Convert all remaining tabs by 2spaces
[vchess.git] / client / src / variants / Alice.js
index e81d3fc..d7e775c 100644 (file)
@@ -5,355 +5,355 @@ import { ArrayFun} from "@/utils/array";
 // TODO? atLeastOneMove() would be more efficient if rewritten here (less sideBoard computations)
 export const VariantRules = class AliceRules extends ChessRules
 {
-       static get ALICE_PIECES()
-       {
-               return {
-                       's': 'p',
-                       't': 'q',
-                       'u': 'r',
-                       'c': 'b',
-                       'o': 'n',
-                       'l': 'k',
-               };
-       }
-       static get ALICE_CODES()
-       {
-               return {
-                       'p': 's',
-                       'q': 't',
-                       'r': 'u',
-                       'b': 'c',
-                       'n': 'o',
-                       'k': 'l',
-               };
-       }
+  static get ALICE_PIECES()
+  {
+    return {
+      's': 'p',
+      't': 'q',
+      'u': 'r',
+      'c': 'b',
+      'o': 'n',
+      'l': 'k',
+    };
+  }
+  static get ALICE_CODES()
+  {
+    return {
+      'p': 's',
+      'q': 't',
+      'r': 'u',
+      'b': 'c',
+      'n': 'o',
+      'k': 'l',
+    };
+  }
 
-       static getPpath(b)
-       {
-               return (Object.keys(this.ALICE_PIECES).includes(b[1]) ? "Alice/" : "") + b;
-       }
+  static getPpath(b)
+  {
+    return (Object.keys(this.ALICE_PIECES).includes(b[1]) ? "Alice/" : "") + b;
+  }
 
-       static get PIECES()
-       {
-               return ChessRules.PIECES.concat(Object.keys(V.ALICE_PIECES));
-       }
+  static get PIECES()
+  {
+    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 required if Alice kings are found (means 'king moved')
-                       for (let i=0; i<rows.length; i++)
-                       {
-                               let k = 0; //column index on board
-                               for (let j=0; j<rows[i].length; j++)
-                               {
-                                       switch (rows[i].charAt(j))
-                                       {
-                                               case 'l':
-                                                       this.kingPos['b'] = [i,k];
-                                                       break;
-                                               case 'L':
-                                                       this.kingPos['w'] = [i,k];
-                                                       break;
-                                               default:
-                                                       const num = parseInt(rows[i].charAt(j));
-                                                       if (!isNaN(num))
-                                                               k += (num-1);
-                                       }
-                                       k++;
-                               }
-                       }
-               }
-       }
+  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 required if Alice kings are found (means 'king moved')
+      for (let i=0; i<rows.length; i++)
+      {
+        let k = 0; //column index on board
+        for (let j=0; j<rows[i].length; j++)
+        {
+          switch (rows[i].charAt(j))
+          {
+            case 'l':
+              this.kingPos['b'] = [i,k];
+              break;
+            case 'L':
+              this.kingPos['w'] = [i,k];
+              break;
+            default:
+              const num = parseInt(rows[i].charAt(j));
+              if (!isNaN(num))
+                k += (num-1);
+          }
+          k++;
+        }
+      }
+    }
+  }
 
-       // Return the (standard) color+piece notation at a square for a board
-       getSquareOccupation(i, j, mirrorSide)
-       {
-               const piece = this.getPiece(i,j);
-               if (mirrorSide==1 && Object.keys(V.ALICE_CODES).includes(piece))
-                       return this.board[i][j];
-               else if (mirrorSide==2 && Object.keys(V.ALICE_PIECES).includes(piece))
-                       return this.getColor(i,j) + V.ALICE_PIECES[piece];
-               return "";
-       }
+  // Return the (standard) color+piece notation at a square for a board
+  getSquareOccupation(i, j, mirrorSide)
+  {
+    const piece = this.getPiece(i,j);
+    if (mirrorSide==1 && Object.keys(V.ALICE_CODES).includes(piece))
+      return this.board[i][j];
+    else if (mirrorSide==2 && Object.keys(V.ALICE_PIECES).includes(piece))
+      return this.getColor(i,j) + V.ALICE_PIECES[piece];
+    return "";
+  }
 
