-class AliceRules extends ChessRUles
+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;
}
- getPotentialMovesFrom([x,y])
+ getBoardOfPiece([x,y])
{
- // Build board1+board2 from complete board
- let board1 = doubleArray(sizeX, sizeY, "");
- let board2 = doubleArray(sizeX, sizeY, "");
- const [sizeX,sizeY] = variantRules.size;
+ const V = VariantRules;
+ // Build board where the piece is
+ const mirrorSide = (Object.keys(V.ALICE_CODES).includes(this.getPiece(x,y)) ? 1 : 2);
+ // Build corresponding board from complete board
+ const [sizeX,sizeY] = V.size;
+ let sideBoard = doubleArray(sizeX, sizeY, "");
for (let i=0; i<sizeX; i++)
{
for (let j=0; j<sizeY; j++)
{
const piece = this.getPiece(i,j);
- if (this.ALICE_PIECES.includes(piece))
- board2[i][j] = this.board[i][j];
- else
- board1[i][j] = this.board[i][j];
+ if (mirrorSide==1 && Object.keys(V.ALICE_CODES).includes(piece))
+ sideBoard[i][j] = this.board[i][j];
+ else if (mirrorSide==2 && Object.keys(V.ALICE_PIECES).includes(piece))
+ sideBoard[i][j] = this.getColor(i,j) + V.ALICE_PIECES[piece];
}
}
- let saveBoard = JSON.parse(JSON.stringify(this.board));
-
- // Search valid moves on both boards
- let moves = [];
- this.board = board1;
-
+ return sideBoard;
+ }
- this.board = board2;
+ // TODO: castle & enPassant https://www.chessvariants.com/other.dir/alice.html
+ // TODO: enPassant seulement si l'on est du même coté que le coté de départ du pion adverse
+ // (en passant en sortant du monde... : il faut donc ajouter des coups non trouvés)
+ // castle: check that all destination squares are not occupied
+ getPotentialMovesFrom([x,y])
+ {
+ let sideBoard = this.getBoardOfPiece([x,y]);
+ // Search valid moves on sideBoard
+ let saveBoard = this.board;
+ this.board = sideBoard;
+ let moves = super.getPotentialMovesFrom([x,y]);
this.board = saveBoard;
// Finally filter impossible moves
-
- return moves;
+ const mirrorSide = (Object.keys(VariantRules.ALICE_CODES).includes(this.getPiece(x,y)) ? 1 : 2);
+ return moves.filter(m => {
+ if (this.board[m.end.x][m.end.y] != VariantRules.EMPTY)
+ {
+ const piece = this.getPiece(m.end.x,m.end.y);
+ if ((mirrorSide==1 && Object.keys(VariantRules.ALICE_PIECES).includes(piece))
+ || (mirrorSide==2 && Object.keys(VariantRules.ALICE_CODES).includes(piece)))
+ {
+ return false;
+ }
+ }
+ m.appear.forEach(psq => {
+ if (Object.keys(VariantRules.ALICE_CODES).includes(psq.p))
+ psq.p = VariantRules.ALICE_CODES[psq.p]; //goto board2
+ else
+ psq.p = VariantRules.ALICE_PIECES[psq.p]; //goto board1
+ });
+ return true;
+ });
}
underCheck(move)
{
- // 1 where is king ? if board1 then build it, if board2 then build it. then check.
const color = this.turn;
this.play(move);
+ let sideBoard = this.getBoardOfPiece(this.kingPos[color]);
+ let saveBoard = this.board;
+ this.board = sideBoard;
let res = this.isAttacked(this.kingPos[color], this.getOppCol(color));
+ this.board = saveBoard;
this.undo(move);
return res;
}
- // TODO also:
- //getCheckSquares(move)
-
- // TODO: pieces change side!
- static PlayOnBoard(board, move)
+ getCheckSquares(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;
+ this.play(move);
+ const color = this.turn; //opponent
+ let sideBoard = this.getBoardOfPiece(this.kingPos[color]);
+ 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;
+ this.undo(move);
+ return res;
}
- static UndoOnBoard(board, move)
+
+ getNotation(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;
+ if (move.appear.length == 2 && move.appear[0].p == VariantRules.KING)
+ {
+ if (move.end.y < move.start.y)
+ return "0-0-0";
+ else
+ return "0-0";
+ }
+
+ const finalSquare =
+ String.fromCharCode(97 + move.end.y) + (VariantRules.size[0]-move.end.x);
+ const piece = this.getPiece(move.start.x, move.start.y);
+
+ // Piece or pawn movement
+ let notation = piece.toUpperCase() +
+ (move.vanish.length > move.appear.length ? "x" : "") + finalSquare;
+ if (['s','p'].includes(piece) && !['s','p'].includes(move.appear[0].p))
+ {
+ // Promotion
+ notation += "=" + move.appear[0].p.toUpperCase();
+ }
+ return notation;
}
checkGameEnd()
{
const color = this.turn;
- // No valid move: stalemate or checkmate?
- // TODO: here also, need to build the board with king on it
+ let sideBoard = this.getBoardOfPiece(this.kingPos[color]);
+ let saveBoard = this.board;
+ this.board = sideBoard;
+ let res = "*";
if (!this.isAttacked(this.kingPos[color], this.getOppCol(color)))
- return "1/2";
- // OK, checkmate
- return color == "w" ? "0-1" : "1-0";
+ res = "1/2";
+ else
+ res = (color == "w" ? "0-1" : "1-0");
+ this.board = saveBoard;
+ return res;
}
}