Experimental change: options replacing randomness (more general)
[vchess.git] / client / src / variants / Checkered.js
index 1f6750b..5036a82 100644 (file)
-class CheckeredRules extends ChessRules
-{
-       static getPpath(b)
-       {
-               return b[0]=='c' ? "Checkered/"+b : b;
-       }
-
-       static board2fen(b)
-       {
-               const checkered_codes = {
-                       'p': 's',
-                       'q': 't',
-                       'r': 'u',
-                       'b': 'c',
-                       'n': 'o',
-               };
-               if (b[0]=="c")
-                       return checkered_codes[b[1]];
-               return ChessRules.board2fen(b);
-       }
-
-       static fen2board(f)
-       {
-               // Tolerate upper-case versions of checkered pieces (why not?)
-               const checkered_pieces = {
-                       's': 'p',
-                       'S': 'p',
-                       't': 'q',
-                       'T': 'q',
-                       'u': 'r',
-                       'U': 'r',
-                       'c': 'b',
-                       'C': 'b',
-                       'o': 'n',
-                       'O': 'n',
-               };
-               if (Object.keys(checkered_pieces).includes(f))
-                       return 'c'+checkered_pieces[f];
-               return ChessRules.fen2board(f);
-       }
-
-       static get PIECES()
-       {
-               return ChessRules.PIECES.concat(['s','t','u','c','o']);
-       }
-
-       static IsGoodFlags(flags)
-       {
-               // 4 for castle + 16 for pawns
-               return !!flags.match(/^[01]{20,20}$/);
-       }
-
-       setFlags(fenflags)
-       {
-               super.setFlags(fenflags); //castleFlags
-               this.pawnFlags =
-               {
-                       "w": [...Array(8).fill(true)], //pawns can move 2 squares?
-                       "b": [...Array(8).fill(true)],
-               };
-               if (!fenflags)
-                       return;
-               const flags = fenflags.substr(4); //skip first 4 digits, for castle
-               for (let c of ['w','b'])
-               {
-                       for (let i=0; i<8; i++)
-                               this.pawnFlags[c][i] = (flags.charAt((c=='w'?0:8)+i) == '1');
-               }
-       }
-
-       aggregateFlags()
-       {
-               return [this.castleFlags, this.pawnFlags];
-       }
-
-       disaggregateFlags(flags)
-       {
-               this.castleFlags = flags[0];
-               this.pawnFlags = flags[1];
-       }
-
-       canTake([x1,y1], [x2,y2])
-       {
-               const color1 = this.getColor(x1,y1);
-               const color2 = this.getColor(x2,y2);
-               // Checkered aren't captured
-               return color1 != color2 && color2 != 'c' && (color1 != 'c' || color2 != this.turn);
-       }
-
-       // Post-processing: apply "checkerization" of standard moves
-       getPotentialMovesFrom([x,y])
-       {
-               let standardMoves = super.getPotentialMovesFrom([x,y]);
-               const lastRank = this.turn == "w" ? 0 : 7;
-               if (this.getPiece(x,y) == V.KING)
-                       return standardMoves; //king has to be treated differently (for castles)
-               let moves = [];
-               standardMoves.forEach(m => {
-                       if (m.vanish[0].p == V.PAWN)
-                       {
-                               if (Math.abs(m.end.x-m.start.x)==2 && !this.pawnFlags[this.turn][m.start.y])
-                                       return; //skip forbidden 2-squares jumps
-                               if (this.board[m.end.x][m.end.y] == V.EMPTY && m.vanish.length==2
-                                       && this.getColor(m.start.x,m.start.y) == 'c')
-                               {
-                                       return; //checkered pawns cannot take en-passant
-                               }
-                       }
-                       if (m.vanish.length == 1)
-                               moves.push(m); //no capture
-                       else
-                       {
-                               // A capture occured (m.vanish.length == 2)
-                               m.appear[0].c = "c";
-                               moves.push(m);
