{label: "Asymmetric random", value: 2}
]
}],
- check: [
+ input: [
{
label: "Capture king",
- defaut: false,
- variable: "taking"
+ variable: "taking",
+ type: "checkbox",
+ defaut: false
},
{
label: "Falling pawn",
- defaut: false,
- variable: "pawnfall"
+ variable: "pawnfall",
+ type: "checkbox",
+ defaut: false
}
],
// Game modifiers (using "elementary variants"). Default: false
}
// Some variants use click infos:
- doClick([x, y]) {
- if (typeof x != "number")
+ doClick(coords) {
+ if (typeof coords.x != "number")
return null; //click on reserves
if (
this.options["teleport"] && this.subTurnTeleport == 2 &&
- this.board[x][y] == ""
+ this.board[coords.x][coords.y] == ""
) {
- return new Move({
+ let res = new Move({
start: {x: this.captured.x, y: this.captured.y},
appear: [
new PiPo({
- x: x,
- y: y,
+ x: coords.x,
+ y: coords.y,
c: this.captured.c, //this.turn,
p: this.captured.p
})
],
vanish: []
});
+ res.drag = {c: this.captured.c, p: this.captured.p};
+ return res;
}
return null;
}
////////////////////
// COORDINATES UTILS
- // 3 --> d (column number to letter)
- static CoordToColumn(colnum) {
- return String.fromCharCode(97 + colnum);
- }
-
- // d --> 3 (column letter to number)
- static ColumnToCoord(columnStr) {
- return columnStr.charCodeAt(0) - 97;
- }
-
- // 7 (numeric) --> 1 (str) [from black viewpoint].
- static CoordToRow(rownum) {
- return rownum;
- }
-
- // NOTE: wrong row index (1 should be 7 ...etc). But OK for the usage.
- static RowToCoord(rownumStr) {
- // NOTE: 30 is way more than enough (allow up to 29 rows on one character)
- return parseInt(rownumStr, 30);
- }
-
- // a2 --> {x:2,y:0} (this is in fact a6)
+ // 3a --> {x:3, y:10}
static SquareToCoords(sq) {
- return {
- x: C.RowToCoord(sq[1]),
- // NOTE: column is always one char => max 26 columns
- y: C.ColumnToCoord(sq[0])
- };
+ return ArrayFun.toObject(["x", "y"],
+ [0, 1].map(i => parseInt(sq[i], 36)));
}
- // {x:0,y:4} --> e0 (should be e8)
- static CoordsToSquare(coords) {
- return C.CoordToColumn(coords.y) + C.CoordToRow(coords.x);
+ // {x:11, y:12} --> bc
+ static CoordsToSquare(cd) {
+ return Object.values(cd).map(c => c.toString(36)).join("");
}
- coordsToId([x, y]) {
- if (typeof x == "number")
- return `${this.containerId}|sq-${x.toString(30)}-${y.toString(30)}`;
+ coordsToId(cd) {
+ if (typeof cd.x == "number") {
+ return (
+ `${this.containerId}|sq-${cd.x.toString(36)}-${cd.y.toString(36)}`
+ );
+ }
// Reserve :
- return `${this.containerId}|rsq-${x}-${y}`;
+ return `${this.containerId}|rsq-${cd.x}-${cd.y}`;
}
idToCoords(targetId) {
}
const squares = idParts[1].split('-');
if (squares[0] == "sq")
- return [ parseInt(squares[1], 30), parseInt(squares[2], 30) ];
- // squares[0] == "rsq" : reserve, 'c' + 'p' (letters)
- return [squares[1], squares[2]];
+ return {x: parseInt(squares[1], 36), y: parseInt(squares[2], 36)};
+ // squares[0] == "rsq" : reserve, 'c' + 'p' (letters color & piece)
+ return {x: squares[1], y: squares[2]};
}
/////////////
// Turn "wb" into "B" (for FEN)
board2fen(b) {
- return b[0] == "w" ? b[1].toUpperCase() : b[1];
+ return (b[0] == "w" ? b[1].toUpperCase() : b[1]);
}
// Turn "p" into "bp" (for board)
fen2board(f) {
- return f.charCodeAt(0) <= 90 ? "w" + f.toLowerCase() : "b" + f;
+ return (f.charCodeAt(0) <= 90 ? "w" + f.toLowerCase() : "b" + f);
}
// Setup the initial random-or-not (asymmetric-or-not) position
// Return current fen (game state)
getFen() {
let fen = (
- this.getBaseFen() + " " +
+ this.getPosition() + " " +
this.getTurnFen() + " " +
this.movesCount
);
return fen;
}
+ static FenEmptySquares(count) {
+ // if more than 9 consecutive free spaces, break the integer,
+ // otherwise FEN parsing will fail.
+ if (count <= 9)
+ return count;
+ // Most boards of size < 18:
+ if (count <= 18)
+ return "9" + (count - 9);
+ // Except Gomoku:
+ return "99" + (count - 18);
+ }
+
// Position part of the FEN string
- getBaseFen() {
- const format = (count) => {
- // if more than 9 consecutive free spaces, break the integer,
- // otherwise FEN parsing will fail.
