return !!this.options["dark"];
}
+ // Some variants use only click information
+ get clickOnly() {
+ return false;
+ }
+
// Some variants use click infos:
doClick(coords) {
if (typeof coords.x != "number")
const move = this.doClick(cd);
if (move)
this.buildMoveStack(move, r);
- else {
+ else if (!this.clickOnly) {
const [x, y] = Object.values(cd);
if (typeof x != "number")
startPiece = this.r_pieces[x][y];
}
// Piece type on square (i,j)
- getPieceType(i, j, p) {
+ getPieceType(x, y, p) {
if (!p)
- p = this.getPiece(i, j);
- return C.CannibalKings[p] || p; //a cannibal king move as...
+ p = this.getPiece(x, y);
+ return this.pieces()[p].moveas || p;
+ }
+
+ isKing(x, y, p) {
+ if (!p)
+ p = this.getPiece(x, y);
+ if (!this.options["cannibal"])
+ return p == 'k';
+ return !!C.CannibalKings[p];
}
// Get opponent color
return segments;
}
- getStepSpec(color, x, y) {
- const allSpecs = this.pieces(color, x, y);
- let stepSpec = allSpecs[piece];
- if (stepSpec.moveas)
- stepSpec = allSpecs[stepSpec.moveas];
- return stepSpec;
+ getStepSpec(color, x, y, piece) {
+ return this.pieces(color, x, y)[piece || this.getPieceType(x, y)];
}
// Can thing on square1 capture thing on square2?
return false;
const color = this.getColor(x, y);
const oppCol = C.GetOppCol(color);
- const piece = this.getPieceType(x, y); //ok not cannibal king
- const stepSpec = this.getStepSpec(color, x, y);
+ const piece = this.getPieceType(x, y);
+ const stepSpec = this.getStepSpec(color, x, y, piece);
const attacks = stepSpec.attack || stepSpec.moves;
for (let a of attacks) {
outerLoop: for (let step of a.steps) {
// Stop at the first capture found
atLeastOneCapture(color) {
const oppCol = C.GetOppCol(color);
- const allowed = ([x, y]) => {
- this.getColor(x, y) == oppCol &&
- this.filterValid([this.getBasicMove([i, j], [x, y])]).length >= 1
+ const allowed = (sq1, sq2) => {
+ return (
+ // NOTE: canTake is reversed for Zen.
+ // Generally ok because of the symmetry. TODO?
+ this.canTake(sq1, sq2) &&
+ this.filterValid(
+ [this.getBasicMove(sq1, sq2)]).length >= 1
+ );
};
for (let i=0; i<this.size.x; i++) {
for (let j=0; j<this.size.y; j++) {
if (this.getColor(i, j) == color) {
if (
- (!this.options["zen"] && this.findDestSquares(
- [i, j], {attackOnly: true, one: true}, allowed).length == 1) ||
- (this.options["zen"] && this.findCapturesOn(
- [i, j], {one: true}, allowed).length == 1)
+ (
+ !this.options["zen"] &&
+ this.findDestSquares(
+ [i, j],
+ {
+ attackOnly: true,
+ one: true,
+ segments: this.options["cylinder"]
+ },
+ allowed
+ )
+ )
+ ||
+ (
+ (
+ this.options["zen"] &&
+ this.findCapturesOn(
+ [i, j],
+ {
+ one: true,
+ segments: this.options["cylinder"]
+ },
+ allowed
+ )
+ )
+ )
) {
return true;
}
}
compatibleStep([x1, y1], [x2, y2], step, range) {
+ const epsilon = 1e-7; //arbitrary small value
let shifts = [0];
if (this.options["cylinder"])
Array.prototype.push.apply(shifts, [-this.size.y, this.size.y]);
const rx = (x2 - x1) / step[0],
ry = (y2 + sh - y1) / step[1];
if (
+ // Zero step but non-zero interval => impossible
(!Number.isFinite(rx) && !Number.isNaN(rx)) ||
- (!Number.isFinite(ry) && !Number.isNaN(ry))
+ (!Number.isFinite(ry) && !Number.isNaN(ry)) ||
+ // Negative number of step (impossible)
+ (rx < 0 || ry < 0) ||
+ // Not the same number of steps in both directions:
+ (!Number.isNaN(rx) && !Number.isNaN(ry) && Math.abs(rx - ry) > epsilon)
) {
continue;
}
let distance = (Number.isNaN(rx) ? ry : rx);
- // TODO: 1e-7 here is totally arbitrary
- if (Math.abs(distance - Math.round(distance)) > 1e-7)
+ if (Math.abs(distance - Math.round(distance)) > epsilon)
continue;
distance = Math.round(distance); //in case of (numerical...)