-                               if (m.appear[0].p != m.vanish[1].p //avoid promotions (already treated):
-                                       && (m.vanish[0].p != V.PAWN || m.end.x != lastRank))
-                               {
-                                       // Add transformation into captured piece
-                                       let m2 = JSON.parse(JSON.stringify(m));
-                                       m2.appear[0].p = m.vanish[1].p;
-                                       moves.push(m2);
-                               }
-                       }
-               });
-               return moves;
-       }
-
-       canIplay(side, [x,y])
-       {
-               return (side == this.turn && [side,'c'].includes(this.getColor(x,y)));
-       }
-
-       // Does m2 un-do m1 ? (to disallow undoing checkered moves)
-       oppositeMoves(m1, m2)
-       {
-               return m1.appear.length == 1 && m2.appear.length == 1
-                       && m1.vanish.length == 1 && m2.vanish.length == 1
-                       && m1.start.x == m2.end.x && m1.end.x == m2.start.x
-                       && m1.start.y == m2.end.y && m1.end.y == m2.start.y
-                       && m1.appear[0].c == m2.vanish[0].c && m1.appear[0].p == m2.vanish[0].p
-                       && m1.vanish[0].c == m2.appear[0].c && m1.vanish[0].p == m2.appear[0].p;
-       }
-
-       filterValid(moves)
-       {
-               if (moves.length == 0)
-                       return [];
-               const color = this.turn;
-               return moves.filter(m => {
-                       const L = this.moves.length;
-                       if (L > 0 && this.oppositeMoves(this.moves[L-1], m))
-                               return false;
-                       this.play(m);
-                       const res = !this.underCheck(color);
-                       this.undo(m);
-                       return res;
-               });
-       }
-
-       isAttackedByPawn([x,y], colors)
-       {
-               for (let c of colors)
-               {
-                       const color = (c=="c" ? this.turn : c);
-                       let pawnShift = (color=="w" ? 1 : -1);
-                       if (x+pawnShift>=0 && x+pawnShift<8)
-                       {
-                               for (let i of [-1,1])
-                               {
-                                       if (y+i>=0 && y+i<8 && this.getPiece(x+pawnShift,y+i)==V.PAWN
-                                               && this.getColor(x+pawnShift,y+i)==c)
-                                       {
-                                               return true;
-                                       }
-                               }
-                       }
-               }
-               return false;
-       }
-
-       underCheck(color)
-       {
-               return this.isAttacked(this.kingPos[color], [V.GetOppCol(color),'c']);
-       }
-
-       getCheckSquares(color)
-       {
-               // Artifically change turn, for checkered pawns
-               this.turn = V.GetOppCol(color);
-               const kingAttacked = this.isAttacked(
-                       this.kingPos[color], [V.GetOppCol(color),'c']);
-               let res = kingAttacked
-                       ? [JSON.parse(JSON.stringify(this.kingPos[color]))] //need to duplicate!
-                       : [];
-               this.turn = color;
-               return res;
-       }
-
-       updateVariables(move)
-       {
-               super.updateVariables(move);
-               // Does this move turn off a 2-squares pawn flag?
-               const secondRank = [1,6];
-               if (secondRank.includes(move.start.x) && move.vanish[0].p == V.PAWN)
-                       this.pawnFlags[move.start.x==6 ? "w" : "b"][move.start.y] = false;
-       }
-
-       checkGameEnd()
-       {
-               const color = this.turn;
-               // Artifically change turn, for checkered pawns
-               this.turn = V.GetOppCol(this.turn);
-               const res = this.isAttacked(this.kingPos[color], [V.GetOppCol(color),'c'])
-                       ? (color == "w" ? "0-1" : "1-0")
-                       : "1/2";
-               this.turn = V.GetOppCol(this.turn);
-               return res;
-       }
-
-       evalPosition()
-       {
-               let evaluation = 0;
-               //Just count material for now, considering checkered neutral (...)
