import { ChessRules, Move, PiPo } from "@/base_rules";
+import { randInt } from "@/utils/alea";
export class DynamoRules extends ChessRules {
- // TODO: later, allow to push out pawns on a and h files
+ // TODO? later, allow to push out pawns on a and h files
static get HasEnpassant() {
return false;
}
canIplay(side, [x, y]) {
// Sometimes opponent's pieces can be moved directly
- return true;
+ return this.turn == side;
}
setOtherVariables(fen) {
const amove = V.ParseFen(fen).amove;
if (amove != "-") {
const amoveParts = amove.split("/");
- let amove = {
+ let move = {
// No need for start & end
appear: [],
vanish: []
};
[0, 1].map(i => {
- amoveParts[i].split(".").forEach(av => {
- // Format is "bpe3"
- const xy = V.SquareToCoords(av.substr(2));
- move[i == 0 ? "appear" : "vanish"].push(
- new PiPo({
- x: xy.x,
- y: xy.y,
- c: av[0],
- p: av[1]
- })
- );
- });
+ if (amoveParts[i] != "-") {
+ amoveParts[i].split(".").forEach(av => {
+ // Format is "bpe3"
+ const xy = V.SquareToCoords(av.substr(2));
+ move[i == 0 ? "appear" : "vanish"].push(
+ new PiPo({
+ x: xy.x,
+ y: xy.y,
+ c: av[0],
+ p: av[1]
+ })
+ );
+ });
+ }
});
this.amoves.push(move);
}
- this.subTurn = 1;
// Stack "first moves" (on subTurn 1) to merge and check opposite moves
this.firstMove = [];
}
static IsGoodFen(fen) {
if (!ChessRules.IsGoodFen(fen)) return false;
const fenParts = fen.split(" ");
- if (fenParts.length != 6) return false;
- if (fenParts[5] != "-" && !fenParts[5].match(/^([a-h][1-8]){2}$/))
- return false;
+ if (fenParts.length != 5) return false;
+ if (fenParts[4] != "-") {
+ // TODO: a single regexp instead.
+ // Format is [bpa2[.wpd3]] || '-'/[bbc3[.wrd5]] || '-'
+ const amoveParts = fenParts[4].split("/");
+ if (amoveParts.length != 2) return false;
+ for (let part of amoveParts) {
+ if (part != "-") {
+ for (let psq of part.split("."))
+ if (!psq.match(/^[a-r]{3}[1-8]$/)) return false;
+ }
+ }
+ }
return true;
}
return (
["appear","vanish"].map(
mpart => {
+ if (this.amoves[L-1][mpart].length == 0) return "-";
return (
this.amoves[L-1][mpart].map(
av => {
return [dx / divisor, dy / divisor];
}
- // There is something on x2,y2, maybe our color, pushed/pulled
- static IsAprioriValidMove([x1, y1], [x2, y2]) {
+ // There was something on x2,y2, maybe our color, pushed or (self)pulled
+ isAprioriValidExit([x1, y1], [x2, y2], color2, piece2) {
const color1 = this.getColor(x1, y1);
- const color2 = this.getColor(x2, y2);
const pawnShift = (color1 == 'w' ? -1 : 1);
- const pawnStartRank = (color1 == 'w' ? 6 : 1);
+ const lastRank = (color1 == 'w' ? 0 : 7);
const deltaX = Math.abs(x1 - x2);
const deltaY = Math.abs(y1 - y2);
- switch (this.getPiece(x1, y1)) {
+ const checkSlider = () => {
+ const dir = this.getNormalizedDirection([x2 - x1, y2 - y1]);
+ let [i, j] = [x1 + dir[0], y1 + dir[1]];
+ while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
+ i += dir[0];
+ j += dir[1];
+ }
+ return !V.OnBoard(i, j);
+ };
+ switch (piece2 || this.getPiece(x1, y1)) {
case V.PAWN:
return (
+ x1 + pawnShift == x2 &&
(
- color1 == color2 &&
- y1 == y2 &&
+ (color1 == color2 && x2 == lastRank && y1 == y2) ||
(
- x1 + pawnShift == x2 ||
- x1 == pawnStartRank && x1 + 2 * pawnShift == x2
+ color1 != color2 &&
+ deltaY == 1 &&
+ !V.OnBoard(2 * x2 - x1, 2 * y2 - y1)
)
)
- ||
- (
- color1 != color2 &&
- deltaY == 1 &&
- x1 + pawnShift == x2
- )
);
case V.ROOK:
- return (x1 == x2 || y1 == y2);
- case V.KNIGHT: {
- return (deltaX + deltaY == 3 && (deltaX == 1 || deltaY == 1));
- }
+ if (x1 != x2 && y1 != y2) return false;
+ return checkSlider();