- if (count <= 9)
- return count;
- // Most boards of size < 18:
- if (count <= 18)
- return "9" + (count - 9);
- // Except Gomoku:
- return "99" + (count - 18);
- };
+ getPosition() {
let position = "";
for (let i = 0; i < this.size.y; i++) {
let emptyCount = 0;
else {
if (emptyCount > 0) {
// Add empty squares in-between
- position += format(emptyCount);
+ position += C.FenEmptySquares(emptyCount);
emptyCount = 0;
}
position += this.board2fen(this.board[i][j]);
}
if (emptyCount > 0)
// "Flush remainder"
- position += format(emptyCount);
+ position += C.FenEmptySquares(emptyCount);
if (i < this.size.y - 1)
position += "/"; //separate rows
}
// Flags part of the FEN string
getFlagsFen() {
return ["w", "b"].map(c => {
- return this.castleFlags[c].map(x => x.toString(30)).join("");
+ return this.castleFlags[c].map(x => x.toString(36)).join("");
}).join("");
}
}
getIspawnFen() {
- const coords = Object.keys(this.ispawn);
- if (coords.length == 0)
+ const squares = Object.keys(this.ispawn);
+ if (squares.length == 0)
return "-";
- return coords.join(",");
+ return squares.join(",");
}
// Set flags from fen (castle: white a,h then black a,h)
setFlags(fenflags) {
this.castleFlags = {
- w: [0, 1].map(i => parseInt(fenflags.charAt(i), 30)),
- b: [2, 3].map(i => parseInt(fenflags.charAt(i), 30))
+ w: [0, 1].map(i => parseInt(fenflags.charAt(i), 36)),
+ b: [2, 3].map(i => parseInt(fenflags.charAt(i), 36))
};
}
constructor(o) {
this.options = o.options;
+ // Fill missing options (always the case if random challenge)
+ (V.Options.select || []).concat(V.Options.input || []).forEach(opt => {
+ if (this.options[opt.variable] === undefined)
+ this.options[opt.variable] = opt.defaut;
+ });
this.playerColor = o.color;
- this.afterPlay = o.afterPlay;
+ this.afterPlay = o.afterPlay; //trigger some actions after playing a move
// Fen string fully describes the game state
if (!o.fen)
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]);
+ y = this.getY(this.epSquare.y - step[1]);
if (
this.onBoard(x, y) &&
this.getColor(x, y) == this.playerColor &&
}
}
- // 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] && 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].classList.add("hidden");
- }
- 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.g_pieces[x][y])
- this.g_pieces[x][y].classList.remove("hidden");
- }
- }
- }
- }
-
// 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));
}
initIspawn(ispawnStr) {
- if (ispawnStr != "-") {
- this.ispawn = ispawnStr.split(",").map(C.SquareToCoords)
- .reduce((o, key) => ({ ...o, [key]: true}), {});
- }
+ if (ispawnStr != "-")
+ this.ispawn = ArrayFun.toObject(ispawnStr.split(","), true);
else
this.ispawn = {};
}
);
}
+ getRankInReserve(c, p) {
+ const pieces = Object.keys(this.pieces());
+ const lastIndex = pieces.findIndex(pp => pp == p)
+ let toTest = pieces.slice(0, lastIndex);
+ return toTest.reduce(
+ (oldV,newV) => oldV + (this.reserve[c][newV] > 0 ? 1 : 0), 0);
+ }
+
//////////////
// VISUAL PART
return (rwidth / this.size.y);
}
- getSquareWidth(rwidth) {
- return this.getPieceWidth(rwidth);
- }
-
getReserveSquareSize(rwidth, nbR) {
- const sqSize = this.getSquareWidth(rwidth);
+ const sqSize = this.getPieceWidth(rwidth);
return Math.min(sqSize, rwidth / nbR);
}
this.initMouseEvents();
const chessboard =
document.getElementById(this.containerId).querySelector(".chessboard");
- new ResizeObserver(this.rescale).observe(chessboard);
}
re_drawBoardElements() {
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;
let cbWidth, cbHeight;
- if (windowRatio <= aspectRatio) {
+ if (windowRatio <= this.size.ratio) {
// Limiting dimension is width:
cbWidth = Math.min(window.innerWidth, 767);
- cbHeight = cbWidth / aspectRatio;
+ cbHeight = cbWidth / this.size.ratio;
}
else {
// Limiting dimension is height:
cbHeight = Math.min(window.innerHeight, 767);
- cbWidth = cbHeight * aspectRatio;
+ cbWidth = cbHeight * this.size.ratio;
}
- if (this.reserve) {
+ if (this.hasReserve) {
const sqSize = cbWidth / this.size.y;
// NOTE: allocate space for reserves (up/down) even if they are empty
+ // Cannot use getReserveSquareSize() here, but sqSize is an upper bound.
if ((window.innerHeight - cbHeight) / 2 < sqSize + 5) {
cbHeight = window.innerHeight - 2 * (sqSize + 5);
- cbWidth = cbHeight * aspectRatio;
+ cbWidth = cbHeight * this.size.ratio;
}
}
chessboard.style.width = cbWidth + "px";
// Get SVG board (background, no pieces)
getSvgChessboard() {
- const [sizeX, sizeY] = [this.size.x, this.size.y];
const flipped = (this.playerColor == 'b');
let board = `
<svg
viewBox="0 0 80 80"
- version="1.1"
- class="chessboard_SVG">
- <g>`;
- for (let i=0; i < sizeX; i++) {
- for (let j=0; j < sizeY; j++) {
+ class="chessboard_SVG">`;
+ for (let i=0; i < this.size.x; i++) {
+ for (let j=0; j < this.size.y; j++) {
const ii = (flipped ? this.size.x - 1 - i : i);
const jj = (flipped ? this.size.y - 1 - j : j);
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.