-               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)
-                               {
-                                       const sqColor = this.getColor(i,j);
-                                       const sign = sqColor == "w" ? 1 : (sqColor=="b" ? -1 : 0);
-                                       evaluation += sign * V.VALUES[this.getPiece(i,j)];
-                               }
-                       }
-               }
-               return evaluation;
-       }
-
-       static GenRandInitFen()
-       {
-               const randFen = ChessRules.GenRandInitFen();
-               // Add 16 pawns flags:
-               return randFen.replace(" w 1111", " w 11111111111111111111");
-       }
-
-       getFlagsFen()
-       {
-               let fen = super.getFlagsFen();
-               // Add pawns flags
-               for (let c of ['w','b'])
-               {
-                       for (let i=0; i<8; i++)
-                               fen += this.pawnFlags[c][i] ? '1' : '0';
-               }
-               return fen;
-       }
-
-       getNotation(move)
-       {
-               if (move.appear.length == 2)
-               {
-                       // Castle
-                       if (move.end.y < move.start.y)
-                               return "0-0-0";
-                       else
-                               return "0-0";
-               }
-
-               // Translate final square
-               const finalSquare = V.CoordsToSquare(move.end);
-
-               const piece = this.getPiece(move.start.x, move.start.y);
-               if (piece == V.PAWN)
-               {
-                       // Pawn move
-                       let notation = "";
-                       if (move.vanish.length > 1)
-                       {
-                               // Capture
-                               const startColumn = V.CoordToColumn(move.start.y);
-                               notation = startColumn + "x" + finalSquare +
-                                       "=" + move.appear[0].p.toUpperCase();
-                       }
-                       else //no capture
-                       {
-                               notation = finalSquare;
-                               if (move.appear.length > 0 && piece != move.appear[0].p) //promotion
-                                       notation += "=" + move.appear[0].p.toUpperCase();
-                       }
-                       return notation;
-               }
-
-               else
-               {
-                       // Piece movement
-                       return piece.toUpperCase() + (move.vanish.length > 1 ? "x" : "") + finalSquare
-                               + (move.vanish.length > 1 ? "=" + move.appear[0].p.toUpperCase() : "");
-               }
-       }
-}
+import { ChessRules, Move, PiPo } from "@/base_rules";
+
+export class CheckeredRules extends ChessRules {
+
+  static board2fen(b) {
+    const checkered_codes = {
+      p: "s",
+      q: "t",
+      r: "u",
+      b: "c",
+      n: "o"
+    };
+    if (b[0] == "c") return checkered_codes[b[1]];
+    return ChessRules.board2fen(b);
+  }
+
+  static fen2board(f) {
+    // Tolerate upper-case versions of checkered pieces (why not?)
+    const checkered_pieces = {
+      s: "p",
+      S: "p",
+      t: "q",
+      T: "q",
+      u: "r",
+      U: "r",
+      c: "b",
+      C: "b",
+      o: "n",
+      O: "n"
+    };
+    if (Object.keys(checkered_pieces).includes(f))
+      return "c" + checkered_pieces[f];
+    return ChessRules.fen2board(f);
+  }
+
+  static get PIECES() {
+    return ChessRules.PIECES.concat(["s", "t", "u", "c", "o"]);
+  }
+
+  getPpath(b) {
+    return (b[0] == "c" ? "Checkered/" : "") + b;
+  }
+
+  static get Options() {
+    return Object.assign(
+      {},
+      ChessRules.Options,
+      {
+        check: [
+          {
+            label: "With switch",
+            defaut: true,
+            variable: "switch"
+          }
+        ]
+      }
+    );
+  }
+
+  static AbbreviateOptions(opts) {
+    return (!opts["switch"] ? "NS" : "");
+  }
+
+  setOtherVariables(fen) {
+    super.setOtherVariables(fen);
+    // Local stack of non-capturing checkered moves:
+    this.cmoves = [];
+    const cmove = V.ParseFen(fen).cmove;
+    if (cmove == "-") this.cmoves.push(null);
+    else {
+      this.cmoves.push({
+        start: ChessRules.SquareToCoords(cmove.substr(0, 2)),
+        end: ChessRules.SquareToCoords(cmove.substr(2))
+      });
+    }
+    // Stage 1: as Checkered2. Stage 2: checkered pieces are autonomous
+    const stageInfo = V.ParseFen(fen).stage;
+    this.stage = parseInt(stageInfo[0], 10);
+    this.canSwitch = (this.stage == 1 && stageInfo[1] != '-');
+    this.sideCheckered = (this.stage == 2 ? stageInfo[1] : undefined);
+  }
+
+  static IsGoodFen(fen) {
+    if (!ChessRules.IsGoodFen(fen)) return false;
+    const fenParts = fen.split(" ");
+    if (fenParts.length != 7) return false;
+    if (fenParts[5] != "-" && !fenParts[5].match(/^([a-h][1-8]){2}$/))
+      return false;
+    if (!fenParts[6].match(/^[12][wb-]?$/)) return false;
+    return true;
+  }
+
+  static IsGoodFlags(flags) {
+    // 4 for castle + 16 for pawns
+    return !!flags.match(/^[a-z]{4,4}[01]{16,16}$/);
+  }
+
+  setFlags(fenflags) {
+    super.setFlags(fenflags); //castleFlags
+    this.pawnFlags = {
+      w: [...Array(8)], //pawns can move 2 squares?
