feat: enhance evaluation logic with mobility scoring and positional bonuses
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@@ -47,6 +47,7 @@ Try to stick to these commands for consistency.
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- **Immutable state as primary model:** GameContext (api) holds board, history, player state — immutable, passed through the system. Each move creates a new GameContext, enabling undo/redo without side effects.
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- **Observer pattern for UI decoupling:** GameEngine publishes move/state events; CommandInvoker queues moves; UI listens to events, not polling. GameEngine never imports UI code.
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- **RuleSet trait encapsulates rules:** Move generation, check, castling, en passant all in RuleSet impl. GameEngine calls rules as a black box; rules don't know about the rest of core.
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- **Polyglot hash must follow spec index layout:** piece keys use interleaved mapping `(pieceType * 2 + colorBit)` with black=0/white=1, castling keys are `768..771`, en-passant file keys are `772..779` and are XORed only if side-to-move has a pawn that can capture en passant, side-to-move key is `780` for white.
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## Rules
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