X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fbase_rules.js;h=5fb00277c552e018735c5fb44c9859c659883796;hb=656b187886e5187e52fafe44b7dc0fb45ccd9222;hp=087b4f5b39622aa5cb4b8ae89eefcfb8359ae931;hpb=1c9f093dad69e4c7b6d2b42cb5e0bd3bc7224ec9;p=vchess.git diff --git a/client/src/base_rules.js b/client/src/base_rules.js index 087b4f5b..5fb00277 100644 --- a/client/src/base_rules.js +++ b/client/src/base_rules.js @@ -2,7 +2,7 @@ // Variants generally inherit from it, and modify some parts. import { ArrayFun } from "@/utils/array"; -import { random, sample, shuffle } from "@/utils/alea"; +import { randInt, sample, shuffle } from "@/utils/alea"; export const PiPo = class PiPo //Piece+Position { @@ -50,13 +50,13 @@ export const ChessRules = class ChessRules // Turn "wb" into "B" (for FEN) static board2fen(b) { - return b[0]=='w' ? b[1].toUpperCase() : b[1]; + return (b[0]=='w' ? b[1].toUpperCase() : b[1]); } // Turn "p" into "bp" (for board) static fen2board(f) { - return f.charCodeAt()<=90 ? "w"+f.toLowerCase() : "b"+f; + return (f.charCodeAt()<=90 ? "w"+f.toLowerCase() : "b"+f); } // Check if FEN describe a position @@ -243,25 +243,25 @@ export const ChessRules = class ChessRules let positions = ArrayFun.range(8); // Get random squares for bishops - let randIndex = 2 * random(4); + let randIndex = 2 * randInt(4); const bishop1Pos = positions[randIndex]; // The second bishop must be on a square of different color - let randIndex_tmp = 2 * random(4) + 1; + let randIndex_tmp = 2 * randInt(4) + 1; const bishop2Pos = positions[randIndex_tmp]; // Remove chosen squares positions.splice(Math.max(randIndex,randIndex_tmp), 1); positions.splice(Math.min(randIndex,randIndex_tmp), 1); // Get random squares for knights - randIndex = random(6); + randIndex = randInt(6); const knight1Pos = positions[randIndex]; positions.splice(randIndex, 1); - randIndex = random(5); + randIndex = randInt(5); const knight2Pos = positions[randIndex]; positions.splice(randIndex, 1); // Get random square for queen - randIndex = random(4); + randIndex = randInt(4); const queenPos = positions[randIndex]; positions.splice(randIndex, 1); @@ -409,8 +409,13 @@ export const ChessRules = class ChessRules ////////////////// // INITIALIZATION - // Fen string fully describes the game state constructor(fen) + { + this.re_init(fen); + } + + // Fen string fully describes the game state + re_init(fen) { const fenParsed = V.ParseFen(fen); this.board = V.GetBoard(fenParsed.position); @@ -1057,8 +1062,6 @@ export const ChessRules = class ChessRules move.flags = JSON.stringify(this.aggregateFlags()); //save flags (for undo) if (V.HasEnpassant) this.epSquares.push( this.getEpSquare(move) ); - if (!move.color) - move.color = this.turn; //for interface V.PlayOnBoard(this.board, move); this.turn = V.GetOppCol(this.turn); this.movesCount++; @@ -1196,12 +1199,11 @@ export const ChessRules = class ChessRules candidates.push(j); let currentBest = moves1[sample(candidates)]; - // From here, depth >= 3: may take a while, so we control time - const timeStart = Date.now(); - // 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= 5000) //more than 5 seconds @@ -1222,7 +1224,7 @@ export const ChessRules = class ChessRules candidates = [0]; for (let j=1; j