import Move from "/utils/Move.js";
// NOTE: x coords: top to bottom (white perspective); y: left to right
+// NOTE: ChessRules is aliased as window.C, and variants as window.V
export default class ChessRules {
+ static get Aliases() {
+ return {'C': ChessRules};
+ }
+
/////////////////////////
// VARIANT SPECIFICATIONS
variable: "randomness",
defaut: 0,
options: [
- { label: "Deterministic", value: 0 },
- { label: "Symmetric random", value: 1 },
- { label: "Asymmetric random", value: 2 }
+ {label: "Deterministic", value: 0},
+ {label: "Symmetric random", value: 1},
+ {label: "Asymmetric random", value: 2}
]
}],
- check: [{
- label: "Capture king?",
- defaut: false,
- variable: "taking"
- }],
+ check: [
+ {
+ label: "Capture king",
+ defaut: false,
+ variable: "taking"
+ },
+ {
+ label: "Falling pawn",
+ defaut: false,
+ variable: "pawnfall"
+ }
+ ],
// Game modifiers (using "elementary variants"). Default: false
styles: [
"atomic",
// Pawns specifications
get pawnSpecs() {
return {
- directions: { 'w': -1, 'b': 1 },
- initShift: { w: 1, b: 1 },
+ directions: {w: -1, b: 1},
+ initShift: {w: 1, b: 1},
twoSquares: true,
threeSquares: false,
canCapture: true,
// Some variants use click infos:
doClick([x, y]) {
- if (typeof x != "number") return null; //click on reserves
+ if (typeof x != "number")
+ return null; //click on reserves
if (
- this.options["teleport"] && this.subTurn == 2 &&
+ this.options["teleport"] && this.subTurnTeleport == 2 &&
this.board[x][y] == ""
) {
return new Move({
// a2 --> {x:2,y:0} (this is in fact a6)
static SquareToCoords(sq) {
return {
- x: ChessRules.RowToCoord(sq[1]),
+ x: C.RowToCoord(sq[1]),
// NOTE: column is always one char => max 26 columns
- y: ChessRules.ColumnToCoord(sq[0])
+ y: C.ColumnToCoord(sq[0])
};
}
// {x:0,y:4} --> e0 (should be e8)
static CoordsToSquare(coords) {
- return (
- ChessRules.CoordToColumn(coords.y) + ChessRules.CoordToRow(coords.x)
- );
+ return C.CoordToColumn(coords.y) + C.CoordToRow(coords.x);
}
coordsToId([x, y]) {
}
idToCoords(targetId) {
- if (!targetId) return null; //outside page, maybe...
+ if (!targetId)
+ return null; //outside page, maybe...
const idParts = targetId.split('|'); //prefix|sq-2-3 (start at 0 => 3,4)
if (
idParts.length < 2 ||
Random.setSeed(seed);
let fen, flags = "0707";
- if (this.options.randomness == 0 || !this.options.randomness)
+ if (!this.options.randomness)
// Deterministic:
fen = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0";
}
// Add turn + flags + enpassant (+ reserve)
let parts = [];
- if (this.hasFlags) parts.push(`"flags":"${flags}"`);
- if (this.hasEnpassant) parts.push('"enpassant":"-"');
- if (this.hasReserve) parts.push('"reserve":"000000000000"');
- if (this.options["crazyhouse"]) parts.push('"ispawn":"-"');
- if (parts.length >= 1) fen += " {" + parts.join(",") + "}";
+ if (this.hasFlags)
+ parts.push(`"flags":"${flags}"`);
+ if (this.hasEnpassant)
+ parts.push('"enpassant":"-"');
+ if (this.hasReserve)
+ parts.push('"reserve":"000000000000"');
+ if (this.options["crazyhouse"])
+ parts.push('"ispawn":"-"');
+ if (parts.length >= 1)
+ fen += " {" + parts.join(",") + "}";
return fen;
}
turn: fenParts[1],
movesCount: fenParts[2]
};
- if (fenParts.length > 3) res = Object.assign(res, JSON.parse(fenParts[3]));
+ if (fenParts.length > 3)
+ res = Object.assign(res, JSON.parse(fenParts[3]));
return res;
}
this.movesCount
);
let parts = [];
- if (this.hasFlags) parts.push(`"flags":"${this.getFlagsFen()}"`);
+ if (this.hasFlags)
+ parts.push(`"flags":"${this.getFlagsFen()}"`);
if (this.hasEnpassant)
parts.push(`"enpassant":"${this.getEnpassantFen()}"`);
- if (this.hasReserve) parts.push(`"reserve":"${this.getReserveFen()}"`);
+ if (this.hasReserve)
+ parts.push(`"reserve":"${this.getReserveFen()}"`);
if (this.options["crazyhouse"])
parts.push(`"ispawn":"${this.getIspawnFen()}"`);
- if (parts.length >= 1) fen += " {" + parts.join(",") + "}";
+ if (parts.length >= 1)
+ fen += " {" + parts.join(",") + "}";
return fen;
}
const format = (count) => {
// if more than 9 consecutive free spaces, break the integer,
// otherwise FEN parsing will fail.
- if (count <= 9) return count;
+ if (count <= 9)
+ return count;
// Most boards of size < 18:
- if (count <= 18) return "9" + (count - 9);
+ if (count <= 18)
+ return "9" + (count - 9);
// Except Gomoku:
return "99" + (count - 18);
};
for (let i = 0; i < this.size.y; i++) {
let emptyCount = 0;
for (let j = 0; j < this.size.x; j++) {
- if (this.board[i][j] == "") emptyCount++;
+ if (this.board[i][j] == "")
+ emptyCount++;
else {
if (emptyCount > 0) {
// Add empty squares in-between
if (emptyCount > 0)
// "Flush remainder"
position += format(emptyCount);
- if (i < this.size.y - 1) position += "/"; //separate rows
+ if (i < this.size.y - 1)
+ position += "/"; //separate rows
}
return position;
}
// Enpassant part of the FEN string
getEnpassantFen() {
- if (!this.epSquare) return "-"; //no en-passant
- return ChessRules.CoordsToSquare(this.epSquare);
+ if (!this.epSquare)
+ return "-"; //no en-passant
+ return C.CoordsToSquare(this.epSquare);
}
getReserveFen() {
getIspawnFen() {
const coords = Object.keys(this.ispawn);
- if (coords.length == 0) return "-";
- return coords.map(ChessRules.CoordsToSquare).join(",");
+ if (coords.length == 0)
+ return "-";
+ return coords.join(",");
}
// Set flags from fen (castle: white a,h then black a,h)
this.afterPlay = o.afterPlay;
// FEN-related:
- if (!o.fen) o.fen = this.genRandInitFen(o.seed);
+ if (!o.fen)
+ o.fen = this.genRandInitFen(o.seed);
const fenParsed = this.parseFen(o.fen);
this.board = this.getBoard(fenParsed.position);
this.turn = fenParsed.turn;
const character = rows[i][indexInRow];
const num = parseInt(character, 10);
// If num is a number, just shift j:
- if (!isNaN(num)) j += num;
+ if (!isNaN(num))
+ j += num;
// Else: something at position i,j
- else board[i][j++] = this.fen2board(character);
+ else
+ board[i][j++] = this.fen2board(character);
}
}
return board;
// Some additional variables from FEN (variant dependant)
setOtherVariables(fenParsed) {
// Set flags and enpassant:
- if (this.hasFlags) this.setFlags(fenParsed.flags);
+ if (this.hasFlags)
+ this.setFlags(fenParsed.flags);
if (this.hasEnpassant)
