Separate client and server codes. Keep everything in one git repo for simplicity
[vchess.git] / public / javascripts / variants / Alice.js
diff --git a/public/javascripts/variants/Alice.js b/public/javascripts/variants/Alice.js
deleted file mode 100644 (file)
index 04b4a34..0000000
+++ /dev/null
@@ -1,352 +0,0 @@
-// NOTE: alternative implementation, probably cleaner = use only 1 board
-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 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));
-       }
-
-       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 "";
-       }
-
-       // Build board of the given (mirror)side
-       getSideBoard(mirrorSide)
-       {
-               // Build corresponding board from complete board
-               let sideBoard = doubleArray(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);
-               const color = this.getColor(x,y);
-
-               // Search valid moves on sideBoard
-               let saveBoard = this.board;
-               this.board = sideBoard || this.getSideBoard(mirrorSide);
-               let 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))
-                                               aprioriValid = false;
-                                       this.undo(m);
-                               }
-                               return aprioriValid;
-                       });
-               this.board = saveBoard;
-
-               // Finally filter impossible moves
-               let 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)
-       {
-               if (moves.length == 0)
-                       return [];
-               let 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;
-               });
-       }
-
-       getAllValidMoves()
-       {
-               const color = this.turn;
-               const oppCol = V.GetOppCol(color);
-               var potentialMoves = [];
-               let 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)
-                               {
-                                       const mirrorSide =
-                                               Object.keys(V.ALICE_CODES).includes(this.getPiece(i,j))
-                                                       ? 1
-                                                       : 2;
-                                       Array.prototype.push.apply(potentialMoves,
-                                               this.getPotentialMovesFrom([i,j], sideBoard[mirrorSide-1]));
-                               }
-                       }
-               }
-               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];
-               });
-       }
-
-       // 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(color, sideBoard) //sideBoard arg always provided
-       {
-               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;
-       }
-
-       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];
-       }
-
-       checkGameEnd()
-       {
-               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;
-       }
-
-       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";
-               }
-
-               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
-
-               // 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;
-       }
-}