+ case V.KNIGHT:
+ return (
+ deltaX + deltaY == 3 &&
+ (deltaX == 1 || deltaY == 1) &&
+ !V.OnBoard(2 * x2 - x1, 2 * y2 - y1)
+ );
case V.BISHOP:
- return (deltaX == deltaY);
+ if (deltaX != deltaY) return false;
+ return checkSlider();
case V.QUEEN:
+ if (deltaX != 0 && deltaY != 0 && deltaX != deltaY) return false;
+ return checkSlider();
+ case V.KING:
return (
- (deltaX == 0 || deltaY == 0 || deltaX == deltaY)
+ deltaX <= 1 &&
+ deltaY <= 1 &&
+ !V.OnBoard(2 * x2 - x1, 2 * y2 - y1)
);
- case V.KING:
- return (deltaX <= 1 && deltaY <= 1);
}
return false;
}
+ isAprioriValidVertical([x1, y1], x2) {
+ const piece = this.getPiece(x1, y1);
+ const deltaX = Math.abs(x1 - x2);
+ const startRank = (this.getColor(x1, y1) == 'w' ? 6 : 1);
+ return (
+ [V.QUEEN, V.ROOK].includes(piece) ||
+ (
+ [V.KING, V.PAWN].includes(piece) &&
+ (
+ deltaX == 1 ||
+ (deltaX == 2 && piece == V.PAWN && x1 == startRank)
+ )
+ )
+ );
+ }
+
// NOTE: for pushes, play the pushed piece first.
// for pulls: play the piece doing the action first
// NOTE: to push a piece out of the board, make it slide until its king
getPotentialMovesFrom([x, y]) {
const color = this.turn;
+ const sqCol = this.getColor(x, y);
+ const pawnShift = (color == 'w' ? -1 : 1);
+ const pawnStartRank = (color == 'w' ? 6 : 1);
+ const getMoveHash = (m) => {
+ return V.CoordsToSquare(m.start) + V.CoordsToSquare(m.end);
+ };
if (this.subTurn == 1) {
- const getMoveHash = (m) => {
- return V.CoordsToSquare(m.start) + V.CoordsToSquare(m.end);
- };
const addMoves = (dir, nbSteps) => {
const newMoves =
this.getMovesInDirection([x, y], [-dir[0], -dir[1]], nbSteps)
newMoves.forEach(m => { movesHash[getMoveHash(m)] = true; });
Array.prototype.push.apply(moves, newMoves);
};
- // Free to play any move:
- const moves = super.getPotentialMovesFrom([x, y])
- const pawnShift = (color == 'w' ? -1 : 1);
- const pawnStartRank = (color == 'w' ? 6 : 1);
+ // Free to play any move (if piece of my color):
+ let moves =
+ sqCol == color
+ ? super.getPotentialMovesFrom([x, y])
+ : [];
+ // There may be several suicide moves: keep only one
+ let hasExit = false;
+ moves = moves.filter(m => {
+ const suicide = (m.appear.length == 0);
+ if (suicide) {
+ if (hasExit) return false;
+ hasExit = true;
+ }
+ return true;
+ });
// Structure to avoid adding moves twice (can be action & move)
let movesHash = {};
moves.forEach(m => { movesHash[getMoveHash(m)] = true; });
) {
const deltaX = Math.abs(i - x);
const deltaY = Math.abs(j - y);
- // Can a priori go both ways, except with pawns
switch (this.getPiece(i, j)) {
case V.PAWN:
- if (deltaX <= 2 && deltaY <= 1) {
- const pColor = this.getColor(x, y);
- if (pColor == color && deltaY == 0) {
+ if (
+ (x - i) / deltaX == pawnShift &&
+ deltaX <= 2 &&
+ deltaY <= 1
+ ) {
+ if (sqCol == color && deltaY == 0) {
// Pushed forward
const maxSteps = (i == pawnStartRank && deltaX == 1 ? 2 : 1);
addMoves(step, maxSteps);
}
- else if (pColor != color && deltaY == 1 && deltaX == 1)
+ else if (sqCol != color && deltaY == 1 && deltaX == 1)
// Pushed diagonally
addMoves(step, 1);
}
if (deltaX == deltaY) addMoves(step);
break;
case V.QUEEN:
- if (deltaX == 0 || deltaY == 0 || deltaX == deltaY)
- addMoves(step);
+ // All steps are valid for a queen:
+ addMoves(step);
break;
case V.KING:
if (deltaX <= 1 && deltaY <= 1) addMoves(step, 1);
}
// If subTurn == 2 then we should have a first move,
// which restrict what we can play now: only in the first move direction
- // NOTE: no need for knight or pawn checks, because the move will be
- // naturally limited in those cases.