this.epSquare = this.getEpSquare(fenParsed.enpassant);
- if (this.hasReserve) this.initReserves(fenParsed.reserve);
- if (this.options["crazyhouse"]) this.initIspawn(fenParsed.ispawn);
+ if (this.hasReserve)
+ this.initReserves(fenParsed.reserve);
+ if (this.options["crazyhouse"])
+ this.initIspawn(fenParsed.ispawn);
this.subTurn = 1; //may be unused
- if (this.options["teleport"]) this.captured = null;
+ if (this.options["teleport"]) {
+ this.subTurnTeleport = 1;
+ this.captured = null;
+ }
if (this.options["dark"]) {
this.enlightened = ArrayFun.init(this.size.x, this.size.y);
// Setup enlightened: squares reachable by player side
if (this.board[x][y] != "" && this.getColor(x, y) == this.playerColor)
{
newEnlightened[x][y] = true;
- const piece = this.getPiece(x, y);
- if (piece == ChessRules.PAWN) {
+ if (this.getPiece(x, y) == "p") {
// Attacking squares wouldn't be highlighted if no captures:
- this.pieces(this.playerColor)[piece].attack.forEach(step => {
+ this.pieces(this.playerColor)["p"].attack.forEach(step => {
const [i, j] = [x + step[0], this.computeY(y + step[1])];
if (this.onBoard(i, j) && this.board[i][j] == "")
newEnlightened[i][j] = true;
}
}
}
- if (this.epSquare) this.enlightEnpassant(newEnlightened);
- if (withGraphics) this.graphUpdateEnlightened(newEnlightened);
+ if (this.epSquare)
+ this.enlightEnpassant(newEnlightened);
+ if (withGraphics)
+ this.graphUpdateEnlightened(newEnlightened);
this.enlightened = newEnlightened;
}
// Include en-passant capturing square if any:
enlightEnpassant(newEnlightened) {
- const steps = this.pieces(this.playerColor)[ChessRules.PAWN].attack;
+ const steps = this.pieces(this.playerColor)["p"].attack;
for (let step of steps) {
const x = this.epSquare.x - step[0],
y = this.computeY(this.epSquare.y - step[1]);
if (
this.onBoard(x, y) &&
this.getColor(x, y) == this.playerColor &&
- this.getPiece(x, y) == ChessRules.PAWN
+ this.getPieceType(x, y) == "p"
) {
newEnlightened[x][this.epSquare.y] = true;
break;
// Apply diff this.enlightened --> newEnlightened on board
graphUpdateEnlightened(newEnlightened) {
- let container = document.getElementById(this.containerId);
- const r = container.getBoundingClientRect();
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
+ const r = chessboard.getBoundingClientRect();
const pieceWidth = this.getPieceWidth(r.width);
for (let x=0; x<this.size.x; x++) {
for (let y=0; y<this.size.y; y++) {
if (this.enlightened[x][y] && !newEnlightened[x][y]) {
let elt = document.getElementById(this.coordsToId([x, y]));
- elt.style.fillOpacity = "0.5";
+ elt.classList.add("in-shadow");
if (this.g_pieces[x][y]) {
this.g_pieces[x][y].remove();
this.g_pieces[x][y] = null;
}
else if (!this.enlightened[x][y] && newEnlightened[x][y]) {
let elt = document.getElementById(this.coordsToId([x, y]));
- elt.style.fillOpacity = "1";
+ elt.classList.remove("in-shadow");
if (this.board[x][y] != "") {
- const piece = this.getPiece(x, y);
const color = this.getColor(x, y);
+ const piece = this.getPiece(x, y);
this.g_pieces[x][y] = document.createElement("piece");
let newClasses = [
this.pieces()[piece]["class"],
const [ip, jp] = this.getPixelPosition(x, y, r);
this.g_pieces[x][y].style.transform =
`translate(${ip}px,${jp}px)`;
- container.appendChild(this.g_pieces[x][y]);
+ chessboard.appendChild(this.g_pieces[x][y]);
}
}
}
this.reserve = { w: {}, b: {} };
const pieceName = Object.keys(this.pieces());
for (let i of ArrayFun.range(12)) {
- if (i < 6) this.reserve['w'][pieceName[i]] = counts[i];
- else this.reserve['b'][pieceName[i-6]] = counts[i];
+ if (i < 6)
+ this.reserve['w'][pieceName[i]] = counts[i];
+ else
+ this.reserve['b'][pieceName[i-6]] = counts[i];
}
}
initIspawn(ispawnStr) {
if (ispawnStr != "-") {
- this.ispawn = ispawnStr.split(",").map(ChessRules.SquareToCoords)
+ this.ispawn = ispawnStr.split(",").map(C.SquareToCoords)
.reduce((o, key) => ({ ...o, [key]: true}), {});
}
- else this.ispawn = {};
+ else
+ this.ispawn = {};
}
getNbReservePieces(color) {
window.onresize = () => this.re_drawBoardElements();
this.re_drawBoardElements();
this.initMouseEvents();
- const container = document.getElementById(this.containerId);
- new ResizeObserver(this.rescale).observe(container);
+ const chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
+ new ResizeObserver(this.rescale).observe(chessboard);
}
re_drawBoardElements() {
const board = this.getSvgChessboard();
- const oppCol = ChessRules.GetOppCol(this.playerColor);
- let container = document.getElementById(this.containerId);
- container.innerHTML = "";
- container.insertAdjacentHTML('beforeend', board);
- let cb = container.querySelector("#" + this.containerId + "_SVG");
+ const oppCol = C.GetOppCol(this.playerColor);
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
+ chessboard.innerHTML = "";
+ chessboard.insertAdjacentHTML('beforeend', board);
const aspectRatio = this.size.y / this.size.x;
// Compare window ratio width / height to aspectRatio:
const windowRatio = window.innerWidth / window.innerHeight;
cbWidth = cbHeight * aspectRatio;
}
}
- container.style.width = cbWidth + "px";
- container.style.height = cbHeight + "px";
+ chessboard.style.width = cbWidth + "px";
+ chessboard.style.height = cbHeight + "px";
// Center chessboard:
const spaceLeft = (window.innerWidth - cbWidth) / 2,
spaceTop = (window.innerHeight - cbHeight) / 2;
- container.style.left = spaceLeft + "px";
- container.style.top = spaceTop + "px";
+ chessboard.style.left = spaceLeft + "px";
+ chessboard.style.top = spaceTop + "px";
// Give sizes instead of recomputing them,
// because chessboard might not be drawn yet.
this.setupPieces({
<svg
viewBox="0 0 80 80"
version="1.1"
- id="${this.containerId}_SVG">
+ class="chessboard_SVG">
<g>`;
for (let i=0; i < sizeX; i++) {
for (let j=0; j < sizeY; j++) {
const ii = (flipped ? this.size.x - 1 - i : i);
const jj = (flipped ? this.size.y - 1 - j : j);
- let fillOpacity = '1';
- if (this.options["dark"] && !this.enlightened[ii][jj])
- fillOpacity = '0.5';
+ let classes = this.getSquareColorClass(ii, jj);
+ if (this.enlightened && !this.enlightened[ii][jj])
+ classes += " in-shadow";
// NOTE: x / y reversed because coordinates system is reversed.
- // TODO: CSS "wood" style, rect --> style --> background-image ?
