Remove some redundant code [Checkered/Magnetic still buggish]
authorBenjamin Auder <benjamin.auder@somewhere>
Wed, 21 Nov 2018 12:05:33 +0000 (13:05 +0100)
committerBenjamin Auder <benjamin.auder@somewhere>
Wed, 21 Nov 2018 12:05:33 +0000 (13:05 +0100)
TODO [new file with mode: 0644]
public/javascripts/base_rules.js
public/javascripts/components/game.js
public/javascripts/variants/Atomic.js
public/javascripts/variants/Checkered.js
public/javascripts/variants/Magnetic.js

diff --git a/TODO b/TODO
new file mode 100644 (file)
index 0000000..5ad4880
--- /dev/null
+++ b/TODO
@@ -0,0 +1 @@
+For animation, moves should contains "moving" and "fading" maybe...
index 7c52fc1..f07aaff 100644 (file)
@@ -52,7 +52,7 @@ class ChessRules
                this.moves = moves;
                // Use fen string to initialize variables, flags and board
                this.board = VariantRules.GetBoard(fen);
-               this.flags = VariantRules.GetFlags(fen);
+               this.setFlags(fen);
                this.initVariables(fen);
        }
 
@@ -125,14 +125,13 @@ class ChessRules
        }
 
        // Overridable: flags can change a lot
-       static GetFlags(fen)
+       setFlags(fen)
        {
                // white a-castle, h-castle, black a-castle, h-castle
-               let flags = {'w': new Array(2), 'b': new Array(2)};
-               let fenFlags = fen.split(" ")[1]; //flags right after position
+               this.castleFlags = {'w': new Array(2), 'b': new Array(2)};
+               let flags = fen.split(" ")[1]; //flags right after position
                for (let i=0; i<4; i++)
-                       flags[i < 2 ? 'w' : 'b'][i%2] = (fenFlags.charAt(i) == '1');
-               return flags;
+                       this.castleFlags[i < 2 ? 'w' : 'b'][i%2] = (flags.charAt(i) == '1');
        }
 
        ///////////////////
@@ -176,6 +175,17 @@ class ChessRules
                };
        }
 
+       // Aggregates flags into one object
+       get flags() {
+               return this.castleFlags;
+       }
+
+       // Reverse operation
+       parseFlags(flags)
+       {
+               this.castleFlags = flags;
+       }
+
        // En-passant square, if any
        getEpSquare(move)
        {
@@ -222,7 +232,7 @@ class ChessRules
        // Build a regular move from its initial and destination squares; tr: transformation
        getBasicMove([sx,sy], [ex,ey], tr)
        {
-               var mv = new Move({
+               let mv = new Move({
                        appear: [
                                new PiPo({
                                        x: ex,
@@ -260,7 +270,7 @@ class ChessRules
        getSlideNJumpMoves([x,y], steps, oneStep)
        {
                const color = this.getColor(x,y);
-               var moves = [];
+               let moves = [];
                const [sizeX,sizeY] = VariantRules.size;
                outerLoop:
                for (let step of steps)
@@ -284,13 +294,14 @@ class ChessRules
        // What are the pawn moves from square x,y considering color "color" ?
        getPotentialPawnMoves([x,y])
        {
-               const color = this.getColor(x,y);
-               var moves = [];
-               var V = VariantRules;
+               const color = this.turn;
+               let moves = [];
+               const V = VariantRules;
                const [sizeX,sizeY] = VariantRules.size;
-               let shift = (color == "w" ? -1 : 1);
-               let startRank = (color == "w" ? sizeY-2 : 1);
-               let lastRank = (color == "w" ? 0 : sizeY-1);
+               const shift = (color == "w" ? -1 : 1);
+               const firstRank = (color == 'w' ? sizeY-1 : 0);
+               const startRank = (color == "w" ? sizeY-2 : 1);
+               const lastRank = (color == "w" ? 0 : sizeY-1);
 
