61fcd01527c9e4b4fd8f2d2da5e8d5f3360eddb0
1 import { ChessRules
} from "@/base_rules";
2 import { ArrayFun
} from "@/utils/array";
4 // NOTE: alternative implementation, probably cleaner = use only 1 board
5 // TODO? atLeastOneMove() would be more efficient if rewritten here
6 // (less sideBoard computations)
7 export class AliceRules
extends ChessRules
{
8 static get ALICE_PIECES() {
18 static get ALICE_CODES() {
30 return ChessRules
.PIECES
.concat(Object
.keys(V
.ALICE_PIECES
));
34 return (Object
.keys(V
.ALICE_PIECES
).includes(b
[1]) ? "Alice/" : "") + b
;
37 getEpSquare(moveOrSquare
) {
38 if (!moveOrSquare
) return undefined;
39 if (typeof moveOrSquare
=== "string") {
40 const square
= moveOrSquare
;
41 if (square
== "-") return undefined;
42 return V
.SquareToCoords(square
);
44 // Argument is a move:
45 const move = moveOrSquare
;
50 Math
.abs(s
.x
- e
.x
) == 2 &&
51 // Special conditions: a pawn can be on the other side
52 ['p','s'].includes(move.appear
[0].p
) &&
53 ['p','s'].includes(move.vanish
[0].p
)
60 return undefined; //default
63 // king can be l or L (on the other mirror side)
64 static IsGoodPosition(position
) {
65 if (position
.length
== 0) return false;
66 const rows
= position
.split("/");
67 if (rows
.length
!= V
.size
.x
) return false;
68 let kings
= { "k": 0, "K": 0, 'l': 0, 'L': 0 };
69 for (let row
of rows
) {
71 for (let i
= 0; i
< row
.length
; i
++) {
72 if (['K','k','L','l'].includes(row
[i
])) kings
[row
[i
]]++;
73 if (V
.PIECES
.includes(row
[i
].toLowerCase())) sumElts
++;
75 const num
= parseInt(row
[i
], 10);
76 if (isNaN(num
)) return false;
80 if (sumElts
!= V
.size
.y
) return false;
82 if (kings
['k'] + kings
['l'] != 1 || kings
['K'] + kings
['L'] != 1)
87 setOtherVariables(fen
) {
88 super.setOtherVariables(fen
);
89 const rows
= V
.ParseFen(fen
).position
.split("/");
90 if (this.kingPos
["w"][0] < 0 || this.kingPos
["b"][0] < 0) {
91 // INIT_COL_XXX won't be required if Alice kings are found
92 // (it means 'king moved')
93 for (let i
= 0; i
< rows
.length
; i
++) {
94 let k
= 0; //column index on board
95 for (let j
= 0; j
< rows
[i
].length
; j
++) {
96 switch (rows
[i
].charAt(j
)) {
98 this.kingPos
["b"] = [i
, k
];
101 this.kingPos
["w"] = [i
, k
];
104 const num
= parseInt(rows
[i
].charAt(j
), 10);
105 if (!isNaN(num
)) k
+= num
- 1;
114 // Return the (standard) color+piece notation at a square for a board
115 getSquareOccupation(i
, j
, mirrorSide
) {
116 const piece
= this.getPiece(i
, j
);
117 if (mirrorSide
== 1 && Object
.keys(V
.ALICE_CODES
).includes(piece
))
118 return this.board
[i
][j
];
119 if (mirrorSide
== 2 && Object
.keys(V
.ALICE_PIECES
).includes(piece
))
120 return this.getColor(i
, j
) + V
.ALICE_PIECES
[piece
];
124 // Build board of the given (mirror)side
125 getSideBoard(mirrorSide
) {
126 // Build corresponding board from complete board
127 let sideBoard
= ArrayFun
.init(V
.size
.x
, V
.size
.y
, "");
128 for (let i
= 0; i
< V
.size
.x
; i
++) {
129 for (let j
= 0; j
< V
.size
.y
; j
++)
130 sideBoard
[i
][j
] = this.getSquareOccupation(i
, j
, mirrorSide
);
135 // NOTE: castle & enPassant
136 // https://www.chessvariants.com/other.dir/alice.html
137 getPotentialMovesFrom([x
, y
], sideBoard
) {
