles
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* (whichever side is ready first) while black only shuffles a knight between its start square and the 6th rank.
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* Black never attacks white's back rank that way, and white only develops to ranks 2–3 without capturing, so the
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* line exists for every one of the 960 positions (checked for all of them when this was written).
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*/
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import { Position, chess960Fen, type Move } from '../packages/games/src/chess/movegen';
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const PAWN = 1;
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const KNIGHT = 2;
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export interface Ply {
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/** UCI as the server records it (Chess960 castling: king square + rook square). */
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uci: string;
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san: string;
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castle: boolean;
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}
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/** Squares (0x88) that must be empty, except for the king and rook themselves, for white castling on one side. */
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function needEmpty(p: Position, i: 0 | 1): number[] {
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const k = p.king[0]!;
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const r = p.castle[i]!;
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if (r < 0) return [];
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const out = new Set<number>();
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for (const [a, z] of [
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[k, i === 0 ? 6 : 2],
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[r, i === 0 ? 5 : 3],
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] as const) {
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for (let s = Math.min(a, z); s <= Math.max(a, z); s++) if (s !== k && s !== r) out.add(s);
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}
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return [...out];
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}
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function blockers(p: Position, i: 0 | 1): number {
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return needEmpty(p, i).filter((s) => p.b[s]).length;
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}
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/** Legal moves of the side *not* to move (null move), for "can this blocker leave next turn?". */
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function nextTurnMoves(p: Position): Move[] {
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const ep = p.ep;
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p.ep = -1;
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p.side ^= 1;
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const out = p.moves();
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p.side ^= 1;
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p.ep = ep;
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return out;
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}
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export function plan960(index: number, maxPlies = 40): Ply[] {
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const p = Position.fromFen(chess960Fen(index));
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const plies: Ply[] = [];
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const push = (m: Move, legal: Move[]) => {
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const done = p.play(m, legal);
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plies.push({ uci: done.uci, san: done.san, castle: !!done.castle });
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};
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let knightHome = -1;
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while (plies.length < maxPlies) {
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const legal = p.moves();
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if (p.side === 1) {
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// Black: one knight out to the 6th rank and back.
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const out = knightHome < 0;
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const m = out
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? legal.find((x) => x.piece === KNIGHT && x.from >> 4 === 7 && x.to >> 4 === 5 && !x.captured)!
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: legal.find((x) => x.piece === KNIGHT && x.to === knightHome)!;
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knightHome = out ? m.from : -1;
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push(m, legal);
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continue;
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}
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const castle = legal.find((x) => x.rook >= 0);
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if (castle) {
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push(castle, legal);
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return plies;
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}
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// White: the quiet move that best frees either castling side (fewest blockers left, then most blockers able to
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// leave). Only pawns step forward (to rank 3) and blockers step out of the way (to ranks 1–3, never into either
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// side's squares), so nothing can repeat and the line always makes progress.
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const zones = ([0, 1] as const).filter((i) => p.castle[i]! >= 0).map((i) => ({ i, zone: new Set(needEmpty(p, i)) }));
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const anyZone = (sq: number) => zones.some((z) => z.zone.has(sq));
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let best: Move | null = null;
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let bestScore = Infinity;
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for (const m of legal) {
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if (m.captured || m.to >> 4 > 2 || anyZone(m.to) || !(anyZone(m.from) || m.piece === PAWN)) continue;
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p.make(m);
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const next = nextTurnMoves(p);
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for (const { i, zone } of zones) {
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if (p.castle[i]! < 0) continue;
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const leavers = new Set(next.filter((x) => zone.has(x.from) && !anyZone(x.to) && x.to >> 4 <= 2 && !x.captured).map((x) => x.from)).size;
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const score = blockers(p, i) * 1000 - leavers * 10 + (m.to >> 4) + m.to / 1000;
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if (score < bestScore) {
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bestScore = score;
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best = m;
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}
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}
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p.unmake();
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}
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if (!best) throw new Error(`960 #${index}: no developing move after ${plies.map((x) => x.san).join(' ')}`);
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push(best, legal);
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}
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throw new Error(`960 #${index}: no castling within ${maxPlies} plies`);
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}
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