Attempt to fix Alice chess
authorBenjamin Auder <benjamin.auder@somewhere>
Fri, 23 Nov 2018 15:24:54 +0000 (16:24 +0100)
committerBenjamin Auder <benjamin.auder@somewhere>
Fri, 23 Nov 2018 15:24:54 +0000 (16:24 +0100)
public/javascripts/components/game.js
public/javascripts/variants/Alice.js

index 397ba52..c7e9ff1 100644 (file)
@@ -574,6 +574,7 @@ Vue.component('my-game', {
                        this.newGame("computer");
                },
                newGame: function(mode, fenInit, color, oppId, moves, continuation) {
                        this.newGame("computer");
                },
                newGame: function(mode, fenInit, color, oppId, moves, continuation) {
+                       //const fen = "3b1l2/ppp1p1pp/4o1r1/4N3/8/8/PPPPPPPP/RN1BBKQR 1111";//"rqbbnnkr/pppppppp/8/8/8/8/PPPPPPPP/RNNBBKQR 1111";//fenInit || VariantRules.GenRandInitFen();
                        const fen = fenInit || VariantRules.GenRandInitFen();
                        console.log(fen); //DEBUG
                        this.score = "*";
                        const fen = fenInit || VariantRules.GenRandInitFen();
                        console.log(fen); //DEBUG
                        this.score = "*";
index 4d10506..d457f5f 100644 (file)
@@ -28,6 +28,38 @@ class AliceRules extends ChessRules
                return (Object.keys(this.ALICE_PIECES).includes(b[1]) ? "Alice/" : "") + b;
        }
 
                return (Object.keys(this.ALICE_PIECES).includes(b[1]) ? "Alice/" : "") + b;
        }
 
+       initVariables(fen)
+       {
+               super.initVariables(fen);
+               const fenParts = fen.split(" ");
+               const position = fenParts[0].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++)
+                       {
+                               let k = 0; //column index on board
+                               for (let j=0; j<position[i].length; j++)
+                               {
+                                       switch (position[i].charAt(j))
+                                       {
+                                               case 'l':
+                                                       this.kingPos['b'] = [i,k];
+                                                       break;
+                                               case 'L':
+                                                       this.kingPos['w'] = [i,k];
+                                                       break;
+                                               default:
+                                                       let num = parseInt(position[i].charAt(j));
+                                                       if (!isNaN(num))
+                                                               k += (num-1);
+                                       }
+                                       k++;
+                               }
+                       }
+               }
+       }
+
        getBoardOfPiece([x,y])
        {
                const V = VariantRules;
        getBoardOfPiece([x,y])
        {
                const V = VariantRules;
@@ -50,6 +82,7 @@ class AliceRules extends ChessRules
                return sideBoard;
        }
 
                return sideBoard;
        }
 
+       // TODO: move board building one level up (findAllMoves()) to avoid re-building at every piece...
        // NOTE: castle & enPassant https://www.chessvariants.com/other.dir/alice.html
        // --> Should be OK as is.
        getPotentialMovesFrom([x,y])
        // NOTE: castle & enPassant https://www.chessvariants.com/other.dir/alice.html
        // --> Should be OK as is.
        getPotentialMovesFrom([x,y])
@@ -93,8 +126,12 @@ class AliceRules extends ChessRules
                                        psq.p = VariantRules.ALICE_CODES[psq.p]; //goto board2
                                });
                        }
                                        psq.p = VariantRules.ALICE_CODES[psq.p]; //goto board2
                                });
                        }
-                       else //move on board2: mark vanishing piece as Alice
-                               m.vanish[0].p = VariantRules.ALICE_CODES[m.vanish[0].p]
+                       else //move on board2: mark vanishing pieces as Alice
+                       {
+                               m.vanish.forEach(psq => {
+                                       psq.p = VariantRules.ALICE_CODES[psq.p];
+                               });
+                       }
                        return true;
                });
        }
                        return true;
                });
        }
@@ -127,6 +164,28 @@ class AliceRules extends ChessRules
                return res;
        }
 
                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);
+               // "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 = this.getColor(move.start.x,move.start.y);
+               if (this.getPiece(move.start.x,move.start.y) == "l")
+                       this.kingPos[c] = [move.start.x, move.start.y];
+       }
+
        getNotation(move)
        {
                if (move.appear.length == 2 && move.appear[0].p == VariantRules.KING)
        getNotation(move)
        {
                if (move.appear.length == 2 && move.appear[0].p == VariantRules.KING)