Play computer move in webworker to not freeze interface
[vchess.git] / public / javascripts / variants / Switching.js
index a7d6787..e53ab69 100644 (file)
-//https://www.chessvariants.com/diffmove.dir/switching.html
 class SwitchingRules extends ChessRules
 {
-       //TODO:
-       // Move completion: promote switched pawns (as in Magnetic)
+       // 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);
+               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}),
+                               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})
+                       ],
+                       start: {x:x1,y:y1},
+                       end: {x:x2,y:y2}
+               });
+               // 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;
+       }
 
-       // To every piece potential moves: add switchings
+       getPotentialMovesFrom([x,y], computer)
+       {
+               let moves = super.getPotentialMovesFrom([x,y]);
+               // Add switches: respecting chessboard ordering if "computer" is on
+               const color = this.turn;
+               const piece = this.getPiece(x,y);
+               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 (!!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]))
+                       {
+                               let switchMove_s = this.getSwitchMove_s([x,y],[i,j]);
+                               if (switchMove_s.length == 1)
+                                       moves.push(switchMove_s[0]);
+                               else //promotion
+                                       moves = moves.concat(switchMove_s);
+                       }
+               }
+               return moves;
+       }
 
-       // Prevent king switching if under check
+       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 == V.KING)
+               {
+                       // Switch with the king; not castle, and not handled by main class
+                       const color = this.getColor(move.start.x, move.start.y);
+                       this.kingPos[color] = [move.appear[1].x, move.appear[1].y];
+               }
+       }
+
+       unupdateVariables(move)
+       {
+               super.unupdateVariables(move);
+               if (move.appear.length == 2 && move.vanish.length == 2
+                       && 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; } //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;