| 1 | class AliceRules extends ChessRules |
| 2 | { |
| 3 | static get ALICE_PIECES() |
| 4 | { |
| 5 | return { |
| 6 | 's': 'p', |
| 7 | 't': 'q', |
| 8 | 'u': 'r', |
| 9 | 'c': 'b', |
| 10 | 'o': 'n', |
| 11 | 'l': 'k', |
| 12 | }; |
| 13 | } |
| 14 | static get ALICE_CODES() |
| 15 | { |
| 16 | return { |
| 17 | 'p': 's', |
| 18 | 'q': 't', |
| 19 | 'r': 'u', |
| 20 | 'b': 'c', |
| 21 | 'n': 'o', |
| 22 | 'k': 'l', |
| 23 | }; |
| 24 | } |
| 25 | |
| 26 | static getPpath(b) |
| 27 | { |
| 28 | return (Object.keys(this.ALICE_PIECES).includes(b[1]) ? "Alice/" : "") + b; |
| 29 | } |
| 30 | |
| 31 | getBoardOfPiece([x,y]) |
| 32 | { |
| 33 | const V = VariantRules; |
| 34 | // Build board where the piece is |
| 35 | const mirrorSide = (Object.keys(V.ALICE_CODES).includes(this.getPiece(x,y)) ? 1 : 2); |
| 36 | // Build corresponding board from complete board |
| 37 | const [sizeX,sizeY] = V.size; |
| 38 | let sideBoard = doubleArray(sizeX, sizeY, ""); |
| 39 | for (let i=0; i<sizeX; i++) |
| 40 | { |
| 41 | for (let j=0; j<sizeY; j++) |
| 42 | { |
| 43 | const piece = this.getPiece(i,j); |
| 44 | if (mirrorSide==1 && Object.keys(V.ALICE_CODES).includes(piece)) |
| 45 | sideBoard[i][j] = this.board[i][j]; |
| 46 | else if (mirrorSide==2 && Object.keys(V.ALICE_PIECES).includes(piece)) |
| 47 | sideBoard[i][j] = this.getColor(i,j) + V.ALICE_PIECES[piece]; |
| 48 | } |
| 49 | } |
| 50 | return sideBoard; |
| 51 | } |
| 52 | |
| 53 | // NOTE: castle & enPassant https://www.chessvariants.com/other.dir/alice.html |
| 54 | // --> Should be OK as is. |
| 55 | getPotentialMovesFrom([x,y]) |
| 56 | { |
| 57 | let sideBoard = this.getBoardOfPiece([x,y]); |
| 58 | |
| 59 | // Search valid moves on sideBoard |
| 60 | let saveBoard = this.board; |
| 61 | this.board = sideBoard; |
| 62 | let moves = super.getPotentialMovesFrom([x,y]); |
| 63 | this.board = saveBoard; |
| 64 | |
| 65 | // Finally filter impossible moves |
| 66 | const mirrorSide = (Object.keys(VariantRules.ALICE_CODES).includes(this.getPiece(x,y)) ? 1 : 2); |
| 67 | return moves.filter(m => { |
| 68 | if (m.appear.length == 2) //castle |
| 69 | { |
| 70 | // If appear[i] not in vanish array, then must be empty square on other board |
| 71 | m.appear.forEach(psq => { |
| 72 | if (this.board[psq.x][psq.y] != VariantRules.EMPTY && |
| 73 | ![m.vanish[0].y,m.vanish[1].y].includes(psq.y)) |
| 74 | { |
| 75 | return false; |
| 76 | } |
| 77 | }); |
| 78 | } |
| 79 | else if (this.board[m.end.x][m.end.y] != VariantRules.EMPTY) |
| 80 | { |
| 81 | // Attempt to capture |
| 82 | const piece = this.getPiece(m.end.x,m.end.y); |
| 83 | if ((mirrorSide==1 && Object.keys(VariantRules.ALICE_PIECES).includes(piece)) |
| 84 | || (mirrorSide==2 && Object.keys(VariantRules.ALICE_CODES).includes(piece))) |
| 85 | { |
| 86 | return false; |
| 87 | } |
| 88 | } |
| 89 | // If the move is computed on board1, m.appear change for Alice pieces. |
| 90 | if (mirrorSide==1) |
| 91 | { |
| 92 | m.appear.forEach(psq => { //forEach: castling taken into account |
| 93 | psq.p = VariantRules.ALICE_CODES[psq.p]; //goto board2 |
| 94 | }); |
| 95 | } |
| 96 | else //move on board2: mark vanishing piece as Alice |
| 97 | m.vanish[0].p = VariantRules.ALICE_CODES[m.vanish[0].p] |
| 98 | return true; |
| 99 | }); |
| 100 | } |
| 101 | |
| 102 | underCheck(move) |
| 103 | { |
| 104 | const color = this.turn; |
| 105 | this.play(move); |
| 106 | let sideBoard = this.getBoardOfPiece(this.kingPos[color]); |
| 107 | let saveBoard = this.board; |
| 108 | this.board = sideBoard; |
| 109 | let res = this.isAttacked(this.kingPos[color], this.getOppCol(color)); |
| 110 | this.board = saveBoard; |
| 111 | this.undo(move); |
| 112 | return res; |
| 113 | } |
| 114 | |
| 115 | getCheckSquares(move) |
| 116 | { |
| 117 | this.play(move); |
| 118 | const color = this.turn; //opponent |
| 119 | let sideBoard = this.getBoardOfPiece(this.kingPos[color]); |
| 120 | let saveBoard = this.board; |
| 121 | this.board = sideBoard; |
| 122 | let res = this.isAttacked(this.kingPos[color], this.getOppCol(color)) |
| 123 | ? [ JSON.parse(JSON.stringify(this.kingPos[color])) ] |
| 124 | : [ ]; |
| 125 | this.board = saveBoard; |
| 126 | this.undo(move); |
| 127 | return res; |
| 128 | } |
| 129 | |
| 130 | getNotation(move) |
| 131 | { |
| 132 | if (move.appear.length == 2 && move.appear[0].p == VariantRules.KING) |
| 133 | { |
| 134 | if (move.end.y < move.start.y) |
| 135 | return "0-0-0"; |
| 136 | else |
| 137 | return "0-0"; |
| 138 | } |
| 139 | |
| 140 | const finalSquare = |
| 141 | String.fromCharCode(97 + move.end.y) + (VariantRules.size[0]-move.end.x); |
| 142 | const piece = this.getPiece(move.start.x, move.start.y); |
| 143 | |
| 144 | // Piece or pawn movement |
| 145 | let notation = piece.toUpperCase() + |
| 146 | (move.vanish.length > move.appear.length ? "x" : "") + finalSquare; |
| 147 | if (['s','p'].includes(piece) && !['s','p'].includes(move.appear[0].p)) |
| 148 | { |
| 149 | // Promotion |
| 150 | notation += "=" + move.appear[0].p.toUpperCase(); |
| 151 | } |
| 152 | return notation; |
| 153 | } |
| 154 | |
| 155 | checkGameEnd() |
| 156 | { |
| 157 | const color = this.turn; |
| 158 | let sideBoard = this.getBoardOfPiece(this.kingPos[color]); |
| 159 | let saveBoard = this.board; |
| 160 | this.board = sideBoard; |
| 161 | let res = "*"; |
| 162 | if (!this.isAttacked(this.kingPos[color], this.getOppCol(color))) |
| 163 | res = "1/2"; |
| 164 | else |
| 165 | res = (color == "w" ? "0-1" : "1-0"); |
| 166 | this.board = saveBoard; |
| 167 | return res; |
| 168 | } |
| 169 | } |