jocly/src/games/chessbase/brusky-model.js
ecobabush 37da8c2e67 Brusky chess pawn promotion bugfix.
It is like in Devasa chess by analogy with glinski chess.
2017-09-13 11:38:19 +00:00

230 lines
6.1 KiB
JavaScript

(function() {
var posNames = {
93:'a1',94:'b1',95:'c1',96:'d1',97:'e1',98:'f1',99:'g1',100:'h1',101:'i1',
79:'a2',80:'b2',81:'c2',82:'d2',83:'e2',84:'f2',85:'g2',86:'h2',87:'i2',88:'j2',
66:'a3',67:'b3',68:'c3',69:'d3',70:'e3',71:'f3',72:'g3',73:'h3',74:'i3',75:'j3',76:'k3',
52:'a4',53:'b4',54:'c4',55:'d4',56:'e4',57:'f4',58:'g4',59:'h4',60:'i4',61:'j4',62:'k4',63:'l4',
39:'a5',40:'b5',41:'c5',42:'d5',43:'e5',44:'f5',45:'g5',46:'h5',47:'i5',48:'j5',49:'k5',50:'l5',
26:'b6',27:'c6',28:'d6',29:'e6',30:'f6',31:'g6',32:'h6',33:'i6',34:'j6',35:'k6',36:'l6',
14:'c7',15:'d7',16:'e7',17:'f7',18:'g7',19:'h7',20:'i7',21:'j7',22:'k7',23:'l7',
1:'d8',2:'e8',3:'f8',4:'g8',5:'h8',6:'i8',7:'j8',8:'k8',9:'l8',
};
var geometry = Model.Game.cbBoardGeometryHex([
" # . + # . + # . + ",
" . + # . + # . + # . ",
" + # . + # . + # . + # ",
"# . + # . + # . + # . + ",
" + # . + # . + # . + # . ",
" . + # . + # . + # . + ",
" # . + # . + # . + # ",
" + # . + # . + # . ",
],posNames);
var promo = {
"1": { 1:1, 2:1, 3:1, 4:1, 5:1, 6:1, 7:1, 8:1, 9:1 },
"-1": { 93:1, 94:1, 95:1, 96:1, 97:1, 98:1, 99:1, 100:1, 101:1 },
}
// for each side and position, calculate distance to promotion line
var distPromo={ "1": {}, "-1": {} };
var distance = geometry.GetDistances();
["1","-1"].forEach(function(side) {
for(var pos in geometry.confine) {
var minDist=Infinity;
for(var pos1 in promo[side]) {
var dist=distance[pos][pos1];
if(dist<minDist) {
distPromo[side][pos]=dist;
minDist=dist;
}
}
}
});
Model.Game.cbDefine = function() {
return {
geometry: geometry,
pieceTypes: {
0: {
name: 'pawn-w',
aspect: 'pawn',
graph: this.cbBRPawnGraph(geometry,1,1),
value: 1,
abbrev: '',
fenAbbrev: 'P',
epCatch: true,
},
1: {
name: 'ipawn-w',
aspect: 'pawn',
graph: this.cbBRInitialPawnGraph(geometry,1),
value: 1,
abbrev: '',
fenAbbrev: 'P',
initial: [{s:1,p:79},{s:1,p:80},{s:1,p:81},{s:1,p:82},{s:1,p:83},{s:1,p:84},{s:1,p:85},{s:1,p:86},{s:1,p:87},{s:1,p:88}],
epTarget: true,
},
2: {
name: 'pawn-b',
aspect: 'pawn',
graph: this.cbBRPawnGraph(geometry,-1,1),
value: 1,
abbrev: '',
fenAbbrev: 'P',
epCatch: true,
},
3: {
name: 'ipawn-b',
aspect: 'pawn',
graph: this.cbBRInitialPawnGraph(geometry,-1),
value: 1,
abbrev: '',
fenAbbrev: 'P',
initial: [{s:-1,p:14},{s:-1,p:15},{s:-1,p:16},{s:-1,p:17},{s:-1,p:18},{s:-1,p:19},{s:-1,p:20},{s:-1,p:21},{s:-1,p:22},{s:-1,p:23}],
epTarget: true,
},
4: {
name: 'knight',
graph: this.cbGLKnightGraph(geometry),
value: 2.9,
abbrev: 'N',
initial: [{s:1,p:94},{s:1,p:100},{s:-1,p:2},{s:-1,p:8}],
},
5: {
name: 'bishop',
