From afbf3ca7151ef15a9e579b0f913683ab212396c4 Mon Sep 17 00:00:00 2001
From: Benjamin Auder <benjamin.auder@somewhere>
Date: Fri, 13 Mar 2020 20:54:45 +0100
Subject: [PATCH] Eightpieces almost ready

---
 client/src/base_rules.js                      |  70 +++---
 client/src/components/Board.vue               |   3 +-
 client/src/store.js                           |   1 -
 .../src/translations/rules/Eightpieces/en.pug |  34 +--
 .../src/translations/rules/Eightpieces/es.pug |  36 +--
 .../src/translations/rules/Eightpieces/fr.pug |  36 +--
 client/src/variants/Eightpieces.js            | 219 ++++++++++++++++--
 7 files changed, 237 insertions(+), 162 deletions(-)

diff --git a/client/src/base_rules.js b/client/src/base_rules.js
index 41ebc140..4c32fe69 100644
--- a/client/src/base_rules.js
+++ b/client/src/base_rules.js
@@ -1141,44 +1141,48 @@ export const ChessRules = class ChessRules {
 
     // Rank moves using a min-max at depth 2 (if search_depth >= 2!)
     for (let i = 0; i < moves1.length; i++) {
-      if (V.SEARCH_DEPTH == 1) {
-        moves1[i].eval = this.evalPosition();
+      this.play(moves1[i]);
+      const score1 = this.getCurrentScore();
+      if (score1 != "*") {
+        moves1[i].eval =
+          score1 == "1/2"
+            ? 0
+            : (score1 == "1-0" ? 1 : -1) * maxeval;
+      }
+      if (V.SEARCH_DEPTH == 1 || score1 != "*") {
+        if (!moves1[i].eval) moves1[i].eval = this.evalPosition();
+        this.undo(moves1[i]);
         continue;
       }
       // Initial self evaluation is very low: "I'm checkmated"
       moves1[i].eval = (color == "w" ? -1 : 1) * maxeval;
-      this.play(moves1[i]);
-      const score1 = this.getCurrentScore();
-      let eval2 = undefined;
-      if (score1 == "*") {
-        // Initial enemy evaluation is very low too, for him
-        eval2 = (color == "w" ? 1 : -1) * maxeval;
-        // Second half-move:
-        let moves2 = this.getAllValidMoves();
-        for (let j = 0; j < moves2.length; j++) {
-          this.play(moves2[j]);
-          const score2 = this.getCurrentScore();
-          let evalPos = 0; //1/2 value
-          switch (score2) {
-            case "*":
-              evalPos = this.evalPosition();
-              break;
-            case "1-0":
-              evalPos = maxeval;
-              break;
-            case "0-1":
-              evalPos = -maxeval;
-              break;
-          }
-          if (
-            (color == "w" && evalPos < eval2) ||
-            (color == "b" && evalPos > eval2)
-          ) {
-            eval2 = evalPos;
-          }
-          this.undo(moves2[j]);
+      // Initial enemy evaluation is very low too, for him
+      let eval2 = (color == "w" ? 1 : -1) * maxeval;
+      // Second half-move:
+      let moves2 = this.getAllValidMoves();
+      for (let j = 0; j < moves2.length; j++) {
+        this.play(moves2[j]);
+        const score2 = this.getCurrentScore();
+        let evalPos = 0; //1/2 value
+        switch (score2) {
+          case "*":
+            evalPos = this.evalPosition();
+            break;
+          case "1-0":
+            evalPos = maxeval;
+            break;
+          case "0-1":
+            evalPos = -maxeval;
+            break;
         }
-      } else eval2 = score1 == "1/2" ? 0 : (score1 == "1-0" ? 1 : -1) * maxeval;
+        if (
+          (color == "w" && evalPos < eval2) ||
+          (color == "b" && evalPos > eval2)
+        ) {
+          eval2 = evalPos;
+        }
+        this.undo(moves2[j]);
+      }
       if (
         (color == "w" && eval2 > moves1[i].eval) ||
         (color == "b" && eval2 < moves1[i].eval)
diff --git a/client/src/components/Board.vue b/client/src/components/Board.vue
index f2fd44c3..fdeeef31 100644
--- a/client/src/components/Board.vue
+++ b/client/src/components/Board.vue
@@ -275,9 +275,10 @@ export default {
     if (!!this.vr.reserve) elementArray.push(reserveBottom);
     const boardElt = document.querySelector(".game");
     if (this.choices.length > 0 && !!boardElt) {
-      //no choices to show at first drawing
+      // No choices to show at first drawing
       const squareWidth = boardElt.offsetWidth / sizeY;
       const offset = [boardElt.offsetTop, boardElt.offsetLeft];
+      // TODO: multi-rows if more than V.size.y pieces (as inEightpieces)
       const choices = h(
         "div",
         {
diff --git a/client/src/store.js b/client/src/store.js
index 8fe46b90..76210ee3 100644
--- a/client/src/store.js
+++ b/client/src/store.js
@@ -31,7 +31,6 @@ export const store = {
         return;
       }
       this.state.variants = json.variantArray
-        .filter(v => v.name != "Eightpieces") //TODO: not ready yet
         .sort((v1,v2) => v1.name.localeCompare(v2.name));
     });
     let mysid = localStorage.getItem("mysid");
diff --git a/client/src/translations/rules/Eightpieces/en.pug b/client/src/translations/rules/Eightpieces/en.pug
index db673e5a..3a33838b 100644
--- a/client/src/translations/rules/Eightpieces/en.pug