- board += `<rect style="fill-opacity:${fillOpacity};
- fill:#${this.getSquareColor(ii, jj)}"
+ board += `<rect
+ class="${classes}"
id="${this.coordsToId([ii, jj])}"
width="10"
height="10"
return board;
}
- // Generally light square bottom-right; TODO: user-defined colors at least
- getSquareColor(i, j) {
- return ((i+j) % 2 == 0 ? "f0d9b5": "b58863");
+ // Generally light square bottom-right
+ getSquareColorClass(i, j) {
+ return ((i+j) % 2 == 0 ? "light-square": "dark-square");
}
setupPieces(r) {
}
}
}
- else this.g_pieces = ArrayFun.init(this.size.x, this.size.y, null);
- let container = document.getElementById(this.containerId);
+ else
+ this.g_pieces = ArrayFun.init(this.size.x, this.size.y, null);
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
+ if (!r)
+ r = chessboard.getBoundingClientRect();
const pieceWidth = this.getPieceWidth(r.width);
for (let i=0; i < this.size.x; i++) {
for (let j=0; j < this.size.y; j++) {
this.board[i][j] != "" &&
(!this.options["dark"] || this.enlightened[i][j])
) {
- const piece = this.getPiece(i, j);
const color = this.getColor(i, j);
+ const piece = this.getPiece(i, j);
this.g_pieces[i][j] = document.createElement("piece");
this.g_pieces[i][j].classList.add(this.pieces()[piece]["class"]);
this.g_pieces[i][j].classList.add(color == "w" ? "white" : "black");
this.g_pieces[i][j].style.height = pieceWidth + "px";
const [ip, jp] = this.getPixelPosition(i, j, r);
this.g_pieces[i][j].style.transform = `translate(${ip}px,${jp}px)`;
- container.appendChild(this.g_pieces[i][j]);
+ chessboard.appendChild(this.g_pieces[i][j]);
}
}
}
- if (this.reserve) this.re_drawReserve(['w', 'b'], r);
+ if (this.reserve)
+ this.re_drawReserve(['w', 'b'], r);
}
// NOTE: assume !!this.reserve
if (this.r_pieces) {
// Remove (old) reserve pieces
for (let c of colors) {
- if (!this.reserve[c]) continue;
+ if (!this.reserve[c])
+ continue;
Object.keys(this.reserve[c]).forEach(p => {
if (this.r_pieces[c][p]) {
this.r_pieces[c][p].remove();
}
});
let reservesDiv = document.getElementById("reserves_" + c);
- if (reservesDiv) reservesDiv.remove();
+ if (reservesDiv)
+ reservesDiv.remove();
}
}
- else this.r_pieces = { 'w': {}, 'b': {} };
- if (!r) {
- const container = document.getElementById(this.containerId);
- r = container.getBoundingClientRect();
- }
- const epsilon = 1e-4; //fix display bug on Firefox at least
+ else
+ this.r_pieces = { 'w': {}, 'b': {} };
+ let container = document.getElementById(this.containerId);
+ if (!r)
+ r = container.querySelector(".chessboard").getBoundingClientRect();
for (let c of colors) {
- if (!this.reserve[c]) continue;
+ if (!this.reserve[c])
+ continue;
const nbR = this.getNbReservePieces(c);
- if (nbR == 0) continue;
+ if (nbR == 0)
+ continue;
const sqResSize = this.getReserveSquareSize(r.width, nbR);
let ridx = 0;
const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
rcontainer.classList.add("reserves");
rcontainer.style.left = i0 + "px";
rcontainer.style.top = j0 + "px";
- rcontainer.style.width = (nbR * sqResSize) + "px";
+ // NOTE: +1 fix display bug on Firefox at least
+ rcontainer.style.width = (nbR * sqResSize + 1) + "px";
rcontainer.style.height = sqResSize + "px";
- document.getElementById("boardContainer").appendChild(rcontainer);
+ container.appendChild(rcontainer);
for (let p of Object.keys(this.reserve[c])) {
- if (this.reserve[c][p] == 0) continue;
+ if (this.reserve[c][p] == 0)
+ continue;
let r_cell = document.createElement("div");
r_cell.id = this.coordsToId([c, p]);
r_cell.classList.add("reserve-cell");
- r_cell.style.width = (sqResSize - epsilon) + "px";
- r_cell.style.height = (sqResSize - epsilon) + "px";
+ r_cell.style.width = sqResSize + "px";
+ r_cell.style.height = sqResSize + "px";
rcontainer.appendChild(r_cell);
let piece = document.createElement("piece");
const pieceSpec = this.pieces(c)[p];
}
updateReserve(color, piece, count) {
+ if (this.options["cannibal"] && C.CannibalKings[piece])
+ piece = "k"; //capturing cannibal king: back to king form
const oldCount = this.reserve[color][piece];
this.reserve[color][piece] = count;
// Redrawing is much easier if count==0
- if ([oldCount, count].includes(0)) this.re_drawReserve([color]);
+ if ([oldCount, count].includes(0))
+ this.re_drawReserve([color]);
else {
const numId = this.getReserveNumId(color, piece);
document.getElementById(numId).textContent = count;
// After resize event: no need to destroy/recreate pieces
rescale() {
- let container = document.getElementById(this.containerId);
- if (!container) return; //useful at initial loading
- const r = container.getBoundingClientRect();
+ const container = document.getElementById(this.containerId);
+ if (!container)
+ return; //useful at initial loading
+ let chessboard = container.querySelector(".chessboard");
+ const r = chessboard.getBoundingClientRect();
const newRatio = r.width / r.height;
const aspectRatio = this.size.y / this.size.x;
let newWidth = r.width,
newHeight = r.height;
if (newRatio > aspectRatio) {
newWidth = r.height * aspectRatio;
- container.style.width = newWidth + "px";
+ chessboard.style.width = newWidth + "px";
}
else if (newRatio < aspectRatio) {
newHeight = r.width / aspectRatio;
- container.style.height = newHeight + "px";
+ chessboard.style.height = newHeight + "px";
}
const newX = (window.innerWidth - newWidth) / 2;
- container.style.left = newX + "px";
+ chessboard.style.left = newX + "px";
const newY = (window.innerHeight - newHeight) / 2;
- container.style.top = newY + "px";
+ chessboard.style.top = newY + "px";
const newR = { x: newX, y: newY, width: newWidth, height: newHeight };
const pieceWidth = this.getPieceWidth(newWidth);
for (let i=0; i < this.size.x; i++) {
}
}
}
- if (this.reserve) this.rescaleReserve(newR);
+ if (this.reserve)
+ this.rescaleReserve(newR);
}
rescaleReserve(r) {
- const epsilon = 1e-4;
for (let c of ['w','b']) {
- if (!this.reserve[c]) continue;
+ if (!this.reserve[c])
+ continue;
const nbR = this.getNbReservePieces(c);
- if (nbR == 0) continue;
+ if (nbR == 0)
+ continue;
// Resize container first
const sqResSize = this.getReserveSquareSize(r.width, nbR);
const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
let rcontainer = document.getElementById("reserves_" + c);
rcontainer.style.left = i0 + "px";
rcontainer.style.top = j0 + "px";
- rcontainer.style.width = (nbR * sqResSize) + "px";
+ rcontainer.style.width = (nbR * sqResSize + 1) + "px";
rcontainer.style.height = sqResSize + "px";
// And then reserve cells:
const rpieceWidth = this.getReserveSquareSize(r.width, nbR);
Object.keys(this.reserve[c]).forEach(p => {
- if (this.reserve[c][p] == 0) return;
+ if (this.reserve[c][p] == 0)
+ return;
let r_cell = document.getElementById(this.coordsToId([c, p]));
- r_cell.style.width = (sqResSize - epsilon) + "px";
- r_cell.style.height = (sqResSize - epsilon) + "px";
+ r_cell.style.width = sqResSize + "px";
+ r_cell.style.height = sqResSize + "px";
});
}
}
- // Return the absolute pixel coordinates given current position.
+ // Return the absolute pixel coordinates (on board) given current position.
// Our coordinate system differs from CSS one (x <--> y).
