X-Git-Url: https://git.auder.net/pieces/Checkered/cq.svg?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FEightpieces.js;h=c83cf5ed48a5b2576ddd1cc3d4766b10d12da5af;hb=afbf3ca7151ef15a9e579b0f913683ab212396c4;hp=ead982998949e75ae4e22da400df820578707a03;hpb=13102cabeb4e8c626f1c849369785c174f7aa512;p=vchess.git diff --git a/client/src/variants/Eightpieces.js b/client/src/variants/Eightpieces.js index ead98299..c83cf5ed 100644 --- a/client/src/variants/Eightpieces.js +++ b/client/src/variants/Eightpieces.js @@ -1,5 +1,5 @@ import { ArrayFun } from "@/utils/array"; -import { randInt, shuffle } from "@/utils/alea"; +import { randInt } from "@/utils/alea"; import { ChessRules, PiPo, Move } from "@/base_rules"; export const VariantRules = class EightpiecesRules extends ChessRules { @@ -17,6 +17,7 @@ export const VariantRules = class EightpiecesRules extends ChessRules { return ChessRules.PIECES.concat([V.JAILER, V.SENTRY, V.LANCER]); } + // Lancer directions *from white perspective* static get LANCER_DIRS() { return { 'c': [-1, 0], //north @@ -71,6 +72,8 @@ export const VariantRules = class EightpiecesRules extends ChessRules { super.setOtherVariables(fen); // subTurn == 2 only when a sentry moved, and is about to push something this.subTurn = 1; + // Sentry position just after a "capture" (subTurn from 1 to 2) + this.sentryPos = null; // Stack pieces' forbidden squares after a sentry move at each turn const parsedFen = V.ParseFen(fen); if (parsedFen.sentrypush == "-") this.sentryPush = [null]; @@ -83,16 +86,78 @@ export const VariantRules = class EightpiecesRules extends ChessRules { } } - canTake([x1,y1], [x2, y2]) { - if (this.subTurn == 2) - // Sentry push: pieces can capture own color (only) - return this.getColor(x1, y1) == this.getColor(x2, y2); - return super.canTake([x1,y1], [x2, y2]); - } - static GenRandInitFen(randomness) { - // TODO: special conditions for 960 - return "jsfqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JSDQKBNR w 0 1111 - -"; + if (randomness == 0) + // Deterministic: + return "jsfqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JSDQKBNR w 0 1111 - -"; + + let pieces = { w: new Array(8), b: new Array(8) }; + // Shuffle pieces on first (and last rank if randomness == 2) + for (let c of ["w", "b"]) { + if (c == 'b' && randomness == 1) { + const lancerIdx = pieces['w'].findIndex(p => { + return Object.keys(V.LANCER_DIRS).includes(p); + }); + pieces['b'] = + pieces['w'].slice(0, lancerIdx) + .concat(['g']) + .concat(pieces['w'].slice(lancerIdx + 1)); + break; + } + + let positions = ArrayFun.range(8); + + // Get random squares for bishop and sentry + let randIndex = 2 * randInt(4); + let bishopPos = positions[randIndex]; + // The sentry must be on a square of different color + let randIndex_tmp = 2 * randInt(4) + 1; + let sentryPos = positions[randIndex_tmp]; + if (c == 'b') { + // Check if white sentry is on the same color as ours. + // If yes: swap bishop and sentry positions. + if ((pieces['w'].indexOf('s') - sentryPos) % 2 == 0) + [bishopPos, sentryPos] = [sentryPos, bishopPos]; + } + positions.splice(Math.max(randIndex, randIndex_tmp), 1); + positions.splice(Math.min(randIndex, randIndex_tmp), 1); + + // Get random squares for knight and lancer + randIndex = randInt(6); + const knightPos = positions[randIndex]; + positions.splice(randIndex, 1); + randIndex = randInt(5); + const lancerPos = positions[randIndex]; + positions.splice(randIndex, 1); + + // Get random square for queen + randIndex = randInt(4); + const queenPos = positions[randIndex]; + positions.splice(randIndex, 1); + + // Rook, jailer and king positions are now almost fixed, + // only the ordering rook-> jailer or jailer->rook must be decided. + let rookPos = positions[0]; + let jailerPos = positions[2]; + const kingPos = positions[1]; + if (Math.random() < 0.5) [rookPos, jailerPos] = [jailerPos, rookPos]; + + pieces[c][rookPos] = "r"; + pieces[c][knightPos] = "n"; + pieces[c][bishopPos] = "b"; + pieces[c][queenPos] = "q"; + pieces[c][kingPos] = "k"; + pieces[c][sentryPos] = "s"; + // Lancer faces north for white, and south for black: + pieces[c][lancerPos] = c == 'w' ? 