From 4b3539364e8fea527158f4ba27db1c0870ffd2fc Mon Sep 17 00:00:00 2001
From: Benjamin Auder <benjamin.auder@somewhere>
Date: Mon, 26 Nov 2018 11:25:15 +0100
Subject: [PATCH] Fix Alice chess

---
 TODO                                  |  1 +
 public/javascripts/components/game.js | 18 ++++----
 public/javascripts/variants/Alice.js  | 60 ++++++++++++++++++++-------
 3 files changed, 56 insertions(+), 23 deletions(-)

diff --git a/TODO b/TODO
index 4c567402..372fb25b 100644
--- a/TODO
+++ b/TODO
@@ -1,3 +1,4 @@
 For animation, moves should contains "moving" and "fading" maybe...
 Depth 2 or 3 depending on variant and if we detect smartphone or not?
 (static get SEARCH_DEPTH() { return 2; })
+Sur page d'accueil lien "contact" avec mail + instrus en cas de bug
diff --git a/public/javascripts/components/game.js b/public/javascripts/components/game.js
index b91d72c0..3f74fde9 100644
--- a/public/javascripts/components/game.js
+++ b/public/javascripts/components/game.js
@@ -1,4 +1,3 @@
-// TODO: use indexedDB instead of localStorage? (more flexible: allow several games)
 Vue.component('my-game', {
 	data: function() {
 		return {
@@ -136,7 +135,8 @@ Vue.component('my-game', {
 						},
 						[h('img',
 							{
-								attrs: { "src": '/images/pieces/' + VariantRules.getPpath(m.appear[0].c+m.appear[0].p) + '.svg' },
+								attrs: { "src": '/images/pieces/' +
+									VariantRules.getPpath(m.appear[0].c+m.appear[0].p) + '.svg' },
 								'class': { 'choice-piece': true, 'board': true },
 								on: { "click": e => { this.play(m); this.choices=[]; } },
 							})
@@ -170,10 +170,12 @@ Vue.component('my-game', {
 										{
 											'class': {
 												'piece': true,
-												'ghost': !!this.selectedPiece && this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj,
+												'ghost': !!this.selectedPiece
+													&& this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj,
 											},
 											attrs: {
-												src: "/images/pieces/" + VariantRules.getPpath(this.vr.board[ci][cj]) + ".svg",
+												src: "/images/pieces/" +
+													VariantRules.getPpath(this.vr.board[ci][cj]) + ".svg",
 											},
 										}
 									)
@@ -574,7 +576,7 @@ Vue.component('my-game', {
 			this.newGame("computer");
 		},
 		newGame: function(mode, fenInit, color, oppId, moves, continuation) {
-			//const fen = "qrbnkbrn/pppppppp/8/8/8/8/PPPPPPPP/BNNBRKRQ 1111";//fenInit || VariantRules.GenRandInitFen();
+			//const fen = "1n2T1n0/p2pO2p/1s1k1s2/8/3S2p1/2U2cO1/P3PuPP/3K1BR1 0100";
 			const fen = fenInit || VariantRules.GenRandInitFen();
 			console.log(fen); //DEBUG
 			this.score = "*";
@@ -641,9 +643,11 @@ Vue.component('my-game', {
 			}
 		},
 		playComputerMove: function() {
+			const timeStart = Date.now();
 			const compMove = this.vr.getComputerMove();
-			// HACK: avoid selecting elements before they appear on page:
-			setTimeout(() => this.play(compMove, "animate"), 500);
+			// (first move) HACK: avoid selecting elements before they appear on page:
+			const delay = Math.max(500-(Date.now()-timeStart), 0);
+			setTimeout(() => this.play(compMove, "animate"), delay);
 		},
 		// Get the identifier of a HTML table cell from its numeric coordinates o.x,o.y.
 		getSquareId: function(o) {
diff --git a/public/javascripts/variants/Alice.js b/public/javascripts/variants/Alice.js
index 9a7cefa0..b7f5a3e1 100644
--- a/public/javascripts/variants/Alice.js
+++ b/public/javascripts/variants/Alice.js
@@ -1,3 +1,4 @@
+// NOTE: alternative implementation, probably cleaner = use only 1 board
 class AliceRules extends ChessRules
 {
 	static get ALICE_PIECES()
@@ -82,7 +83,6 @@ class AliceRules extends ChessRules
 	}
 
