| 1 | import { ChessRules } from "@/base_rules"; |
| 2 | |
| 3 | export class RollerballRules extends ChessRules { |
| 4 | |
| 5 | static get Options() { |
| 6 | return null; |
| 7 | } |
| 8 | |
| 9 | static get HasEnpassant() { |
| 10 | return false; |
| 11 | } |
| 12 | |
| 13 | static get HasCastle() { |
| 14 | return false; |
| 15 | } |
| 16 | |
| 17 | static get DarkBottomRight() { |
| 18 | return true; |
| 19 | } |
| 20 | |
| 21 | static get PIECES() { |
| 22 | return [V.PAWN, V.KING, V.ROOK, V.BISHOP]; |
| 23 | } |
| 24 | |
| 25 | static get size() { |
| 26 | return { x: 7, y: 7 }; |
| 27 | } |
| 28 | |
| 29 | // TODO: the wall position should be checked too |
| 30 | static IsGoodPosition(position) { |
| 31 | if (position.length == 0) return false; |
| 32 | const rows = position.split("/"); |
| 33 | if (rows.length != V.size.x) return false; |
| 34 | let kings = { "k": 0, "K": 0 }; |
| 35 | for (let row of rows) { |
| 36 | let sumElts = 0; |
| 37 | for (let i = 0; i < row.length; i++) { |
| 38 | if (['K','k'].includes(row[i])) kings[row[i]]++; |
| 39 | if (['x'].concat(V.PIECES).includes(row[i].toLowerCase())) sumElts++; |
| 40 | else { |
| 41 | const num = parseInt(row[i], 10); |
| 42 | if (isNaN(num)) return false; |
| 43 | sumElts += num; |
| 44 | } |
| 45 | } |
| 46 | if (sumElts != V.size.y) return false; |
| 47 | } |
| 48 | if (Object.values(kings).some(v => v != 1)) return false; |
| 49 | return true; |
| 50 | } |
| 51 | |
| 52 | // NOTE: canTake() is wrong, but next method is enough |
| 53 | static OnBoard(x, y) { |
| 54 | return ( |
| 55 | (x >= 0 && x <= 6 && y >= 0 && y <= 6) && |
| 56 | (![2, 3, 4].includes(x) || ![2, 3, 4].includes(y)) |
| 57 | ); |
| 58 | } |
| 59 | |
| 60 | static IsGoodFlags(flags) { |
| 61 | // 2 for kings: last zone reached |
| 62 | return !!flags.match(/^[0-7]{2,2}$/); |
| 63 | } |
| 64 | |
| 65 | setFlags(fenflags) { |
| 66 | this.kingFlags = { |
| 67 | w: parseInt(fenflags.charAt(0), 10), |
| 68 | b: parseInt(fenflags.charAt(1), 10) |
| 69 | }; |
| 70 | } |
| 71 | |
| 72 | aggregateFlags() { |
| 73 | return this.kingFlags; |
| 74 | } |
| 75 | |
| 76 | disaggregateFlags(flags) { |
| 77 | this.kingFlags = flags; |
| 78 | } |
| 79 | |
| 80 | getFlagsFen() { |
| 81 | return this.kingFlags['w'].toString() + this.kingFlags['b'].toString(); |
| 82 | } |
| 83 | |
| 84 | // For space in the middle: |
| 85 | static get NOTHING() { |
| 86 | return "xx"; |
| 87 | } |
| 88 | |
| 89 | static board2fen(b) { |
| 90 | if (b[0] == 'x') return 'x'; |
| 91 | return ChessRules.board2fen(b); |
| 92 | } |
| 93 | |
| 94 | static fen2board(f) { |
| 95 | if (f == 'x') return V.NOTHING; |
| 96 | return ChessRules.fen2board(f); |
| 97 | } |
| 98 | |
| 99 | getPpath(b) { |
| 100 | if (b[0] == 'x') return "Omega/nothing"; |
| 101 | return b; |
| 102 | } |
| 103 | |
| 104 | static GenRandInitFen() { |
| 105 | return "2rbp2/2rkp2/2xxx2/2xxx2/2xxx2/2PKR2/2PBR2 w 0 00"; |
| 106 | } |
| 107 | |
| 108 | getPotentialMovesFrom(sq) { |
| 109 | switch (this.getPiece(sq[0], sq[1])) { |
| 110 | case V.PAWN: return this.getPotentialPawnMoves(sq); |