+      b: [...Array(8)]
+    };
+    const flags = fenflags.substr(4); //skip first 4 letters, for castle
+    for (let c of ["w", "b"]) {
+      for (let i = 0; i < 8; i++)
+        this.pawnFlags[c][i] = flags.charAt((c == "w" ? 0 : 8) + i) == "1";
+    }
+  }
+
+  aggregateFlags() {
+    return [this.castleFlags, this.pawnFlags];
+  }
+
+  disaggregateFlags(flags) {
+    this.castleFlags = flags[0];
+    this.pawnFlags = flags[1];
+  }
+
+  getEpSquare(moveOrSquare) {
+    // At stage 2, all pawns can be captured en-passant
+    if (
+      this.stage == 2 ||
+      typeof moveOrSquare !== "object" ||
+      (moveOrSquare.appear.length > 0 && moveOrSquare.appear[0].c != 'c')
+    )
+      return super.getEpSquare(moveOrSquare);
+    // Checkered or switch move: no en-passant
+    return undefined;
+  }
+
+  getCmove(move) {
+    // No checkered move to undo at stage 2:
+    if (this.stage == 1 && move.vanish.length == 1 && move.appear[0].c == "c")
+      return { start: move.start, end: move.end };
+    return null;
+  }
+
+  canTake([x1, y1], [x2, y2]) {
+    const color1 = this.getColor(x1, y1);
+    const color2 = this.getColor(x2, y2);
+    if (this.stage == 2) {
+      // Black & White <-- takes --> Checkered
+      const color1 = this.getColor(x1, y1);
+      const color2 = this.getColor(x2, y2);
+      return color1 != color2 && [color1, color2].includes('c');
+    }
+    // Checkered aren't captured
+    return (
+      color1 != color2 &&
+      color2 != "c" &&
+      (color1 != "c" || color2 != this.turn)
+    );
+  }
+
+  getPotentialMovesFrom([x, y], noswitch) {
+    let standardMoves = super.getPotentialMovesFrom([x, y]);
+    if (this.stage == 1) {
+      const color = this.turn;
+      // Post-processing: apply "checkerization" of standard moves
+      const lastRank = (color == "w" ? 0 : 7);
+      let moves = [];
+      // King is treated differently: it never turn checkered
+      if (this.getPiece(x, y) == V.KING) {
+        // If at least one checkered piece, allow switching:
+        if (
+          this.canSwitch && !noswitch &&
+          this.board.some(b => b.some(cell => cell[0] == 'c'))
+        ) {
+          const oppCol = V.GetOppCol(color);
+          moves.push(
+            new Move({
+              start: { x: x, y: y },
+              end: { x: this.kingPos[oppCol][0], y: this.kingPos[oppCol][1] },
+              appear: [],
+              vanish: []
+            })
+          );
+        }
+        return standardMoves.concat(moves);
+      }
+      standardMoves.forEach(m => {
+        if (m.vanish[0].p == V.PAWN) {
+          if (
+            Math.abs(m.end.x - m.start.x) == 2 &&
+            !this.pawnFlags[this.turn][m.start.y]
+          ) {
+            return; //skip forbidden 2-squares jumps
+          }
+          if (
+            this.board[m.end.x][m.end.y] == V.EMPTY &&
+            m.vanish.length == 2 &&
+            this.getColor(m.start.x, m.start.y) == "c"
+          ) {
