Fix introduced bug when preventing to move when choices are shown
[vchess.git] / client / src / variants / Alice.js
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03608482 1import { ChessRules } from "@/base_rules";
6808d7a1 2import { ArrayFun } from "@/utils/array";
b7c32f1a 3
4b353936 4// NOTE: alternative implementation, probably cleaner = use only 1 board
1c9f093d 5// TODO? atLeastOneMove() would be more efficient if rewritten here (less sideBoard computations)
32f6285e 6export class AliceRules extends ChessRules {
6808d7a1 7 static get ALICE_PIECES() {
dac39588 8 return {
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9 s: "p",
10 t: "q",
11 u: "r",
12 c: "b",
13 o: "n",
14 l: "k"
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15 };
16 }
6808d7a1 17 static get ALICE_CODES() {
dac39588 18 return {
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19 p: "s",
20 q: "t",
21 r: "u",
22 b: "c",
23 n: "o",
24 k: "l"
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25 };
26 }
a3eb4cc5 27
6808d7a1 28 static get PIECES() {
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29 return ChessRules.PIECES.concat(Object.keys(V.ALICE_PIECES));
30 }
7931e479 31
241bf8f2 32 getPpath(b) {
41217d97 33 return (Object.keys(V.ALICE_PIECES).includes(b[1]) ? "Alice/" : "") + b;
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34 }
35
6808d7a1 36 setOtherVariables(fen) {
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37 super.setOtherVariables(fen);
38 const rows = V.ParseFen(fen).position.split("/");
6808d7a1 39 if (this.kingPos["w"][0] < 0 || this.kingPos["b"][0] < 0) {
dac39588 40 // INIT_COL_XXX won't be required if Alice kings are found (means 'king moved')
6808d7a1 41 for (let i = 0; i < rows.length; i++) {
dac39588 42 let k = 0; //column index on board
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43 for (let j = 0; j < rows[i].length; j++) {
44 switch (rows[i].charAt(j)) {
45 case "l":
46 this.kingPos["b"] = [i, k];
dac39588 47 break;
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48 case "L":
49 this.kingPos["w"] = [i, k];
dac39588 50 break;
6808d7a1 51 default: {
dac39588 52 const num = parseInt(rows[i].charAt(j));
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53 if (!isNaN(num)) k += num - 1;
54 }
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55 }
56 k++;
57 }
58 }
59 }
60 }
0b5fa571 61
dac39588 62 // Return the (standard) color+piece notation at a square for a board
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63 getSquareOccupation(i, j, mirrorSide) {
64 const piece = this.getPiece(i, j);
65 if (mirrorSide == 1 && Object.keys(V.ALICE_CODES).includes(piece))
dac39588 66 return this.board[i][j];
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67 if (mirrorSide == 2 && Object.keys(V.ALICE_PIECES).includes(piece))
68 return this.getColor(i, j) + V.ALICE_PIECES[piece];
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69 return "";
70 }
364128d9 71
dac39588 72 // Build board of the given (mirror)side
6808d7a1 73 getSideBoard(mirrorSide) {
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74 // Build corresponding board from complete board
75 let sideBoard = ArrayFun.init(V.size.x, V.size.y, "");
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76 for (let i = 0; i < V.size.x; i++) {
77 for (let j = 0; j < V.size.y; j++)
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78 sideBoard[i][j] = this.getSquareOccupation(i, j, mirrorSide);
79 }
80 return sideBoard;
81 }
0cd8f2bd 82
dac39588 83 // NOTE: castle & enPassant https://www.chessvariants.com/other.dir/alice.html
6808d7a1 84 getPotentialMovesFrom([x, y], sideBoard) {
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85 const pieces = Object.keys(V.ALICE_CODES);
86 const codes = Object.keys(V.ALICE_PIECES);
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87 const mirrorSide = pieces.includes(this.getPiece(x, y)) ? 1 : 2;
88 if (!sideBoard) sideBoard = [this.getSideBoard(1), this.getSideBoard(2)];
89 const color = this.getColor(x, y);
0cd8f2bd 90
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91 // Search valid moves on sideBoard
92 const saveBoard = this.board;
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93 this.board = sideBoard[mirrorSide - 1];
94 const moves = super.getPotentialMovesFrom([x, y]).filter(m => {
95 // Filter out king moves which result in under-check position on
96 // current board (before mirror traversing)
97 let aprioriValid = true;
98 if (m.appear[0].p == V.KING) {
99 this.play(m);
100 if (this.underCheck(color, sideBoard)) aprioriValid = false;
101 this.undo(m);
102 }
103 return aprioriValid;
104 });
dac39588 105 this.board = saveBoard;
0cd8f2bd 106
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107 // Finally filter impossible moves
108 const res = moves.filter(m => {
6808d7a1 109 if (m.appear.length == 2) {
6b7b2cf7 110 // Castle: appear[i] must be an empty square on the other board
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111 for (let psq of m.appear) {
112 if (this.getSquareOccupation(psq.x, psq.y, 3 - mirrorSide) != V.EMPTY)
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113 return false;
114 }
6808d7a1 115 } else if (this.board[m.end.x][m.end.y] != V.EMPTY) {
dac39588 116 // Attempt to capture
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117 const piece = this.getPiece(m.end.x, m.end.y);
118 if (
119 (mirrorSide == 1 && codes.includes(piece)) ||
120 (mirrorSide == 2 && pieces.includes(piece))
121 ) {
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122 return false;
123 }
124 }
125 // If the move is computed on board1, m.appear change for Alice pieces.