const L = this.firstMove.length;
const fm = this.firstMove[L-1];
- if (fm.appear.length == 2 && fm.vanish.length == 2)
- // Castle: no real move playable then.
+ if (
+ (fm.appear.length == 2 && fm.vanish.length == 2) ||
+ (fm.vanish[0].c == sqCol && sqCol != color)
+ ) {
+ // Castle or again opponent color: no move playable then.
return [];
- if (fm.appear.length == 0) {
- // Piece at subTurn 1 just exited the board.
- // Can I be a piece which caused the exit?
- this.undo(fm);
- const moveOk = V.IsAprioriValidMove([x, y], [fm.start.x, fm.start.y]);
- this.play(fm);
- if (moveOk) {
+ }
+ const piece = this.getPiece(x, y);
+ const getPushExit = () => {
+ // Piece at subTurn 1 exited: can I have caused the exit?
+ if (
+ this.isAprioriValidExit(
+ [x, y],
+ [fm.start.x, fm.start.y],
+ fm.vanish[0].c
+ )
+ ) {
// Seems so:
const dir = this.getNormalizedDirection(
[fm.start.x - x, fm.start.y - y]);
- return this.getMovesInDirection([x, y], dir);
+ const nbSteps =
+ [V.PAWN, V.KING, V.KNIGHT].includes(piece)
+ ? 1
+ : null;
+ return this.getMovesInDirection([x, y], dir, nbSteps);
}
+ return [];
}
- else {
+ const getPushMoves = () => {
+ // Piece from subTurn 1 is still on board:
const dirM = this.getNormalizedDirection(
[fm.end.x - fm.start.x, fm.end.y - fm.start.y]);
const dir = this.getNormalizedDirection(
[fm.start.x - x, fm.start.y - y]);
- // Normalized directions should match:
- if (dir[0] == dirM[0] && dir[1] == dirM[1])
- return this.getMovesInDirection([x, y], dir);
+ // Normalized directions should match
+ if (dir[0] == dirM[0] && dir[1] == dirM[1]) {
+ // We don't know if first move is a pushed piece or normal move,
+ // so still must check if the push is valid.
+ const deltaX = Math.abs(fm.start.x - x);
+ const deltaY = Math.abs(fm.start.y - y);
+ switch (piece) {
+ case V.PAWN:
+ if (x == pawnStartRank) {
+ if (
+ (fm.start.x - x) * pawnShift < 0 ||
+ deltaX >= 3 ||
+ deltaY >= 2 ||
+ (fm.vanish[0].c == color && deltaY > 0) ||
+ (fm.vanish[0].c != color && deltaY == 0) ||
+ Math.abs(fm.end.x - fm.start.x) > deltaX ||
+ fm.end.y - fm.start.y != fm.start.y - y
+ ) {
+ return [];
+ }
+ }
+ else {
+ if (
+ fm.start.x - x != pawnShift ||
+ deltaY >= 2 ||
+ (fm.vanish[0].c == color && deltaY == 1) ||
+ (fm.vanish[0].c != color && deltaY == 0) ||
+ fm.end.x - fm.start.x != pawnShift ||
+ fm.end.y - fm.start.y != fm.start.y - y
+ ) {
+ return [];
+ }
+ }
+ break;
+ case V.KNIGHT:
+ if (
+ (deltaX + deltaY != 3 || (deltaX == 0 && deltaY == 0)) ||
+ (fm.end.x - fm.start.x != fm.start.x - x) ||
+ (fm.end.y - fm.start.y != fm.start.y - y)
+ ) {
+ return [];
+ }
+ break;
+ case V.KING:
+ if (
+ (deltaX >= 2 || deltaY >= 2) ||
+ (fm.end.x - fm.start.x != fm.start.x - x) ||
+ (fm.end.y - fm.start.y != fm.start.y - y)
+ ) {
+ return [];
+ }
+ break;
+ case V.BISHOP:
+ if (deltaX != deltaY) return [];
+ break;
+ case V.ROOK:
+ if (deltaX != 0 && deltaY != 0) return [];
+ break;
+ case V.QUEEN:
+ if (deltaX != deltaY && deltaX != 0 && deltaY != 0) return [];
+ break;
+ }
+ // Nothing should stand between [x, y] and the square fm.start
+ let [i, j] = [x + dir[0], y + dir[1]];
+ while (
+ (i != fm.start.x || j != fm.start.y) &&
+ this.board[i][j] == V.EMPTY
+ ) {
+ i += dir[0];
+ j += dir[1];
+ }
+ if (i == fm.start.x && j == fm.start.y)
+ return this.getMovesInDirection([x, y], dir);
+ }
+ return [];
+ }
+ const getPullExit = () => {
+ // Piece at subTurn 1 exited: can I be pulled?
