class PiPo //Piece+Position
{
// o: {piece[p], color[c], posX[x], posY[y]}
class PiPo //Piece+Position
{
// o: {piece[p], color[c], posX[x], posY[y]}
class Move
{
// o: {appear, vanish, [start,] [end,]}
class Move
{
// o: {appear, vanish, [start,] [end,]}
{
this.INIT_COL_KING = {'w':-1, 'b':-1};
this.INIT_COL_ROOK = {'w':[-1,-1], 'b':[-1,-1]};
{
this.INIT_COL_KING = {'w':-1, 'b':-1};
this.INIT_COL_ROOK = {'w':[-1,-1], 'b':[-1,-1]};
- this.kingPos = {'w':[-1,-1], 'b':[-1,-1]}; //respective squares of white and black king
+ this.kingPos = {'w':[-1,-1], 'b':[-1,-1]}; //squares of white and black king
const fenParts = fen.split(" ");
const position = fenParts[0].split("/");
for (let i=0; i<position.length; i++)
const fenParts = fen.split(" ");
const position = fenParts[0].split("/");
for (let i=0; i<position.length; i++)
// What are the knight moves from square x,y ?
getPotentialKnightMoves(sq)
{
// What are the knight moves from square x,y ?
getPotentialKnightMoves(sq)
{
- return this.getSlideNJumpMoves(sq, VariantRules.steps[VariantRules.KNIGHT], "oneStep");
+ return this.getSlideNJumpMoves(
+ sq, VariantRules.steps[VariantRules.KNIGHT], "oneStep");
if (this.board[i][j] != VariantRules.EMPTY && this.getColor(i,j) != oppCol)
Array.prototype.push.apply(potentialMoves, this.getPotentialMovesFrom([i,j]));
}
if (this.board[i][j] != VariantRules.EMPTY && this.getColor(i,j) != oppCol)
Array.prototype.push.apply(potentialMoves, this.getPotentialMovesFrom([i,j]));
}
- let moves1 = this.getAllValidMoves();
+ // Some variants may show a bigger moves list to the human (Switching),
+ // thus the argument "computer" below (which is generally ignored)
+ let moves1 = this.getAllValidMoves("computer");
// Skip depth 3+ if we found a checkmate (or if we are checkmated in 1...)
if (VariantRules.SEARCH_DEPTH >= 3
&& Math.abs(moves1[0].eval) < VariantRules.THRESHOLD_MATE)
{
for (let i=0; i<moves1.length; i++)
{
// Skip depth 3+ if we found a checkmate (or if we are checkmated in 1...)
if (VariantRules.SEARCH_DEPTH >= 3
&& Math.abs(moves1[0].eval) < VariantRules.THRESHOLD_MATE)
{
for (let i=0; i<moves1.length; i++)
{
this.play(moves1[i]);
// 0.1 * oldEval : heuristic to avoid some bad moves (not all...)
moves1[i].eval = 0.1*moves1[i].eval +
this.play(moves1[i]);
// 0.1 * oldEval : heuristic to avoid some bad moves (not all...)
moves1[i].eval = 0.1*moves1[i].eval +
- if (move.appear.length == 2 && move.appear[0].p == VariantRules.KING)
- {
- // Castle
- if (move.end.y < move.start.y)
- return "0-0-0";
- else
- return "0-0";
- }
+ if (move.appear.length == 2 && move.appear[0].p == VariantRules.KING) //castle
+ return (move.end.y < move.start.y ? "0-0-0" : "0-0");
// The score is already computed when calling this function
getPGN(mycolor, score, fenStart, mode)
{
// The score is already computed when calling this function
getPGN(mycolor, score, fenStart, mode)
{
let pgn = "";
pgn += '[Site "vchess.club"]<br>';
const d = new Date();
const opponent = mode=="human" ? "Anonymous" : "Computer";
pgn += '[Variant "' + variant + '"]<br>';
let pgn = "";
pgn += '[Site "vchess.club"]<br>';
const d = new Date();
const opponent = mode=="human" ? "Anonymous" : "Computer";
pgn += '[Variant "' + variant + '"]<br>';
pgn += '[White "' + (mycolor=='w'?'Myself':opponent) + '"]<br>';
pgn += '[Black "' + (mycolor=='b'?'Myself':opponent) + '"]<br>';
pgn += '[FenStart "' + fenStart + '"]<br>';
pgn += '[White "' + (mycolor=='w'?'Myself':opponent) + '"]<br>';
pgn += '[Black "' + (mycolor=='b'?'Myself':opponent) + '"]<br>';
pgn += '[FenStart "' + fenStart + '"]<br>';