export default class ChessRules {
static get Aliases() {
- return [{'C': ChessRules}];
+ return {'C': ChessRules};
}
/////////////////////////
// Users can generally select a randomness level from 0 to 2.
static get Options() {
return {
- // NOTE: some options are required for FEN generation, some aren't.
select: [{
label: "Randomness",
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: [
};
}
- // Pawns specifications
- get pawnSpecs() {
- return {
- directions: { 'w': -1, 'b': 1 },
- initShift: { w: 1, b: 1 },
- twoSquares: true,
- threeSquares: false,
- canCapture: true,
- captureBackward: false,
- bidirectional: false,
- promotions: ['r', 'n', 'b', 'q']
- };
+ get pawnPromotions() {
+ return ['q', 'r', 'n', 'b'];
}
// Some variants don't have flags:
// 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.subTurnTeleport == 2 &&
this.board[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 ||
}
// 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
+ if (!this.epSquare)
+ return "-"; //no en-passant
return C.CoordsToSquare(this.epSquare);
}
getIspawnFen() {
const coords = Object.keys(this.ispawn);
- if (coords.length == 0) return "-";
- return coords.map(C.CoordsToSquare).join(",");
+ if (coords.length == 0)
+ return "-";
+ return coords.join(",");
}
// Set flags from fen (castle: white a,h then black a,h)
//////////////////
// INITIALIZATION
- // Fen string fully describes the game state
constructor(o) {
this.options = o.options;
this.playerColor = o.color;
this.afterPlay = o.afterPlay;
- // FEN-related:
- if (!o.fen) o.fen = this.genRandInitFen(o.seed);
+ // Fen string fully describes the game state
+ 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.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
- this.updateEnlightened(false);
+ this.enlightened = ArrayFun.init(this.size.x, this.size.y, false);
+ this.updateEnlightened();
}
}
- updateEnlightened(withGraphics) {
- let newEnlightened = ArrayFun.init(this.size.x, this.size.y, false);
- const pawnShift = { w: -1, b: 1 };
+ updateEnlightened() {
+ this.oldEnlightened = this.enlightened;
+ this.enlightened = ArrayFun.init(this.size.x, this.size.y, false);
// Add pieces positions + all squares reachable by moves (includes Zen):
- // (watch out special pawns case)
for (let x=0; x<this.size.x; x++) {
for (let y=0; y<this.size.y; y++) {
if (this.board[x][y] != "" && this.getColor(x, y) == this.playerColor)
{
- newEnlightened[x][y] = true;
- if (this.getPiece(x, y) == "p") {
- // Attacking squares wouldn't be highlighted if no captures:
- 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;
- });
- }
+ this.enlightened[x][y] = true;
this.getPotentialMovesFrom([x, y]).forEach(m => {
- newEnlightened[m.end.x][m.end.y] = true;
+ this.enlightened[m.end.x][m.end.y] = true;
});
}
}
}
- if (this.epSquare) this.enlightEnpassant(newEnlightened);
- if (withGraphics) this.graphUpdateEnlightened(newEnlightened);
- this.enlightened = newEnlightened;
+ if (this.epSquare)
+ this.enlightEnpassant();
}
- // Include en-passant capturing square if any:
- enlightEnpassant(newEnlightened) {
- const steps = this.pieces(this.playerColor)["p"].attack;
+ // Include square of the en-passant capturing square:
+ enlightEnpassant() {
+ // NOTE: shortcut, pawn has only one attack type, doesn't depend on square
+ const steps = this.pieces(this.playerColor)["p"].attack[0].steps;
for (let step of steps) {
const x = this.epSquare.x - step[0],
y = this.computeY(this.epSquare.y - step[1]);
this.getColor(x, y) == this.playerColor &&
this.getPieceType(x, y) == "p"
) {
- newEnlightened[x][this.epSquare.y] = true;
+ this.enlightened[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();
+ // Apply diff this.enlightened --> oldEnlightened on board
+ graphUpdateEnlightened() {
+ 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]) {
+ if (!this.enlightened[x][y] && this.oldEnlightened[x][y]) {
let elt = document.getElementById(this.coordsToId([x, y]));
elt.classList.add("in-shadow");
- if (this.g_pieces[x][y]) {
- this.g_pieces[x][y].remove();
- this.g_pieces[x][y] = null;
- }
+ if (this.g_pieces[x][y])
+ this.g_pieces[x][y].classList.add("hidden");
}
- else if (!this.enlightened[x][y] && newEnlightened[x][y]) {
+ else if (this.enlightened[x][y] && !this.oldEnlightened[x][y]) {
let elt = document.getElementById(this.coordsToId([x, y]));
elt.classList.remove("in-shadow");
- if (this.board[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"],
- color == "w" ? "white" : "black"
- ];
- newClasses.forEach(cl => this.g_pieces[x][y].classList.add(cl));
- this.g_pieces[x][y].style.width = pieceWidth + "px";
- this.g_pieces[x][y].style.height = pieceWidth + "px";
- 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]);
- }
+ if (this.g_pieces[x][y])
