+++ /dev/null
-// 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;
- }
-}