- board += `<rect
- class="${classes}"
- id="${this.coordsToId([ii, jj])}"
- width="10"
- height="10"
- x="${10*j}"
- y="${10*i}" />`;
+ board += `
+ <rect
+ class="${classes}"
+ id="${this.coordsToId({x: ii, y: jj})}"
+ width="10"
+ height="10"
+ x="${10*j}"
+ y="${10*i}"
+ />`;
}
}
- board += "</g></svg>";
+ board += "</svg>";
return board;
}
// Generally light square bottom-right
- getSquareColorClass(i, j) {
- return ((i+j) % 2 == 0 ? "light-square": "dark-square");
+ getSquareColorClass(x, y) {
+ return ((x+y) % 2 == 0 ? "light-square": "dark-square");
}
setupPieces(r) {
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].classList.add(C.GetColorClass(color));
this.g_pieces[i][j].style.width = pieceWidth + "px";
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)`;
+ let [ip, jp] = this.getPixelPosition(i, j, r);
+ // Translate coordinates to use chessboard as reference:
+ this.g_pieces[i][j].style.transform =
+ `translate(${ip - r.x}px,${jp - r.y}px)`;
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)
+ if (this.hasReserve)
this.re_drawReserve(['w', 'b'], r);
}
}
}
else
- this.r_pieces = { 'w': {}, 'b': {} };
+ this.r_pieces = { w: {}, b: {} };
let container = document.getElementById(this.containerId);
if (!r)
r = container.querySelector(".chessboard").getBoundingClientRect();
if (this.reserve[c][p] == 0)
continue;
let r_cell = document.createElement("div");
- r_cell.id = this.coordsToId([c, p]);
+ r_cell.id = this.coordsToId({x: c, y: p});
r_cell.classList.add("reserve-cell");
r_cell.style.width = sqResSize + "px";
r_cell.style.height = sqResSize + "px";
let piece = document.createElement("piece");
const pieceSpec = this.pieces()[p];
piece.classList.add(pieceSpec["class"]);
- piece.classList.add(c == 'w' ? "white" : "black");
+ piece.classList.add(C.GetColorClass(c));
piece.style.width = "100%";
piece.style.height = "100%";
this.r_pieces[c][p] = piece;
}
}
- // After resize event: no need to destroy/recreate pieces
- rescale() {
- const container = document.getElementById(this.containerId);
- if (!container)
- return; //useful at initial loading
- let chessboard = container.querySelector(".chessboard");
+ // 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] && this.oldEnlightened[x][y]) {
+ let elt = document.getElementById(this.coordsToId({x: x, y: y}));
+ elt.classList.add("in-shadow");
+ if (this.g_pieces[x][y])
+ this.g_pieces[x][y].classList.add("hidden");
+ }
+ else if (this.enlightened[x][y] && !this.oldEnlightened[x][y]) {
+ let elt = document.getElementById(this.coordsToId({x: x, y: y}));
+ elt.classList.remove("in-shadow");
+ if (this.g_pieces[x][y])
+ this.g_pieces[x][y].classList.remove("hidden");
+ }
+ }
+ }
+ }
+
+ // Resize board: no need to destroy/recreate pieces
+ rescale(mode) {
+ let chessboard =
+ document.getElementById(this.containerId).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;
- chessboard.style.width = newWidth + "px";
- }
- else if (newRatio < aspectRatio) {
- newHeight = r.width / aspectRatio;
- chessboard.style.height = newHeight + "px";
+ const multFact = (mode == "up" ? 1.05 : 0.95);
+ let [newWidth, newHeight] = [multFact * r.width, multFact * r.height];
+ // Stay in window:
+ if (newWidth > window.innerWidth) {
+ newWidth = window.innerWidth;
+ newHeight = newWidth / this.size.ratio;
+ }
+ if (newHeight > window.innerHeight) {
+ newHeight = window.innerHeight;
+ newWidth = newHeight * this.size.ratio;
}
+ chessboard.style.width = newWidth + "px";
+ chessboard.style.height = newHeight + "px";
const newX = (window.innerWidth - newWidth) / 2;
chessboard.style.left = newX + "px";
const newY = (window.innerHeight - newHeight) / 2;
chessboard.style.top = newY + "px";
- const newR = { x: newX, y: newY, width: newWidth, height: newHeight };
+ 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.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";
- const [ip, jp] = this.getPixelPosition(i, j, newR);
- this.g_pieces[i][j].style.transform = `translate(${ip}px,${jp}px)`;
+ // NOTE: next "if" for variants which use squares filling
+ // instead of "physical", moving pieces
+ if (this.g_pieces) {
+ for (let i=0; i < this.size.x; i++) {
+ for (let j=0; j < this.size.y; 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";
+ const [ip, jp] = this.getPixelPosition(i, j, newR);
+ // Translate coordinates to use chessboard as reference:
+ this.g_pieces[i][j].style.transform =
+ `translate(${ip - newX}px,${jp - newY}px)`;
+ }
}
}
}
- if (this.reserve)
+ if (this.hasReserve)
this.rescaleReserve(newR);
}
Object.keys(this.reserve[c]).forEach(p => {
if (this.reserve[c][p] == 0)
return;
- let r_cell = document.getElementById(this.coordsToId([c, p]));
+ let r_cell = document.getElementById(this.coordsToId({x: c, y: p}));
r_cell.style.width = sqResSize + "px";
r_cell.style.height = sqResSize + "px";
});
}
}
- // Return the absolute pixel coordinates (on board) given current position.