// We return here the CSS coordinates (more useful).
getPixelPosition(i, j, r) {
const sqSize = this.getSquareWidth(r.width);
- if (i < 0 || j < 0) return [0, 0]; //piece vanishes
+ if (i < 0 || j < 0)
+ return [0, 0]; //piece vanishes
const flipped = (this.playerColor == 'b');
const x = (flipped ? this.size.y - 1 - j : j) * sqSize;
const y = (flipped ? this.size.x - 1 - i : i) * sqSize;
}
initMouseEvents() {
- let container = document.getElementById(this.containerId);
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
const getOffset = e => {
- if (e.clientX) return {x: e.clientX, y: e.clientY}; //Mouse
+ if (e.clientX)
+ // Mouse
+ return {x: e.clientX, y: e.clientY};
let touchLocation = null;
if (e.targetTouches && e.targetTouches.length >= 1)
// Touch screen, dragstart
// Touch screen, dragend
touchLocation = e.changedTouches[0];
if (touchLocation)
- return {x: touchLocation.pageX, y: touchLocation.pageY};
- return [0, 0]; //Big trouble here =)
+ return {x: touchLocation.clientX, y: touchLocation.clientY};
+ return [0, 0]; //shouldn't reach here =)
}
const centerOnCursor = (piece, e) => {
const centerShift = sqSize / 2;
const offset = getOffset(e);
- piece.style.left = (offset.x - centerShift) + "px";
- piece.style.top = (offset.y - centerShift) + "px";
+ piece.style.left = (offset.x - r.x - centerShift) + "px";
+ piece.style.top = (offset.y - r.y - centerShift) + "px";
}
let start = null,
startPiece, curPiece = null,
sqSize;
const mousedown = (e) => {
- r = container.getBoundingClientRect();
+ // Disable zoom on smartphones:
+ if (e.touches && e.touches.length > 1)
+ e.preventDefault();
+ r = chessboard.getBoundingClientRect();
sqSize = this.getSquareWidth(r.width);
const square = this.idToCoords(e.target.id);
if (square) {
const [i, j] = square;
const move = this.doClick([i, j]);
- if (move) this.playPlusVisual(move);
+ if (move)
+ this.playPlusVisual(move);
else {
- if (typeof i != "number") startPiece = this.r_pieces[i][j];
- else if (this.g_pieces[i][j]) startPiece = this.g_pieces[i][j];
+ if (typeof i != "number")
+ startPiece = this.r_pieces[i][j];
+ else if (this.g_pieces[i][j])
+ startPiece = this.g_pieces[i][j];
if (startPiece && this.canIplay(i, j)) {
e.preventDefault();
start = { x: i, y: j };
curPiece.style.width = sqSize + "px";
curPiece.style.height = sqSize + "px";
centerOnCursor(curPiece, e);
- document.getElementById("boardContainer").appendChild(curPiece);
+ chessboard.appendChild(curPiece);
startPiece.style.opacity = "0.4";
- container.style.cursor = "none";
+ chessboard.style.cursor = "none";
}
}
}
e.preventDefault();
centerOnCursor(curPiece, e);
}
+ else if (e.changedTouches && e.changedTouches.length >= 1)
+ // Attempt to prevent horizontal swipe...
+ e.preventDefault();
};
const mouseup = (e) => {
- const newR = container.getBoundingClientRect();
+ const newR = chessboard.getBoundingClientRect();
if (newR.width != r.width || newR.height != r.height) {
this.rescale();
return;
}
- if (!start) return;
+ if (!start)
+ return;
const [x, y] = [start.x, start.y];
start = null;
e.preventDefault();
- container.style.cursor = "pointer";
+ chessboard.style.cursor = "pointer";
startPiece.style.opacity = "1";
const offset = getOffset(e);
const landingElt = document.elementFromPoint(offset.x, offset.y);
- const sq = this.idToCoords(landingElt.id);
+ const sq = landingElt ? this.idToCoords(landingElt.id) : undefined;
if (sq) {
const [i, j] = sq;
// NOTE: clearly suboptimal, but much easier, and not a big deal.
const potentialMoves = this.getPotentialMovesFrom([x, y])
.filter(m => m.end.x == i && m.end.y == j);
const moves = this.filterValid(potentialMoves);
- if (moves.length >= 2) this.showChoices(moves, r);
- else if (moves.length == 1) this.playPlusVisual(moves[0], r);
+ if (moves.length >= 2)
+ this.showChoices(moves, r);
+ else if (moves.length == 1)
+ this.playPlusVisual(moves[0], r);
}
curPiece.remove();
};
document.addEventListener("mouseup", mouseup);
}
if ('ontouchstart' in window) {
- document.addEventListener("touchstart", mousedown);
- document.addEventListener("touchmove", mousemove);
- document.addEventListener("touchend", mouseup);
+ // https://stackoverflow.com/a/42509310/12660887
+ document.addEventListener("touchstart", mousedown, {passive: false});
+ document.addEventListener("touchmove", mousemove, {passive: false});
+ document.addEventListener("touchend", mouseup, {passive: false});
}
+ // TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js
}
showChoices(moves, r) {
let container = document.getElementById(this.containerId);
+ let chessboard = container.querySelector(".chessboard");
let choices = document.createElement("div");
choices.id = "choices";
choices.style.width = r.width + "px";
choices.style.height = r.height + "px";
choices.style.left = r.x + "px";
choices.style.top = r.y + "px";
- container.style.opacity = "0.5";
- let boardContainer = document.getElementById("boardContainer");
- boardContainer.appendChild(choices);
+ chessboard.style.opacity = "0.5";
+ container.appendChild(choices);
const squareWidth = this.getSquareWidth(r.width);
const firstUpLeft = (r.width - (moves.length * squareWidth)) / 2;
const firstUpTop = (r.height - squareWidth) / 2;
const color = moves[0].appear[0].c;
const callback = (m) => {
- container.style.opacity = "1";
- boardContainer.removeChild(choices);
+ chessboard.style.opacity = "1";
+ container.removeChild(choices);
this.playPlusVisual(m, r);
}
for (let i=0; i < moves.length; i++) {
return this.board[i][j].charAt(0);
}
- // Piece type on square (i,j). 'undefined' if square is empty
+ // Assume square i,j isn't empty
getPiece(i, j) {
return this.board[i][j].charAt(1);
}
+ // Piece type on square (i,j)
+ getPieceType(i, j) {
+ const p = this.board[i][j].charAt(1);
+ return C.CannibalKings[p] || p; //a cannibal king move as...