'c' : 'g'; + pieces[c][jailerPos] = "j"; + } + return ( + pieces["b"].join("") + + "/pppppppp/8/8/8/8/PPPPPPPP/" + + pieces["w"].join("").toUpperCase() + + " w 0 1111 - -" + ); } // Scan kings, rooks and jailers @@ -152,44 +217,84 @@ export const VariantRules = class EightpiecesRules extends ChessRules { this.board[i][j] != V.EMPTY && this.getColor(i, j) == oppCol ) { - const oppPiece = this.getPiece(i, j); - if (oppPiece == V.JAILER) return [i, j]; + if (this.getPiece(i, j) == V.JAILER) return [i, j]; } } return null; } - getPotentialMovesFrom_aux([x, y]) { + // Because of the lancers, getPiece() could be wrong: + // use board[x][y][1] instead (always valid). + getBasicMove([sx, sy], [ex, ey], tr) { + let mv = new Move({ + appear: [ + new PiPo({ + x: ex, + y: ey, + c: tr ? tr.c : this.getColor(sx, sy), + p: tr ? tr.p : this.board[sx][sy].charAt(1) + }) + ], + vanish: [ + new PiPo({ + x: sx, + y: sy, + c: this.getColor(sx, sy), + p: this.board[sx][sy].charAt(1) + }) + ] + }); + + // The opponent piece disappears if we take it + if (this.board[ex][ey] != V.EMPTY) { + mv.vanish.push( + new PiPo({ + x: ex, + y: ey, + c: this.getColor(ex, ey), + p: this.board[ex][ey].charAt(1) + }) + ); + } + + return mv; + } + + canIplay(side, [x, y]) { + return ( + (this.subTurn == 1 && this.turn == side && this.getColor(x, y) == side) || + (this.subTurn == 2 && x == this.sentryPos.x && y == this.sentryPos.y) + ); + } + + getPotentialMovesFrom([x,y]) { + // At subTurn == 2, jailers aren't effective (Jeff K) + if (this.subTurn == 1 && !!this.isImmobilized([x, y])) return []; + if (this.subTurn == 2) { + // Temporarily change pushed piece color. + // (Not using getPiece() because of lancers) + var oppCol = this.getColor(x, y); + var color = V.GetOppCol(oppCol); + var saveXYstate = this.board[x][y]; + this.board[x][y] = color + this.board[x][y].charAt(1); + } + let moves = []; switch (this.getPiece(x, y)) { case V.JAILER: - return this.getPotentialJailerMoves([x, y]); + moves = this.getPotentialJailerMoves([x, y]); + break; case V.SENTRY: - return this.getPotentialSentryMoves([x, y]); + moves = this.getPotentialSentryMoves([x, y]); + break; case V.LANCER: - return this.getPotentialLancerMoves([x, y]); + moves = this.getPotentialLancerMoves([x, y]); + break; default: - return super.getPotentialMovesFrom([x, y]); - } - } - - getPotentialMovesFrom([x,y]) { - if (this.subTurn == 1) { - if (!!this.isImmobilized([x, y])) return []; - return this.getPotentialMovesFrom_aux([x, y]); + moves = super.getPotentialMovesFrom([x, y]); + break; } - // subTurn == 2: only the piece pushed by the sentry is allowed to move, - // as if the sentry didn't exist - if (x != this.sentryPos.x && y != this.sentryPos.y) return []; - return this.getPotentialMovesFrom_aux([x,y]); - } - - getAllValidMoves() { - let moves = super.getAllValidMoves().filter(m => { - // Remove jailer captures - return m.vanish[0].p != V.JAILER || m.vanish.length == 1; - }); const L = this.sentryPush.length; - if (!!this.sentryPush[L-1] && this.subTurn == 1) { + if (!!this.sentryPush[L-1]) { // Delete moves walking back on sentry push path moves = moves.filter(m => { if ( @@ -201,32 +306,196 @@ export const VariantRules = class EightpiecesRules extends ChessRules { return true; }); } + else if (this.subTurn == 2) { + // Don't forget to re-add the