+            return; //checkered pawns cannot take en-passant
+          }
+        }
+        if (m.vanish.length == 1)
+          // No capture
+          moves.push(m);
+        else {
+          // A capture occured (m.vanish.length == 2)
+          m.appear[0].c = "c";
+          moves.push(m);
+          if (
+            // Avoid promotions (already treated):
+            m.appear[0].p != m.vanish[1].p &&
+            (m.vanish[0].p != V.PAWN || m.end.x != lastRank)
+          ) {
+            // Add transformation into captured piece
+            let m2 = JSON.parse(JSON.stringify(m));
+            m2.appear[0].p = m.vanish[1].p;
+            moves.push(m2);
+          }
+        }
+      });
+      return moves;
+    }
+    return standardMoves;
+  }
+
+  getPotentialPawnMoves([x, y]) {
+    const color = this.getColor(x, y);
+    if (this.stage == 2) {
+      const saveTurn = this.turn;
+      if (this.sideCheckered == this.turn) {
+        // Cannot change PawnSpecs.bidirectional, so cheat a little:
+        this.turn = 'w';
+        const wMoves = super.getPotentialPawnMoves([x, y]);
+        this.turn = 'b';
+        const bMoves = super.getPotentialPawnMoves([x, y]);
+        this.turn = saveTurn;
+        return wMoves.concat(bMoves);
+      }
+      // Playing with both colors:
+      this.turn = color;
+      const moves = super.getPotentialPawnMoves([x, y]);
+      this.turn = saveTurn;
+      return moves;
+    }
+    let moves = super.getPotentialPawnMoves([x, y]);
+    // Post-process: set right color for checkered moves
+    if (color == 'c') {
+      moves.forEach(m => {
+        m.appear[0].c = 'c'; //may be done twice if capture
+        m.vanish[0].c = 'c';
+      });
+    }
+    return moves;
+  }
+
+  canIplay(side, [x, y]) {
+    if (this.stage == 2) {
+      const color = this.getColor(x, y);
+      return (
+        this.turn == this.sideCheckered
+          ? color == 'c'
+          : ['w', 'b'].includes(color)
+      );
+    }
+    return side == this.turn && [side, "c"].includes(this.getColor(x, y));
+  }
+
+  // Does m2 un-do m1 ? (to disallow undoing checkered moves)
+  oppositeMoves(m1, m2) {
+    return (
+      !!m1 &&
+      m2.appear[0].c == "c" &&
+      m2.appear.length == 1 &&
+      m2.vanish.length == 1 &&
+      m1.start.x == m2.end.x &&
+      m1.end.x == m2.start.x &&
+      m1.start.y == m2.end.y &&
+      m1.end.y == m2.start.y
+    );
+  }
+
+  filterValid(moves) {
+    if (moves.length == 0) return [];
+    const color = this.turn;
+    const oppCol = V.GetOppCol(color);
+    const L = this.cmoves.length; //at least 1: init from FEN
+    const stage = this.stage; //may change if switch
+    return moves.filter(m => {
+      // Checkered cannot be under check (no king)
+      if (stage == 2 && this.sideCheckered == color) return true;
+      this.play(m);
+      let res = true;
+      if (stage == 1) {
+        if (m.appear.length == 0 && m.vanish.length == 0) {
+          // Special "switch" move: kings must not be attacked by checkered.
