X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fbase_rules.js;h=2bfdc997588b12a990d74158b5c06c0023e70d40;hb=b83a675a3066c67cc7843ae27ad8aeffd15b0976;hp=5b335b0fab80877795a126c48306e0a6414b1214;hpb=b627d118ab41dccbda68f4523de8f063d0fa89df;p=vchess.git diff --git a/client/src/base_rules.js b/client/src/base_rules.js index 5b335b0f..2bfdc997 100644 --- a/client/src/base_rules.js +++ b/client/src/base_rules.js @@ -197,13 +197,10 @@ export const ChessRules = class ChessRules { const move = moveOrSquare; const s = move.start, e = move.end; - // NOTE: next conditions are first for Atomic, and last for Checkered if ( - move.appear.length > 0 && Math.abs(s.x - e.x) == 2 && s.y == e.y && - move.appear[0].p == V.PAWN && - ["w", "b"].includes(move.appear[0].c) + move.appear[0].p == V.PAWN ) { return { x: (s.x + e.x) / 2, @@ -238,11 +235,20 @@ export const ChessRules = class ChessRules { ///////////// // FEN UTILS - // Setup the initial random (assymetric) position - static GenRandInitFen() { + // Setup the initial random (asymmetric) position + static GenRandInitFen(randomness) { + if (randomness == 0) + // Deterministic: + return "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0 1111 -"; + let pieces = { w: new Array(8), b: new Array(8) }; - // Shuffle pieces on first and last rank + // Shuffle pieces on first (and last rank if randomness == 2) for (let c of ["w", "b"]) { + if (c == 'b' && randomness == 1) { + pieces['b'] = pieces['w']; + break; + } + let positions = ArrayFun.range(8); // Get random squares for bishops @@ -310,16 +316,24 @@ export const ChessRules = class ChessRules { // Return current fen (game state) getFen() { return ( - this.getBaseFen() + - " " + - this.getTurnFen() + - " " + + this.getBaseFen() + " " + + this.getTurnFen() + " " + this.movesCount + (V.HasFlags ? " " + this.getFlagsFen() : "") + (V.HasEnpassant ? " " + this.getEnpassantFen() : "") ); } + getFenForRepeat() { + // Omit movesCount, only variable allowed to differ + return ( + this.getBaseFen() + "_" + + this.getTurnFen() + + (V.HasFlags ? "_" + this.getFlagsFen() : "") + + (V.HasEnpassant ? "_" + this.getEnpassantFen() : "") + ); + } + // Position part of the FEN string getBaseFen() { let position = ""; @@ -627,7 +641,6 @@ export const ChessRules = class ChessRules { const firstRank = color == "w" ? sizeX - 1 : 0; const startRank = color == "w" ? sizeX - 2 : 1; const lastRank = color == "w" ? 0 : sizeX - 1; - const pawnColor = this.getColor(x, y); //can be different for checkered // NOTE: next condition is generally true (no pawn on last rank) if (x + shiftX >= 0 && x + shiftX < sizeX) { @@ -640,7 +653,7 @@ export const ChessRules = class ChessRules { for (let piece of finalPieces) { moves.push( this.getBasicMove([x, y], [x + shiftX, y], { - c: pawnColor, + c: color, p: piece }) ); @@ -665,7 +678,7 @@ export const ChessRules = class ChessRules { for (let piece of finalPieces) { moves.push( this.getBasicMove([x, y], [x + shiftX, y + shiftY], { - c: pawnColor, + c: color, p: piece }) ); @@ -983,7 +996,7 @@ export const ChessRules = class ChessRules { // After move is played, update variables + flags updateVariables(move) { let piece = undefined; - // TODO: update variables before move is played, and just use this.turn ? + // TODO: update variables before move is played, and just use this.turn? // (doesn't work in general, think MarseilleChess) let c = undefined; if (move.vanish.length >= 1) { @@ -1115,16 +1128,18 @@ export const ChessRules = class ChessRules { 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(); if (moves1.length == 0) // TODO: this situation should not happen return null; - // Rank moves using a min-max at depth 2 + // Rank moves using a min-max at depth 2 (if search_depth >= 2!) for (let i = 0; i < moves1.length; i++) { + if (V.SEARCH_DEPTH == 1) { + moves1[i].eval = this.evalPosition(); + continue; + } // Initial self evaluation is very low: "I'm checkmated" moves1[i].eval = (color == "w" ? -1 : 1) * maxeval; this.play(moves1[i]); @@ -1172,19 +1187,9 @@ export const ChessRules = class ChessRules { }); // 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++) - candidates.push(j); - 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) { - // From here, depth >= 3: may take a while, so we control time - const timeStart = Date.now(); for (let i = 0; i < moves1.length; i++) { - if (Date.now() - timeStart >= 5000) - //more than 5 seconds - return currentBest; //depth 2 at least this.play(moves1[i]); // 0.1 * oldEval : heuristic to avoid some bad moves (not all...) moves1[i].eval = @@ -1195,10 +1200,9 @@ export const ChessRules = class ChessRules { moves1.sort((a, b) => { return (color == "w" ? 1 : -1) * (b.eval - a.eval); }); - } else return currentBest; -// console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; })); + } - candidates = [0]; + let candidates = [0]; for (let j = 1; j < moves1.length && moves1[j].eval == moves1[0].eval; j++) candidates.push(j); return moves1[candidates[randInt(candidates.length)]];