import { ChessRules } from "@/base_rules";
-import { ArrayFun} from "@/utils/array";
+import { ArrayFun } from "@/utils/array";
// 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
-{
- static get ALICE_PIECES()
- {
- return {
- 's': 'p',
- 't': 'q',
- 'u': 'r',
- 'c': 'b',
- 'o': 'n',
- 'l': 'k',
- };
- }
- static get ALICE_CODES()
- {
- return {
- 'p': 's',
- 'q': 't',
- 'r': 'u',
- 'b': 'c',
- 'n': 'o',
- 'k': 'l',
- };
- }
+export const VariantRules = class AliceRules extends ChessRules {
+ static get ALICE_PIECES() {
+ return {
+ s: "p",
+ t: "q",
+ u: "r",
+ c: "b",
+ o: "n",
+ l: "k"
+ };
+ }
+ static get ALICE_CODES() {
+ return {
+ p: "s",
+ q: "t",
+ r: "u",
+ b: "c",
+ n: "o",
+ k: "l"
+ };
+ }
- static getPpath(b)
- {
- return (Object.keys(this.ALICE_PIECES).includes(b[1]) ? "Alice/" : "") + b;
- }
+ static get PIECES() {
+ return ChessRules.PIECES.concat(Object.keys(V.ALICE_PIECES));
+ }
- static get PIECES()
- {
- return ChessRules.PIECES.concat(Object.keys(V.ALICE_PIECES));
- }
+ getPpath(b) {
+ return (Object.keys(V.ALICE_PIECES).includes(b[1]) ? "Alice/" : "") + b;
+ }
- setOtherVariables(fen)
- {
- super.setOtherVariables(fen);
- const rows = V.ParseFen(fen).position.split("/");
- if (this.kingPos["w"][0] < 0 || this.kingPos["b"][0] < 0)
- {
- // INIT_COL_XXX won't be required if Alice kings are found (means 'king moved')
- for (let i=0; i<rows.length; i++)
- {
- 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++;
- }
- }
- }
- }
+ setOtherVariables(fen) {
+ super.setOtherVariables(fen);
+ const rows = V.ParseFen(fen).position.split("/");
+ if (this.kingPos["w"][0] < 0 || this.kingPos["b"][0] < 0) {
+ // INIT_COL_XXX won't be required if Alice kings are found (means 'king moved')
+ for (let i = 0; i < rows.length; i++) {
+ 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 "";
- }
+ // 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];
+ 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 = ArrayFun.init(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;
- }
+ // Build board of the given (mirror)side
+ getSideBoard(mirrorSide) {
+ // Build corresponding board from complete board
+ let sideBoard = ArrayFun.init(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;
+ }
- // NOTE: castle & enPassant https://www.chessvariants.com/other.dir/alice.html
- getPotentialMovesFrom([x,y], sideBoard)
- {
- const pieces = Object.keys(V.ALICE_CODES);
- const codes = Object.keys(V.ALICE_PIECES);
- const mirrorSide = (pieces.includes(this.getPiece(x,y)) ? 1 : 2);
- if (!sideBoard)
- sideBoard = [this.getSideBoard(1), this.getSideBoard(2)];
- const color = this.getColor(x,y);
+ // NOTE: castle & enPassant https://www.chessvariants.com/other.dir/alice.html
+ getPotentialMovesFrom([x, y], sideBoard) {
+ const pieces = Object.keys(V.ALICE_CODES);
+ const codes = Object.keys(V.ALICE_PIECES);
+ const mirrorSide = pieces.includes(this.getPiece(x, y)) ? 1 : 2;
+ if (!sideBoard) sideBoard = [this.getSideBoard(1), this.getSideBoard(2)];
+ const color = this.getColor(x, y);
- // Search valid moves on sideBoard
- const saveBoard = this.board;
- this.board = sideBoard[mirrorSide-1];
- const 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, sideBoard))
- aprioriValid = false;
- this.undo(m);
- }
- return aprioriValid;
- });
- this.board = saveBoard;
+ // Search valid moves on sideBoard
+ const saveBoard = this.board;
+ this.board = sideBoard[mirrorSide - 1];
+ const 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, sideBoard)) aprioriValid = false;
+ this.undo(m);
+ }
+ return aprioriValid;
+ });
+ this.board = saveBoard;
- // 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
- 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 && codes.includes(piece))
- || (mirrorSide==2 && pieces.includes(piece)))
- {
- return false;
- }
- }
- // If the move is computed on board1, m.appear change for Alice pieces.