+ }
+
// Get opponent color
static GetOppCol(color) {
return (color == "w" ? "b" : "w");
// Can thing on square1 take thing on square2
canTake([x1, y1], [x2, y2]) {
return (
+ (this.getColor(x1, y1) !== this.getColor(x2, y2)) ||
(
(this.options["recycle"] || this.options["teleport"]) &&
- this.getPiece(x2, y2) != ChessRules.KING
- ) ||
- (this.getColor(x1, y1) !== this.getColor(x2, y2))
+ this.getPieceType(x2, y2) != "k"
+ )
);
}
[1, 1], [1, -1], [-1, 1], [-1, -1]
],
range: 1
- }
+ },
+ // Cannibal kings:
+ 's': { "class": "king-pawn" },
+ 'u': { "class": "king-rook" },
+ 'o': { "class": "king-knight" },
+ 'c': { "class": "king-bishop" },
+ 't': { "class": "king-queen" }
};
}
- // Some pieces codes (for a clearer code)
- static get PAWN() {
- return "p";
- }
- static get QUEEN() {
- return "q";
- }
- static get KING() {
- return "k";
- }
-
////////////////////
// MOVES GENERATION
// For Cylinder: get Y coordinate
computeY(y) {
- if (!this.options["cylinder"]) return y;
+ if (!this.options["cylinder"])
+ return y;
let res = y % this.size.y;
- if (res < 0) res += this.size.y;
+ if (res < 0)
+ res += this.size.y;
return res;
}
// Stop at the first capture found
atLeastOneCapture(color) {
color = color || this.turn;
- const oppCol = ChessRules.GetOppCol(color);
+ const oppCol = C.GetOppCol(color);
for (let i = 0; i < this.size.x; i++) {
for (let j = 0; j < this.size.y; j++) {
if (this.board[i][j] != "" && this.getColor(i, j) == color) {
- const specs = this.pieces(color)[this.getPiece(i, j)];
+ const specs = this.pieces(color)[this.getPieceType(i, j)];
const steps = specs.attack || specs.steps;
outerLoop: for (let step of steps) {
let [ii, jj] = [i + step[0], this.computeY(j + step[1])];
let stepCounter = 1;
while (this.onBoard(ii, jj) && this.board[ii][jj] == "") {
- if (specs.range <= stepCounter++) continue outerLoop;
+ if (specs.range <= stepCounter++)
+ continue outerLoop;
ii += step[0];
jj = this.computeY(jj + step[1]);
}
getDropMovesFrom([c, p]) {
// NOTE: by design, this.reserve[c][p] >= 1 on user click
// (but not necessarily otherwise)
- if (!this.reserve[c][p] || this.reserve[c][p] == 0) return [];
+ if (this.reserve[c][p] == 0)
+ return [];
let moves = [];
for (let i=0; i<this.size.x; i++) {
for (let j=0; j<this.size.y; j++) {
this.board[i][j] == "" &&
(!this.options["dark"] || this.enlightened[i][j]) &&
(
- p != ChessRules.PAWN ||
+ p != "p" ||
(c == 'w' && i < this.size.x - 1) ||
(c == 'b' && i > 0)
)
}
// All possible moves from selected square
- getPotentialMovesFrom(sq) {
- if (typeof sq[0] == "string") return this.getDropMovesFrom(sq);
- if (this.options["madrasi"] && this.isImmobilized(sq)) return [];
- const piece = this.getPiece(sq[0], sq[1]);
+ getPotentialMovesFrom(sq, color) {
+ if (typeof sq[0] == "string")
+ return this.getDropMovesFrom(sq);
+ if (this.options["madrasi"] && this.isImmobilized(sq))
+ return [];
+ const piece = this.getPieceType(sq[0], sq[1]);
let moves;
- if (piece == ChessRules.PAWN) moves = this.getPotentialPawnMoves(sq);
- else moves = this.getPotentialMovesOf(piece, sq);
+ if (piece == "p")
+ moves = this.getPotentialPawnMoves(sq);
+ else
+ moves = this.getPotentialMovesOf(piece, sq);
if (
- piece == ChessRules.KING &&
+ piece == "k" &&
this.hasCastle &&
this.castleFlags[color || this.turn].some(v => v < this.size.y)
) {
}
postProcessPotentialMoves(moves) {
- if (moves.length == 0) return [];
+ if (moves.length == 0)
+ return [];
const color = this.getColor(moves[0].start.x, moves[0].start.y);
- const oppCol = ChessRules.GetOppCol(color);
+ const oppCol = C.GetOppCol(color);
if (this.options["capture"] && this.atLeastOneCapture()) {
// Filter out non-capturing moves (not using m.vanish because of
if (
this.onBoard(x, y) &&
this.board[x][y] != "" &&
- this.getPiece(x, y) != ChessRules.PAWN
+ this.getPieceType(x, y) != "p"
) {
m.vanish.push(
new PiPo({
);
}
}
- if (!this.options["rifle"]) m.appear.pop(); //nothin appears
+ if (!this.options["rifle"])
+ m.appear.pop(); //nothin appears
+ }
+ });
+ }
+
+ if (
+ this.options["cannibal"] &&
+ this.options["rifle"] &&
+ this.pawnSpecs.promotions
+ ) {
+ // In this case a rifle-capture from last rank may promote a pawn
+ const lastRank = (color == "w" ? 0 : this.size.x - 1);
+ let newMoves = [];
+ moves.forEach(m => {
+ if (
+ m.start.x == lastRank &&
+ m.appear.length >= 1 &&
+ m.appear[0].p == "p" &&
+ m.appear[0].x == m.start.x &&
+ m.appear[0].y == m.start.y
+ ) {
+ const promotionPiece0 = this.pawnSpecs.promotions[0];
+ m.appear[0].p = this.pawnSpecs.promotions[0];
+ for (let i=1; i<this.pawnSpecs.promotions.length; i++) {
+ let newMv = JSON.parse(JSON.stringify(m));
+ newMv.appear[0].p = this.pawnSpecs.promotions[i];
+ newMoves.push(newMv);
+ }
}
});
+ Array.prototype.push.apply(moves, newMoves);
}
+
return moves;
}
+ static get CannibalKings() {
+ return {
+ "s": "p",
+ "u": "r",
+ "o": "n",
+ "c": "b",
+ "t": "q"
+ };
+ }
+
+ static get CannibalKingCode() {
+ return {
+ "p": "s",
+ "r": "u",
+ "n": "o",
+ "b": "c",
+ "q": "t",
+ "k": "k"
+ };
+ }
+
+ isKing(symbol) {
+ return (
+ symbol == 'k' ||
+ (this.options["cannibal"] && C.CannibalKings[symbol])
+ );
+ }
+
// For Madrasi:
// (redefined in Baroque etc, where Madrasi condition doesn't make sense)
isImmobilized([x, y]) {
const color = this.getColor(x, y);
- const oppCol = ChessRules.GetOppCol(color);
- const piece = this.getPiece(x, y);
+ const oppCol = C.GetOppCol(color);
+ const piece = this.getPieceType(x, y);
const stepSpec = this.pieces(color)[piece];
let [steps, range] = [stepSpec.attack || stepSpec.steps, stepSpec.range];
outerLoop: for (let step of steps) {
let [i, j] = [x + step[0], y + step[1]];
let stepCounter = 1;
while (this.onBoard(i, j) && this.board[i][j] == "") {
- if (range <= stepCounter++) continue outerLoop;
+ if (range <= stepCounter++)
+ continue outerLoop;
i += step[0];
j = this.computeY(j + step[1]);
}
if (
this.onBoard(i, j) &&
this.getColor(i, j) == oppCol &&
- this.getPiece(i, j) == piece
+ this.getPieceType(i, j) == piece
) {
return true;
}
) {
explored[i + "." + j] = true;
moves.push(this.getBasicMove([x, y], [i, j]));
- if (range <= stepCounter++) continue outerLoop;
+ if (range <= stepCounter++)
+ continue outerLoop;
i += step[0];
j = this.computeY(j + step[1]);
}
this.onBoard(i, j) &&
(
!this.options["zen"] ||
- this.getPiece(i, j) == ChessRules.KING ||
+ this.getPieceType(i, j) == "k" ||
this.getColor(i, j) == color //OK for Recycle and Teleport
) &&
this.canTake([x, y], [i, j]) &&
let moves = [];
// Find reverse captures (opponent takes)
const color = this.getColor(x, y);
- const oppCol = ChessRules.GetOppCol(color);
+ const pieceType = this.getPieceType(x, y);
+ const oppCol = C.GetOppCol(color);
const pieces = this.pieces(oppCol);
Object.keys(pieces).forEach(p => {
- if (p == ChessRules.KING) return; //king isn't captured this way
+ if (
+ p == "k" ||
+ (this.options["cannibal"] && C.CannibalKings[p])
+ ) {
+ return; //king isn't captured this way
+ }
const steps = pieces[p].attack || pieces[p].steps;
+ if (!steps)
+ return; //cannibal king for example (TODO...)
