--- /dev/null
+import ChessRules from "/base_rules.js";
+import PiPo from "/utils/PiPo.js";
+import Move from "/utils/Move.js";
+
+export default class CheckeredRules extends ChessRules {
+
+ static get Options() {
+ return {
+ select: C.Options.select,
+ input: [
+ {
+ label: "Allow switching",
+ variable: "withswitch",
+ type: "checkbox",
+ defaut: false
+ }
+ ],
+ // Game modifiers (using "elementary variants"). Default: false
+ styles: [
+ "balance",
+ "capture",
+ "cylinder",
+ "doublemove",
+ "madrasi",
+ "progressive",
+ "recycle",
+ "teleport"
+ ]
+ };
+ }
+
+ static board2fen(b) {
+ const checkered_codes = {
+ p: "s",
+ q: "t",
+ r: "u",
+ b: "c",
+ n: "o"
+ };
+ if (b[0] == "c") return checkered_codes[b[1]];
+ return super.board2fen(b);
+ }
+
+ static fen2board(f) {
+ // Tolerate upper-case versions of checkered pieces (why not?)
+ const checkered_pieces = {
+ s: "p",
+ S: "p",
+ t: "q",
+ T: "q",
+ u: "r",
+ U: "r",
+ c: "b",
+ C: "b",
+ o: "n",
+ O: "n"
+ };
+ if (Object.keys(checkered_pieces).includes(f))
+ return "c" + checkered_pieces[f];
+ return super.fen2board(f);
+ }
+
+ // TODO: pieces()
+
+ setOtherVariables(fenParsed) {
+ super.setOtherVariables(fenParsed);
+ // Non-capturing last checkered move (if any)
+ const cmove = fenParsed.cmove;
+ if (cmove == "-") this.cmove = null;
+ else {
+ this.cmove = {
+ start: C.SquareToCoords(cmove.substr(0, 2)),
+ end: C.SquareToCoords(cmove.substr(2))
+ };
+ }
+ // Stage 1: as Checkered2. Stage 2: checkered pieces are autonomous
+ const stageInfo = fenParsed.stage;
+ this.stage = parseInt(stageInfo[0], 10);
+ this.canSwitch = (this.stage == 1 && stageInfo[1] != '-');
+ this.sideCheckered = (this.stage == 2 ? stageInfo[1] : undefined);
+ }
+
+ setFlags(fenflags) {
+ super.setFlags(fenflags); //castleFlags
+ this.pawnFlags = {
+ w: [...Array(8)], //pawns can move 2 squares?
+ b: [...Array(8)]
+ };
+ const flags = fenflags.substr(4); //skip first 4 letters, for castle
+ for (let c of ["w", "b"]) {
+ for (let i = 0; i < 8; i++)
+ this.pawnFlags[c][i] = flags.charAt((c == "w" ? 0 : 8) + i) == "1";
+ }
+ }
+
+ aggregateFlags() {
+ return [this.castleFlags, this.pawnFlags];
+ }
+
+ disaggregateFlags(flags) {
+ this.castleFlags = flags[0];
+ this.pawnFlags = flags[1];
+ }
+
+ getEpSquare(moveOrSquare) {
+ // At stage 2, all pawns can be captured en-passant
+ if (
+ this.stage == 2 ||
+ typeof moveOrSquare !== "object" ||
+ (moveOrSquare.appear.length > 0 && moveOrSquare.appear[0].c != 'c')
+ )
+ return super.getEpSquare(moveOrSquare);
+ // Checkered or switch move: no en-passant
+ return undefined;
+ }
+
+ getCmove(move) {
+ // No checkered move to undo at stage 2:
+ if (this.stage == 1 && move.vanish.length == 1 && move.appear[0].c == "c")
+ return { start: move.start, end: move.end };
+ return null;
+ }
+
+ canTake([x1, y1], [x2, y2]) {
+ const color1 = this.getColor(x1, y1);
+ const color2 = this.getColor(x2, y2);
+ if (this.stage == 2) {
+ // Black & White <-- takes --> Checkered
+ const color1 = this.getColor(x1, y1);
+ const color2 = this.getColor(x2, y2);
+ return color1 != color2 && [color1, color2].includes('c');
+ }
+ // Checkered aren't captured
+ return (
+ color1 != color2 &&
+ color2 != "c" &&
+ (color1 != "c" || color2 != this.turn)
+ );
+ }
+
+ // TODO::::
+ getPotentialMovesFrom([x, y], noswitch) {
+ let standardMoves = super.getPotentialMovesFrom([x, y]);
+ if (this.stage == 1) {
+ const color = this.turn;
+ // Post-processing: apply "checkerization" of standard moves
