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import { EvaluationBar } from '../components/board/EvaluationBar.js';
import { chessOpeningTree } from '../data/openings.js';
import { MoveAnnotator } from './MoveAnnotator.js';
export const ClasifCss = {
MOVE_THEORY: "theory-move",
MOVE_BRILLIANT: "brilliant-move",
MOVE_GREAT: "great-move",
MOVE_PERFECT: "perfect-move",
MOVE_EXCELLENT: "excellent-move",
MOVE_GOOD: "good-move",
MOVE_INACCURACY: "inaccuracy-move",
MOVE_MISTAKE: "mistake-move",
MOVE_BLUNDER: "blunder-move",
MOVE_FORCED: "forced-move",
MOVE_MISS: "miss-move",
};
export const Classification = {
BRILLIANT: {
type: "brilliant",
src: "/assets/classifications/brilliant.svg",
class: ClasifCss.MOVE_BRILLIANT,
accuracy: 1,
comment: "is a brilliant move!",
color: "#14e6e6"
},
GREAT: {
type: "great",
src: "/assets/classifications/great.svg",
class: ClasifCss.MOVE_GREAT,
accuracy: 1,
comment: "is a great move!",
color: "#38a5ff"
},
PERFECT: {
type: "perfect",
src: "/assets/classifications/perfect.svg",
class: ClasifCss.MOVE_PERFECT,
accuracy: 1,
comment: "is perfect.",
color: "#7bcc18"
},
EXCELLENT: {
type: "excellent",
src: "/assets/classifications/excellent.svg",
class: ClasifCss.MOVE_EXCELLENT,
accuracy: 0.9,
comment: "is an excellent move.",
color: "#7bcc18"
},
GOOD: {
type: "good",
src: "/assets/classifications/good.svg",
class: ClasifCss.MOVE_GOOD,
accuracy: 0.7,
comment: "is a good move.",
color: "#088a28"
},
THEORY: {
type: "theory",
src: "/assets/classifications/theory.svg",
class: ClasifCss.MOVE_THEORY,
accuracy: 1,
comment: "is theory.",
color: "#e09d0d"
},
INACCURACY: {
type: "inaccuracy",
src: "/assets/classifications/inaccuracy.svg",
class: ClasifCss.MOVE_INACCURACY,
accuracy: 0.4,
comment: "is an inaccuracy.",
color: "#ddd015"
},
MISTAKE: {
type: "mistake",
src: "/assets/classifications/mistake.svg",
class: ClasifCss.MOVE_MISTAKE,
accuracy: 0.2,
comment: "is a mistake.",
color: "#e5820d"
},
BLUNDER: {
type: "blunder",
src: "/assets/classifications/blunder.svg",
class: ClasifCss.MOVE_BLUNDER,
accuracy: 0,
comment: "was a blunder!",
color: "#d44242"
},
FORCED: {
type: "forced",
src: "/assets/classifications/forced.svg",
class: ClasifCss.MOVE_FORCED,
accuracy: 1,
comment: "was forced.",
color: "#088a28"
},
MISS: {
type: "miss",
src: "/assets/classifications/miss.svg",
class: ClasifCss.MOVE_MISS,
accuracy: 0,
comment: "was a miss.",
color: "#d44242"
}
};
export const CommentType = {
NONE: "none",
MISS: "miss", // Missed mate
STALEMATE: "stalemate",
WON: "won", // Won the game
FORCED: "forced",
GOT_MATED: "got_mated",
WILL_MATE: "will_mate",
STILL_WINNING: "still_winning"
}
export class MoveClassifier {
// Classification types with no special rules
static centipawnClassifications = [
Classification.PERFECT,
Classification.EXCELLENT,
Classification.GOOD,
Classification.INACCURACY,
Classification.MISTAKE,
Classification.BLUNDER
];
static pieceValues = {
'p': 1,
'n': 3,
'b': 3,
'r': 5,
'q': 9,
'k': 1000
};
// Get the maximum evaluation loss for a classification to be applied
// Evaluation loss threshold for excellent in a previously equal position is 30
// These numbers are from the Game Report github repo by Wintrcat
static evalLossThresholds = {
[Classification.PERFECT.type]: (prevEval) => Math.max(0.0001 * Math.pow(Math.abs(prevEval), 2) + 0.0236 * Math.abs(prevEval) - 3.7143, 0),
[Classification.EXCELLENT.type]: (prevEval) => Math.max(0.0002 * Math.pow(Math.abs(prevEval), 2) + 0.1231 * Math.abs(prevEval) + 27.5455, 0),
[Classification.GOOD.type]: (prevEval) => Math.max(0.0002 * Math.pow(Math.abs(prevEval), 2) + 0.2643 * Math.abs(prevEval) + 60.5455, 0),
[Classification.INACCURACY.type]: (prevEval) => Math.max(0.0002 * Math.pow(Math.abs(prevEval), 2) + 0.3624 * Math.abs(prevEval) + 108.0909, 0),
