+ 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++;
+ }
+ }
+ }
+ }
+
+ // Build board of the given (mirror)side
+ getSideBoard(mirrorSide)
+ {
+ const V = VariantRules;
+ // 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;
+ }
+
+ // 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);
+ const codes = Object.keys(VariantRules.ALICE_PIECES);
+ const mirrorSide = (pieces.includes(this.getPiece(x,y)) ? 1 : 2);
+
+ // Search valid moves on sideBoard
+ let saveBoard = this.board;
+ this.board = sideBoard || this.getSideBoard(mirrorSide);
+ let moves = super.getPotentialMovesFrom([x,y]);
+ this.board = saveBoard;
+
+ // Finally filter impossible moves
+ let res = 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 && codes.includes(piece))
+ || (mirrorSide==2 && pieces.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];
+ });
+ }
+ // Fix en-passant captures
+ if (m.vanish.length == 2 && this.board[m.end.x][m.end.y] == VariantRules.EMPTY)
+ {
+ m.vanish[1].c = this.getOppCol(this.getColor(x,y));
+ // In the special case of en-passant, if
+ // - board1 takes board2 : vanish[1] --> Alice
+ // - board2 takes board1 : vanish[1] --> normal
+ let van = m.vanish[1];
+ if (mirrorSide==1 && codes.includes(this.getPiece(van.x,van.y)))
+ van.p = VariantRules.ALICE_CODES[van.p];
+ else if (mirrorSide==2 && pieces.includes(this.getPiece(van.x,van.y)))
+ van.p = VariantRules.ALICE_PIECES[van.p];
+ }
+ return true;
+ });
+ return res;
+ }
+
+ // NOTE: alternative implementation, recompute sideBoard's in this function
+ filterValid(moves, sideBoard)
+ {
+ 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);
+ });
+ }
+
+ getAllValidMoves()
+ {
+ const color = this.turn;
+ const oppCol = this.getOppCol(color);
+ var potentialMoves = [];
+ let [sizeX,sizeY] = VariantRules.size;
+ let sideBoard = [this.getSideBoard(1), this.getSideBoard(2)];
+ for (var i=0; i<sizeX; i++)
+ {
+ for (var j=0; j<sizeY; j++)
+ {
+ if (this.board[i][j] != VariantRules.EMPTY && this.getColor(i,j) == color)
+ {
+ const mirrorSide =
+ (Object.keys(VariantRules.ALICE_CODES).includes(this.getPiece(i,j)) ? 1 : 2);
+ Array.prototype.push.apply(potentialMoves,
+ this.getPotentialMovesFrom([i,j], sideBoard[mirrorSide-1]));
+ }
+ }
+ }
+ return this.filterValid(potentialMoves, sideBoard);