Gitea/workflows #1
@@ -35,7 +35,7 @@ public class ChessController(
|
||||
/// </summary>
|
||||
[HttpGet("new")]
|
||||
[HttpGet("new/{difficulty}")]
|
||||
public ActionResult CreateGame(int difficulty = 20)
|
||||
public ActionResult CreateGame(int difficulty = 20, string color = "random")
|
||||
{
|
||||
var gameState = chessService.CreateNewGame();
|
||||
_games[gameState.GameId] = gameState;
|
||||
@@ -45,7 +45,12 @@ public class ChessController(
|
||||
gameState.BlackJoined = true;
|
||||
Guid playerId = Guid.NewGuid();
|
||||
Guid computerId = Guid.NewGuid();
|
||||
var isWhite = Random.Shared.Next(2) == 0;
|
||||
var isWhite = color.ToLowerInvariant() switch
|
||||
{
|
||||
"white" => true,
|
||||
"black" => false,
|
||||
_ => Random.Shared.Next(2) == 0,
|
||||
};
|
||||
|
||||
gameState.Computer = engineFactory.Create(difficulty);
|
||||
|
||||
|
||||
@@ -89,6 +89,15 @@
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div id="colorModal" style="display: none;">
|
||||
<p>Play as:</p>
|
||||
<div id="colorButtonContainer">
|
||||
<button onclick="selectColor('white')">White</button>
|
||||
<button onclick="selectColor('black')">Black</button>
|
||||
<button onclick="selectColor('random')">Random</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
@section Scripts {
|
||||
<script src="~/js/signalr/signalr.min.js"></script>
|
||||
<script src="~/js/ChessScripts/GameState.js?v=@ViewData["cssVersion"]"></script>
|
||||
|
||||
Binary file not shown.
@@ -157,6 +157,47 @@
|
||||
pointer-events: none; /* ensures img doesn't steal the click */
|
||||
}
|
||||
|
||||
#colorModal {
|
||||
position: absolute;
|
||||
top: 50%;
|
||||
left: 50%;
|
||||
transform: translate(-50%, -50%);
|
||||
background-color: #1e1e1e;
|
||||
padding: 20px;
|
||||
border-radius: 10px;
|
||||
box-shadow: 0 0 20px rgba(0,0,0,0.6);
|
||||
color: white;
|
||||
z-index: 1000;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
#colorModal p {
|
||||
margin-bottom: 15px;
|
||||
font-size: 18px;
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
#colorButtonContainer {
|
||||
display: flex;
|
||||
gap: 10px;
|
||||
justify-content: center;
|
||||
}
|
||||
|
||||
#colorButtonContainer button {
|
||||
background-color: #2c2c2c;
|
||||
border: none;
|
||||
padding: 10px 18px;
|
||||
border-radius: 8px;
|
||||
cursor: pointer;
|
||||
transition: transform 0.2s ease;
|
||||
color: white;
|
||||
}
|
||||
|
||||
#colorButtonContainer button:hover {
|
||||
transform: scale(1.1);
|
||||
background-color: #3a3a3a;
|
||||
}
|
||||
|
||||
.chessSquare .coordinate-label {
|
||||
position: absolute;
|
||||
font-size: 1.2vw;
|
||||
|
||||
@@ -4,8 +4,8 @@ const ChessAPI = {
|
||||
return await response.json();
|
||||
},
|
||||
|
||||
async createCPUGame(difficulty) {
|
||||
const response = await fetch(`/api/chess/new/${difficulty}`);
|
||||
async createCPUGame(difficulty, color = "random") {
|
||||
const response = await fetch(`/api/chess/new/${difficulty}?color=${color}`);
|
||||
return await response.json();
|
||||
},
|
||||
|
||||
|
||||
@@ -23,6 +23,16 @@ const ChessModals = {
|
||||
resolve(difficulty);
|
||||
};
|
||||
});
|
||||
},
|
||||
|
||||
promptColor() {
|
||||
return new Promise(resolve => {
|
||||
document.getElementById("colorModal").style.display = "block";
|
||||
window.selectColor = (color) => {
|
||||
document.getElementById("colorModal").style.display = "none";
|
||||
resolve(color);
|
||||
};
|
||||
});
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -91,7 +91,8 @@ async function startCPUGame() {
|
||||
|
||||
try {
|
||||
const difficulty = await ChessModals.promptDifficulty();
|
||||
const gameData = await ChessAPI.createCPUGame(difficulty);
|
||||
const color = await ChessModals.promptColor();
|
||||
const gameData = await ChessAPI.createCPUGame(difficulty, color);
|
||||
|
||||
GameState.setGameInfo(gameData.gameId, gameData.id, gameData.isWhite);
|
||||
GameState.clearPreviousMove();
|
||||
|
||||
@@ -208,14 +208,32 @@ static int evaluatePawn(const chess::Position& pos, const chess::Color c, const
|
||||
return score;
|
||||
}
|
||||
|
||||
static int piece_value(chess::PieceType pt) {
|
||||
switch (pt) {
|
||||
case chess::PAWN: return 100;
|
||||
case chess::KNIGHT: return 320;
|
||||
case chess::BISHOP: return 330;
|
||||
case chess::ROOK: return 500;
|
||||
case chess::QUEEN: return 900;
|
||||
default: return 0;
|
||||
}
|
||||
}
|
||||
|
||||
static int castleIncentive(const chess::Position& pos, chess::Color c) {
|
||||
if (!pos.pieces(chess::QUEEN))
|
||||
return 0;
|
||||
chess::Bitboard pcs = pos.pieces();
|
||||
int total = 0;
|
||||
while (pcs) {
|
||||
chess::Square s = chess::pop_lsb(pcs);
|
||||
chess::Piece pc = pos.piece_on(s);
|
||||
chess::Color c = chess::color_of(pc);
|
||||
total += piece_value(chess::type_of(pc));
|
||||
}
|
||||
|
||||
chess::Square k = pos.king_square(c);
|
||||
bool castled = (c == chess::WHITE) ? (k == chess::G1 || k == chess::C1)
|
||||
: (k == chess::G8 || k == chess::C8);
|
||||
|
||||
return castled ? 600 : 0;
|
||||
return castled ? (total / 10) : 0;
|
||||
}
|
||||
|
||||
static int evaluatePiece(const chess::Position& pos, const chess::Square& s, const chess::Piece& pc, const chess::Color& c) {
|
||||
@@ -274,17 +292,6 @@ static int evaluate_stm(const chess::Position& pos, bool whiteToMove) {
|
||||
static int score_to_tt(int s, int ply) { return s >= MATE_BOUND ? s + ply : s <= -MATE_BOUND ? s - ply : s; }
|
||||
static int score_from_tt(int s, int ply) { return s >= MATE_BOUND ? s - ply : s <= -MATE_BOUND ? s + ply : s; }
|
||||
|
||||
static int piece_value(chess::PieceType pt) {
|
||||
switch (pt) {
|
||||
case chess::PAWN: return 100;
|
||||
case chess::KNIGHT: return 320;
|
||||
case chess::BISHOP: return 330;
|
||||
case chess::ROOK: return 500;
|
||||
case chess::QUEEN: return 900;
|
||||
default: return 0;
|
||||
}
|
||||
}
|
||||
|
||||
/* Heuristic for searching the most promising moves first, which makes alpha-beta prune far
|
||||
* more. Bands, highest first: the TT best move, then captures by MVV-LVA (most valuable
|
||||
* victim, least valuable attacker), then the two killer moves for this ply (quiet moves that
|
||||
|
||||
Reference in New Issue
Block a user