+++ b/client/src/translations/rules/Eightpieces/en.pug
@@ -1,34 +1,2 @@
 p.boxed
-  | Pawns start on the 7th rank. Move a knight to promote them.
-
-p.
-  ...Only the initial position changes, but this makes a huge difference.
-  In particular, castling would be rather pointless so it's disabled here.
-  En-passant captures are impossible because all pawns already reached 7th rank.
-
-h3 About the initial position
-
-p.
-  Since truly random start can allow a mate in 3 with a knight,
-  the kings have at least one knight neighbor in the initial position.
-  This allows to move free out of potential check from the very beginning.
-
-p.
-  A less constraining condition would be to require the two knights to stand on
-  two squares of different colors, but it's not enough as proved by the
-  following diagram.
-  White can mate in 3: 1.Nc6 followed by Nb4 threatening both a2 and d3.
-
-figure.diagram-container
-  .diagram
-    | fen:RBN1BRRQ/PPPPPPP/8/4n3/8/8/Nppppppp/brkbqr1n:
-  figcaption After 1.Nc6 Nf3 2.Nb4 Ne5 (covers d3 but not a2) 3.Nxa2#
-
-p Note: in the standard initial position, kings and knights are not neighbors.
-
-h3 Source
-
-p
-  | See for example the 
-  a(href="https://www.chessvariants.com/diffsetup.dir/upside.html") Upside down chess
-  | &nbsp;page on chessvariants.com.
+  | TODO
diff --git a/client/src/translations/rules/Eightpieces/es.pug b/client/src/translations/rules/Eightpieces/es.pug
index 80d76fdc..3a33838b 100644
--- a/client/src/translations/rules/Eightpieces/es.pug
+++ b/client/src/translations/rules/Eightpieces/es.pug
@@ -1,36 +1,2 @@
 p.boxed
-  | Las piezas comienzan en la séptima fila. Mueve un caballo para promocionar uno.
-
-p.
-  ...Solo cambia la posición inicial, pero es una gran diferencia.
-  En particular, el enroque no sería interesante y, por lo tanto, está deshabilitado aquí.
-  Las capturas en passant también son imposibles porque todos los peones
-  ya están en la 7ma fila.
-
-h3 Acerca de la posición inicial
-
-p.
-  Una disposición de piezas completamente al azar puede permitir un mate en 3
-  con un caballo: es por eso que el rey siempre está al lado de a menos
-  un caballo al comienzo del juego. Esto le permite liberarse de jaques tan pronto
-  primer movimiento.
-
-p.
-  Para ilustrar este fenómeno, los blancos pueden mate en 3 en la posición
-  del siguiente diagrama: 1.Na6 seguido de Nc5 luego Nd3#.
-  Si el caballo negro estuviera en g1, una defensa sería posible con Nf3-Ne5;
-  pero con un caballo al lado del rey se ofrecen más opciones.
-
-figure.diagram-container
-  .diagram
-    | fen:R1BQKBNR/PPPPPPP/N7/8/8/8/pppppppp/rnbqkbrn c5,d3:
-  figcaption Posición inicial estándar después de 1.Na6
-
-p Nota: en la posición inicial habitual, los reyes y los caballos no son vecinos.
-
-h3 Fuente
-
-p
-  | Ver por ejemplo la página 
-  a(href="https://www.chessvariants.com/diffsetup.dir/upside.html") ajedrez al revés
-  | &nbsp;en chessvariants.com.
+  | TODO
diff --git a/client/src/translations/rules/Eightpieces/fr.pug b/client/src/translations/rules/Eightpieces/fr.pug
index 0631994b..3a33838b 100644
--- a/client/src/translations/rules/Eightpieces/fr.pug
+++ b/client/src/translations/rules/Eightpieces/fr.pug
@@ -1,36 +1,2 @@
 p.boxed
-  | Les pions démarrent sur la 7eme rangée. Déplacez un cavalier pour en promouvoir un.
-
-p.
-  ...Seule la position de départ change, mais c'est une énorme différence.
-  En particulier, le roque serait sans intérêt et est donc désactivé ici.
-  Les captures en passant sont également impossible car tous les pions
-  sont déjà sur la 7eme rangée.
-
-h3 Au sujet de la position initiale
-
-p.
-  Un placement complètement aléatoire des pièces peut permettre un mat en 3
-  à l'aide d'un cavalier : c'est pourquoi le roi est toujours à côté d'au moins
-  un cavalier en début de partie. Cela permet de se dégager des échecs dès le
-  premier coup.
-
-p.
-  Pour illustrer ce phénomène, les blancs peuvent mater en 3 dans la position
-  du diagramme suivant : 1.Na6 suivi de Nc5 puis Nd3#.
-  Si le cavalier noir était en g1 une défense serait possible par Nf3-Ne5 ;
-  mais avec un cavalier voisin du roi plus d'options sont offertes.
-
-figure.diagram-container
-  .diagram
-    | fen:R1BQKBNR/PPPPPPP/N7/8/8/8/pppppppp/rnbqkbrn c5,d3:
-  figcaption Standard initial position after 1.Na6
-
-p Note : dans la position initiale habituelle, rois et cavaliers ne sont pas voisins.
-
-h3 Source
-
-p
-  | Voir par exemple la page 
-  a(href="https://www.chessvariants.com/diffsetup.dir/upside.html") Échecs Upside down
-  | &nbsp;sur chessvariants.com.
+  | TODO
diff --git a/client/src/variants/Eightpieces.js b/client/src/variants/Eightpieces.js
index f040a838..c83cf5ed 100644
--- a/client/src/variants/Eightpieces.js
+++ b/client/src/variants/Eightpieces.js
@@ -1,5 +1,5 @@
 import { ArrayFun } from "@/utils/array";
-import { randInt, shuffle } from "@/utils/alea";
+import { randInt } from "@/utils/alea";
 import { ChessRules, PiPo, Move } from "@/base_rules";
 
