X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=public%2Fjavascripts%2Fvariants%2FAlice.js;h=57c7b25cf47b43d10b2eddfe2582267920f66f95;hp=db0881e29b863fae99d0b7215fcf0a95b7a27e62;hb=b6487fb9c41705187cf97215fc9e8f86a59057c7;hpb=0cd8f2bdfe04a0bd880ee48ef2dcce24728536ee diff --git a/public/javascripts/variants/Alice.js b/public/javascripts/variants/Alice.js index db0881e2..57c7b25c 100644 --- a/public/javascripts/variants/Alice.js +++ b/public/javascripts/variants/Alice.js @@ -1,86 +1,354 @@ -class AliceRules extends ChessRUles +// NOTE: alternative implementation, probably cleaner = use only 1 board +class AliceRules extends ChessRules { - // TODO: more general double correspondance normal <--> alice static get ALICE_PIECES() { - return ['s','t','u','c','o','l']; //king is 'l' + 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 (this.ALICE_PIECES.includes(b[1]) ? "Alice/" : "") + b; + return (Object.keys(this.ALICE_PIECES).includes(b[1]) ? "Alice/" : "") + b; + } + + static get PIECES() + { + return ChessRules.PIECES.concat(Object.keys(V.ALICE_PIECES)); } - getPotentialMovesFrom([x,y]) + setOtherVariables(fen) { - // Build board1+board2 from complete board - let board1 = doubleArray(sizeX, sizeY, ""); - let board2 = doubleArray(sizeX, sizeY, ""); - const [sizeX,sizeY] = variantRules.size; - 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)) + 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 = this.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; + } - return moves; + 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; + }); } - underCheck(move) + getAllValidMoves() { - // 1 where is king ? if board1 then build it, if board2 then build it. then check. const color = this.turn; - this.play(move); - let res = this.isAttacked(this.kingPos[color], this.getOppCol(color)); - this.undo(move); + const oppCol = this.getOppCol(color); + var potentialMoves = []; + let 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; + }); + 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, [this.getOppCol(color)]); + this.board = saveBoard; return res; } - // TODO also: - //getCheckSquares(move) + 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], [this.getOppCol(color)]) + ? [ JSON.parse(JSON.stringify(this.kingPos[color])) ] + : [ ]; + this.board = saveBoard; + return res; + } - // TODO: pieces change side! - static PlayOnBoard(board, move) + updateVariables(move) { - for (let psq of move.vanish) - board[psq.x][psq.y] = VariantRules.EMPTY; - for (let psq of move.appear) - board[psq.x][psq.y] = psq.c + psq.p; + 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]; + } } - static UndoOnBoard(board, move) + + unupdateVariables(move) { - for (let psq of move.appear) - board[psq.x][psq.y] = VariantRules.EMPTY; - for (let psq of move.vanish) - board[psq.x][psq.y] = psq.c + psq.p; + 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; - // No valid move: stalemate or checkmate? - // TODO: here also, need to build the board with king on it - if (!this.isAttacked(this.kingPos[color], this.getOppCol(color))) - return "1/2"; - // OK, checkmate - return color == "w" ? "0-1" : "1-0"; + 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], [this.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; } } + +const VariantRules = AliceRules;