| 111 | case V.ROOK: return this.getPotentialRookMoves(sq); |
| 112 | case V.BISHOP: return this.getPotentialBishopMoves(sq); |
| 113 | case V.KING: return super.getPotentialKingMoves(sq); |
| 114 | } |
| 115 | return []; |
| 116 | } |
| 117 | |
| 118 | getPotentialPawnMoves([x, y]) { |
| 119 | const c = this.turn; |
| 120 | // Need to know pawn area to deduce move options |
| 121 | const inMiddleX = [2, 3, 4].includes(x); |
| 122 | const inMiddleY = [2, 3, 4].includes(y); |
| 123 | // In rectangular areas on the sides? |
| 124 | if (inMiddleX) { |
| 125 | const forward = (y <= 1 ? -1 : 1); |
| 126 | return ( |
| 127 | super.getSlideNJumpMoves( |
| 128 | [x, y], [[forward, -1], [forward, 0], [forward, 1]], 1) |
| 129 | ); |
| 130 | } |
| 131 | if (inMiddleY) { |
| 132 | const forward = (x <= 1 ? 1 : -1); |
| 133 | let moves = |
| 134 | super.getSlideNJumpMoves( |
| 135 | [x, y], [[-1, forward], [0, forward], [1, forward]], 1); |
| 136 | // Promotions may happen: |
| 137 | let extraMoves = []; |
| 138 | moves.forEach(m => { |
| 139 | if ( |
| 140 | (c == 'w' && x <= 1 && m.end.y == 4) || |
| 141 | (c == 'b' && x >= 5 && m.end.y == 2) |
| 142 | ) { |
| 143 | m.appear[0].p = V.ROOK; |
| 144 | let m2 = JSON.parse(JSON.stringify(m)); |
| 145 | m2.appear[0].p = V.BISHOP; |
| 146 | extraMoves.push(m2); |
| 147 | } |
| 148 | }); |
| 149 | Array.prototype.push.apply(moves, extraMoves); |
| 150 | return moves; |
| 151 | } |
| 152 | // In a corner: |
| 153 | const toRight = (x == 0 && [0, 1, 5].includes(y)) || (x == 1 && y == 1); |
| 154 | const toLeft = (x == 6 && [1, 5, 6].includes(y)) || (x == 5 && y == 5); |
| 155 | const toUp = (y == 0 && [1, 5, 6].includes(x)) || (x == 5 && y == 1); |
| 156 | const toBottom = (y == 6 && [0, 1, 5].includes(x)) || (x == 1 && y == 5); |
| 157 | if (toRight || toLeft) { |
| 158 | const forward = (toRight ? 1 : -1); |
| 159 | return ( |
| 160 | super.getSlideNJumpMoves( |
| 161 | [x, y], [[-1, forward], [0, forward], [1, forward]], 1) |
| 162 | ); |
| 163 | } |
| 164 | const forward = (toUp ? -1 : 1); |
| 165 | return ( |
| 166 | super.getSlideNJumpMoves( |
| 167 | [x, y], [[forward, -1], [forward, 0], [forward, 1]], 1) |
| 168 | ); |
| 169 | } |
| 170 | |
| 171 | getPotentialRookMoves([x, y]) { |
| 172 | let multiStep = [], |
| 173 | oneStep = []; |
| 174 | if (x <= 1) multiStep.push([0, 1]); |
| 175 | else oneStep.push([0, 1]); |
| 176 | if (y <= 1) multiStep.push([-1, 0]); |
| 177 | else oneStep.push([-1, 0]); |
| 178 | if (x >= 5) multiStep.push([0, -1]); |
| 179 | else oneStep.push([0, -1]); |
| 180 | if (y >= 5) multiStep.push([1, 0]); |
| 181 | else oneStep.push([1, 0]); |
| 182 | const c = this.turn; |
| 183 | let moves = super.getSlideNJumpMoves([x, y], oneStep, 1); |
| 184 | for (let step of multiStep) { |
| 185 | let [i, j] = [x + step[0], y + step[1]]; |
| 186 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { |
| 187 | moves.push(this.getBasicMove([x, y], [i, j])); |
| 188 | i += step[0]; |
| 189 | j += step[1]; |
| 190 | } |
| 191 | if (V.OnBoard(i, j)) { |
| 192 | if (this.getColor(i, j) != c) |