-       // Build board of the given (mirror)side
-       getSideBoard(mirrorSide)
-       {
-               // Build corresponding board from complete board
-               let sideBoard = ArrayFun.init(V.size.x, V.size.y, "");
-               for (let i=0; i<V.size.x; i++)
-               {
-                       for (let j=0; j<V.size.y; j++)
-                               sideBoard[i][j] = this.getSquareOccupation(i, j, mirrorSide);
-               }
-               return sideBoard;
-       }
+  // Build board of the given (mirror)side
+  getSideBoard(mirrorSide)
+  {
+    // Build corresponding board from complete board
+    let sideBoard = ArrayFun.init(V.size.x, V.size.y, "");
+    for (let i=0; i<V.size.x; i++)
+    {
+      for (let j=0; j<V.size.y; j++)
+        sideBoard[i][j] = this.getSquareOccupation(i, j, mirrorSide);
+    }
+    return sideBoard;
+  }
 
-       // NOTE: castle & enPassant https://www.chessvariants.com/other.dir/alice.html
-       getPotentialMovesFrom([x,y], sideBoard)
-       {
-               const pieces = Object.keys(V.ALICE_CODES);
-               const codes = Object.keys(V.ALICE_PIECES);
-               const mirrorSide = (pieces.includes(this.getPiece(x,y)) ? 1 : 2);
+  // NOTE: castle & enPassant https://www.chessvariants.com/other.dir/alice.html
+  getPotentialMovesFrom([x,y], sideBoard)
+  {
+    const pieces = Object.keys(V.ALICE_CODES);
+    const codes = Object.keys(V.ALICE_PIECES);
+    const mirrorSide = (pieces.includes(this.getPiece(x,y)) ? 1 : 2);
     if (!sideBoard)
-           sideBoard = [this.getSideBoard(1), this.getSideBoard(2)];
-               const color = this.getColor(x,y);
+      sideBoard = [this.getSideBoard(1), this.getSideBoard(2)];
+    const color = this.getColor(x,y);
 
-               // Search valid moves on sideBoard
-               const saveBoard = this.board;
-               this.board = sideBoard[mirrorSide-1];
-               const moves = super.getPotentialMovesFrom([x,y])
-                       .filter(m => {
-                               // Filter out king moves which result in under-check position on
-                               // current board (before mirror traversing)
-                               let aprioriValid = true;
-                               if (m.appear[0].p == V.KING)
-                               {
-                                       this.play(m);
-                                       if (this.underCheck(color, sideBoard))
-                                               aprioriValid = false;
-                                       this.undo(m);
-                               }
-                               return aprioriValid;
-                       });
-               this.board = saveBoard;
+    // Search valid moves on sideBoard
+    const saveBoard = this.board;
+    this.board = sideBoard[mirrorSide-1];
+    const moves = super.getPotentialMovesFrom([x,y])
+      .filter(m => {
+        // Filter out king moves which result in under-check position on
+        // current board (before mirror traversing)
+        let aprioriValid = true;
+        if (m.appear[0].p == V.KING)
+        {
+          this.play(m);
+          if (this.underCheck(color, sideBoard))
+            aprioriValid = false;
+          this.undo(m);
+        }
+        return aprioriValid;
+      });
+    this.board = saveBoard;
 
