-End of game a bit too verbose: should just say "Black win" ... + show PGN
Styles must be improved (full width for smartphones, selectable text for PGN...)
+Tooltip text should fade (even when mouse stay on it, especially for small screens)
+Checkered stage 2: switch button at reserve position.
+If a played disconnect right after opponent sent a move, it might be never received: secure this
// 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)
this.movesCount++;
}
- 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))
oppConnected: false,
seek: false,
fenStart: "",
+ incheck: false,
};
},
render(h) {
{
on: {
click: () => {
+ if (this.mode == "human")
+ return; //no newgame while playing
if (this.seek)
delete localStorage["newgame"]; //cancel game seek
else
[h('i', { 'class': { "material-icons": true } }, "accessibility")]),
h('button',
{
- on: { click: () => this.newGame("computer") },
+ on: {
+ click: () => {
+ if (this.mode == "human")
+ return; //no newgame while playing
+ this.newGame("computer");
+ }
+ },
attrs: { "aria-label": 'New game VS computer' },
'class': {
"tooltip":true,
);
}
const lm = this.vr.lastMove;
- const highlight = !!lm && _.isMatch(lm.end, {x:ci,y:cj}); //&& _.isMatch(lm.start, {x:ci,y:cj})
+ const highlight = !!lm && _.isMatch(lm.end, {x:ci,y:cj});
+ const incheck = this.incheck
+ && _.isEqual(this.vr.kingPos[this.vr.turn], [ci,cj]);
return h(
'div',
{
'light-square': !highlight && (i+j)%2==0,
'dark-square': !highlight && (i+j)%2==1,
'highlight': highlight,
+ 'incheck': incheck,
},
attrs: {
id: this.getSquareId({x:ci,y:cj}),
this.oppConnected = true;
this.mycolor = color;
this.seek = false;
+ if (!!moves && moves.length > 0) //imply continuation
+ {
+ const oppCol = this.vr.turn;
+ const lastMove = moves[moves.length-1];
+ this.vr.undo(lastMove);
+ this.incheck = this.vr.underCheck(lastMove, oppCol);
+ this.vr.play(lastMove, "ingame");
+ }
delete localStorage["newgame"];
this.setStorage(); //in case of interruptions
}
this.animateMove(move);
return;
}
+ const oppCol = this.vr.getOppCol(this.vr.turn);
+ this.incheck = this.vr.underCheck(move, oppCol); //is opponent in check?
// Not programmatic, or animation is over
if (this.mode == "human" && this.vr.turn == this.mycolor)
{
background-color: lightgrey
font-weight: bold
-.playing
+.playing, button.playing:hover
background-color: #ffcc99
-.seek
+.seek, button.seek:hover
background-color: #cc99ff
// https://stackoverflow.com/questions/5445491/height-equal-to-dynamic-width-css-fluid-layout
background-color: #b58863
.highlight
- background-color: #00cc00
+ background-color: #00cc66
+
+.incheck
+ background-color: #cc3300
.light-square-diag
background-color: #e5e5ca