Improve Alice notation, PGN. Add debugging instruction for Alice
[vchess.git] / public / javascripts / variants / Alice.js
1 class AliceRules extends ChessRules
2 {
3 static get ALICE_PIECES()
4 {
5 return {
6 's': 'p',
7 't': 'q',
8 'u': 'r',
9 'c': 'b',
10 'o': 'n',
11 'l': 'k',
12 };
13 }
14 static get ALICE_CODES()
15 {
16 return {
17 'p': 's',
18 'q': 't',
19 'r': 'u',
20 'b': 'c',
21 'n': 'o',
22 'k': 'l',
23 };
24 }
25
26 static getPpath(b)
27 {
28 return (Object.keys(this.ALICE_PIECES).includes(b[1]) ? "Alice/" : "") + b;
29 }
30
31 initVariables(fen)
32 {
33 super.initVariables(fen);
34 const fenParts = fen.split(" ");
35 const position = fenParts[0].split("/");
36 if (this.kingPos["w"][0] < 0 || this.kingPos["b"][0] < 0)
37 {
38 // INIT_COL_XXX won't be used, so no need to set them for Alice kings
39 for (let i=0; i<position.length; i++)
40 {
41 let k = 0; //column index on board
42 for (let j=0; j<position[i].length; j++)
43 {
44 switch (position[i].charAt(j))
45 {
46 case 'l':
47 this.kingPos['b'] = [i,k];
48 break;
49 case 'L':
50 this.kingPos['w'] = [i,k];
51 break;
52 default:
53 let num = parseInt(position[i].charAt(j));
54 if (!isNaN(num))
55 k += (num-1);
56 }
57 k++;
58 }
59 }
60 }
61 }
62
63 getBoardOfPiece([x,y])
64 {
65 const V = VariantRules;
66 // Build board where the piece is
67 const mirrorSide = (Object.keys(V.ALICE_CODES).includes(this.getPiece(x,y)) ? 1 : 2);
68 // Build corresponding board from complete board
69 const [sizeX,sizeY] = V.size;
70 let sideBoard = doubleArray(sizeX, sizeY, "");
71 for (let i=0; i<sizeX; i++)
72 {
73 for (let j=0; j<sizeY; j++)
74 {
75 const piece = this.getPiece(i,j);
76 if (mirrorSide==1 && Object.keys(V.ALICE_CODES).includes(piece))
77 sideBoard[i][j] = this.board[i][j];
78 else if (mirrorSide==2 && Object.keys(V.ALICE_PIECES).includes(piece))
79 sideBoard[i][j] = this.getColor(i,j) + V.ALICE_PIECES[piece];
80 }
81 }
82 return sideBoard;
83 }
84
85 // TODO: move board building one level up (findAllMoves()) to avoid re-building at every piece...
86 // NOTE: castle & enPassant https://www.chessvariants.com/other.dir/alice.html
87 // --> Should be OK as is.
88 getPotentialMovesFrom([x,y])
89 {
90 let sideBoard = this.getBoardOfPiece([x,y]);
91
92 // Search valid moves on sideBoard
93 let saveBoard = this.board;
94 this.board = sideBoard;
95 let moves = super.getPotentialMovesFrom([x,y]);
96 this.board = saveBoard;
97
98 // Finally filter impossible moves
99 const mirrorSide = (Object.keys(VariantRules.ALICE_CODES).includes(this.getPiece(x,y)) ? 1 : 2);
100 return moves.filter(m => {
101 if (m.appear.length == 2) //castle
102 {
103 // If appear[i] not in vanish array, then must be empty square on other board
104 m.appear.forEach(psq => {
105 if (this.board[psq.x][psq.y] != VariantRules.EMPTY &&
106 ![m.vanish[0].y,m.vanish[1].y].includes(psq.y))
107 {
108 return false;
109 }
110 });
111 }
112 else if (this.board[m.end.x][m.end.y] != VariantRules.EMPTY)
113 {
114 // Attempt to capture
115 const piece = this.getPiece(m.end.x,m.end.y);
116 if ((mirrorSide==1 && Object.keys(VariantRules.ALICE_PIECES).includes(piece))
117 || (mirrorSide==2 && Object.keys(VariantRules.ALICE_CODES).includes(piece)))
118 {
119 return false;
120 }
121 }
122 // If the move is computed on board1, m.appear change for Alice pieces.