+          // Not checking for oppositeMoves here: checkered are autonomous
+          res = (
+            !this.isAttacked(this.kingPos['w'], ['c']) &&
+            !this.isAttacked(this.kingPos['b'], ['c']) &&
+            this.getAllPotentialMoves().length > 0
+          );
+        }
+        else res = !this.oppositeMoves(this.cmoves[L - 1], m);
+      }
+      if (res && m.appear.length > 0) res = !this.underCheck(color);
+      // At stage 2, side with B & W can be undercheck with both kings:
+      if (res && stage == 2) res = !this.underCheck(oppCol);
+      this.undo(m);
+      return res;
+    });
+  }
+
+  getAllPotentialMoves() {
+    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++) {
+        const colIJ = this.getColor(i, j);
+        if (
+          this.board[i][j] != V.EMPTY &&
+          (
+            (this.stage == 1 && colIJ != oppCol) ||
+            (this.stage == 2 &&
+              (
+                (this.sideCheckered == color && colIJ == 'c') ||
+                (this.sideCheckered != color && ['w', 'b'].includes(colIJ))
+              )
+            )
+          )
+        ) {
+          Array.prototype.push.apply(
+            potentialMoves,
+            this.getPotentialMovesFrom([i, j])
+          );
+        }
+      }
+    }
+    return potentialMoves;
+  }
+
+  atLeastOneMove() {
+    const color = this.turn;
+    const oppCol = V.GetOppCol(color);
+    for (let i = 0; i < V.size.x; i++) {
+      for (let j = 0; j < V.size.y; j++) {
+        const colIJ = this.getColor(i, j);
+        if (
+          this.board[i][j] != V.EMPTY &&
+          (
+            (this.stage == 1 && colIJ != oppCol) ||
+            (this.stage == 2 &&
+              (
+                (this.sideCheckered == color && colIJ == 'c') ||
+                (this.sideCheckered != color && ['w', 'b'].includes(colIJ))
+              )
+            )
+          )
+        ) {
+          const moves = this.getPotentialMovesFrom([i, j], "noswitch");
+          if (moves.length > 0) {
+            for (let k = 0; k < moves.length; k++)
+              if (this.filterValid([moves[k]]).length > 0) return true;
+          }
+        }
+      }
+    }
+    return false;
+  }
+
+  // colors: array, 'w' and 'c' or 'b' and 'c' at stage 1,
+  // just 'c' (or unused) at stage 2
+  isAttacked(sq, colors) {
+    if (!Array.isArray(colors)) colors = [colors];
+    return (
+      this.isAttackedByPawn(sq, colors) ||
+      this.isAttackedByRook(sq, colors) ||
+      this.isAttackedByKnight(sq, colors) ||
+      this.isAttackedByBishop(sq, colors) ||
+      this.isAttackedByQueen(sq, colors) ||
+      this.isAttackedByKing(sq, colors)
+    );
+  }
+
+  isAttackedByPawn([x, y], colors) {
+    for (let c of colors) {
+      let shifts = [];
+      if (this.stage == 1) {
+        const color = (c == "c" ? this.turn : c);
+        shifts = [color == "w" ? 1 : -1];
+      }
+      else {
+        // Stage 2: checkered pawns are bidirectional
+        if (c == 'c') shifts = [-1, 1];
+        else shifts = [c == "w" ? 1 : -1];
+      }
+      for (let pawnShift of shifts) {
+        if (x + pawnShift >= 0 && x + pawnShift < 8) {
+          for (let i of [-1, 1]) {
+            if (
+              y + i >= 0 &&
+              y + i < 8 &&
+              this.getPiece(x + pawnShift, y + i) == V.PAWN &&
+              this.getColor(x + pawnShift, y + i) == c
+            ) {
+              return true;
+            }
+          }
+        }
+      }
+    }
+    return false;
+  }
+
+  isAttackedBySlideNJump([x, y], colors, piece, steps, oneStep) {
+    for (let step of steps) {
+      let rx = x + step[0],
+          ry = y + step[1];
+      while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) {
+        rx += step[0];
+        ry += step[1];
+      }
+      if (
+        V.OnBoard(rx, ry) &&
+        this.getPiece(rx, ry) === piece &&
+        colors.includes(this.getColor(rx, ry))
+      ) {
+        return true;
+      }
+    }
+    return false;
+  }
+
+  isAttackedByRook(sq, colors) {
+    return this.isAttackedBySlideNJump(sq, colors, V.ROOK, V.steps[V.ROOK]);
+  }
+
+  isAttackedByKnight(sq, colors) {
+    return this.isAttackedBySlideNJump(
+      sq,
+      colors,
+      V.KNIGHT,
+      V.steps[V.KNIGHT],
+      "oneStep"
