+// NOTE: alternative implementation, probably cleaner = use only 1 board
class AliceRules extends ChessRules
{
static get ALICE_PIECES()
}
// 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);
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()
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;
}