                if (x+shift >= 0 && x+shift < sizeX && x+shift != lastRank)
                {
@@ -298,7 +309,8 @@ class ChessRules
                        if (this.board[x+shift][y] == V.EMPTY)
                        {
                                moves.push(this.getBasicMove([x,y], [x+shift,y]));
-                               if (x==startRank && this.board[x+2*shift][y] == V.EMPTY)
+                               // Next condition because variants with pawns on 1st rank generally allow them to jump
+                               if ([startRank,firstRank].includes(x) && this.board[x+2*shift][y] == V.EMPTY)
                                {
                                        // Two squares jump
                                        moves.push(this.getBasicMove([x,y], [x+2*shift,y]));
@@ -394,7 +406,7 @@ class ChessRules
                castlingCheck:
                for (let castleSide=0; castleSide < 2; castleSide++) //large, then small
                {
-                       if (!this.flags[c][castleSide])
+                       if (!this.castleFlags[c][castleSide])
                                continue;
                        // If this code is reached, rooks and king are on initial position
 
@@ -658,7 +670,7 @@ class ChessRules
                {
                        this.kingPos[c][0] = move.appear[0].x;
                        this.kingPos[c][1] = move.appear[0].y;
-                       this.flags[c] = [false,false];
+                       this.castleFlags[c] = [false,false];
                        return;
                }
                const oppCol = this.getOppCol(c);
@@ -666,14 +678,14 @@ class ChessRules
                if (move.start.x == firstRank //our rook moves?
                        && this.INIT_COL_ROOK[c].includes(move.start.y))
                {
-                       const flagIdx = move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1;
-                       this.flags[c][flagIdx] = false;
+                       const flagIdx = (move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1);
+                       this.castleFlags[c][flagIdx] = false;
                }
                else if (move.end.x == oppFirstRank //we took opponent rook?
                        && this.INIT_COL_ROOK[c].includes(move.end.y))
                {
-                       const flagIdx = move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1;
-                       this.flags[oppCol][flagIdx] = false;
+                       const flagIdx = (move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1);
+                       this.castleFlags[oppCol][flagIdx] = false;
                }
        }
 
@@ -687,11 +699,11 @@ class ChessRules
 
        play(move, ingame)
        {
+               console.log("AVANT " + this.getNotation(move) + " "  + this.board[1][5]);
                if (!!ingame)
                        move.notation = this.getNotation(move);
 
-               // Save flags (for undo)
-               move.flags = JSON.stringify(this.flags); //TODO: less costly?
+               move.flags = JSON.stringify(this.flags); //save flags (for undo)
                this.updateVariables(move);
                this.moves.push(move);
                this.epSquares.push( this.getEpSquare(move) );
@@ -704,7 +716,8 @@ class ChessRules
                this.epSquares.pop();
                this.moves.pop();
                this.unupdateVariables(move);
-               this.flags = JSON.parse(move.flags);
+               this.parseFlags(JSON.parse(move.flags));
+               console.log("APRES " + this.getNotation(move) + " "  + this.board[1][5]);
        }
 
        //////////////
@@ -982,7 +995,7 @@ class ChessRules
                for (let i of ['w','b'])
                {
                        for (let j=0; j<2; j++)
-                               fen += this.flags[i][j] ? '1' : '0';
+                               fen += this.castleFlags[i][j] ? '1' : '0';
                }
                return fen;
        }
index 1863285..170aeac 100644 (file)
@@ -575,7 +575,7 @@ Vue.component('my-game', {
                        this.newGame("computer");
                },
                newGame: function(mode, fenInit, color, oppId, moves, continuation) {
-                       const fen = fenInit || VariantRules.GenRandInitFen();
+                       const fen = "brnbnkrq/pppppppp/8/8/8/8/PPPPPPPP/BNNRKBQR 11111111111111111111";//fenInit || VariantRules.GenRandInitFen();
                        console.log(fen); //DEBUG
                        this.score = "*";
                        if (mode=="human" && !oppId)
@@ -635,7 +635,7 @@ Vue.component('my-game', {
                        }
                        else //against computer
                        {
-                               this.mycolor = Math.random() < 0.5 ? 'w' : 'b';
+                               this.mycolor = "w";//Math.random() < 0.5 ? 'w' : 'b';
                                if (this.mycolor == 'b')
                                        setTimeout(this.playComputerMove, 500);
                        }
index f32e21d..2b7b1ac 100644 (file)
@@ -72,7 +72,7 @@ class AtomicRules extends ChessRules
                                && Math.abs(this.kingPos[c][1]-move.end.y) <= 1)
                        {
                                this.kingPos[c] = [-1,-1];
-                               this.flags[c] = [false,false];
+                               this.castleFlags[c] = [false,false];
                        }
 