- if (range >= distance)
+ if (!range || range >= distance)
return true;
}
return false;
const color = this.getColor(moves[0].start.x, moves[0].start.y);
const oppCol = C.GetOppCol(color);
- if (this.options["capture"] && this.atLeastOneCapture())
+ if (this.options["capture"] && this.atLeastOneCapture(color))
moves = this.capturePostProcess(moves, oppCol);
if (this.options["atomic"])
this.pawnPostProcess(moves, color, oppCol);
}
- if (
- this.options["cannibal"] &&
- this.options["rifle"]
- ) {
+ if (this.options["cannibal"] && this.options["rifle"])
// In this case a rifle-capture from last rank may promote a pawn
this.riflePromotePostProcess(moves, color);
- }
return moves;
}
}
// Generic method to find possible moves of "sliding or jumping" pieces
- getPotentialMovesOf(piece, [x, y], color) {
+ getPotentialMovesOf(piece, [x, y]) {
const color = this.getColor(x, y);
- const specialAttack = !!this.getStepSpec(color, x, y).attack;
+ const stepSpec = this.getStepSpec(color, x, y, piece);
let squares = [];
- if (specialAttack) {
+ if (stepSpec.attack) {
squares = this.findDestSquares(
[x, y],
{
attackOnly: true,
- segments: this.options["cylinder"]
+ segments: this.options["cylinder"],
+ stepSpec: stepSpec
},
- ([i, j]) => {
+ ([i1, j1], [i2, j2]) => {
return (
- (!this.options["zen"] || this.getPieceType(i, j) == 'k') &&
- this.canTake([x, y], [i, j])
+ (!this.options["zen"] || this.isKing(i2, j2)) &&
+ this.canTake([i1, j1], [i2, j2])
);
}
);
const noSpecials = this.findDestSquares(
[x, y],
{
- moveOnly: specialAttack || this.options["zen"],
- segments: this.options["cylinder"]
- },
- ([i, j]) => this.board[i][j] == "" || this.canTake([x, y], [i, j])
+ moveOnly: !!stepSpec.attack || this.options["zen"],
+ segments: this.options["cylinder"],
+ stepSpec: stepSpec
+ }
);
Array.prototype.push.apply(squares, noSpecials);
if (this.options["zen"]) {
let zenCaptures = this.findCapturesOn(
[x, y],
- {},
- ([i, j]) => this.getPieceType(i, j) != 'k'
+ {}, //byCol: default is ok
+ ([i1, j1], [i2, j2]) =>
+ !this.isKing(i1, j1) && this.canTake([i2, j2], [i1, j1])
);
// Technical step: segments (if any) are reversed
if (this.options["cylinder"]) {
[x, y],
{
attackOnly: true,
- segments: this.options["cylinder"]
+ segments: this.options["cylinder"],
+ stepSpec: stepSpec
},
- ([i, j]) =>
- this.getColor(i, j) == color && this.getPieceType(i, j) != 'k'
+ ([i1, j1], [i2, j2]) =>
+ this.getColor(i2, j2) == color && !this.isKing(i2, j2)
);
Array.prototype.push.apply(squares, selfCaptures);
}
findDestSquares([x, y], o, allowed) {
if (!allowed)
- allowed = () => true;
+ allowed = (sq1, sq2) => this.canTake(sq1, sq2);
const apparentPiece = this.getPiece(x, y); //how it looks
let res = [];
// Next 3 for Cylinder mode: (unused if !o.segments)
this.onBoard(i, j) &&
((i == x && j == y) || this.canStepOver(i, j, apparentPiece))
) {
