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 {
+// TODO? atLeastOneMove() would be more efficient if rewritten here
+// (less sideBoard computations)
+export class AliceRules extends ChessRules {
static get ALICE_PIECES() {
return {
s: "p",
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')
+ // INIT_COL_XXX won't be required if Alice kings are found
+ // (it 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++) {
return sideBoard;
}
- // NOTE: castle & enPassant https://www.chessvariants.com/other.dir/alice.html
+ // 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);
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)
+ 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
}
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];