X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fbase_rules.js;h=fad1853a8ace34de286274ebb413220ebc6a5718;hb=68e19a449db7a12e0a168e99cd750d985c983ba1;hp=85f63a2a8d6e3837647a4e99bfe06de110bae852;hpb=a13cbc0f2c8cf46c0584118a11af9e3cd6bbdcb9;p=vchess.git diff --git a/client/src/base_rules.js b/client/src/base_rules.js index 85f63a2a..fad1853a 100644 --- a/client/src/base_rules.js +++ b/client/src/base_rules.js @@ -37,6 +37,11 @@ export const ChessRules = class ChessRules { return true; } + // Or castle + static get HasCastle() { + return V.HasFlags; + } + // Some variants don't have en-passant static get HasEnpassant() { return true; @@ -46,12 +51,32 @@ export const ChessRules = class ChessRules { static get CanAnalyze() { return true; } + // Patch: issues with javascript OOP, objects can't access static fields. + get canAnalyze() { + return V.CanAnalyze; + } // Some variants show incomplete information, // and thus show only a partial moves list or no list at all. static get ShowMoves() { return "all"; } + get showMoves() { + return V.ShowMoves; + } + + // Some variants always show the same orientation + static get CanFlip() { + return true; + } + get canFlip() { + return V.CanFlip; + } + + static get IMAGE_EXTENSION() { + // All pieces should be in the SVG format + return ".svg"; + } // Turn "wb" into "B" (for FEN) static board2fen(b) { @@ -63,7 +88,7 @@ export const ChessRules = class ChessRules { return f.charCodeAt() <= 90 ? "w" + f.toLowerCase() : "b" + f; } - // Check if FEN describe a board situation correctly + // Check if FEN describes a board situation correctly static IsGoodFen(fen) { const fenParsed = V.ParseFen(fen); // 1) Check position @@ -119,7 +144,8 @@ export const ChessRules = class ChessRules { // For FEN checking static IsGoodFlags(flags) { - return !!flags.match(/^[01]{4,4}$/); + // NOTE: a little too permissive to work with more variants + return !!flags.match(/^[a-z]{4,4}$/); } static IsGoodEnpassant(enpassant) { @@ -160,6 +186,11 @@ export const ChessRules = class ChessRules { return b; //usual pieces in pieces/ folder } + // Path to promotion pieces (usually the same) + getPPpath(b) { + return this.getPpath(b); + } + // Aggregates flags into one object aggregateFlags() { return this.castleFlags; @@ -180,17 +211,16 @@ export const ChessRules = class ChessRules { } // Argument is a move: const move = moveOrSquare; - const [sx, sy, ex] = [move.start.x, move.start.y, move.end.x]; - // NOTE: next conditions are first for Atomic, and last for Checkered + const s = move.start, + e = move.end; if ( - move.appear.length > 0 && - Math.abs(sx - ex) == 2 && - move.appear[0].p == V.PAWN && - ["w", "b"].includes(move.appear[0].c) + Math.abs(s.x - e.x) == 2 && + s.y == e.y && + move.appear[0].p == V.PAWN ) { return { - x: (sx + ex) / 2, - y: sy + x: (s.x + e.x) / 2, + y: s.y }; } return undefined; //default @@ -213,19 +243,32 @@ export const ChessRules = class ChessRules { // On which squares is color under check ? (for interface) getCheckSquares(color) { - return this.isAttacked(this.kingPos[color], [V.GetOppCol(color)]) - ? [JSON.parse(JSON.stringify(this.kingPos[color]))] //need to duplicate! - : []; + return ( + this.underCheck(color) + ? [JSON.parse(JSON.stringify(this.kingPos[color]))] //need to duplicate! + : [] + ); } ///////////// // 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 ahah -"; + let pieces = { w: new Array(8), b: new Array(8) }; - // Shuffle pieces on first and last rank + let flags = ""; + // 