+ this.g_pieces[x][y].classList.remove("hidden");
}
}
}
}
- // ordering p,r,n,b,q,k (most general + count in base 30 if needed)
+ // ordering as in pieces() p,r,n,b,q,k (+ count in base 30 if needed)
initReserves(reserveStr) {
const counts = reserveStr.split("").map(c => parseInt(c, 30));
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];
+ const pieceName = ['p', 'r', 'n', 'b', 'q', 'k'];
+ const L = pieceName.length;
+ for (let i of ArrayFun.range(2 * L)) {
+ if (i < L)
+ this.reserve['w'][pieceName[i]] = counts[i];
+ else
+ this.reserve['b'][pieceName[i-L]] = counts[i];
}
}
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 = C.GetOppCol(this.playerColor);
- let container = document.getElementById(this.containerId);
- container.innerHTML = "";
- container.insertAdjacentHTML('beforeend', board);
- let cb = container.querySelector("#" + this.containerId + "_SVG");
+ 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="${this.containerId}_SVG">
+ class="chessboard_SVG">
<g>`;
for (let i=0; i < sizeX; i++) {
for (let j=0; j < sizeY; j++) {
}
}
}
- else this.g_pieces = ArrayFun.init(this.size.x, this.size.y, null);
- let container = document.getElementById(this.containerId);
- if (!r) r = container.getBoundingClientRect();
+ else
+ this.g_pieces = ArrayFun.init(this.size.x, this.size.y, null);
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
+ if (!r)
+ r = chessboard.getBoundingClientRect();
const pieceWidth = this.getPieceWidth(r.width);
for (let i=0; i < this.size.x; i++) {
for (let j=0; j < this.size.y; j++) {
- if (
- this.board[i][j] != "" &&
- (!this.options["dark"] || this.enlightened[i][j])
- ) {
+ if (this.board[i][j] != "") {
const color = this.getColor(i, j);
const piece = this.getPiece(i, j);
this.g_pieces[i][j] = document.createElement("piece");
this.g_pieces[i][j].style.height = pieceWidth + "px";
const [ip, jp] = this.getPixelPosition(i, j, r);
this.g_pieces[i][j].style.transform = `translate(${ip}px,${jp}px)`;
- container.appendChild(this.g_pieces[i][j]);
+ if (this.enlightened && !this.enlightened[i][j])
+ this.g_pieces[i][j].classList.add("hidden");
+ 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();
- }
+ 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);
// 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.height = sqResSize + "px";
rcontainer.appendChild(r_cell);
let piece = document.createElement("piece");
- const pieceSpec = this.pieces(c)[p];
+ const pieceSpec = this.pieces()[p];
piece.classList.add(pieceSpec["class"]);
piece.classList.add(c == 'w' ? "white" : "black");
piece.style.width = "100%";
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++) {
for (let j=0; j < this.size.y; j++) {
- if (this.board[i][j] != "") {
+ if (this.g_pieces[i][j]) {
// NOTE: could also use CSS transform "scale"
this.g_pieces[i][j].style.width = pieceWidth + "px";
this.g_pieces[i][j].style.height = pieceWidth + "px";
}
}
}
- if (this.reserve) this.rescaleReserve(newR);
+ if (this.reserve)
+ this.rescaleReserve(newR);
}
rescaleReserve(r) {
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);
// 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 + "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
touchLocation = e.changedTouches[0];
if (touchLocation)
return {x: touchLocation.clientX, y: touchLocation.clientY};
- return [0, 0]; //Big trouble here =)
+ return {x: 0, y: 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,
sqSize;
const mousedown = (e) => {
// Disable zoom on smartphones:
- if (e.touches && e.touches.length > 1) e.preventDefault();
- r = container.getBoundingClientRect();
+ 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";
}
}
}
};
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();
};
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++) {
choice.style.backgroundColor = "lightyellow";
choice.onclick = () => callback(moves[i]);
const piece = document.createElement("piece");
- const pieceSpec = this.pieces(color)[moves[i].appear[0].p];
+ const pieceSpec = this.pieces()[moves[i].appear[0].p];
piece.classList.add(pieceSpec["class"]);
piece.classList.add(color == 'w' ? "white" : "black");
piece.style.width = "100%";
// BASIC UTILS
get size() {
- return { "x": 8, "y": 8 };
+ return {"x": 8, "y": 8};
}
// Color of thing on square (i,j). 'undefined' if square is empty
return (color == "w" ? "b" : "w");
}
- // Can thing on square1 take thing on square2
+ // Can thing on square1 capture (no return) thing on square2?
canTake([x1, y1], [x2, y2]) {
- return (
- (this.getColor(x1, y1) !== this.getColor(x2, y2)) ||
- (
- (this.options["recycle"] || this.options["teleport"]) &&
- this.getPieceType(x2, y2) != "k"
- )
- );
+ return (this.getColor(x1, y1) !== this.getColor(x2, y2));
}
// Is (x,y) on the chessboard?
