// 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",
};
}
- // 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")
+ 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({
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: []
+ vanish: [],
+ drag: {c: this.captured.c, p: this.captured.p}
});
}
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
);
}
// Position part of the FEN string
- getBaseFen() {
+ getPosition() {
const format = (count) => {
// if more than 9 consecutive free spaces, break the integer,
// otherwise FEN parsing will fail.
// 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))
};
}
//////////////////
// INITIALIZATION
- // Fen string fully describes the game state
constructor(o) {
this.options = o.options;
this.playerColor = o.color;
- this.afterPlay = o.afterPlay;
+ this.afterPlay = o.afterPlay; //trigger some actions after playing a move
- // FEN-related:
+ // Fen string fully describes the game state
if (!o.fen)
o.fen = this.genRandInitFen(o.seed);
const fenParsed = this.parseFen(o.fen);
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;
+ 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 chessboard =
- document.getElementById(this.containerId).querySelector(".chessboard");
- const r = chessboard.getBoundingClientRect();
- const pieceWidth = this.getPieceWidth(r.width);
- for (let x=0; x<this.size.x; x++) {
- for (let y=0; y<this.size.y; y++) {
- if (this.enlightened[x][y] && !newEnlightened[x][y]) {
- let elt = document.getElementById(this.coordsToId([x, y]));
- elt.classList.add("in-shadow");
- if (this.g_pieces[x][y]) {
- this.g_pieces[x][y].remove();
- this.g_pieces[x][y] = null;
- }
- }
- else if (!this.enlightened[x][y] && newEnlightened[x][y]) {
- let elt = document.getElementById(this.coordsToId([x, y]));
- elt.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)`;
- chessboard.appendChild(this.g_pieces[x][y]);
- }
- }
- }
- }
- }
-
- // 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)
+ 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-6]] = counts[i];
+ this.reserve['b'][pieceName[i-L]] = counts[i];
}
}
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);
}
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) {
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++) {
+ 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);
// NOTE: x / y reversed because coordinates system is reversed.
board += `<rect
class="${classes}"
- id="${this.coordsToId([ii, jj])}"
+ id="${this.coordsToId({x: ii, y: jj})}"
width="10"
height="10"
x="${10*j}"
}
// 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 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].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)`;
+ if (this.enlightened && !this.enlightened[i][j])
+ this.g_pieces[i][j].classList.add("hidden");
chessboard.appendChild(this.g_pieces[i][j]);
}
}
}
else
this.r_pieces = { 'w': {}, 'b': {} };
- let container = document.getElementById(this.containerId);
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
if (!r)
- r = container.querySelector(".chessboard").getBoundingClientRect();
+ r = chessboard.getBoundingClientRect();
for (let c of colors) {
if (!this.reserve[c])
continue;
// NOTE: +1 fix display bug on Firefox at least
rcontainer.style.width = (nbR * sqResSize + 1) + "px";
rcontainer.style.height = sqResSize + "px";
- container.appendChild(rcontainer);
+ chessboard.appendChild(rcontainer);
for (let p of Object.keys(this.reserve[c])) {
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";
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.classList.add(C.GetColorClass(c));
piece.style.width = "100%";
piece.style.height = "100%";
this.r_pieces[c][p] = piece;
}
}
+ // 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");
+ }
+ }
+ }
+ }
+
// After resize event: no need to destroy/recreate pieces
rescale() {
const container = document.getElementById(this.containerId);
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;
+ if (newRatio > this.size.ratio) {
+ newWidth = r.height * this.size.ratio;
chessboard.style.width = newWidth + "px";
}
- else if (newRatio < aspectRatio) {
- newHeight = r.width / aspectRatio;
+ else if (newRatio < this.size.ratio) {
+ newHeight = r.width / this.size.ratio;
chessboard.style.height = newHeight + "px";
}
const newX = (window.innerWidth - newWidth) / 2;
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";
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";
});
// 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;
+ 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 [x, y];
}
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";
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);
startPiece.style.opacity = "0.4";
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);
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;
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.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...