                        // Did we explode opponent king ?
@@ -80,7 +80,7 @@ class AtomicRules extends ChessRules
                                && Math.abs(this.kingPos[oppCol][1]-move.end.y) <= 1)
                        {
                                this.kingPos[oppCol] = [-1,-1];
-                               this.flags[oppCol] = [false,false];
+                               this.castleFlags[oppCol] = [false,false];
                        }
                        else
                        {
@@ -88,9 +88,9 @@ class AtomicRules extends ChessRules
                                if (Math.abs(move.end.x-oppFirstRank) <= 1)
                                {
                                        if (Math.abs(move.end.y-this.INIT_COL_ROOK[oppCol][0]) <= 1)
-                                               this.flags[oppCol][0] = false;
+                                               this.castleFlags[oppCol][0] = false;
                                        if (Math.abs(move.end.y-this.INIT_COL_ROOK[oppCol][1]) <= 1)
-                                               this.flags[oppCol][1] = false;
+                                               this.castleFlags[oppCol][1] = false;
                                }
                        }
                }
index 6ed73a8..4f523ed 100644 (file)
@@ -32,205 +32,71 @@ class CheckeredRules extends ChessRules
                return ChessRules.fen2board(f);
        }
 
-       static GetFlags(fen)
+       setFlags(fen)
        {
-               let flags = [
-                       ChessRules.GetFlags(fen), //castle
-                       {
-                               "w": new Array(8), //pawns can move 2 squares
-                               "b": new Array(8)
-                       }
-               ];
-               const fenFlags = fen.split(" ")[1].substr(4); //skip first 4 digits, for castle
+               super.setFlags(fen); //castleFlags
+               this.pawnFlags =
+               {
+                       "w": new Array(8), //pawns can move 2 squares?
+                       "b": new Array(8)
+               };
+               const flags = fen.split(" ")[1].substr(4); //skip first 4 digits, for castle
                for (let c of ['w','b'])
                {
                        for (let i=0; i<8; i++)
-                               flags[1][c][i] = (fenFlags.charAt((c=='w'?0:8)+i) == '1');
+                               this.pawnFlags[c][i] = (flags.charAt((c=='w'?0:8)+i) == '1');
                }
-               return flags;
        }
 
-       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);
+       // Aggregates flags into one object
+       get flags() {
+               return [this.castleFlags, this.pawnFlags];
        }
 
-       addCaptures([sx,sy], [ex,ey], moves)
+       // Reverse operation
+       parseFlags(flags)
        {
-               const piece = this.getPiece(sx,sy);
-               if (piece != VariantRules.KING)
-               {
-                       moves.push(this.getBasicMove([sx,sy], [ex,ey], {c:'c',p:piece}));
-                       const takePiece = this.getPiece(ex,ey);
-                       if (takePiece != piece)
-                               moves.push(this.getBasicMove([sx,sy], [ex,ey], {c:'c',p:takePiece}));
-               }
-               else
-                       moves.push(this.getBasicMove([sx,sy], [ex,ey]));
+               this.castleFlags = flags[0];
+               this.pawnFlags = flags[1];
        }
 