onBoard(x, y) {
- return x >= 0 && x < this.size.x && y >= 0 && y < this.size.y;
+ return (x >= 0 && x < this.size.x &&
+ y >= 0 && y < this.size.y);
}
- // Used in interface: 'side' arg == player color
+ // Used in interface
canIplay(x, y) {
return (
this.playerColor == this.turn &&
////////////////////////
// PIECES SPECIFICATIONS
- pieces(color) {
+ pieces(color, x, y) {
const pawnShift = (color == "w" ? -1 : 1);
+ const initRank = ((color == 'w' && x == 6) || (color == 'b' && x == 1));
return {
'p': {
"class": "pawn",
- steps: [[pawnShift, 0]],
- range: 1,
- attack: [[pawnShift, 1], [pawnShift, -1]]
+ moves: [
+ {
+ steps: [[pawnShift, 0]],
+ range: (initRank ? 2 : 1)
+ }
+ ],
+ attack: [
+ {
+ steps: [[pawnShift, 1], [pawnShift, -1]],
+ range: 1
+ }
+ ]
},
// rook
'r': {
"class": "rook",
- steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]
+ moves: [
+ {steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]}
+ ]
},
// knight
'n': {
"class": "knight",
- steps: [
- [1, 2], [1, -2], [-1, 2], [-1, -2],
- [2, 1], [-2, 1], [2, -1], [-2, -1]
- ],
- range: 1
+ moves: [
+ {
+ steps: [
+ [1, 2], [1, -2], [-1, 2], [-1, -2],
+ [2, 1], [-2, 1], [2, -1], [-2, -1]
+ ],
+ range: 1
+ }
+ ]
},
// bishop
'b': {
"class": "bishop",
- steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]
+ moves: [
+ {steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]}
+ ]
},
// queen
'q': {
"class": "queen",
- steps: [
- [0, 1], [0, -1], [1, 0], [-1, 0],
- [1, 1], [1, -1], [-1, 1], [-1, -1]
+ moves: [
+ {
+ steps: [
+ [0, 1], [0, -1], [1, 0], [-1, 0],
+ [1, 1], [1, -1], [-1, 1], [-1, -1]
+ ]
+ }
]
},
// king
'k': {
"class": "king",
- steps: [
- [0, 1], [0, -1], [1, 0], [-1, 0],
- [1, 1], [1, -1], [-1, 1], [-1, -1]
- ],
- range: 1
+ moves: [
+ {
+ steps: [
+ [0, 1], [0, -1], [1, 0], [-1, 0],
+ [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" }
+ '!': {"class": "king-pawn", moveas: "p"},
+ '#': {"class": "king-rook", moveas: "r"},
+ '$': {"class": "king-knight", moveas: "n"},
+ '%': {"class": "king-bishop", moveas: "b"},
+ '*': {"class": "king-queen", moveas: "q"}
};
}
// 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;
}
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.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;
- ii += step[0];
- jj = this.computeY(jj + step[1]);
- }
- if (
- this.onBoard(ii, jj) &&
- this.getColor(ii, jj) == oppCol &&
- this.filterValid(
- [this.getBasicMove([i, j], [ii, jj])]
- ).length >= 1
- ) {
- return true;
+ const allSpecs = this.pieces(color, i, j)
+ let specs = allSpecs[this.getPieceType(i, j)];
+ const attacks = specs.attack || specs.moves;
+ for (let a of attacks) {
+ outerLoop: for (let step of a.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 (a.range <= stepCounter++)
+ continue outerLoop;
+ ii += step[0];
+ jj = this.computeY(jj + step[1]);
+ }
+ if (
+ this.onBoard(ii, jj) &&
+ this.getColor(ii, jj) == oppCol &&
+ this.filterValid(
+ [this.getBasicMove([i, j], [ii, jj])]
+ ).length >= 1
+ ) {
+ return true;
+ }
}
}
}
getDropMovesFrom([c, p]) {
// NOTE: by design, this.reserve[c][p] >= 1 on user click
// (but not necessarily otherwise)
- if (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++) {
- // TODO: rather simplify this "if" and add post-condition: more general
if (
this.board[i][j] == "" &&
- (!this.options["dark"] || this.enlightened[i][j]) &&
+ (!this.enlightened || this.enlightened[i][j]) &&
(
p != "p" ||
(c == 'w' && i < this.size.x - 1) ||
// All possible moves from selected square
getPotentialMovesFrom(sq, color) {
- if (typeof sq[0] == "string") return this.getDropMovesFrom(sq);
- if (this.options["madrasi"] && this.isImmobilized(sq)) return [];
+ if (this.subTurnTeleport == 2)
+ return [];
+ if (typeof sq[0] == "string")
+ return this.getDropMovesFrom(sq);
+ if (this.isImmobilized(sq))
+ return [];
const piece = this.getPieceType(sq[0], sq[1]);
- let moves;
- if (piece == "p") moves = this.getPotentialPawnMoves(sq);
- else moves = this.getPotentialMovesOf(piece, sq);
+ let moves = this.getPotentialMovesOf(piece, sq);
+ if (
+ piece == "p" &&
+ this.hasEnpassant &&
+ this.epSquare
+ ) {
+ Array.prototype.push.apply(moves, this.getEnpassantCaptures(sq));
+ }
if (
piece == "k" &&
this.hasCastle &&
}
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 = C.GetOppCol(color);
- if (this.options["capture"] && this.atLeastOneCapture()) {
- // Filter out non-capturing moves (not using m.vanish because of
- // self captures of Recycle and Teleport).