- if (mirrorSide==1)
- {
- m.appear.forEach(psq => { //forEach: castling taken into account
- 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];
- });
- }
- // 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;
- }
+ // 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
+ 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 && codes.includes(piece)) ||
+ (mirrorSide == 2 && pieces.includes(piece))
+ ) {
+ return false;
+ }
+ }
+ // If the move is computed on board1, m.appear change for Alice pieces.
+ if (mirrorSide == 1) {
+ m.appear.forEach(psq => {
+ // forEach: castling taken into account
+ 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];
+ });
+ }
+ // 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, sideBoard)
- {
- if (moves.length == 0)
- return [];
- if (!sideBoard)
- 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;
- });
- }
+ filterValid(moves, sideBoard) {
+ if (moves.length == 0) return [];
+ if (!sideBoard) 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;
+ });
+ }
- getAllValidMoves()
- {
- const color = this.turn;
- const oppCol = V.GetOppCol(color);
- let potentialMoves = [];
- const 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)
- {
- Array.prototype.push.apply(potentialMoves,
- this.getPotentialMovesFrom([i,j], sideBoard));
- }
- }
- }
- return this.filterValid(potentialMoves, sideBoard);
- }
+ getAllValidMoves() {
+ const color = this.turn;
+ let potentialMoves = [];
+ const 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) {
+ Array.prototype.push.apply(
+ potentialMoves,
+ this.getPotentialMovesFrom([i, j], sideBoard)
+ );
+ }
+ }
+ }
+ 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];
- });
- }
+ // 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];
- });
- }
+ // 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];
+ });
+ }
// sideBoard: arg containing both boards (see getAllValidMoves())
- underCheck(color, sideBoard)
- {
- const kp = this.kingPos[color];
- const mirrorSide = (sideBoard[0][kp[0]][kp[1]] != V.EMPTY ? 1 : 2);
- let saveBoard = this.board;
- this.board = sideBoard[mirrorSide-1];
- let res = this.isAttacked(kp, [V.GetOppCol(color)]);
- this.board = saveBoard;
- return res;
- }
+ underCheck(color, sideBoard) {
+ const kp = this.kingPos[color];
+ const mirrorSide = sideBoard[0][kp[0]][kp[1]] != V.EMPTY ? 1 : 2;
+ let saveBoard = this.board;
+ this.board = sideBoard[mirrorSide - 1];
+ let res = this.isAttacked(kp, [V.GetOppCol(color)]);
+ this.board = saveBoard;
+ return res;
+ }
- getCheckSquares(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], [V.GetOppCol(color)])
- ? [ JSON.parse(JSON.stringify(this.kingPos[color])) ]
- : [ ];
- this.board = saveBoard;
- return res;
- }
+ getCheckSquares(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], [V.GetOppCol(color)])
+ ? [JSON.parse(JSON.stringify(this.kingPos[color]))]
+ : [];
+ this.board = saveBoard;
+ 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];
- }
- }
+ 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] = [8, 8];
+ }
+ }
- 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];
- }
+ 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];
+ }
- getCurrentScore()
- {
- if (this.atLeastOneMove()) // game not over
+ getCurrentScore() {
+ if (this.atLeastOneMove())
+ // game not over
return "*";
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;
- }
+ 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(
+ {
+ s: 1,
+ u: 5,
+ o: 3,
+ c: 3,
+ t: 9,
+ l: 1000
+ },
+ ChessRules.VALUES
+ );
+ }
- static get VALUES()
- {
- return Object.assign(
- ChessRules.VALUES,
- {
- 's': 1,
- 'u': 5,
- 'o': 3,
- 'c': 3,
- 't': 9,
- 'l': 1000,
- }
- );
- }
+ static get SEARCH_DEPTH() {
+ return 2;
+ }
- getNotation(move)
- {
- if (move.appear.length == 2 && move.appear[0].p == V.KING)
- {
- if (move.end.y < move.start.y)
- return "0-0-0";
- else
- return "0-0";
- }
+ getNotation(move) {
+ 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 = V.CoordsToSquare(move.end);
- const piece = this.getPiece(move.start.x, move.start.y);
+ 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
+ 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() + pawnMark + captureMark + finalSquare;
- if (['s','p'].includes(piece) && !['s','p'].includes(move.appear[0].p))
- {
- // Promotion
- notation += "=" + move.appear[0].p.toUpperCase();
- }
- return notation;
- }
-}
+ // Piece or pawn movement
+ let notation = piece.toUpperCase() + pawnMark + captureMark + finalSquare;
+ if (["s", "p"].includes(piece) && !["s", "p"].includes(move.appear[0].p)) {
+ // Promotion
+ notation += "=" + move.appear[0].p.toUpperCase();
+ }
+ return notation;
+ }
+};