-       // Generic method to find possible moves of non-pawn pieces ("sliding or jumping")
-       getSlideNJumpMoves([x,y], steps, oneStep)
-       {
-               const color = this.getColor(x,y);
-               let moves = [];
-               const [sizeX,sizeY] = VariantRules.size;
-               outerLoop:
-               for (var loop=0; loop<steps.length; loop++)
-               {
-                       let step = steps[loop];
-                       let i = x + step[0];
-                       let j = y + step[1];
-                       while (i>=0 && i<sizeX && j>=0 && j<sizeY && this.board[i][j] == VariantRules.EMPTY)
-                       {
-                               moves.push(this.getBasicMove([x,y], [i,j])); //no capture
-                               if (oneStep !== undefined)
-                                       continue outerLoop;
-                               i += step[0];
-                               j += step[1];
-                       }
-                       if (i>=0 && i<8 && j>=0 && j<8 && this.canTake([x,y], [i,j]))
-                               this.addCaptures([x,y], [i,j], moves);
-               }
-               return moves;
-       }
-
-       // What are the pawn moves from square x,y considering color "color" ?
-       getPotentialPawnMoves([x,y])
+       canTake([x1,y1], [x2,y2])
        {
-               const color = this.getColor(x,y);
-               var moves = [];
-               var V = VariantRules;
-               let [sizeX,sizeY] = VariantRules.size;
-               const c = (color == 'c' ? this.turn : color);
-               const shift = (c == "w" ? -1 : 1);
-               let startRank = (c == "w" ? sizeY-2 : 1);
-               let lastRank = (c == "w" ? 0 : sizeY-1);
-
-               if (x+shift >= 0 && x+shift < sizeX && x+shift != lastRank)
-               {
-                       // Normal moves
-                       if (this.board[x+shift][y] == V.EMPTY)
-                       {
-                               moves.push(this.getBasicMove([x,y], [x+shift,y]));
-                               if (x==startRank && this.board[x+2*shift][y] == V.EMPTY && this.flags[1][c][y])
-                               {
-                                       // Two squares jump
-                                       moves.push(this.getBasicMove([x,y], [x+2*shift,y]));
-                               }
-                       }
-                       // Captures
-                       if (y>0 && this.canTake([x,y], [x+shift,y-1]) && this.board[x+shift][y-1] != V.EMPTY)
-                               this.addCaptures([x,y], [x+shift,y-1], moves);
-                       if (y<sizeY-1 && this.canTake([x,y], [x+shift,y+1]) && this.board[x+shift][y+1] != V.EMPTY)
-                               this.addCaptures([x,y], [x+shift,y+1], moves);
-               }
-
-               if (x+shift == lastRank)
-               {
-                       // Promotion
-                       let promotionPieces = [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN];
-                       promotionPieces.forEach(p => {
-                               // Normal move
-                               if (this.board[x+shift][y] == V.EMPTY)
-                                       moves.push(this.getBasicMove([x,y], [x+shift,y], {c:color,p:p}));
-                               // Captures
-                               if (y>0 && this.canTake([x,y], [x+shift,y-1]) && this.board[x+shift][y-1] != V.EMPTY)
-                                       moves.push(this.getBasicMove([x,y], [x+shift,y-1], {c:'c',p:p}));
-                               if (y<sizeY-1 && this.canTake([x,y], [x+shift,y+1]) && this.board[x+shift][y+1] != V.EMPTY)
-                                       moves.push(this.getBasicMove([x,y], [x+shift,y+1], {c:'c',p:p}));
-                       });
-               }
-
-               // En passant
-               const Lep = this.epSquares.length;
-               const epSquare = Lep>0 ? this.epSquares[Lep-1] : undefined;
-               if (!!epSquare && epSquare.x == x+shift && Math.abs(epSquare.y - y) == 1)
-               {
-                       let epStep = epSquare.y - y;
-                       var enpassantMove = this.getBasicMove([x,y], [x+shift,y+epStep]);
-                       enpassantMove.vanish.push({
-                               x: x,
-                               y: y+epStep,
-                               p: 'p',
-                               c: this.getColor(x,y+epStep)
-                       });
-                       enpassantMove.appear[0].c = 'c';
-                       moves.push(enpassantMove);
-               }
-
-               return moves;
+               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);
        }
 