- moves = moves.filter(m => {
- return (
- this.board[m.end.x][m.end.y] != "" &&
- this.getColor(m.end.x, m.end.y) == oppCol
- );
- });
- }
+ if (this.options["capture"] && this.atLeastOneCapture())
+ moves = this.capturePostProcess(moves, oppCol);
- if (this.options["atomic"]) {
- moves.forEach(m => {
- if (
- this.board[m.end.x][m.end.y] != "" &&
- this.getColor(m.end.x, m.end.y) == oppCol
- ) {
- // Explosion!
- let steps = [
- [-1, -1],
- [-1, 0],
- [-1, 1],
- [0, -1],
- [0, 1],
- [1, -1],
- [1, 0],
- [1, 1]
- ];
- for (let step of steps) {
- let x = m.end.x + step[0];
- let y = this.computeY(m.end.y + step[1]);
- if (
- this.onBoard(x, y) &&
- this.board[x][y] != "" &&
- this.getPieceType(x, y) != "p"
- ) {
- m.vanish.push(
- new PiPo({
- p: this.getPiece(x, y),
- c: this.getColor(x, y),
- x: x,
- y: y
- })
- );
- }
- }
- if (!this.options["rifle"]) m.appear.pop(); //nothin appears
- }
- });
+ if (this.options["atomic"])
+ this.atomicPostProcess(moves, oppCol);
+
+ if (
+ moves.length > 0 &&
+ this.getPieceType(moves[0].start.x, moves[0].start.y) == "p"
+ ) {
+ this.pawnPostProcess(moves, color, oppCol);
}
if (
this.options["cannibal"] &&
- this.options["rifle"] &&
- this.pawnSpecs.promotions
+ this.options["rifle"]
) {
// 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 => {
+ this.riflePromotePostProcess(moves);
+ }
+
+ return moves;
+ }
+
+ capturePostProcess(moves, oppCol) {
+ // Filter out non-capturing moves (not using m.vanish because of
+ // self captures of Recycle and Teleport).
+ return moves.filter(m => {
+ return (
+ this.board[m.end.x][m.end.y] != "" &&
+ this.getColor(m.end.x, m.end.y) == oppCol
+ );
+ });
+ }
+
+ atomicPostProcess(moves, oppCol) {
+ moves.forEach(m => {
+ if (
+ this.board[m.end.x][m.end.y] != "" &&
+ this.getColor(m.end.x, m.end.y) == oppCol
+ ) {
+ // Explosion!
+ let steps = [
+ [-1, -1],
+ [-1, 0],
+ [-1, 1],
+ [0, -1],
+ [0, 1],
+ [1, -1],
+ [1, 0],
+ [1, 1]
+ ];
+ for (let step of steps) {
+ let x = m.end.x + step[0];
+ let y = this.computeY(m.end.y + step[1]);
+ if (
+ this.onBoard(x, y) &&
+ this.board[x][y] != "" &&
+ this.getPieceType(x, y) != "p"
+ ) {
+ m.vanish.push(
+ new PiPo({
+ p: this.getPiece(x, y),
+ c: this.getColor(x, y),
+ x: x,
+ y: y
+ })
+ );
+ }
+ }
+ if (!this.options["rifle"])
+ m.appear.pop(); //nothin appears
+ }
+ });
+ }
+
+ pawnPostProcess(moves, color, oppCol) {
+ let moreMoves = [];
+ const lastRank = (color == "w" ? 0 : this.size.x - 1);
+ const initPiece = this.getPiece(moves[0].start.x, moves[0].start.y);
+ moves.forEach(m => {
+ let finalPieces = ["p"];
+ const [x1, y1] = [m.start.x, m.start.y];
+ const [x2, y2] = [m.end.x, m.end.y];
+ const promotionOk = (
+ x2 == lastRank &&
+ (!this.options["rifle"] || this.board[x2][y2] == "")
+ );
+ if (!promotionOk)
+ return; //nothing to do
+ if (!this.options["pawnfall"]) {
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
+ this.options["cannibal"] &&
+ this.board[x2][y2] != "" &&
+ this.getColor(x2, y2) == oppCol
) {
- 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);
- }
+ finalPieces = [this.getPieceType(x2, y2)];
}
- });
- Array.prototype.push.apply(moves, newMoves);
- }
+ else
+ finalPieces = this.pawnPromotions;
+ }
+ m.appear[0].p = finalPieces[0];
+ if (initPiece == "!") //cannibal king-pawn
+ m.appear[0].p = C.CannibalKingCode[finalPieces[0]];
+ for (let i=1; i<finalPieces.length; i++) {
+ const piece = finalPieces[i];
+ let tr = null;
+ if (!this.options["pawnfall"]) {
+ tr = {
+ c: color,
+ p: (initPiece != "!" ? piece : C.CannibalKingCode[piece])
+ };
+ }
+ let newMove = this.getBasicMove([x1, y1], [x2, y2], tr);
+ if (this.options["pawnfall"]) {
