+// 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;
}
- initVariables(fen)
+ static get PIECES()
{
- super.initVariables(fen);
- const fenParts = fen.split(" ");
- const position = fenParts[0].split("/");
+ 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)
{
- // INIT_COL_XXX won't be used, so no need to set them for Alice kings
- for (let i=0; i<position.length; i++)
+ // 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<position[i].length; j++)
+ for (let j=0; j<rows[i].length; j++)
{
- switch (position[i].charAt(j))
+ switch (rows[i].charAt(j))
{
case 'l':
this.kingPos['b'] = [i,k];
this.kingPos['w'] = [i,k];
break;
default:
- let num = parseInt(position[i].charAt(j));
+ const num = parseInt(rows[i].charAt(j));
if (!isNaN(num))
k += (num-1);
}
}
}
- getBoardOfPiece([x,y])
+ // 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)
{
- 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++)
+ let sideBoard = doubleArray(V.size.x, V.size.y, "");
+ for (let i=0; i<V.size.x; i++)
{
- for (let j=0; j<sizeY; j++)
- {
- 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];
- }
+ for (let j=0; j<V.size.y; j++)
+ sideBoard[i][j] = this.getSquareOccupation(i, j, mirrorSide);
}
return sideBoard;
}
- // TODO: move board building one level up (findAllMoves()) to avoid re-building at every piece...
// NOTE: castle & enPassant https://www.chessvariants.com/other.dir/alice.html
- // --> Should be OK as is.
- getPotentialMovesFrom([x,y])
+ 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);
// Search valid moves on sideBoard
let saveBoard = this.board;
- this.board = sideBoard;
+ this.board = sideBoard || this.getSideBoard(mirrorSide);
let moves = super.getPotentialMovesFrom([x,y]);
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 => {
+ let res = moves.filter(m => {
if (m.appear.length == 2) //castle
{
- // If appear[i] not in vanish array, then must be empty square on other board
- m.appear.forEach(psq => {
- if (this.board[psq.x][psq.y] != VariantRules.EMPTY &&
- ![m.vanish[0].y,m.vanish[1].y].includes(psq.y))
- {
+ // 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] != VariantRules.EMPTY)
+ 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 = VariantRules.ALICE_CODES[psq.p];
+ 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 = this.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)];
+ return moves.filter(m => { return !this.underCheck(m, sideBoard); });
}
- underCheck(move)
+ getAllValidMoves()
{
const color = this.turn;
- this.play(move);
- let sideBoard = this.getBoardOfPiece(this.kingPos[color]);
+ const oppCol = this.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(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 = (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, [this.getOppCol(color)]);
this.board = saveBoard;
- this.undo(move);
+ this.undoSide(move, sideBoard);
return res;
}
{
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], [this.getOppCol(color)])
? [ JSON.parse(JSON.stringify(this.kingPos[color])) ]
: [ ];
this.board = saveBoard;
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], [this.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.GetColumn(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;
- }
}