// INITIALIZATION
// fen = "position flags epSquare movesCount"
- constructor(fen)
+ constructor(fen, moves)
{
- this.moves = [];
+ this.moves = moves;
// Use fen string to initialize variables, flags and board
this.initVariables(fen);
this.flags = VariantRules.GetFlags(fen);
// No: if happen on last 1/2 move, could lead to forbidden moves, wrong evals
return this.filterValid(potentialMoves);
}
+
+ // Stop at the first move found
+ atLeastOneMove(color)
+ {
+ const oppCol = this.getOppCol(color);
+ let [sizeX,sizeY] = VariantRules.size;
+ for (var i=0; i<sizeX; i++)
+ {
+ for (var j=0; j<sizeY; j++)
+ {
+ if (this.board[i][j] != VariantRules.EMPTY && this.getColor(i,j) != oppCol)
+ {
+ const moves = this.getPotentialMovesFrom([i,j]);
+ if (moves.length > 0)
+ {
+ for (let i=0; i<moves.length; i++)
+ {
+ if (this.filterValid([moves[i]]).length > 0)
+ return true;
+ }
+ }
+ }
+ }
+ }
+ return false;
+ }
// Check if pieces of color 'color' are attacking square x,y
isAttacked(sq, color)
return false;
}
+ // Is color c under check after move ?
underCheck(move, c)
{
this.play(move);
return res;
}
+ // On which squares is color c under check (after move) ?
+ getCheckSquares(move, c)
+ {
+ this.play(move);
+ let res = this.isAttacked(this.kingPos[c], this.getOppCol(c))
+ ? [ JSON.parse(JSON.stringify(this.kingPos[c])) ] //need to duplicate!
+ : [ ];
+ this.undo(move);
+ return res;
+ }
+
// Apply a move on board
static PlayOnBoard(board, move)
{
move.flags = JSON.stringify(this.flags); //TODO: less costly
this.updateVariables(move);
+ if (!!ingame)
+ {
+ move.notation = this.getNotation(move);
+ this.moves.push(move);
+ }
+
this.epSquares.push( this.getEpSquare(move) );
VariantRules.PlayOnBoard(this.board, move);
this.movesCount++;
-
- if (!!ingame)
- this.moves.push(move);
}
- undo(move)
+ undo(move, ingame)
{
VariantRules.UndoOnBoard(this.board, move);
this.epSquares.pop();
this.movesCount--;
+ if (!!ingame)
+ this.moves.pop();
+
// Update king position, and reset stored/computed flags
const c = this.getColor(move.start.x,move.start.y);
if (this.getPiece(move.start.x,move.start.y) == VariantRules.KING)
}
}
- // TODO: not required to generate ALL: just need one (callback ? hook ? ...)
- if (this.getAllValidMoves(color).length > 0)
+ if (this.atLeastOneMove(color))
{
// game not over
return "*";
moves1.sort( (a,b) => { return (color=="w" ? 1 : -1) * (b.eval - a.eval); });
// TODO: show current analyzed move for depth 3, allow stopping eval (return moves1[0])
-// 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.alphabeta(oppCol, color, 2, -1000, 1000);
-// this.undo(moves1[i]);
-// }
-// moves1.sort( (a,b) => { return (color=="w" ? 1 : -1) * (b.eval - a.eval); });
+ 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.alphabeta(oppCol, color, 2, -1000, 1000);
+ this.undo(moves1[i]);
+ }
+ moves1.sort( (a,b) => { return (color=="w" ? 1 : -1) * (b.eval - a.eval); });
let candidates = [0]; //indices of candidates moves
for (let j=1; j<moves1.length && moves1[j].eval == moves1[0].eval; j++)
alphabeta(color, oppCol, depth, alpha, beta)
{
- let moves = this.getAllValidMoves(color);
+ const moves = this.getAllValidMoves(color);
if (moves.length == 0)
{
switch (this.checkGameEnd(color))
return piece.toUpperCase() + (move.vanish.length > 1 ? "x" : "") + finalSquare;
}
}
+
+ // The score is already computed when calling this function
+ getPGN(mycolor, score, fenStart)
+ {
+ let pgn = "";
+ pgn += '[Site "vchess.club"]<br>';
+ const d = new Date();
+ pgn += '[Date "' + d.getFullYear() + '-' + d.getMonth() + '-' + d.getDate() + '"]<br>';
+ pgn += '[White "' + (mycolor=='w'?'Myself':'Anonymous') + '"]<br>';
+ pgn += '[Black "' + (mycolor=='b'?'Myself':'Anonymous') + '"]<br>';
+ pgn += '[Fen "' + fenStart + '"]<br>';
+ pgn += '[Result "' + score + '"]<br><br>';
+
+ for (let i=0; i<this.moves.length; i++)
+ {
+ if (i % 2 == 0)
+ pgn += ((i/2)+1) + ".";
+ pgn += this.moves[i].notation + " ";
+ }
+
+ pgn += score;
+ return pgn;
+ }
}