+ newMove.appear.shift();
+ newMove.pawnfall = true; //required in prePlay()
+ }
+ moreMoves.push(newMove);
+ }
+ });
+ Array.prototype.push.apply(moves, moreMoves);
+ }
- return moves;
+ riflePromotePostProcess(moves) {
+ 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.pawnPromotions[0];
+ for (let i=1; i<this.pawnPromotions.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);
}
+ // NOTE: using special symbols to not interfere with variants' pieces codes
static get CannibalKings() {
return {
- "s": "p",
- "u": "r",
- "o": "n",
- "c": "b",
- "t": "q"
+ "!": "p",
+ "#": "r",
+ "$": "n",
+ "%": "b",
+ "*": "q"
};
}
static get CannibalKingCode() {
return {
- "p": "s",
- "r": "u",
- "n": "o",
- "b": "c",
- "q": "t",
+ "p": "!",
+ "r": "#",
+ "n": "$",
+ "b": "%",
+ "q": "*",
"k": "k"
};
}
// For Madrasi:
// (redefined in Baroque etc, where Madrasi condition doesn't make sense)
isImmobilized([x, y]) {
+ if (!this.options["madrasi"])
+ return false;
const color = this.getColor(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;
- i += step[0];
- j = this.computeY(j + step[1]);
- }
- if (
- this.onBoard(i, j) &&
- this.getColor(i, j) == oppCol &&
- this.getPieceType(i, j) == piece
- ) {
- return true;
+ const piece = this.getPieceType(x, y); //ok not cannibal king
+ const stepSpec = this.pieces(color, x, y)[piece];
+ const attacks = stepSpec.attack || stepSpec.moves;
+ for (let a of attacks) {
+ outerLoop: for (let step of a.steps) {
+ let [i, j] = [x + step[0], y + step[1]];
+ let stepCounter = 1;
+ while (this.onBoard(i, j) && this.board[i][j] == "") {
+ if (a.range <= stepCounter++)
+ continue outerLoop;
+ i += step[0];
+ j = this.computeY(j + step[1]);
+ }
+ if (
+ this.onBoard(i, j) &&
+ this.getColor(i, j) == oppCol &&
+ this.getPieceType(i, j) == piece
+ ) {
+ return true;
+ }
}
}
return false;
// Generic method to find possible moves of "sliding or jumping" pieces
getPotentialMovesOf(piece, [x, y]) {
const color = this.getColor(x, y);
- const stepSpec = this.pieces(color)[piece];
- let [steps, range] = [stepSpec.steps, stepSpec.range];
+ const stepSpec = this.pieces(color, x, y)[piece];
let moves = [];
let explored = {}; //for Cylinder mode
- outerLoop: for (let step of steps) {
- let [i, j] = [x + step[0], this.computeY(y + step[1])];
- let stepCounter = 1;
- while (
- this.onBoard(i, j) &&
- this.board[i][j] == "" &&
- !explored[i + "." + j]
- ) {
- explored[i + "." + j] = true;
- moves.push(this.getBasicMove([x, y], [i, j]));
- if (range <= stepCounter++) continue outerLoop;
- i += step[0];
- j = this.computeY(j + step[1]);
- }
- if (
- this.onBoard(i, j) &&
- (
- !this.options["zen"] ||
- this.getPieceType(i, j) == "k" ||
- this.getColor(i, j) == color //OK for Recycle and Teleport
- ) &&
- this.canTake([x, y], [i, j]) &&
- !explored[i + "." + j]
- ) {
- explored[i + "." + j] = true;
- moves.push(this.getBasicMove([x, y], [i, j]));
+
+ const findAddMoves = (type, stepArray) => {
+ for (let s of stepArray) {
+ outerLoop: for (let step of s.steps) {
+ let [i, j] = [x + step[0], this.computeY(y + step[1])];
+ let stepCounter = 1;
+ while (this.onBoard(i, j) && this.board[i][j] == "") {
+ if (type != "attack" && !explored[i + "." + j]) {
+ explored[i + "." + j] = true;
+ moves.push(this.getBasicMove([x, y], [i, j]));
+ }
+ if (s.range <= stepCounter++)
+ continue outerLoop;
+ i += step[0];
+ j = this.computeY(j + step[1]);
+ }
+ if (!this.onBoard(i, j))
+ continue;
+ const pieceIJ = this.getPieceType(i, j);
+ if (
+ type != "moveonly" &&
+ !explored[i + "." + j] &&
+ (
+ !this.options["zen"] ||
+ pieceIJ == "k"
+ ) &&
+ (
+ this.canTake([x, y], [i, j]) ||
+ (