const range = pieces[p].range;
steps.forEach(s => {
// From x,y: revert step
let [i, j] = [x - s[0], this.computeY(y - s[1])];
let stepCounter = 1;
while (this.onBoard(i, j) && this.board[i][j] == "") {
- if (range <= stepCounter++) return;
+ if (range <= stepCounter++)
+ return;
i -= s[0];
j = this.computeY(j - s[1]);
}
if (
this.onBoard(i, j) &&
- this.getPiece(i, j) == p &&
+ this.getPieceType(i, j) == p &&
this.getColor(i, j) == oppCol && //condition for Recycle & Teleport
this.canTake([i, j], [x, y])
) {
- if (this.getPiece(x, y) != ChessRules.PAWN)
+ if (pieceType != "p")
moves.push(this.getBasicMove([x, y], [i, j]));
- else this.addPawnMoves([x, y], [i, j], moves);
+ else
+ this.addPawnMoves([x, y], [i, j], moves);
}
});
});
// tr: transformation
getBasicMove([sx, sy], [ex, ey], tr) {
const initColor = this.getColor(sx, sy);
- const initPiece = this.board[sx][sy].charAt(1);
+ const initPiece = this.getPiece(sx, sy);
const destColor = (this.board[ex][ey] != "" ? this.getColor(ex, ey) : "");
let mv = new Move({
appear: [],
x: ex,
y: ey,
c: this.getColor(ex, ey),
- p: this.board[ex][ey].charAt(1)
+ p: this.getPiece(ex, ey)
})
);
if (this.options["rifle"])
mv.capture = true;
if (this.options["cannibal"] && destColor != initColor) {
const lastIdx = mv.vanish.length - 1;
- if (mv.appear.length >= 1) mv.appear[0].p = mv.vanish[lastIdx].p;
+ let trPiece = mv.vanish[lastIdx].p;
+ if (this.isKing(this.getPiece(sx, sy)))
+ trPiece = C.CannibalKingCode[trPiece];
+ if (mv.appear.length >= 1)
+ mv.appear[0].p = trPiece;
else if (this.options["rifle"]) {
mv.appear.unshift(
new PiPo({
x: sx,
y: sy,
c: initColor,
- p: mv.vanish[lastIdx].p
+ p: trPiece
})
);
mv.vanish.unshift(
getEpSquare(moveOrSquare) {
if (typeof moveOrSquare === "string") {
const square = moveOrSquare;
- if (square == "-") return undefined;
- return ChessRules.SquareToCoords(square);
+ if (square == "-")
+ return undefined;
+ return C.SquareToCoords(square);
}
// Argument is a move:
const move = moveOrSquare;
s.y == e.y &&
Math.abs(s.x - e.x) == 2 &&
// Next conditions for variants like Atomic or Rifle, Recycle...
- (move.appear.length > 0 && move.appear[0].p == ChessRules.PAWN) &&
- (move.vanish.length > 0 && move.vanish[0].p == ChessRules.PAWN)
+ (move.appear.length > 0 && move.appear[0].p == "p") &&
+ (move.vanish.length > 0 && move.vanish[0].p == "p")
) {
return {
x: (s.x + e.x) / 2,
// Special case of en-passant captures: treated separately
getEnpassantCaptures([x, y], shiftX) {
const color = this.getColor(x, y);
- const oppCol = ChessRules.GetOppCol(color);
+ const oppCol = C.GetOppCol(color);
let enpassantMove = null;
if (
!!this.epSquare &&
return !!enpassantMove ? [enpassantMove] : [];
}
- // Consider all potential promotions:
+ // Consider all potential promotions.
+ // NOTE: "promotions" arg = special override for Hiddenqueen variant
addPawnMoves([x1, y1], [x2, y2], moves, promotions) {
- let finalPieces = [ChessRules.PAWN];
+ let finalPieces = ["p"];
const color = this.getColor(x1, y1);
+ const oppCol = C.GetOppCol(color);
const lastRank = (color == "w" ? 0 : this.size.x - 1);
- if (x2 == lastRank && (!this.options["rifle"] || this.board[x2][y2] == ""))
- {
- // promotions arg: special override for Hiddenqueen variant
- if (promotions) finalPieces = promotions;
+ const promotionOk =
+ x2 == lastRank && (!this.options["rifle"] || this.board[x2][y2] == "");
+ if (promotionOk && !this.options["pawnfall"]) {
+ if (
+ this.options["cannibal"] &&
+ this.board[x2][y2] != "" &&
+ this.getColor(x2, y2) == oppCol
+ ) {
+ finalPieces = [this.getPieceType(x2, y2)];
+ }
+ else if (promotions)
+ finalPieces = promotions;
else if (this.pawnSpecs.promotions)
finalPieces = this.pawnSpecs.promotions;
}
for (let piece of finalPieces) {
- const tr = (piece != ChessRules.PAWN ? { c: color, p: piece } : null);
- moves.push(this.getBasicMove([x1, y1], [x2, y2], tr));
+ const tr = !this.options["pawnfall"] && piece != "p"
+ ? { c: color, p: piece }
+ : null;
+ let newMove = this.getBasicMove([x1, y1], [x2, y2], tr);
+ if (promotionOk && this.options["pawnfall"]) {
+ newMove.appear.shift();
+ newMove.pawnfall = true; //required in prePlay()
+ }
+ moves.push(newMove);
}
}
this.canTake([x, y], [x + shiftX, yCoord]) &&
(
!this.options["zen"] ||
- this.getPiece(x + shiftX, yCoord) == ChessRules.KING
+ this.getPieceType(x + shiftX, yCoord) == "k"
)
) {
this.addPawnMoves(
this.canTake([x, y], [x - shiftX, yCoord]) &&
(
!this.options["zen"] ||
- this.getPiece(x + shiftX, yCoord) == ChessRules.KING
+ this.getPieceType(x + shiftX, yCoord) == "k"
)
) {
this.addPawnMoves(
const c = this.getColor(x, y);
// Castling ?
- const oppCol = ChessRules.GetOppCol(c);
+ const oppCol = C.GetOppCol(c);
let moves = [];
// King, then rook:
finalSquares =
finalSquares || [ [2, 3], [this.size.y - 2, this.size.y - 3] ];
- const castlingKing = this.board[x][y].charAt(1);
+ const castlingKing = this.getPiece(x, y);
castlingCheck: for (
let castleSide = 0;
castleSide < 2;
castleSide++ //large, then small
) {
- if (this.castleFlags[c][castleSide] >= this.size.y) continue;
+ if (this.castleFlags[c][castleSide] >= this.size.y)
+ continue;
// If this code is reached, rook and king are on initial position
// NOTE: in some variants this is not a rook
const rookPos = this.castleFlags[c][castleSide];
- const castlingPiece = this.board[x][rookPos].charAt(1);
+ const castlingPiece = this.getPiece(x, rookPos);
if (
this.board[x][rookPos] == "" ||
this.getColor(x, rookPos) != c ||
// Nothing on the path to the rook?
step = (castleSide == 0 ? -1 : 1);
for (i = y + step; i != rookPos; i += step) {
- if (this.board[x][i] != "") continue castlingCheck;
+ if (this.board[x][i] != "")
+ continue castlingCheck;
}
// Nothing on final squares, except maybe king and castling rook?
