Draft code reorganisation (+ fix Alice rules + stateless VariantRules object)
[vchess.git] / public / javascripts / variants / Alice.js
index 5e10a05..57c7b25 100644 (file)
@@ -29,20 +29,24 @@ class AliceRules extends ChessRules
                return (Object.keys(this.ALICE_PIECES).includes(b[1]) ? "Alice/" : "") + b;
        }
 
-       initVariables(fen)
+       static get PIECES()
        {
-               super.initVariables(fen);
-               const fenParts = fen.split(" ");
-               const position = fenParts[0].split("/");
+               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 used, so no need to set them for Alice kings
-                       for (let i=0; i<position.length; i++)
+                       // 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<position[i].length; j++)
+                               for (let j=0; j<rows[i].length; j++)
                                {
-                                       switch (position[i].charAt(j))
+                                       switch (rows[i].charAt(j))
                                        {
                                                case 'l':
                                                        this.kingPos['b'] = [i,k];
@@ -51,7 +55,7 @@ class AliceRules extends ChessRules
                                                        this.kingPos['w'] = [i,k];
                                                        break;
                                                default:
-                                                       let num = parseInt(position[i].charAt(j));
+                                                       const num = parseInt(rows[i].charAt(j));
                                                        if (!isNaN(num))
                                                                k += (num-1);
                                        }
@@ -91,11 +95,25 @@ class AliceRules extends ChessRules
                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]);
+               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
@@ -156,7 +174,13 @@ class AliceRules extends ChessRules
                if (moves.length == 0)
                        return [];
                let sideBoard = [this.getSideBoard(1), this.getSideBoard(2)];
-               return moves.filter(m => { return !this.underCheck(m, sideBoard); });
+               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()
@@ -217,24 +241,19 @@ class AliceRules extends ChessRules
                });
        }
 
-       underCheck(move, sideBoard) //sideBoard arg always provided
+       underCheck(color, sideBoard) //sideBoard arg always provided
        {
-               const color = this.turn;
-               this.playSide(move, sideBoard); //no need to track flags
                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, [this.getOppCol(color)]);
                this.board = saveBoard;
-               this.undoSide(move, sideBoard);
                return res;
        }
 
-       getCheckSquares(move)
+       getCheckSquares(color)
        {
-               this.play(move);
-               const color = this.turn; //opponent
                const pieces = Object.keys(V.ALICE_CODES);
                const kp = this.kingPos[color];
                const mirrorSide = (pieces.includes(this.getPiece(kp[0],kp[1])) ? 1 : 2);
@@ -245,15 +264,14 @@ class AliceRules extends ChessRules
                        ? [ JSON.parse(JSON.stringify(this.kingPos[color])) ]
                        : [ ];
                this.board = saveBoard;
-               this.undo(move);
                return res;
        }
 
        updateVariables(move)
        {
                super.updateVariables(move); //standard king
-               const piece = this.getPiece(move.start.x,move.start.y);
-               const c = this.getColor(move.start.x,move.start.y);
+               const piece = move.vanish[0].p;
+               const c = move.vanish[0].c;
                // "l" = Alice king
                if (piece == "l")
                {
@@ -266,8 +284,8 @@ class AliceRules extends ChessRules
        unupdateVariables(move)
        {
                super.unupdateVariables(move);
-               const c = this.getColor(move.start.x,move.start.y);
-               if (this.getPiece(move.start.x,move.start.y) == "l")
+               const c = move.vanish[0].c;
+               if (move.vanish[0].p == "l")
                        this.kingPos[c] = [move.start.x, move.start.y];
        }
 
@@ -289,7 +307,8 @@ class AliceRules extends ChessRules
                return res;
        }
 
-       static get VALUES() {
+       static get VALUES()
+       {
                return Object.assign(
                        ChessRules.VALUES,
                        {
@@ -313,13 +332,13 @@ class AliceRules extends ChessRules
                                return "0-0";
                }
 
-               const finalSquare = String.fromCharCode(97 + move.end.y) + (V.size.x-move.end.x);
+               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 = String.fromCharCode(97 + move.start.y); //start column
+                       pawnMark = V.CoordToColumn(move.start.y); //start column
 
                // Piece or pawn movement
                let notation = piece.toUpperCase() + pawnMark + captureMark + finalSquare;
@@ -331,3 +350,5 @@ class AliceRules extends ChessRules
                return notation;
        }
 }
+
+const VariantRules = AliceRules;