-       getCastleMoves([x,y])
+       // Post-processing: apply "checkerization" of standard moves
+       getPotentialMovesFrom([x,y])
        {
-               const c = this.getColor(x,y);
-               if (x != (c=="w" ? 7 : 0) || y != this.INIT_COL_KING[c])
-                       return []; //x isn't first rank, or king has moved (shortcut)
-
-               const V = VariantRules;
-
-               // Castling ?
-               const oppCol = this.getOppCol(c);
+               let standardMoves = super.getPotentialMovesFrom([x,y]);
+               if (this.getPiece(x,y) == VariantRules.KING)
+                       return standardMoves; //king has to be treated differently (for castles)
                let moves = [];
-               let i = 0;
-               const finalSquares = [ [2,3], [6,5] ]; //king, then rook
-               castlingCheck:
-               for (let castleSide=0; castleSide < 2; castleSide++) //large, then small
-               {
-                       if (!this.flags[0][c][castleSide])
-                               continue;
-                       // If this code is reached, rooks and king are on initial position
-
-                       // Nothing on the path of the king (and no checks; OK also if y==finalSquare)?
-                       let step = finalSquares[castleSide][0] < y ? -1 : 1;
-                       for (i=y; i!=finalSquares[castleSide][0]; i+=step)
+               standardMoves.forEach(m => {
+                       if (m.vanish[0].p == VariantRules.PAWN && Math.abs(m.end.x-m.start.x)==2
+                               && !this.pawnFlags[this.turn][m.start.y])
                        {
-                               if (this.isAttacked([x,i], oppCol) || (this.board[x][i] != V.EMPTY &&
-                                       // NOTE: next check is enough, because of chessboard constraints
-                                       (this.getColor(x,i) != c || ![V.KING,V.ROOK].includes(this.getPiece(x,i)))))
-                               {
-                                       continue castlingCheck;
-                               }
+                               return; //skip forbidden 2-squares jumps
                        }
-
-                       // Nothing on the path to the rook?
-                       step = castleSide == 0 ? -1 : 1;
-                       for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step)
-                       {
-                               if (this.board[x][i] != V.EMPTY)
-                                       continue castlingCheck;
-                       }
-                       const rookPos = this.INIT_COL_ROOK[c][castleSide];
-
-                       // Nothing on final squares, except maybe king and castling rook?
-                       for (i=0; i<2; i++)
+                       if (m.vanish.length == 1)
+                               moves.push(m); //no capture
+                       else
                        {
-                               if (this.board[x][finalSquares[castleSide][i]] != V.EMPTY &&
-                                       this.getPiece(x,finalSquares[castleSide][i]) != V.KING &&
-                                       finalSquares[castleSide][i] != rookPos)
+                               // A capture occured (m.vanish.length == 2)
+                               m.appear[0].c = "c";
+                               moves.push(JSON.parse(JSON.stringify(m)));
+                               if (m.appear[0].p != m.vanish[1].p)
                                {
-                                       continue castlingCheck;
+                                       // Add transformation into captured piece
+                                       let m2 = JSON.parse(JSON.stringify(m));
+                                       m2.vanish[1].p = m.appear[0].p;
+                                       moves.push(m2);
                                }
                        }
-
-                       // If this code is reached, castle is valid
-                       moves.push( new Move({
-                               appear: [
-                                       new PiPo({x:x,y:finalSquares[castleSide][0],p:V.KING,c:c}),
-                                       new PiPo({x:x,y:finalSquares[castleSide][1],p:V.ROOK,c:c})],
-                               vanish: [
-                                       new PiPo({x:x,y:y,p:V.KING,c:c}),
-                                       new PiPo({x:x,y:rookPos,p:V.ROOK,c:c})],
-                               end: Math.abs(y - rookPos) <= 2
-                                       ? {x:x, y:rookPos}
-                                       : {x:x, y:y + 2 * (castleSide==0 ? -1 : 1)}
-                       }) );
-               }
-
+               });
                return moves;
        }
 
