+// NOTE: alternative implementation, probably cleaner = use only 1 board
class AliceRules extends ChessRules
{
static get ALICE_PIECES()
return (Object.keys(this.ALICE_PIECES).includes(b[1]) ? "Alice/" : "") + b;
}
- getBoardOfPiece([x,y])
+ static get PIECES()
{
- const V = VariantRules;
- // Build board where the piece is
- const mirrorSide = (Object.keys(V.ALICE_CODES).includes(this.getPiece(x,y)) ? 1 : 2);
- // Build corresponding board from complete board
- const [sizeX,sizeY] = V.size;
- let sideBoard = doubleArray(sizeX, sizeY, "");
- for (let i=0; i<sizeX; i++)
+ return ChessRules.PIECES.concat(Object.keys(V.ALICE_PIECES));
+ }
+
+ setOtherVariables(fen)
+ {
+ super.setOtherVariables(fen);
+ const rows = V.ParseFen(fen).position.split("/");
+ if (this.kingPos["w"][0] < 0 || this.kingPos["b"][0] < 0)
{
- for (let j=0; j<sizeY; j++)
+ // INIT_COL_XXX won't be required if Alice kings are found (means 'king moved')
+ for (let i=0; i<rows.length; i++)
{
- 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];
+ let k = 0; //column index on board
+ for (let j=0; j<rows[i].length; j++)
+ {
+ switch (rows[i].charAt(j))
+ {
+ case 'l':
+ this.kingPos['b'] = [i,k];
+ break;
+ case 'L':
+ this.kingPos['w'] = [i,k];
+ break;
+ default:
+ const num = parseInt(rows[i].charAt(j));
+ if (!isNaN(num))
+ k += (num-1);
+ }
+ k++;
+ }
}
}
+ }
+
+ // Return the (standard) color+piece notation at a square for a board
+ getSquareOccupation(i, j, mirrorSide)
+ {
+ const piece = this.getPiece(i,j);
+ 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)
+ {
+ // Build corresponding board from complete board
+ let sideBoard = doubleArray(V.size.x, V.size.y, "");
+ for (let i=0; i<V.size.x; i++)
+ {
+ for (let j=0; j<V.size.y; j++)
+ sideBoard[i][j] = this.getSquareOccupation(i, j, mirrorSide);
+ }
return sideBoard;
}
- // TODO: castle & enPassant https://www.chessvariants.com/other.dir/alice.html
- // TODO: enPassant seulement si l'on est du même coté que le coté de départ du pion adverse
- // (en passant en sortant du monde... : il faut donc ajouter des coups non trouvés)
- // castle: check that all destination squares are not occupied
- getPotentialMovesFrom([x,y])
+ // NOTE: castle & enPassant https://www.chessvariants.com/other.dir/alice.html
+ getPotentialMovesFrom([x,y], sideBoard)
{
- let sideBoard = this.getBoardOfPiece([x,y]);
+ const pieces = Object.keys(V.ALICE_CODES);
+ const codes = Object.keys(V.ALICE_PIECES);
+ const mirrorSide = (pieces.includes(this.getPiece(x,y)) ? 1 : 2);
+ const color = this.getColor(x,y);
// Search valid moves on sideBoard
let saveBoard = this.board;
- this.board = sideBoard;
- let moves = super.getPotentialMovesFrom([x,y]);
+ this.board = sideBoard || this.getSideBoard(mirrorSide);
+ let moves = super.getPotentialMovesFrom([x,y])
+ .filter(m => {
+ // Filter out king moves which result in under-check position on
+ // current board (before mirror traversing)
+ let aprioriValid = true;
+ if (m.appear[0].p == V.KING)
+ {
+ this.play(m);
+ if (this.underCheck(color))
+ aprioriValid = false;
+ this.undo(m);
+ }
+ return aprioriValid;
+ });
this.board = saveBoard;
// Finally filter impossible moves
- const mirrorSide = (Object.keys(VariantRules.ALICE_CODES).includes(this.getPiece(x,y)) ? 1 : 2);
- return moves.filter(m => {
- if (this.board[m.end.x][m.end.y] != VariantRules.EMPTY)
+ let res = moves.filter(m => {
+ if (m.appear.length == 2) //castle
+ {