- if (!explored[i + "." + j] && (i != x || j != y))
- {
+ if (!explored[i + "." + j] && (i != x || j != y)) {
explored[i + "." + j] = true;
if (
- allowed([i, j]) &&
- (
- !o.captureTarget ||
- (o.captureTarget[0] == i && o.captureTarget[1] == j)
- )
+ !o.captureTarget ||
+ (o.captureTarget[0] == i && o.captureTarget[1] == j)
) {
if (o.one && !o.attackOnly)
return true;
const pieceIJ = this.getPieceType(i, j);
if (!explored[i + "." + j]) {
explored[i + "." + j] = true;
- if (allowed([i, j])) {
+ if (allowed([x, y], [i, j])) {
if (o.one && !o.moveOnly)
return true;
if (!o.moveOnly)
}
}
}
+ return undefined; //default, but let's explicit it
};
if (o.captureTarget)
- exploreSteps(o.captureSteps)
+ return exploreSteps(o.captureSteps)
else {
- const stepSpec = this.getStepSpec(this.getColor(x, y), x, y);
+ const stepSpec =
+ o.stepSpec || this.getStepSpec(this.getColor(x, y), x, y);
+ let outOne = false;
if (!o.attackOnly || !stepSpec.attack)
- exploreSteps(stepSpec.moves);
- if (!o.moveOnly && !!stepSpec.attack)
- exploreSteps(stepSpec.attack);
+ outOne = exploreSteps(stepSpec.moves);
+ if (!outOne && !o.moveOnly && !!stepSpec.attack) {
+ o.attackOnly = true; //ok because o is always a temporary object
+ outOne = exploreSteps(stepSpec.attack);
+ }
+ return (o.one ? outOne : res);
}
- return o.captureTarget ? null : (o.one ? false : res);
}
// Search for enemy (or not) pieces attacking [x, y]
findCapturesOn([x, y], o, allowed) {
- if (!allowed)
- allowed = () => true;
if (!o.byCol)
o.byCol = [C.GetOppCol(this.getColor(x, y) || this.turn)];
let res = [];
if (!this.compatibleStep([i, j], [x, y], s, a.range))
continue;
// Finally verify that nothing stand in-between
- const newSquare = this.findDestSquares(
+ const out = this.findDestSquares(
[i, j],
{
captureTarget: [x, y],
captureSteps: [{steps: [s], range: a.range}],
- segments: this.options["cylinder"],
- attackOnly: true
+ segments: o.segments,
+ attackOnly: true,
+ one: false //one and captureTarget are mutually exclusive
},
- ([ii, jj]) => this.canTake([ii, jj], [x, y])
+ allowed
);
- if (newSquare) {
+ if (out) {
if (o.one)
return true;
- res.push(newSquare);
+ res.push(out);
}
}
}
}
}
}
- return (one ? false : res);
+ return (o.one ? false : res);
}
// Build a regular move from its initial and destination squares.
})
);
if (this.options["cannibal"] && destColor != initColor) {
- const lastIdx = mv.vanish.length - 1;
+ const lastIdx = mv.vanish.length - 1; //think "Rifle+Cannibal"
let trPiece = mv.vanish[lastIdx].p;
- if (this.getPieceType(sx, sy) == 'k')
+ if (this.isKing(sx, sy))
trPiece = C.CannibalKingCode[trPiece];
if (mv.appear.length >= 1)
mv.appear[0].p = trPiece;
// Is piece (or square) at given position attacked by "oppCol" ?
underAttack([x, y], oppCol) {
- const king = this.getPieceType(x, y) == 'k';
+ // An empty square is considered as king,
+ // since it's used only in getCastleMoves (TODO?)
