X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=public%2Fjavascripts%2Fbase_rules.js;h=e886273698e9a423e2399868b1aa667415bbcddf;hb=6752407b88b6d7678b9b19df4ffe1224d17625d7;hp=9cfab5ae06d0ab378d2f69e873aa3233de7dbb37;hpb=9e42b4dd8a70b9593cc44ab181b4df32032ca250;p=vchess.git diff --git a/public/javascripts/base_rules.js b/public/javascripts/base_rules.js index 9cfab5ae..e8862736 100644 --- a/public/javascripts/base_rules.js +++ b/public/javascripts/base_rules.js @@ -171,7 +171,6 @@ class ChessRules 'r': [ [-1,0],[1,0],[0,-1],[0,1] ], 'n': [ [-1,-2],[-1,2],[1,-2],[1,2],[-2,-1],[-2,1],[2,-1],[2,1] ], 'b': [ [-1,-1],[-1,1],[1,-1],[1,1] ], - 'q': [ [-1,0],[1,0],[0,-1],[0,1],[-1,-1],[-1,1],[1,-1],[1,1] ] }; } @@ -277,7 +276,8 @@ class ChessRules { let i = x + step[0]; let j = y + step[1]; - while (i>=0 && i=0 && j=0 && i=0 && j=0 && i<8 && j>=0 && j<8 && this.canTake([x,y], [i,j])) + if (i>=0 && i=0 && j= 0 && x+shift < sizeX && x+shift != lastRank) { @@ -309,7 +309,7 @@ class ChessRules if (this.board[x+shift][y] == V.EMPTY) { moves.push(this.getBasicMove([x,y], [x+shift,y])); - // Next condition because variants with pawns on 1st rank generally allow them to jump + // Next condition because variants with pawns on 1st rank allow them to jump if ([startRank,firstRank].includes(x) && this.board[x+2*shift][y] == V.EMPTY) { // Two squares jump @@ -317,10 +317,16 @@ class ChessRules } } // Captures - if (y>0 && this.canTake([x,y], [x+shift,y-1]) && this.board[x+shift][y-1] != V.EMPTY) + if (y>0 && this.canTake([x,y], [x+shift,y-1]) + && this.board[x+shift][y-1] != V.EMPTY) + { moves.push(this.getBasicMove([x,y], [x+shift,y-1])); - if (y0 && this.canTake([x,y], [x+shift,y-1]) && this.board[x+shift][y-1] != V.EMPTY) + if (y>0 && this.canTake([x,y], [x+shift,y-1]) + && this.board[x+shift][y-1] != V.EMPTY) + { moves.push(this.getBasicMove([x,y], [x+shift,y-1], {c:color,p:p})); - if (y=0 && x+pawnShift<8) + if (x+pawnShift>=0 && x+pawnShift=0 && y+i<8 && this.getPiece(x+pawnShift,y+i)==VariantRules.PAWN + if (y+i>=0 && y+i=0 && rx<8 && ry>=0 && ry<8 && this.board[rx][ry] == VariantRules.EMPTY - && !oneStep) + while (rx>=0 && rx=0 && ry=0 && rx<8 && ry>=0 && ry<8 && this.board[rx][ry] != VariantRules.EMPTY + if (rx>=0 && rx=0 && ry 0) @@ -673,7 +696,7 @@ class ChessRules return; } const oppCol = this.getOppCol(c); - const oppFirstRank = 7 - firstRank; + const oppFirstRank = (sizeX-1) - firstRank; if (move.start.x == firstRank //our rook moves? && this.INIT_COL_ROOK[c].includes(move.start.y)) { @@ -703,7 +726,7 @@ class ChessRules // if (!ingame) this.states.push(JSON.stringify(this.board)); if (!!ingame) - move.notation = this.getNotation(move); + move.notation = [this.getNotation(move), this.getLongNotation(move)]; move.flags = JSON.stringify(this.flags); //save flags (for undo) this.updateVariables(move); @@ -764,7 +787,7 @@ class ChessRules { const color = this.turn; // No valid move: stalemate or checkmate? - if (!this.isAttacked(this.kingPos[color], this.getOppCol(color))) + if (!this.isAttacked(this.kingPos[color], [this.getOppCol(color)])) return "1/2"; // OK, checkmate return color == "w" ? "0-1" : "1-0"; @@ -794,13 +817,28 @@ class ChessRules return VariantRules.INFINITY; } + static get SEARCH_DEPTH() { + return 3; //2 for high branching factor, 4 for small (Loser chess) + } + // Assumption: at least one legal move - getComputerMove(moves1) //moves1 might be precomputed (Magnetic chess) + // NOTE: works also for extinction chess because depth is 3... + getComputerMove() { + this.shouldReturn = false; const maxeval = VariantRules.INFINITY; const color = this.turn; - if (!moves1) - moves1 = this.getAllValidMoves(); + let moves1 = this.getAllValidMoves(); + + // Can I mate in 1 ? (for Magnetic & Extinction) + for (let i of _.shuffle(_.range(moves1.length))) + { + this.play(moves1[i]); + const finish = (Math.abs(this.evalPosition()) >= VariantRules.THRESHOLD_MATE); + this.undo(moves1[i]); + if (finish) + return moves1[i]; + } // Rank moves using a min-max at depth 2 for (let i=0; i { return (color=="w" ? 1 : -1) * (b.eval - a.eval); }); - // Skip depth 3 if we found a checkmate (or if we are checkmated in 1...) - if (Math.abs(moves1[0].eval) < VariantRules.THRESHOLD_MATE) + let candidates = [0]; //indices of candidates moves + for (let j=1; j= 3 + && Math.abs(moves1[0].eval) < VariantRules.THRESHOLD_MATE) { - // TODO: show current analyzed move for depth 3, allow stopping eval (return moves1[0]) for (let i=0; i { return (color=="w" ? 1 : -1) * (b.eval - a.eval); }); } + else + return currentBest; - let candidates = [0]; //indices of candidates moves + candidates = [0]; for (let j=1; j { return [this.getNotation(m), m.eval]; })); @@ -896,7 +944,7 @@ class ChessRules { const [sizeX,sizeY] = VariantRules.size; let evaluation = 0; - //Just count material for now + // Just count material for now for (let i=0; i'; pgn += '[Result "' + score + '"]

'; + // Standard PGN for (let i=0; i
"; + // "Complete moves" PGN (helping in ambiguous cases) + for (let i=0; i