jocly/src/games/chessbase/malett-model.js
ecobabush b9b3284205 Made castling behavior right.
As I understood, have made change to remove bug with castling.
2017-08-16 13:40:41 +03:00

190 lines
4.4 KiB
JavaScript

(function() {
var geometry = Model.Game.cbBoardGeometryGrid(5,5);
Model.Game.cbDefine = function() {
return {
geometry: geometry,
pieceTypes: {
0: {
name: 'pawn-w',
aspect: 'pawn',
graph: this.cbPawnGraph(geometry,1),
value: 1,
abbrev: '',
fenAbbrev: 'P',
epCatch: true,
},
1: {
name: 'ipawn-w',
aspect: 'pawn',
graph: this.cbInitialPawnGraph(geometry,1),
value: 1,
abbrev: '',
fenAbbrev: 'P',
initial: [{s:1,p:5},{s:1,p:6},{s:1,p:7},{s:1,p:8},{s:1,p:9}],
epCatch: true,
epTarget: true,
},
2: {
name: 'pawn-b',
aspect: 'pawn',
graph: this.cbPawnGraph(geometry,-1),
value: 1,
abbrev: '',
fenAbbrev: 'P',
epCatch: true,
},
3: {
name: 'ipawn-b',
aspect: 'pawn',
graph: this.cbInitialPawnGraph(geometry,-1),
value: 1,
abbrev: '',
fenAbbrev: 'P',
initial: [{s:-1,p:15},{s:-1,p:16},{s:-1,p:17},{s:-1,p:18},{s:-1,p:19}],
epCatch: true,
epTarget: true,
},
4: {
name: 'knight',
graph: this.cbKnightGraph(geometry),
value: 2.9,
abbrev: 'N',
initial: [{s:1,p:1},{s:1,p:4}],
},
5: {
name: 'bishop',
graph: this.cbBishopGraph(geometry),
value: 3.1,
abbrev: 'B',
initial: [{s:-1,p:21},{s:-1,p:24}],
},
6: {
name: 'rook',
graph: this.cbRookGraph(geometry),
value: 5,
abbrev: 'R',
initial: [{s:1,p:0},{s:-1,p:20}],
castle: true,
},
7: {
name: 'queen',
graph: this.cbQueenGraph(geometry),
value: 9,
abbrev: 'Q',
initial: [{s:1,p:3},{s:-1,p:23}],
},
8: {
name: 'king',
isKing: true,
graph: this.cbKingGraph(geometry),
abbrev: 'K',
initial: [{s:1,p:2},{s:-1,p:22}],
},
},
promote: function(aGame,piece,move) {
if(piece.t==1)
return [0];
else if(piece.t==3)
return [2];
else if(piece.t==0 && geometry.R(move.t)==4)
return [4,5,6,7];
else if(piece.t==2 && geometry.R(move.t)==0)
return [4,5,6,7];
return [];
},
castle: {
"2/0": {k:[1],r:[1,2],n:"O-O"},
"22/20": {k:[21],r:[21,22],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 distPromo=aGame.cbUseTypedArrays?new Int8Array(3):[0,0,0];
var height=geometry.height;
var pawns=material[1].byType[0],pawnsLength;
if(pawns) {
pawnsLength=pawns.length;
for(var i=0;i<pawnsLength;i++)
switch(height-geometry.R(pawns[i].p)) {
case 2: distPromo[0]++; break;
case 3: distPromo[1]++; break;
case 4: distPromo[2]++; break;
}
}
pawns=material[-1].byType[2],pawnsLength;
if(pawns) {
pawnsLength=pawns.length;
for(var i=0;i<pawnsLength;i++)
switch(geometry.R(pawns[i].p)) {
case 1: distPromo[0]--; break;
case 2: distPromo[1]--; break;
case 3: distPromo[2]--; break;
}
}
if(distPromo[0]!=0)
evalValues['distPawnPromo1']=distPromo[0];
if(distPromo[1]!=0)
evalValues['distPawnPromo2']=distPromo[1];
if(distPromo[2]!=0)
evalValues['distPawnPromo3']=distPromo[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;
}
},
};
}
})();