+// NOTE: alternative implementation, probably cleaner = use only 1 board
class AliceRules extends ChessRules
{
static get ALICE_PIECES()
}
}
+ // Return the (standard) color+piece notation at a square for a board
+ getSquareOccupation(i, j, mirrorSide)
+ {
+ const piece = this.getPiece(i,j);
+ const V = VariantRules;
+ if (mirrorSide==1 && Object.keys(V.ALICE_CODES).includes(piece))
+ return this.board[i][j];
+ else if (mirrorSide==2 && Object.keys(V.ALICE_PIECES).includes(piece))
+ return this.getColor(i,j) + V.ALICE_PIECES[piece];
+ return "";
+ }
+
// Build board of the given (mirror)side
getSideBoard(mirrorSide)
{
- const V = VariantRules;
// Build corresponding board from complete board
- const [sizeX,sizeY] = V.size;
+ const [sizeX,sizeY] = VariantRules.size;
let sideBoard = doubleArray(sizeX, sizeY, "");
for (let i=0; i<sizeX; i++)
{
for (let j=0; j<sizeY; j++)
- {
- const piece = this.getPiece(i,j);
- if (mirrorSide==1 && Object.keys(V.ALICE_CODES).includes(piece))
- sideBoard[i][j] = this.board[i][j];
- else if (mirrorSide==2 && Object.keys(V.ALICE_PIECES).includes(piece))
- sideBoard[i][j] = this.getColor(i,j) + V.ALICE_PIECES[piece];
- }
+ sideBoard[i][j] = this.getSquareOccupation(i, j, mirrorSide);
}
return sideBoard;
}
// NOTE: castle & enPassant https://www.chessvariants.com/other.dir/alice.html
- // --> Should be OK as is.
getPotentialMovesFrom([x,y], sideBoard)
{
const pieces = Object.keys(VariantRules.ALICE_CODES);
let res = moves.filter(m => {
if (m.appear.length == 2) //castle
{
- // If appear[i] not in vanish array, then must be empty square on other board
- m.appear.forEach(psq => {
- if (this.board[psq.x][psq.y] != VariantRules.EMPTY &&
- ![m.vanish[0].y,m.vanish[1].y].includes(psq.y))
- {
+ // appear[i] must be an empty square on the other board
+ for (let psq of m.appear)
+ {
+ if (this.getSquareOccupation(psq.x,psq.y,3-mirrorSide) != VariantRules.EMPTY)
return false;
- }
- });
+ }
}
else if (this.board[m.end.x][m.end.y] != VariantRules.EMPTY)
{
});
}
// Fix en-passant captures
- if (m.vanish.length == 2 && this.board[m.end.x][m.end.y] == VariantRules.EMPTY)
+ if (m.vanish[0].p == VariantRules.PAWN
+ && m.vanish.length == 2 && this.board[m.end.x][m.end.y] == VariantRules.EMPTY)
{
m.vanish[1].c = this.getOppCol(this.getColor(x,y));
// In the special case of en-passant, if
return res;
}
- // NOTE: alternative implementation, recompute sideBoard's in this function
- filterValid(moves, sideBoard)
+ filterValid(moves)
{
if (moves.length == 0)
return [];
- const pieces = Object.keys(VariantRules.ALICE_CODES);
- return moves.filter(m => {
- // WARNING: for underCheck(), we need the sideBoard of the arrival world !