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']; + flags += flags; + break; + } + let positions = ArrayFun.range(8); // Get random squares for bishops @@ -266,13 +309,15 @@ export const ChessRules = class ChessRules { pieces[c][bishop2Pos] = "b"; pieces[c][knight2Pos] = "n"; pieces[c][rook2Pos] = "r"; + flags += V.CoordToColumn(rook1Pos) + V.CoordToColumn(rook2Pos); } + // Add turn + flags + enpassant return ( pieces["b"].join("") + "/pppppppp/8/8/8/8/PPPPPPPP/" + pieces["w"].join("").toUpperCase() + - " w 0 1111 -" - ); //add turn + flags + enpassant + " w 0 " + flags + " -" + ); } // "Parse" FEN: just return untransformed string data @@ -292,16 +337,24 @@ 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 = ""; @@ -334,10 +387,9 @@ export const ChessRules = class ChessRules { // Flags part of the FEN string getFlagsFen() { let flags = ""; - // Add castling flags - for (let i of ["w", "b"]) { - for (let j = 0; j < 2; j++) flags += this.castleFlags[i][j] ? "1" : "0"; - } + // Castling flags + for (let c of ["w", "b"]) + flags += this.castleFlags[c].map(V.CoordToColumn).join(""); return flags; } @@ -370,22 +422,21 @@ export const ChessRules = class ChessRules { setFlags(fenflags) { // white a-castle, h-castle, black a-castle, h-castle this.castleFlags = { w: [true, true], b: [true, true] }; - if (!fenflags) return; - for (let i = 0; i < 4; i++) - this.castleFlags[i < 2 ? "w" : "b"][i % 2] = fenflags.charAt(i) == "1"; + for (let i = 0; i < 4; i++) { + this.castleFlags[i < 2 ? "w" : "b"][i % 2] = + V.ColumnToCoord(fenflags.charAt(i)); + } } ////////////////// // INITIALIZATION - constructor(fen) { - // In printDiagram() fen isn't supply because only getPpath() is used - if (fen) - this.re_init(fen); - } - // Fen string fully describes the game state - re_init(fen) { + constructor(fen) { + if (!fen) + // In printDiagram() fen isn't supply because only getPpath() is used + // TODO: find a better solution! + return; const fenParsed = V.ParseFen(fen); this.board = V.GetBoard(fenParsed.position); this.turn = fenParsed.turn[0]; //[0] to work with MarseilleRules @@ -393,12 +444,12 @@ export const ChessRules = class ChessRules { this.setOtherVariables(fen); } - // Scan board for kings and rooks positions - scanKingsRooks(fen) { + // Scan board for kings positions + scanKings(fen) { this.INIT_COL_KING = { w: -1, b: -1 }; - this.INIT_COL_ROOK = { w: [-1, -1], b: [-1, -1] }; this.kingPos = { w: [-1, -1], b: [-1, -1] }; //squares of white and black king const fenRows = V.ParseFen(fen).position.split("/"); + const startRow = { 'w': V.size.x - 1, 'b': 0 }; for (let i = 0; i < fenRows.length; i++) { let k = 0; //column index on board for (let j = 0; j < fenRows[i].length; j++) { @@ -411,14 +462,6 @@ export const ChessRules = class ChessRules { this.kingPos["w"] = [i, k]; this.INIT_COL_KING["w"] = k; break; - case "r": - if (this.INIT_COL_ROOK["b"][0] < 0) this.INIT_COL_ROOK["b"][0] = k; - else this.INIT_COL_ROOK["b"][1] = k; - break; - case "R": - if (this.INIT_COL_ROOK["w"][0] < 0) this.INIT_COL_ROOK["w"][0] = k; - else this.INIT_COL_ROOK["w"][1] = k; - break; default: { const num = parseInt(fenRows[i].charAt(j)); if (!isNaN(num)) k += num - 1; @@ -441,8 +484,8 @@ export const ChessRules = class ChessRules { : undefined; this.epSquares = [epSq]; } - // Search for king and rooks positions: - this.scanKingsRooks(fen); + // Search for kings positions: + this.scanKings(fen); } ///////////////////// @@ -452,7 +495,7 @@ export const ChessRules = class ChessRules { return { x: 8, y: 8 }; } - // Color of thing on suqare (i,j). 