+ (this.options["recycle"] || this.options["teleport"]) &&
+ pieceIJ != "k"
+ )
+ )
+ ) {
+ explored[i + "." + j] = true;
+ moves.push(this.getBasicMove([x, y], [i, j]));
+ }
+ }
}
- }
+ };
+
+ const specialAttack = !!stepSpec.attack;
+ if (specialAttack)
+ findAddMoves("attack", stepSpec.attack);
+ findAddMoves(specialAttack ? "moveonly" : "all", stepSpec.moves);
if (this.options["zen"])
- Array.prototype.push.apply(moves, this.getZenCaptures(x, y));
+ Array.prototype.push.apply(moves, this.findCapturesOn([x, y], true));
return moves;
}
- getZenCaptures(x, y) {
+ findCapturesOn([x, y], zen) {
let moves = [];
// Find reverse captures (opponent takes)
const color = this.getColor(x, y);
const pieceType = this.getPieceType(x, y);
const oppCol = C.GetOppCol(color);
- const pieces = this.pieces(oppCol);
- Object.keys(pieces).forEach(p => {
- 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;
- i -= s[0];
- j = this.computeY(j - s[1]);
- }
+ for (let i=0; i<this.size.x; i++) {
+ for (let j=0; j<this.size.y; j++) {
if (
- this.onBoard(i, j) &&
- this.getPieceType(i, j) == p &&
- this.getColor(i, j) == oppCol && //condition for Recycle & Teleport
- this.canTake([i, j], [x, y])
+ this.board[i][j] != "" &&
+ this.canTake([i, j], [x, y]) &&
+ !this.isImmobilized([i, j])
) {
- if (pieceType != "p") moves.push(this.getBasicMove([x, y], [i, j]));
- else this.addPawnMoves([x, y], [i, j], moves);
+ const piece = this.getPieceType(i, j);
+ if (zen && C.CannibalKingCode[piece])
+ continue; //king not captured in this way
+ const stepSpec = this.pieces(oppCol, i, j)[piece];
+ const attacks = stepSpec.attack || stepSpec.moves;
+ for (let a of attacks) {
+ for (let s of a.steps) {
+ // Quick check: if step isn't compatible, don't even try
+ if (!C.CompatibleStep([i, j], [x, y], s, a.range))
+ continue;
+ // Finally verify that nothing stand in-between
+ let [ii, jj] = [i + s[0], this.computeY(j + s[1])];
+ let stepCounter = 1;
+ while (this.onBoard(ii, jj) && this.board[ii][jj] == "") {
+ ii += s[0];
+ jj = this.computeY(jj + s[1]);
+ }
+ if (ii == x && jj == y) {
+ moves.push(this.getBasicMove([x, y], [i, j]));
+ if (!zen)
+ return moves; //test for underCheck
+ }
+ }
+ }
}
- });
- });
+ }
+ }
return moves;
}
+ static CompatibleStep([x1, y1], [x2, y2], step, range) {
+ const rx = (x2 - x1) / step[0],
+ ry = (y2 - y1) / step[1];
+ if (
+ (!Number.isFinite(rx) && !Number.isNaN(rx)) ||
+ (!Number.isFinite(ry) && !Number.isNaN(ry))
+ ) {
+ return false;
+ }
+ let distance = (Number.isNaN(rx) ? ry : rx);
+ // TODO: 1e-7 here is totally arbitrary
+ if (Math.abs(distance - Math.round(distance)) > 1e-7)
+ return false;
+ distance = Math.round(distance); //in case of (numerical...)
+ if (range < distance)
+ return false;
+ return true;
+ }
+
// Build a regular move from its initial and destination squares.
// tr: transformation
getBasicMove([sx, sy], [ex, ey], tr) {
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;
+ if (mv.appear.length >= 1)
+ mv.appear[0].p = trPiece;
else if (this.options["rifle"]) {
mv.appear.unshift(
new PiPo({
getEpSquare(moveOrSquare) {
if (typeof moveOrSquare === "string") {
const square = moveOrSquare;
- if (square == "-") return undefined;
+ if (square == "-")
+ return undefined;
return C.SquareToCoords(square);
}
// Argument is a move:
}
// Special case of en-passant captures: treated separately
- getEnpassantCaptures([x, y], shiftX) {
+ getEnpassantCaptures([x, y]) {
const color = this.getColor(x, y);
+ const shiftX = (color == 'w' ? -1 : 1);
const oppCol = C.GetOppCol(color);
let enpassantMove = null;
if (
return !!enpassantMove ? [enpassantMove] : [];
}
- // Consider all potential promotions.