[Classification.MISTAKE.type]: (prevEval) => Math.max(0.0003 * Math.pow(Math.abs(prevEval), 2) + 0.4027 * Math.abs(prevEval) + 225.8182, 0),
[Classification.BLUNDER.type]: () => Infinity
};
static getAttackers(chess, square, color) {
return chess.moves({ verbose: true }).filter(m => m.to === square && m.color === color);
}
static getDefenders(chess, square, targetColor) {
// Create a copy with swapped piece color to find defenders
const chessDef = new Chess(chess.fen());
const originalPiece = chessDef.get(square);
chessDef.remove(square);
chessDef.put({ type: originalPiece.type, color: targetColor === 'w' ? 'b' : 'w' }, square);
// Set turn to target color to generate defending moves
const fenParts = chessDef.fen().split(' ');
fenParts[1] = targetColor;
const defenderChess = new Chess(fenParts.join(' '));
return defenderChess.moves({ verbose: true }).filter(m => m.to === square && m.color === targetColor);
}
static isKingAdjacent(kingSquare, targetSquare) {
if (!kingSquare) return false;
const fileDiff = Math.abs(kingSquare.charCodeAt(0) - targetSquare.charCodeAt(0));
const rankDiff = Math.abs(parseInt(kingSquare[1]) - parseInt(targetSquare[1]));
return fileDiff <= 1 && rankDiff <= 1 && (fileDiff > 0 || rankDiff > 0);
}
static findKingSquare(chess, color) {
for (const row of chess.board()) {
for (const pieceObj of row) {
if (pieceObj?.type === 'k' && pieceObj.color === color) {
return pieceObj.square;
}
}
}
return null;
}
static calculateMaterialExchange(targetValue, attackerValues, defenderValues) {
let netMaterial = -targetValue;
let attackerIndex = 0;
let defenderIndex = 0;
let isEnemyTurn = true;
while (attackerIndex < attackerValues.length || defenderIndex < defenderValues.length) {
if (isEnemyTurn) {
if (attackerIndex >= attackerValues.length) break;
netMaterial -= attackerValues[attackerIndex++];
} else {
if (defenderIndex >= defenderValues.length) break;
netMaterial += defenderValues[defenderIndex++];
}
isEnemyTurn = !isEnemyTurn;
}
return netMaterial;
}
/**
* Checks if a piece is hanging (can be captured without adequate compensation)
* @param {string} fen - FEN string of the position
* @param {string} square - Algebraic notation of the square to check
* @returns {boolean} - True if the piece is hanging
*/
static isPieceHanging(fen, square) {
const chess = new Chess(fen);
const piece = chess.get(square);
if (!piece) return false;
const { type: targetPiece, color: targetColor } = piece;
const enemyColor = targetColor === 'w' ? 'b' : 'w';
// Get attackers and defenders
const enemyAttackers = this.getAttackers(chess, square, enemyColor);
if (enemyAttackers.length === 0) return false;
const friendlyDefenders = this.getDefenders(chess, square, targetColor);
// Add king as potential attacker if adjacent
const kingSquare = this.findKingSquare(chess, enemyColor);
if (this.isKingAdjacent(kingSquare, square)) {
enemyAttackers.push({ piece: 'k', color: enemyColor });
}
// Quick check: more attackers than defenders
if (enemyAttackers.length > friendlyDefenders.length) return true;
// Calculate material exchange
const targetValue = this.pieceValues[targetPiece];
const attackerValues = enemyAttackers.map(m => this.pieceValues[m.piece]).sort((a, b) => a - b);
const defenderValues = friendlyDefenders.map(m => this.pieceValues[m.piece]).sort((a, b) => a - b);
const netMaterial = this.calculateMaterialExchange(targetValue, attackerValues, defenderValues);
return netMaterial >= 0;
}
/**
* Finds pieces that have been sacrificed in the current position
* @param {Chess} currentBoard - The current board position
* @param {boolean} isBlack - Whether the current player is black
* @param {Object} lastPiece - The piece that was on the destination square in the previous position (captured piece)
