// 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
{
// Argument is a move:
const move = moveOrSquare;
const [sx,sy,ex] = [move.start.x,move.start.y,move.end.x];
- // TODO: next conditions are first for Atomic, and last for Checkered
+ // NOTE: next conditions are first for Atomic, and last for Checkered
if (move.appear.length > 0 && Math.abs(sx - ex) == 2
&& move.appear[0].p == V.PAWN && ["w","b"].includes(move.appear[0].c))
{
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'; }
// Search depth: 2 for high branching factor, 4 for small (Loser chess, eg.)
static get SEARCH_DEPTH() { return 3; }
- // Assumption: at least one legal move
// NOTE: works also for extinction chess because depth is 3...
getComputerMove()
{
// Some variants may show a bigger moves list to the human (Switching),
// thus the argument "computer" below (which is generally ignored)
let moves1 = this.getAllValidMoves("computer");
+ if (moves1.length == 0) //TODO: this situation should not happen
+ return null;
// Can I mate in 1 ? (for Magnetic & Extinction)
for (let i of shuffle(ArrayFun.range(moves1.length)))
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)