--- /dev/null
+import { ChessRules, Move, PiPo } from "@/base_rules";
+import { ArrayFun } from "@/utils/array";
+import { randInt } from "@/utils/alea";
+
+export class ColorboundRules extends ChessRules {
+ static get PawnSpecs() {
+ return Object.assign(
+ {},
+ ChessRules.PawnSpecs,
+ { promotions: V.PIECES }
+ );
+ }
+
+ getPpath(b) {
+ if ([V.C_ROOK, V.C_KNIGHT, V.C_BISHOP, V.C_QUEEN].includes(b[1]))
+ return "Colorbound/" + b;
+ return b;
+ }
+
+ static GenRandInitFen(randomness) {
+ if (randomness == 0)
+ return "dhaskahd/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0 ahah -";
+
+ // Mapping white --> black (at least at start):
+ const piecesMap = {
+ 'r': 'd',
+ 'n': 'h',
+ 'b': 'a',
+ 'q': 's',
+ 'k': 'k'
+ };
+
+ let pieces = { w: new Array(8), b: new Array(8) };
+ let flags = "";
+ // Shuffle pieces on first (and last rank if randomness == 2)
+ for (let c of ["w", "b"]) {
+ if (c == 'b' && randomness == 1) {
+ pieces['b'] = pieces['w'].map(p => piecesMap[p]);
+ flags += flags;
+ break;
+ }
+
+ // TODO: same code as in base_rules. Should extract and factorize?
+
+ let positions = ArrayFun.range(8);
+
+ let randIndex = 2 * randInt(4);
+ const bishop1Pos = positions[randIndex];
+ let randIndex_tmp = 2 * randInt(4) + 1;
+ const bishop2Pos = positions[randIndex_tmp];
+ positions.splice(Math.max(randIndex, randIndex_tmp), 1);
+ positions.splice(Math.min(randIndex, randIndex_tmp), 1);
+
+ randIndex = randInt(6);
+ const knight1Pos = positions[randIndex];
+ positions.splice(randIndex, 1);
+ randIndex = randInt(5);
+ const knight2Pos = positions[randIndex];
+ positions.splice(randIndex, 1);
+
+ randIndex = randInt(4);
+ const queenPos = positions[randIndex];
+ positions.splice(randIndex, 1);
+
+ const rook1Pos = positions[0];
+ const kingPos = positions[1];
+ const rook2Pos = positions[2];
+
+ pieces[c][rook1Pos] = "r";
+ pieces[c][knight1Pos] = "n";
+ pieces[c][bishop1Pos] = "b";
+ pieces[c][queenPos] = "q";
+ pieces[c][kingPos] = "k";
+ pieces[c][bishop2Pos] = "b";
+ pieces[c][knight2Pos] = "n";
+ pieces[c][rook2Pos] = "r";
+ if (c == 'b') pieces[c] = pieces[c].map(p => piecesMap[p]);
+ flags += V.CoordToColumn(rook1Pos) + V.CoordToColumn(rook2Pos);
+ }
+ // Add turn + flags + enpassant
+ return (
+ pieces["b"].join("") +
+ "/8/pppppppp/8/8/8/PPPPPPPP/" +
+ pieces["w"].join("").toUpperCase() +
+ " w 0 " + flags + " -"
+ );
+ }
+
+ static get C_ROOK() {
+ return 'd';
+ }
+ static get C_KNIGHT() {
+ return 'h';
+ }
+ static get C_BISHOP() {
+ return 'a';
+ }
+ static get C_QUEEN() {
+ return 's';
+ }
+
+ static get PIECES() {
+ return (
+ ChessRules.PIECES.concat([V.C_ROOK, V.C_KINGHT, V.C_BISHOP, V.C_QUEEN])
+ );
+ }
+
+ getPotentialMovesFrom([x, y]) {
+ switch (this.getPiece(x, y)) {
+ case V.C_ROOK:
+ return this.getPotentialC_rookMoves([x, y]);
+ case V.C_KNIGHT:
+ return this.getPotentialC_knightMoves([x, y]);
+ case V.C_BISHOP:
+ return this.getPotentialC_bishopMoves([x, y]);
+ case V.C_QUEEN:
+ return this.getPotentialC_queenMoves([x, y]);
+ default:
+ return super.getPotentialMovesFrom([x, y]);
+ }
+ return [];
+ }
+
+ static get steps() {
+ return Object.assign(
+ {},
+ ChessRules.steps,
+ {
+ // Dabbabah
+ 'd': [
+ [-2, 0],
+ [0, -2],
+ [2, 0],
+ [0, 2]
+ ],
+ // Alfil
+ 'a': [
+ [2, 2],
+ [2, -2],
+ [-2, 2],
+ [-2, -2]
+ ],
+ // Ferz
+ 'f': [
+ [1, 1],
+ [1, -1],
+ [-1, 1],
+ [-1, -1]
+ ]
+ }
+ );
+ }
+
+ getPotentialC_rookMoves(sq) {
+ return (
+ this.getSlideNJumpMoves(sq, V.steps[V.BISHOP]).concat(
+ this.getSlideNJumpMoves(sq, V.steps['d'], "oneStep"))
+ );
+ }
+
+ getPotentialC_knightMoves(sq) {
+ return (
+ this.getSlideNJumpMoves(sq, V.steps['a'], "oneStep").concat(
+ this.getSlideNJumpMoves(sq, V.steps[V.ROOK], "oneStep"))
+ );
+ }
+
+ getPotentialC_bishopMoves(sq) {
+ return (
+ this.getSlideNJumpMoves(sq, V.steps['d'], "oneStep").concat(
+ this.getSlideNJumpMoves(sq, V.steps['a'], "oneStep")).concat(
+ this.getSlideNJumpMoves(sq, V.steps[V.BISHOP], "oneStep"))
+ );
+ }
+
+ getPotentialC_queenMoves(sq) {
+ return (
+ this.getSlideNJumpMoves(sq, V.steps[V.BISHOP]).concat(
+ this.getSlideNJumpMoves(sq, V.steps[V.KNIGHT], "oneStep"))
+ );
+ }
+
+ // TODO: really find a way to avoid duolicating most of the castling code
+ // each time: here just the queenside castling squares change for black.