* @param {string} fen - FEN string of the current position
* @returns {Array} - Array of sacrificed pieces
*/
static findSacrificedPieces(currentBoard, isBlack, lastPiece, fen) {
const sacrificedPieces = [];
for (let row of currentBoard.board()) {
for (let piece of row) {
// Skip empty squares
if (!piece) continue;
// Skip opponent pieces
if (piece.color != (isBlack ? 'w' : 'b')) continue;
// Skip kings and pawns
if (piece.type == "k" || piece.type == "p") continue;
// Skip if the captured piece was more valuable
if (lastPiece && this.pieceValues[lastPiece.type] >= this.pieceValues[piece.type]) {
continue;
}
// Check if piece is hanging
if (this.isPieceHanging(fen, piece.square)) {
sacrificedPieces.push(piece);
}
}
}
return sacrificedPieces;
}
/**
* Checks if a move is damage control rather than a genuine brilliant sacrifice
* @param {Object} movedPiece - The piece that was moved
* @param {Array} sacrificedPieces - Array of pieces that are now hanging
* @param {string} uciMove - The UCI move string
* @param {string} previousFen - FEN string of the position before the move
* @returns {boolean} - True if this is damage control, not a genuine sacrifice
*/
static isDamageControlMove(movedPiece, sacrificedPieces, uciMove, previousFen) {
if (!movedPiece || !sacrificedPieces.length) return false;
const movedPieceValue = this.pieceValues[movedPiece.type];
const maxSacrificedValue = Math.max(...sacrificedPieces.map(p => this.pieceValues[p.type]));
const totalSacrificedValue = sacrificedPieces.reduce((sum, p) => sum + this.pieceValues[p.type], 0);
// If the moved piece is more valuable than what's being "sacrificed"
if (movedPieceValue > maxSacrificedValue) {
const fromSquare = uciMove.slice(0, 2);
// Check if the moved piece was under attack in the previous position
if (this.isPieceHanging(previousFen, fromSquare)) {
return true; // Damage control: saved more valuable piece, left less valuable one
}
// Additional check: if multiple pieces are being "sacrificed" and their combined value
// is less than the moved piece, this is likely damage control
// if (sacrificedPieces.length > 1 && totalSacrificedValue < movedPieceValue * 0.8) {
// return true;
// }
}
// Check for pattern where a high-value piece moves away from a square that's under attack
// and leaves behind lower-value pieces that were previously protected
if (movedPieceValue >= 6) { // Rook or higher value
const chess = new Chess(previousFen);
const fromSquare = uciMove.slice(0, 2);
// // Check if any of the sacrificed pieces were on squares that the moved piece could defend
// for (const sacrificedPiece of sacrificedPieces) {
// if (this.couldPieceDefend(chess, fromSquare, sacrificedPiece.square, movedPiece.type)) {
// // The moved piece was potentially defending the sacrificed piece
// // Moving it away and leaving the other piece hanging suggests damage control
// return true;
// }
// }
}
return false;
}
/**
* Checks if a piece could potentially defend another square
* @param {Chess} chess - Chess instance
* @param {string} defenderSquare - Square of the potential defender
* @param {string} targetSquare - Square that might be defended
* @param {string} pieceType - Type of the defending piece
* @returns {boolean} - True if the piece could defend the target square
*/
static couldPieceDefend(chess, defenderSquare, targetSquare, pieceType) {
// Simple check based on piece movement patterns
const defenderFile = defenderSquare.charCodeAt(0);
const defenderRank = parseInt(defenderSquare[1]);
const targetFile = targetSquare.charCodeAt(0);
const targetRank = parseInt(targetSquare[1]);
const fileDiff = Math.abs(defenderFile - targetFile);
const rankDiff = Math.abs(defenderRank - targetRank);
// Fast, but not super accurate. Still helps a lot.