+    );
+  }
+
+  isAttackedByBishop(sq, colors) {
+    return this.isAttackedBySlideNJump(
+      sq, colors, V.BISHOP, V.steps[V.BISHOP]);
+  }
+
+  isAttackedByQueen(sq, colors) {
+    return this.isAttackedBySlideNJump(
+      sq,
+      colors,
+      V.QUEEN,
+      V.steps[V.ROOK].concat(V.steps[V.BISHOP])
+    );
+  }
+
+  isAttackedByKing(sq, colors) {
+    return this.isAttackedBySlideNJump(
+      sq,
+      colors,
+      V.KING,
+      V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
+      "oneStep"
+    );
+  }
+
+  underCheck(color) {
+    if (this.stage == 1)
+      return this.isAttacked(this.kingPos[color], [V.GetOppCol(color), "c"]);
+    if (color == this.sideCheckered) return false;
+    return (
+      this.isAttacked(this.kingPos['w'], ["c"]) ||
+      this.isAttacked(this.kingPos['b'], ["c"])
+    );
+  }
+
+  getCheckSquares() {
+    const color = this.turn;
+    if (this.stage == 1) {
+      // Artifically change turn, for checkered pawns
+      this.turn = V.GetOppCol(color);
+      const kingAttacked =
+        this.isAttacked(
+          this.kingPos[color],
+          [V.GetOppCol(color), "c"]
+        );
+      let res = kingAttacked
+        ? [JSON.parse(JSON.stringify(this.kingPos[color]))]
+        : [];
+      this.turn = color;
+      return res;
+    }
+    if (this.sideCheckered == color) return [];
+    let res = [];
+    for (let c of ['w', 'b']) {
+      if (this.isAttacked(this.kingPos[c], ['c']))
+        res.push(JSON.parse(JSON.stringify(this.kingPos[c])));
+    }
+    return res;
+  }
+
+  play(move) {
+    move.flags = JSON.stringify(this.aggregateFlags());
+    this.epSquares.push(this.getEpSquare(move));
+    V.PlayOnBoard(this.board, move);
+    if (move.appear.length > 0 || move.vanish.length > 0)
+    {
+      this.turn = V.GetOppCol(this.turn);
+      this.movesCount++;
+    }
+    this.postPlay(move);
+  }
+
+  postPlay(move) {
+    if (move.appear.length == 0 && move.vanish.length == 0) {
+      this.stage = 2;
+      this.sideCheckered = this.turn;
+    }
+    else {
+      const c = move.vanish[0].c;
+      const piece = move.vanish[0].p;
+      if (piece == V.KING) {
+        this.kingPos[c][0] = move.appear[0].x;
+        this.kingPos[c][1] = move.appear[0].y;
+      }
+      super.updateCastleFlags(move, piece);
+      if (
+        [1, 6].includes(move.start.x) &&
+        move.vanish[0].p == V.PAWN &&
+        Math.abs(move.end.x - move.start.x) == 2
+      ) {
+        // This move turns off a 2-squares pawn flag
+        this.pawnFlags[move.start.x == 6 ? "w" : "b"][move.start.y] = false;
+      }
+    }
+    this.cmoves.push(this.getCmove(move));
+  }
+
+  undo(move) {
+    this.epSquares.pop();
+    this.disaggregateFlags(JSON.parse(move.flags));
+    V.UndoOnBoard(this.board, move);
+    if (move.appear.length > 0 || move.vanish.length > 0)
+    {
+      this.turn = V.GetOppCol(this.turn);
+      this.movesCount--;
+    }
+    this.postUndo(move);
+  }
+
+  postUndo(move) {
+    if (move.appear.length == 0 && move.vanish.length == 0) this.stage = 1;
+    else super.postUndo(move);
+    this.cmoves.pop();
+  }
+
+  getCurrentScore() {
+    const color = this.turn;
+    if (this.stage == 1) {
+      if (this.atLeastOneMove()) return "*";
+      // Artifically change turn, for checkered pawns
+      this.turn = V.GetOppCol(this.turn);
+      const res =
+        this.isAttacked(this.kingPos[color], [V.GetOppCol(color), "c"])
+          ? color == "w"
+            ? "0-1"
+            : "1-0"
+          : "1/2";
+      this.turn = V.GetOppCol(this.turn);
+      return res;
+    }
+    // Stage == 2:
+    if (this.sideCheckered == this.turn) {
+      // Check if remaining checkered pieces: if none, I lost
+      if (this.board.some(b => b.some(cell => cell[0] == 'c'))) {
+        if (!this.atLeastOneMove()) return "1/2";
+        return "*";
+      }
+      return color == 'w' ? "0-1" : "1-0";
+    }
+    if (this.atLeastOneMove()) return "*";
+    let res = this.isAttacked(this.kingPos['w'], ["c"]);
+    if (!res) res = this.isAttacked(this.kingPos['b'], ["c"]);
+    if (res) return color == 'w' ? "0-1" : "1-0";
+    return "1/2";
+  }
+
+  evalPosition() {
+    let evaluation = 0;
+    // Just count material for now, considering checkered neutral at stage 1.
