X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fbase_rules.js;h=149bb4d22a1eabc5f05aec382c264b80647d822e;hb=a97bdbda4ecf83645d409b717e36828784d1450d;hp=db9b981a9f0b8f053e666f0ccf8fed1aea69aba0;hpb=1c5bfdf23707e893735f185786e9774b2270ace1;p=vchess.git diff --git a/client/src/base_rules.js b/client/src/base_rules.js index db9b981a..149bb4d2 100644 --- a/client/src/base_rules.js +++ b/client/src/base_rules.js @@ -610,7 +610,7 @@ export const ChessRules = class ChessRules { 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 !== undefined) continue outerLoop; + if (oneStep) continue outerLoop; i += step[0]; j += step[1]; } @@ -836,12 +836,10 @@ export const ChessRules = class ChessRules { // (for engine and game end) getAllValidMoves() { const color = this.turn; - const oppCol = V.GetOppCol(color); let potentialMoves = []; for (let i = 0; i < V.size.x; i++) { for (let j = 0; j < V.size.y; j++) { - // Next condition "!= oppCol" to work with checkered variant - if (this.board[i][j] != V.EMPTY && this.getColor(i, j) != oppCol) { + if (this.getColor(i, j) == color) { Array.prototype.push.apply( potentialMoves, this.getPotentialMovesFrom([i, j]) @@ -855,10 +853,9 @@ export const ChessRules = class ChessRules { // Stop at the first move found atLeastOneMove() { const color = this.turn; - const oppCol = V.GetOppCol(color); 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 && this.getColor(i, j) != oppCol) { + if (this.getColor(i, j) == color) { const moves = this.getPotentialMovesFrom([i, j]); if (moves.length > 0) { for (let k = 0; k < moves.length; k++) { @@ -883,10 +880,31 @@ export const ChessRules = class ChessRules { ); } + // Generic method for non-pawn pieces ("sliding or jumping"): + // is x,y attacked by a piece of color in array 'colors' ? + isAttackedBySlideNJump([x, y], colors, piece, steps, oneStep) { + for (let step of steps) { + let rx = x + step[0], + ry = y + 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) && + this.getPiece(rx, ry) === piece && + colors.includes(this.getColor(rx, ry)) + ) { + return true; + } + } + return false; + } + // Is square x,y attacked by 'colors' pawns ? isAttackedByPawn([x, y], colors) { for (let c of colors) { - let pawnShift = c == "w" ? 1 : -1; + const pawnShift = c == "w" ? 1 : -1; if (x + pawnShift >= 0 && x + pawnShift < V.size.x) { for (let i of [-1, 1]) { if ( @@ -945,27 +963,6 @@ export const ChessRules = class ChessRules { ); } - // Generic method for non-pawn pieces ("sliding or jumping"): - // is x,y attacked by a piece of color in array 'colors' ? - isAttackedBySlideNJump([x, y], colors, piece, steps, oneStep) { - for (let step of steps) { - let rx = x + step[0], - ry = y + 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) && - this.getPiece(rx, ry) === piece && - colors.includes(this.getColor(rx, ry)) - ) { - return true; - } - } - return false; - } - // Is color under check after his move ? underCheck(color) { return this.isAttacked(this.kingPos[color], [V.GetOppCol(color)]); @@ -1117,30 +1114,17 @@ export const ChessRules = class ChessRules { return 3; } - // NOTE: works also for extinction chess because depth is 3... getComputerMove() { const maxeval = V.INFINITY; const color = this.turn; // 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"); + let moves1 = this.getAllValidMoves(); if (moves1.length == 0) - //TODO: this situation should not happen + // 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))) { - this.play(moves1[i]); - let finish = Math.abs(this.evalPosition()) >= V.THRESHOLD_MATE; - if (!finish) { - const score = this.getCurrentScore(); - if (["1-0", "0-1"].includes(score)) finish = true; - } - this.undo(moves1[i]); - if (finish) return moves1[i]; - } - // Rank moves using a min-max at depth 2 for (let i = 0; i < moves1.length; i++) { // Initial self evaluation is very low: "I'm checkmated" @@ -1152,7 +1136,7 @@ export const ChessRules = class ChessRules { // Initial enemy evaluation is very low too, for him eval2 = (color == "w" ? 1 : -1) * maxeval; // Second half-move: - let moves2 = this.getAllValidMoves("computer"); + let moves2 = this.getAllValidMoves(); for (let j = 0; j < moves2.length; j++) { this.play(moves2[j]); const score2 = this.getCurrentScore(); @@ -1188,6 +1172,7 @@ export const ChessRules = class ChessRules { 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++) @@ -1228,7 +1213,7 @@ export const ChessRules = class ChessRules { if (score != "*") return score == "1/2" ? 0 : (score == "1-0" ? 1 : -1) * maxeval; if (depth == 0) return this.evalPosition(); - const moves = this.getAllValidMoves("computer"); + const moves = this.getAllValidMoves(); let v = color == "w" ? -maxeval : maxeval; if (color == "w") { for (let i = 0; i < moves.length; i++) {