@@ -310,40 +176,14 @@ class CheckeredRules extends ChessRules
 
        updateVariables(move)
        {
-               const piece = this.getPiece(move.start.x,move.start.y);
                const c = this.getColor(move.start.x,move.start.y);
-
                if (c != 'c') //checkered not concerned by castle flags
-               {
-                       const firstRank = (c == "w" ? 7 : 0);
-                       // Update king position + flags
-                       if (piece == VariantRules.KING && move.appear.length > 0)
-                       {
-                               this.kingPos[c][0] = move.appear[0].x;
-                               this.kingPos[c][1] = move.appear[0].y;
-                               this.flags[0][c] = [false,false];
-                               return;
-                       }
-                       const oppCol = this.getOppCol(c);
-                       const oppFirstRank = 7 - firstRank;
-                       if (move.start.x == firstRank //our rook moves?
-                               && this.INIT_COL_ROOK[c].includes(move.start.y))
-                       {
-                               const flagIdx = move.start.y == this.INIT_COL_ROOK[c][0] ? 0 : 1;
-                               this.flags[0][c][flagIdx] = false;
-                       }
-                       else if (move.end.x == oppFirstRank //we took opponent rook?
-                               && this.INIT_COL_ROOK[c].includes(move.end.y))
-                       {
-                               const flagIdx = move.end.y == this.INIT_COL_ROOK[oppCol][0] ? 0 : 1;
-                               this.flags[0][oppCol][flagIdx] = false;
-                       }
-               }
+                       super.updateVariables(move);
 
                // Does it turn off a 2-squares pawn flag?
                const secondRank = [1,6];
                if (secondRank.includes(move.start.x) && move.vanish[0].p == VariantRules.PAWN)
-                       this.flags[1][move.start.x==6 ? "w" : "b"][move.start.y] = false;
+                       this.pawnFlags[move.start.x==6 ? "w" : "b"][move.start.y] = false;
        }
 
        checkGameEnd()
@@ -385,18 +225,12 @@ class CheckeredRules extends ChessRules
 
        getFlagsFen()
        {
-               let fen = "";
-               // Add castling flags
-               for (let c of ['w','b'])
-               {
-                       for (let i=0; i<2; i++)
-                               fen += this.flags[0][c][i] ? '1' : '0';
-               }
+               let fen = super.getFlagsFen();
                // Add pawns flags
                for (let c of ['w','b'])
                {
                        for (let i=0; i<8; i++)
-                               fen += this.flags[1][c][i] ? '1' : '0';
+                               fen += this.pawnFlags[c][i] ? '1' : '0';
                }
                return fen;
        }
index 4151f9a..d5731a6 100644 (file)
@@ -5,10 +5,24 @@ class MagneticRules extends ChessRules
                return undefined; //no en-passant
        }
 