+ // Return the absolute pixel coordinates 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
- 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;
- return [x, y];
+ let x, y;
+ if (typeof i == "string") {
+ // Reserves: need to know the rank of piece
+ const nbR = this.getNbReservePieces(i);
+ const rsqSize = this.getReserveSquareSize(r.width, nbR);
+ x = this.getRankInReserve(i, j) * rsqSize;
+ y = (this.playerColor == i ? y = r.height + 5 : - 5 - rsqSize);
+ }
+ else {
+ const sqSize = r.width / this.size.y;
+ const flipped = (this.playerColor == 'b');
+ x = (flipped ? this.size.y - 1 - j : j) * sqSize;
+ y = (flipped ? this.size.x - 1 - i : i) * sqSize;
+ }
+ return [r.x + x, r.y + y];
}
initMouseEvents() {
- let chessboard =
- document.getElementById(this.containerId).querySelector(".chessboard");
+ let container = document.getElementById(this.containerId);
+ let chessboard = container.querySelector(".chessboard");
const getOffset = e => {
if (e.clientX)
touchLocation = e.changedTouches[0];
if (touchLocation)
return {x: touchLocation.clientX, y: touchLocation.clientY};
- return [0, 0]; //shouldn't reach here =)
+ return {x: 0, y: 0}; //shouldn't reach here =)
}
const centerOnCursor = (piece, e) => {
- const centerShift = sqSize / 2;
+ const centerShift = this.getPieceWidth(r.width) / 2;
const offset = getOffset(e);
- piece.style.left = (offset.x - r.x - centerShift) + "px";
- piece.style.top = (offset.y - r.y - centerShift) + "px";
+ piece.style.left = (offset.x - centerShift) + "px";
+ piece.style.top = (offset.y - centerShift) + "px";
}
let start = null,
r = null,
startPiece, curPiece = null,
- sqSize;
+ pieceWidth;
const mousedown = (e) => {
// 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]);
+ pieceWidth = this.getPieceWidth(r.width);
+ const cd = this.idToCoords(e.target.id);
+ if (cd) {
+ const move = this.doClick(cd);
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 (startPiece && this.canIplay(i, j)) {
+ const [x, y] = Object.values(cd);
+ if (typeof x != "number")
+ startPiece = this.r_pieces[x][y];
+ else
+ startPiece = this.g_pieces[x][y];
+ if (startPiece && this.canIplay(x, y)) {
e.preventDefault();
- start = { x: i, y: j };
+ start = cd;
curPiece = startPiece.cloneNode();
curPiece.style.transform = "none";
curPiece.style.zIndex = 5;
- curPiece.style.width = sqSize + "px";
- curPiece.style.height = sqSize + "px";
+ curPiece.style.width = pieceWidth + "px";
+ curPiece.style.height = pieceWidth + "px";
centerOnCursor(curPiece, e);
- chessboard.appendChild(curPiece);
+ container.appendChild(curPiece);
startPiece.style.opacity = "0.4";
chessboard.style.cursor = "none";
}
};
const mouseup = (e) => {
- const newR = chessboard.getBoundingClientRect();
- if (newR.width != r.width || newR.height != r.height) {
- this.rescale();
- return;
- }
if (!start)
return;
const [x, y] = [start.x, start.y];
startPiece.style.opacity = "1";
const offset = getOffset(e);
const landingElt = document.elementFromPoint(offset.x, offset.y);
- const sq = landingElt ? this.idToCoords(landingElt.id) : undefined;
- if (sq) {
- const [i, j] = sq;
+ const cd =
+ (landingElt ? this.idToCoords(landingElt.id) : undefined);
+ if (cd) {
// 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);
+ .filter(m => m.end.x == cd.x && m.end.y == cd.y);
const moves = this.filterValid(potentialMoves);
if (moves.length >= 2)
this.showChoices(moves, r);
document.addEventListener("mousedown", mousedown);
document.addEventListener("mousemove", mousemove);
document.addEventListener("mouseup", mouseup);
+ document.addEventListener("wheel",
+ (e) => this.rescale(e.deltaY < 0 ? "up" : "down"));
}
if ('ontouchstart' in window) {
// https://stackoverflow.com/a/42509310/12660887
choices.style.top = r.y + "px";
chessboard.style.opacity = "0.5";
container.appendChild(choices);
- const squareWidth = this.getSquareWidth(r.width);
+ const squareWidth = r.width / this.size.y;
const firstUpLeft = (r.width - (moves.length * squareWidth)) / 2;
const firstUpTop = (r.height - squareWidth) / 2;
const color = moves[0].appear[0].c;
const piece = document.createElement("piece");
const pieceSpec = this.pieces()[moves[i].appear[0].p];
piece.classList.add(pieceSpec["class"]);
- piece.classList.add(color == 'w' ? "white" : "black");
+ piece.classList.add(C.GetColorClass(color));
piece.style.width = "100%";
piece.style.height = "100%";
choice.appendChild(piece);
// BASIC UTILS
get size() {
- return {"x": 8, "y": 8};
+ return {
+ x: 8,
+ y: 8,
+ ratio: 1 //for rectangular board = y / x
+ };
}
// Color of thing on square (i,j). 'undefined' if square is empty
getColor(i, j) {
+ if (typeof i == "string")
+ return i; //reserves
return this.board[i][j].charAt(0);
}
+ static GetColorClass(c) {
+ return (c == 'w' ? "white" : "black");
+ }
+
// Assume square i,j isn't empty
getPiece(i, j) {
+ if (typeof j == "string")
+ return j; //reserves
return this.board[i][j].charAt(1);
}
// Piece type on square (i,j)
getPieceType(i, j) {
- const p = this.board[i][j].charAt(1);
+ const p = this.getPiece(i, j);
return C.CannibalKings[p] || p; //a cannibal king move as...