| 193 | moves.push(this.getBasicMove([x, y], [i, j])); |
| 194 | } |
| 195 | else { |
| 196 | i -= step[0]; |
| 197 | j -= step[1]; |
| 198 | // Potential rebound if away from initial square |
| 199 | if (i != x || j != y) { |
| 200 | // Corners check |
| 201 | let nextStep = null; |
| 202 | if (i == 0 && j == 0) nextStep = [0, 1]; |
| 203 | else if (i == 0 && j == 6) nextStep = [1, 0]; |
| 204 | else if (i == 6 && j == 6) nextStep = [0, -1]; |
| 205 | else if (i == 6 && j == 0) nextStep = [-1, 0]; |
| 206 | if (!!nextStep) { |
| 207 | i += nextStep[0]; |
| 208 | j += nextStep[1]; |
| 209 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { |
| 210 | moves.push(this.getBasicMove([x, y], [i, j])); |
| 211 | i += nextStep[0]; |
| 212 | j += nextStep[1]; |
| 213 | } |
| 214 | if (V.OnBoard(i, j) && this.getColor(i, j) != c) |
| 215 | moves.push(this.getBasicMove([x, y], [i, j])); |
| 216 | } |
| 217 | } |
| 218 | } |
| 219 | } |
| 220 | return moves; |
| 221 | } |
| 222 | |
| 223 | static get DictBishopSteps() { |
| 224 | return { |
| 225 | "-1_-1": [-1, -1], |
| 226 | "-1_1": [-1, 1], |
| 227 | "1_-1": [1, -1], |
| 228 | "1_1": [1, 1] |
| 229 | }; |
| 230 | } |
| 231 | |
| 232 | getPotentialBishopMoves([x, y]) { |
| 233 | let multiStep = {}; |
| 234 | if (x <= 1) { |
| 235 | multiStep["-1_1"] = [-1, 1]; |
| 236 | multiStep["1_1"] = [1, 1]; |
| 237 | } |
| 238 | if (y <= 1) { |
| 239 | multiStep["-1_-1"] = [-1, -1]; |
| 240 | if (!multiStep["-1_1"]) multiStep["-1_1"] = [-1, 1]; |
| 241 | } |
| 242 | if (x >= 5) { |
| 243 | multiStep["1_-1"] = [1, -1]; |
| 244 | if (!multiStep["-1_-1"]) multiStep["-1_-1"] = [-1, -1]; |
| 245 | } |
| 246 | if (y >= 5) { |
| 247 | if (!multiStep["1_-1"]) multiStep["1_-1"] = [1, -1]; |
| 248 | if (!multiStep["1_1"]) multiStep["1_1"] = [1, 1]; |
| 249 | } |
| 250 | let oneStep = []; |
| 251 | Object.keys(V.DictBishopSteps).forEach(str => { |
| 252 | if (!multiStep[str]) oneStep.push(V.DictBishopSteps[str]); |
| 253 | }); |
| 254 | const c = this.turn; |
| 255 | let moves = super.getSlideNJumpMoves([x, y], oneStep, 1); |
| 256 | for (let step of Object.values(multiStep)) { |
| 257 | let [i, j] = [x + step[0], y + step[1]]; |
| 258 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { |
| 259 | moves.push(this.getBasicMove([x, y], [i, j])); |
| 260 | i += step[0]; |
| 261 | j += step[1]; |
| 262 | } |
| 263 | if (V.OnBoard(i, j)) { |
| 264 | if (this.getColor(i, j) != c) |
| 265 | moves.push(this.getBasicMove([x, y], [i, j])); |
| 266 | } |
| 267 | else { |
| 268 | i -= step[0]; |
| 269 | j -= step[1]; |
| 270 | // Rebound, if we moved away from initial square |
| 271 | if (i != x || j != y) { |
| 272 | let nextStep = null; |
| 273 | if (step[0] == -1 && step[1] == -1) { |
| 274 | if (j == 0) nextStep = [-1, 1]; |
| 275 | else nextStep = [1, -1]; |
| 276 | } |
| 277 | else if (step[0] == -1 && step[1] == 1) { |
| 278 | if (i == 0) nextStep = [1, 1]; |
| 279 | else nextStep = [-1, -1]; |
| 280 | } |
| 281 | else if (step[0] == 1 && step[1] == -1) { |
| 282 | if (i == 6) nextStep = [-1, -1]; |
| 283 | else nextStep = [1, 1]; |
