-import { ChessRules, Move, PiPo } from "@/base_rules";
-import { ArrayFun } from "@/utils/array";
-import { randInt, sample } from "@/utils/alea";
-
-export class CoregalRules extends ChessRules {
-
-// TODO: special symbol (l) for royal queen...
-
- getPPpath(m) {
- if (
- m.vanish.length == 2 &&
- m.appear.length == 2 &&
- m.vanish[0].p == V.QUEEN
- ) {
- // Large castle: show castle symbol
- return "Coregal/castle";
- }
- return super.getPPpath(m);
- }
-
- genRandInitBaseFen() {
- const s = FenUtil.setupPieces(
- ['r', 'n', 'b', 'l', 'k', 'b', 'n', 'r'],
- {
- randomness: this.options["randomness"],
- between: [{p1: 'k', p2: 'r'}, {p1: 'l', p2: 'r'}],
- diffCol: ['b'],
- flags: ['r', 'k', 'l']
- }
- );
- return {
- fen: s.b.join("") + "/pppppppp/8/8/8/8/PPPPPPPP/" +
- s.w.join("").toUpperCase(),
- o: {flags: s.flags}
- };
- }
-
- pieces() {
- let res = super.pieces();
- res['l'] = {...};
- return res;
- }
-
- setFlags(fenflags) {
- // white pieces positions, then black pieces positions
- this.castleFlags = { w: [...Array(4)], b: [...Array(4)] };
- for (let i = 0; i < 8; i++) {
- this.castleFlags[i < 4 ? "w" : "b"][i % 4] =
- parseInt(fenflags.charAt(i), 10);
- }
- }
-
- getPotentialQueenMoves([x, y]) {
- let moves = super.getPotentialQueenMoves([x, y]);
- const c = this.getColor(x, y);
- if (this.castleFlags[c].slice(1, 3).includes(y))
- moves = moves.concat(this.getCastleMoves([x, y]));
- return moves;
- }
-
- getPotentialKingMoves([x, y]) {
- let moves = this.getSlideNJumpMoves(
- [x, y], V.steps[V.ROOK].concat(V.steps[V.BISHOP]), 1);
- const c = this.getColor(x, y);
- if (this.castleFlags[c].slice(1, 3).includes(y))
- moves = moves.concat(this.getCastleMoves([x, y]));
- return moves;
- }
-
- getCastleMoves([x, y]) {
- // Relative position of the selected piece: left or right ?
- // If left: small castle left, large castle right.
- // If right: usual situation.
- const c = this.getColor(x, y);
- const relPos = (this.castleFlags[c][1] == y ? "left" : "right");
-
- const finalSquares = [
- relPos == "left" ? [1, 2] : [2, 3],
- relPos == "right" ? [6, 5] : [5, 4]
- ];
- const saveFlags = JSON.stringify(this.castleFlags[c]);
- // Alter flags to follow base_rules semantic
- this.castleFlags[c] = [0, 3].map(i => this.castleFlags[c][i]);
- const moves = super.getCastleMoves([x, y], finalSquares);
- this.castleFlags[c] = JSON.parse(saveFlags);
- return moves;
- }
-
- // "twoKings" arg for the similar Twokings variant.
- updateCastleFlags(move, piece, twoKings) {
- const c = V.GetOppCol(this.turn);
- const firstRank = (c == "w" ? V.size.x - 1 : 0);
- // Update castling flags if castling pieces moved or were captured
- const oppCol = V.GetOppCol(c);
- const oppFirstRank = V.size.x - 1 - firstRank;
- if (move.start.x == firstRank) {
- if (piece == V.KING || (!twoKings && piece == V.QUEEN)) {
- if (this.castleFlags[c][1] == move.start.y)
- this.castleFlags[c][1] = 8;
- else if (this.castleFlags[c][2] == move.start.y)
- this.castleFlags[c][2] = 8;
- // Else: the flag is already turned off
- }
- }
- else if (
- move.start.x == firstRank && //our rook moves?
- [this.castleFlags[c][0], this.castleFlags[c][3]].includes(move.start.y)
- ) {
- const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 3);
- this.castleFlags[c][flagIdx] = 8;
- } else if (
- move.end.x == oppFirstRank && //we took opponent rook?
- [this.castleFlags[oppCol][0], this.castleFlags[oppCol][3]]
- .includes(move.end.y)
- ) {
- const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 3);
- this.castleFlags[oppCol][flagIdx] = 8;
- }
- }
-
-};