X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FAlice.js;h=d30acf051b8488333416c7f4c601a4079f214567;hb=32f6285ee325a14286562a53baefc647201df2af;hp=aa956928c156050a85fa615a94e7d23f741e6b82;hpb=a97bdbda4ecf83645d409b717e36828784d1450d;p=vchess.git diff --git a/client/src/variants/Alice.js b/client/src/variants/Alice.js index aa956928..d30acf05 100644 --- a/client/src/variants/Alice.js +++ b/client/src/variants/Alice.js @@ -3,7 +3,7 @@ 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 { +export class AliceRules extends ChessRules { static get ALICE_PIECES() { return { s: "p", @@ -107,8 +107,7 @@ 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) return false; @@ -126,11 +125,12 @@ 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]; }); @@ -243,22 +243,23 @@ 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() { @@ -295,6 +296,10 @@ export const VariantRules = class AliceRules extends ChessRules { ); } + 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";