+ const lastRank = (color == "w" ? 0 : 7);
+ let moves = [];
+ // King is treated differently: it never turn checkered
+ if (this.getPiece(x, y) == V.KING) {
+ // If at least one checkered piece, allow switching:
+ if (
+ this.canSwitch && !noswitch &&
+ this.board.some(b => b.some(cell => cell[0] == 'c'))
+ ) {
+ const oppCol = V.GetOppCol(color);
+ moves.push(
+ new Move({
+ start: { x: x, y: y },
+ end: { x: this.kingPos[oppCol][0], y: this.kingPos[oppCol][1] },
+ appear: [],
+ vanish: []
+ })
+ );
+ }
+ return standardMoves.concat(moves);
+ }
+ standardMoves.forEach(m => {
+ if (m.vanish[0].p == V.PAWN) {
+ if (
+ Math.abs(m.end.x - m.start.x) == 2 &&
+ !this.pawnFlags[this.turn][m.start.y]
+ ) {
+ return; //skip forbidden 2-squares jumps
+ }
+ if (
+ this.board[m.end.x][m.end.y] == V.EMPTY &&
+ m.vanish.length == 2 &&
+ this.getColor(m.start.x, m.start.y) == "c"
+ ) {
+ return; //checkered pawns cannot take en-passant
+ }
+ }
+ if (m.vanish.length == 1)
+ // No capture
+ moves.push(m);
+ else {
+ // A capture occured (m.vanish.length == 2)
+ m.appear[0].c = "c";
+ moves.push(m);
+ if (
+ // Avoid promotions (already treated):
+ m.appear[0].p != m.vanish[1].p &&
+ (m.vanish[0].p != V.PAWN || m.end.x != lastRank)
+ ) {
+ // Add transformation into captured piece
+ let m2 = JSON.parse(JSON.stringify(m));
+ m2.appear[0].p = m.vanish[1].p;
+ moves.push(m2);
+ }
+ }
+ });
+ return moves;
+ }
+ return standardMoves;
+ }
+
+ // TODO: merge this into pieces() method
+ getPotentialPawnMoves([x, y]) {
+ const color = this.getColor(x, y);
+ if (this.stage == 2) {
+ const saveTurn = this.turn;
+ if (this.sideCheckered == this.turn) {
+ // Cannot change PawnSpecs.bidirectional, so cheat a little:
+ this.turn = 'w';
+ const wMoves = super.getPotentialPawnMoves([x, y]);
+ this.turn = 'b';
+ const bMoves = super.getPotentialPawnMoves([x, y]);
+ this.turn = saveTurn;
+ return wMoves.concat(bMoves);
+ }
+ // Playing with both colors:
+ this.turn = color;
+ const moves = super.getPotentialPawnMoves([x, y]);
+ this.turn = saveTurn;
+ return moves;
+ }
+ let moves = super.getPotentialPawnMoves([x, y]);
+ // Post-process: set right color for checkered moves
+ if (color == 'c') {
+ moves.forEach(m => {
+ m.appear[0].c = 'c'; //may be done twice if capture
+ m.vanish[0].c = 'c';
+ });
+ }
+ return moves;
+ }
+
+ canIplay(side, [x, y]) {
+ if (this.stage == 2) {
+ const color = this.getColor(x, y);
+ return (
+ this.turn == this.sideCheckered
+ ? color == 'c'
+ : ['w', 'b'].includes(color)
+ );
+ }
+ return side == this.turn && [side, "c"].includes(this.getColor(x, y));
+ }
+
+ // Does m2 un-do m1 ? (to disallow undoing checkered moves)
+ oppositeMoves(m1, m2) {
+ return (
+ !!m1 &&
+ m2.appear[0].c == "c" &&
+ m2.appear.length == 1 &&
+ m2.vanish.length == 1 &&
+ m1.start.x == m2.end.x &&
+ m1.end.x == m2.start.x &&
+ m1.start.y == m2.end.y &&
+ m1.end.y == m2.start.y
+ );
+ }
+
+ // TODO: adapt, merge
+ filterValid(moves) {
+ if (moves.length == 0) return [];
+ const color = this.turn;
+ const oppCol = V.GetOppCol(color);
+ const L = this.cmoves.length; //at least 1: init from FEN
+ const stage = this.stage; //may change if switch
+ return moves.filter(m => {
+ // Checkered cannot be under check (no king)
+ if (stage == 2 && this.sideCheckered == color) return true;
+ this.play(m);
+ let res = true;
+ if (stage == 1) {
+ if (m.appear.length == 0 && m.vanish.length == 0) {
+ // Special "switch" move: kings must not be attacked by checkered.
