+ // Adapted: castle with jailer possible
+ getCastleMoves([x, y]) {
+ const c = this.getColor(x, y);
+ const firstRank = (c == "w" ? V.size.x - 1 : 0);
+ if (x != firstRank || y != this.INIT_COL_KING[c])
+ return [];
+
+ const oppCol = V.GetOppCol(c);
+ let moves = [];
+ let i = 0;
+ // King, then rook or jailer:
+ const finalSquares = [
+ [2, 3],
+ [V.size.y - 2, V.size.y - 3]
+ ];
+ castlingCheck: for (
+ let castleSide = 0;
+ castleSide < 2;
+ castleSide++
+ ) {
+ if (!this.castleFlags[c][castleSide]) continue;
+ // Rook (or jailer) and king are on initial position
+
+ const finDist = finalSquares[castleSide][0] - y;
+ let step = finDist / Math.max(1, Math.abs(finDist));
+ i = y;
+ do {
+ if (
+ this.isAttacked([x, i], [oppCol]) ||
+ (this.board[x][i] != V.EMPTY &&
+ (this.getColor(x, i) != c ||
+ ![V.KING, V.ROOK].includes(this.getPiece(x, i))))
+ ) {
+ continue castlingCheck;
+ }
+ i += step;
+ } while (i != finalSquares[castleSide][0]);
+
+ step = castleSide == 0 ? -1 : 1;
+ const rookOrJailerPos =
+ castleSide == 0
+ ? Math.min(this.INIT_COL_ROOK[c], this.INIT_COL_JAILER[c])
+ : Math.max(this.INIT_COL_ROOK[c], this.INIT_COL_JAILER[c]);
+ for (i = y + step; i != rookOrJailerPos; i += step)
+ if (this.board[x][i] != V.EMPTY) continue castlingCheck;
+
+ // Nothing on final squares, except maybe king and castling rook or jailer?
+ 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] != rookOrJailerPos
+ ) {
+ continue castlingCheck;
+ }
+ }
+
+ // If this code is reached, castle is valid
+ const castlingPiece = this.getPiece(firstRank, rookOrJailerPos);
+ 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: castlingPiece, c: c })
+ ],
+ vanish: [
+ new PiPo({ x: x, y: y, p: V.KING, c: c }),
+ new PiPo({ x: x, y: rookOrJailerPos, p: castlingPiece, c: c })
+ ],
+ end:
+ Math.abs(y - rookOrJailerPos) <= 2
+ ? { x: x, y: rookOrJailerPos }
+ : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) }
+ })
+ );
+ }
+
+ return moves;