Add Swap, Switching, pawns variants
[vchess.git] / client / src / variants / Switching.js
diff --git a/client/src/variants/Switching.js b/client/src/variants/Switching.js
new file mode 100644 (file)
index 0000000..229c7b3
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@@ -0,0 +1,125 @@
+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);
+  }
+}