}
y >= 0 && y < this.size.y);
}
- // Used in interface
+ // Am I allowed to move thing at square x,y ?
canIplay(x, y) {
- return (
- this.playerColor == this.turn &&
- (
- (typeof x == "number" && this.getColor(x, y) == this.turn) ||
- (typeof x == "string" && x == this.turn) //reserve
- )
- );
+ return (this.playerColor == this.turn && this.getColor(x, y) == this.turn);
}
////////////////////////
pieces(color, x, y) {
const pawnShift = (color == "w" ? -1 : 1);
- const initRank = ((color == 'w' && x == 6) || (color == 'b' && x == 1));
+ // NOTE: jump 2 squares from first rank (pawns can be here sometimes)
+ const initRank = ((color == 'w' && x >= 6) || (color == 'b' && x <= 1));
return {
'p': {
"class": "pawn",
// MOVES GENERATION
// For Cylinder: get Y coordinate
- computeY(y) {
+ getY(y) {
if (!this.options["cylinder"])
return y;
let res = y % this.size.y;
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 [ii, jj] = [i + step[0], this.getY(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]);
+ jj = this.getY(jj + step[1]);
}
if (
this.onBoard(ii, jj) &&
getDropMovesFrom([c, p]) {
// NOTE: by design, this.reserve[c][p] >= 1 on user click
- // (but not necessarily otherwise)
+ // (but not necessarily otherwise: atLeastOneMove() etc)
if (this.reserve[c][p] == 0)
return [];
let moves = [];
// All possible moves from selected square
getPotentialMovesFrom(sq, color) {
+ if (this.subTurnTeleport == 2)
+ return [];
if (typeof sq[0] == "string")
return this.getDropMovesFrom(sq);
- if (this.options["madrasi"] && this.isImmobilized(sq))
+ if (this.isImmobilized(sq))
return [];
const piece = this.getPieceType(sq[0], sq[1]);
let moves = this.getPotentialMovesOf(piece, sq);
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"
) {
- 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 (
- this.options["cannibal"] &&
- this.board[x2][y2] != "" &&
- this.getColor(x2, y2) == oppCol
- ) {
- finalPieces = [this.getPieceType(x2, y2)];
- }
- 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);
+ 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 => {
- 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);
+ this.riflePromotePostProcess(moves, color);
}
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.getY(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(); //nothing 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 => {
+ 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"]) {
+ m.appear.shift();
+ return;
+ }
+ let finalPieces = ["p"];
+ if (
+ this.options["cannibal"] &&
+ this.board[x2][y2] != "" &&
+ this.getColor(x2, y2) == oppCol
+ ) {
+ finalPieces = [this.getPieceType(x2, y2)];
+ }
+ 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];
+ const tr = {
+ c: color,
+ p: (initPiece != "!" ? piece : C.CannibalKingCode[piece])
+ };
+ let newMove = this.getBasicMove([x1, y1], [x2, y2], tr);
+ moreMoves.push(newMove);
+ }
+ });
+ Array.prototype.push.apply(moves, moreMoves);
+ }
+
+ riflePromotePostProcess(moves, color) {
+ 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
+ ) {
+ 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 {
"#": "r",
"$": "n",
"%": "b",
- "*": "q"
+ "*": "q",
+ "k": "k"
};
}
}
isKing(symbol) {
- return (
- symbol == 'k' ||
- (this.options["cannibal"] && C.CannibalKings[symbol])
- );
+ return !!C.CannibalKings[symbol];
}
// 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); //ok not cannibal king
- const stepSpec = this.pieces(color, x, y);
+ 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) {
if (a.range <= stepCounter++)
continue outerLoop;
i += step[0];
- j = this.computeY(j + step[1]);
+ j = this.getY(j + step[1]);
}
if (
this.onBoard(i, j) &&
const color = this.getColor(x, y);
const stepSpec = this.pieces(color, x, y)[piece];
let moves = [];
- let explored = {}; //for Cylinder mode
+ // Next 3 for Cylinder mode:
+ let explored = {};
+ let segments = [];
+ let segStart = [];
+
+ const addMove = (start, end) => {
+ let newMove = this.getBasicMove(start, end);
+ if (segments.length > 0) {
+ newMove.segments = JSON.parse(JSON.stringify(segments));
+ newMove.segments.push([[segStart[0], segStart[1]], [end[0], end[1]]]);
+ }
+ moves.push(newMove);
+ };
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]) {
