getTurnFen()
{
- if (this.startAtFirstMove && this.moves.length==0)
- return "w";
return this.turn + this.subTurn;
}
// Extract subTurn from turn indicator: "w" (first move), or
// "w1" or "w2" white subturn 1 or 2, and same for black
const fullTurn = V.ParseFen(fen).turn;
- this.startAtFirstMove = (fullTurn == "w");
this.turn = fullTurn[0];
- this.subTurn = (fullTurn[1] || 1);
+ this.subTurn = (fullTurn[1] || 0); //"w0" = special code for first move in game
}
getPotentialPawnMoves([x,y])
const firstRank = (color == 'w' ? sizeX-1 : 0);
const startRank = (color == "w" ? sizeX-2 : 1);
const lastRank = (color == "w" ? 0 : sizeX-1);
- const pawnColor = this.getColor(x,y); //can be different for checkered
const finalPieces = x + shiftX == lastRank
? [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN]
: [V.PAWN];
for (let piece of finalPieces)
{
moves.push(this.getBasicMove([x,y], [x+shiftX,y],
- {c:pawnColor,p:piece}));
+ {c:color,p:piece}));
}
// Next condition because pawns on 1st rank can generally jump
if ([startRank,firstRank].includes(x)
for (let piece of finalPieces)
{
moves.push(this.getBasicMove([x,y], [x+shiftX,y+shiftY],
- {c:pawnColor,p:piece}));
+ {c:color,p:piece}));
}
}
}
});
if (epSqs.length == 0)
return moves;
+ const oppCol = V.GetOppCol(color);
for (let sq of epSqs)
{
if (this.subTurn == 1 || (epSqs.length == 2 &&
// (Or maybe the opponent filled the en-passant square with a piece)
this.board[epSqs[0].x][epSqs[0].y] != V.EMPTY))
{
- if (sq.x == x+shiftX && Math.abs(sq.y - y) == 1)
+ if (sq.x == x+shiftX && Math.abs(sq.y - y) == 1
+ // Add condition "enemy pawn must be present"
+ && this.getPiece(x,sq.y) == V.PAWN && this.getColor(x,sq.y) == oppCol)
{
let epMove = this.getBasicMove([x,y], [sq.x,sq.y]);
epMove.vanish.push({
x: x,
y: sq.y,
p: 'p',
- c: this.getColor(x,sq.y)
+ c: oppCol
});
moves.push(epMove);
}
return moves;
}
- play(move, ingame)
+ play(move)
{
- if (!!ingame)
- {
- move.notation = [this.getNotation(move), this.getLongNotation(move)];
- // In this special case, we also need the "move color":
- move.color = this.turn;
- }
move.flags = JSON.stringify(this.aggregateFlags());
+ move.turn = this.turn + this.subturn;
V.PlayOnBoard(this.board, move);
const epSq = this.getEpSquare(move);
- if (this.startAtFirstMove && this.moves.length == 0)
+ if (this.subTurn == 0) //first move in game
{
this.turn = "b";
this.epSquares.push([epSq]);
}
// Does this move give check on subturn 1? If yes, skip subturn 2
- else if (this.subTurn==1 && this.underCheck(this.getOppCol(this.turn)))
+ else if (this.subTurn==1 && this.underCheck(V.GetOppCol(this.turn)))
{
- this.turn = this.getOppCol(this.turn);
+ this.turn = V.GetOppCol(this.turn);
this.epSquares.push([epSq]);
move.checkOnSubturn1 = true;
}
{
if (this.subTurn == 2)
{
- this.turn = this.getOppCol(this.turn);
+ this.turn = V.GetOppCol(this.turn);
let lastEpsq = this.epSquares[this.epSquares.length-1];
lastEpsq.push(epSq);
}
this.epSquares.push([epSq]);
this.subTurn = 3 - this.subTurn;
}
- this.moves.push(move);
this.updateVariables(move);
- if (!!ingame)
- move.hash = hex_md5(this.getFen());
}
undo(move)
{
this.disaggregateFlags(JSON.parse(move.flags));
V.UndoOnBoard(this.board, move);
- if (this.startAtFirstMove && this.moves.length == 1)
- {
- this.turn = "w";
+ if (move.turn[1] == '0' || move.checkOnSubturn1 || this.subTurn == 2)
this.epSquares.pop();
- }
- else if (move.checkOnSubturn1)
+ else //this.subTurn == 1
{
- this.turn = this.getOppCol(this.turn);
- this.subTurn = 1;
- this.epSquares.pop();
+ let lastEpsq = this.epSquares[this.epSquares.length-1];
+ lastEpsq.pop();
}
- else
- {
- if (this.subTurn == 1)
- {
- this.turn = this.getOppCol(this.turn);
- let lastEpsq = this.epSquares[this.epSquares.length-1];
- lastEpsq.pop();
- }
- else
- this.epSquares.pop();
- this.subTurn = 3 - this.subTurn;
- }
- this.moves.pop();
+ this.turn = move.turn[0];
+ this.subTurn = parseInt(move.turn[1]);
this.unupdateVariables(move);
}
// NOTE: GenRandInitFen() is OK,
// since at first move turn indicator is just "w"
+ static get VALUES()
+ {
+ return {
+ 'p': 1,
+ 'r': 5,
+ 'n': 3,
+ 'b': 3,
+ 'q': 7, //slightly less than in orthodox game
+ 'k': 1000
+ };
+ }
+
// No alpha-beta here, just adapted min-max at depth 2(+1)
getComputerMove()
{
const maxeval = V.INFINITY;
const color = this.turn;
- const oppCol = this.getOppCol(this.turn);
+ const oppCol = V.GetOppCol(this.turn);
// Search best (half) move for opponent turn
const getBestMoveEval = () => {
return selected;
}
+ // TODO: put this generic version elsewhere
getPGN(mycolor, score, fenStart, mode)
{
let pgn = "";
- pgn += '[Site "vchess.club"]<br>';
+ pgn += '[Site "vchess.club"]\n';
const opponent = mode=="human" ? "Anonymous" : "Computer";
- pgn += '[Variant "' + variant + '"]<br>';
- pgn += '[Date "' + getDate(new Date()) + '"]<br>';
- pgn += '[White "' + (mycolor=='w'?'Myself':opponent) + '"]<br>';
- pgn += '[Black "' + (mycolor=='b'?'Myself':opponent) + '"]<br>';
- pgn += '[FenStart "' + fenStart + '"]<br>';
- pgn += '[Fen "' + this.getFen() + '"]<br>';
- pgn += '[Result "' + score + '"]<br><br>';
+ pgn += '[Variant "' + variant + '"]\n';
+ pgn += '[Date "' + getDate(new Date()) + '"]\n';
+ const whiteName = ["human","computer"].includes(mode)
+ ? (mycolor=='w'?'Myself':opponent)
+ : "analyze";
+ const blackName = ["human","computer"].includes(mode)
+ ? (mycolor=='b'?'Myself':opponent)
+ : "analyze";
+ pgn += '[White "' + whiteName + '"]\n';
+ pgn += '[Black "' + blackName + '"]\n';
+ pgn += '[FenStart "' + fenStart + '"]\n';
+ pgn += '[Fen "' + this.getFen() + '"]\n';
+ pgn += '[Result "' + score + '"]\n\n';
let counter = 1;
let i = 0;
pgn += move + (i < this.moves.length-1 ? " " : "");
}
}
- pgn += "<br><br>";
+ pgn += "\n\n";
// "Complete moves" PGN (helping in ambiguous cases)
counter = 1;
}
}
- return pgn;
+ return pgn + "\n";
}
}