X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FMarseille.js;fp=client%2Fsrc%2Fvariants%2FMarseille.js;h=0000000000000000000000000000000000000000;hb=b406466b0f0ce67451f1718053e5f5691d6507fb;hp=90084dc28f271daa86d64f15e76c47a8444c1180;hpb=d1a0cce3c1e05352c6017a77186b5e31a523490f;p=vchess.git diff --git a/client/src/variants/Marseille.js b/client/src/variants/Marseille.js deleted file mode 100644 index 90084dc2..00000000 --- a/client/src/variants/Marseille.js +++ /dev/null @@ -1,247 +0,0 @@ -import { ChessRules } from "@/base_rules"; -import { randInt } from "@/utils/alea"; - -export class MarseilleRules extends ChessRules { - static IsGoodEnpassant(enpassant) { - const squares = enpassant.split(","); - if (squares.length > 2) return false; - for (let sq of squares) { - if (sq != "-") { - const ep = V.SquareToCoords(sq); - if (isNaN(ep.x) || !V.OnBoard(ep)) return false; - } - } - return true; - } - - // There may be 2 enPassant squares (if 2 pawns jump 2 squares in same turn) - getEnpassantFen() { - return this.epSquares[this.epSquares.length - 1].map( - epsq => epsq === undefined - ? "-" //no en-passant - : V.CoordsToSquare(epsq) - ).join(","); - } - - setOtherVariables(fen) { - const parsedFen = V.ParseFen(fen); - this.setFlags(parsedFen.flags); - this.epSquares = [parsedFen.enpassant.split(",").map(sq => { - if (sq != "-") return V.SquareToCoords(sq); - return undefined; - })]; - this.scanKings(fen); - // Extract subTurn from turn indicator: "w" (first move), or - // "w1" or "w2" white subturn 1 or 2, and same for black - this.turn = parsedFen.turn; - this.subTurn = 1; - } - - getEnpassantCaptures([x, y], shiftX) { - let moves = []; - // En passant: always OK if subturn 1, - // OK on subturn 2 only if enPassant was played at subturn 1 - // (and if there are two e.p. squares available). - const Lep = this.epSquares.length; - const epSquares = this.epSquares[Lep - 1]; //always at least one element - let epSqs = []; - epSquares.forEach(sq => { - if (sq) epSqs.push(sq); - }); - if (epSqs.length == 0) return moves; - const oppCol = V.GetOppCol(this.getColor(x, y)); - for (let sq of epSqs) { - if ( - this.subTurn == 1 || - (epSqs.length == 2 && - // Was this en-passant capture already played at subturn 1 ? - // (Or maybe the opponent filled the en-passant square with a piece) - this.board[epSqs[0].x][epSqs[0].y] != V.EMPTY) - ) { - if ( - sq.x == x + shiftX && - Math.abs(sq.y - y) == 1 && - // Add condition "enemy pawn must be present" - this.getPiece(x, sq.y) == V.PAWN && - this.getColor(x, sq.y) == oppCol - ) { - let epMove = this.getBasicMove([x, y], [sq.x, sq.y]); - epMove.vanish.push({ - x: x, - y: sq.y, - p: "p", - c: oppCol - }); - moves.push(epMove); - } - } - } - return moves; - } - - play(move) { - move.flags = JSON.stringify(this.aggregateFlags()); - move.turn = this.turn + this.subTurn; - V.PlayOnBoard(this.board, move); - const epSq = this.getEpSquare(move); - if (this.movesCount == 0) { - // First move in game - this.turn = "b"; - this.epSquares.push([epSq]); - this.movesCount = 1; - } - // Does this move give check on subturn 1? If yes, skip subturn 2 - else if (this.subTurn == 1 && this.underCheck(V.GetOppCol(this.turn))) { - this.turn = V.GetOppCol(this.turn); - this.epSquares.push([epSq]); - move.checkOnSubturn1 = true; - this.movesCount++; - } else { - if (this.subTurn == 2) { - this.turn = V.GetOppCol(this.turn); - let lastEpsq = this.epSquares[this.epSquares.length - 1]; - lastEpsq.push(epSq); - } else { - this.epSquares.push([epSq]); - this.movesCount++; - } - this.subTurn = 3 - this.subTurn; - } - this.postPlay(move); - } - - postPlay(move) { - const c = move.turn.charAt(0); - const piece = move.vanish[0].p; - const firstRank = c == "w" ? V.size.x - 1 : 0; - - if (piece == V.KING && move.appear.length > 0) { - this.kingPos[c][0] = move.appear[0].x; - this.kingPos[c][1] = move.appear[0].y; - this.castleFlags[c] = [V.size.y, V.size.y]; - return; - } - const oppCol = V.GetOppCol(c); - const oppFirstRank = V.size.x - 1 - firstRank; - if ( - move.start.x == firstRank && //our rook moves? - this.castleFlags[c].includes(move.start.y) - ) { - 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.castleFlags[oppCol].includes(move.end.y) - ) { - const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1); - this.castleFlags[oppCol][flagIdx] = V.size.y; - } - } - - undo(move) { - this.disaggregateFlags(JSON.parse(move.flags)); - V.UndoOnBoard(this.board, move); - if (this.movesCount == 1 || !!move.checkOnSubturn1 || this.subTurn == 2) { - // The move may not be full, but is fully undone: - this.epSquares.pop(); - // Moves counter was just incremented: - this.movesCount--; - } else { - // Undo the second half of a move - let lastEpsq = this.epSquares[this.epSquares.length - 1]; - lastEpsq.pop(); - } - this.turn = move.turn[0]; - this.subTurn = parseInt(move.turn[1]); - super.postUndo(move); - } - - // NOTE: GenRandInitFen() is OK, - // since at first move turn indicator is just "w" - - static get VALUES() { - return { - p: 1, - r: 5, - n: 3, - b: 3, - q: 7, //slightly less than in orthodox game - k: 1000 - }; - } - - // No alpha-beta here, just adapted min-max at depth 2(+1) - getComputerMove() { - const maxeval = V.INFINITY; - const color = this.turn; - const oppCol = V.GetOppCol(this.turn); - - // Search best (half) move for opponent turn - const getBestMoveEval = () => { - let score = this.getCurrentScore(); - if (score != "*") { - if (score == "1/2") return 0; - return maxeval * (score == "1-0" ? 1 : -1); - } - let moves = this.getAllValidMoves(); - let res = oppCol == "w" ? -maxeval : maxeval; - for (let m of moves) { - this.play(m); - score = this.getCurrentScore(); - // Now turn is oppCol,2 if m doesn't give check - // Otherwise it's color,1. In both cases the next test makes sense - if (score != "*") { - if (score == "1/2") - res = oppCol == "w" ? Math.max(res, 0) : Math.min(res, 0); - else { - // Found a mate - this.undo(m); - return maxeval * (score == "1-0" ? 1 : -1); - } - } - const evalPos = this.evalPosition(); - res = oppCol == "w" ? Math.max(res, evalPos) : Math.min(res, evalPos); - this.undo(m); - } - return res; - }; - - let moves11 = this.getAllValidMoves(); - let doubleMoves = []; - // Rank moves using a min-max at depth 2 - for (let i = 0; i < moves11.length; i++) { - this.play(moves11[i]); - if (this.turn != color) { - // We gave check with last move: search the best opponent move - doubleMoves.push({ moves: [moves11[i]], eval: getBestMoveEval() }); - } else { - let moves12 = this.getAllValidMoves(); - for (let j = 0; j < moves12.length; j++) { - this.play(moves12[j]); - doubleMoves.push({ - moves: [moves11[i], moves12[j]], - eval: getBestMoveEval() - }); - this.undo(moves12[j]); - } - } - this.undo(moves11[i]); - } - - doubleMoves.sort((a, b) => { - return (color == "w" ? 1 : -1) * (b.eval - a.eval); - }); - let candidates = [0]; //indices of candidates moves - for ( - let i = 1; - i < doubleMoves.length && doubleMoves[i].eval == doubleMoves[0].eval; - i++ - ) { - candidates.push(i); - } - - const selected = doubleMoves[randInt(candidates.length)].moves; - if (selected.length == 1) return selected[0]; - return selected; - } -};