+ segments = [];
+ segStart = [x, y];
+ let [i, j] = [x, y];
+ let stepCounter = 0;
+ while (
+ this.onBoard(i, j) &&
+ (this.board[i][j] == "" || (i == x && j == y))
+ ) {
+ if (
+ type != "attack" &&
+ !explored[i + "." + j] &&
+ (i != x || j != y)
+ ) {
explored[i + "." + j] = true;
- moves.push(this.getBasicMove([x, y], [i, j]));
+ addMove([x, y], [i, j]);
}
if (s.range <= stepCounter++)
continue outerLoop;
+ const oldIJ = [i, j];
i += step[0];
- j = this.computeY(j + step[1]);
+ j = this.getY(j + step[1]);
+ if (Math.abs(j - oldIJ[1]) > 1) {
+ // Boundary between segments (cylinder mode)
+ segments.push([[segStart[0], segStart[1]], oldIJ]);
+ segStart = [i, j];
+ }
}
if (!this.onBoard(i, j))
continue;
)
) {
explored[i + "." + j] = true;
- moves.push(this.getBasicMove([x, y], [i, j]));
+ addMove([x, y], [i, j]);
}
}
}
if (specialAttack)
findAddMoves("attack", stepSpec.attack);
findAddMoves(specialAttack ? "moveonly" : "all", stepSpec.moves);
- if (this.options["zen"])
- Array.prototype.push.apply(moves, this.findCapturesOn([x, y], true));
+ if (this.options["zen"]) {
+ Array.prototype.push.apply(moves,
+ this.findCapturesOn([x, y], {zen: true}));
+ }
return moves;
}
- findCapturesOn([x, y], zen) {
+ // Search for enemy (or not) pieces attacking [x, y]
+ findCapturesOn([x, y], args) {
let moves = [];
- // Find reverse captures (opponent takes)
- const color = this.getColor(x, y);
- const pieceType = this.getPieceType(x, y);
- const oppCol = C.GetOppCol(color);
+ if (!args.oppCol)
+ args.oppCol = C.GetOppCol(this.getColor(x, y) || this.turn);
for (let i=0; i<this.size.x; i++) {
for (let j=0; j<this.size.y; j++) {
- if (this.board[i][j] != "" && this.canTake([i, j], [x, y])) {
- const piece = this.getPieceType(i, j);
- if (zen && C.CannibalKingCode[piece])
+ if (
+ this.board[i][j] != "" &&
+ this.getColor(i, j) == args.oppCol &&
+ !this.isImmobilized([i, j])
+ ) {
+ if (args.zen && this.isKing(this.getPiece(i, j)))
continue; //king not captured in this way
- const stepSpec = this.pieces(oppCol, i, j)[piece];
+ const stepSpec =
+ this.pieces(args.oppCol, i, j)[this.getPieceType(i, j)];
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
- const rx = (x - i) / s[0],
- ry = (y - j) / s[1];
- if (
- (!Number.isFinite(rx) && !Number.isNaN(rx)) ||
- (!Number.isFinite(ry) && !Number.isNaN(ry))
- ) {
- continue;
- }
- let distance = (Number.isNaN(rx) ? ry : rx);
- // TODO: 1e-7 here is totally arbitrary
- if (Math.abs(distance - Math.round(distance)) > 1e-7)
- continue;
- distance = Math.round(distance); //in case of (numerical...)
- if (a.range < distance)
+ 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 [ii, jj] = [i + s[0], this.getY(j + s[1])];
let stepCounter = 1;
- while (this.onBoard(ii, jj) && this.board[ii][jj] == "") {
+ while (
+ this.onBoard(ii, jj) &&
+ this.board[ii][jj] == "" &&
+ (ii != x || jj != y) //condition to attack empty squares too
+ ) {
ii += s[0];
- jj = this.computeY(jj + s[1]);
+ jj = this.getY(jj + s[1]);
}
if (ii == x && jj == y) {
- moves.push(this.getBasicMove([x, y], [i, j]));
- if (!zen)
+ if (args.zen)
+ // Reverse capture:
+ moves.push(this.getBasicMove([x, y], [i, j]));
+ else
+ moves.push(this.getBasicMove([i, j], [x, y]));
+ if (args.one)
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 mv = new Move({
appear: [],
vanish: [],
- start: {x:sx, y:sy},
- end: {x:ex, y:ey}
+ start: {x: sx, y: sy},
+ end: {x: ex, y: ey}
});
if (
!this.options["rifle"] ||
p: this.getPiece(ex, ey)
})
);
- if (this.options["rifle"])
- // Rifle captures are tricky in combination with Atomic etc,
- // so it's useful to mark the move :
- mv.capture = true;
if (this.options["cannibal"] && destColor != initColor) {
const lastIdx = mv.vanish.length - 1;
let trPiece = mv.vanish[lastIdx].p;
if (
!!this.epSquare &&
this.epSquare.x == x + shiftX &&
- Math.abs(this.computeY(this.epSquare.y - y)) == 1 &&
+ Math.abs(this.getY(this.epSquare.y - y)) == 1 &&
this.getColor(x, this.epSquare.y) == oppCol //Doublemove guard...
) {
const [epx, epy] = [this.epSquare.x, this.epSquare.y];
////////////////////
// MOVES VALIDATION
- // Is (king at) given position under check by "color" ?
- underCheck([x, y], color) {
+ // Is (king at) given position under check by "oppCol" ?
