}
}
+// TODO: for animation, moves should contains "moving" and "fading" maybe...
class Move
{
// o: {appear, vanish, [start,] [end,]}
if (x+shift == lastRank)
{
// Promotion
+ const pawnColor = this.getColor(x,y); //can be different for checkered
let promotionPieces = [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN];
promotionPieces.forEach(p => {
// Normal move
if (this.board[x+shift][y] == V.EMPTY)
- moves.push(this.getBasicMove([x,y], [x+shift,y], {c:color,p:p}));
+ moves.push(this.getBasicMove([x,y], [x+shift,y], {c:pawnColor,p:p}));
// Captures
if (y>0 && this.canTake([x,y], [x+shift,y-1])
&& this.board[x+shift][y-1] != V.EMPTY)
{
- moves.push(this.getBasicMove([x,y], [x+shift,y-1], {c:color,p:p}));
+ moves.push(this.getBasicMove([x,y], [x+shift,y-1], {c:pawnColor,p:p}));
}
if (y<sizeY-1 && this.canTake([x,y], [x+shift,y+1])
&& this.board[x+shift][y+1] != V.EMPTY)
{
- moves.push(this.getBasicMove([x,y], [x+shift,y+1], {c:color,p:p}));
+ moves.push(this.getBasicMove([x,y], [x+shift,y+1], {c:pawnColor,p:p}));
}
});
}
this.shouldReturn = false;
const maxeval = VariantRules.INFINITY;
const color = this.turn;
- let moves1 = this.getAllValidMoves();
+ // 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");
// Can I mate in 1 ? (for Magnetic & Extinction)
for (let i of _.shuffle(_.range(moves1.length)))
for (let i=0; i<moves1.length; i++)
{
moves1[i].eval = (color=="w" ? -1 : 1) * maxeval; //very low, I'm checkmated
- let eval2 = (color=="w" ? 1 : -1) * maxeval; //initialized with checkmate value
this.play(moves1[i]);
- // Second half-move:
- let moves2 = this.getAllValidMoves();
- // If no possible moves AND underCheck, eval2 is correct.
- // If !underCheck, eval2 is 0 (stalemate).
- if (moves2.length == 0 && this.checkGameEnd() == "1/2")
- eval2 = 0;
- for (let j=0; j<moves2.length; j++)
+ let eval2 = undefined;
+ if (this.atLeastOneMove())
{
- this.play(moves2[j]);
- let evalPos = this.evalPosition();
- if ((color == "w" && evalPos < eval2) || (color=="b" && evalPos > eval2))
- eval2 = evalPos;
- this.undo(moves2[j]);
+ eval2 = (color=="w" ? 1 : -1) * maxeval; //initialized with checkmate value
+ // Second half-move:
+ let moves2 = this.getAllValidMoves("computer");
+ for (let j=0; j<moves2.length; j++)
+ {
+ this.play(moves2[j]);
+ let evalPos = undefined;
+ if (this.atLeastOneMove())
+ evalPos = this.evalPosition()
+ else
+ {
+ // Work with scores for Loser variant
+ const score = this.checkGameEnd();
+ evalPos = (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
+ }
+ if ((color == "w" && evalPos < eval2) || (color=="b" && evalPos > eval2))
+ eval2 = evalPos;
+ this.undo(moves2[j]);
+ }
+ }
+ else
+ {
+ const score = this.checkGameEnd();
+ eval2 = (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
}
if ((color=="w" && eval2 > moves1[i].eval) || (color=="b" && eval2 < moves1[i].eval))
moves1[i].eval = eval2;
this.undo(moves1[i]);
}
moves1.sort( (a,b) => { return (color=="w" ? 1 : -1) * (b.eval - a.eval); });
+ //console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; }));
let candidates = [0]; //indices of candidates moves
for (let j=1; j<moves1.length && moves1[j].eval == moves1[0].eval; j++)
}
else
return currentBest;
+ //console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; }));
candidates = [0];
for (let j=1; j<moves1.length && moves1[j].eval == moves1[0].eval; j++)
candidates.push(j);
-// console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; }));
return moves1[_.sample(candidates, 1)];
}
- // TODO: some optimisations, understand why CH get mated in 2
alphabeta(depth, alpha, beta)
{
const maxeval = VariantRules.INFINITY;
{
switch (this.checkGameEnd())
{
- case "1/2": return 0;
- default: return color=="w" ? -maxeval : maxeval;
+ case "1/2":
+ return 0;
+ default:
+ const score = this.checkGameEnd();
+ return (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
}
}
if (depth == 0)
return this.evalPosition();
- const moves = this.getAllValidMoves();
+ const moves = this.getAllValidMoves("computer");
let v = color=="w" ? -maxeval : maxeval;
if (color == "w")
{
for (let i of ['w','b'])
{
for (let j=0; j<2; j++)
- fen += this.castleFlags[i][j] ? '1' : '0';
+ fen += (this.castleFlags[i][j] ? '1' : '0');
}
return fen;
}
// Context: just before move is played, turn hasn't changed
getNotation(move)
{
- if (move.appear.length == 2 && move.appear[0].p == VariantRules.KING)
- {
- // Castle
- if (move.end.y < move.start.y)
- return "0-0-0";
- else
- return "0-0";
- }
+ if (move.appear.length == 2 && move.appear[0].p == VariantRules.KING) //castle
+ return (move.end.y < move.start.y ? "0-0-0" : "0-0");
// Translate final square
const finalSquare =
// The score is already computed when calling this function
getPGN(mycolor, score, fenStart, mode)
{
+ const zeroPad = x => { return (x<10 ? "0" : "") + x; };
let pgn = "";
pgn += '[Site "vchess.club"]<br>';
const d = new Date();
const opponent = mode=="human" ? "Anonymous" : "Computer";
pgn += '[Variant "' + variant + '"]<br>';
- pgn += '[Date "' + d.getFullYear() + '-' + (d.getMonth()+1) + '-' + d.getDate() + '"]<br>';
+ pgn += '[Date "' + d.getFullYear() + '-' + (d.getMonth()+1) + '-' + zeroPad(d.getDate()) + '"]<br>';
pgn += '[White "' + (mycolor=='w'?'Myself':opponent) + '"]<br>';
pgn += '[Black "' + (mycolor=='b'?'Myself':opponent) + '"]<br>';
- pgn += '[Fen "' + fenStart + '"]<br>';
+ pgn += '[FenStart "' + fenStart + '"]<br>';
+ pgn += '[Fen "' + this.getFen() + '"]<br>';
pgn += '[Result "' + score + '"]<br><br>';
// Standard PGN
pgn += ((i/2)+1) + ".";
pgn += this.moves[i].notation[0] + " ";
}
- pgn += score + "<br><br>";
+ pgn += "<br><br>";
// "Complete moves" PGN (helping in ambiguous cases)
for (let i=0; i<this.moves.length; i++)
pgn += ((i/2)+1) + ".";
pgn += this.moves[i].notation[1] + " ";
}
- pgn += score;
return pgn;
}