- // Castling ?
- const oppCol = V.GetOppCol(c);
- let moves = [];
- let i = 0;
- // Castling piece, then rook:
- const finalSquares = {
- 0: (relPos == "left" ? [1, 2] : [2, 3]),
- 3: (relPos == "right" ? [6, 5] : [5, 4])
- };
-
- // Left, then right castle:
- castlingCheck: for (let castleSide of [0, 3]) {
- if (this.castleFlags[c][castleSide] >= 8) continue;
-
- // Rook and castling piece are on initial position
- const rookPos = this.castleFlags[c][castleSide];
-
- // Nothing on the path of the king ? (and no checks)
- const finDist = finalSquares[castleSide][0] - y;
- let step = finDist / Math.max(1, Math.abs(finDist));
- i = y;
- do {
- if (
- this.isAttacked([x, i], oppCol) ||
- (this.board[x][i] != V.EMPTY &&
- // NOTE: next check is enough, because of chessboard constraints
- (this.getColor(x, i) != c ||
- ![castlingPiece, V.ROOK].includes(this.getPiece(x, i))))
- ) {
- continue castlingCheck;
- }
- i += step;
- } while (i != finalSquares[castleSide][0]);
-
- // Nothing on the path to the rook?
- step = castleSide == 0 ? -1 : 1;
- for (i = y + step; i != rookPos; i += step) {
- if (this.board[x][i] != V.EMPTY) continue castlingCheck;
- }
-
- // Nothing on final squares, except maybe castling piece and rook?
- for (i = 0; i < 2; i++) {
- if (
- this.board[x][finalSquares[castleSide][i]] != V.EMPTY &&
- ![y, rookPos].includes(finalSquares[castleSide][i])
- ) {
- continue castlingCheck;
- }
- }
-
- // If this code is reached, castle is valid
- moves.push(
- new Move({
- appear: [
- new PiPo({ x: x, y: finalSquares[castleSide][0], p: castlingPiece, c: c }),
- new PiPo({ x: x, y: finalSquares[castleSide][1], p: V.ROOK, c: c })
- ],
- vanish: [
- new PiPo({ x: x, y: y, p: castlingPiece, c: c }),
- new PiPo({ x: x, y: rookPos, p: V.ROOK, c: c })
- ],
- // In this variant, always castle by playing onto the rook
- end: { x: x, y: rookPos }
- })
- );
- }
-
+ const finalSquares = [
+ relPos == "left" ? [1, 2] : [2, 3],
+ relPos == "right" ? [6, 5] : [5, 4]
+ ];
+ const saveFlags = JSON.stringify(this.castleFlags[c]);
+ // Alter flags to follow base_rules semantic
+ this.castleFlags[c] = [0, 3].map(i => this.castleFlags[c][i]);
+ const moves = super.getCastleMoves([x, y], finalSquares);
+ this.castleFlags[c] = JSON.parse(saveFlags);