+ underCheck([x, y], oppCol) {
if (this.options["taking"] || this.options["dark"])
return false;
- return (this.findCapturesOn([x, y]).length >= 1);
+ return (
+ this.findCapturesOn([x, y], {oppCol: oppCol, one: true}).length >= 1
+ );
}
// Stop at first king found (TODO: multi-kings)
let square = kingPos,
res = true; //a priori valid
if (m.vanish.some(v => {
- return (v.p == "k" || C.CannibalKings[v.p]) && v.c == color;
+ return C.CannibalKings[v.p] && v.c == color;
})) {
// Search king in appear array:
const newKingIdx =
m.appear.findIndex(a => {
- return (a.p == "k" || C.CannibalKings[a.p]) && a.c == color;
+ return C.CannibalKings[a.p] && a.c == color;
});
if (newKingIdx >= 0)
square = [m.appear[newKingIdx].x, m.appear[newKingIdx].y];
// Apply a move on board
playOnBoard(move) {
- for (let psq of move.vanish) this.board[psq.x][psq.y] = "";
- for (let psq of move.appear) this.board[psq.x][psq.y] = psq.c + psq.p;
+ for (let psq of move.vanish)
+ this.board[psq.x][psq.y] = "";
+ for (let psq of move.appear)
+ this.board[psq.x][psq.y] = psq.c + psq.p;
}
// Un-apply the played move
undoOnBoard(move) {
- for (let psq of move.appear) this.board[psq.x][psq.y] = "";
- for (let psq of move.vanish) this.board[psq.x][psq.y] = psq.c + psq.p;
+ for (let psq of move.appear)
+ this.board[psq.x][psq.y] = "";
+ for (let psq of move.vanish)
+ this.board[psq.x][psq.y] = psq.c + psq.p;
}
updateCastleFlags(move) {
prePlay(move) {
if (
- typeof move.start.x == "number" &&
- (!this.options["teleport"] || this.subTurnTeleport == 1)
+ this.hasCastle &&
+ // If flags already off, no need to re-check:
+ Object.keys(this.castleFlags).some(c => {
+ return this.castleFlags[c].some(val => val < this.size.y)})
) {
- // OK, not a drop move
- if (
- this.hasCastle &&
- // If flags already off, no need to re-check:
- Object.keys(this.castleFlags).some(c => {
- return this.castleFlags[c].some(val => val < this.size.y)})
- ) {
- this.updateCastleFlags(move);
- }
- const initSquare = C.CoordsToSquare(move.start);
- if (
- this.options["crazyhouse"] &&
- (!this.options["rifle"] || !move.capture)
- ) {
+ this.updateCastleFlags(move);
+ }
+ if (this.options["crazyhouse"]) {
+ move.vanish.forEach(v => {
+ const square = C.CoordsToSquare({x: v.x, y: v.y});
+ if (this.ispawn[square])
+ delete this.ispawn[square];
+ });
+ if (move.appear.length > 0 && move.vanish.length > 0) {
+ // Assumption: something is moving
+ const initSquare = C.CoordsToSquare(move.start);
const destSquare = C.CoordsToSquare(move.end);
- if (this.ispawn[initSquare]) {
- delete this.ispawn[initSquare];
- this.ispawn[destSquare] = true;
- }
- else if (
- move.vanish[0].p == "p" &&
- move.appear[0].p != "p"
+ if (
+ this.ispawn[initSquare] ||
+ (move.vanish[0].p == "p" && move.appear[0].p != "p")
) {
this.ispawn[destSquare] = true;
}
}
}
const minSize = Math.min(move.appear.length, move.vanish.length);
- if (this.hasReserve && !move.pawnfall) {
+ if (
+ this.hasReserve &&
+ // Warning; atomic pawn removal isn't a capture
+ (!this.options["atomic"] || !this.rempawn || this.movesCount >= 1)
+ ) {
const color = this.turn;
for (let i=minSize; i<move.appear.length; i++) {
// Something appears = dropped on board (some exceptions, Chakart...)
- const piece = move.appear[i].p;
- this.updateReserve(color, piece, this.reserve[color][piece] - 1);
+ if (move.appear[i].c == color) {
+ const piece = move.appear[i].p;
+ this.updateReserve(color, piece, this.reserve[color][piece] - 1);
+ }
}
for (let i=minSize; i<move.vanish.length; i++) {
// Something vanish: add to reserve except if recycle & opponent
- const piece = move.vanish[i].p;
- if (this.options["crazyhouse"] || move.vanish[i].c == color)
+ if (
+ this.options["crazyhouse"] ||
+ (this.options["recycle"] && move.vanish[i].c == color)
+ ) {
+ const piece = move.vanish[i].p;
this.updateReserve(color, piece, this.reserve[color][piece] + 1);
+ }
}
}
}
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 => {
- // 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].remove();
this.g_pieces[v.x][v.y] = null;
});
let chessboard =
this.g_pieces[a.x][a.y].style.width = pieceWidth + "px";
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,${jp}px)`;
+ // Translate coordinates to use chessboard as reference:
+ this.g_pieces[a.x][a.y].style.transform =
+ `translate(${ip - r.x}px,${jp - r.y}px)`;
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]);
this.afterPlay(move); //user method
}
- // Assumes reserve on top (usage case otherwise? TODO?)
- getReserveShift(c, p, r) {
- 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;
- nbR++;
- }
- const rsqSize = this.getReserveSquareSize(r.width, nbR);
- return [-ridx * rsqSize, rsqSize]; //slightly inaccurate... TODO?