'undefined' if square is empty + // Color of thing on square (i,j). 'undefined' if square is empty getColor(i, j) { return this.board[i][j].charAt(0); } @@ -528,7 +571,7 @@ export const ChessRules = class ChessRules { //////////////////// // MOVES GENERATION - // All possible moves from selected square (assumption: color is OK) + // All possible moves from selected square getPotentialMovesFrom([x, y]) { switch (this.getPiece(x, y)) { case V.PAWN: @@ -580,6 +623,7 @@ export const ChessRules = class ChessRules { }) ); } + return mv; } @@ -592,7 +636,7 @@ 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]; } @@ -611,7 +655,6 @@ 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) { @@ -619,12 +662,12 @@ export const ChessRules = class ChessRules { x + shiftX == lastRank ? [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN] : [V.PAWN]; - // One square forward if (this.board[x + shiftX][y] == V.EMPTY) { + // One square forward for (let piece of finalPieces) { moves.push( this.getBasicMove([x, y], [x + shiftX, y], { - c: pawnColor, + c: color, p: piece }) ); @@ -649,7 +692,7 @@ 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 }) ); @@ -707,7 +750,7 @@ export const ChessRules = class ChessRules { // What are the king moves from square x,y ? getPotentialKingMoves(sq) { // Initialize with normal moves - let moves = this.getSlideNJumpMoves( + const moves = this.getSlideNJumpMoves( sq, V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep" @@ -734,7 +777,7 @@ export const ChessRules = class ChessRules { castleSide < 2; castleSide++ //large, then small ) { - if (!this.castleFlags[c][castleSide]) continue; + if (this.castleFlags[c][castleSide] >= V.size.y) continue; // If this code is reached, rooks and king are on initial position // Nothing on the path of the king ? (and no checks) @@ -743,7 +786,7 @@ export const ChessRules = class ChessRules { i = y; do { if ( - this.isAttacked([x, i], [oppCol]) || + this.isAttacked([x, i], oppCol) || (this.board[x][i] != V.EMPTY && // NOTE: next check is enough, because of chessboard constraints (this.getColor(x, i) != c || @@ -756,10 +799,10 @@ export const ChessRules = class ChessRules { // Nothing on the path to the rook? step = castleSide == 0 ? -1 : 1; - for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step) { + const rookPos = this.castleFlags[c][castleSide]; + for (i = y + step; i != rookPos; i += step) { if (this.board[x][i] != V.EMPTY) continue castlingCheck; } - const rookPos = this.INIT_COL_ROOK[c][castleSide]; // Nothing on final squares, except maybe king and castling rook? for (i = 0; i < 2; i++) { @@ -818,12 +861,10 @@ 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]) @@ -837,10 +878,9 @@ 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++) { @@ -853,101 +893,99 @@ export const ChessRules = class ChessRules { return false; } - // Check if pieces of color in 'colors' are attacking (king) on square x,y - isAttacked(sq, colors) { + // Check if pieces of given color are attacking (king) on square x,y + isAttacked(sq, color) { return ( - this.isAttackedByPawn(sq, colors) || - this.isAttackedByRook(sq, colors) || - this.isAttackedByKnight(sq, colors) || - this.isAttackedByBishop(sq, colors) || - this.isAttackedByQueen(sq, colors) || - this.isAttackedByKing(sq, colors) + this.isAttackedByPawn(sq, color) || + this.isAttackedByRook(sq, color) || + this.isAttackedByKnight(sq, color) || + this.isAttackedByBishop(sq, color) || + this.isAttackedByQueen(sq, color) || + this.isAttackedByKing(sq, color) ); } - // Is square x,y attacked by 'colors' pawns ? - isAttackedByPawn([x, y], colors) { - for (let c of colors) { - let pawnShift = c == "w" ? 