+++ /dev/null
-class SwitchingRules extends ChessRules
-{
- // Build switch move between squares x1,y1 and x2,y2
- getSwitchMove_s([x1,y1],[x2,y2])
- {
- const c = this.getColor(x1,y1); //same as color at square 2
- const p1 = this.getPiece(x1,y1);
- const p2 = this.getPiece(x2,y2);
- if (p1 == V.KING && p2 == V.ROOK)
- return []; //avoid duplicate moves (potential conflict with castle)
- let move = new Move({
- appear: [
- new PiPo({x:x2,y:y2,c:c,p:p1}),
- new PiPo({x:x1,y:y1,c:c,p:p2})
- ],
- vanish: [
- new PiPo({x:x1,y:y1,c:c,p:p1}),
- new PiPo({x:x2,y:y2,c:c,p:p2})
- ],
- start: {x:x1,y:y1},
- end: {x:x2,y:y2}
- });
- // Move completion: promote switched pawns (as in Magnetic)
- const lastRank = (c == "w" ? 0 : V.size.x-1);
- let moves = [];
- if ((p1==V.PAWN && x2==lastRank) || (p2==V.PAWN && x1==lastRank))
- {
- const idx = (p1==V.PAWN ? 0 : 1);
- move.appear[idx].p = V.ROOK;
- moves.push(move);
- for (let piece of [V.KNIGHT, V.BISHOP, V.QUEEN])
- {
- let cmove = JSON.parse(JSON.stringify(move));
- cmove.appear[idx].p = piece;
- moves.push(cmove);
- }
- if (idx == 1)
- {
- // Swap moves[i].appear[0] and [1] for moves presentation [TODO...]
- moves.forEach(m => {
- let tmp = m.appear[0];
- m.appear[0] = m.appear[1];
- m.appear[1] = tmp;
- });
- }
- }
- else //other cases
- moves.push(move);
- return moves;
- }
-
- getPotentialMovesFrom([x,y], computer)
- {
- let moves = super.getPotentialMovesFrom([x,y]);
- // Add switches: respecting chessboard ordering if "computer" is on
- const color = this.turn;
- const piece = this.getPiece(x,y);
- const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
- const kp = this.kingPos[color];
- const oppCol = V.GetOppCol(color);
- for (let step of steps)
- {
- let [i,j] = [x+step[0],y+step[1]];
- if (!!computer && (i<x || (i==x && j<y)))
- continue; //only switch with superior indices
- if (V.OnBoard(i,j) && this.board[i][j]!=V.EMPTY
- && this.getColor(i,j)==color && this.getPiece(i,j)!=piece
- // No switching under check (theoretically non-king pieces could, but not)
- && !this.isAttacked(kp, [oppCol]))
- {
- let switchMove_s = this.getSwitchMove_s([x,y],[i,j]);
- if (switchMove_s.length == 1)
- moves.push(switchMove_s[0]);
- else //promotion
- moves = moves.concat(switchMove_s);
- }
- }
- return moves;
- }
-
- getAllValidMoves(computer)
- {
- const color = this.turn;
- const oppCol = V.GetOppCol(color);
- let potentialMoves = [];
- for (let i=0; i<V.size.x; i++)
- {
- for (let j=0; j<V.size.y; j++)
- {
- if (this.board[i][j] != V.EMPTY && this.getColor(i,j) == color)
- {
- Array.prototype.push.apply(potentialMoves,
- this.getPotentialMovesFrom([i,j], computer));
- }
- }
- }
- return this.filterValid(potentialMoves);
- }
-
- updateVariables(move)
- {
- super.updateVariables(move);
- if (move.appear.length == 2 && move.vanish.length == 2
- && move.appear[1].p == V.KING)
- {
- // Switch with the king; not castle, and not handled by main class
- const color = move.vanish[0].c;
- this.kingPos[color] = [move.appear[1].x, move.appear[1].y];
- }
- }
-
- unupdateVariables(move)
- {
- super.unupdateVariables(move);
- if (move.appear.length == 2 && move.vanish.length == 2
- && move.appear[1].p == V.KING)
- {
- const color = move.vanish[0].c;
- this.kingPos[color] = [move.appear[0].x, move.appear[0].y];
- }
- }
-
- static get SEARCH_DEPTH() { return 2; } //high branching factor
-
- getNotation(move)
- {
- if (move.appear.length == 1)
- return super.getNotation(move); //no switch
- // Switch or castle
- if (move.appear[0].p == V.KING && move.appear[1].p == V.ROOK)
- return (move.end.y < move.start.y ? "0-0-0" : "0-0");
- // Switch:
- return "S" + V.CoordsToSquare(move.start) + V.CoordsToSquare(move.end);
- }
-}