}
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
+ // 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 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 (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;
+ }
}
}
}
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 (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;
- 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 &&
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 => {
- if (
- m.start.x == lastRank &&
- m.appear.length >= 1 &&
- m.appear[0].p == "p" &&
- m.appear[0].x == m.start.x &&
- m.appear[0].y == m.start.y
- ) {
- const promotionPiece0 = this.pawnSpecs.promotions[0];
- m.appear[0].p = this.pawnSpecs.promotions[0];
- for (let i=1; i<this.pawnSpecs.promotions.length; i++) {
- let newMv = JSON.parse(JSON.stringify(m));
- newMv.appear[0].p = this.pawnSpecs.promotions[i];
- newMoves.push(newMv);
- }
- }
- });
- Array.prototype.push.apply(moves, newMoves);
+ 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(); //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) {
+ 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 {
- "s": "p",
- "u": "r",
- "o": "n",
- "c": "b",
- "t": "q"
+ "!": "p",
+ "#": "r",
+ "$": "n",
+ "%": "b",
+ "*": "q",
+ "k": "k"
};
}
static get CannibalKingCode() {
return {
- "p": "s",
- "r": "u",
- "n": "o",
- "b": "c",
- "q": "t",
+ "p": "!",
+ "r": "#",
+ "n": "$",
+ "b": "%",
+ "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);
- 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) {
+ // TODO: if jump in y (computeY, Cylinder), move.segments
+ 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);
+ if (zen && this.isKing(this.getPiece(i, j)))
+ continue; //king not captured in this way
+ const stepSpec = this.pieces(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
+ 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 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;
}
// 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);
],
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)}
})
);
}
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;
+ return (this.findCapturesOn([x, y]).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);
+ }
}
}
}
const color = this.turn;
const oppCol = C.GetOppCol(color);
if (this.options["dark"])
- this.updateEnlightened(true);
+ this.updateEnlightened();
if (this.options["teleport"]) {
if (
this.subTurnTeleport == 1 &&
if (this.atLeastOneMove())
return "*";
// No valid move: stalemate or checkmate?
- if (!this.underCheck(kingPos, color))
+ 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;
- }
+ // 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;
});
let chessboard =
document.getElementById(this.containerId).querySelector(".chessboard");
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)`;
+ 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
}
- // 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) {
+ let movingPiece = this.getDomPiece(move.start.x, move.start.y);
+ if (!movingPiece) { //TODO this shouldn't be required
callback();
return;
}
+ const initTransform = movingPiece.style.transform;
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 r = chessboard.getBoundingClientRect();
+ const [ix, iy] = this.getPixelPosition(move.start.x, move.start.y, r);
+ const maxDist = this.getMaxDistance(r.width);
+ // NOTE: move.drag could be generalized per-segment (usage?)
+ if (move.drag) {
+ // Drag something else: require cloning
+ movingPiece = movingPiece.cloneNode();
+ const pieces = this.pieces();
+ 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?)
+ chessboard.appendChild(movingPiece);
+ }
+ const animateSegment = (index, cb) => {
+ 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);
+ const distance =
+ Math.sqrt((arr[0] - dep[0]) ** 2 + (arr[1] - dep[1]) ** 2);
+ const duration = 0.2 + (distance / maxDist) * 0.3;
+ movingPiece.style.transform = `translate(${arr[0]}px, ${arr[1]}px)`;
+ movingPiece.style.transitionDuration = duration + "s";
+ setTimeout(cb, duration * 1000);
+ };
+ if (!move.segments) {
+ move.segments = [
+ [[move.start.x, move.start.y], [move.end.x, move.end.y]]
];
}
- else
- startCoords = [i1, j1];
- const r = chessboard.getBoundingClientRect();
- const arrival = this.getPixelPosition(i2, j2, r); //TODO: arrival on drop?
- let rs = [0, 0];
- if (dropMove)
- rs = this.getReserveShift(i1, j1, r);
- const distance =
- Math.sqrt((startCoords[0] - i2) ** 2 + (startCoords[1] - j2) ** 2);
- const maxDist = Math.sqrt((this.size.x - 1)** 2 + (this.size.y - 1) ** 2);
- const multFact = (distance - 1) / (maxDist - 1); //1 == minDist
- const duration = 0.2 + multFact * 0.3;
- const initTransform = startPiece.style.transform;
- startPiece.style.transform =
- `translate(${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();
- }
+ let index = 0;
+ const animateSegmentCallback = () => {
+ if (index < move.segments.length)
+ animateSegment(index++, animateSegmentCallback);
+ else {
+ if (move.drag)
+ movingPiece.remove();
else {
- startPiece.style.transform = initTransform;
- startPiece.style.transitionDuration = "0s";
+ movingPiece.style.transform = initTransform;
+ movingPiece.style.transitionDuration = "0s";
}
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