+ // Note: kings cannot suicide, so fm.vanish[0].p is not KING.
+ // Could be PAWN though, if a pawn was pushed out of board.
+ if (
+ fm.vanish[0].p != V.PAWN && //pawns cannot pull
+ this.isAprioriValidExit(
+ [x, y],
+ [fm.start.x, fm.start.y],
+ fm.vanish[0].c,
+ fm.vanish[0].p
+ )
+ ) {
+ // Seems so:
+ const dir = this.getNormalizedDirection(
+ [fm.start.x - x, fm.start.y - y]);
+ const nbSteps = (fm.vanish[0].p == V.KNIGHT ? 1 : null);
+ return this.getMovesInDirection([x, y], dir, nbSteps);
+ }
+ return [];
+ };
+ const getPullMoves = () => {
+ if (fm.vanish[0].p == V.PAWN)
+ // pawns cannot pull
+ return [];
+ const dirM = this.getNormalizedDirection(
+ [fm.end.x - fm.start.x, fm.end.y - fm.start.y]);
+ const dir = this.getNormalizedDirection(
+ [fm.start.x - x, fm.start.y - y]);
+ // Normalized directions should match
+ if (dir[0] == dirM[0] && dir[1] == dirM[1]) {
+ // Am I at the right distance?
+ const deltaX = Math.abs(x - fm.start.x);
+ const deltaY = Math.abs(y - fm.start.y);
+ if (
+ (fm.vanish[0].p == V.KING && (deltaX > 1 || deltaY > 1)) ||
+ (fm.vanish[0].p == V.KNIGHT &&
+ (deltaX + deltaY != 3 || deltaX == 0 || deltaY == 0))
+ ) {
+ return [];
+ }
+ // Nothing should stand between [x, y] and the square fm.start
+ let [i, j] = [x + dir[0], y + dir[1]];
+ while (
+ (i != fm.start.x || j != fm.start.y) &&
+ this.board[i][j] == V.EMPTY
+ ) {
+ i += dir[0];
+ j += dir[1];
+ }
+ if (i == fm.start.x && j == fm.start.y)
+ return this.getMovesInDirection([x, y], dir);
+ }
+ return [];
+ };
+ if (fm.vanish[0].c != color) {
+ // Only possible action is a push:
+ if (fm.appear.length == 0) return getPushExit();
+ return getPushMoves();
+ }
+ else if (sqCol != color) {
+ // Only possible action is a pull, considering moving piece abilities
+ if (fm.appear.length == 0) return getPullExit();
+ return getPullMoves();
+ }
+ else {
+ // My color + my color: both actions possible
+ // Structure to avoid adding moves twice (can be action & move)
+ let movesHash = {};
+ if (fm.appear.length == 0) {
+ const pushes = getPushExit();
+ pushes.forEach(m => { movesHash[getMoveHash(m)] = true; });
+ return (
+ pushes.concat(getPullExit().filter(m => !movesHash[getMoveHash(m)]))
+ );
+ }
+ const pushes = getPushMoves();
+ pushes.forEach(m => { movesHash[getMoveHash(m)] = true; });
+ return (
+ pushes.concat(getPullMoves().filter(m => !movesHash[getMoveHash(m)]))
+ );
}
return [];
}
+ getSlideNJumpMoves([x, y], steps, oneStep) {
+ let moves = [];
+ const c = this.getColor(x, y);
+ const piece = this.getPiece(x, y);
+ outerLoop: for (let step of steps) {
+ let i = x + step[0];
+ let j = y + step[1];
+ while (V.OnBoard(i, j) && this.board[i][j] == V.EMPTY) {
+ moves.push(this.getBasicMove([x, y], [i, j]));
+ if (oneStep) continue outerLoop;
+ i += step[0];
+ j += step[1];
+ }
+ if (V.OnBoard(i, j)) {
+ if (this.canTake([x, y], [i, j]))
+ moves.push(this.getBasicMove([x, y], [i, j]));
+ }
+ else {
+ // Add potential board exit (suicide), except for the king
+ if (piece != V.KING) {
+ moves.push({
+ start: { x: x, y: y},
+ end: { x: this.kingPos[c][0], y: this.kingPos[c][1] },