+ // 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) != V.EMPTY)
+ return false;
+ }
+ }
+ else if (this.board[m.end.x][m.end.y] != V.EMPTY)
{
+ // Attempt to capture
const piece = this.getPiece(m.end.x,m.end.y);
- if ((mirrorSide==1 && Object.keys(VariantRules.ALICE_PIECES).includes(piece))
- || (mirrorSide==2 && Object.keys(VariantRules.ALICE_CODES).includes(piece)))
+ if ((mirrorSide==1 && codes.includes(piece))
+ || (mirrorSide==2 && pieces.includes(piece)))
{
return false;
}
if (mirrorSide==1)
{
m.appear.forEach(psq => { //forEach: castling taken into account
- psq.p = VariantRules.ALICE_CODES[psq.p]; //goto board2
+ psq.p = V.ALICE_CODES[psq.p]; //goto board2
+ });
+ }
+ else //move on board2: mark vanishing pieces as Alice
+ {
+ m.vanish.forEach(psq => {
+ psq.p = V.ALICE_CODES[psq.p];
});
}
- else //move on board2: mark vanishing piece as Alice
- m.vanish[0].p = VariantRules.ALICE_CODES[m.vanish[0].p]
+ // Fix en-passant captures
+ if (m.vanish[0].p == V.PAWN && m.vanish.length == 2
+ && this.board[m.end.x][m.end.y] == V.EMPTY)
+ {
+ m.vanish[1].c = V.GetOppCol(this.getColor(x,y));
+ // In the special case of en-passant, if
+ // - board1 takes board2 : vanish[1] --> Alice
+ // - board2 takes board1 : vanish[1] --> normal
+ let van = m.vanish[1];
+ if (mirrorSide==1 && codes.includes(this.getPiece(van.x,van.y)))
+ van.p = V.ALICE_CODES[van.p];
+ else if (mirrorSide==2 && pieces.includes(this.getPiece(van.x,van.y)))
+ van.p = V.ALICE_PIECES[van.p];
+ }
return true;
});
+ return res;
+ }
+
+ filterValid(moves)
+ {
+ if (moves.length == 0)
+ return [];
+ let sideBoard = [this.getSideBoard(1), this.getSideBoard(2)];
+ const color = this.turn;
+ return moves.filter(m => {
+ this.playSide(m, sideBoard); //no need to track flags
+ const res = !this.underCheck(color, sideBoard);
+ this.undoSide(m, sideBoard);
+ return res;
+ });
}
- underCheck(move)
+ getAllValidMoves()
{
const color = this.turn;
- this.play(move);
- let sideBoard = this.getBoardOfPiece(this.kingPos[color]);
+ const oppCol = V.GetOppCol(color);
+ var potentialMoves = [];
+ let sideBoard = [this.getSideBoard(1), this.getSideBoard(2)];
+ for (var i=0; i<V.size.x; i++)
+ {
+ for (var j=0; j<V.size.y; j++)
+ {
+ if (this.board[i][j] != V.EMPTY && this.getColor(i,j) == color)
+ {
+ const mirrorSide =
+ Object.keys(V.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);
+ }
+
+ // Play on sideboards [TODO: only one sideBoard required]
+ playSide(move, sideBoard)
+ {
+ const pieces = Object.keys(V.ALICE_CODES);
+ move.vanish.forEach(psq => {
+ const mirrorSide = (pieces.includes(psq.p) ? 1 : 2);
+ sideBoard[mirrorSide-1][psq.x][psq.y] = V.EMPTY;
+ });
+ move.appear.forEach(psq => {
+ const mirrorSide = (pieces.includes(psq.p) ? 1 : 2);
+ const piece = (mirrorSide == 1 ? psq.p : V.ALICE_PIECES[psq.p]);
+ sideBoard[mirrorSide-1][psq.x][psq.y] = psq.c + piece;
+ if (piece == V.KING)
+ this.kingPos[psq.c] = [psq.x,psq.y];
+ });
+ }
+
+ // Undo on sideboards
+ undoSide(move, sideBoard)
+ {
+ const pieces = Object.keys(V.ALICE_CODES);
+ move.appear.forEach(psq => {
+ const mirrorSide = (pieces.includes(psq.p) ? 1 : 2);
+ sideBoard[mirrorSide-1][psq.x][psq.y] = V.EMPTY;
+ });
+ move.vanish.forEach(psq => {
+ const mirrorSide = (pieces.includes(psq.p) ? 1 : 2);
+ const piece = (mirrorSide == 1 ? psq.p : V.ALICE_PIECES[psq.p]);
+ sideBoard[mirrorSide-1][psq.x][psq.y] = psq.c + piece;
+ if (piece == V.KING)
+ this.kingPos[psq.c] = [psq.x,psq.y];
+ });
+ }
+