+       getPotentialMovesFrom([x,y])
+       {
+               const standardMoves = super.getPotentialMovesFrom([x,y]);
+               let moves = [];
+               standardMoves.forEach(m => {
+                       let newMove_s = this.applyMagneticLaws(m);
+                       if (newMove_s.length == 1)
+                               moves.push(newMove_s[0]);
+                       else //promotion
+                               moves = moves.concat(moves, newMove_s);
+               });
+       }
+
        // Complete a move with magnetic actions
-       applyMagneticLaws([x,y], move)
+       applyMagneticLaws(standardMove)
        {
-               const standardMove = JSON.parse(JSON.stringify(move));
+               const [x,y] = [moves.start.x, move.start.y];
+               let move = JSON.parse(JSON.stringify(standardMove));
                this.play(standardMove);
                const color = this.getColor(x,y);
                const [sizeX,sizeY] = VariantRules.size;
@@ -88,172 +102,22 @@ class MagneticRules extends ChessRules
                        }
                }
                this.undo(standardMove);
-       }
-
-       // TODO: when pawn is pushed to 8th rank, apply promotions (similar change as in Checkered)
-       getBasicMove([sx,sy], [ex,ey], tr)
-       {
-               var mv = new Move({
-                       appear: [
-                               new PiPo({
-                                       x: ex,
-                                       y: ey,
-                                       c: !!tr ? tr.c : this.getColor(sx,sy),
-                                       p: !!tr ? tr.p : this.getPiece(sx,sy)
-                               })
-                       ],
-                       vanish: [
-                               new PiPo({
-                                       x: sx,
-                                       y: sy,
-                                       c: this.getColor(sx,sy),
-                                       p: this.getPiece(sx,sy)
-                               })
-                       ]
-               });
-
-               if (this.board[ex][ey] != VariantRules.EMPTY)
-               {
-                       mv.vanish.push(
-                               new PiPo({
-                                       x: ex,
-                                       y: ey,
-                                       c: this.getColor(ex,ey),
-                                       p: this.getPiece(ex,ey)
-                               })
-                       );
-               }
-               this.applyMagneticLaws([ex,ey], mv);
-               return mv;
-       }
-
-       getPotentialPawnMoves([x,y])
-       {
-               const color = this.getColor(x,y);
-               var moves = [];
-               var V = VariantRules;
-               const [sizeX,sizeY] = VariantRules.size;
-               let shift = (color == "w" ? -1 : 1);
-               let startRank = (color == "w" ? sizeY-2 : 1);
-               let firstRank = (color == 'w' ? sizeY-1 : 0);
-               let lastRank = (color == "w" ? 0 : sizeY-1);
-
-               if (x+shift >= 0 && x+shift < sizeX && x+shift != lastRank)
-               {
-                       // Normal moves
-                       if (this.board[x+shift][y] == V.EMPTY)
-                       {
-                               moves.push(this.getBasicMove([x,y], [x+shift,y]));
-                               if ([startRank,firstRank].includes(x) && this.board[x+2*shift][y] == V.EMPTY)
-                               {
-                                       // Two squares jump
-                                       moves.push(this.getBasicMove([x,y], [x+2*shift,y]));
-                               }
-                       }
-                       // Captures
-                       if (y>0 && this.canTake([x,y], [x+shift,y-1]) && this.board[x+shift][y-1] != V.EMPTY)
-                               moves.push(this.getBasicMove([x,y], [x+shift,y-1]));
-                       if (y<sizeY-1 && this.canTake([x,y], [x+shift,y+1]) && this.board[x+shift][y+1] != V.EMPTY)
-                               moves.push(this.getBasicMove([x,y], [x+shift,y+1]));
-               }
-
-               if (x+shift == lastRank)
-               {
-                       // Promotion
-                       let promotionPieces = [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN];
-                       promotionPieces.forEach(p => {
-                               // Normal move
-                               if (this.board[x+shift][y] == V.EMPTY)
-                                       moves.push(this.getBasicMove([x,y], [x+shift,y], {c:color,p:p}));
-                               // Captures
-                               if (y>0 && this.canTake([x,y], [x+shift,y-1]) && this.board[x+shift][y-1] != V.EMPTY)
