Play computer move in webworker to not freeze interface
[vchess.git] / public / javascripts / variants / Switching.js
index 3ddf503..e53ab69 100644 (file)
@@ -6,6 +6,8 @@ class SwitchingRules extends ChessRules
                const c = this.getColor(x1,y1); //same as color at square 2
                const p1 = this.getPiece(x1,y1);
                const p2 = this.getPiece(x2,y2);
+               if (p1 == V.KING && p2 == V.ROOK)
+                       return []; //avoid duplicate moves (potential conflict with castle)
                let move = new Move({
                        appear: [
                                new PiPo({x:x2,y:y2,c:c,p:p1}),
@@ -19,9 +21,7 @@ class SwitchingRules extends ChessRules
                        end: {x:x2,y:y2}
                });
                // Move completion: promote switched pawns (as in Magnetic)
-               const sizeX = VariantRules.size[0];
-               const lastRank = (c == "w" ? 0 : sizeX-1);
-               const V = VariantRules;
+               const lastRank = (c == "w" ? 0 : V.size.x-1);
                let moves = [];
                if ((p1==V.PAWN && x2==lastRank) || (p2==V.PAWN && x1==lastRank))
                {
@@ -49,21 +49,21 @@ class SwitchingRules extends ChessRules
                return moves;
        }
 
-       getPotentialMovesFrom([x,y])
+       getPotentialMovesFrom([x,y], computer)
        {
                let moves = super.getPotentialMovesFrom([x,y]);
-               // Add switches:
-               const V = VariantRules;
+               // Add switches: respecting chessboard ordering if "computer" is on
                const color = this.turn;
                const piece = this.getPiece(x,y);
-               const [sizeX,sizeY] = V.size;
                const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
                const kp = this.kingPos[color];
                const oppCol = this.getOppCol(color);
                for (let step of steps)
                {
                        let [i,j] = [x+step[0],y+step[1]];
-                       if (i>=0 && i<sizeX && j>=0 && j<sizeY && this.board[i][j]!=V.EMPTY
+                       if (!!computer && (i<x || (i==x && j<y)))
+                               continue; //only switch with superior indices
+                       if (V.OnBoard(i,j) && this.board[i][j]!=V.EMPTY
                                && this.getColor(i,j)==color && this.getPiece(i,j)!=piece
                                // No switching under check (theoretically non-king pieces could, but not)
                                && !this.isAttacked(kp, [oppCol]))
@@ -78,11 +78,30 @@ class SwitchingRules extends ChessRules
                return moves;
        }
 
+       getAllValidMoves(computer)
+       {
+               const color = this.turn;
+               const oppCol = this.getOppCol(color);
+               let potentialMoves = [];
+               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 && this.getColor(i,j) == color)
+                               {
+                                       Array.prototype.push.apply(potentialMoves,
+                                               this.getPotentialMovesFrom([i,j], computer));
+                               }
+                       }
+               }
+               return this.filterValid(potentialMoves);
+       }
+
        updateVariables(move)
        {
                super.updateVariables(move);
                if (move.appear.length == 2 && move.vanish.length == 2
-                       && move.appear[1].p == VariantRules.KING)
+                       && move.appear[1].p == V.KING)
                {
                        // Switch with the king; not castle, and not handled by main class
                        const color = this.getColor(move.start.x, move.start.y);
@@ -94,12 +113,29 @@ class SwitchingRules extends ChessRules
        {
                super.unupdateVariables(move);
                if (move.appear.length == 2 && move.vanish.length == 2
-                       && move.appear[1].p == VariantRules.KING)
+                       && move.appear[1].p == V.KING)
                {
                        const color = this.getColor(move.start.x, move.start.y);
                        this.kingPos[color] = [move.appear[0].x, move.appear[0].y];
                }
        }
 
-       static get SEARCH_DEPTH() { return 2; } //branching factor is quite high
+       static get SEARCH_DEPTH() { return 2; } //high branching factor
+
+       getNotation(move)
+       {
+               if (move.appear.length == 1)
+                       return super.getNotation(move); //no switch
+               // Switch or castle
+               if (move.appear[0].p == V.KING && move.appear[1].p == V.ROOK)
+                       return (move.end.y < move.start.y ? "0-0-0" : "0-0");
+               // Switch:
+               const startSquare =
+                       String.fromCharCode(97 + move.start.y) + (V.size.x-move.start.x);
+               const finalSquare =
+                       String.fromCharCode(97 + move.end.y) + (V.size.x-move.end.x);
+               return "S" + startSquare + finalSquare;
+       }
 }
+
+const VariantRules = SwitchingRules;