switch (pieceType) {
case 'q': // Queen can defend any square in line
return fileDiff === 0 || rankDiff === 0 || fileDiff === rankDiff;
case 'r': // Rook can defend same file or rank
return fileDiff === 0 || rankDiff === 0;
case 'b': // Bishop can defend diagonal
return fileDiff === rankDiff;
case 'n': // Knight has specific L-shaped moves
return (fileDiff === 2 && rankDiff === 1) || (fileDiff === 1 && rankDiff === 2);
case 'k': // King can defend adjacent squares
return fileDiff <= 1 && rankDiff <= 1;
case 'p': // Pawn can defend diagonally
return fileDiff === 1 && rankDiff === 1;
default:
return false;
}
}
/**
* Checks if any sacrificed piece can be safely captured by the opponent
* @param {string} fen - FEN string of the current position
* @param {Array} sacrificedPieces - Array of pieces that are considered sacrificed
* @returns {Array} - Array of pieces that can be safely captured
*/
static isAnySacrificeSafeToCaptureByOpponent(fen, sacrificedPieces) {
const captureTestBoard = new Chess(fen);
const trueSacrificedPieces = [];
for (let piece of sacrificedPieces) {
const attackers = captureTestBoard.moves({ verbose: true })
.filter(m => m.to === piece.square && m.color !== piece.color);
if (this.canAttackerSafelyCapture(captureTestBoard, attackers, piece, sacrificedPieces)) {
trueSacrificedPieces.push(piece);
}
}
return trueSacrificedPieces;
}
/**
* Checks if any attacker can safely capture the sacrificed piece
* @param {Chess} captureTestBoard - Chess instance to test captures
* @param {Array} attackers - Array of possible attacking moves
* @param {Object} piece - The piece being attacked
* @param {Array} sacrificedPieces - All sacrificed pieces
* @returns {boolean} - True if piece can be safely captured
*/
static canAttackerSafelyCapture(captureTestBoard, attackers, piece, sacrificedPieces) {
const promotions = ['q', 'r', 'b', 'n'];
for (let attacker of attackers) {
for (let promotion of promotions) {
try {
captureTestBoard.move({
from: attacker.from,
to: piece.square,
promotion: promotion
});
// Check if capturing piece would be pinned/vulnerable
const attackerPinned = this.isAttackerPinned(captureTestBoard, sacrificedPieces);
// For high-value pieces (rook+), any safe capture is bad
if (this.pieceValues[piece.type] >= 2) {
if (!attackerPinned) {
return true;
}
}
// For lower value pieces, check also that there's no immediate mate
else if (!attackerPinned && !captureTestBoard.moves().some(move => move.endsWith("#"))) {
return true;
}
captureTestBoard.undo();
} catch {}
}
}
return false;
}
/**
* Checks if the attacker that just captured would be vulnerable
* @param {Chess} captureTestBoard - Chess instance after capture
* @param {Array} sacrificedPieces - All sacrificed pieces
* @returns {boolean} - True if attacking piece would be pinned/vulnerable
*/
static isAttackerPinned(captureTestBoard, sacrificedPieces) {
const maxSacrificeValue = Math.max(...sacrificedPieces.map(sack => this.pieceValues[sack.type]));
for (let row of captureTestBoard.board()) {
for (let enemyPiece of row) {
// Skip empty squares, friendly pieces, kings and pawns
if (!enemyPiece) continue;
if (enemyPiece.color == captureTestBoard.turn()) continue;
if (enemyPiece.type == "k" || enemyPiece.type == "p") continue;
// Check if piece is hanging and worth more than the sacrifice
if (this.isPieceHanging(captureTestBoard.fen(), enemyPiece.square) &&
this.pieceValues[enemyPiece.type] >= maxSacrificeValue) {
return true;
}
}
}
return false;
}
/**
* Checks if the move sequence matches an opening in the opening database
* @param {Array} moves - Array of moves in UCI format
* @returns {boolean} - True if sequence matches known opening theory
*/
static isInOpeningTheory(moves) {
if (!moves || moves.length === 0) return false;
let currentNode = chessOpeningTree;
for (const move of moves) {
if (currentNode[move]) {
currentNode = currentNode[move];
} else {
return false;
}
}
return true;
}
/**
* Evaluates a move to determine its classification
* @param {Object} move - Current move data
* @param {Object} previous - Previous move data
* @param {Array} moves - Array of all moves (strings) played up to (and including) the current move
* @returns {Object} - Classification object for the move
*/