+ const king = this.board[x][y] == "" || this.isKing(x, y);
return (
(
(!this.options["zen"] || king) &&
- this.findCapturesOn([x, y],
- {byCol: [oppCol], segments: this.options["cylinder"], one: true},
- ([i, j]) => this.canTake([i, j], [x, y]))
+ this.findCapturesOn(
+ [x, y],
+ {
+ byCol: [oppCol],
+ segments: this.options["cylinder"],
+ one: true
+ }
+ )
)
||
(
- (this.options["zen"] && !king) &&
- this.findDestSquares([x, y],
- {attackOnly: true, segments: this.options["cylinder"], one: true},
- ([i, j]) => this.canTake([i, j], [x, y]))
+ (!!this.options["zen"] && !king) &&
+ this.findDestSquares(
+ [x, y],
+ {
+ attackOnly: true,
+ segments: this.options["cylinder"],
+ one: true
+ },
+ ([i1, j1], [i2, j2]) => this.getColor(i2, j2) == oppCol
+ )
)
);
}
searchKingPos(color) {
for (let i=0; i < this.size.x; i++) {
for (let j=0; j < this.size.y; j++) {
- if (this.getColor(i, j) == color && this.getPieceType(i, j) == 'k')
+ if (this.getColor(i, j) == color && this.isKing(i, j))
return [i, j];
}
}
this.playOnBoard(m);
let square = kingPos,
res = true; //a priori valid
- if (m.vanish.some(v => {
- return this.getPieceType(0, 0, v.p) == 'k' && v.c == color;
- })) {
+ if (m.vanish.some(v => this.isKing(0, 0, v.p) && v.c == color)) {
// Search king in appear array:
const newKingIdx =
- m.appear.findIndex(a => {
- return this.getPieceType(0, 0, a.p) == 'k' && a.c == color;
- });
+ m.appear.findIndex(a => this.isKing(0, 0, a.p) && a.c == color);
if (newKingIdx >= 0)
square = [m.appear[newKingIdx].x, m.appear[newKingIdx].y];
else
updateCastleFlags(move) {
// Update castling flags if start or arrive from/at rook/king locations
move.appear.concat(move.vanish).forEach(psq => {
- if (
- this.board[psq.x][psq.y] != "" &&
- this.getPieceType(psq.x, psq.y) == "k"
- ) {
+ if (this.isKing(0, 0, psq.p))
this.castleFlags[psq.c] = [this.size.y, this.size.y];
- }
// NOTE: not "else if" because king can capture enemy rook...
let c = "";
if (psq.x == 0)
this.captured = null;
}
if (this.isLastMove(move)) {
- this.turn = oppCol;
+ this.turn = C.GetOppCol(color);
this.movesCount++;
this.subTurn = 1;
}
if (move.next)
return false;
const color = this.turn;
- const oppCol = C.GetOppCol(color);
- const oppKingPos = this.searchKingPos(oppCol);
+ const oppKingPos = this.searchKingPos(C.GetOppCol(color));
if (oppKingPos[0] < 0 || this.underCheck(oppKingPos, color))
return true;
return (
(
!this.options["balance"] ||
- ![1, 3].includes(this.movesCount)
+ ![1, 2].includes(this.movesCount) ||
+ this.subTurn == 2
)
&&
(
// "Stop at the first move found"
atLeastOneMove(color) {
- color = color || this.turn;
for (let i = 0; i < this.size.x; i++) {
for (let j = 0; j < this.size.y; j++) {
if (this.board[i][j] != "" && this.getColor(i, j) == color) {
return (color == "w" ? "0-1" : "1-0");
if (kingPos[1][0] < 0)
return (color == "w" ? "1-0" : "0-1");
- if (this.atLeastOneMove())
+ if (this.atLeastOneMove(color))
return "*";
// No valid move: stalemate or checkmate?
