/// <summary>
        /// Intersects two nodes. If
        /// </summary>
        /// <param name="A"></param>
        /// <param name="B"></param>
        /// <returns></returns>
        public static SetNode Intersect(SetNode A, SetNode B)
        {
            if (A.Type == SetNode.NodeType.OPERATOR || B.Type == SetNode.NodeType.OPERATOR)
            {
                return(new OperatorSet(OperatorSet.OperatorType.INTERSECTION, A, B));
            }
            var(goodAPieces, badAPieces) = GatherEvaluablePieces(A as Set);
            var(goodBPieces, badBPieces) = GatherEvaluablePieces(B as Set);
            if (goodAPieces.Count * goodBPieces.Count == 0)
            {
                return(new OperatorSet(OperatorSet.OperatorType.INTERSECTION, A, B));
            }
            var newPieces = new List <Piece>();

            foreach (var goodAPiece in goodAPieces)
            {
                foreach (var goodBPiece in goodBPieces)
                {
                    var piece = PieceFunctions.Intersect(goodAPiece, goodBPiece);
                    if (!(piece is null) && PieceFunctions.IsPieceCorrect(piece))
                    {
                        newPieces.Add(piece);
                    }
                }
            }
            var union = UniteList(newPieces);
            var badA  = new Set {
                Pieces = badAPieces
            };
            var badB = new Set {
                Pieces = badBPieces
            };

            if (union.Count == 0)
            {
                if (badA.IsEmpty() || badB.IsEmpty())
                {
                    return(new Set());
                }
                else
                {
                    return(new OperatorSet(OperatorSet.OperatorType.INTERSECTION, badA, badB));
                }
            }
            var united = new Set {
                Pieces = union
            };

            if (badBPieces.Count + badAPieces.Count == 0)
            {
                return(united);
            }

            /*
             * A = A1 or A2 (A1 - good, A2 - bad)
             * B = B1 or B2 (B1 - good, B2 - bad)
             * A & B = (A1 & B1) | (A1 & B2) | (A2 & B1) | (A2 & B2)
             */
            var goodA = new Set {
                Pieces = goodAPieces
            };
            var goodB = new Set {
                Pieces = goodBPieces
            };

            return(OperatorSet.Or(
                       united,                               // A1 & B1
                       OperatorSet.Or(
                           OperatorSet.And(                  // A2 & B2
                               badA,
                               badB
                               ),
                           OperatorSet.Or(
                               OperatorSet.And(badA, goodB), // A2 & B1
                               OperatorSet.And(badB, goodA)  // A1 & B2
                               ))));
        }