| 284 | } |
| 285 | else { |
| 286 | // step == [1, 1] |
| 287 | if (j == 6) nextStep = [1, -1]; |
| 288 | else nextStep = [-1, 1]; |
| 289 | } |
| 290 | i += nextStep[0]; |
| 291 | j += nextStep[1]; |
| 292 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { |
| 293 | moves.push(this.getBasicMove([x, y], [i, j])); |
| 294 | i += nextStep[0]; |
| 295 | j += nextStep[1]; |
| 296 | } |
| 297 | if (V.OnBoard(i, j) && this.getColor(i, j) != c) |
| 298 | moves.push(this.getBasicMove([x, y], [i, j])); |
| 299 | } |
| 300 | } |
| 301 | } |
| 302 | return moves; |
| 303 | } |
| 304 | |
| 305 | isAttacked(sq, color) { |
| 306 | return ( |
| 307 | super.isAttackedByKing(sq, color) || |
| 308 | this.isAttackedByRook(sq, color) || |
| 309 | this.isAttackedByBishop(sq, color) || |
| 310 | this.isAttackedByPawn(sq, color) |
| 311 | ); |
| 312 | } |
| 313 | |
| 314 | isAttackedByPawn([x, y], color) { |
| 315 | // Determine zone, shifted according to pawn movement |
| 316 | let attackDir = ""; |
| 317 | let forward = 0; |
| 318 | if ( |
| 319 | ([1, 2, 3, 4].includes(x) && y <= 1) || |
| 320 | (x == 5 && y == 0) |
| 321 | ) { |
| 322 | attackDir = "vertical"; |
| 323 | forward = 1; |
| 324 | } |
| 325 | else if ( |
| 326 | ([2, 3, 4, 5].includes(x) && [5, 6].includes(y)) || |
| 327 | (x == 1 && y == 6) |
| 328 | ) { |
| 329 | attackDir = "vertical"; |
| 330 | forward = -1; |
| 331 | } |
| 332 | else if ( |
| 333 | (x <= 1 && [2, 3, 4, 5].includes(y)) || |
| 334 | (x == 0 && y == 1) |
| 335 | ) { |
| 336 | attackDir = "horizontal"; |
| 337 | forward = -1; |
| 338 | } |
| 339 | else if ( |
| 340 | (x >= 5 && [1, 2, 3, 4].includes(y)) || |
| 341 | (x == 6 && y == 5) |
| 342 | ) { |
| 343 | attackDir = "horizontal"; |
| 344 | forward = 1; |
| 345 | } |
| 346 | if (forward != 0) { |
| 347 | const steps = |
| 348 | attackDir == "vertical" |
| 349 | ? [ [forward, -1], [forward, 0], [forward, 1] ] |
| 350 | : [ [-1, forward], [0, forward], [1, forward] ]; |
| 351 | return ( |
| 352 | super.isAttackedBySlideNJump([x, y], color, V.PAWN, steps, 1) |
| 353 | ); |
| 354 | } |
| 355 | // In a corner: can be attacked by one square only |
| 356 | let step = null; |
| 357 | if (x == 0) { |
| 358 | if (y == 0) step = [1, 0]; |
| 359 | else step = [0, -1]; |
| 360 | } |
| 361 | else { |
| 362 | if (y == 0) step = [0, 1]; |
| 363 | else step = [-1, 0]; |
| 364 | } |
| 365 | return ( |
| 366 | super.isAttackedBySlideNJump([x, y], color, V.PAWN, [step], 1) |
| 367 | ); |
| 368 | } |
| 369 | |
| 370 | isAttackedByRook([x, y], color) { |
| 371 | // "Reversing" the code of getPotentialRookMoves() |
| 372 | let multiStep = [], |
| 373 | oneStep = []; |
| 374 | if (x <= 1) multiStep.push([0, -1]); |
| 375 | else oneStep.push([0, -1]); |
| 376 | if (y <= 1) multiStep.push([1, 0]); |
| 377 | else oneStep.push([1, 0]); |
| 378 | if (x >= 5) multiStep.push([0, 1]); |
| 379 | else oneStep.push([0, 1]); |
| 380 | if (y >= 5) multiStep.push([-1, 0]); |
| 381 | else oneStep.push([-1, 0]); |
| 382 | if ( |
| 383 | super.isAttackedBySlideNJump([x, y], color, V.ROOK, oneStep, 1) |
| 384 | ) { |