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126 if (mirrorSide == 1) {
127 m.appear.forEach(psq => {
f9c36b2d 128 // forEach: castling taken into account
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129 psq.p = V.ALICE_CODES[psq.p]; //goto board2
130 });
f9c36b2d 131 }
6808d7a1 132 else {
f9c36b2d 133 // Move on board2: mark vanishing pieces as Alice
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134 m.vanish.forEach(psq => {
135 psq.p = V.ALICE_CODES[psq.p];
136 });
137 }
138 // Fix en-passant captures
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139 if (
140 m.vanish[0].p == V.PAWN &&
141 m.vanish.length == 2 &&
142 this.board[m.end.x][m.end.y] == V.EMPTY
143 ) {
144 m.vanish[1].c = V.GetOppCol(this.getColor(x, y));
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145 // In the special case of en-passant, if
146 // - board1 takes board2 : vanish[1] --> Alice
147 // - board2 takes board1 : vanish[1] --> normal
148 let van = m.vanish[1];
6808d7a1 149 if (mirrorSide == 1 && codes.includes(this.getPiece(van.x, van.y)))
dac39588 150 van.p = V.ALICE_CODES[van.p];
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151 else if (
152 mirrorSide == 2 &&
153 pieces.includes(this.getPiece(van.x, van.y))
154 )
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155 van.p = V.ALICE_PIECES[van.p];
156 }
157 return true;
158 });
159 return res;
160 }
b8121223 161
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162 filterValid(moves, sideBoard) {
163 if (moves.length == 0) return [];
164 if (!sideBoard) sideBoard = [this.getSideBoard(1), this.getSideBoard(2)];
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165 const color = this.turn;
166 return moves.filter(m => {
167 this.playSide(m, sideBoard); //no need to track flags
168 const res = !this.underCheck(color, sideBoard);
169 this.undoSide(m, sideBoard);
170 return res;
171 });
172 }
0cd8f2bd 173
6808d7a1 174 getAllValidMoves() {
dac39588 175 const color = this.turn;
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176 let potentialMoves = [];
177 const sideBoard = [this.getSideBoard(1), this.getSideBoard(2)];
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178 for (var i = 0; i < V.size.x; i++) {
179 for (var j = 0; j < V.size.y; j++) {
180 if (this.board[i][j] != V.EMPTY && this.getColor(i, j) == color) {
181 Array.prototype.push.apply(
182 potentialMoves,
183 this.getPotentialMovesFrom([i, j], sideBoard)
184 );
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185 }
186 }
187 }
188 return this.filterValid(potentialMoves, sideBoard);
189 }
b8121223 190
dac39588 191 // Play on sideboards [TODO: only one sideBoard required]
6808d7a1 192 playSide(move, sideBoard) {
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193 const pieces = Object.keys(V.ALICE_CODES);
194 move.vanish.forEach(psq => {
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195 const mirrorSide = pieces.includes(psq.p) ? 1 : 2;
196 sideBoard[mirrorSide - 1][psq.x][psq.y] = V.EMPTY;
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197 });
198 move.appear.forEach(psq => {
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199 const mirrorSide = pieces.includes(psq.p) ? 1 : 2;
200 const piece = mirrorSide == 1 ? psq.p : V.ALICE_PIECES[psq.p];
201 sideBoard[mirrorSide - 1][psq.x][psq.y] = psq.c + piece;
202 if (piece == V.KING) this.kingPos[psq.c] = [psq.x, psq.y];
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203 });
204 }
4b353936 205
dac39588 206 // Undo on sideboards
6808d7a1 207 undoSide(move, sideBoard) {
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208 const pieces = Object.keys(V.ALICE_CODES);
209 move.appear.forEach(psq => {
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210 const mirrorSide = pieces.includes(psq.p) ? 1 : 2;
211 sideBoard[mirrorSide - 1][psq.x][psq.y] = V.EMPTY;
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212 });
213 move.vanish.forEach(psq => {
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214 const mirrorSide = pieces.includes(psq.p) ? 1 : 2;
215 const piece = mirrorSide == 1 ? psq.p : V.ALICE_PIECES[psq.p];
216 sideBoard[mirrorSide - 1][psq.x][psq.y] = psq.c + piece;
217 if (piece == V.KING) this.kingPos[psq.c] = [psq.x, psq.y];
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218 });
219 }
4b353936 220
1c9f093d 221 // sideBoard: arg containing both boards (see getAllValidMoves())
