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;
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])
psq.p = VariantRules.ALICE_CODES[psq.p]; //goto board2
});
}
- else //move on board2: mark vanishing piece as Alice
- m.vanish[0].p = VariantRules.ALICE_CODES[m.vanish[0].p]
+ 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));
return true;
});
}
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];
+ }
+
+ 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;
+ }
+
+ static get VALUES() {
+ return {
+ 'p': 1,
+ 's': 1,
+ 'r': 5,
+ 'u': 5,
+ 'n': 3,
+ 'o': 3,
+ 'b': 3,
+ 'c': 3,
+ 'q': 9,
+ 't': 9,
+ 'k': 1000,
+ 'l': 1000
+ };
+ }
+
getNotation(move)
{
if (move.appear.length == 2 && move.appear[0].p == VariantRules.KING)
String.fromCharCode(97 + move.end.y) + (VariantRules.size[0]-move.end.x);
const piece = this.getPiece(move.start.x, move.start.y);
+ const captureMark = (move.vanish.length > move.appear.length ? "x" : "");
+ let pawnMark = "";
+ if (["p","s"].includes(piece) && captureMark.length == 1)
+ pawnMark = String.fromCharCode(97 + move.start.y); //start column
+
// Piece or pawn movement
- let notation = piece.toUpperCase() +
- (move.vanish.length > move.appear.length ? "x" : "") + finalSquare;
+ let notation = piece.toUpperCase() + pawnMark + captureMark + finalSquare;
if (['s','p'].includes(piece) && !['s','p'].includes(move.appear[0].p))
{
// Promotion
}
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;
- }
}