+ appear: [],
+ vanish: [
+ new PiPo({
+ x: x,
+ y: y,
+ c: c,
+ p: piece
+ })
+ ]
+ });
+ }
+ }
+ }
+ return moves;
+ }
+
// Does m2 un-do m1 ? (to disallow undoing actions)
oppositeMoves(m1, m2) {
const isEqual = (av1, av2) => {
- // Precondition: av1 and av2 length = 2
for (let av of av1) {
const avInAv2 = av2.find(elt => {
return (
}
return true;
};
+ // All appear and vanish arrays must have the same length
+ const mL = m1.appear.length;
return (
- m1.appear.length == 2 &&
- m2.appear.length == 2 &&
- m1.vanish.length == 2 &&
- m2.vanish.length == 2 &&
+ m2.appear.length == mL &&
+ m1.vanish.length == mL &&
+ m2.vanish.length == mL &&
isEqual(m1.appear, m2.vanish) &&
isEqual(m1.vanish, m2.appear)
);
filterValid(moves) {
const color = this.turn;
+ const La = this.amoves.length;
if (this.subTurn == 1) {
return moves.filter(m => {
// A move is valid either if it doesn't result in a check,
// (not undoing a potential move + action of the opponent)
this.play(m);
let res = this.underCheck(color);
- if (res) {
+ let isOpposite = La > 0 && this.oppositeMoves(this.amoves[La-1], m);
+ if (res || isOpposite) {
const moves2 = this.getAllPotentialMoves();
- for (m2 of moves2) {
+ for (let m2 of moves2) {
this.play(m2);
const res2 = this.underCheck(color);
+ const amove = this.getAmove(m, m2);
+ isOpposite =
+ La > 0 && this.oppositeMoves(this.amoves[La-1], amove);
this.undo(m2);
- if (!res2) {
+ if (!res2 && !isOpposite) {
res = false;
break;
}
return !res;
});
}
- const Lf = this.firstMove.length;
- const La = this.amoves.length;
if (La == 0) return super.filterValid(moves);
+ const Lf = this.firstMove.length;
return (
super.filterValid(
moves.filter(m => {
this.getPiece(rx, ry) == piece &&
this.getColor(rx, ry) == color
) {
- // Now step in the other direction: if end of the world, then attacked
+ // Continue some steps in the same direction (pull)
+ rx += step[0];
+ ry += step[1];
+ while (
+ V.OnBoard(rx, ry) &&
+ this.board[rx][ry] == V.EMPTY &&
+ !oneStep
+ ) {
+ rx += step[0];
+ ry += step[1];
+ }
+ if (!V.OnBoard(rx, ry)) return true;
+ // Step in the other direction (push)
rx = x - step[0];
ry = y - step[1];
while (
}
isAttackedByPawn([x, y], color) {
- const lastRank = (color == 'w' ? 0 : 7);
- if (y != lastRank)
- // The king can be pushed out by a pawn only on last rank
- return false;
+ // The king can be pushed out by a pawn on last rank or near the edge
const pawnShift = (color == "w" ? 1 : -1);
for (let i of [-1, 1]) {
if (
- y + i >= 0 &&
- y + i < V.size.y &&
+ V.OnBoard(x + pawnShift, y + i) &&
+ this.board[x + pawnShift][y + i] != V.EMPTY &&
this.getPiece(x + pawnShift, y + i) == V.PAWN &&
this.getColor(x + pawnShift, y + i) == color
) {
- return true;
+ if (!V.OnBoard(x - pawnShift, y - i)) return true;
}
}
return false;
}
- getCurrentScore() {
- if (this.subTurn == 2)
- // Move not over
- return "*";
- return super.getCurrentScore();
+ static OnTheEdge(x, y) {
+ return (x == 0 || x == 7 || y == 0 || y == 7);
+ }
+
+ isAttackedByKing([x, y], color) {
+ // Attacked if I'm on the edge and the opponent king just next,
+ // but not on the edge.