// Is (king at) given position under check by "color" ?
underCheck([x, y], color) {
- if (this.taking || this.options["dark"]) return false;
- color = color || ChessRules.GetOppCol(this.getColor(x, y));
+ if (this.options["taking"] || this.options["dark"])
+ return false;
+ color = color || C.GetOppCol(this.getColor(x, y));
const pieces = this.pieces(color);
return Object.keys(pieces).some(p => {
return this.isAttackedBy([x, y], p, color, pieces[p]);
isAttackedBy([x, y], piece, color, stepSpec) {
const steps = stepSpec.attack || stepSpec.steps;
+ if (!steps)
+ return false; //cannibal king, for example
const range = stepSpec.range;
let explored = {}; //for Cylinder mode
outerLoop: for (let step of steps) {
!explored[rx + "." + ry]
) {
explored[rx + "." + ry] = true;
- if (range <= stepCounter++) continue outerLoop;
+ if (range <= stepCounter++)
+ continue outerLoop;
rx -= step[0];
ry = this.computeY(ry - step[1]);
}
if (
this.onBoard(rx, ry) &&
this.board[rx][ry] != "" &&
- this.getPiece(rx, ry) == piece &&
+ this.getPieceType(rx, ry) == piece &&
this.getColor(rx, ry) == color &&
(!this.options["madrasi"] || !this.isImmobilized([rx, ry]))
) {
searchKingPos(color) {
for (let i=0; i < this.size.x; i++) {
for (let j=0; j < this.size.y; j++) {
- if (this.board[i][j] == color + 'k') return [i, j];
+ if (this.getColor(i, j) == color && this.isKing(this.getPiece(i, j)))
+ return [i, j];
}
}
return [-1, -1]; //king not found
}
filterValid(moves) {
- if (moves.length == 0) return [];
+ if (moves.length == 0)
+ return [];
const color = this.turn;
- const oppCol = ChessRules.GetOppCol(color);
+ const oppCol = C.GetOppCol(color);
if (this.options["balance"] && [1, 3].includes(this.movesCount)) {
// Forbid moves either giving check or exploding opponent's king:
const oppKingPos = this.searchKingPos(oppCol);
moves = moves.filter(m => {
if (
- m.vanish.some(v => v.c == oppCol && v.p == ChessRules.KING) &&
- m.appear.every(a => a.c != oppCol || a.p != ChessRUles.KING)
+ m.vanish.some(v => v.c == oppCol && v.p == "k") &&
+ m.appear.every(a => a.c != oppCol || a.p != "k")
)
return false;
this.playOnBoard(m);
return res;
});
}
- if (this.taking || this.options["dark"]) return moves;
+ if (this.options["taking"] || this.options["dark"])
+ return moves;
const kingPos = this.searchKingPos(color);
let filtered = {}; //avoid re-checking similar moves (promotions...)
return moves.filter(m => {
this.playOnBoard(m);
let square = kingPos,
res = true; //a priori valid
- if (m.vanish.some(v => v.p == ChessRules.KING && v.c == color)) {
+ if (m.vanish.some(v => {
+ return (v.p == "k" || C.CannibalKings[v.p]) && v.c == color;
+ })) {
// Search king in appear array:
const newKingIdx =
- m.appear.findIndex(a => a.p == ChessRules.KING && a.c == color);
+ m.appear.findIndex(a => {
+ return (a.p == "k" || C.CannibalKings[a.p]) && a.c == color;
+ });
if (newKingIdx >= 0)
square = [m.appear[newKingIdx].x, m.appear[newKingIdx].y];
- else res = false;
+ else
+ res = false;
}
res &&= !this.underCheck(square, oppCol);
this.undoOnBoard(m);
move.appear.concat(move.vanish).forEach(psq => {
if (
this.board[psq.x][psq.y] != "" &&
- this.getPiece(psq.x, psq.y) == ChessRules.KING
+ this.getPieceType(psq.x, psq.y) == "k"
) {
this.castleFlags[psq.c] = [this.size.y, this.size.y];
}
// NOTE: not "else if" because king can capture enemy rook...
- let c = '';
- if (psq.x == 0) c = 'b';
- else if (psq.x == this.size.x - 1) c = 'w';
- if (c != '') {
+ let c = "";
+ if (psq.x == 0)
+ c = "b";
+ else if (psq.x == this.size.x - 1)
+ c = "w";
+ if (c != "") {
const fidx = this.castleFlags[c].findIndex(f => f == psq.y);
- if (fidx >= 0) this.castleFlags[c][fidx] = this.size.y;
+ if (fidx >= 0)
+ this.castleFlags[c][fidx] = this.size.y;
}
});
}
prePlay(move) {
if (
typeof move.start.x == "number" &&
- (!this.options["teleport"] || this.subTurn == 1)
+ (!this.options["teleport"] || this.subTurnTeleport == 1)
) {
// OK, not a drop move
if (
) {
this.updateCastleFlags(move);
}
- const initSquare = ChessRules.CoordsToSquare(move.start);
+ const initSquare = C.CoordsToSquare(move.start);
if (
this.options["crazyhouse"] &&
(!this.options["rifle"] || !move.capture)
) {
+ const destSquare = C.CoordsToSquare(move.end);
if (this.ispawn[initSquare]) {
delete this.ispawn[initSquare];
- this.ispawn[ChessRules.CoordsToSquare(move.end)] = true;
+ this.ispawn[destSquare] = true;
+ }
+ else if (
+ move.vanish[0].p == "p" &&
+ move.appear[0].p != "p"
+ ) {
+ this.ispawn[destSquare] = true;
}
else if (
- move.vanish[0].p == ChessRules.PAWN &&
- move.appear[0].p != ChessRules.PAWN
+ this.ispawn[destSquare] &&
+ this.getColor(move.end.x, move.end.y) != move.vanish[0].c
) {
- this.ispawn[ChessRules.CoordsToSquare(move.end)] = true;
+ move.vanish[1].p = "p";
+ delete this.ispawn[destSquare];
}
}
}
const minSize = Math.min(move.appear.length, move.vanish.length);
- if (this.hasReserve) {
+ if (this.hasReserve && !move.pawnfall) {
const color = this.turn;
for (let i=minSize; i<move.appear.length; i++) {
// Something appears = dropped on board (some exceptions, Chakart...)
play(move) {
this.prePlay(move);
- if (this.hasEnpassant) this.epSquare = this.getEpSquare(move);
+ if (this.hasEnpassant)
+ this.epSquare = this.getEpSquare(move);
this.playOnBoard(move);
this.postPlay(move);
}
postPlay(move) {
const color = this.turn;
- const oppCol = ChessRules.GetOppCol(color);
- if (this.options["dark"]) this.updateEnlightened(true);
+ const oppCol = C.GetOppCol(color);
+ if (this.options["dark"])
+ this.updateEnlightened(true);
if (this.options["teleport"]) {
if (
- this.subTurn == 1 &&
+ this.subTurnTeleport == 1 &&
move.vanish.length > move.appear.length &&
move.vanish[move.vanish.length - 1].c == color
) {
const v = move.vanish[move.vanish.length - 1];
this.captured = {x: v.x, y: v.y, c: v.c, p: v.p};
- this.subTurn = 2;
+ this.subTurnTeleport = 2;
return;
}
+ this.subTurnTeleport = 1;
this.captured = null;
}
if (this.options["balance"]) {
- if (![1, 3].includes(this.movesCount)) this.turn = oppCol;
+ if (![1, 3].includes(this.movesCount))
+ this.turn = oppCol;
}
else {
if (
for (let i = 0; i < this.size.x; i++) {
for (let j = 0; j < this.size.y; j++) {
if (this.board[i][j] != "" && this.getColor(i, j) == color) {
- // TODO?: do not search all possible moves here
+ // NOTE: in fact searching for all potential moves from i,j.
