X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FAlice.js;h=82ba6b79e03b2327a14da3735aa04e2cadd7f708;hb=6e0f28425075e6d2d79cab6d30bca6ce6d55f19d;hp=a92338f78dabf0def35087edf180a709002816bc;hpb=41217d97dc0a22ebd7a6340e3bfc6e159881f828;p=vchess.git diff --git a/client/src/variants/Alice.js b/client/src/variants/Alice.js index a92338f7..82ba6b79 100644 --- a/client/src/variants/Alice.js +++ b/client/src/variants/Alice.js @@ -2,8 +2,9 @@ import { ChessRules } from "@/base_rules"; 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", @@ -33,11 +34,62 @@ export const VariantRules = class AliceRules extends ChessRules { return (Object.keys(V.ALICE_PIECES).includes(b[1]) ? "Alice/" : "") + b; } + getEpSquare(moveOrSquare) { + if (!moveOrSquare) return undefined; + if (typeof moveOrSquare === "string") { + const square = moveOrSquare; + if (square == "-") return undefined; + return V.SquareToCoords(square); + } + // Argument is a move: + const move = moveOrSquare; + const s = move.start, + e = move.end; + if ( + s.y == e.y && + Math.abs(s.x - e.x) == 2 && + // Special conditions: a pawn can be on the other side + ['p','s'].includes(move.appear[0].p) && + ['p','s'].includes(move.vanish[0].p) + ) { + return { + x: (s.x + e.x) / 2, + y: s.y + }; + } + return undefined; //default + } + + // king can be l or L (on the other mirror side) + static IsGoodPosition(position) { + if (position.length == 0) return false; + const rows = position.split("/"); + if (rows.length != V.size.x) return false; + let kings = { "k": 0, "K": 0, 'l': 0, 'L': 0 }; + for (let row of rows) { + let sumElts = 0; + for (let i = 0; i < row.length; i++) { + if (['K','k','L','l'].includes(row[i])) kings[row[i]]++; + if (V.PIECES.includes(row[i].toLowerCase())) sumElts++; + else { + const num = parseInt(row[i]); + if (isNaN(num)) return false; + sumElts += num; + } + } + if (sumElts != V.size.y) return false; + } + if (kings['k'] + kings['l'] != 1 || kings['K'] + kings['L'] != 1) + return false; + return true; + } + 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') + // 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++) { @@ -80,7 +132,8 @@ export const VariantRules = class AliceRules extends ChessRules { 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); @@ -107,11 +160,13 @@ export const VariantRules = class AliceRules extends ChessRules { // 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) + 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 @@ -126,11 +181,12 @@ export const VariantRules = class AliceRules extends ChessRules { // 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 + // forEach: castling taken into account psq.p = V.ALICE_CODES[psq.p]; //goto board2 }); - } //move on board2: mark vanishing pieces as Alice + } else { + // Move on board2: mark vanishing pieces as Alice m.vanish.forEach(psq => { psq.p = V.ALICE_CODES[psq.p]; }); @@ -141,18 +197,9 @@ export const VariantRules = class AliceRules extends ChessRules { 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]; + m.vanish[1].c = V.GetOppCol(this.turn); + const [epX, epY] = [m.vanish[1].x, m.vanish[1].y]; + m.vanish[1].p = this.getPiece(epX, epY); } return true; }); @@ -229,7 +276,8 @@ export const VariantRules = class AliceRules extends ChessRules { return res; } - getCheckSquares(color) { + getCheckSquares() { + const color = this.turn; const pieces = Object.keys(V.ALICE_CODES); const kp = this.kingPos[color]; const mirrorSide = pieces.includes(this.getPiece(kp[0], kp[1])) ? 1 : 2; @@ -243,29 +291,27 @@ export const VariantRules = class AliceRules extends ChessRules { 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]; @@ -282,14 +328,21 @@ export const VariantRules = class AliceRules extends ChessRules { } static get VALUES() { - return Object.assign(ChessRules.VALUES, { - s: 1, - u: 5, - o: 3, - c: 3, - t: 9, - l: 1000 - }); + return Object.assign( + { + s: 1, + u: 5, + o: 3, + c: 3, + t: 9, + l: 1000 + }, + ChessRules.VALUES + ); + } + + static get SEARCH_DEPTH() { + return 2; } getNotation(move) { @@ -308,10 +361,9 @@ export const VariantRules = class AliceRules extends ChessRules { // Piece or pawn movement let notation = piece.toUpperCase() + pawnMark + captureMark + finalSquare; - if (["s", "p"].includes(piece) && !["s", "p"].includes(move.appear[0].p)) { + if (["s", "p"].includes(piece) && !["s", "p"].includes(move.appear[0].p)) // Promotion notation += "=" + move.appear[0].p.toUpperCase(); - } return notation; } };