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 {
+// TODO? atLeastOneMove() would be more efficient if rewritten here
+// (less sideBoard computations)
+export class AliceRules extends ChessRules {
static get ALICE_PIECES() {
return {
s: "p",
return (Object.keys(V.ALICE_PIECES).includes(b[1]) ? "Alice/" : "") + b;
}
+ getEpSquare(moveOrSquare) {
+ if (!moveOrSquare) return undefined;
+ if (typeof moveOrSquare === "string") {
+ const square = moveOrSquare;
+ if (square == "-") return undefined;
+ return V.SquareToCoords(square);
+ }
+ // Argument is a move:
+ const move = moveOrSquare;
+ const s = move.start,
+ e = move.end;
+ if (
+ s.y == e.y &&
+ Math.abs(s.x - e.x) == 2 &&
+ // Special conditions: a pawn can be on the other side
+ ['p','s'].includes(move.appear[0].p) &&
+ ['p','s'].includes(move.vanish[0].p)
+ ) {
+ return {
+ x: (s.x + e.x) / 2,
+ y: s.y
+ };
+ }
+ return undefined; //default
+ }
+
setOtherVariables(fen) {
super.setOtherVariables(fen);
const rows = V.ParseFen(fen).position.split("/");
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')
+ // INIT_COL_XXX won't be required if Alice kings are found
+ // (it means 'king moved')
for (let i = 0; i < rows.length; i++) {
let k = 0; //column index on board
for (let j = 0; j < rows[i].length; j++) {
return sideBoard;
}
- // NOTE: castle & enPassant https://www.chessvariants.com/other.dir/alice.html
+ // NOTE: castle & enPassant
+ // https://www.chessvariants.com/other.dir/alice.html
getPotentialMovesFrom([x, y], sideBoard) {
const pieces = Object.keys(V.ALICE_CODES);
const codes = Object.keys(V.ALICE_PIECES);
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)
+ 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
return res;
}
- getCheckSquares(color) {
+ getCheckSquares() {
+ const color = this.turn;
const pieces = Object.keys(V.ALICE_CODES);
const kp = this.kingPos[color];
const mirrorSide = pieces.includes(this.getPiece(kp[0], kp[1])) ? 1 : 2;
}
getCurrentScore() {
- if (this.atLeastOneMove())
- // game not over
- return "*";
-
+ if (this.atLeastOneMove()) return "*";
const pieces = Object.keys(V.ALICE_CODES);
const color = this.turn;
const kp = this.kingPos[color];