X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FHidden.js;h=5ccc3d7ed3a9afc0d608a78f9ebd306a23a0a99a;hb=7ba4a5bc5b64e19a1e7f26aa232d5c50770d07ad;hp=c8d98eb694b90784efbb16d58a5d10bb82ce6790;hpb=1cd3e362caa05b60f01cf8b1d4f6bfeafc0be55f;p=vchess.git diff --git a/client/src/variants/Hidden.js b/client/src/variants/Hidden.js index c8d98eb6..5ccc3d7e 100644 --- a/client/src/variants/Hidden.js +++ b/client/src/variants/Hidden.js @@ -61,6 +61,18 @@ export const VariantRules = class HiddenRules extends ChessRules { return piece; } + getPpath(b, color, score) { + if (Object.keys(V.HIDDEN_DECODE).includes(b[1])) { + // Supposed to be hidden. + if (score == "*" && (!color || color != b[0])) + return "Hidden/" + b[0] + "p"; + // Else: condition OK to show the piece + return b[0] + V.HIDDEN_DECODE[b[1]]; + } + // The piece is already not supposed to be hidden: + return b; + } + // Scan board for kings positions (no castling) scanKingsRooks(fen) { this.kingPos = { w: [-1, -1], b: [-1, -1] }; @@ -87,18 +99,6 @@ export const VariantRules = class HiddenRules extends ChessRules { } } - getPpath(b, color, score) { - if (Object.keys(V.HIDDEN_DECODE).includes(b[1])) { - // Supposed to be hidden. - if (score == "*" && (!color || color != b[0])) - return "Hidden/" + b[0] + "p"; - // Else: condition OK to show the piece - return b[0] + V.HIDDEN_DECODE[b[1]]; - } - // The piece is already not supposed to be hidden: - return b; - } - getBasicMove([sx, sy], [ex, ey], tr) { if ( tr && @@ -157,6 +157,7 @@ export const VariantRules = class HiddenRules extends ChessRules { return moves; } + // Ignore randomness here: placement is always random asymmetric static GenRandInitFen() { let pieces = { w: new Array(8), b: new Array(8) }; // Shuffle pieces + pawns on two first ranks @@ -214,9 +215,9 @@ export const VariantRules = class HiddenRules extends ChessRules { pieces[c][rook2Pos] = "u"; } let upFen = pieces["b"].join(""); - upFen = upFen.substr(0,8) + "/" + upFen.substr(8); + upFen = upFen.substr(0,8) + "/" + upFen.substr(8).split("").reverse().join(""); let downFen = pieces["b"].join("").toUpperCase(); - downFen = downFen.substr(0,8) + "/" + downFen.substr(8); + downFen = downFen.substr(0,8) + "/" + downFen.substr(8).split("").reverse().join(""); return upFen + "/8/8/8/8/" + downFen + " w 0"; } @@ -255,9 +256,49 @@ export const VariantRules = class HiddenRules extends ChessRules { } getComputerMove() { - // Just return a random move. TODO: something smarter... - const moves = this.getAllValidMoves(); - return moves[randInt(moves.length)]; + const color = this.turn; + let moves = this.getAllValidMoves(); + for (let move of moves) { + move.eval = 0; //a priori... + + // Can I take something ? If yes, do it with some probability + if (move.vanish.length == 2 && move.vanish[1].c != color) { + // OK this isn't a castling move + const myPieceVal = V.VALUES[move.appear[0].p]; + const hisPieceVal = Object.keys(V.HIDDEN_DECODE).includes(move.vanish[1].p) + ? undefined + : V.VALUES[move.vanish[1].p]; + if (!hisPieceVal) { + // Opponent's piece is unknown: do not take too much risk + move.eval = -myPieceVal + 1.5; //so that pawns always take + } + // Favor captures + else if (myPieceVal <= hisPieceVal) + move.eval = hisPieceVal - myPieceVal + 1; + else { + // Taking a pawn with minor piece, + // or minor piece or pawn with a rook, + // or anything but a queen with a queen, + // or anything with a king. + move.eval = hisPieceVal - myPieceVal; + } + } else { + // If no capture, favor small step moves, + // but sometimes move the knight anyway + const penalty = V.Decode(move.vanish[0].p) != V.KNIGHT + ? Math.abs(move.end.x - move.start.x) + Math.abs(move.end.y - move.start.y) + : (Math.random() < 0.5 ? 3 : 1); + move.eval -= penalty / (V.size.x + V.size.y - 1); + } + + // TODO: also favor movements toward the center? + } + + moves.sort((a, b) => b.eval - a.eval); + let candidates = [0]; + for (let j = 1; j < moves.length && moves[j].eval == moves[0].eval; j++) + candidates.push(j); + return moves[candidates[randInt(candidates.length)]]; } getNotation(move) {