+import { ChessRules } from "@/base_rules";
+import { CoregalRules } from "@/variants/Coregal";
+
+export class TwokingsRules extends CoregalRules {
+ static get PawnSpecs() {
+ return Object.assign(
+ {},
+ ChessRules.PawnSpecs,
+ { promotions: ChessRules.PawnSpecs.promotions.concat([V.KING]) }
+ );
+ }
+
+ static IsGoodPosition(position) {
+ if (position.length == 0) return false;
+ const rows = position.split("/");
+ if (rows.length != V.size.x) return false;
+ let kings = { "w": 0, "b": 0 };
+ for (let row of rows) {
+ let sumElts = 0;
+ for (let i = 0; i < row.length; i++) {
+ if (['K','k'].includes(row[i])) kings[row[i]]++;
+ if (V.PIECES.includes(row[i].toLowerCase())) sumElts++;
+ else {
+ const num = parseInt(row[i]);
+ if (isNaN(num)) return false;
+ sumElts += num;
+ }
+ }
+ if (sumElts != V.size.y) return false;
+ }
+ // Two kings (at least) per side should be present:
+ if (Object.values(kings).some(v => v < 2)) return false;
+ return true;
+ }
+
+ // Not scanning king positions. In this variant, scan the board everytime.
+ scanKings(fen) {}
+
+ getCheckSquares(color) {
+ let squares = [];
+ const oppCol = V.GetOppCol(color);
+ for (let i=0; i<V.size.x; i++) {
+ for (let j=0; j<V.size.y; j++) {
+ if (
+ this.getColor(i, j) == color &&
+ this.getPiece(i, j) == V.KING &&
+ this.isAttacked([i, j], oppCol)
+ ) {
+ squares.push([i, j]);
+ }
+ }
+ }
+ return squares;
+ }
+
+ static GenRandInitFen(randomness) {
+ const fen = CoregalRules.GenRandInitFen(randomness);
+ return fen.replace("q", "k").replace("Q", "K");
+ }
+
+ underCheck(color) {
+ const oppCol = V.GetOppCol(color);
+ for (let i=0; i<V.size.x; i++) {
+ for (let j=0; j<V.size.y; j++) {
+ if (
+ this.getColor(i, j) == color &&
+ this.getPiece(i, j) == V.KING &&
+ this.isAttacked([i, j], oppCol)
+ ) {
+ return true;
+ }
+ }
+ }
+ return false;
+ }
+
+ postPlay(move) {
+ const piece = move.vanish[0].p;
+ super.updateCastleFlags(move, piece, "twoKings");
+ }
+
+ postUndo() {}
+};