+ // I don't believe this is an issue, for now at least.
const moves = this.getPotentialMovesFrom([i, j]);
- if (moves.some(m => this.filterValid([m]).length >= 1)) return true;
+ if (moves.some(m => this.filterValid([m]).length >= 1))
+ return true;
}
}
}
if (this.hasReserve && this.reserve[color]) {
for (let p of Object.keys(this.reserve[color])) {
const moves = this.getDropMovesFrom([color, p]);
- if (moves.some(m => this.filterValid([m]).length >= 1)) return true;
+ if (moves.some(m => this.filterValid([m]).length >= 1))
+ return true;
}
}
return false;
// What is the score ? (Interesting if game is over)
getCurrentScore(move) {
const color = this.turn;
- const oppCol = ChessRules.GetOppCol(color);
+ const oppCol = C.GetOppCol(color);
const kingPos = [this.searchKingPos(color), this.searchKingPos(oppCol)];
- if (kingPos[0][0] < 0 && kingPos[1][0] < 0) return "1/2";
- if (kingPos[0][0] < 0) return (color == "w" ? "0-1" : "1-0");
- if (kingPos[1][0] < 0) return (color == "w" ? "1-0" : "0-1");
- if (this.atLeastOneMove()) return "*";
+ if (kingPos[0][0] < 0 && kingPos[1][0] < 0)
+ return "1/2";
+ if (kingPos[0][0] < 0)
+ return (color == "w" ? "0-1" : "1-0");
+ if (kingPos[1][0] < 0)
+ return (color == "w" ? "1-0" : "0-1");
+ if (this.atLeastOneMove())
+ return "*";
// No valid move: stalemate or checkmate?
- if (!this.underCheck(kingPos, color)) return "1/2";
+ if (!this.underCheck(kingPos, color))
+ return "1/2";
// OK, checkmate
return (color == "w" ? "0-1" : "1-0");
}
- // NOTE: quite suboptimal for eg. Benedict (TODO?)
+ // NOTE: quite suboptimal for eg. Benedict (not a big deal I think)
playVisual(move, r) {
move.vanish.forEach(v => {
if (!this.enlightened || this.enlightened[v.x][v.y]) {
this.g_pieces[v.x][v.y] = null;
}
});
- let container = document.getElementById(this.containerId);
- if (!r) r = container.getBoundingClientRect();
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
+ if (!r)
+ r = chessboard.getBoundingClientRect();
const pieceWidth = this.getPieceWidth(r.width);
move.appear.forEach(a => {
- if (this.enlightened && !this.enlightened[a.x][a.y]) return;
+ if (this.enlightened && !this.enlightened[a.x][a.y])
+ return;
this.g_pieces[a.x][a.y] = document.createElement("piece");
this.g_pieces[a.x][a.y].classList.add(this.pieces()[a.p]["class"]);
this.g_pieces[a.x][a.y].classList.add(a.c == "w" ? "white" : "black");
this.g_pieces[a.x][a.y].style.height = pieceWidth + "px";
const [ip, jp] = this.getPixelPosition(a.x, a.y, r);
this.g_pieces[a.x][a.y].style.transform = `translate(${ip}px,${jp}px)`;
- container.appendChild(this.g_pieces[a.x][a.y]);
+ chessboard.appendChild(this.g_pieces[a.x][a.y]);
});
}
let nbR = 0,
ridx = 0;
for (let pi of Object.keys(this.reserve[c])) {
- if (this.reserve[c][pi] == 0) continue;
- if (pi == p) ridx = nbR;
+ if (this.reserve[c][pi] == 0)
+ continue;
+ if (pi == p)
+ ridx = nbR;
nbR++;
}
const rsqSize = this.getReserveSquareSize(r.width, nbR);
- return [ridx * rsqSize, rsqSize]; //slightly inaccurate... TODO?
+ return [-ridx * rsqSize, rsqSize]; //slightly inaccurate... TODO?
}
animate(move, callback) {
const dropMove = (typeof i1 == "string");
const startArray = (dropMove ? this.r_pieces : this.g_pieces);
let startPiece = startArray[i1][j1];
- let container = document.getElementById(this.containerId);
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
const clonePiece = (
!dropMove &&
this.options["rifle"] ||
- (this.options["teleport"] && this.subTurn == 2)
+ (this.options["teleport"] && this.subTurnTeleport == 2)
);
if (clonePiece) {
startPiece = startPiece.cloneNode();
- if (this.options["rifle"]) startArray[i1][j1].style.opacity = "0";
- if (this.options["teleport"] && this.subTurn == 2) {
+ if (this.options["rifle"])
+ startArray[i1][j1].style.opacity = "0";
+ if (this.options["teleport"] && this.subTurnTeleport == 2) {
const pieces = this.pieces();
const startCode = (dropMove ? j1 : this.getPiece(i1, j1));
startPiece.classList.remove(pieces[startCode]["class"]);
startPiece.classList.add(pieces[this.captured.p]["class"]);
// Color: OK
}
- container.appendChild(startPiece);
+ chessboard.appendChild(startPiece);
}
const [i2, j2] = [move.end.x, move.end.y];
let startCoords;
this.size.y / 2 //not trying to be accurate here... (TODO?)
];
}
- else startCoords = [i1, j1];
- const r = container.getBoundingClientRect();
+ else
+ startCoords = [i1, j1];
+ const r = chessboard.getBoundingClientRect();
const arrival = this.getPixelPosition(i2, j2, r); //TODO: arrival on drop?
let rs = [0, 0];
- if (dropMove) rs = this.getReserveShift(i1, j1, r);
+ if (dropMove)
+ rs = this.getReserveShift(i1, j1, r);
const distance =
Math.sqrt((startCoords[0] - i2) ** 2 + (startCoords[1] - j2) ** 2);
const maxDist = Math.sqrt((this.size.x - 1)** 2 + (this.size.y - 1) ** 2);
const multFact = (distance - 1) / (maxDist - 1); //1 == minDist
const duration = 0.2 + multFact * 0.3;
+ const initTransform = startPiece.style.transform;
startPiece.style.transform =
`translate(${arrival[0] + rs[0]}px, ${arrival[1] + rs[1]}px)`;
startPiece.style.transitionDuration = duration + "s";
setTimeout(
() => {
if (clonePiece) {
- if (this.options["rifle"]) startArray[i1][j1].style.opacity = "1";
+ if (this.options["rifle"])
+ startArray[i1][j1].style.opacity = "1";
startPiece.remove();
}
+ else {
+ startPiece.style.transform = initTransform;
+ startPiece.style.transitionDuration = "0s";
+ }
callback();
},
duration * 1000
}
playReceivedMove(moves, callback) {
- const r =
- document.getElementById(this.containerId).getBoundingClientRect();
- const animateRec = i => {
- this.animate(moves[i], () => {
- this.playVisual(moves[i], r);
- this.play(moves[i]);
- if (i < moves.length - 1) setTimeout(() => animateRec(i+1), 300);
- else callback();
- });
+ const launchAnimation = () => {
+ const r = container.querySelector(".chessboard").getBoundingClientRect();
+ const animateRec = i => {
+ this.animate(moves[i], () => {
+ this.playVisual(moves[i], r);
+ this.play(moves[i]);
+ if (i < moves.length - 1)
+ setTimeout(() => animateRec(i+1), 300);
+ else
+ callback();
+ });
+ };
+ animateRec(0);
+ };
+ // Delay if user wasn't focused:
+ const checkDisplayThenAnimate = (delay) => {
+ if (container.style.display == "none") {
+ alert("New move! Let's go back to game...");
+ document.getElementById("gameInfos").style.display = "none";
+ container.style.display = "block";
+ setTimeout(launchAnimation, 700);
+ }
+ else
+ setTimeout(launchAnimation, delay || 0);
};
- animateRec(0);
+ let container = document.getElementById(this.containerId);
+ if (document.hidden) {
+ document.onvisibilitychange = () => {
+ document.onvisibilitychange = undefined;
+ checkDisplayThenAnimate(700);
+ };
+ }
+ else
+ checkDisplayThenAnimate();
}
};