1 : -1; - if (x + pawnShift >= 0 && x + pawnShift < V.size.x) { - for (let i of [-1, 1]) { - if ( - y + i >= 0 && - y + i < V.size.y && - this.getPiece(x + pawnShift, y + i) == V.PAWN && - this.getColor(x + pawnShift, y + i) == c - ) { - return true; - } + // Generic method for non-pawn pieces ("sliding or jumping"): + // is x,y attacked by a piece of given color ? + isAttackedBySlideNJump([x, y], color, 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 && + this.getColor(rx, ry) == color + ) { + return true; + } + } + return false; + } + + // Is square x,y attacked by 'color' pawns ? + isAttackedByPawn([x, y], color) { + const pawnShift = (color == "w" ? 1 : -1); + if (x + pawnShift >= 0 && x + pawnShift < V.size.x) { + for (let i of [-1, 1]) { + if ( + y + i >= 0 && + y + i < V.size.y && + this.getPiece(x + pawnShift, y + i) == V.PAWN && + this.getColor(x + pawnShift, y + i) == color + ) { + return true; } } } return false; } - // Is square x,y attacked by 'colors' rooks ? - isAttackedByRook(sq, colors) { - return this.isAttackedBySlideNJump(sq, colors, V.ROOK, V.steps[V.ROOK]); + // Is square x,y attacked by 'color' rooks ? + isAttackedByRook(sq, color) { + return this.isAttackedBySlideNJump(sq, color, V.ROOK, V.steps[V.ROOK]); } - // Is square x,y attacked by 'colors' knights ? - isAttackedByKnight(sq, colors) { + // Is square x,y attacked by 'color' knights ? + isAttackedByKnight(sq, color) { return this.isAttackedBySlideNJump( sq, - colors, + color, V.KNIGHT, V.steps[V.KNIGHT], "oneStep" ); } - // Is square x,y attacked by 'colors' bishops ? - isAttackedByBishop(sq, colors) { - return this.isAttackedBySlideNJump(sq, colors, V.BISHOP, V.steps[V.BISHOP]); + // Is square x,y attacked by 'color' bishops ? + isAttackedByBishop(sq, color) { + return this.isAttackedBySlideNJump(sq, color, V.BISHOP, V.steps[V.BISHOP]); } - // Is square x,y attacked by 'colors' queens ? - isAttackedByQueen(sq, colors) { + // Is square x,y attacked by 'color' queens ? + isAttackedByQueen(sq, color) { return this.isAttackedBySlideNJump( sq, - colors, + color, V.QUEEN, V.steps[V.ROOK].concat(V.steps[V.BISHOP]) ); } - // Is square x,y attacked by 'colors' king(s) ? - isAttackedByKing(sq, colors) { + // Is square x,y attacked by 'color' king(s) ? + isAttackedByKing(sq, color) { return this.isAttackedBySlideNJump( sq, - colors, + color, V.KING, V.steps[V.ROOK].concat(V.steps[V.BISHOP]), "oneStep" ); } - // 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)]); @@ -967,91 +1005,88 @@ export const ChessRules = class ChessRules { for (let psq of move.vanish) board[psq.x][psq.y] = psq.c + psq.p; } + prePlay() {} + + play(move) { + // DEBUG: +// if (!this.states) this.states = []; +// const stateFen = this.getBaseFen() + this.getTurnFen();// + this.getFlagsFen(); +// this.states.push(stateFen); + + this.prePlay(move); + if (V.HasFlags) move.flags = JSON.stringify(this.aggregateFlags()); //save flags (for undo) + if (V.HasEnpassant) this.epSquares.push(this.getEpSquare(move)); + V.PlayOnBoard(this.board, move); + this.turn = V.GetOppCol(this.turn); + this.movesCount++; + this.postPlay(move); + } + // After move is played, update variables + flags - updateVariables(move) { + postPlay(move) { + const c = V.GetOppCol(this.turn); let piece = undefined; - // 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) { + if (move.vanish.length >= 1) // Usual case, something is moved piece = move.vanish[0].p; - c = move.vanish[0].c; - } else { + else // Crazyhouse-like variants piece = move.appear[0].p; - c = move.appear[0].c; - } - if (!