static classifyMove(move, previous, moves) {
// Prepare a default classification to return
let classification = Classification.GOOD;
// Get the best and second best lines
const bestLine = move.lines.find(line => line.id === 1);
const secondLine = move.lines.find(line => line.id === 2);
const prevBestLine = previous.lines.find(line => line.id === 1);
const prevSecondLine = previous.lines.find(line => line.id === 2);
const isBlack = move.fen.includes(" b ");
// For the fancy computer annotations
move.commentData = {}
move.commentType = CommentType.NONE;
// If there's no first line, it's mate or draw
if (!bestLine) {
const board = new Chess(move.fen);
if (board.isCheckmate()) {
classification = Classification.PERFECT;
move.commentType = CommentType.WON;
move.graph = isBlack ? 0 : 100;
move.win = 100;
} else {
move.graph = 50;
move.win = 0; // You can't win/lose if it's a draw
if (board.isStalemate()) {
classification = Classification.MISS;
move.commentType = CommentType.STALEMATE;
} else {
// If it's a draw by repetition, and we're not in check and were winning, it's a blunder
if (board.isThreefoldRepetition() && !board.inCheck() && absEval > 0) {
classification = Classification.BLUNDER;
} else {
classification = Classification.PERFECT;
}
}
}
move.classification = classification;
return classification;
}
// Calculate win% for later on
const win = 100 - (50 + 50 * (2 / (1 + Math.exp(-0.00368208 * (bestLine.score * (isBlack ? -1 : 1)))) - 1));
move.win = win;
// Graph Evaluation (lying to the user)
move.graph = 100 - EvaluationBar.scoreToPercentage(bestLine.score);
// Check if the move is part of opening theory
if (previous.classification == Classification.THEORY && moves.length > 0 && this.isInOpeningTheory(moves)) {
classification = Classification.THEORY;
move.classification = classification;
move.centipawnLoss = 0;
return classification;
}
// Since mate has a different "score" thing
if (bestLine.type == "mate") {
move.graph = (bestLine.score > 0) ? 0 : 100;
}
// No second computer line means no other line exists (the move is forced)
if (!prevSecondLine) {
classification = Classification.FORCED;
move.classification = classification;
move.commentType = CommentType.FORCED;
move.centipawnLoss = 0;
return classification;
}
// If the move has no score, it's probably because the opening book didn't work
if (move.score === null) {
classification = Classification.GOOD;
move.classification = classification;
move.centipawnLoss = 0;
return classification;
}
// Helper function to calculate the evaluation loss difference
const diff = (prevScore, currentScore) => isBlack ? prevScore - currentScore : currentScore - prevScore;
// Calculate the evaluation lost as a result of this move compared to the top computer moves
const matchingTopLine = move.lines.find(line => line.uciMove === move.uciMove);
const lastLineEvalLoss = matchingTopLine ? diff(prevBestLine.score, matchingTopLine.score) : Infinity;
const evalLoss = Math.min(diff(prevBestLine.score, bestLine.score), lastLineEvalLoss);
// Used for esimated Elo calculations
move.centipawnLoss = evalLoss;
// We'll use absolute eval and previous absolute eval to resolve unclear mate situations
const noMate = prevBestLine.type == "cp" && bestLine.type == "cp";
const absEval = bestLine.score * (isBlack ? 1 : -1);
const prevAbsEval = prevBestLine.score * (isBlack ? 1 : -1);
// If the move matches the top computer move already we can skip the rest
if (move.uciMove === prevBestLine.uciMove) {
classification = Classification.PERFECT;
} else {
if (noMate) {
// Standard move evaluation
classification = this.centipawnClassifications.find(classif => evalLoss <= this.evalLossThresholds[classif.type](0)) || classification;
}
// If no mate last move but you blundered a mate
else if (prevBestLine.type == "cp" && bestLine.type == "mate") {
move.commentData = { mateIn: absEval }
if (absEval > 0) {
// Comment: Nothing you can do about it.
classification = Classification.PERFECT;
move.commentType = CommentType.GOT_MATED;
} else if (absEval >= -2) {
// Comment: Missing mate in 2 is a blunder.
move.commentType = CommentType.GOT_MATED;
classification = Classification.BLUNDER;
} else if (absEval >= -5) {
move.commentType = CommentType.GOT_MATED;
// Comment: Missing mate in 5 is a mistake.