-               // 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
-                               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] != V.EMPTY)
-                       {
-                               // Attempt to capture
-                               const piece = this.getPiece(m.end.x,m.end.y);
-                               if ((mirrorSide==1 && codes.includes(piece))
-                                       || (mirrorSide==2 && pieces.includes(piece)))
-                               {
-                                       return false;
-                               }
-                       }
-                       // 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
-                                       psq.p = V.ALICE_CODES[psq.p]; //goto board2
-                               });
-                       }
-                       else //move on board2: mark vanishing pieces as Alice
-                       {
-                               m.vanish.forEach(psq => {
-                                       psq.p = V.ALICE_CODES[psq.p];
-                               });
-                       }
-                       // Fix en-passant captures
-                       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 = V.GetOppCol(this.getColor(x,y));
-                               // In the special case of en-passant, if
-                               //  - board1 takes board2 : vanish[1] --> Alice
-                               //  - board2 takes board1 : vanish[1] --> normal
-                               let van = m.vanish[1];
-                               if (mirrorSide==1 && codes.includes(this.getPiece(van.x,van.y)))
-                                       van.p = V.ALICE_CODES[van.p];
-                               else if (mirrorSide==2 && pieces.includes(this.getPiece(van.x,van.y)))
-                                       van.p = V.ALICE_PIECES[van.p];
-                       }
-                       return true;
-               });
-               return res;
-       }
+    // 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
+        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] != V.EMPTY)
+      {
+        // Attempt to capture
+        const piece = this.getPiece(m.end.x,m.end.y);
+        if ((mirrorSide==1 && codes.includes(piece))
+          || (mirrorSide==2 && pieces.includes(piece)))
+        {
+          return false;
+        }
+      }
+      // 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
+          psq.p = V.ALICE_CODES[psq.p]; //goto board2
+        });
+      }
+      else //move on board2: mark vanishing pieces as Alice
+      {
+        m.vanish.forEach(psq => {
+          psq.p = V.ALICE_CODES[psq.p];
+        });
+      }
+      // Fix en-passant captures
+      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 = V.GetOppCol(this.getColor(x,y));
+        // In the special case of en-passant, if
+        //  - board1 takes board2 : vanish[1] --> Alice
+        //  - board2 takes board1 : vanish[1] --> normal
+        let van = m.vanish[1];
+        if (mirrorSide==1 && codes.includes(this.getPiece(van.x,van.y)))
+          van.p = V.ALICE_CODES[van.p];
+        else if (mirrorSide==2 && pieces.includes(this.getPiece(van.x,van.y)))
+          van.p = V.ALICE_PIECES[van.p];
+      }
+      return true;
+    });
+    return res;
+  }
 
-       filterValid(moves, sideBoard)
-       {
-               if (moves.length == 0)
-                       return [];
-               if (!sideBoard)
+  filterValid(moves, sideBoard)
+  {
+    if (moves.length == 0)
+      return [];
+    if (!sideBoard)
       sideBoard = [this.getSideBoard(1), this.getSideBoard(2)];
-               const color = this.turn;
-               return moves.filter(m => {
-                       this.playSide(m, sideBoard); //no need to track flags
-                       const res = !this.underCheck(color, sideBoard);
-                       this.undoSide(m, sideBoard);
-                       return res;
-               });
-       }
+    const color = this.turn;
+    return moves.filter(m => {
+      this.playSide(m, sideBoard); //no need to track flags
+      const res = !this.underCheck(color, sideBoard);
+      this.undoSide(m, sideBoard);
+      return res;
+    });
+  }
 
-       getAllValidMoves()
-       {
-               const color = this.turn;
-               const oppCol = V.GetOppCol(color);
-               let potentialMoves = [];
-               const sideBoard = [this.getSideBoard(1), this.getSideBoard(2)];
-               for (var i=0; i<V.size.x; i++)
-               {
-                       for (var j=0; j<V.size.y; j++)
-                       {
-                               if (this.board[i][j] != V.EMPTY && this.getColor(i,j) == color)
-                               {
-                                       Array.prototype.push.apply(potentialMoves,
-                                               this.getPotentialMovesFrom([i,j], sideBoard));
-                               }
-                       }
-               }
-               return this.filterValid(potentialMoves, sideBoard);
-       }
+  getAllValidMoves()
+  {
+    const color = this.turn;
+    const oppCol = V.GetOppCol(color);
+    let potentialMoves = [];
+    const sideBoard = [this.getSideBoard(1), this.getSideBoard(2)];
+    for (var i=0; i<V.size.x; i++)
+    {
+      for (var j=0; j<V.size.y; j++)
+      {
+        if (this.board[i][j] != V.EMPTY && this.getColor(i,j) == color)
+        {
+          Array.prototype.push.apply(potentialMoves,
+            this.getPotentialMovesFrom([i,j], sideBoard));
+        }
+      }
+    }
+    return this.filterValid(potentialMoves, sideBoard);
+  }
 
-       // Play on sideboards [TODO: only one sideBoard required]
-       playSide(move, sideBoard)
-       {
-               const pieces = Object.keys(V.ALICE_CODES);
-               move.vanish.forEach(psq => {
-                       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];
-               });
-       }
+  // Play on sideboards [TODO: only one sideBoard required]
+  playSide(move, sideBoard)
+  {
+    const pieces = Object.keys(V.ALICE_CODES);
+    move.vanish.forEach(psq => {
+      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];
-               });
-       }
+  // 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];
+    });
+  }
 
