X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FSwap.js;h=3f4cde402b47807b2d4d1a73d0574152600992b9;hb=HEAD;hp=9c3407b7351cd91e4137a20506d4921f84f07ff6;hpb=7e8a7ea1cb66adb4a987badfb0a3c2f99a21bd0a;p=vchess.git diff --git a/client/src/variants/Swap.js b/client/src/variants/Swap.js index 9c3407b7..3f4cde40 100644 --- a/client/src/variants/Swap.js +++ b/client/src/variants/Swap.js @@ -146,9 +146,9 @@ export class SwapRules extends ChessRules { }); } - static GenRandInitFen(randomness) { + static GenRandInitFen(options) { // Add empty smove: - return ChessRules.GenRandInitFen(randomness) + " -"; + return ChessRules.GenRandInitFen(options) + " -"; } getSmoveFen() { @@ -270,28 +270,8 @@ export class SwapRules extends ChessRules { const color = this.turn; const oppCol = V.GetOppCol(this.turn); - // Search best (half) move for opponent turn (TODO: a bit too slow) -// const getBestMoveEval = () => { -// let score = this.getCurrentScore(); -// if (score != "*") 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 allow a swap and movesCount >= 2 -// // Otherwise it's color,1. In both cases the next test makes sense -// if (score != "*") { -// // Game over -// 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; -// }; + // NOTE: searching best (half) move for opponent turn is a bit too slow. + // => Only 2 half moves depth here. const moves11 = this.getAllValidMoves(); if (this.movesCount == 0) @@ -312,7 +292,6 @@ export class SwapRules extends ChessRules { let moves12 = this.getAllValidMoves(); for (let j = 0; j < moves12.length; j++) { this.play(moves12[j]); -// const evalMove = getBestMoveEval() + 0.05 - Math.random() / 10; const evalMove = this.evalPosition() + 0.05 - Math.random() / 10; if ( !bestMove ||