X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=public%2Fjavascripts%2Fvariants%2FAlice.js;h=f7d2fa13422b189e3258bb6a923c8545d582184f;hb=643479f8d7c3622b57fc49c4f10d9950793ebf4f;hp=dd023bba42afc029a58d500e37637bd9f75fecb3;hpb=06ddfe34f6ef5c82d206332245ed4f33a9d92715;p=vchess.git diff --git a/public/javascripts/variants/Alice.js b/public/javascripts/variants/Alice.js index dd023bba..f7d2fa13 100644 --- a/public/javascripts/variants/Alice.js +++ b/public/javascripts/variants/Alice.js @@ -1,3 +1,4 @@ +// NOTE: alternative implementation, probably cleaner = use only 1 board class AliceRules extends ChessRules { static get ALICE_PIECES() @@ -28,20 +29,24 @@ class AliceRules extends ChessRules 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 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; - const pieces = Object.keys(VariantRules.ALICE_CODES); - const codes = Object.keys(VariantRules.ALICE_PIECES); - // Finally filter impossible moves - const mirrorSide = (pieces.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); @@ -126,17 +127,18 @@ class AliceRules extends ChessRules 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.length == 2 && this.board[m.end.x][m.end.y] == VariantRules.EMPTY) + 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 @@ -144,24 +146,92 @@ class AliceRules extends ChessRules // - board2 takes board1 : vanish[1] --> normal let van = m.vanish[1]; if (mirrorSide==1 && codes.includes(this.getPiece(van.x,van.y))) - van.p = VariantRules.ALICE_CODES[van.p]; + van.p = V.ALICE_CODES[van.p]; else if (mirrorSide==2 && pieces.includes(this.getPiece(van.x,van.y))) - van.p = VariantRules.ALICE_PIECES[van.p]; + 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 { + 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; } @@ -169,10 +239,13 @@ class AliceRules extends ChessRules { 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; @@ -204,12 +277,15 @@ class AliceRules extends ChessRules checkGameEnd() { + const pieces = Object.keys(V.ALICE_CODES); const color = this.turn; - let sideBoard = this.getBoardOfPiece(this.kingPos[color]); + 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))) + if (!this.isAttacked(this.kingPos[color], [this.getOppCol(color)])) res = "1/2"; else res = (color == "w" ? "0-1" : "1-0"); @@ -217,26 +293,24 @@ class AliceRules extends ChessRules return res; } - static get VALUES() { - return { - 'p': 1, - 's': 1, - 'r': 5, - 'u': 5, - 'n': 3, - 'o': 3, - 'b': 3, - 'c': 3, - 'q': 9, - 't': 9, - 'k': 1000, - 'l': 1000 - }; + 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"; @@ -244,14 +318,13 @@ class AliceRules extends ChessRules 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 = String.fromCharCode(97 + move.start.y); //start column + pawnMark = V.GetColumn(move.start.y); //start column // Piece or pawn movement let notation = piece.toUpperCase() + pawnMark + captureMark + finalSquare; @@ -263,3 +336,5 @@ class AliceRules extends ChessRules return notation; } } + +const VariantRules = AliceRules;