graph: this.cbGLBishopGraph(geometry),
value: 3.1,
abbrev: 'B',
initial: [{s:1,p:95},{s:1,p:97},{s:1,p:99},{s:-1,p:3},{s:-1,p:5},{s:-1,p:7}],
},
6: {
name: 'rook',
graph: this.cbGLRookGraph(geometry),
value: 5,
abbrev: 'R',
initial: [{s:1,p:93},{s:1,p:101},{s:-1,p:1},{s:-1,p:9}],
castle: true,
},
7: {
name: 'queen',
graph: this.cbGLQueenGraph(geometry),
value: 9,
abbrev: 'Q',
initial: [{s:1,p:96},{s:-1,p:6}],
},
8: {
name: 'king',
isKing: true,
graph: this.cbGLKingGraph(geometry),
abbrev: 'K',
initial: [{s:1,p:98},{s:-1,p:4}],
},
},
promote: function(aGame,piece,move) {
if(piece.t==1)
return [0];
else if(piece.t==3)
return [2];
else if(piece.t==0 && (move.t in promo[1]))
return [4,5,6,7];
else if(piece.t==2 && (move.t in promo[-1]))
return [4,5,6,7];
return [];
},
castle: {
"98/93": {k:[97,96],r:[94,95,96,97],n:"O-O-O"},
"98/101": {k:[99,100],r:[100,99],n:"O-O"},
"4/9": {k:[5,6],r:[8,7,6,5],n:"O-O-O"},
"4/1": {k:[3,2],r:[2,3],n:"O-O"},
},
evaluate: function(aGame,evalValues,material) {
// check lack of material to checkmate
var white=material[1].count;
var black=material[-1].count;
if(!white[0] && !white[1] && !white[4] && !white[5] && !white[6] && !white[7]) { // white king single
if(!black[2] && !black[3] && !black[6] && !black[7] && (black[4]+black[5]<2 || black[5]<2)) {
this.mFinished=true;
this.mWinner=JocGame.DRAW;
}
}
if(!black[2] && !black[3] && !black[4] && !black[5] && !black[6] && !black[7]) { // black king single
if(!white[0] && !white[1] && !white[6] && !white[7] && (white[4]+white[5]<2 || white[5]<2)) {
this.mFinished=true;
this.mWinner=JocGame.DRAW;
}
}
// check 50 moves without capture
if(this.noCaptCount>=100) {
this.mFinished=true;
this.mWinner=JocGame.DRAW;
}
// motivate pawns to reach the promotion line
var distPromo0=aGame.cbUseTypedArrays?new Int8Array(3):[0,0,0];
var pawns=material[1].byType[0],pawnsLength;
if(pawns) {
pawnsLength=pawns.length;
for(var i=0;i<pawnsLength;i++) {
var dProm=distPromo[1][pawns[i].p];
if(dProm>0 && dProm<4)
distPromo0[dProm-1]++;
}
}
pawns=material[-1].byType[2],pawnsLength;
if(pawns) {
pawnsLength=pawns.length;
for(var i=0;i<pawnsLength;i++) {
var dProm=distPromo[-1][pawns[i].p];
if(dProm>0 && dProm<4)
distPromo0[dProm-1]--;
}
}
if(distPromo0[0]!=0)
evalValues['distPawnPromo1']=distPromo0[0];
if(distPromo0[1]!=0)
evalValues['distPawnPromo2']=distPromo0[1];
if(distPromo0[2]!=0)
evalValues['distPawnPromo3']=distPromo0[2];
// motivate knights and bishops to deploy early
var minorPiecesMoved=0;
for(var t=4;t<=5;t++)
for(var s=1;s>=-1;s-=2) {
var pieces=material[s].byType[t];
if(pieces)
for(var i=0;i<pieces.length;i++)
if(pieces[i].m)
minorPiecesMoved+=s;
}
if(minorPiecesMoved!=0) {
evalValues['minorPiecesMoved']=minorPiecesMoved;
}
},
};
}
})();