   // sideBoard: arg containing both boards (see getAllValidMoves())
-       underCheck(color, sideBoard)
-       {
-               const kp = this.kingPos[color];
-               const mirrorSide = (sideBoard[0][kp[0]][kp[1]] != V.EMPTY ? 1 : 2);
-               let saveBoard = this.board;
-               this.board = sideBoard[mirrorSide-1];
-               let res = this.isAttacked(kp, [V.GetOppCol(color)]);
-               this.board = saveBoard;
-               return res;
-       }
+  underCheck(color, sideBoard)
+  {
+    const kp = this.kingPos[color];
+    const mirrorSide = (sideBoard[0][kp[0]][kp[1]] != V.EMPTY ? 1 : 2);
+    let saveBoard = this.board;
+    this.board = sideBoard[mirrorSide-1];
+    let res = this.isAttacked(kp, [V.GetOppCol(color)]);
+    this.board = saveBoard;
+    return res;
+  }
 
-       getCheckSquares(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], [V.GetOppCol(color)])
-                       ? [ JSON.parse(JSON.stringify(this.kingPos[color])) ]
-                       : [ ];
-               this.board = saveBoard;
-               return res;
-       }
+  getCheckSquares(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], [V.GetOppCol(color)])
+      ? [ JSON.parse(JSON.stringify(this.kingPos[color])) ]
+      : [ ];
+    this.board = saveBoard;
+    return res;
+  }
 
-       updateVariables(move)
-       {
-               super.updateVariables(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];
-               }
-       }
+  updateVariables(move)
+  {
+    super.updateVariables(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];
+    }
+  }
 
-       unupdateVariables(move)
-       {
-               super.unupdateVariables(move);
-               const c = move.vanish[0].c;
-               if (move.vanish[0].p == "l")
-                       this.kingPos[c] = [move.start.x, move.start.y];
-       }
+  unupdateVariables(move)
+  {
+    super.unupdateVariables(move);
+    const c = move.vanish[0].c;
+    if (move.vanish[0].p == "l")
+      this.kingPos[c] = [move.start.x, move.start.y];
+  }
 
-       getCurrentScore()
-       {
+  getCurrentScore()
+  {
     if (this.atLeastOneMove()) // game not over
       return "*";
 
     const pieces = Object.keys(V.ALICE_CODES);
-               const color = this.turn;
-               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], [V.GetOppCol(color)]))
-                       res = "1/2";
-               else
-                       res = (color == "w" ? "0-1" : "1-0");
-               this.board = saveBoard;
-               return res;
-       }
+    const color = this.turn;
+    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], [V.GetOppCol(color)]))
+      res = "1/2";
+    else
+      res = (color == "w" ? "0-1" : "1-0");
+    this.board = saveBoard;
+    return res;
+  }
 
-       static get VALUES()
-       {
-               return Object.assign(
-                       ChessRules.VALUES,
-                       {
-                               's': 1,
-                               'u': 5,
-                               'o': 3,
-                               'c': 3,
-                               't': 9,
-                               '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 == V.KING)
-               {
-                       if (move.end.y < move.start.y)
-                               return "0-0-0";
-                       else
-                               return "0-0";
-               }
+  getNotation(move)
+  {
+    if (move.appear.length == 2 && move.appear[0].p == V.KING)
+    {
+      if (move.end.y < move.start.y)
+        return "0-0-0";
+      else
+        return "0-0";
+    }
 
-               const finalSquare = V.CoordsToSquare(move.end);
-               const piece = this.getPiece(move.start.x, move.start.y);
+    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 = V.CoordToColumn(move.start.y); //start column
+    const captureMark = (move.vanish.length > move.appear.length ? "x" : "");
+    let pawnMark = "";
+    if (["p","s"].includes(piece) && captureMark.length == 1)
+      pawnMark = V.CoordToColumn(move.start.y); //start column
 
-               // Piece or pawn movement
-               let notation = piece.toUpperCase() + pawnMark + captureMark + finalSquare;
-               if (['s','p'].includes(piece) && !['s','p'].includes(move.appear[0].p))
-               {
-                       // Promotion
-                       notation += "=" + move.appear[0].p.toUpperCase();
-               }
-               return notation;
-       }
+    // Piece or pawn movement
+    let notation = piece.toUpperCase() + pawnMark + captureMark + finalSquare;
+    if (['s','p'].includes(piece) && !['s','p'].includes(move.appear[0].p))
+    {
+      // Promotion
+      notation += "=" + move.appear[0].p.toUpperCase();
+    }
+    return notation;
+  }
 }