classification = Classification.MISTAKE;
} else {
move.commentType = CommentType.GOT_MATED;
// Comment: Missing mate in x is a inaccuracy. (did opponent catch it)
classification = Classification.INACCURACY;
}
}
// If mate last move and there is no longer a mate
else if (prevBestLine.type == "mate" && bestLine.type == "cp") {
move.commentType = CommentType.MISS;
if (prevAbsEval < 0 && absEval < 0) {
classification = Classification.PERFECT;
} else if (absEval >= 400) {
classification = Classification.GOOD;
} else if (absEval >= 200) {
classification = Classification.MISTAKE;
} else {
classification = Classification.MISS;
}
}
// If mate last move and forced mate still exists
else if (prevBestLine.type == "mate" && bestLine.type == "mate") {
move.commentData = { mateIn: absEval, prevMateIn: prevAbsEval }
move.commentType = CommentType.WILL_MATE;
if (prevAbsEval > 0) {
if (absEval <= -4) {
// There was a faster way to mate
classification = Classification.MISTAKE;
} else if (absEval < 0) {
classification = Classification.BLUNDER;
} else if (absEval < prevAbsEval) {
classification = Classification.PERFECT;
} else if (absEval <= prevAbsEval + 2) {
classification = Classification.EXCELLENT;
} else {
classification = Classification.GOOD;
}
} else {
if (absEval == prevAbsEval) {
classification = Classification.PERFECT;
} else {
classification = Classification.GOOD;
}
}
}
}
// Check if blunder is due to throwing away a piece
if (classification === Classification.BLUNDER) {
const destinationSquare = move.uciMove.slice(2, 4);
// Check if the piece that just moved is now hanging
if (this.isPieceHanging(move.fen, destinationSquare)) {
const board = new Chess(move.fen);
const piece = board.get(destinationSquare);
if (piece) {
// Record that this blunder threw away a piece
move.commentData.thrownAwayPiece = {
type: piece.type,
square: destinationSquare,
value: this.pieceValues[piece.type]
};
}
}
}
// The second 'great' move check
if (prevSecondLine && classification === Classification.PERFECT && noMate) {
// Was this move the only good move compared to the next two options?
const evalDiff = Math.abs(prevBestLine.score - prevSecondLine.score);
// If there was a piece hanging, the only "good" move is to capture it, so not exactly a hard to find move
const wasPieceHanging = this.isPieceHanging(previous.fen, move.uciMove.slice(2, 4));
if (evalDiff > 130 && !wasPieceHanging) {
classification = Classification.GREAT;
}
}
if (!secondLine) {
move.classification = classification;
return classification;
}
const secondAbsEval = secondLine.score * (isBlack ? 1 : -1);
if (classification === Classification.PERFECT || classification === Classification.GREAT || classification === Classification.EXCELLENT) {
// If the position is already overwhelmingly winning (e.g. mate scenarios or huge centipawn advantage)
const winningAnyways = (secondAbsEval >= 900 && bestLine.type == "cp") ||
(bestLine.type == "mate" && secondLine.type == "mate");
const lastBoard = new Chess(previous.fen);
// Skip brilliant move detection if evaluation is negative or position is winning anyway
if (absEval < -50 || winningAnyways || lastBoard.inCheck()) {
// Continue to next section - great move check
} else {
const currentBoard = new Chess(move.fen);
// Get the piece that was captured (if any)
const lastPiece = lastBoard.get(move.uciMove.slice(2, 4));
// Find sacrificed pieces - friendly pieces that are now hanging
let sacrificedPieces = this.findSacrificedPieces(currentBoard, isBlack, lastPiece, move.fen);
// If we found sacrificed pieces, mark as brilliant and check if sacrifice is sound
if (sacrificedPieces.length > 0) {
classification = Classification.BRILLIANT;
// Check if this is damage control rather than a genuine sacrifice
const movedPiece = lastBoard.get(move.uciMove.slice(0, 2));
if (movedPiece && this.isDamageControlMove(movedPiece, sacrificedPieces, move.uciMove, previous.fen)) {
// This is damage control, not a brilliant sacrifice
classification = Classification.PERFECT;
sacrificedPieces = [];
} else {
// Check if any sacrificed piece can be safely captured
const piecesViablyCapturable = this.isAnySacrificeSafeToCaptureByOpponent(move.fen, sacrificedPieces);
move.commentData = { piecesViablyCapturable };
// If no sacrificed piece can be safely captured, revert to PERFECT
if (piecesViablyCapturable.length === 0) {
classification = Classification.PERFECT;
sacrificedPieces = sacrificedPieces.filter(piece => piece.square !== move.uciMove.slice(2, 4));
}
}
}
}
}
// Do not allow blunder if the game is still completely winning or losing
const prevWin = 100 - (50 + 50 * (2 / (1 + Math.exp(-0.00368208 * (prevBestLine.score * (!isBlack ? -1 : 1)))) - 1));
const prevOppositeWin = 100 - prevWin;
if (classification == Classification.BLUNDER && (prevOppositeWin > 80 || prevOppositeWin < 20) && (win > 80 || win < 20)) {
classification = Classification.INACCURACY;
move.commentType = CommentType.STILL_WINNING;
}
// Store the classification on the move object for reference
move.classification = classification;
// Return the classification object
return classification;
}
} |