6808d7a1 222 underCheck(color, sideBoard) {
dac39588 223 const kp = this.kingPos[color];
6808d7a1 224 const mirrorSide = sideBoard[0][kp[0]][kp[1]] != V.EMPTY ? 1 : 2;
dac39588 225 let saveBoard = this.board;
6808d7a1 226 this.board = sideBoard[mirrorSide - 1];
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227 let res = this.isAttacked(kp, [V.GetOppCol(color)]);
228 this.board = saveBoard;
229 return res;
230 }
0cd8f2bd 231
6808d7a1 232 getCheckSquares(color) {
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233 const pieces = Object.keys(V.ALICE_CODES);
234 const kp = this.kingPos[color];
6808d7a1 235 const mirrorSide = pieces.includes(this.getPiece(kp[0], kp[1])) ? 1 : 2;
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236 let sideBoard = this.getSideBoard(mirrorSide);
237 let saveBoard = this.board;
238 this.board = sideBoard;
239 let res = this.isAttacked(this.kingPos[color], [V.GetOppCol(color)])
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240 ? [JSON.parse(JSON.stringify(this.kingPos[color]))]
241 : [];
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242 this.board = saveBoard;
243 return res;
244 }
270968d6 245
3a2a7b5f
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246 postPlay(move) {
247 super.postPlay(move); //standard king
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248 const piece = move.vanish[0].p;
249 const c = move.vanish[0].c;
250 // "l" = Alice king
6808d7a1 251 if (piece == "l") {
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252 this.kingPos[c][0] = move.appear[0].x;
253 this.kingPos[c][1] = move.appear[0].y;
3a2a7b5f 254 this.castleFlags[c] = [8, 8];
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255 }
256 }
0b5fa571 257
3a2a7b5f
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258 postUndo(move) {
259 super.postUndo(move);
dac39588 260 const c = move.vanish[0].c;
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261 if (move.vanish[0].p == "l")
262 this.kingPos[c] = [move.start.x, move.start.y];
dac39588 263 }
0b5fa571 264
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265 getCurrentScore() {
266 if (this.atLeastOneMove())
267 // game not over
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268 return "*";
269
270 const pieces = Object.keys(V.ALICE_CODES);
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271 const color = this.turn;
272 const kp = this.kingPos[color];
6808d7a1 273 const mirrorSide = pieces.includes(this.getPiece(kp[0], kp[1])) ? 1 : 2;
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274 let sideBoard = this.getSideBoard(mirrorSide);
275 let saveBoard = this.board;
276 this.board = sideBoard;
277 let res = "*";
278 if (!this.isAttacked(this.kingPos[color], [V.GetOppCol(color)]))
279 res = "1/2";
6808d7a1 280 else res = color == "w" ? "0-1" : "1-0";
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281 this.board = saveBoard;
282 return res;
283 }
9de73b71 284
6808d7a1 285 static get VALUES() {
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286 return Object.assign(
287 {
288 s: 1,
289 u: 5,
290 o: 3,
291 c: 3,
292 t: 9,
293 l: 1000
294 },
295 ChessRules.VALUES
296 );
dac39588 297 }
0f51ef98 298
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299 static get SEARCH_DEPTH() {
300 return 2;
301 }
302
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303 getNotation(move) {
304 if (move.appear.length == 2 && move.appear[0].p == V.KING) {
305 if (move.end.y < move.start.y) return "0-0-0";
306 return "0-0";
dac39588 307 }
0f51ef98 308
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309 const finalSquare = V.CoordsToSquare(move.end);
310 const piece = this.getPiece(move.start.x, move.start.y);
0f51ef98 311
6808d7a1 312 const captureMark = move.vanish.length > move.appear.length ? "x" : "";
dac39588 313 let pawnMark = "";
6808d7a1 314 if (["p", "s"].includes(piece) && captureMark.length == 1)
dac39588 315 pawnMark = V.CoordToColumn(move.start.y); //start column
0f51ef98 316
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317 // Piece or pawn movement
318 let notation = piece.toUpperCase() + pawnMark + captureMark + finalSquare;
6808d7a1 319 if (["s", "p"].includes(piece) && !["s", "p"].includes(move.appear[0].p)) {
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320 // Promotion
321 notation += "=" + move.appear[0].p.toUpperCase();
322 }
323 return notation;
324 }
6808d7a1 325};