// NOTE: alternative implementation, probably cleaner = use only 1 board
// TODO? atLeastOneMove() would be more efficient if rewritten here (less sideBoard computations)
-export const VariantRules = class AliceRules extends ChessRules {
+export class AliceRules extends ChessRules {
static get ALICE_PIECES() {
return {
s: "p",
// Finally filter impossible moves
const res = moves.filter(m => {
if (m.appear.length == 2) {
- //castle
- // appear[i] must be an empty square on the other board
+ // 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;
return res;
}
- updateVariables(move) {
- super.updateVariables(move); //standard king
+ postPlay(move) {
+ super.postPlay(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];
+ this.castleFlags[c] = [8, 8];
}
}
- unupdateVariables(move) {
- super.unupdateVariables(move);
+ postUndo(move) {
+ super.postUndo(move);
const c = move.vanish[0].c;
- if (move.vanish[0].p == "l") this.kingPos[c] = [move.start.x, move.start.y];
+ if (move.vanish[0].p == "l")
+ this.kingPos[c] = [move.start.x, move.start.y];
}
getCurrentScore() {
- if (this.atLeastOneMove())
- // game not over
- return "*";
-
+ if (this.atLeastOneMove()) return "*";
const pieces = Object.keys(V.ALICE_CODES);
const color = this.turn;
const kp = this.kingPos[color];