138 const pieces
= Object
.keys(V
.ALICE_CODES
);
139 const codes
= Object
.keys(V
.ALICE_PIECES
);
140 const mirrorSide
= pieces
.includes(this.getPiece(x
, y
)) ? 1 : 2;
141 if (!sideBoard
) sideBoard
= [this.getSideBoard(1), this.getSideBoard(2)];
142 const color
= this.getColor(x
, y
);
144 // Search valid moves on sideBoard
145 const saveBoard
= this.board
;
146 this.board
= sideBoard
[mirrorSide
- 1];
147 const moves
= super.getPotentialMovesFrom([x
, y
]).filter(m
=> {
148 // Filter out king moves which result in under-check position on
149 // current board (before mirror traversing)
150 let aprioriValid
= true;
151 if (m
.appear
[0].p
== V
.KING
) {
153 if (this.underCheck(color
, sideBoard
)) aprioriValid
= false;
158 this.board
= saveBoard
;
160 // Finally filter impossible moves
161 const res
= moves
.filter(m
=> {
162 if (m
.appear
.length
== 2) {
163 // Castle: appear[i] must be an empty square on the other board
164 for (let psq
of m
.appear
) {
166 this.getSquareOccupation(psq
.x
, psq
.y
, 3 - mirrorSide
) != V
.EMPTY
171 } else if (this.board
[m
.end
.x
][m
.end
.y
] != V
.EMPTY
) {
172 // Attempt to capture
173 const piece
= this.getPiece(m
.end
.x
, m
.end
.y
);
175 (mirrorSide
== 1 && codes
.includes(piece
)) ||
176 (mirrorSide
== 2 && pieces
.includes(piece
))
181 // If the move is computed on board1, m.appear change for Alice pieces.
182 if (mirrorSide
== 1) {
183 m
.appear
.forEach(psq
=> {
184 // forEach: castling taken into account
185 psq
.p
= V
.ALICE_CODES
[psq
.p
]; //goto board2
189 // Move on board2: mark vanishing pieces as Alice
190 m
.vanish
.forEach(psq
=> {
191 psq
.p
= V
.ALICE_CODES
[psq
.p
];
194 // Fix en-passant captures
196 m
.vanish
[0].p
== V
.PAWN
&&
197 m
.vanish
.length
== 2 &&
198 this.board
[m
.end
.x
][m
.end
.y
] == V
.EMPTY
200 m
.vanish
[1].c
= V
.GetOppCol(this.turn
);
201 const [epX
, epY
] = [m
.vanish
[1].x
, m
.vanish
[1].y
];
202 m
.vanish
[1].p
= this.getPiece(epX
, epY
);
209 filterValid(moves
, sideBoard
) {
210 if (moves
.length
== 0) return [];
211 if (!sideBoard
) sideBoard
= [this.getSideBoard(1), this.getSideBoard(2)];
212 const color
= this.turn
;
213 return moves
.filter(m
=> {
214 this.playSide(m
, sideBoard
); //no need to track flags
215 const res
= !this.underCheck(color
, sideBoard
);
216 this.undoSide(m
, sideBoard
);
222 const color
= this.turn
;
223 let potentialMoves
= [];
224 const sideBoard
= [this.getSideBoard(1), this.getSideBoard(2)];
225 for (var i
= 0; i
< V
.size
.x
; i
++) {
226 for (var j
= 0; j
< V
.size
.y
; j
++) {
227 if (this.board
[i
][j
] != V
.EMPTY
&& this.getColor(i
, j
) == color
) {
228 Array
.prototype.push
.apply(
230 this.getPotentialMovesFrom([i
, j
], sideBoard
)
235 return this.filterValid(potentialMoves
, sideBoard
);
238 // Play on sideboards [TODO: only one sideBoard required]
239 playSide(move, sideBoard
) {
240 const pieces
= Object
.keys(V
.ALICE_CODES
);
241 move.vanish
.forEach(psq
=> {
242 const mirrorSide
= pieces
.includes(psq
.p
) ? 1 : 2;
243 sideBoard
[mirrorSide
- 1][psq
.x
][psq
.y
] = V
.EMPTY
;
245 move.appear
.forEach(psq
=> {
246 const mirrorSide
= pieces
.includes(psq
.p
) ? 1 : 2;
247 const piece
= mirrorSide
== 1 ? psq
.p : V
.ALICE_PIECES
[psq
.p
];
248 sideBoard