- // NOTE: "promotions" arg = special override for Hiddenqueen variant
- addPawnMoves([x1, y1], [x2, y2], moves, promotions) {
- let finalPieces = ["p"];
- const color = this.getColor(x1, y1);
- const oppCol = C.GetOppCol(color);
- const lastRank = (color == "w" ? 0 : this.size.x - 1);
- 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 = !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);
- }
- }
-
- // What are the pawn moves from square x,y ?
- getPotentialPawnMoves([x, y], promotions) {
- const color = this.getColor(x, y); //this.turn doesn't work for Dark mode
- const [sizeX, sizeY] = [this.size.x, this.size.y];
- const pawnShiftX = this.pawnSpecs.directions[color];
- const firstRank = (color == "w" ? sizeX - 1 : 0);
- const forward = (color == 'w' ? -1 : 1);
-
- // Pawn movements in shiftX direction:
- const getPawnMoves = (shiftX) => {
- let moves = [];
- // NOTE: next condition is generally true (no pawn on last rank)
- if (x + shiftX >= 0 && x + shiftX < sizeX) {
- if (this.board[x + shiftX][y] == "") {
- // One square forward (or backward)
- this.addPawnMoves([x, y], [x + shiftX, y], moves, promotions);
- // Next condition because pawns on 1st rank can generally jump
- if (
- this.pawnSpecs.twoSquares &&
- (
- (
- color == 'w' &&
- x >= this.size.x - 1 - this.pawnSpecs.initShift['w']
- )
- ||
- (color == 'b' && x <= this.pawnSpecs.initShift['b'])
- )
- ) {
- if (
- shiftX == forward &&
- this.board[x + 2 * shiftX][y] == ""
- ) {
- // Two squares jump
- moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
- if (
- this.pawnSpecs.threeSquares &&
- this.board[x + 3 * shiftX, y] == ""
- ) {
- // Three squares jump
- moves.push(this.getBasicMove([x, y], [x + 3 * shiftX, y]));
- }
- }
- }
- }
- // Captures
- if (this.pawnSpecs.canCapture) {
- for (let shiftY of [-1, 1]) {
- const yCoord = this.computeY(y + shiftY);
- if (yCoord >= 0 && yCoord < sizeY) {
- if (
- this.board[x + shiftX][yCoord] != "" &&
- this.canTake([x, y], [x + shiftX, yCoord]) &&
- (
- !this.options["zen"] ||
- this.getPieceType(x + shiftX, yCoord) == "k"
- )
- ) {
- this.addPawnMoves(
- [x, y], [x + shiftX, yCoord],
- moves, promotions
- );
- }
- if (
- this.pawnSpecs.captureBackward && shiftX == forward &&
- x - shiftX >= 0 && x - shiftX < this.size.x &&
- this.board[x - shiftX][yCoord] != "" &&
- this.canTake([x, y], [x - shiftX, yCoord]) &&
- (
- !this.options["zen"] ||
- this.getPieceType(x + shiftX, yCoord) == "k"
- )
- ) {
- this.addPawnMoves(
- [x, y], [x - shiftX, yCoord],
- moves, promotions
- );
- }
- }
- }
- }
- }
- return moves;
- }
-
- let pMoves = getPawnMoves(pawnShiftX);
- if (this.pawnSpecs.bidirectional)
- pMoves = pMoves.concat(getPawnMoves(-pawnShiftX));
-
- if (this.hasEnpassant) {
- // NOTE: backward en-passant captures are not considered
- // because no rules define them (for now).
- Array.prototype.push.apply(
- pMoves,
- this.getEnpassantCaptures([x, y], pawnShiftX)
- );
- }
-
- if (this.options["zen"])
- Array.prototype.push.apply(pMoves, this.getZenCaptures(x, y));
-
- return pMoves;
- }
-
// "castleInCheck" arg to let some variants castle under check
getCastleMoves([x, y], finalSquares, castleInCheck, castleWith) {
const c = this.getColor(x, y);
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
// 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?
