// Variants generally inherit from it, and modify some parts.
import { ArrayFun } from "@/utils/array";
-import { randInt, sample, shuffle } from "@/utils/alea";
+import { randInt, shuffle } from "@/utils/alea";
export const PiPo = class PiPo //Piece+Position
{
return (color=="w" ? "b" : "w");
}
- // Get next color (for compatibility with 3 and 4 players games)
- static GetNextCol(color)
- {
- return V.GetOppCol(color);
- }
-
// Pieces codes (for a clearer code)
static get PAWN() { return 'p'; }
static get ROOK() { return 'r'; }
continue;
// If this code is reached, rooks and king are on initial position
- // Nothing on the path of the king ?
- // (And no checks; OK also if y==finalSquare)
- let step = finalSquares[castleSide][0] < y ? -1 : 1;
- for (i=y; i!=finalSquares[castleSide][0]; i+=step)
+ // Nothing on the path of the king ? (and no checks)
+ const finDist = finalSquares[castleSide][0] - y;
+ let step = finDist / Math.max(1, Math.abs(finDist));
+ i = y;
+ do
{
if (this.isAttacked([x,i], [oppCol]) || (this.board[x][i] != V.EMPTY &&
// NOTE: next check is enough, because of chessboard constraints
{
continue castlingCheck;
}
+ i += step;
}
+ while (i!=finalSquares[castleSide][0]);
// Nothing on the path to the rook?
- step = castleSide == 0 ? -1 : 1;
+ step = (castleSide == 0 ? -1 : 1);
for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step)
{
if (this.board[x][i] != V.EMPTY)
let candidates = [0]; //indices of candidates moves
for (let j=1; j<moves1.length && moves1[j].eval == moves1[0].eval; j++)
candidates.push(j);
- let currentBest = moves1[sample(candidates)];
+ let currentBest = moves1[candidates[randInt(candidates.length)]];
// Skip depth 3+ if we found a checkmate (or if we are checkmated in 1...)
if (V.SEARCH_DEPTH >= 3 && Math.abs(moves1[0].eval) < V.THRESHOLD_MATE)