-<template lang="pug">
-div
- #scoreInfo(v-if="score!='*'")
- p {{ score }}
- p {{ message }}
- table.moves-list
- tbody
- tr(v-for="gmove,index in groupedMoves")
- td(v-if="index%2==0")
- | {{ firstNum + index / 2 + 1 }}
- td(:class="{'highlight-lm': cursor == moveIdx}"
- @click="() => gotoMove(moveIdx)")
- | {{ moves[moveIdx].notation }}
- td(v-if="moveIdx < moves.length-1"
- :class="{'highlight-lm': cursor == moveIdx+1}"
- @click="() => gotoMove(moveIdx+1)")
- | {{ moves[moveIdx+1].notation }}
- // Else: just add an empty cell
- td(v-else)
-</template>
-
<script>
// Component for moves list on the right
export default {
name: 'my-move-list',
props: ["moves","cursor","score","message","firstNum"],
watch: {
- cursor: function(newValue) {
+ cursor: function(newCursor) {
if (window.innerWidth <= 767)
return; //moves list is below: scrolling would hide chessboard
- if (newValue < 0)
- newValue = 0; //avoid rows[-1] --> error
+ // Count grouped moves until the cursor (if multi-moves):
+ let groupsCount = -1;
+ let curCol = undefined;
+ for (let i=0; i<newCursor; i++)
+ {
+ const m = this.moves[i];
+ if (m.color != curCol)
+ {
+ groupsCount++;
+ curCol = m.color;
+ }
+ }
// $nextTick to wait for table > tr to be rendered
this.$nextTick( () => {
let rows = document.querySelectorAll('#movesList tr');
if (rows.length > 0)
{
- rows[Math.floor(newValue/2)].scrollIntoView({
+ rows[Math.floor(Math.max(groupsCount,0)/2)].scrollIntoView({
behavior: "auto",
block: "nearest",
});
});
},
},
- computed: {
- groupedMoves: function() {
- let groups = [];
- let curCol = undefined;
- for (let idx=0; idx < this.moves.length; idx++)
- {
- const m = this.moves[idx];
- if (m.color == curCol)
+ render(h) {
+ if (this.moves.length == 0)
+ return;
+ let tableContent = [];
+ let moveCounter = 0;
+ let tableRow = undefined;
+ let moveCells = undefined;
+ let curCellContent = "";
+ let firstIndex = 0;
+ for (let i=0; i<this.moves.length; i++)
+ {
+ if (this.moves[i].color == "w")
+ {
+ if (i == 0 || i>0 && this.moves[i-1].color=="b")
+ {
+ if (!!tableRow)
+ {
+ tableRow.children = moveCells;
+ tableContent.push(tableRow);
+ }
+ moveCells = [
+ h(
+ "td",
+ { domProps: { innerHTML: (++moveCounter) + "." } }
+ )
+ ];
+ tableRow = h(
+ "tr",
+ { }
+ );
+ curCellContent = "";
+ firstIndex = i;
+ }
+ }
+ // Next condition is fine because even if the first move is black,
+ // there will be the "..." which count as white move.
+ else if (this.moves[i].color == "b" && this.moves[i-1].color == "w")
+ firstIndex = i;
+ curCellContent += this.moves[i].notation;
+ if (i < this.moves.length-1 && this.moves[i+1].color == this.moves[i].color)
+ curCellContent += ",";
+ else //color change
+ {
+ moveCells.push(
+ h(
+ "td",
+ {
+ domProps: { innerHTML: curCellContent },
+ on: { click: () => this.gotoMove(i) },
+ "class": { "highlight-lm":
+ this.cursor >= firstIndex && this.cursor <= i },
+ }
+ )
+ );
+ curCellContent = "";
+ }
+ }
+ // Complete last row, which might not be full:
+ if (moveCells.length-1 == 1)
+ {
+ moveCells.push(
+ h(
+ "td",
+ { domProps: { innerHTML: "" } }
+ )
+ );
+ }
+ tableRow.children = moveCells;
+ tableContent.push(tableRow);
+ let rootElements = [];
+ if (this.score != "*")
+ {
+ const scoreDiv = h("div",
{
- const gidx = groups.length - 1;
- groups[gidx].moves.push(m);
- }
- else
+ id: "scoreInfo",
+ style: {
+ display: this.score!="*" ? "block" : "none",
+ },
+ },
+ [
+ h("p", this.score),
+ h("p", this.message),
+ ]
+ );
+ rootElements.push(scoreDiv);
+ }
+ rootElements.push(
+ h(
+ "table",
{
- curCol = m.color;
- groups.push({moves: [m], idx: groups.length});
- }
- }
- return groups;
- },
- },
+ "class": {
+ "moves-list": true,
+ },
+ },
+ tableContent
+ )
+ );
+ return h(
+ "div",
+ { },
+ rootElements);
+ },
methods: {
gotoMove: function(index) {
this.$emit("goto-move", index);
import { ChessRules } from "@/base_rules";
+import { randInt } from "@/utils/alea";
export const VariantRules = class MarseilleRules extends ChessRules
{
};
}
- // TODO: this is wrong: revise following base_rules.getComputerMove()
// No alpha-beta here, just adapted min-max at depth 2(+1)
getComputerMove()
{
// Search best (half) move for opponent turn
const getBestMoveEval = () => {
const turnBefore = this.turn + this.subTurn;
- let moves = this.getAllValidMoves();
- if (moves.length == 0)
+ let score = this.getCurrentScore();
+ if (score != "*")
{
- const score = this.getCurrentScore();
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 (!this.atLeastOneMove())
+ if (score != "*")
{
- const score = this.getCurrentScore();
if (score == "1/2")
res = (oppCol == "w" ? Math.max(res, 0) : Math.min(res, 0));
else
candidates.push(i);
}
- const selected = doubleMoves[sample(candidates)].moves;
+ const selected = doubleMoves[randInt(candidates.length)].moves;
if (selected.length == 1)
return selected[0];
return selected;