+ getCastleMoves([x, y]) {
+ const c = this.getColor(x, y);
+ if (x != (c == "w" ? V.size.x - 1 : 0) || y != this.INIT_COL_KING[c])
+ return [];
+
+ const oppCol = V.GetOppCol(c);
+ let moves = [];
+ let i = 0;
+ // King, then rook:
+ const finalSquares = [
+ // Black castle long in an unusual way:
+ (c == 'w' ? [2, 3] : [1, 2]),
+ [V.size.y - 2, V.size.y - 3]
+ ];
+ castlingCheck: for (
+ let castleSide = 0;
+ castleSide < 2;
+ castleSide++ //large, then small
+ ) {
+ if (this.castleFlags[c][castleSide] >= V.size.y) continue;
+
+ const rookPos = this.castleFlags[c][castleSide];
+ const castlingPiece = this.getPiece(x, rookPos);
+ 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 &&
+ (this.getColor(x, i) != c ||
+ ![V.KING, castlingPiece].includes(this.getPiece(x, i))))
+ ) {
+ continue castlingCheck;
+ }
+ i += step;
+ } while (i != finalSquares[castleSide][0]);
+
+ step = castleSide == 0 ? -1 : 1;
+ for (i = y + step; i != rookPos; i += step) {
+ if (this.board[x][i] != V.EMPTY) continue castlingCheck;
+ }
+
+ for (i = 0; i < 2; i++) {
+ if (
+ finalSquares[castleSide][i] != rookPos &&
+ this.board[x][finalSquares[castleSide][i]] != V.EMPTY &&
+ (
+ this.getPiece(x, finalSquares[castleSide][i]) != V.KING ||
+ this.getColor(x, finalSquares[castleSide][i]) != c
+ )
+ ) {
+ continue castlingCheck;
+ }
+ }
+
+ moves.push(
+ new Move({
+ appear: [
+ new PiPo({
+ x: x,
+ y: finalSquares[castleSide][0],
+ p: V.KING,
+ c: c
+ }),
+ new PiPo({
+ x: x,
+ y: finalSquares[castleSide][1],
+ p: castlingPiece,
+ c: c
+ })
+ ],
+ vanish: [
+ new PiPo({ x: x, y: y, p: V.KING, c: c }),
+ new PiPo({ x: x, y: rookPos, p: castlingPiece, c: c })
+ ],
+ end:
+ Math.abs(y - rookPos) <= 2
+ ? { x: x, y: rookPos }
+ : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) }
+ })
+ );
+ }
+
+ return moves;
+ }
+
+ isAttacked(sq, color) {
+ return (
+ super.isAttacked(sq, color) ||
+ this.isAttackedByC_rook(sq, color) ||
+ this.isAttackedByC_knight(sq, color) ||
+ this.isAttackedByC_bishop(sq, color) ||
+ this.isAttackedByC_queen(sq, color)
+ );
+ }
+
+ isAttackedByC_rook(sq, color) {
+ return (
+ this.isAttackedBySlideNJump(sq, color, V.C_ROOK, V.steps[V.BISHOP]) ||
+ this.isAttackedBySlideNJump(
+ sq, color, V.C_ROOK, V.steps['d'], "oneStep")
+ );
+ }
+
+ isAttackedByC_knight(sq, color) {
+ return (
+ this.isAttackedBySlideNJump(
+ sq, color, V.C_KNIGHT, V.steps[V.ROOK], "oneStep") ||
+ this.isAttackedBySlideNJump(
+ sq, color, V.C_KNIGHT, V.steps['a'], "oneStep")
+ );
+ }
+
+ isAttackedByC_bishop(sq, color) {
+ return (
+ this.isAttackedBySlideNJump(
+ sq, color, V.C_BISHOP, V.steps['d'], "oneStep") ||
+ this.isAttackedBySlideNJump(
+ sq, color, V.C_BISHOP, V.steps['a'], "oneStep") ||
+ this.isAttackedBySlideNJump(
+ sq, color, V.C_BISHOP, V.steps['f'], "oneStep")
+ );
+ }
+
+ isAttackedByC_queen(sq, color) {
+ return (
+ this.isAttackedBySlideNJump(sq, color, V.C_QUEEN, V.steps[V.BISHOP]) ||
+ this.isAttackedBySlideNJump(
+ sq, color, V.C_ROOK, V.steps[V.KNIGHT], "oneStep")
+ );
+ }
+
+ static get VALUES() {
+ return Object.assign(
+ {},
+ ChessRules.VALUES,
+ {
+ d: 4,
+ h: 3,
+ a: 5,
+ s: 6
+ }
+ );
+ }
+};