+    const baseSign = (this.turn == 'w' ? 1 : -1);
+    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) {
+          const sqColor = this.getColor(i, j);
+          if (this.stage == 1) {
+            if (["w", "b"].includes(sqColor)) {
+              const sign = sqColor == "w" ? 1 : -1;
+              evaluation += sign * V.VALUES[this.getPiece(i, j)];
+            }
+          }
+          else {
+            const sign =
+              this.sideCheckered == this.turn
+                ? (sqColor == 'c' ? 1 : -1) * baseSign
+                : (sqColor == 'c' ? -1 : 1) * baseSign;
+            evaluation += sign * V.VALUES[this.getPiece(i, j)];
+          }
+        }
+      }
+    }
+    return evaluation;
+  }
+
+  static GenRandInitFen(options) {
+    const baseFen = ChessRules.GenRandInitFen(options.randomness);
+    return (
+      // Add 16 pawns flags + empty cmove + stage == 1:
+      baseFen.slice(0, -2) + "1111111111111111 - - 1" +
+      (!options["switch"] ? '-' : "")
+    );
+  }
+
+  static ParseFen(fen) {
+    const fenParts = fen.split(" ");
+    return Object.assign(
+      ChessRules.ParseFen(fen),
+      {
+        cmove: fenParts[5],
+        stage: fenParts[6]
+      }
+    );
+  }
+
+  getCmoveFen() {
+    const L = this.cmoves.length;
+    return (
+      !this.cmoves[L - 1]
+        ? "-"
+        : ChessRules.CoordsToSquare(this.cmoves[L - 1].start) +
+          ChessRules.CoordsToSquare(this.cmoves[L - 1].end)
+    );
+  }
+
+  getStageFen() {
+    if (this.stage == 1) return "1" + (!this.canSwitch ? '-' : "");
+    // Stage == 2:
+    return "2" + this.sideCheckered;
+  }
+
+  getFen() {
+    return (
+      super.getFen() + " " + this.getCmoveFen() + " " + this.getStageFen()
+    );
+  }
+
+  getFenForRepeat() {
+    return (
+      super.getFenForRepeat() + "_" +
+      this.getCmoveFen() + "_" + this.getStageFen()
+    );
+  }
+
+  getFlagsFen() {
+    let fen = super.getFlagsFen();
+    // Add pawns flags
+    for (let c of ["w", "b"])
+      for (let i = 0; i < 8; i++) fen += (this.pawnFlags[c][i] ? "1" : "0");
+    return fen;
+  }
+
+  static get SEARCH_DEPTH() {
+    return 2;
+  }
+
+  getComputerMove() {
+    // To simplify, prevent the bot from switching (TODO...)
+    return (
+      super.getComputerMove(
+        this.getAllValidMoves().filter(m => m.appear.length > 0)
+      )
+    );
+  }
+
+  getNotation(move) {
+    if (move.appear.length == 0 && move.vanish.length == 0) return "S";
+    if (move.appear.length == 2) {
+      // Castle
+      if (move.end.y < move.start.y) return "0-0-0";
+      return "0-0";
+    }
+
+    const finalSquare = V.CoordsToSquare(move.end);
+    const piece = this.getPiece(move.start.x, move.start.y);
+    let notation = "";
+    if (piece == V.PAWN) {
+      if (move.vanish.length > 1) {
+        const startColumn = V.CoordToColumn(move.start.y);
+        notation = startColumn + "x" + finalSquare;
+      } else notation = finalSquare;
+    } else {
+      // Piece movement
+      notation =
+        piece.toUpperCase() +
+        (move.vanish.length > 1 ? "x" : "") +
+        finalSquare;
+    }
+    if (move.appear[0].p != move.vanish[0].p)
+      notation += "=" + move.appear[0].p.toUpperCase();
+    return notation;
+  }
+
+};