-class AliceRules extends ChessRUles
+class AliceRules extends ChessRules
{
- getPpath(b)
+ static get ALICE_PIECES()
{
- return ""; //TODO
+ 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 (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;
+ // 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 (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];
+ }
+ }
+ 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])
+ {
+ 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
+ const mirrorSide = (Object.keys(VariantRules.ALICE_CODES).includes(this.getPiece(x,y)) ? 1 : 2);
+ return moves.filter(m => {
+ if (m.appear.length == 2) //castle
+ {
+ // If appear[i] not in vanish array, then must be empty square on other board
+ m.appear.forEach(psq => {
+ if (this.board[psq.x][psq.y] != VariantRules.EMPTY &&
+ ![m.vanish[0].y,m.vanish[1].y].includes(psq.y))
+ {
+ return false;
+ }
+ });
+ }
+ else if (this.board[m.end.x][m.end.y] != VariantRules.EMPTY)
+ {
+ // Attempt to capture
+ 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;
+ }
+ }
+ // 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 = VariantRules.ALICE_CODES[psq.p]; //goto board2
+ });
+ }
+ else //move on board2: mark vanishing pieces as Alice
+ {
+ m.vanish.forEach(psq => {
+ psq.p = VariantRules.ALICE_CODES[psq.p];
+ });
+ }
+ return true;
+ });
+ }
+
+ underCheck(move)
+ {
+ 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;
+ }
+
+ getCheckSquares(move)
+ {
+ 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;
+ }
+
+ 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)
+ {
+ 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;
+ 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)))
+ res = "1/2";
+ else
+ res = (color == "w" ? "0-1" : "1-0");
+ this.board = saveBoard;
+ return res;
}
}