From 656b187886e5187e52fafe44b7dc0fb45ccd9222 Mon Sep 17 00:00:00 2001 From: Benjamin Auder Date: Tue, 21 Jan 2020 18:05:33 +0100 Subject: [PATCH] Fix computer moves randomness, rename random() into randInt() --- client/src/base_rules.js | 19 +++++++++---------- client/src/utils/alea.js | 4 ++-- client/src/variants/Antiking.js | 12 ++++++------ client/src/variants/Baroque.js | 14 +++++++------- client/src/variants/Grand.js | 14 +++++++------- client/src/variants/Losers.js | 12 ++++++------ client/src/variants/Upsidedown.js | 12 ++++++------ client/src/variants/Wildebeest.js | 8 ++++---- client/src/views/Game.vue | 1 + 9 files changed, 48 insertions(+), 48 deletions(-) diff --git a/client/src/base_rules.js b/client/src/base_rules.js index 15609eb1..5fb00277 100644 --- a/client/src/base_rules.js +++ b/client/src/base_rules.js @@ -2,7 +2,7 @@ // Variants generally inherit from it, and modify some parts. import { ArrayFun } from "@/utils/array"; -import { random, sample, shuffle } from "@/utils/alea"; +import { randInt, sample, shuffle } from "@/utils/alea"; export const PiPo = class PiPo //Piece+Position { @@ -243,25 +243,25 @@ export const ChessRules = class ChessRules let positions = ArrayFun.range(8); // Get random squares for bishops - let randIndex = 2 * random(4); + let randIndex = 2 * randInt(4); const bishop1Pos = positions[randIndex]; // The second bishop must be on a square of different color - let randIndex_tmp = 2 * random(4) + 1; + let randIndex_tmp = 2 * randInt(4) + 1; const bishop2Pos = positions[randIndex_tmp]; // Remove chosen squares positions.splice(Math.max(randIndex,randIndex_tmp), 1); positions.splice(Math.min(randIndex,randIndex_tmp), 1); // Get random squares for knights - randIndex = random(6); + randIndex = randInt(6); const knight1Pos = positions[randIndex]; positions.splice(randIndex, 1); - randIndex = random(5); + randIndex = randInt(5); const knight2Pos = positions[randIndex]; positions.splice(randIndex, 1); // Get random square for queen - randIndex = random(4); + randIndex = randInt(4); const queenPos = positions[randIndex]; positions.splice(randIndex, 1); @@ -1199,12 +1199,11 @@ export const ChessRules = class ChessRules candidates.push(j); let currentBest = moves1[sample(candidates)]; - // From here, depth >= 3: may take a while, so we control time - const timeStart = Date.now(); - // 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= 5000) //more than 5 seconds @@ -1225,7 +1224,7 @@ export const ChessRules = class ChessRules candidates = [0]; for (let j=1; j e); for (let index = 0; index < n; index++) { - const rand = random(index, n); + const rand = randInt(index, arr.length); const temp = cpArr[index]; cpArr[index] = cpArr[rand]; cpArr[rand] = temp; diff --git a/client/src/variants/Antiking.js b/client/src/variants/Antiking.js index 890da580..22fd2b40 100644 --- a/client/src/variants/Antiking.js +++ b/client/src/variants/Antiking.js @@ -154,21 +154,21 @@ class AntikingRules extends ChessRules // Get random squares for bishops, but avoid corners; because, // if an antiking blocks a cornered bishop, it can never be checkmated - let randIndex = 2 * random(1,4); + let randIndex = 2 * randInt(1,4); const bishop1Pos = positions[randIndex]; - let randIndex_tmp = 2 * random(3) + 1; + let randIndex_tmp = 2 * randInt(3) + 1; const bishop2Pos = positions[randIndex_tmp]; positions.splice(Math.max(randIndex,randIndex_tmp), 1); positions.splice(Math.min(randIndex,randIndex_tmp), 1); - randIndex = random(6); + randIndex = randInt(6); const knight1Pos = positions[randIndex]; positions.splice(randIndex, 1); - randIndex = random(5); + randIndex = randInt(5); const knight2Pos = positions[randIndex]; positions.splice(randIndex, 1); - randIndex = random(4); + randIndex = randInt(4); const queenPos = positions[randIndex]; positions.splice(randIndex, 1); @@ -177,7 +177,7 @@ class AntikingRules extends ChessRules const rook2Pos = positions[2]; // Random squares for antikings - antikingPos[c] = random(8); + antikingPos[c] = randInt(8); pieces[c][rook1Pos] = 'r'; pieces[c][knight1Pos] = 'n'; diff --git a/client/src/variants/Baroque.js b/client/src/variants/Baroque.js index c394257a..ce9e6672 100644 --- a/client/src/variants/Baroque.js +++ b/client/src/variants/Baroque.js @@ -551,31 +551,31 @@ class BaroqueRules extends ChessRules let positions = range(8); // Get random squares for every piece, totally freely - let randIndex = random(8); + let randIndex = randInt(8); const bishop1Pos = positions[randIndex]; positions.splice(randIndex, 1); - randIndex = random(7); + randIndex = randInt(7); const bishop2Pos = positions[randIndex]; positions.splice(randIndex, 1); - randIndex = random(6); + randIndex = randInt(6); const knight1Pos = positions[randIndex]; positions.splice(randIndex, 1); - randIndex = random(5); + randIndex = randInt(5); const knight2Pos = positions[randIndex]; positions.splice(randIndex, 1); - randIndex = random(4); + randIndex = randInt(4); const queenPos = positions[randIndex]; positions.splice(randIndex, 1); - randIndex = random(3); + randIndex = randInt(3); const kingPos = positions[randIndex]; positions.splice(randIndex, 1); - randIndex = random(2); + randIndex = randInt(2); const rookPos = positions[randIndex]; positions.splice(randIndex, 1); const immobilizerPos = positions[0]; diff --git a/client/src/variants/Grand.js b/client/src/variants/Grand.js index c056244d..2ce85422 100644 --- a/client/src/variants/Grand.js +++ b/client/src/variants/Grand.js @@ -332,35 +332,35 @@ class GrandRules extends ChessRules let positions = range(10); // Get random squares for bishops - let randIndex = 2 * random(5); + let randIndex = 2 * randInt(5); let bishop1Pos = positions[randIndex]; // The second bishop must be on a square of different color - let randIndex_tmp = 2 * random(5) + 1; + let randIndex_tmp = 2 * randInt(5) + 1; let bishop2Pos = positions[randIndex_tmp]; // Remove chosen squares positions.splice(Math.max(randIndex,randIndex_tmp), 1); positions.splice(Math.min(randIndex,randIndex_tmp), 1); // Get random squares for knights - randIndex = random(8); + randIndex = randInt(8); let knight1Pos = positions[randIndex]; positions.splice(randIndex, 1); - randIndex = random(7); + randIndex = randInt(7); let knight2Pos = positions[randIndex]; positions.splice(randIndex, 1); // Get random square for queen - randIndex = random(6); + randIndex = randInt(6); let queenPos = positions[randIndex]; positions.splice(randIndex, 1); // ...random square for marshall - randIndex = random(5); + randIndex = randInt(5); let marshallPos = positions[randIndex]; positions.splice(randIndex, 1); // ...random square for cardinal - randIndex = random(4); + randIndex = randInt(4); let cardinalPos = positions[randIndex]; positions.splice(randIndex, 1); diff --git a/client/src/variants/Losers.js b/client/src/variants/Losers.js index e1fb54c0..7c6b4220 100644 --- a/client/src/variants/Losers.js +++ b/client/src/variants/Losers.js @@ -136,30 +136,30 @@ class LosersRules extends ChessRules let positions = range(8); // Get random squares for bishops - let randIndex = 2 * random(4); + let randIndex = 2 * randInt(4); let bishop1Pos = positions[randIndex]; // The second bishop must be on a square of different color - let randIndex_tmp = 2 * random(4) + 1; + let randIndex_tmp = 2 * randInt(4) + 1; let bishop2Pos = positions[randIndex_tmp]; // Remove chosen squares positions.splice(Math.max(randIndex,randIndex_tmp), 1); positions.splice(Math.min(randIndex,randIndex_tmp), 1); // Get random squares for knights - randIndex = random(6); + randIndex = randInt(6); let knight1Pos = positions[randIndex]; positions.splice(randIndex, 1); - randIndex = random(5); + randIndex = randInt(5); let knight2Pos = positions[randIndex]; positions.splice(randIndex, 1); // Get random square for queen - randIndex = random(4); + randIndex = randInt(4); let queenPos = positions[randIndex]; positions.splice(randIndex, 1); // Random square for king (no castle) - randIndex = random(3); + randIndex = randInt(3); let kingPos = positions[randIndex]; positions.splice(randIndex, 1); diff --git a/client/src/variants/Upsidedown.js b/client/src/variants/Upsidedown.js index 7198c0b1..c3e8716e 100644 --- a/client/src/variants/Upsidedown.js +++ b/client/src/variants/Upsidedown.js @@ -18,7 +18,7 @@ class UpsidedownRules extends ChessRules { let positions = range(8); - let randIndex = random(8); + let randIndex = randInt(8); const kingPos = positions[randIndex]; positions.splice(randIndex, 1); @@ -29,24 +29,24 @@ class UpsidedownRules extends ChessRules else if (kingPos == V.size.y-1) knight1Pos = V.size.y-2; else - knight1Pos = kingPos + (Math.random() < 0.5 ? 1 : -1); + knight1Pos = kingPos + (Math.randInt() < 0.5 ? 1 : -1); // Search for knight1Pos index in positions and remove it const knight1Index = positions.indexOf(knight1Pos); positions.splice(knight1Index, 1); // King+knight1 are on two consecutive squares: one light, one dark - randIndex = 2 * random(3); + randIndex = 2 * randInt(3); const bishop1Pos = positions[randIndex]; - let randIndex_tmp = 2 * random(3) + 1; + let randIndex_tmp = 2 * randInt(3) + 1; const bishop2Pos = positions[randIndex_tmp]; positions.splice(Math.max(randIndex,randIndex_tmp), 1); positions.splice(Math.min(randIndex,randIndex_tmp), 1); - randIndex = random(4); + randIndex = randInt(4); const knight2Pos = positions[randIndex]; positions.splice(randIndex, 1); - randIndex = random(3); + randIndex = randInt(3); const queenPos = positions[randIndex]; positions.splice(randIndex, 1); diff --git a/client/src/variants/Wildebeest.js b/client/src/variants/Wildebeest.js index 509586a9..d0baa6f9 100644 --- a/client/src/variants/Wildebeest.js +++ b/client/src/variants/Wildebeest.js @@ -247,19 +247,19 @@ class WildebeestRules extends ChessRules positions.splice(idx, 1); } - let randIndex = random(7); + let randIndex = randInt(7); let knight1Pos = positions[randIndex]; positions.splice(randIndex, 1); - randIndex = random(6); + randIndex = randInt(6); let knight2Pos = positions[randIndex]; positions.splice(randIndex, 1); - randIndex = random(5); + randIndex = randInt(5); let queenPos = positions[randIndex]; positions.splice(randIndex, 1); // Random square for wildebeest - randIndex = random(4); + randIndex = randInt(4); let wildebeestPos = positions[randIndex]; positions.splice(randIndex, 1); diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index 09d9df8a..2d085c87 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -8,6 +8,7 @@ h3#abortBoxTitle.section {{ st.tr["Terminate game?"] }} button(@click="abortGame") {{ st.tr["Sorry I have to go"] }} button(@click="abortGame") {{ st.tr["Game seems over"] }} + button(@click="abortGame") {{ st.tr["Opponent is gone"] }} BaseGame(:game="game" :vr="vr" ref="basegame" @newmove="processMove" @gameover="gameOver") div Names: {{ game.players[0].name }} - {{ game.players[1].name }} -- 2.44.0