+ underCheck(color, sideBoard) //sideBoard arg always provided
+ {
+ const kp = this.kingPos[color];
+ const mirrorSide = (sideBoard[0][kp[0]][kp[1]] != V.EMPTY ? 1 : 2);
let saveBoard = this.board;
- this.board = sideBoard;
- let res = this.isAttacked(this.kingPos[color], this.getOppCol(color));
+ this.board = sideBoard[mirrorSide-1];
+ let res = this.isAttacked(kp, [V.GetOppCol(color)]);
this.board = saveBoard;
- this.undo(move);
return res;
}
- getCheckSquares(move)
+ getCheckSquares(color)
{
- this.play(move);
- const color = this.turn; //opponent
- let sideBoard = this.getBoardOfPiece(this.kingPos[color]);
+ const pieces = Object.keys(V.ALICE_CODES);
+ const kp = this.kingPos[color];
+ const mirrorSide = (pieces.includes(this.getPiece(kp[0],kp[1])) ? 1 : 2);
+ 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], [V.GetOppCol(color)])
? [ JSON.parse(JSON.stringify(this.kingPos[color])) ]
: [ ];
this.board = saveBoard;
- this.undo(move);
return res;
}
+ updateVariables(move)
+ {
+ super.updateVariables(move); //standard king
+ const piece = move.vanish[0].p;
+ const c = move.vanish[0].c;
+ // "l" = Alice king
+ if (piece == "l")
+ {
+ this.kingPos[c][0] = move.appear[0].x;
+ this.kingPos[c][1] = move.appear[0].y;
+ this.castleFlags[c] = [false,false];
+ }
+ }
+
+ unupdateVariables(move)
+ {
+ super.unupdateVariables(move);
+ const c = move.vanish[0].c;
+ if (move.vanish[0].p == "l")
+ this.kingPos[c] = [move.start.x, move.start.y];
+ }
+
+ checkGameEnd()
+ {
+ const pieces = Object.keys(V.ALICE_CODES);
+ const color = this.turn;
+ const kp = this.kingPos[color];
+ const mirrorSide = (pieces.includes(this.getPiece(kp[0],kp[1])) ? 1 : 2);
+ let sideBoard = this.getSideBoard(mirrorSide);
+ let saveBoard = this.board;
+ this.board = sideBoard;
+ let res = "*";
+ if (!this.isAttacked(this.kingPos[color], [V.GetOppCol(color)]))
+ res = "1/2";
+ else
+ res = (color == "w" ? "0-1" : "1-0");
+ this.board = saveBoard;
+ return res;
+ }
+
+ static get VALUES()
+ {
+ return Object.assign(
+ ChessRules.VALUES,
+ {
+ 's': 1,
+ 'u': 5,
+ 'o': 3,
+ 'c': 3,
+ 't': 9,
+ 'l': 1000,
+ }
+ );
+ }
+
getNotation(move)
{
- if (move.appear.length == 2 && move.appear[0].p == VariantRules.KING)
+ if (move.appear.length == 2 && move.appear[0].p == V.KING)
{
if (move.end.y < move.start.y)
return "0-0-0";
return "0-0";
}
- const finalSquare =
- String.fromCharCode(97 + move.end.y) + (VariantRules.size[0]-move.end.x);
+ const finalSquare = V.CoordsToSquare(move.end);
const piece = this.getPiece(move.start.x, move.start.y);
+ const captureMark = (move.vanish.length > move.appear.length ? "x" : "");
+ let pawnMark = "";
+ if (["p","s"].includes(piece) && captureMark.length == 1)
+ pawnMark = V.CoordToColumn(move.start.y); //start column
+
// Piece or pawn movement
- let notation = piece.toUpperCase() +
- (move.vanish.length > move.appear.length ? "x" : "") + finalSquare;
+ let notation = piece.toUpperCase() + pawnMark + captureMark + finalSquare;
if (['s','p'].includes(piece) && !['s','p'].includes(move.appear[0].p))
{
// Promotion
}
return notation;
}
-
- checkGameEnd()
- {
- const color = this.turn;
- let sideBoard = this.getBoardOfPiece(this.kingPos[color]);
- let saveBoard = this.board;
- this.board = sideBoard;
- let res = "*";
- if (!this.isAttacked(this.kingPos[color], this.getOppCol(color)))
- res = "1/2";
- else
- res = (color == "w" ? "0-1" : "1-0");
- this.board = saveBoard;
- return res;
- }
}
+
+const VariantRules = AliceRules;