+ getMaxDistance(rwidth) {
+ // Works for all rectangular boards:
+ return Math.sqrt(rwidth ** 2 + (rwidth / this.size.ratio) ** 2);
+ }
+
+ getDomPiece(x, y) {
+ return (typeof x == "string" ? this.r_pieces : this.g_pieces)[x][y];
}
animate(move, callback) {
- if (this.noAnimate) {
+ if (this.noAnimate || move.noAnimate) {
callback();
return;
}
- const [i1, j1] = [move.start.x, move.start.y];
- const dropMove = (typeof i1 == "string");
- const startArray = (dropMove ? this.r_pieces : this.g_pieces);
- let startPiece = startArray[i1][j1];
- // TODO: next "if" shouldn't be required
- if (!startPiece) {
- callback();
- return;
+ let initPiece = this.getDomPiece(move.start.x, move.start.y);
+ // NOTE: cloning generally not required, but light enough, and simpler
+ let movingPiece = initPiece.cloneNode();
+ initPiece.style.opacity = "0";
+ let container =
+ document.getElementById(this.containerId)
+ const r = container.querySelector(".chessboard").getBoundingClientRect();
+ if (typeof move.start.x == "string") {
+ // Need to bound width/height (was 100% for reserve pieces)
+ const pieceWidth = this.getPieceWidth(r.width);
+ movingPiece.style.width = pieceWidth + "px";
+ movingPiece.style.height = pieceWidth + "px";
}
- let chessboard =
- document.getElementById(this.containerId).querySelector(".chessboard");
- const clonePiece = (
- !dropMove &&
- this.options["rifle"] ||
- (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.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
+ const maxDist = this.getMaxDistance(r.width);
+ const pieces = this.pieces();
+ if (move.drag) {
+ const startCode = this.getPiece(move.start.x, move.start.y);
+ movingPiece.classList.remove(pieces[startCode]["class"]);
+ movingPiece.classList.add(pieces[move.drag.p]["class"]);
+ const apparentColor = this.getColor(move.start.x, move.start.y);
+ if (apparentColor != move.drag.c) {
+ movingPiece.classList.remove(C.GetColorClass(apparentColor));
+ movingPiece.classList.add(C.GetColorClass(move.drag.c));
}
- chessboard.appendChild(startPiece);
- }
- const [i2, j2] = [move.end.x, move.end.y];
- let startCoords;
- if (dropMove) {
- startCoords = [
- i1 == this.playerColor ? this.size.x : 0,
- this.size.y / 2 //not trying to be accurate here... (TODO?)
+ }
+ container.appendChild(movingPiece);
+ const animateSegment = (index, cb) => {
+ // NOTE: move.drag could be generalized per-segment (usage?)
+ const [i1, j1] = move.segments[index][0];
+ const [i2, j2] = move.segments[index][1];
+ const dep = this.getPixelPosition(i1, j1, r);
+ const arr = this.getPixelPosition(i2, j2, r);
+ movingPiece.style.transitionDuration = "0s";
+ movingPiece.style.transform = `translate(${dep[0]}px, ${dep[1]}px)`;
+ const distance =
+ Math.sqrt((arr[0] - dep[0]) ** 2 + (arr[1] - dep[1]) ** 2);
+ const duration = 0.2 + (distance / maxDist) * 0.3;
+ // TODO: unclear why we need this new delay below:
+ setTimeout(() => {
+ movingPiece.style.transitionDuration = duration + "s";
+ // movingPiece is child of container: no need to adjust coordinates
+ movingPiece.style.transform = `translate(${arr[0]}px, ${arr[1]}px)`;
+ setTimeout(cb, duration * 1000);
+ }, 50);
+ };
+ if (!move.segments) {
+ move.segments = [
+ [[move.start.x, move.start.y], [move.end.x, move.end.y]]
];
}
- else
- startCoords = [i1, j1];
- const r = chessboard.getBoundingClientRect();
- const arrival = this.getPixelPosition(i2, j2, r); //TODO: arrival on drop?
- let rs = [0, 0];
- if (dropMove)
- rs = this.getReserveShift(i1, j1, r);
- const distance =
- Math.sqrt((startCoords[0] - i2) ** 2 + (startCoords[1] - j2) ** 2);
- const maxDist = Math.sqrt((this.size.x - 1)** 2 + (this.size.y - 1) ** 2);
- const multFact = (distance - 1) / (maxDist - 1); //1 == minDist
- const duration = 0.2 + multFact * 0.3;
- const initTransform = startPiece.style.transform;
- startPiece.style.transform =
- `translate(${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";
- startPiece.remove();
- }
- else {
- startPiece.style.transform = initTransform;
- startPiece.style.transitionDuration = "0s";
- }
+ let index = 0;
+ const animateSegmentCallback = () => {
+ if (index < move.segments.length)
+ animateSegment(index++, animateSegmentCallback);
+ else {
+ movingPiece.remove();
+ initPiece.style.opacity = "1";
callback();
- },
- duration * 1000
- );
+ }
+ };
+ animateSegmentCallback();
}
playReceivedMove(moves, callback) {
const r = container.querySelector(".chessboard").getBoundingClientRect();
const animateRec = i => {
this.animate(moves[i], () => {
- this.playVisual(moves[i], r);
this.play(moves[i]);
+ this.playVisual(moves[i], r);
if (i < moves.length - 1)
setTimeout(() => animateRec(i+1), 300);
else