123 if (mirrorSide==1)
124 {
125 m.appear.forEach(psq => { //forEach: castling taken into account
126 psq.p = VariantRules.ALICE_CODES[psq.p]; //goto board2
127 });
128 }
129 else //move on board2: mark vanishing pieces as Alice
130 {
131 m.vanish.forEach(psq => {
132 psq.p = VariantRules.ALICE_CODES[psq.p];
133 });
134 }
135 // Fix en-passant captures
136 if (m.vanish.length == 2 && this.board[m.end.x][m.end.y] == VariantRules.EMPTY)
137 m.vanish[1].c = this.getOppCol(this.getColor(x,y));
138 return true;
139 });
140 }
141
142 underCheck(move)
143 {
144 const color = this.turn;
145 this.play(move);
146 let sideBoard = this.getBoardOfPiece(this.kingPos[color]);
147 let saveBoard = this.board;
148 this.board = sideBoard;
149 let res = this.isAttacked(this.kingPos[color], this.getOppCol(color));
150 this.board = saveBoard;
151 this.undo(move);
152 return res;
153 }
154
155 getCheckSquares(move)
156 {
157 this.play(move);
158 const color = this.turn; //opponent
159 let sideBoard = this.getBoardOfPiece(this.kingPos[color]);
160 let saveBoard = this.board;
161 this.board = sideBoard;
162 let res = this.isAttacked(this.kingPos[color], this.getOppCol(color))
163 ? [ JSON.parse(JSON.stringify(this.kingPos[color])) ]
164 : [ ];
165 this.board = saveBoard;
166 this.undo(move);
167 return res;
168 }
169
170 updateVariables(move)
171 {
172 super.updateVariables(move); //standard king
173 const piece = this.getPiece(move.start.x,move.start.y);
174 const c = this.getColor(move.start.x,move.start.y);
175 // "l" = Alice king
176 if (piece == "l")
177 {
178 this.kingPos[c][0] = move.appear[0].x;
179 this.kingPos[c][1] = move.appear[0].y;
180 this.castleFlags[c] = [false,false];
181 }
182 }
183
184 unupdateVariables(move)
185 {
186 super.unupdateVariables(move);
187 const c = this.getColor(move.start.x,move.start.y);
188 if (this.getPiece(move.start.x,move.start.y) == "l")
189 this.kingPos[c] = [move.start.x, move.start.y];
190 }
191
192 checkGameEnd()
193 {
194 const color = this.turn;
195 let sideBoard = this.getBoardOfPiece(this.kingPos[color]);
196 let saveBoard = this.board;
197 this.board = sideBoard;
198 let res = "*";
199 if (!this.isAttacked(this.kingPos[color], this.getOppCol(color)))
200 res = "1/2";
201 else
202 res = (color == "w" ? "0-1" : "1-0");
203 this.board = saveBoard;
204 return res;
205 }
206
207 static get VALUES() {
208 return {
209 'p': 1,
210 's': 1,
211 'r': 5,
212 'u': 5,
213 'n': 3,
214 'o': 3,
215 'b': 3,
216 'c': 3,
217 'q': 9,
218 't': 9,
219 'k': 1000,
220 'l': 1000
221 };
222 }
223
224 getNotation(move)
225 {
226 if (move.appear.length == 2 && move.appear[0].p == VariantRules.KING)
227 {
228 if (move.end.y < move.start.y)
229 return "0-0-0";
230 else
231 return "0-0";
232 }
233
234 const finalSquare =
235 String.fromCharCode(97 + move.end.y) + (VariantRules.size[0]-move.end.x);
236 const piece = this.getPiece(move.start.x, move.start.y);
237
238 const captureMark = (move.vanish.length > move.appear.length ? "x" : "");
239 let pawnMark = "";
240 if (["p","s"].includes(piece) && captureMark.length == 1)
241 pawnMark = String.fromCharCode(97 + move.start.y); //start column
242
243 // Piece or pawn movement
244 let notation = piece.toUpperCase() + pawnMark + captureMark + finalSquare;
245 if (['s','p'].includes(piece) && !['s','p'].includes(move.appear[0].p))
246 {
247 // Promotion
248 notation += "=" + move.appear[0].p.toUpperCase();
249 }
250 return notation;
251 }
252 }