X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FAlice.js;h=e7daf7f87265e7621522ebb5782b1af63f91f5ee;hp=d7e775cf9d3f9c09f2e10ae34baf61f0d3e98f9f;hb=6808d7a16ec1e761c6a2dffec2281c96953e4d89;hpb=ae2c49bb0bbaac3953f63be5b720e9c6835f00b6 diff --git a/client/src/variants/Alice.js b/client/src/variants/Alice.js index d7e775cf..e7daf7f8 100644 --- a/client/src/variants/Alice.js +++ b/client/src/variants/Alice.js @@ -1,67 +1,57 @@ import { ChessRules } from "@/base_rules"; -import { ArrayFun} from "@/utils/array"; +import { ArrayFun } from "@/utils/array"; // NOTE: alternative implementation, probably cleaner = use only 1 board // TODO? atLeastOneMove() would be more efficient if rewritten here (less sideBoard computations) -export const VariantRules = class AliceRules extends ChessRules -{ - static get ALICE_PIECES() - { +export const VariantRules = class AliceRules extends ChessRules { + static get ALICE_PIECES() { return { - 's': 'p', - 't': 'q', - 'u': 'r', - 'c': 'b', - 'o': 'n', - 'l': 'k', + s: "p", + t: "q", + u: "r", + c: "b", + o: "n", + l: "k" }; } - static get ALICE_CODES() - { + static get ALICE_CODES() { return { - 'p': 's', - 'q': 't', - 'r': 'u', - 'b': 'c', - 'n': 'o', - 'k': 'l', + p: "s", + q: "t", + r: "u", + b: "c", + n: "o", + k: "l" }; } - static getPpath(b) - { + static getPpath(b) { return (Object.keys(this.ALICE_PIECES).includes(b[1]) ? "Alice/" : "") + b; } - static get PIECES() - { + static get PIECES() { return ChessRules.PIECES.concat(Object.keys(V.ALICE_PIECES)); } - setOtherVariables(fen) - { + setOtherVariables(fen) { super.setOtherVariables(fen); const rows = V.ParseFen(fen).position.split("/"); - if (this.kingPos["w"][0] < 0 || this.kingPos["b"][0] < 0) - { + 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 { - // 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 = 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 - { + 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) + 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) - { + } 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))) - { + 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 + 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 - { + } //move on board2: mark vanishing pieces as Alice + else { 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)); + 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))) + 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))) + else if ( + mirrorSide == 2 && + pieces.includes(this.getPiece(van.x, van.y)) + ) van.p = V.ALICE_PIECES[van.p]; } return true; @@ -175,12 +159,9 @@ export const VariantRules = class AliceRules extends ChessRules return res; } - filterValid(moves, sideBoard) - { - if (moves.length == 0) - return []; - if (!sideBoard) - sideBoard = [this.getSideBoard(1), this.getSideBoard(2)]; + 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 @@ -190,20 +171,17 @@ export const VariantRules = class AliceRules extends ChessRules }); } - getAllValidMoves() - { + 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 { - const mirrorSide = (pieces.includes(psq.p) ? 1 : 2); - sideBoard[mirrorSide-1][psq.x][psq.y] = V.EMPTY; + 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]; + 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) - { + 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; + 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]; + 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) - { + underCheck(color, sideBoard) { const kp = this.kingPos[color]; - const mirrorSide = (sideBoard[0][kp[0]][kp[1]] != V.EMPTY ? 1 : 2); + const mirrorSide = sideBoard[0][kp[0]][kp[1]] != V.EMPTY ? 1 : 2; let saveBoard = this.board; - this.board = sideBoard[mirrorSide-1]; + this.board = sideBoard[mirrorSide - 1]; let res = this.isAttacked(kp, [V.GetOppCol(color)]); this.board = saveBoard; return res; } - getCheckSquares(color) - { + 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); + 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])) ] - : [ ]; + ? [JSON.parse(JSON.stringify(this.kingPos[color]))] + : []; this.board = saveBoard; return res; } - updateVariables(move) - { + 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") - { + if (piece == "l") { this.kingPos[c][0] = move.appear[0].x; this.kingPos[c][1] = move.appear[0].y; - this.castleFlags[c] = [false,false]; + this.castleFlags[c] = [false, false]; } } - unupdateVariables(move) - { + 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]; + if (move.vanish[0].p == "l") this.kingPos[c] = [move.start.x, move.start.y]; } - getCurrentScore() - { - if (this.atLeastOneMove()) // game not over + 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); + 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"); + 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"; + 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" : ""); + const captureMark = move.vanish.length > move.appear.length ? "x" : ""; let pawnMark = ""; - if (["p","s"].includes(piece) && captureMark.length == 1) + 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)) - { + if (["s", "p"].includes(piece) && !["s", "p"].includes(move.appear[0].p)) { // Promotion notation += "=" + move.appear[0].p.toUpperCase(); } return notation; } -} +};