['w','b'].includes(c)) { - // Checkered, for example - c = V.GetOppCol(this.turn); - } const firstRank = c == "w" ? V.size.x - 1 : 0; // Update king position + flags if (piece == V.KING && move.appear.length > 0) { this.kingPos[c][0] = move.appear[0].x; this.kingPos[c][1] = move.appear[0].y; - if (V.HasFlags) this.castleFlags[c] = [false, false]; + if (V.HasCastle) this.castleFlags[c] = [V.size.y, V.size.y]; return; } - if (V.HasFlags) { + if (V.HasCastle) { // Update castling flags if rooks are moved const oppCol = V.GetOppCol(c); const oppFirstRank = V.size.x - 1 - firstRank; if ( move.start.x == firstRank && //our rook moves? - this.INIT_COL_ROOK[c].includes(move.start.y) + this.castleFlags[c].includes(move.start.y) ) { - const flagIdx = move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1; - this.castleFlags[c][flagIdx] = false; + const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1); + this.castleFlags[c][flagIdx] = V.size.y; } else if ( move.end.x == oppFirstRank && //we took opponent rook? - this.INIT_COL_ROOK[oppCol].includes(move.end.y) + this.castleFlags[oppCol].includes(move.end.y) ) { - const flagIdx = move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1; - this.castleFlags[oppCol][flagIdx] = false; + const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1); + this.castleFlags[oppCol][flagIdx] = V.size.y; } } } - // After move is undo-ed *and flags resetted*, un-update other variables - // TODO: more symmetry, by storing flags increment in move (?!) - unupdateVariables(move) { - // (Potentially) Reset king position - const c = this.getColor(move.start.x, move.start.y); - if (this.getPiece(move.start.x, move.start.y) == V.KING) - this.kingPos[c] = [move.start.x, move.start.y]; - } - - play(move) { - // DEBUG: -// if (!this.states) this.states = []; -// const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen(); -// this.states.push(stateFen); - - if (V.HasFlags) move.flags = JSON.stringify(this.aggregateFlags()); //save flags (for undo) - if (V.HasEnpassant) this.epSquares.push(this.getEpSquare(move)); - V.PlayOnBoard(this.board, move); - this.turn = V.GetOppCol(this.turn); - this.movesCount++; - this.updateVariables(move); - } + preUndo() {} undo(move) { + this.preUndo(move); if (V.HasEnpassant) this.epSquares.pop(); if (V.HasFlags) this.disaggregateFlags(JSON.parse(move.flags)); V.UndoOnBoard(this.board, move); this.turn = V.GetOppCol(this.turn); this.movesCount--; - this.unupdateVariables(move); + this.postUndo(move); // DEBUG: -// const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen(); +// const stateFen = this.getBaseFen() + this.getTurnFen();// + this.getFlagsFen(); // if (stateFen != this.states[this.states.length-1]) debugger; // this.states.pop(); } + // After move is undo-ed *and flags resetted*, un-update other variables + // TODO: more symmetry, by storing flags increment in move (?!) + postUndo(move) { + // (Potentially) Reset king position + const c = this.getColor(move.start.x, move.start.y); + if (this.getPiece(move.start.x, move.start.y) == V.KING) + this.kingPos[c] = [move.start.x, move.start.y]; + } + /////////////// // END OF GAME @@ -1063,10 +1098,10 @@ export const ChessRules = class ChessRules { // Game over const color = this.turn; // No valid move: stalemate or checkmate? - if (!this.isAttacked(this.kingPos[color], [V.GetOppCol(color)])) + if (!this.isAttacked(this.kingPos[color], V.GetOppCol(color))) return "1/2"; // OK, checkmate - return color == "w" ? "0-1" : "1-0"; + return (color == "w" ? "0-1" : "1-0"); } /////////////// @@ -1099,65 +1134,59 @@ 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))) { + // Rank moves using a min-max at depth 2 (if search_depth >= 2!) + for (let i = 0; i < moves1.length; i++) { 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; + const score1 = this.getCurrentScore(); + if (score1 != "*") { + moves1[i].eval = + score1 == "1/2" + ? 0 + : (score1 == "1-0" ? 1 : -1) * maxeval; + } + if (V.SEARCH_DEPTH == 1 || score1 != "*") { + if (!moves1[i].eval) moves1[i].eval = this.evalPosition(); + this.undo(moves1[i]); + continue; } - 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" moves1[i].eval = (color == "w" ? -1 : 1) * maxeval; - this.play(moves1[i]); - const score1 = this.getCurrentScore(); - let eval2 = undefined; - if (score1 == "*") { - // Initial enemy evaluation is very low too, for him - eval2 = (color == "w" ? 1 : -1) * maxeval; - // Second half-move: - let moves2 = this.getAllValidMoves("computer"); - for (let j = 0; j < moves2.length; j++) { - this.play(moves2[j]); - const score2 = this.getCurrentScore(); - let evalPos = 0; //1/2 value - switch (score2) { - case "*": - evalPos = this.evalPosition(); - break; - case "1-0": - evalPos = maxeval; - break; - case "0-1": - evalPos = -maxeval; - break; - } - if ( - (color == "w" && evalPos < eval2) || - (color == "b" && evalPos > eval2) - ) { - eval2 = evalPos; - } - this.undo(moves2[j]); + // Initial enemy evaluation is very low too, for him + let eval2 = (color == "w" ? 1 : -1) * maxeval; + // Second half-move: + let moves2 = this.getAllValidMoves(); + for (let j = 0; j < moves2.length; j++) { + this.play(moves2[j]); + const score2 = this.getCurrentScore(); + let evalPos = 0; //1/2 value + switch (score2) { + case "*": + evalPos = this.evalPosition(); + break; + case "1-0": + evalPos = maxeval; + break; + case "0-1": + evalPos = -maxeval; + break; } - } else eval2 = score1 == "1/2" ? 0 : (score1 == "1-0" ? 1 : -1) * maxeval; + if ( + (color == "w" && evalPos < eval2) || + (color == "b" && evalPos > eval2) + ) { + eval2 = evalPos; + } + this.undo(moves2[j]); + } if ( (color == "w" && eval2 > moves1[i].eval) || (color == "b" && eval2 < moves1[i].eval) @@ -1169,20 +1198,11 @@ export const ChessRules = class ChessRules { moves1.sort((a, b) => { return (color == "w" ? 1 : -1) * (b.eval - a.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)]]; +// console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; })); // 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 = @@ -1193,10 +1213,9 @@ 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)]]; @@ -1209,7 +1228,7 @@ 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++) { @@ -1219,8 +1238,9 @@ export const ChessRules = class ChessRules { alpha = Math.max(alpha, v); if (alpha >= beta) break; //beta cutoff } - } //color=="b" + } else { + // color=="b" for (let i = 0; i < moves.length; i++) { this.play(moves[i]); v = Math.min(v, this.alphabeta(depth - 1, alpha, beta)); @@ -1254,7 +1274,7 @@ export const ChessRules = class ChessRules { // TODO: un-ambiguous notation (switch on piece type, check directions...) getNotation(move) { if (move.appear.length == 2 && move.appear[0].p == V.KING) - //castle + // Castle return move.end.y < move.start.y ? "0-0-0" : "0-0"; // Translate final square