 export const VariantRules = class EightpiecesRules extends ChessRules {
@@ -72,8 +72,8 @@ export const VariantRules = class EightpiecesRules extends ChessRules {
     super.setOtherVariables(fen);
     // subTurn == 2 only when a sentry moved, and is about to push something
     this.subTurn = 1;
-    // Pushing sentry position, updated after each push (subTurn == 1)
-    this.sentryPos = { x: -1, y: -1 };
+    // Sentry position just after a "capture" (subTurn from 1 to 2)
+    this.sentryPos = null;
     // Stack pieces' forbidden squares after a sentry move at each turn
     const parsedFen = V.ParseFen(fen);
     if (parsedFen.sentrypush == "-") this.sentryPush = [null];
@@ -232,7 +232,7 @@ export const VariantRules = class EightpiecesRules extends ChessRules {
           x: ex,
           y: ey,
           c: tr ? tr.c : this.getColor(sx, sy),
-          p: tr ? tr.p : this.board[sx][sy][1]
+          p: tr ? tr.p : this.board[sx][sy].charAt(1)
         })
       ],
       vanish: [
@@ -240,7 +240,7 @@ export const VariantRules = class EightpiecesRules extends ChessRules {
           x: sx,
           y: sy,
           c: this.getColor(sx, sy),
-          p: this.board[sx][sy][1]
+          p: this.board[sx][sy].charAt(1)
         })
       ]
     });
@@ -252,7 +252,7 @@ export const VariantRules = class EightpiecesRules extends ChessRules {
           x: ex,
           y: ey,
           c: this.getColor(ex, ey),
-          p: this.board[ex][ey][1]
+          p: this.board[ex][ey].charAt(1)
         })
       );
     }
@@ -276,7 +276,7 @@ export const VariantRules = class EightpiecesRules extends ChessRules {
       var oppCol = this.getColor(x, y);
       var color = V.GetOppCol(oppCol);
       var saveXYstate = this.board[x][y];
-      this.board[x][y] = color + this.board[x][y][1];
+      this.board[x][y] = color + this.board[x][y].charAt(1);
     }
     let moves = [];
     switch (this.getPiece(x, y)) {
@@ -306,7 +306,7 @@ export const VariantRules = class EightpiecesRules extends ChessRules {
         return true;
       });
     }
-    if (this.subTurn == 2) {
+    else if (this.subTurn == 2) {
       // Don't forget to re-add the sentry on the board:
       // Also fix color of pushed piece afterward:
       moves.forEach(m => {
@@ -327,7 +327,8 @@ export const VariantRules = class EightpiecesRules extends ChessRules {
     const lastRank = color == "w" ? 0 : sizeX - 1;
 