sentry on the board: + // Also fix color of pushed piece afterward: + moves.forEach(m => { + m.appear.push({x: x, y: y, p: V.SENTRY, c: color}); + m.appear[0].c = oppCol; + m.vanish[0].c = oppCol; + }); + } return moves; } - filterValid(moves) { - // Disable check tests when subTurn == 2, because the move isn't finished - if (this.subTurn == 2) return moves; - return super.filterValid(moves); + getPotentialPawnMoves([x, y]) { + const color = this.getColor(x, y); + let moves = []; + const [sizeX, sizeY] = [V.size.x, V.size.y]; + const shiftX = color == "w" ? -1 : 1; + const startRank = color == "w" ? sizeX - 2 : 1; + const lastRank = color == "w" ? 0 : sizeX - 1; + + const finalPieces = + // No promotions after pushes! + x + shiftX == lastRank && this.subTurn == 1 + ? + Object.keys(V.LANCER_DIRS).concat( + [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.SENTRY, V.JAILER]) + : [V.PAWN]; + if (this.board[x + shiftX][y] == V.EMPTY) { + // One square forward + for (let piece of finalPieces) { + moves.push( + this.getBasicMove([x, y], [x + shiftX, y], { + c: color, + p: piece + }) + ); + } + if ( + x == startRank && + this.board[x + 2 * shiftX][y] == V.EMPTY + ) { + // Two squares jump + moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y])); + } + } + // Captures + for (let shiftY of [-1, 1]) { + if ( + y + shiftY >= 0 && + y + shiftY < sizeY && + this.board[x + shiftX][y + shiftY] != V.EMPTY && + this.canTake([x, y], [x + shiftX, y + shiftY]) + ) { + for (let piece of finalPieces) { + moves.push( + this.getBasicMove([x, y], [x + shiftX, y + shiftY], { + c: color, + p: piece + }) + ); + } + } + } + + // En passant: + const Lep = this.epSquares.length; + const epSquare = this.epSquares[Lep - 1]; //always at least one element + if ( + !!epSquare && + epSquare.x == x + shiftX && + Math.abs(epSquare.y - y) == 1 + ) { + let enpassantMove = this.getBasicMove([x, y], [epSquare.x, epSquare.y]); + enpassantMove.vanish.push({ + x: x, + y: epSquare.y, + p: "p", + c: this.getColor(x, epSquare.y) + }); + moves.push(enpassantMove); + } + + return moves; + } + + // Obtain all lancer moves in "step" direction, + // without final re-orientation. + getPotentialLancerMoves_aux([x, y], step, tr) { + let moves = []; + // Add all moves to vacant squares until opponent is met: + const oppCol = V.GetOppCol(this.getColor(x, y)); + let sq = [x + step[0], y + step[1]]; + while (V.OnBoard(sq[0], sq[1]) && this.getColor(sq[0], sq[1]) != oppCol) { + if (this.board[sq[0]][sq[1]] == V.EMPTY) + moves.push(this.getBasicMove([x, y], sq, tr)); + sq[0] += step[0]; + sq[1] += step[1]; + } + if (V.OnBoard(sq[0], sq[1])) + // Add capturing move + moves.push(this.getBasicMove([x, y], sq, tr)); + return moves; } getPotentialLancerMoves([x, y]) { - // TODO: add all lancer possible orientations same as pawn promotions, - // except if just after a push: allow all movements from init square then - return []; + let moves = []; + // Add all lancer possible orientations, similar to pawn promotions. + // Except if just after a push: allow all movements from init square then + const L = this.sentryPush.length; + if (!!this.sentryPush[L-1]) { + // Maybe I was pushed + const pl = this.sentryPush[L-1].length; + if ( + this.sentryPush[L-1][pl-1].x == x && + this.sentryPush[L-1][pl-1].y == y + ) { + // I was pushed: allow all directions (for this move only), but + // do not change direction after moving. + const color = this.getColor(x, y); + Object.values(V.LANCER_DIRS).forEach(step => { + const dirCode = Object.keys(V.LANCER_DIRS).find(k => { + return (V.LANCER_DIRS[k][0] == step[0] && V.LANCER_DIRS[k][1] == step[1]); + }); + Array.prototype.push.apply( + moves, + this.getPotentialLancerMoves_aux([x, y], step, { p: dirCode, c: color }) + ); + }); + return moves; + } + } + // I wasn't pushed: standard lancer move + const dirCode = this.board[x][y][1]; + const monodirMoves = + this.getPotentialLancerMoves_aux([x, y], V.LANCER_DIRS[dirCode]); + // Add all possible orientations aftermove except if I'm being pushed + if (this.subTurn == 1) { + monodirMoves.forEach(m => { + Object.keys(V.LANCER_DIRS).forEach(k => { + let mk = JSON.parse(JSON.stringify(m)); + mk.appear[0].p = k; + moves.push(mk); + }); + }); + return moves; + } else return monodirMoves; } getPotentialSentryMoves([x, y]) { // The sentry moves a priori like a bishop: let moves = super.getPotentialBishopMoves([x, y]); - // ...but captures are replaced by special move - // "appear = [], vanish = init square" to let the pushed piece move then. - // TODO + // ...but captures are replaced by special move, if and only if + // "captured" piece can move now, considered as the capturer unit. + // --> except is subTurn == 2, in this case I don't push anything. + if (this.subTurn == 2) return moves.filter(m => m.vanish.length == 1); + moves.forEach(m => { + if (m.vanish.length == 2) { + // Temporarily cancel the sentry capture: + m.appear.pop(); + m.vanish.pop(); + } + }); + // Can the pushed unit make any move? ...resulting in a non-self-check? + const color = this.getColor(x, y); + const fMoves = moves.filter(m => { + // Sentry push? + if (m.appear.length == 0) { + let res = false; + this.play(m); + let moves2 = this.filterValid( + this.getPotentialMovesFrom([m.end.x, m.end.y])); + for (let m2 of moves2) { + this.play(m2); + res = !this.underCheck(color); + this.undo(m2); + if (res) break; + } + this.undo(m); + return res; + } + return true; + }); + return fMoves; } getPotentialJailerMoves([x, y]) { - // Captures are removed afterward: - return super.getPotentialRookMoves([x, y]); + return super.getPotentialRookMoves([x, y]).filter(m => { + // Remove jailer captures + return m.vanish[0].p != V.JAILER || m.vanish.length == 1; + }); } getPotentialKingMoves([x, y]) { @@ -326,45 +595,274 @@ export const VariantRules = class EightpiecesRules extends ChessRules { return moves; } + filterValid(moves) { + // Disable check tests for sentry pushes, + // because in this case the move isn't finished + let movesWithoutSentryPushes = []; + let movesWithSentryPushes = []; + moves.forEach(m => { + if (m.appear.length > 0) movesWithoutSentryPushes.push(m); + else movesWithSentryPushes.push(m); + }); + const filteredMoves = super.filterValid(movesWithoutSentryPushes); + // If at least one full move made, everything is allowed: + if (this.movesCount >= 2) + return filteredMoves.concat(movesWithSentryPushes); + // Else, forbid checks and captures: + const oppCol = V.GetOppCol(this.turn); + return filteredMoves.filter(m => { + if (m.vanish.length == 2 && m.appear.length == 1) return false; + this.play(m); + const res = !this.underCheck(oppCol); + this.undo(m); + return res; + }).concat(movesWithSentryPushes); + } + + getAllValidMoves() { + if (this.subTurn == 1) return super.getAllValidMoves(); + // Sentry push: + const sentrySq = [this.sentryPos.x, this.sentryPos.y]; + return this.filterValid(this.getPotentialMovesFrom(sentrySq)); + } + updateVariables(move) { - super.updateVariables(move); - if (this.subTurn == 2) { - // A piece is pushed: - // TODO: push array of squares between start and end of move, included - // (except if it's a pawn) - this.sentryPush.push([]); //TODO - this.subTurn = 1; - } else { - if (move.appear.length == 0 && move.vanish.length == 1) { - // Special sentry move: subTurn <- 2, and then move pushed piece - this.subTurn = 2; - } - // Else: normal move. + const c = this.turn; + const piece = move.vanish[0].p; + const firstRank = (c == "w" ? V.size.x - 1 : 0); + + // Update king position + flags + if (piece == V.KING) { + this.kingPos[c][0] = move.appear[0].x; + this.kingPos[c][1] = move.appear[0].y; + this.castleFlags[c] = [false, false]; + return; + } + + // Update castling flags if rook or jailer moved (or is captured) + const oppCol = V.GetOppCol(c); + const oppFirstRank = V.size.x - 1 - firstRank; + let flagIdx = 0; + if ( + // Our rook moves? + move.start.x == firstRank && + this.INIT_COL_ROOK[c] == move.start.y + ) { + if (this.INIT_COL_ROOK[c] > this.INIT_COL_JAILER[c]) flagIdx++; + this.castleFlags[c][flagIdx] = false; + } else if ( + // Our jailer moves? + move.start.x == firstRank && + this.INIT_COL_JAILER[c] == move.start.y + ) { + if (this.INIT_COL_JAILER[c] > this.INIT_COL_ROOK[c]) flagIdx++; + this.castleFlags[c][flagIdx] = false; + } else if ( + // We took opponent's rook? + move.end.x == oppFirstRank && + this.INIT_COL_ROOK[oppCol] == move.end.y + ) { + if (this.INIT_COL_ROOK[oppCol] > this.INIT_COL_JAILER[oppCol]) flagIdx++; + this.castleFlags[oppCol][flagIdx] = false; + } else if ( + // We took opponent's jailer? + move.end.x == oppFirstRank && + this.INIT_COL_JAILER[oppCol] == move.end.y + ) { + if (this.INIT_COL_JAILER[oppCol] > this.INIT_COL_ROOK[oppCol]) flagIdx++; + this.castleFlags[oppCol][flagIdx] = false; } + + if (move.appear.length == 0 && move.vanish.length == 1) { + // The sentry is about to push a piece: subTurn goes from 1 to 2 + this.sentryPos = { x: move.end.x, y: move.end.y }; + } else if (this.subTurn == 2) { + // A piece is pushed: forbid array of squares between start and end + // of move, included (except if it's a pawn) + let squares = []; + if (move.vanish[0].p != V.PAWN) { + if ([V.KNIGHT,V.KING].includes(move.vanish[0].p)) + // short-range pieces: just forbid initial square + squares.push(move.start); + else { + const deltaX = move.end.x - move.start.x; + const deltaY = move.end.y - move.start.y; + const step = [ + deltaX / Math.abs(deltaX) || 0, + deltaY / Math.abs(deltaY) || 0 + ]; + for ( + let sq = {x: move.start.x, y: move.start.y}; + sq.x != move.end.x && sq.y != move.end.y; + sq.x += step[0], sq.y += step[1] + ) { + squares.push(sq); + } + } + // Add end square as well, to know if I was pushed (useful for lancers) + squares.push(move.end); + } + this.sentryPush.push(squares); + } else this.sentryPush.push(null); + } + + // TODO: cleaner (global) update/unupdate variables logic, rename... + unupdateVariables(move) { + super.unupdateVariables(move); + this.sentryPush.pop(); } play(move) { move.flags = JSON.stringify(this.aggregateFlags()); this.epSquares.push(this.getEpSquare(move)); V.PlayOnBoard(this.board, move); - // TODO: turn changes only if not a sentry push or subTurn == 2 - //this.turn = V.GetOppCol(this.turn); - this.movesCount++; this.updateVariables(move); + // Is it a sentry push? (useful for undo) + move.sentryPush = (this.subTurn == 2); + if (this.subTurn == 1) this.movesCount++; + if (move.appear.length == 0 && move.vanish.length == 1) this.subTurn = 2; + else { + // Turn changes only if not a sentry "pre-push" + this.turn = V.GetOppCol(this.turn); + this.subTurn = 1; + } } undo(move) { this.epSquares.pop(); this.disaggregateFlags(JSON.parse(move.flags)); V.UndoOnBoard(this.board, move); - // TODO: here too, take care of turn. If undoing when subTurn == 2, - // do not change turn (this shouldn't happen anyway). - // ==> normal undo() should be ok. - //this.turn = V.GetOppCol(this.turn); - this.movesCount--; + const L = this.sentryPush.length; + // Decrement movesCount except if the move is a sentry push + if (!move.sentryPush) this.movesCount--; + // Turn changes only if not undoing second part of a sentry push + if (!move.sentryPush || this.subTurn == 1) + this.turn = V.GetOppCol(this.turn); this.unupdateVariables(move); } + isAttacked(sq, colors) { + return ( + super.isAttacked(sq, colors) || + this.isAttackedByLancer(sq, colors) || + this.isAttackedBySentry(sq, colors) + ); + } + + isAttackedByLancer([x, y], colors) { + for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) { + // If in this direction there are only enemy pieces and empty squares, + // and we meet a lancer: can he reach us? + // NOTE: do not stop at first lancer, there might be several! + let coord = { x: x + step[0], y: y + step[1] }; + let lancerPos = []; + while ( + V.OnBoard(coord.x, coord.y) && + ( + this.board[coord.x][coord.y] == V.EMPTY || + colors.includes(this.getColor(coord.x, coord.y)) + ) + ) { + lancerPos.push(coord); + } + for (let xy of lancerPos) { + const dir = V.LANCER_DIRS[this.board[xy.x][xy.y].charAt(1)]; + if (dir[0] == -step[0] && dir[1] == -step[1]) return true; + } + } + return false; + } + + // Helper to check sentries attacks: + selfAttack([x1, y1], [x2, y2]) { + const color = this.getColor(x1, y1); + const sliderAttack = (allowedSteps, lancer) => { + const deltaX = x2 - x1; + const deltaY = y2 - y1; + const step = [ deltaX / Math.abs(deltaX), deltaY / Math.abs(deltaY) ]; + if (allowedStep.every(st => st[0] != step[0] || st[1] != step[1])) + return false; + let sq = [ x1 = step[0], y1 + step[1] ]; + while (sq[0] != x2 && sq[1] != y2) { + if ( + (!lancer && this.board[sq[0]][sq[1]] != V.EMPTY) || + (!!lancer && this.getColor(sq[0], sq[1]) != color) + ) { + return false; + } + } + return true; + }; + switch (this.getPiece(x1, y1)) { + case V.PAWN: { + // Pushed pawns move as enemy pawns + const shift = (color == 'w' ? 1 : -1); + return (x1 + shift == x2 && Math.abs(y1 - y2) == 1); + } + case V.KNIGHT: { + const deltaX = Math.abs(x1 - x2); + const deltaY = Math.abs(y1 - y2); + return ( + deltaX + deltaY == 3 && + [1, 2].includes(deltaX) && + [1, 2].includes(deltaY) + ); + } + case V.ROOK: + return sliderAttack(V.steps[V.ROOK]); + case V.BISHOP: + return sliderAttack(V.steps[V.BISHOP]); + case V.QUEEN: + return sliderAttack(V.steps[V.ROOK].concat(V.steps[V.BISHOP])); + case V.LANCER: { + // Special case: as long as no enemy units stands in-between, it attacks + // (if it points toward the king). + const allowedStep = V.LANCER_DIRS[this.board[x1][y1].charAt(1)]; + return sliderAttack([allowedStep], "lancer"); + } + // No sentries or jailer tests: they cannot self-capture + } + return false; + } + + isAttackedBySentry([x, y], colors) { + // Attacked by sentry means it can self-take our king. + // Just check diagonals of enemy sentry(ies), and if it reaches + // one of our pieces: can I self-take? + const color = V.GetOppCol(colors[0]); + let candidates = []; + for (let i=0; i { + const score = this.getCurrentScore(); + if (score != "*") { + move.eval = + score == "1/2" + ? 0 + : (score == "1-0" ? 1 : -1) * maxeval; + } else move[i].eval = this.evalPosition(); + }; + + // Just search_depth == 1 (because of sentries. TODO: can do better...) + moves1.forEach(m1 => { + this.play(m1); + if (this.subTurn == 1) setEval(m1); + else { + // Need to play every pushes and count: + const moves2 = this.getAllValidMoves(); + moves2.forEach(m2 => { + this.play(m2); + setEval(m1); + this.undo(m2); + }); + } + this.undo(m1); + }); + + moves1.sort((a, b) => { + return (color == "w" ? 1 : -1) * (b.eval - a.eval); + }); + let candidates = [0]; + for (let j = 1; j < moves1.length && moves1[j].eval == moves1[0].eval; j++) + candidates.push(j); + return moves1[candidates[randInt(candidates.length)]]; + } + getNotation(move) { // Special case "king takes jailer" is a pass move if (move.appear.length == 0 && move.vanish.length == 0) return "pass";