Improve Alice variant
[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 // Build board of the given (mirror)side
64 getSideBoard(mirrorSide)
65 {
66 const V = VariantRules;
67 // Build corresponding board from complete board
68 const [sizeX,sizeY] = V.size;
69 let sideBoard = doubleArray(sizeX, sizeY, "");
70 for (let i=0; i<sizeX; i++)
71 {
72 for (let j=0; j<sizeY; j++)
73 {
74 const piece = this.getPiece(i,j);
75 if (mirrorSide==1 && Object.keys(V.ALICE_CODES).includes(piece))
76 sideBoard[i][j] = this.board[i][j];
77 else if (mirrorSide==2 && Object.keys(V.ALICE_PIECES).includes(piece))
78 sideBoard[i][j] = this.getColor(i,j) + V.ALICE_PIECES[piece];
79 }
80 }
81 return sideBoard;
82 }
83
84 // NOTE: castle & enPassant https://www.chessvariants.com/other.dir/alice.html
85 // --> Should be OK as is.
86 getPotentialMovesFrom([x,y], sideBoard)
87 {
88 const pieces = Object.keys(VariantRules.ALICE_CODES);
89 const codes = Object.keys(VariantRules.ALICE_PIECES);
90 const mirrorSide = (pieces.includes(this.getPiece(x,y)) ? 1 : 2);
91
92 // Search valid moves on sideBoard
93 let saveBoard = this.board;
94 this.board = sideBoard || this.getSideBoard(mirrorSide);
95 let moves = super.getPotentialMovesFrom([x,y]);
96 this.board = saveBoard;
97
98 // Finally filter impossible moves
99 let res = moves.filter(m => {
100 if (m.appear.length == 2) //castle
101 {
102 // If appear[i] not in vanish array, then must be empty square on other board
103 m.appear.forEach(psq => {
104 if (this.board[psq.x][psq.y] != VariantRules.EMPTY &&
105 ![m.vanish[0].y,m.vanish[1].y].includes(psq.y))
106 {
107 return false;
108 }
109 });
110 }
111 else if (this.board[m.end.x][m.end.y] != VariantRules.EMPTY)
112 {
113 // Attempt to capture
114 const piece = this.getPiece(m.end.x,m.end.y);
115 if ((mirrorSide==1 && codes.includes(piece))
116 || (mirrorSide==2 && pieces.includes(piece)))
117 {
118 return false;
119 }
120 }
121 // If the move is computed on board1, m.appear change for Alice pieces.
122 if (mirrorSide==1)
123 {
124 m.appear.forEach(psq => { //forEach: castling taken into account
125 psq.p = VariantRules.ALICE_CODES[psq.p]; //goto board2
126 });
127 }
128 else //move on board2: mark vanishing pieces as Alice
129 {
130 m.vanish.forEach(psq => {
131 psq.p = VariantRules.ALICE_CODES[psq.p];
132 });
133 }
134 // Fix en-passant captures
135 if (m.vanish.length == 2 && this.board[m.end.x][m.end.y] == VariantRules.EMPTY)
136 {
137 m.vanish[1].c = this.getOppCol(this.getColor(x,y));
138 // In the special case of en-passant, if
139 // - board1 takes board2 : vanish[1] --> Alice
140 // - board2 takes board1 : vanish[1] --> normal
141 let van = m.vanish[1];
142 if (mirrorSide==1 && codes.includes(this.getPiece(van.x,van.y)))
143 van.p = VariantRules.ALICE_CODES[van.p];
144 else if (mirrorSide==2 && pieces.includes(this.getPiece(van.x,van.y)))
145 van.p = VariantRules.ALICE_PIECES[van.p];
146 }
147 return true;
148 });
149 return res;
150 }
151
152 // NOTE: alternative implementation, recompute sideBoard's in this function
153 filterValid(moves, sideBoard)
154 {
155 if (moves.length == 0)
156 return [];
157 const pieces = Object.keys(VariantRules.ALICE_CODES);
158 return moves.filter(m => {
159 // WARNING: for underCheck(), we need the sideBoard of the arrival world !