| 385 | return true; |
| 386 | } |
| 387 | for (let step of multiStep) { |
| 388 | let [i, j] = [x + step[0], y + step[1]]; |
| 389 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { |
| 390 | i += step[0]; |
| 391 | j += step[1]; |
| 392 | } |
| 393 | if (V.OnBoard(i, j)) { |
| 394 | if (this.getColor(i, j) == color && this.getPiece(i, j) == V.ROOK) |
| 395 | return true; |
| 396 | } |
| 397 | else { |
| 398 | i -= step[0]; |
| 399 | j -= step[1]; |
| 400 | if (i != x || j != y) { |
| 401 | let nextStep = null; |
| 402 | if (i == 0 && j == 0) nextStep = [1, 0]; |
| 403 | else if (i == 0 && j == 6) nextStep = [0, -1]; |
| 404 | else if (i == 6 && j == 6) nextStep = [-1, 0]; |
| 405 | else if (i == 6 && j == 0) nextStep = [0, 1]; |
| 406 | if (!!nextStep) { |
| 407 | i += nextStep[0]; |
| 408 | j += nextStep[1]; |
| 409 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { |
| 410 | i += nextStep[0]; |
| 411 | j += nextStep[1]; |
| 412 | } |
| 413 | if ( |
| 414 | V.OnBoard(i, j) && |
| 415 | this.getColor(i, j) == color && |
| 416 | this.getPiece(i, j) == V.ROOK |
| 417 | ) { |
| 418 | return true; |
| 419 | } |
| 420 | } |
| 421 | } |
| 422 | } |
| 423 | } |
| 424 | return false; |
| 425 | } |
| 426 | |
| 427 | isAttackedByBishop([x, y], color) { |
| 428 | // "Reversing" the code of getPotentiaBishopMoves() |
| 429 | let multiStep = {}; |
| 430 | if (x <= 1) { |
| 431 | multiStep["1_-1"] = [1, -1]; |
| 432 | multiStep["-1_-1"] = [-1, -1]; |
| 433 | } |
| 434 | if (y <= 1) { |
| 435 | multiStep["1_1"] = [1, 1]; |
| 436 | if (!multiStep["1_-1"]) multiStep["1_-1"] = [1, -1]; |
| 437 | } |
| 438 | if (x >= 5) { |
| 439 | multiStep["-1_1"] = [-1, 1]; |
| 440 | if (!multiStep["1_1"]) multiStep["1_1"] = [1, 1]; |
| 441 | } |
| 442 | if (y >= 5) { |
| 443 | if (!multiStep["-1_-1"]) multiStep["-1_-1"] = [-1, -1]; |
| 444 | if (!multiStep["-1_1"]) multiStep["-1_1"] = [-1, 1]; |
| 445 | } |
| 446 | let oneStep = []; |
| 447 | Object.keys(V.DictBishopSteps).forEach(str => { |
| 448 | if (!multiStep[str]) oneStep.push(V.DictBishopSteps[str]); |
| 449 | }); |
| 450 | if ( |
| 451 | super.isAttackedBySlideNJump([x, y], color, V.BISHOP, oneStep, 1) |
| 452 | ) { |
| 453 | return true; |
| 454 | } |
| 455 | for (let step of Object.values(multiStep)) { |
| 456 | let [i, j] = [x + step[0], y + step[1]]; |
| 457 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { |
| 458 | i += step[0]; |
| 459 | j += step[1]; |
| 460 | } |
| 461 | if (V.OnBoard(i, j)) { |
| 462 | if (this.getColor(i, j) == color && this.getPiece(i, j) == V.BISHOP) |
| 463 | return true; |
| 464 | } |
| 465 | else { |
| 466 | i -= step[0]; |
| 467 | j -= step[1]; |
| 468 | if (i != x || j != y) { |
| 469 | let nextStep = null; |
| 470 | if (step[0] == -1 && step[1] == -1) { |
| 471 | if (j == 0) nextStep = [-1, 1]; |
| 472 | else nextStep = [1, -1]; |
| 473 | } |
| 474 | else if (step[0] == -1 && step[1] == 1) { |
| 475 | if (i == 0) nextStep = [1, 1]; |
| 476 | else nextStep = [-1, -1]; |
| 477 | } |
| 478 | else if (step[0] == 1 && step[1] == -1) { |
| 479 | if (i == 6) nextStep = [-1, -1]; |