[mirrorSide
- 1][psq
.x
][psq
.y
] = psq
.c
+ piece
;
249 if (piece
== V
.KING
) this.kingPos
[psq
.c
] = [psq
.x
, psq
.y
];
253 // Undo on sideboards
254 undoSide(move, sideBoard
) {
255 const pieces
= Object
.keys(V
.ALICE_CODES
);
256 move.appear
.forEach(psq
=> {
257 const mirrorSide
= pieces
.includes(psq
.p
) ? 1 : 2;
258 sideBoard
[mirrorSide
- 1][psq
.x
][psq
.y
] = V
.EMPTY
;
260 move.vanish
.forEach(psq
=> {
261 const mirrorSide
= pieces
.includes(psq
.p
) ? 1 : 2;
262 const piece
= mirrorSide
== 1 ? psq
.p : V
.ALICE_PIECES
[psq
.p
];
263 sideBoard
[mirrorSide
- 1][psq
.x
][psq
.y
] = psq
.c
+ piece
;
264 if (piece
== V
.KING
) this.kingPos
[psq
.c
] = [psq
.x
, psq
.y
];
268 // sideBoard: arg containing both boards (see getAllValidMoves())
269 underCheck(color
, sideBoard
) {
270 const kp
= this.kingPos
[color
];
271 const mirrorSide
= sideBoard
[0][kp
[0]][kp
[1]] != V
.EMPTY
? 1 : 2;
272 let saveBoard
= this.board
;
273 this.board
= sideBoard
[mirrorSide
- 1];
274 let res
= this.isAttacked(kp
, [V
.GetOppCol(color
)]);
275 this.board
= saveBoard
;
280 const color
= this.turn
;
281 const pieces
= Object
.keys(V
.ALICE_CODES
);
282 const kp
= this.kingPos
[color
];
283 const mirrorSide
= pieces
.includes(this.getPiece(kp
[0], kp
[1])) ? 1 : 2;
284 let sideBoard
= this.getSideBoard(mirrorSide
);
285 let saveBoard
= this.board
;
286 this.board
= sideBoard
;
287 let res
= this.isAttacked(this.kingPos
[color
], [V
.GetOppCol(color
)])
288 ? [JSON
.parse(JSON
.stringify(this.kingPos
[color
]))]
290 this.board
= saveBoard
;
295 super.postPlay(move); //standard king
296 const piece
= move.vanish
[0].p
;
297 const c
= move.vanish
[0].c
;
300 this.kingPos
[c
][0] = move.appear
[0].x
;
301 this.kingPos
[c
][1] = move.appear
[0].y
;
302 this.castleFlags
[c
] = [8, 8];
307 super.postUndo(move);
308 const c
= move.vanish
[0].c
;
309 if (move.vanish
[0].p
== "l")
310 this.kingPos
[c
] = [move.start
.x
, move.start
.y
];
314 if (this.atLeastOneMove()) return "*";
315 const pieces
= Object
.keys(V
.ALICE_CODES
);
316 const color
= this.turn
;
317 const kp
= this.kingPos
[color
];
318 const mirrorSide
= pieces
.includes(this.getPiece(kp
[0], kp
[1])) ? 1 : 2;
319 let sideBoard
= this.getSideBoard(mirrorSide
);
320 let saveBoard
= this.board
;
321 this.board
= sideBoard
;
323 if (!this.isAttacked(this.kingPos
[color
], [V
.GetOppCol(color
)]))
325 else res
= color
== "w" ? "0-1" : "1-0";
326 this.board
= saveBoard
;
330 static get VALUES() {
331 return Object
.assign(
344 static get SEARCH_DEPTH() {
349 if (move.appear
.length
== 2 && move.appear
[0].p
== V
.KING
) {
350 if (move.end
.y
< move.start
.y
) return "0-0-0";
354 const finalSquare
= V
.CoordsToSquare(move.end
);
355 const piece
= this.getPiece(move.start
.x
, move.start
.y
);
357 const captureMark
= move.vanish
.length
> move.appear
.length
? "x" : "";
359 if (["p", "s"].includes(piece
) && captureMark
.length
== 1)
360 pawnMark
= V
.CoordToColumn(move.start
.y
); //start column
362 // Piece or pawn movement
363 let notation
= piece
.toUpperCase() + pawnMark
+ captureMark
+ finalSquare
;
364 if (["s", "p"].includes(piece
) && !["s", "p"].includes(move.appear
[0].p
))
366 notation
+= "=" + move.appear
[0].p
.toUpperCase();