+ if (V.OnTheEdge(x, y)) {
+ for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) {
+ const [i, j] = [x + step[0], y + step[1]];
+ if (
+ V.OnBoard(i, j) &&
+ !V.OnTheEdge(i, j) &&
+ this.board[i][j] != V.EMPTY &&
+ this.getPiece(i, j) == V.KING
+ // NOTE: since only one king of each color, and (x, y) is occupied
+ // by our king, no need to check other king's color.
+ ) {
+ return true;
+ }
+ }
+ }
+ return false;
+ }
+
+ // No consideration of color: all pieces could be played
+ getAllPotentialMoves() {
+ let potentialMoves = [];
+ for (let i = 0; i < V.size.x; i++) {
+ for (let j = 0; j < V.size.y; j++) {
+ if (this.board[i][j] != V.EMPTY) {
+ Array.prototype.push.apply(
+ potentialMoves,
+ this.getPotentialMovesFrom([i, j])
+ );
+ }
+ }
+ }
+ return potentialMoves;
}
doClick(square) {
- // If subTurn == 2 && square is empty && !underCheck,
+ // A click to promote a piece on subTurn 2 would trigger this.
+ // For now it would then return [NaN, NaN] because surrounding squares
+ // have no IDs in the promotion modal. TODO: improve this?
+ if (isNaN(square[0])) return null;
+ // If subTurn == 2 && square is empty && !underCheck && !isOpposite,
// then return an empty move, allowing to "pass" subTurn2
+ const La = this.amoves.length;
+ const Lf = this.firstMove.length;
if (
this.subTurn == 2 &&
this.board[square[0]][square[1]] == V.EMPTY &&
- !this.underCheck(this.turn)
+ !this.underCheck(this.turn) &&
+ (La == 0 || !this.oppositeMoves(this.amoves[La-1], this.firstMove[Lf-1]))
) {
return {
start: { x: -1, y: -1 },
this.disaggregateFlags(JSON.parse(move.flags));
V.UndoOnBoard(this.board, move);
if (this.subTurn == 1) {
+ this.amoves.pop();
this.turn = V.GetOppCol(this.turn);
this.movesCount--;
}
if (v.p == V.KING) this.kingPos[v.c] = [v.x, v.y];
}
+ getComputerMove() {
+ let moves = this.getAllValidMoves();
+ if (moves.length == 0) return null;
+ // "Search" at depth 1 for now
+ const maxeval = V.INFINITY;
+ const color = this.turn;
+ const emptyMove = {
+ start: { x: -1, y: -1 },
+ end: { x: -1, y: -1 },
+ appear: [],
+ vanish: []
+ };
+ moves.forEach(m => {
+ this.play(m);
+ m.eval = (color == "w" ? -1 : 1) * maxeval;
+ const moves2 = this.getAllValidMoves().concat([emptyMove]);
+ m.next = moves2[0];
+ moves2.forEach(m2 => {
+ this.play(m2);
+ const score = this.getCurrentScore();
+ let mvEval = 0;
+ if (score != "1/2") {
+ if (score != "*") mvEval = (score == "1-0" ? 1 : -1) * maxeval;
+ else mvEval = this.evalPosition();
+ }
+ if (
+ (color == 'w' && mvEval > m.eval) ||
+ (color == 'b' && mvEval < m.eval)
+ ) {
+ m.eval = mvEval;
+ m.next = m2;
+ }
+ this.undo(m2);
+ });
+ this.undo(m);
+ });
+ moves.sort((a, b) => {
+ return (color == "w" ? 1 : -1) * (b.eval - a.eval);
+ });
+ let candidates = [0];
+ for (let i = 1; i < moves.length && moves[i].eval == moves[0].eval; i++)
+ candidates.push(i);
+ const mIdx = candidates[randInt(candidates.length)];
+ const move2 = moves[mIdx].next;
+ delete moves[mIdx]["next"];
+ return [moves[mIdx], move2];
+ }
+
getNotation(move) {
if (move.start.x < 0)
// A second move is always required, but may be empty