}
}
- getBoardOfPiece([x,y])
+ // Build board of the given (mirror)side
+ getSideBoard(mirrorSide)
{
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, "");
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])
+ getPotentialMovesFrom([x,y], sideBoard)
{
- let sideBoard = this.getBoardOfPiece([x,y]);
+ 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.board = sideBoard || this.getSideBoard(mirrorSide);
let moves = super.getPotentialMovesFrom([x,y]);
this.board = saveBoard;
- const pieces = Object.keys(VariantRules.ALICE_CODES);
- const codes = Object.keys(VariantRules.ALICE_PIECES);
-
// Finally filter impossible moves
- const mirrorSide = (pieces.includes(this.getPiece(x,y)) ? 1 : 2);
- return moves.filter(m => {
+ 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
}
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);
+ });
}
- underCheck(move)
+ 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);
+ }
+
+ underCheck(move, sideBoard)
{
const color = this.turn;
this.play(move);
- let sideBoard = this.getBoardOfPiece(this.kingPos[color]);
+ const pieces = Object.keys(VariantRules.ALICE_CODES);
+ const kp = this.kingPos[color];
+ const mirrorSide = (pieces.includes(this.getPiece(kp[0],kp[1])) ? 1 : 2);
let saveBoard = this.board;
- this.board = sideBoard;
+ this.board = sideBoard || this.getSideBoard(mirrorSide);
let res = this.isAttacked(this.kingPos[color], this.getOppCol(color));
this.board = saveBoard;
this.undo(move);
{
this.play(move);
const color = this.turn; //opponent
- let sideBoard = this.getBoardOfPiece(this.kingPos[color]);
+ const pieces = Object.keys(VariantRules.ALICE_CODES);
+ const kp = this.kingPos[color];
+ const mirrorSide = (pieces.includes(this.getPiece(kp[0],kp[1])) ? 1 : 2);
+ let sideBoard = this.getSideBoard(mirrorSide);
let saveBoard = this.board;
this.board = sideBoard;
let res = this.isAttacked(this.kingPos[color], this.getOppCol(color))
checkGameEnd()
{
+ const pieces = Object.keys(VariantRules.ALICE_CODES);
const color = this.turn;
- let sideBoard = this.getBoardOfPiece(this.kingPos[color]);
+ const kp = this.kingPos[color];
+ const mirrorSide = (pieces.includes(this.getPiece(kp[0],kp[1])) ? 1 : 2);
+ let sideBoard = this.getSideBoard(mirrorSide);
let saveBoard = this.board;
this.board = sideBoard;
let res = "*";