+ // Not checking for oppositeMoves here: checkered are autonomous
+ res = (
+ !this.isAttacked(this.kingPos['w'], ['c']) &&
+ !this.isAttacked(this.kingPos['b'], ['c']) &&
+ this.getAllPotentialMoves().length > 0
+ );
+ }
+ else res = !this.oppositeMoves(this.cmoves[L - 1], m);
+ }
+ if (res && m.appear.length > 0) res = !this.underCheck(color);
+ // At stage 2, side with B & W can be undercheck with both kings:
+ if (res && stage == 2) res = !this.underCheck(oppCol);
+ this.undo(m);
+ return res;
+ });
+ }
+
+ atLeastOneMove() {
+ const color = this.turn;
+ const oppCol = V.GetOppCol(color);
+ for (let i = 0; i < V.size.x; i++) {
+ for (let j = 0; j < V.size.y; j++) {
+ const colIJ = this.getColor(i, j);
+ if (
+ this.board[i][j] != V.EMPTY &&
+ (
+ (this.stage == 1 && colIJ != oppCol) ||
+ (this.stage == 2 &&
+ (
+ (this.sideCheckered == color && colIJ == 'c') ||
+ (this.sideCheckered != color && ['w', 'b'].includes(colIJ))
+ )
+ )
+ )
+ ) {
+ const moves = this.getPotentialMovesFrom([i, j], "noswitch");
+ if (moves.length > 0) {
+ for (let k = 0; k < moves.length; k++)
+ if (this.filterValid([moves[k]]).length > 0) return true;
+ }
+ }
+ }
+ }
+ return false;
+ }
+
+ // TODO: adapt
+ underCheck(color) {
+ if (this.stage == 1)
+ return this.isAttacked(this.kingPos[color], [V.GetOppCol(color), "c"]);
+ if (color == this.sideCheckered) return false;
+ return (
+ this.isAttacked(this.kingPos['w'], ["c"]) ||
+ this.isAttacked(this.kingPos['b'], ["c"])
+ );
+ }
+
+ play(move) {
+ move.flags = JSON.stringify(this.aggregateFlags());
+ this.epSquares.push(this.getEpSquare(move));
+ V.PlayOnBoard(this.board, move);
+ if (move.appear.length > 0 || move.vanish.length > 0)
+ {
+ this.turn = V.GetOppCol(this.turn);
+ this.movesCount++;
+ }
+ this.postPlay(move);
+ }
+
+ postPlay(move) {
+ if (move.appear.length == 0 && move.vanish.length == 0) {
+ this.stage = 2;
+ this.sideCheckered = this.turn;
+ }
+ else {
+ const c = move.vanish[0].c;
+ const piece = move.vanish[0].p;
+ if (piece == V.KING) {
+ this.kingPos[c][0] = move.appear[0].x;
+ this.kingPos[c][1] = move.appear[0].y;
+ }
+ super.updateCastleFlags(move, piece);
+ if (
+ [1, 6].includes(move.start.x) &&
+ move.vanish[0].p == V.PAWN &&
+ Math.abs(move.end.x - move.start.x) == 2
+ ) {
+ // This move turns off a 2-squares pawn flag
+ this.pawnFlags[move.start.x == 6 ? "w" : "b"][move.start.y] = false;
+ }
+ }
+ this.cmove = this.getCmove(move);
+ }
+
+ getCurrentScore() {
+ const color = this.turn;
+ if (this.stage == 1) {
+ if (this.atLeastOneMove()) return "*";
+ // Artifically change turn, for checkered pawns
+ this.turn = V.GetOppCol(this.turn);
+ const res =
+ this.isAttacked(this.kingPos[color], [V.GetOppCol(color), "c"])
+ ? color == "w"
+ ? "0-1"
+ : "1-0"
+ : "1/2";
+ this.turn = V.GetOppCol(this.turn);
+ return res;
+ }
+ // Stage == 2:
+ if (this.sideCheckered == this.turn) {
+ // Check if remaining checkered pieces: if none, I lost
+ if (this.board.some(b => b.some(cell => cell[0] == 'c'))) {
+ if (!this.atLeastOneMove()) return "1/2";
+ return "*";
+ }
+ return color == 'w' ? "0-1" : "1-0";
+ }
+ if (this.atLeastOneMove()) return "*";
+ let res = this.isAttacked(this.kingPos['w'], ["c"]);
+ if (!res) res = this.isAttacked(this.kingPos['b'], ["c"]);
+ if (res) return color == 'w' ? "0-1" : "1-0";
+ return "1/2";
+ }
+
+ // TODO: adapt
+ static GenRandInitFen(options) {
+ const baseFen = ChessRules.GenRandInitFen(options);
+ return (
+ // Add 16 pawns flags + empty cmove + stage == 1:
+ baseFen.slice(0, -2) + "1111111111111111 - - 1" +
+ (!options["switch"] ? '-' : "")
+ );
+ }
+ {
+ cmove: fenParts[5],
+ stage: fenParts[6]
+ }
+
+ getCmoveFen() {
+ const L = this.cmoves.length;
+ return (
+ !this.cmoves[L - 1]
+ ? "-"
+ : ChessRules.CoordsToSquare(this.cmoves[L - 1].start) +
+ ChessRules.CoordsToSquare(this.cmoves[L - 1].end)
+ );
+ }
+
+ getStageFen() {
+ if (this.stage == 1) return "1" + (!this.canSwitch ? '-' : "");
+ // Stage == 2:
+ return "2" + this.sideCheckered;
+ }
+
+ getFen() {
+ return (
+ super.getFen() + " " + this.getCmoveFen() + " " + this.getStageFen()
+ );
+ }
+
+ getFlagsFen() {
+ let fen = super.getFlagsFen();
+ // Add pawns flags
+ for (let c of ["w", "b"])
+ for (let i = 0; i < 8; i++) fen += (this.pawnFlags[c][i] ? "1" : "0");
+ return fen;
+ }
+
+};