--- /dev/null
+import { ChessRules, Move, PiPo } from "@/base_rules";
+
+export 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);
+ 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 })
+ ]
+ });
+ // 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]) {
+ let moves = super.getPotentialMovesFrom([x,y]);
+ const piece = this.getPiece(x,y);
+ const color = this.turn;
+ const oppCol = V.GetOppCol(color);
+ const kp = this.kingPos[color];
+ // Add switches (if not under check, from anything but the king)
+ if (piece != V.KING && !this.isAttacked(kp, oppCol)) {
+ const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
+ for (let step of steps) {
+ const [i, j] = [x+step[0], y+step[1]];
+ if (
+ V.OnBoard(i, j) &&
+ this.board[i][j] != V.EMPTY &&
+ this.getColor(i,j) == color &&
+ this.getPiece(i,j) != piece
+ ) {
+ const switchMove_s = this.getSwitchMove_s([x,y], [i,j]);
+ Array.prototype.push.apply(moves, switchMove_s);
+ }
+ }
+ }
+ return moves;
+ }
+
+ postPlay(move) {
+ // Did some king move?
+ move.appear.forEach(a => {
+ if (a.p == V.KING) {
+ this.kingPos[a.c] = [a.x, a.y];
+ this.castleFlags[a.c] = [V.size.y, V.size.y];
+ }
+ });
+ for (let coords of [move.start, move.end]) {
+ if (
+ Object.keys(firstRank).includes(coords.x) &&
+ this.castleFlags[firstRank[coords.x]].includes(coords.y)
+ ) {
+ const c = firstRank[coords.x];
+ const flagIdx = (coords.y == this.castleFlags[c][0] ? 0 : 1);
+ this.castleFlags[c][flagIdx] = V.size.y;
+ }
+ }
+ }
+
+ postUndo(move) {
+ // Did some king move?
+ move.vanish.forEach(v => {
+ if (v.p == V.KING) this.kingPos[v.c] = [v.x, v.y];
+ });
+ }
+
+ static get SEARCH_DEPTH() {
+ // Branching factor is quite high
+ return 2;
+ }
+
+ getAllPotentialMoves() {
+ // Since this function is used only for computer play,
+ // remove duplicate switches:
+ return super.getAllPotentialMoves().filter(m => {
+ return (
+ m.appear.length == 1 ||
+ (move.appear[0].p == V.KING && move.appear[1].p == V.ROOK) ||
+ (m.appear[1].x <= m.vanish[1].x && m.appear[1].y <= m.vanish[1].y)
+ );
+ });
+ }
+
+ getNotation(move) {
+ if (move.appear.length == 1)
+ // Normal move
+ return super.getNotation(move);
+ if (move.appear[0].p == V.KING && move.appear[1].p == V.ROOK)
+ // Castle
+ return (move.end.y < move.start.y ? "0-0-0" : "0-0");
+ // Switch
+ return "S" + V.CoordsToSquare(move.start) + V.CoordsToSquare(move.end);
+ }
+}