| 480 | else nextStep = [1, 1]; |
| 481 | } |
| 482 | else { |
| 483 | // step == [1, 1] |
| 484 | if (j == 6) nextStep = [1, -1]; |
| 485 | else nextStep = [-1, 1]; |
| 486 | } |
| 487 | i += nextStep[0]; |
| 488 | j += nextStep[1]; |
| 489 | while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) { |
| 490 | i += nextStep[0]; |
| 491 | j += nextStep[1]; |
| 492 | } |
| 493 | if ( |
| 494 | V.OnBoard(i, j) && |
| 495 | this.getColor(i, j) == color && |
| 496 | this.getPiece(i, j) == V.BISHOP |
| 497 | ) { |
| 498 | return true; |
| 499 | } |
| 500 | } |
| 501 | } |
| 502 | } |
| 503 | return false; |
| 504 | } |
| 505 | |
| 506 | // The board is divided in areas determined by "distance to target" |
| 507 | // A zone n+1 must be reached from a zone n. |
| 508 | getKingZone([x, y], color) { |
| 509 | if (color == 'w') { |
| 510 | if (y >= 4) return -1; //"out of zone" |
| 511 | if (y == 3 && [5, 6].includes(x)) return 0; |
| 512 | if (x == 6) return 1; |
| 513 | if (x == 5) return 2; |
| 514 | if (x == 4) return 3; |
| 515 | if (x == 3 || y == 0) return 4; |
| 516 | if (y == 1) return 5; |
| 517 | if (x == 0 || y == 2) return 6; |
| 518 | return 7; //x == 1 && y == 3 |
| 519 | } |
| 520 | // color == 'b': |
| 521 | if (y <= 2) return -1; //"out of zone" |
| 522 | if (y == 3 && [0, 1].includes(x)) return 0; |
| 523 | if (x == 0) return 1; |
| 524 | if (x == 1) return 2; |
| 525 | if (x == 2) return 3; |
| 526 | if (x == 3 || y == 6) return 4; |
| 527 | if (y == 5) return 5; |
| 528 | if (x == 6 || y == 4) return 6; |
| 529 | return 7; //x == 5 && y == 3 |
| 530 | } |
| 531 | |
| 532 | postPlay(move) { |
| 533 | super.postPlay(move); |
| 534 | if (move.vanish[0].p == V.KING) { |
| 535 | const c = move.vanish[0].c; |
| 536 | const z1 = this.getKingZone([move.vanish[0].x, move.vanish[0].y], c), |
| 537 | z2 = this.getKingZone([move.appear[0].x, move.appear[0].y], c); |
| 538 | if ( |
| 539 | z1 >= 0 && z2 >= 0 && z1 < z2 && |
| 540 | // There exist "zone jumps" (0 to 2 for example), |
| 541 | // so the following test "flag >= z1" is required. |
| 542 | this.kingFlags[c] >= z1 && this.kingFlags[c] < z2 |
| 543 | ) { |
| 544 | this.kingFlags[c] = z2; |
| 545 | } |
| 546 | } |
| 547 | } |
| 548 | |
| 549 | getCurrentScore() { |
| 550 | const oppCol = V.GetOppCol(this.turn); |
| 551 | if (this.kingFlags[oppCol] == 7) return (oppCol == 'w' ? "1-0" : "0-1"); |
| 552 | return super.getCurrentScore(); |
| 553 | } |
| 554 | |
| 555 | static get SEARCH_DEPTH() { |
| 556 | return 4; |
| 557 | } |
| 558 | |
| 559 | evalPosition() { |
| 560 | let evaluation = 0; |
| 561 | for (let i = 0; i < V.size.x; i++) { |
| 562 | for (let j = 0; j < V.size.y; j++) { |
| 563 | if (this.board[i][j] != V.EMPTY) { |
| 564 | const sign = this.getColor(i, j) == "w" ? 1 : -1; |
| 565 | const piece = this.getPiece(i, j); |
| 566 | if (piece != 'x') evaluation += sign * V.VALUES[piece]; |
| 567 | } |
| 568 | } |
| 569 | } |
| 570 | // Taking flags into account in a rather naive way |
| 571 | return evaluation + this.kingFlags['w'] - this.kingFlags['b']; |
| 572 | } |
| 573 | |
| 574 | }; |