],
end:
Math.abs(y - rookPos) <= 2
- ? { x: x, y: rookPos }
- : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) }
+ ? {x: x, y: rookPos}
+ : {x: x, y: y + 2 * (castleSide == 0 ? -1 : 1)}
})
);
}
// Is (king at) given position under check by "color" ?
underCheck([x, y], color) {
- 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) {
- let rx = x - step[0],
- ry = this.computeY(y - step[1]);
- let stepCounter = 1;
- while (
- this.onBoard(rx, ry) &&
- this.board[rx][ry] == "" &&
- !explored[rx + "." + ry]
- ) {
- explored[rx + "." + ry] = true;
- if (range <= stepCounter++) continue outerLoop;
- rx -= step[0];
- ry = this.computeY(ry - step[1]);
- }
- if (
- this.onBoard(rx, ry) &&
- this.board[rx][ry] != "" &&
- this.getPieceType(rx, ry) == piece &&
- this.getColor(rx, ry) == color &&
- (!this.options["madrasi"] || !this.isImmobilized([rx, ry]))
- ) {
- return true;
- }
- }
- return false;
+ if (this.options["taking"] || this.options["dark"])
+ return false;
+ return (this.findCapturesOn([x, y]).length >= 1);
}
// Stop at first king found (TODO: multi-kings)
}
filterValid(moves) {
- if (moves.length == 0) return [];
+ if (moves.length == 0)
+ return [];
const color = this.turn;
const oppCol = C.GetOppCol(color);
if (this.options["balance"] && [1, 3].includes(this.movesCount)) {
return res;
});
}
- if (this.options["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 => {
});
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);
}
// 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 (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;
}
});
}
this.options["crazyhouse"] &&
(!this.options["rifle"] || !move.capture)
) {
+ const destSquare = C.CoordsToSquare(move.end);
if (this.ispawn[initSquare]) {
delete this.ispawn[initSquare];
- this.ispawn[C.CoordsToSquare(move.end)] = true;
+ this.ispawn[destSquare] = true;
}
else if (
move.vanish[0].p == "p" &&
move.appear[0].p != "p"
) {
- this.ispawn[C.CoordsToSquare(move.end)] = true;
+ this.ispawn[destSquare] = true;
+ }
+ else if (
+ this.ispawn[destSquare] &&
+ this.getColor(move.end.x, move.end.y) != move.vanish[0].c
+ ) {
+ move.vanish[1].p = "p";
+ delete this.ispawn[destSquare];
}
}
}
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 = C.GetOppCol(color);
- if (this.options["dark"]) this.updateEnlightened(true);
+ if (this.options["dark"])
+ this.updateEnlightened();
if (this.options["teleport"]) {
if (
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 (
(this.options["progressive"] && this.subTurn <= this.movesCount)
) {
const oppKingPos = this.searchKingPos(oppCol);
- if (oppKingPos[0] >= 0 && !this.underCheck(oppKingPos, color)) {
+ if (
+ oppKingPos[0] >= 0 &&
+ (
+ this.options["taking"] ||
+ !this.underCheck(oppKingPos, color)
+ )
+ ) {
this.subTurn++;
return;
}
// 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;
const color = this.turn;
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[0], color))
+ return "1/2";
// OK, checkmate
return (color == "w" ? "0-1" : "1-0");
}
// 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]) {
+ // TODO: next "if" shouldn't be required
+ if (this.g_pieces[v.x][v.y])
this.g_pieces[v.x][v.y].remove();
- this.g_pieces[v.x][v.y] = null;
- }
+ 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;
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]);
+ if (this.enlightened && !this.enlightened[a.x][a.y])
+ this.g_pieces[a.x][a.y].classList.add("hidden");
+ chessboard.appendChild(this.g_pieces[a.x][a.y]);
});
+ if (this.options["dark"])
+ this.graphUpdateEnlightened();
}
playPlusVisual(move, r) {
- this.playVisual(move, r);
this.play(move);
+ this.playVisual(move, r);
this.afterPlay(move); //user method
}
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);
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);
+ // TODO: next "if" shouldn't be required
+ if (!startPiece) {
+ callback();
+ return;
+ }
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
const clonePiece = (
!dropMove &&
this.options["rifle"] ||
);
if (clonePiece) {
startPiece = startPiece.cloneNode();
- if (this.options["rifle"]) startArray[i1][j1].style.opacity = "0";
+ 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.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);
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 {
playReceivedMove(moves, callback) {
const launchAnimation = () => {
- const r =
- document.getElementById(this.containerId).getBoundingClientRect();
+ 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();
+ this.playVisual(moves[i], r);
+ if (i < moves.length - 1)
+ setTimeout(() => animateRec(i+1), 300);
+ else
+ callback();
});
};
animateRec(0);
};
// Delay if user wasn't focused:
const checkDisplayThenAnimate = (delay) => {
- if (boardContainer.style.display == "none") {
+ if (container.style.display == "none") {
alert("New move! Let's go back to game...");
document.getElementById("gameInfos").style.display = "none";
- boardContainer.style.display = "block";
+ container.style.display = "block";
setTimeout(launchAnimation, 700);
}
- else setTimeout(launchAnimation, delay || 0);
+ else
+ setTimeout(launchAnimation, delay || 0);
};
- let boardContainer = document.getElementById("boardContainer");
+ let container = document.getElementById(this.containerId);
if (document.hidden) {
document.onvisibilitychange = () => {
document.onvisibilitychange = undefined;
checkDisplayThenAnimate(700);
};
}
- else checkDisplayThenAnimate();
+ else
+ checkDisplayThenAnimate();
}
};