- if (!this.underCheck(kingPos[0], color))
+ if (!this.underCheck(kingPos[0], oppCol))
return "1/2";
// OK, checkmate
return (color == "w" ? "0-1" : "1-0");
};
}
- getPieceType(x, y, p) {
+ isKing(x, y, p) {
if (!p)
- p = super.getPiece(x, y);
- return V.ALICE_PIECES[p] || p;
+ p = this.getPiece(x, y);
+ return ['k', 'l'].includes(p);
}
pieces(color, x, y) {
let alices = {
- 's': {"class": "alice-pawn", "moveas": "p"},
- 'u': {"class": "alice-rook", "moveas": "r"},
- 'o': {"class": "alice-knight", "moveas": "n"},
- 'c': {"class": "alice-bishop", "moveas": "b"},
- 't': {"class": "alice-queen", "moveas": "q"},
- 'l': {"class": "alice-king", "moveas": "k"}
+ 's': {"class": "alice-pawn", moveas: 'p'},
+ 'u': {"class": "alice-rook", moveas: 'r'},
+ 'o': {"class": "alice-knight", moveas: 'n'},
+ 'c': {"class": "alice-bishop", moveas: 'b'},
+ 't': {"class": "alice-queen", moveas: 'q'},
+ 'l': {"class": "alice-king", moveas: 'k'}
};
return Object.assign(alices, super.pieces(color, x, y));
}
this.board[i][j] == "" || !this.fromSameWorld(this.getPiece(i, j), p));
}
- // NOTE: castle & enPassant
- // https://www.chessvariants.com/other.dir/alice.html
getPotentialMovesFrom([x, y]) {
return super.getPotentialMovesFrom([x, y]).filter(m => {
// Remove moves landing on occupied square on other board
});
}
- isKing(symbol) {
- return ['k', 'l'].includes(symbol);
+ // helper for filterValid
+ toggleWorld(x, y) {
+ const piece = this.getPiece(x, y);
+ if (V.ALICE_PIECES[piece])
+ // From the other side of the mirror
+ this.board[x][y] = this.getColor(x, y) + V.ALICE_PIECES[piece];
+ else
+ // From the other other side :)
+ this.board[x][y] = this.getColor(x, y) + V.ALICE_CODES[piece];
}
- getCurrentScore() {
+ filterValid(moves) {
const color = this.turn;
- const inCheck = this.underCheck(this.searchKingPos(color));
- let someLegalMove = false;
- // Search for legal moves: if any is found and
- // does not change king world (if under check), then game not over.
- for (let i=0; i<this.size.x; i++) {
- for (let j=0; j<this.size.y; j++) {
- if (this.getColor(i, j) == color) {
- const moves = this.filterValid(this.getPotentialMovesFrom([i, j]));
- if (
- moves.length >= 1 &&
- (
- !inCheck ||
- moves.some(m => m.vanish.every(v => !this.isKing(v.p)))
- )
- ) {
- return "*";
- }
- }
+ const oppCol = C.GetOppCol(color);
+ const kingPos = this.searchKingPos(color);
+ const kingPiece = this.getPiece(kingPos[0], kingPos[1]);
+ return super.filterValid(moves).filter(m => {
+ // A move must also be legal on the board it is played:
+ // Shortcut if the moving piece and king are on different sides
+ if (
+ !this.isKing(0, 0, m.vanish[0].p) &&
+ !this.fromSameWorld(kingPiece, m.vanish[0].p)
+ ) {
+ return true;
}
- }
- // Couldn't find any legal move
- return (inCheck ? "1/2" : (color == 'w' ? "0-1" : "1-0"));
+ this.playOnBoard(m);
+ m.appear.forEach(a => this.toggleWorld(a.x, a.y));
+ const kingAppear = m.appear.find(a => this.isKing(0, 0, a.p));
+ const target = kingAppear ? [kingAppear.x, kingAppear.y] : kingPos;
+ const res = this.underCheck(target, oppCol);
+ m.appear.forEach(a => this.toggleWorld(a.x, a.y));
+ this.undoOnBoard(m);
+ return !res;
+ });
}
};