-                                       moves.push(this.getBasicMove([x,y], [x+shift,y-1], {c:color,p:p}));
-                               if (y<sizeY-1 && this.canTake([x,y], [x+shift,y+1]) && this.board[x+shift][y+1] != V.EMPTY)
-                                       moves.push(this.getBasicMove([x,y], [x+shift,y+1], {c:color,p:p}));
-                       });
-               }
-
-               // No en passant
-
-               return moves;
-       }
-
-       getCastleMoves([x,y])
-       {
-               const c = this.getColor(x,y);
-               if (x != (c=="w" ? 7 : 0) || y != this.INIT_COL_KING[c])
-                       return []; //x isn't first rank, or king has moved (shortcut)
-
-               const V = VariantRules;
-
-               // Castling ?
-               const oppCol = this.getOppCol(c);
                let moves = [];
-               let i = 0;
-               const finalSquares = [ [2,3], [6,5] ]; //king, then rook
-               castlingCheck:
-               for (let castleSide=0; castleSide < 2; castleSide++) //large, then small
+               if (..condition pawn promote)
                {
-                       if (!this.flags[c][castleSide])
-                               continue;
-                       // If this code is reached, rooks and king are on initial position
-
-                       // Nothing on the path of the king (and no checks; OK also if y==finalSquare)?
-                       let step = finalSquares[castleSide][0] < y ? -1 : 1;
-                       for (i=y; i!=finalSquares[castleSide][0]; i+=step)
-                       {
-                               if (this.isAttacked([x,i], oppCol) || (this.board[x][i] != V.EMPTY &&
-                                       // NOTE: next check is enough, because of chessboard constraints
-                                       (this.getColor(x,i) != c || ![V.KING,V.ROOK].includes(this.getPiece(x,i)))))
-                               {
-                                       continue castlingCheck;
-                               }
-                       }
-
-                       // Nothing on the path to the rook?
-                       step = castleSide == 0 ? -1 : 1;
-                       for (i = y + step; i != this.INIT_COL_ROOK[c][castleSide]; i += step)
-                       {
-                               if (this.board[x][i] != V.EMPTY)
-                                       continue castlingCheck;
-                       }
-                       const rookPos = this.INIT_COL_ROOK[c][castleSide];
-
-                       // Nothing on final squares, except maybe king and castling rook?
-                       for (i=0; i<2; i++)
-                       {
-                               if (this.board[x][finalSquares[castleSide][i]] != V.EMPTY &&
-                                       this.getPiece(x,finalSquares[castleSide][i]) != V.KING &&
-                                       finalSquares[castleSide][i] != rookPos)
-                               {
-                                       continue castlingCheck;
-                               }
-                       }
-
-                       // If this code is reached, castle is valid
-                       let cmove = new Move({
-                               appear: [
-                                       new PiPo({x:x,y:finalSquares[castleSide][0],p:V.KING,c:c}),
-                                       new PiPo({x:x,y:finalSquares[castleSide][1],p:V.ROOK,c:c})],
-                               vanish: [
-                                       new PiPo({x:x,y:y,p:V.KING,c:c}),
-                                       new PiPo({x:x,y:rookPos,p:V.ROOK,c:c})],
-                               end: Math.abs(y - rookPos) <= 2
-                                       ? {x:x, y:rookPos}
-                                       : {x:x, y:y + 2 * (castleSide==0 ? -1 : 1)}
-                       });
-                       this.applyMagneticLaws([x,finalSquares[castleSide][1]], cmove);
-                       moves.push(cmove);
+                       move. ... = ... //loop
+                       moves.push(...);
                }
-
+               else
+                       moves.push(move);
                return moves;
        }
 
        // TODO: verify this assertion
-//     atLeastOneMove()
-//     {
-//             return true; //always at least one possible move
-//     }
+       atLeastOneMove()
+       {
+               return true; //always at least one possible move
+       }
 
        underCheck(move)
        {
@@ -284,7 +148,7 @@ class MagneticRules extends ChessRules
                        // We took opponent king !
                        const oppCol = this.getOppCol(c);
                        this.kingPos[oppCol] = [-1,-1];
-                       this.flags[oppCol] = [false,false];
+                       this.castleFlags[oppCol] = [false,false];
                }
        }