160 const mirrorSide = (pieces.includes(this.getPiece(m.start.x,m.start.y)) ? 2 : 1);
161 return !this.underCheck(m, !!sideBoard ? sideBoard[mirrorSide-1] : null);
162 });
163 }
164
165 getAllValidMoves()
166 {
167 const color = this.turn;
168 const oppCol = this.getOppCol(color);
169 var potentialMoves = [];
170 let [sizeX,sizeY] = VariantRules.size;
171 let sideBoard = [this.getSideBoard(1), this.getSideBoard(2)];
172 for (var i=0; i<sizeX; i++)
173 {
174 for (var j=0; j<sizeY; j++)
175 {
176 if (this.board[i][j] != VariantRules.EMPTY && this.getColor(i,j) == color)
177 {
178 const mirrorSide =
179 (Object.keys(VariantRules.ALICE_CODES).includes(this.getPiece(i,j)) ? 1 : 2);
180 Array.prototype.push.apply(potentialMoves,
181 this.getPotentialMovesFrom([i,j], sideBoard[mirrorSide-1]));
182 }
183 }
184 }
185 return this.filterValid(potentialMoves, sideBoard);
186 }
187
188 underCheck(move, sideBoard)
189 {
190 const color = this.turn;
191 this.play(move);
192 const pieces = Object.keys(VariantRules.ALICE_CODES);
193 const kp = this.kingPos[color];
194 const mirrorSide = (pieces.includes(this.getPiece(kp[0],kp[1])) ? 1 : 2);
195 let saveBoard = this.board;
196 this.board = sideBoard || this.getSideBoard(mirrorSide);
197 let res = this.isAttacked(this.kingPos[color], this.getOppCol(color));
198 this.board = saveBoard;
199 this.undo(move);
200 return res;
201 }
202
203 getCheckSquares(move)
204 {
205 this.play(move);
206 const color = this.turn; //opponent
207 const pieces = Object.keys(VariantRules.ALICE_CODES);
208 const kp = this.kingPos[color];
209 const mirrorSide = (pieces.includes(this.getPiece(kp[0],kp[1])) ? 1 : 2);
210 let sideBoard = this.getSideBoard(mirrorSide);
211 let saveBoard = this.board;
212 this.board = sideBoard;
213 let res = this.isAttacked(this.kingPos[color], this.getOppCol(color))
214 ? [ JSON.parse(JSON.stringify(this.kingPos[color])) ]
215 : [ ];
216 this.board = saveBoard;
217 this.undo(move);
218 return res;
219 }
220
221 updateVariables(move)
222 {
223 super.updateVariables(move); //standard king
224 const piece = this.getPiece(move.start.x,move.start.y);
225 const c = this.getColor(move.start.x,move.start.y);
226 // "l" = Alice king
227 if (piece == "l")
228 {
229 this.kingPos[c][0] = move.appear[0].x;
230 this.kingPos[c][1] = move.appear[0].y;
231 this.castleFlags[c] = [false,false];
232 }
233 }
234
235 unupdateVariables(move)
236 {
237 super.unupdateVariables(move);
238 const c = this.getColor(move.start.x,move.start.y);
239 if (this.getPiece(move.start.x,move.start.y) == "l")
240 this.kingPos[c] = [move.start.x, move.start.y];
241 }
242
243 checkGameEnd()
244 {
245 const pieces = Object.keys(VariantRules.ALICE_CODES);
246 const color = this.turn;
247 const kp = this.kingPos[color];
248 const mirrorSide = (pieces.includes(this.getPiece(kp[0],kp[1])) ? 1 : 2);
249 let sideBoard = this.getSideBoard(mirrorSide);
250 let saveBoard = this.board;
251 this.board = sideBoard;
252 let res = "*";
253 if (!this.isAttacked(this.kingPos[color], this.getOppCol(color)))
254 res = "1/2";
255 else
256 res = (color == "w" ? "0-1" : "1-0");
257 this.board = saveBoard;
258 return res;
259 }
260
261 static get VALUES() {
262 return {
263 'p': 1,
264 's': 1,
265 'r': 5,
266 'u': 5,
267 'n': 3,
268 'o': 3,
269 'b': 3,
270 'c': 3,
271 'q': 9,
272 't': 9,
273 'k': 1000,
274 'l': 1000
275 };
276 }
277
278 getNotation(move)
279 {
280 if (move.appear.length == 2 && move.appear[0].p == VariantRules.KING)
281 {
282 if (move.end.y < move.start.y)
283 return "0-0-0";
284 else
285 return "0-0";
286 }
287
288 const finalSquare =
289 String.fromCharCode(97 + move.end.y) + (VariantRules.size[0]-move.end.x);
290 const piece = this.getPiece(move.start.x, move.start.y);
291
292 const captureMark = (move.vanish.length > move.appear.length ? "x" : "");
293 let pawnMark = "";
294 if (["p","s"].includes(piece) && captureMark.length == 1)
295 pawnMark = String.fromCharCode(97 + move.start.y); //start column
296
297 // Piece or pawn movement
298 let notation = piece.toUpperCase() + pawnMark + captureMark + finalSquare;
299 if (['s','p'].includes(piece) && !['s','p'].includes(move.appear[0].p))
300 {
301 // Promotion
302 notation += "=" + move.appear[0].p.toUpperCase();
303 }
304 return notation;
305 }
306 }