make sure AI knows that only pawns can kill en passant pawns
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parent
43faa277bb
commit
265b50e1de
1 changed files with 43 additions and 11 deletions
52
Main.gd
52
Main.gd
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@ -38,6 +38,10 @@ func _ready():
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#checkmatet1()
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#checkmatet2()
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#spawn_piece("pawn", "teal", 2, 6, team1)
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#spawn_piece("pawn", "red", 3, 4, team2)
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#spawn_piece("rook", "red", 0, 5, team2)
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var captures = update_capture_tables(board_to_text_board(board))
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team1_capture = captures[0]
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team2_capture = captures[1]
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@ -107,8 +111,13 @@ func ai_move(team, text_board, ai_mode=ai_modes.purely_random):
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ai_random_move(legal_every_move)
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elif ai_mode == ai_modes.weighted_random:
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ai_weighted_random(team, text_board, legal_every_move)
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elif ai_mode == ai_modes.minimax_depth_2:
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ai_minimax_depth_2(team, text_board, legal_every_move)
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new_turn()
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func ai_minimax_depth_2(team, text_board, legal_every_move):
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pass
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func ai_make_move(piece, move):
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var pos = position_to_board_cell(Vector2(piece[0] * board_cell, piece[1] * board_cell))
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var board_piece = board[pos[0]][pos[1]]
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@ -163,7 +172,11 @@ func ai_weighted_random(team, text_board, legal_every_move):
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var moves = every_move[1]
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if moves:
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for move in moves:
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if p_board[move[0]][move[1]] > 0:
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if p_board[move[0]][move[1]] is Array:
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# en passant 'move' specifically does array
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if piece[2] == piece_names.pawn:
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saved_moves.append([p_board[move[0]][move[1]], piece, move])
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elif p_board[move[0]][move[1]] > 0:
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saved_moves.append([p_board[move[0]][move[1]], piece, move])
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else:
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continue
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@ -188,38 +201,49 @@ func generate_points_board(team, text_board):
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for k in 8:
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var piece = text_board[i][k]
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if piece:
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match piece[0]:
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match piece[text_board_ele.piece_enum]:
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piece_names.pawn:
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if piece[1] == team:
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if piece[text_board_ele.team] == team: # our pawn
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p_board[i][k] = -1 * ai_weights.pawn
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else:
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if piece[text_board_ele.en_passant]:
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print("this teams (%s) pawn is en passant, on our team" % piece[text_board_ele.team])
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pass
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else: # their pawn
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p_board[i][k] = ai_weights.pawn
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if piece[text_board_ele.en_passant]:
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print("this teams (%s) pawn is en passant, on enemy team" % piece[text_board_ele.team])
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if team == team1: # they'll be team2 here
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p_board[i][(k - 1)] = [ai_weights.pawn, true]
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else: # they'll be team1 here
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# team1 pawn goes 'up' -1 or -2 each movement, so the space behind it will be +1
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p_board[i][(k + 1)] = [ai_weights.pawn, true]
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piece_names.rook:
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if piece[1] == team:
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if piece[text_board_ele.team] == team:
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p_board[i][k] = -1 * ai_weights.rook
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else:
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p_board[i][k] = ai_weights.rook
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piece_names.knight:
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if piece[1] == team:
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if piece[text_board_ele.team] == team:
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p_board[i][k] = -1 * ai_weights.knight
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else:
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p_board[i][k] = ai_weights.knight
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piece_names.bishop:
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if piece[1] == team:
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if piece[text_board_ele.team] == team:
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p_board[i][k] = -1 * ai_weights.bishop
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else:
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p_board[i][k] = ai_weights.bishop
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piece_names.queen:
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if piece[1] == team:
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if piece[text_board_ele.team] == team:
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p_board[i][k] = -1 * ai_weights.queen
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else:
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p_board[i][k] = ai_weights.queen
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piece_names.king:
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if piece[1] == team:
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if piece[text_board_ele.team] == team:
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p_board[i][k] = -1 * ai_weights.king
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else:
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p_board[i][k] = ai_weights.king
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else:
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if ! p_board[i][k]: # don't clobber en passant points
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p_board[i][k] = 0
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return p_board
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@ -251,6 +275,14 @@ enum piece_names {
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queen
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}
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enum text_board_ele {
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piece_enum,
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team,
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en_passant,
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has_moved,
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in_check
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}
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func board_to_text_board(boarde):
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var text_board = new_board()
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for i in 8:
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@ -409,7 +441,7 @@ func team_every_legal_move(text_board, team):
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var move_pattern
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#var name_of_this = match_piece_names_enums(piece_name)
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move_pattern = get_move_pattern([piece_name, team], coords)
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every_legal_move.append([[i,k], can_chess_move(move_pattern, coords, text_board, tile_setting.hide_tiles_no_cover_allies)])
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every_legal_move.append([[i,k, piece_name], can_chess_move(move_pattern, coords, text_board, tile_setting.hide_tiles_no_cover_allies)])
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#rint(every_legal_move)
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return every_legal_move
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