UNPKG

ai-for-shogi-like-games

Version:

javascript library of A.I. algorithms for Shogi-like games

68 lines (58 loc) 3.22 kB
// @flow 'use strict'; // The rationale behind using this idiom is described in: // http://stackoverflow.com/a/36628148/274677 // if (!global._babelPolyfill) // https://github.com/s-panferov/awesome-typescript-loader/issues/121 require('babel-polyfill'); // this is important as Babel only transforms syntax (e.g. arrow functions) // so you need this in order to support new globals or (in my experience) well-known Symbols, e.g. the following: // // console.log(Object[Symbol.hasInstance]); // // ... will print 'undefined' without the the babel-polyfill being required. import {GameBoard } from './board-lib.js'; import {CaptureBag } from './captureBag.js'; import {model000 } from './eval-model-library.js'; import {moveTreeBuilder } from './move-tree-builder.js'; import {sideThatMovesNext } from './move-tree-builder.js'; import {evaluateLeaves } from './move-tree-builder.js'; import {pullEvaluationsUp } from './move-tree-builder.js'; import {bestMove } from './move-tree-builder.js'; import {dynamicEvaluationOfBoard } from './move-tree-builder.js'; import {Move } from './moves.js'; import {BoardMove } from './moves.js'; import {DropMoveNoPieceInformation } from './moves.js'; import {DropMove } from './moves.js'; import {PieceSet } from './piece-set-factory.js'; import {createPieceSet } from './piece-set-factory.js'; import {Piece } from './piece.js'; import {PieceOnSide } from './piece.js'; import {Side } from './side.js'; import {Chick } from './piece-set.js'; import {Hen } from './piece-set.js'; import {Elephant } from './piece-set.js'; import {Giraffe } from './piece-set.js'; import {Lion } from './piece-set.js'; exports.GameBoard = GameBoard; exports.CaptureBag = CaptureBag; exports.model000 = model000; exports.moveTreeBuilder = moveTreeBuilder; exports.sideThatMovesNext = sideThatMovesNext; exports.evaluateLeaves = evaluateLeaves; exports.pullEvaluationsUp = pullEvaluationsUp; exports.bestMove = bestMove; exports.dynamicEvaluationOfBoard = dynamicEvaluationOfBoard; exports.Move = Move; exports.BoardMove = BoardMove; exports.DropMoveNoPieceInformation = DropMoveNoPieceInformation; exports.DropMove = DropMove; exports.PieceSet = PieceSet; exports.createPieceSet = createPieceSet; exports.Piece = Piece; exports.PieceOnSide = PieceOnSide; exports.Side = Side; exports.Chick = Chick; exports.Hen = Hen; exports.Elephant = Elephant; exports.Giraffe = Giraffe; exports.Lion = Lion;