     const finalPieces =
-      x + shiftX == lastRank
+      // No promotions after pushes!
+      x + shiftX == lastRank && this.subTurn == 1
         ?
           Object.keys(V.LANCER_DIRS).concat(
           [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.SENTRY, V.JAILER])
@@ -392,20 +393,20 @@ export const VariantRules = class EightpiecesRules extends ChessRules {
 
   // Obtain all lancer moves in "step" direction,
   // without final re-orientation.
-  getPotentialLancerMoves_aux([x, y], step) {
+  getPotentialLancerMoves_aux([x, y], step, tr) {
     let moves = [];
     // Add all moves to vacant squares until opponent is met:
     const oppCol = V.GetOppCol(this.getColor(x, y));
     let sq = [x + step[0], y + step[1]];
     while (V.OnBoard(sq[0], sq[1]) && this.getColor(sq[0], sq[1]) != oppCol) {
       if (this.board[sq[0]][sq[1]] == V.EMPTY)
-        moves.push(this.getBasicMove([x, y], sq));
+        moves.push(this.getBasicMove([x, y], sq, tr));
       sq[0] += step[0];
       sq[1] += step[1];
     }
     if (V.OnBoard(sq[0], sq[1]))
       // Add capturing move
-      moves.push(this.getBasicMove([x, y], sq));
+      moves.push(this.getBasicMove([x, y], sq, tr));
     return moves;
   }
 
@@ -423,10 +424,14 @@ export const VariantRules = class EightpiecesRules extends ChessRules {
       ) {
         // I was pushed: allow all directions (for this move only), but
         // do not change direction after moving.
+        const color = this.getColor(x, y);
         Object.values(V.LANCER_DIRS).forEach(step => {
+          const dirCode = Object.keys(V.LANCER_DIRS).find(k => {
+            return (V.LANCER_DIRS[k][0] == step[0] && V.LANCER_DIRS[k][1] == step[1]);
+          });
           Array.prototype.push.apply(
             moves,
-            this.getPotentialLancerMoves_aux([x, y], step)
+            this.getPotentialLancerMoves_aux([x, y], step, { p: dirCode, c: color })
           );
         });
         return moves;
@@ -454,6 +459,8 @@ export const VariantRules = class EightpiecesRules extends ChessRules {
     let moves = super.getPotentialBishopMoves([x, y]);
     // ...but captures are replaced by special move, if and only if
     // "captured" piece can move now, considered as the capturer unit.
+    // --> except is subTurn == 2, in this case I don't push anything.
+    if (this.subTurn == 2) return moves.filter(m => m.vanish.length == 1);
     moves.forEach(m => {
       if (m.vanish.length == 2) {
         // Temporarily cancel the sentry capture:
@@ -597,11 +604,11 @@ export const VariantRules = class EightpiecesRules extends ChessRules {
       if (m.appear.length > 0) movesWithoutSentryPushes.push(m);
       else movesWithSentryPushes.push(m);
     });
-    const filteredMoves = super.filterValid(movesWithoutSentryPushes)
+    const filteredMoves = super.filterValid(movesWithoutSentryPushes);
     // If at least one full move made, everything is allowed:
     if (this.movesCount >= 2)
       return filteredMoves.concat(movesWithSentryPushes);
-    // Else, forbid check and captures:
+    // Else, forbid checks and captures:
     const oppCol = V.GetOppCol(this.turn);
     return filteredMoves.filter(m => {
       if (m.vanish.length == 2 && m.appear.length == 1) return false;
@@ -615,14 +622,14 @@ export const VariantRules = class EightpiecesRules extends ChessRules {
   getAllValidMoves() {
     if (this.subTurn == 1) return super.getAllValidMoves();
     // Sentry push:
-    const sentrySq = [this.sentryPos.x, this.SentryPos.y];
+    const sentrySq = [this.sentryPos.x, this.sentryPos.y];
     return this.filterValid(this.getPotentialMovesFrom(sentrySq));
   }
 