- const mirrorSide = (pieces.includes(this.getPiece(m.start.x,m.start.y)) ? 2 : 1);
- return !this.underCheck(m, !!sideBoard ? sideBoard[mirrorSide-1] : null);
- });
+ let sideBoard = [this.getSideBoard(1), this.getSideBoard(2)];
+ return moves.filter(m => { return !this.underCheck(m, sideBoard); });
}
getAllValidMoves()
if (this.board[i][j] != VariantRules.EMPTY && this.getColor(i,j) == color)
{
const mirrorSide =
- (Object.keys(VariantRules.ALICE_CODES).includes(this.getPiece(i,j)) ? 1 : 2);
+ Object.keys(VariantRules.ALICE_CODES).includes(this.getPiece(i,j))
+ ? 1
+ : 2;
Array.prototype.push.apply(potentialMoves,
this.getPotentialMovesFrom([i,j], sideBoard[mirrorSide-1]));
}
return this.filterValid(potentialMoves, sideBoard);
}
- underCheck(move, sideBoard)
+ // Play on sideboards [TODO: only one sideBoard required]
+ playSide(move, sideBoard)
+ {
+ const pieces = Object.keys(VariantRules.ALICE_CODES);
+ move.vanish.forEach(psq => {
+ const mirrorSide = (pieces.includes(psq.p) ? 1 : 2);
+ sideBoard[mirrorSide-1][psq.x][psq.y] = VariantRules.EMPTY;
+ });
+ move.appear.forEach(psq => {
+ const mirrorSide = (pieces.includes(psq.p) ? 1 : 2);
+ const piece = (mirrorSide == 1 ? psq.p : VariantRules.ALICE_PIECES[psq.p]);
+ sideBoard[mirrorSide-1][psq.x][psq.y] = psq.c + piece;
+ if (piece == VariantRules.KING)
+ this.kingPos[psq.c] = [psq.x,psq.y];
+ });
+ }
+
+ // Undo on sideboards
+ undoSide(move, sideBoard)
{
- const color = this.turn;
- this.play(move);
const pieces = Object.keys(VariantRules.ALICE_CODES);
+ move.appear.forEach(psq => {
+ const mirrorSide = (pieces.includes(psq.p) ? 1 : 2);
+ sideBoard[mirrorSide-1][psq.x][psq.y] = VariantRules.EMPTY;
+ });
+ move.vanish.forEach(psq => {
+ const mirrorSide = (pieces.includes(psq.p) ? 1 : 2);
+ const piece = (mirrorSide == 1 ? psq.p : VariantRules.ALICE_PIECES[psq.p]);
+ sideBoard[mirrorSide-1][psq.x][psq.y] = psq.c + piece;
+ if (piece == VariantRules.KING)
+ this.kingPos[psq.c] = [psq.x,psq.y];
+ });
+ }
+
+ underCheck(move, sideBoard) //sideBoard arg always provided
+ {
+ const color = this.turn;
+ this.playSide(move, sideBoard); //no need to track flags
const kp = this.kingPos[color];
- const mirrorSide = (pieces.includes(this.getPiece(kp[0],kp[1])) ? 1 : 2);
+ const mirrorSide = sideBoard[0][kp[0]][kp[1]] != VariantRules.EMPTY ? 1 : 2;
let saveBoard = this.board;
- this.board = sideBoard || this.getSideBoard(mirrorSide);
- let res = this.isAttacked(this.kingPos[color], this.getOppCol(color));
+ this.board = sideBoard[mirrorSide-1];
+ let res = this.isAttacked(kp, [this.getOppCol(color)]);
this.board = saveBoard;
- this.undo(move);
+ this.undoSide(move, sideBoard);
return res;
}
let sideBoard = this.getSideBoard(mirrorSide);
let saveBoard = this.board;
this.board = sideBoard;
- let res = this.isAttacked(this.kingPos[color], this.getOppCol(color))
+ let res = this.isAttacked(this.kingPos[color], [this.getOppCol(color)])
? [ JSON.parse(JSON.stringify(this.kingPos[color])) ]
: [ ];
this.board = saveBoard;
let saveBoard = this.board;
this.board = sideBoard;
let res = "*";
- if (!this.isAttacked(this.kingPos[color], this.getOppCol(color)))
+ if (!this.isAttacked(this.kingPos[color], [this.getOppCol(color)]))
res = "1/2";
else
res = (color == "w" ? "0-1" : "1-0");
}
static get VALUES() {
- return {
- 'p': 1,
- 's': 1,
- 'r': 5,
- 'u': 5,
- 'n': 3,
- 'o': 3,
- 'b': 3,
- 'c': 3,
- 'q': 9,
- 't': 9,
- 'k': 1000,
- 'l': 1000
- };
+ return Object.assign(
+ ChessRules.VALUES,
+ {
+ 's': 1,
+ 'u': 5,
+ 'o': 3,
+ 'c': 3,
+ 't': 9,
+ 'l': 1000,
+ }
+ );
}
getNotation(move)