 	// NOTE: castle & enPassant https://www.chessvariants.com/other.dir/alice.html
-	// --> Should be OK as is.
 	getPotentialMovesFrom([x,y], sideBoard)
 	{
 		const pieces = Object.keys(VariantRules.ALICE_CODES);
@@ -150,17 +150,12 @@ class AliceRules extends ChessRules
 		return res;
 	}
 
-	// NOTE: alternative implementation, recompute sideBoard's in this function
-	filterValid(moves, sideBoard)
+	filterValid(moves)
 	{
 		if (moves.length == 0)
 			return [];
-		const pieces = Object.keys(VariantRules.ALICE_CODES);
-		return moves.filter(m => {
-			// WARNING: for underCheck(), we need the sideBoard of the arrival world !
-			const mirrorSide = (pieces.includes(this.getPiece(m.start.x,m.start.y)) ? 2 : 1);
-			return !this.underCheck(m, !!sideBoard ? sideBoard[mirrorSide-1] : null);
-		});
+		let sideBoard = [this.getSideBoard(1), this.getSideBoard(2)];
+		return moves.filter(m => { return !this.underCheck(m, sideBoard); });
 	}
 
 	getAllValidMoves()
@@ -186,18 +181,51 @@ class AliceRules extends ChessRules
 		return this.filterValid(potentialMoves, sideBoard);
 	}
 
-	underCheck(move, sideBoard)
+	// Play on sideboards [TODO: only one sideBoard required]
+	playSide(move, sideBoard)
+	{
+		const pieces = Object.keys(VariantRules.ALICE_CODES);
+		move.vanish.forEach(psq => {
+			const mirrorSide = (pieces.includes(psq.p) ? 1 : 2);
+			sideBoard[mirrorSide-1][psq.x][psq.y] = VariantRules.EMPTY;
+		});
+		move.appear.forEach(psq => {
+			const mirrorSide = (pieces.includes(psq.p) ? 1 : 2);
+			const piece = (mirrorSide == 1 ? psq.p : VariantRules.ALICE_PIECES[psq.p]);
+			sideBoard[mirrorSide-1][psq.x][psq.y] = psq.c + piece;
+			if (piece == VariantRules.KING)
+				this.kingPos[psq.c] = [psq.x,psq.y];
+		});
+	}
+
+	// Undo on sideboards
+	undoSide(move, sideBoard)
 	{
-		const color = this.turn;
-		this.play(move);
 		const pieces = Object.keys(VariantRules.ALICE_CODES);
+		move.appear.forEach(psq => {
+			const mirrorSide = (pieces.includes(psq.p) ? 1 : 2);
+			sideBoard[mirrorSide-1][psq.x][psq.y] = VariantRules.EMPTY;
+		});
+		move.vanish.forEach(psq => {
+			const mirrorSide = (pieces.includes(psq.p) ? 1 : 2);
+			const piece = (mirrorSide == 1 ? psq.p : VariantRules.ALICE_PIECES[psq.p]);
+			sideBoard[mirrorSide-1][psq.x][psq.y] = psq.c + piece;
+			if (piece == VariantRules.KING)
+				this.kingPos[psq.c] = [psq.x,psq.y];
+		});
+	}
+
+	underCheck(move, 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 = (pieces.includes(this.getPiece(kp[0],kp[1])) ? 1 : 2);
+		const mirrorSide = sideBoard[0][kp[0]][kp[1]] != VariantRules.EMPTY ? 1 : 2;
 		let saveBoard = this.board;
-		this.board = sideBoard || this.getSideBoard(mirrorSide);
-		let res = this.isAttacked(this.kingPos[color], this.getOppCol(color));
+		this.board = sideBoard[mirrorSide-1];
+		let res = this.isAttacked(kp, this.getOppCol(color));
 		this.board = saveBoard;
-		this.undo(move);
+		this.undoSide(move, sideBoard);
 		return res;
 	}
 
-- 
2.44.0