   updateVariables(move) {
     const c = this.turn;
     const piece = move.vanish[0].p;
-    const firstRank = c == "w" ? V.size.x - 1 : 0;
+    const firstRank = (c == "w" ? V.size.x - 1 : 0);
 
     // Update king position + flags
     if (piece == V.KING) {
@@ -667,7 +674,7 @@ export const VariantRules = class EightpiecesRules extends ChessRules {
     }
 
     if (move.appear.length == 0 && move.vanish.length == 1) {
-      // The sentry is about to push a piece:
+      // The sentry is about to push a piece: subTurn goes from 1 to 2
       this.sentryPos = { x: move.end.x, y: move.end.y };
     } else if (this.subTurn == 2) {
       // A piece is pushed: forbid array of squares between start and end
@@ -709,18 +716,16 @@ export const VariantRules = class EightpiecesRules extends ChessRules {
     move.flags = JSON.stringify(this.aggregateFlags());
     this.epSquares.push(this.getEpSquare(move));
     V.PlayOnBoard(this.board, move);
+    this.updateVariables(move);
+    // Is it a sentry push? (useful for undo)
+    move.sentryPush = (this.subTurn == 2);
     if (this.subTurn == 1) this.movesCount++;
-    if (move.appear.length == 0 && move.vanish.length == 1)
-      this.subTurn = 2;
+    if (move.appear.length == 0 && move.vanish.length == 1) this.subTurn = 2;
     else {
       // Turn changes only if not a sentry "pre-push"
       this.turn = V.GetOppCol(this.turn);
       this.subTurn = 1;
     }
-    this.updateVariables(move);
-    const L = this.sentryPush.length;
-    // Is it a sentry push? (useful for undo)
-    move.sentryPush = !!this.sentryPush[L-1];
   }
 
   undo(move) {
@@ -736,6 +741,128 @@ export const VariantRules = class EightpiecesRules extends ChessRules {
     this.unupdateVariables(move);
   }
 
