| 1 | import { ChessRules, Move, PiPo } from "@/base_rules"; |
| 2 | |
| 3 | export class SwitchingRules extends ChessRules { |
| 4 | |
| 5 | // Build switch move between squares x1,y1 and x2,y2 |
| 6 | getSwitchMove_s([x1, y1], [x2, y2]) { |
| 7 | const c = this.getColor(x1, y1); //same as color at square 2 |
| 8 | const p1 = this.getPiece(x1, y1); |
| 9 | const p2 = this.getPiece(x2, y2); |
| 10 | let move = new Move({ |
| 11 | appear: [ |
| 12 | new PiPo({ x: x2, y: y2, c: c, p: p1 }), |
| 13 | new PiPo({ x: x1, y: y1, c: c, p: p2 }) |
| 14 | ], |
| 15 | vanish: [ |
| 16 | new PiPo({ x: x1, y: y1, c: c, p: p1 }), |
| 17 | new PiPo({ x: x2, y: y2, c: c, p: p2 }) |
| 18 | ] |
| 19 | }); |
| 20 | // Move completion: promote switched pawns (as in Magnetic) |
| 21 | const lastRank = (c == "w" ? 0 : V.size.x - 1); |
| 22 | let moves = []; |
| 23 | if ((p1 == V.PAWN && x2 == lastRank) || (p2 == V.PAWN && x1 == lastRank)) { |
| 24 | const idx = (p1 == V.PAWN ? 0 : 1); |
| 25 | move.appear[idx].p = V.ROOK; |
| 26 | moves.push(move); |
| 27 | for (let piece of [V.KNIGHT, V.BISHOP, V.QUEEN]) { |
| 28 | let cmove = JSON.parse(JSON.stringify(move)); |
| 29 | cmove.appear[idx].p = piece; |
| 30 | moves.push(cmove); |
| 31 | } |
| 32 | if (idx == 1) { |
| 33 | // Swap moves[i].appear[0] and [1] for moves presentation [TODO...] |
| 34 | moves.forEach(m => { |
| 35 | let tmp = m.appear[0]; |
| 36 | m.appear[0] = m.appear[1]; |
| 37 | m.appear[1] = tmp; |
| 38 | }); |
| 39 | } |
| 40 | } |
| 41 | else |
| 42 | // Other cases |
| 43 | moves.push(move); |
| 44 | return moves; |
| 45 | } |
| 46 | |
| 47 | getPotentialMovesFrom([x,y]) { |
| 48 | let moves = super.getPotentialMovesFrom([x,y]); |
| 49 | const piece = this.getPiece(x,y); |
| 50 | const color = this.turn; |
| 51 | const oppCol = V.GetOppCol(color); |
| 52 | const kp = this.kingPos[color]; |
| 53 | // Add switches (if not under check, from anything but the king) |
| 54 | if (piece != V.KING && !this.isAttacked(kp, oppCol)) { |
| 55 | const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]); |
| 56 | for (let step of steps) { |
| 57 | const [i, j] = [x+step[0], y+step[1]]; |
| 58 | if ( |
| 59 | V.OnBoard(i, j) && |
| 60 | this.board[i][j] != V.EMPTY && |
| 61 | this.getColor(i,j) == color && |
| 62 | this.getPiece(i,j) != piece |
| 63 | ) { |
| 64 | const switchMove_s = this.getSwitchMove_s([x,y], [i,j]); |
| 65 | Array.prototype.push.apply(moves, switchMove_s); |
| 66 | } |
| 67 | } |
| 68 | } |
| 69 | return moves; |
| 70 | } |
| 71 | |
| 72 | postPlay(move) { |
| 73 | // Did some king move? |
| 74 | move.appear.forEach(a => { |
| 75 | if (a.p == V.KING) { |
| 76 | this.kingPos[a.c] = [a.x, a.y]; |
| 77 | this.castleFlags[a.c] = [V.size.y, V.size.y]; |
| 78 | } |
| 79 | }); |
| 80 | const firstRank = (move.vanish[0].c == 'w' ? 7 : 0); |
| 81 | for (let coords of [move.start, move.end]) { |
| 82 | if ( |
| 83 | Object.keys(firstRank).includes(coords.x) && |
| 84 | this.castleFlags[firstRank[coords.x]].includes(coords.y) |
| 85 | ) { |
| 86 | const c = firstRank[coords.x]; |
| 87 | const flagIdx = (coords.y == this.castleFlags[c][0] ? 0 : 1); |
| 88 | this.castleFlags[c][flagIdx] = V.size.y; |
| 89 | } |
| 90 | } |
| 91 | } |
| 92 | |
| 93 | postUndo(move) { |
| 94 | // Did some king move? |
| 95 | move.vanish.forEach(v => { |
| 96 | if (v.p == V.KING) this.kingPos[v.c] = [v.x, v.y]; |
| 97 | }); |
| 98 | } |
| 99 | |
| 100 | static get SEARCH_DEPTH() { |
| 101 | // Branching factor is quite high |
| 102 | return 2; |
| 103 | } |
| 104 | |
| 105 | getAllPotentialMoves() { |
| 106 | // Since this function is used only for computer play, |
| 107 | // remove duplicate switches: |
| 108 | return super.getAllPotentialMoves().filter(m => { |
| 109 | return ( |
| 110 | m.appear.length == 1 || |
| 111 | (m.appear[0].p == V.KING && m.appear[1].p == V.ROOK) || |
| 112 | (m.appear[1].x <= m.vanish[1].x && m.appear[1].y <= m.vanish[1].y) |
| 113 | ); |
| 114 | }); |
| 115 | } |
| 116 | |
| 117 | getNotation(move) { |
| 118 | if (move.appear.length == 1) |
| 119 | // Normal move |
| 120 | return super.getNotation(move); |
| 121 | if (move.appear[0].p == V.KING && move.appear[1].p == V.ROOK) |
| 122 | // Castle |
| 123 | return (move.end.y < move.start.y ? "0-0-0" : "0-0"); |
| 124 | // Switch |
| 125 | return "S" + V.CoordsToSquare(move.start) + V.CoordsToSquare(move.end); |
| 126 | } |
| 127 | |
| 128 | }; |