1. 10 Mar, 2019 2 commits
  2. 06 Aug, 2017 2 commits
  3. 18 May, 2015 1 commit
  4. 01 Apr, 2015 2 commits
    • H.G.Muller's avatar
      Implement Werewolf Chess · 1c1f14a4
      H.G.Muller authored
      The Werewolf is marked as contageous by setting ranking 5, immunity
      (= royalty) by ranking 4. Although promotions to Werewolf are implied,
      they are explicitly written on moves, and to-squares of such moves
      are highlighted in purple, to allow playing this as engine-defined
      variant, where the GUI would not be able to make the implication.
    • H.G.Muller's avatar
      Add Werewolf move · b800e74e
      H.G.Muller authored
      This is a range-3 slidee plus 2-step linear Lion power, but without igui.
      It will be used in Werewolf Chess. It could also be an idea for a 'light'
      version of the Lion Dog, although we probably would want igui there.
  5. 17 Mar, 2015 1 commit
    • H.G.Muller's avatar
      Implement parsing and printing of Lion Dog moves · 1d3480f8
      H.G.Muller authored
      The printing had to be adapted to the swapping of ep and ep2, which
      made ep always the last piece captured in passing. Parsing and highlighting
      of triple-leg moves was not yet implemented at all.
  6. 16 Mar, 2015 1 commit
    • H.G.Muller's avatar
      Implement Lion Dog moves · 0504227a
      H.G.Muller authored
      GenCaptures is rather awful, as for any distance to an attacking
      Lion Dog all possible combinations of lower-ranked pieces has to be
      captured together with the intended victim.
  7. 13 Mar, 2015 1 commit
  8. 12 Mar, 2015 1 commit
  9. 03 Nov, 2014 1 commit
  10. 22 Oct, 2014 1 commit
  11. 20 Oct, 2014 7 commits
  12. 19 Oct, 2014 2 commits
    • H.G.Muller's avatar
      Fix some warnings · 98889e33
      H.G.Muller authored
    • H.G.Muller's avatar
      Allow user castling in Mighty Lion · 6f3b633d
      H.G.Muller authored
      A large part of the castling code is implemented: MakeMove can perform it,
      ParseMove can recognize it. The routine GenCastlings generates them,
      but without paying attention to (moving through) check, and Highlight
      marks the King's to-square in the color FEN.
       The castlings are only generated by ListMoves, added to the list used
      for legality testing of input moves, though (and then only in variant lion).
      Not yet in GenNonCaptures, so HaChu would never castle itself, but will
      accept it if the user does so. It would even accept castling through check,
      but the idea is that legality checking in the GUI would prevent the user
      from entering that.
  13. 13 Oct, 2014 5 commits
  14. 11 Oct, 2014 1 commit
    • H.G.Muller's avatar
      Attempt to fix getting trapped in ponder mode · 73f8d539
      H.G.Muller authored
      HaChu was sometimes trapped in its ponder search, because the pending
      input that should wake it up out of ponder (i.e. the opponent's move)
      had been read from the pipe to the input buffer, hiding it from the
      test for pending input. Buffering linewise might prevent commands
      to be buffered before HaChu actually starts to read them.
  15. 13 Sep, 2014 1 commit
    • H.G.Muller's avatar
      Add logo · 5fb50eb4
      H.G.Muller authored
      Install the logo in the system's logo directory conform the auto-logo
      standard, as /usr/share/games/plugins/logos/hachu.png .
  16. 12 Sep, 2014 1 commit
  17. 25 Aug, 2014 1 commit
  18. 15 Jun, 2014 3 commits
  19. 12 Jun, 2014 1 commit
  20. 11 Jun, 2014 1 commit
    • H.G.Muller's avatar
      Fix promotion on entry · 71d90af3
      H.G.Muller authored
      The promote on entry option would also allow promotion when pieces
      in their own promotion zone entered the zone of the opponent!
  21. 09 Jun, 2014 1 commit
    • H.G.Muller's avatar
      Fix null-termination of internal FEN · 0a0b4f05
      H.G.Muller authored
      When setting up a position, pieces of an earlier setup position with
      longer FEN could be appended to it, and would be placed off-board
      on the last rank.
  22. 02 Jun, 2014 3 commits
    • H.G.Muller's avatar
      Allow larger maximum depth · ffaca03a
      H.G.Muller authored
      MAXPLY was increased to 60, as in some tsume problems amazing depth
      can be reached.
    • H.G.Muller's avatar
      Use returned depth in hash table · 8f428564
      H.G.Muller authored
      The depth returned by the search is now also hashed. This gives an
      enormous speedup of tsume searches, as mates are assigned 'infinite' depth,
      and thus forced distant mates also, so that they remain valid in
      subsequent iterations without re-search. For safety the depth assigned to
      repetitions was limited to the current iteration.
    • H.G.Muller's avatar
      Fix tsume condition when both K and CP present · 25f90510
      H.G.Muller authored
      A position where the side-to-be-mated has both K and CP is never
      a check, and should thus not be allowed to occur in a tsume problem.
      This was not properly detected. (Strictly speaking it can be a check
      if both can be captured on the same move by a Lion/Falcon/Eagle,
      but for now we ignore that.)