+  isAttacked(sq, colors) {
+    return (
+      super.isAttacked(sq, colors) ||
+      this.isAttackedByLancer(sq, colors) ||
+      this.isAttackedBySentry(sq, colors)
+    );
+  }
+
+  isAttackedByLancer([x, y], colors) {
+    for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) {
+      // If in this direction there are only enemy pieces and empty squares,
+      // and we meet a lancer: can he reach us?
+      // NOTE: do not stop at first lancer, there might be several!
+      let coord = { x: x + step[0], y: y + step[1] };
+      let lancerPos = [];
+      while (
+        V.OnBoard(coord.x, coord.y) &&
+        (
+          this.board[coord.x][coord.y] == V.EMPTY ||
+          colors.includes(this.getColor(coord.x, coord.y))
+        )
+      ) {
+        lancerPos.push(coord);
+      }
+      for (let xy of lancerPos) {
+        const dir = V.LANCER_DIRS[this.board[xy.x][xy.y].charAt(1)];
+        if (dir[0] == -step[0] && dir[1] == -step[1]) return true;
+      }
+    }
+    return false;
+  }
+
+  // Helper to check sentries attacks:
+  selfAttack([x1, y1], [x2, y2]) {
+    const color = this.getColor(x1, y1);
+    const sliderAttack = (allowedSteps, lancer) => {
+      const deltaX = x2 - x1;
+      const deltaY = y2 - y1;
+      const step = [ deltaX / Math.abs(deltaX), deltaY / Math.abs(deltaY) ];
+      if (allowedStep.every(st => st[0] != step[0] || st[1] != step[1]))
+        return false;
+      let sq = [ x1 = step[0], y1 + step[1] ];
+      while (sq[0] != x2 && sq[1] != y2) {
+        if (
+          (!lancer && this.board[sq[0]][sq[1]] != V.EMPTY) ||
+          (!!lancer && this.getColor(sq[0], sq[1]) != color)
+        ) {
+          return false;
+        }
+      }
+      return true;
+    };
+    switch (this.getPiece(x1, y1)) {
+      case V.PAWN: {
+        // Pushed pawns move as enemy pawns
+        const shift = (color == 'w' ? 1 : -1);
+        return (x1 + shift == x2 && Math.abs(y1 - y2) == 1);
+      }
+      case V.KNIGHT: {
+        const deltaX = Math.abs(x1 - x2);
+        const deltaY = Math.abs(y1 - y2);
+        return (
+          deltaX + deltaY == 3 &&
+          [1, 2].includes(deltaX) &&
+          [1, 2].includes(deltaY)
+        );
+      }
+      case V.ROOK:
+        return sliderAttack(V.steps[V.ROOK]);
+      case V.BISHOP:
+        return sliderAttack(V.steps[V.BISHOP]);
+      case V.QUEEN:
+        return sliderAttack(V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
+      case V.LANCER: {
+        // Special case: as long as no enemy units stands in-between, it attacks
+        // (if it points toward the king).
+        const allowedStep = V.LANCER_DIRS[this.board[x1][y1].charAt(1)];
+        return sliderAttack([allowedStep], "lancer");
+      }
+      // No sentries or jailer tests: they cannot self-capture
+    }
+    return false;
+  }
+
+  isAttackedBySentry([x, y], colors) {
+    // Attacked by sentry means it can self-take our king.
+    // Just check diagonals of enemy sentry(ies), and if it reaches
+    // one of our pieces: can I self-take?
+    const color = V.GetOppCol(colors[0]);
+    let candidates = [];
+    for (let i=0; i<V.size.x; i++) {
+      for (let j=0; j<V.size.y; j++) {
+        if (
+          this.getPiece(i,j) == V.SENTRY &&
+          colors.includes(this.getColor(i,j))
+        ) {
+          for (let step of V.steps[V.BISHOP]) {
+            let sq = [ i + step[0], j + step[1] ];
+            while (
+              V.OnBoard(sq[0], sq[1]) &&
+              this.board[sq[0]][sq[1]] == V.EMPTY
+            ) {
+              sq[0] += step[0];
+              sq[1] += step[1];
+            }
+            if (
+              V.OnBoard(sq[0], sq[1]) &&
+              this.getColor(sq[0], sq[1]) == color
+            ) {
+              candidates.push(sq);
+            }
+          }
+        }
+      }
+    }
+    for (let c of candidates)
+      if (this.selfAttack(c, [x, y])) return true;
+    return false;
+  }
+
+  // Jailer doesn't capture or give check
+
   static get VALUES() {
     return Object.assign(
       { l: 4.8, s: 2.8, j: 3.8 }, //Jeff K. estimations
@@ -743,6 +870,50 @@ export const VariantRules = class EightpiecesRules extends ChessRules {
     );
   }
 
+  getComputerMove() {
+    const maxeval = V.INFINITY;
+    const color = this.turn;
+    let moves1 = this.getAllValidMoves();
+
+    if (moves1.length == 0)
+      // TODO: this situation should not happen
+      return null;
+
+    const setEval = (move) => {
+      const score = this.getCurrentScore();
+      if (score != "*") {
+        move.eval =
+          score == "1/2"
+            ? 0
+            : (score == "1-0" ? 1 : -1) * maxeval;
+      } else move[i].eval = this.evalPosition();
+    };
+
+    // Just search_depth == 1 (because of sentries. TODO: can do better...)
+    moves1.forEach(m1 => {
+      this.play(m1);
+      if (this.subTurn == 1) setEval(m1);
+      else {
+        // Need to play every pushes and count:
+        const moves2 = this.getAllValidMoves();
+        moves2.forEach(m2 => {
+          this.play(m2);
+          setEval(m1);
+          this.undo(m2);
+        });
+      }
+      this.undo(m1);
+    });
+
+    moves1.sort((a, b) => {
+      return (color == "w" ? 1 : -1) * (b.eval - a.eval);
+    });
+    let candidates = [0];
+    for (let j = 1; j < moves1.length && moves1[j].eval == moves1[0].eval; j++)
+      candidates.push(j);
+    return moves1[candidates[randInt(candidates.length)]];
+  }
+
   getNotation(move) {
     // Special case "king takes jailer" is a pass move
     if (move.appear.length == 0 && move.vanish.length == 0) return "pass";
-- 
2.44.0