X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=base_rules.js;h=6562673aeb3804f8fc7bfa494d6494d839769f98;hb=5f08c59b29c2173cc8b2df1a3799ee971a14e691;hp=4805f174b55773fc5e5a3e79dc9792d8a8b6dfaf;hpb=0c44c6768654f7127e36aa75beee58d61df4fc64;p=xogo.git diff --git a/base_rules.js b/base_rules.js index 4805f17..6562673 100644 --- a/base_rules.js +++ b/base_rules.js @@ -3,6 +3,21 @@ import { ArrayFun } from "/utils/array.js"; import PiPo from "/utils/PiPo.js"; import Move from "/utils/Move.js"; +// Helper class for move animation +class TargetObj { + + constructor(callOnComplete) { + this.value = 0; + this.target = 0; + this.callOnComplete = callOnComplete; + } + increment() { + if (++this.value == this.target) + this.callOnComplete(); + } + +}; + // NOTE: x coords: top to bottom (white perspective); y: left to right // NOTE: ChessRules is aliased as window.C, and variants as window.V export default class ChessRules { @@ -29,16 +44,18 @@ export default class ChessRules { {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 @@ -85,11 +102,19 @@ export default class ChessRules { (!!this.options["recycle"] && !this.options["teleport"]) ); } + // Some variants do not store reserve state (Align4, Chakart...) + get hasReserveFen() { + return this.hasReserve; + } get noAnimate() { return !!this.options["dark"]; } + get hasMoveStack() { + return false; + } + // Some variants use click infos: doClick(coords) { if (typeof coords.x != "number") @@ -98,7 +123,7 @@ export default class ChessRules { this.options["teleport"] && this.subTurnTeleport == 2 && 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({ @@ -108,9 +133,10 @@ export default class ChessRules { p: this.captured.p }) ], - vanish: [], - drag: {c: this.captured.c, p: this.captured.p} + vanish: [] }); + res.drag = {c: this.captured.c, p: this.captured.p}; + return res; } return null; } @@ -172,8 +198,6 @@ export default class ChessRules { // Setup the initial random-or-not (asymmetric-or-not) position genRandInitFen(seed) { - Random.setSeed(seed); - let fen, flags = "0707"; if (!this.options.randomness) // Deterministic: @@ -181,7 +205,8 @@ export default class ChessRules { else { // Randomize - let pieces = { w: new Array(8), b: new Array(8) }; + Random.setSeed(seed); + let pieces = {w: new Array(8), b: new Array(8)}; flags = ""; // Shuffle pieces on first (and last rank if randomness == 2) for (let c of ["w", "b"]) { @@ -246,7 +271,7 @@ export default class ChessRules { parts.push(`"flags":"${flags}"`); if (this.hasEnpassant) parts.push('"enpassant":"-"'); - if (this.hasReserve) + if (this.hasReserveFen) parts.push('"reserve":"000000000000"'); if (this.options["crazyhouse"]) parts.push('"ispawn":"-"'); @@ -280,7 +305,7 @@ export default class ChessRules { parts.push(`"flags":"${this.getFlagsFen()}"`); if (this.hasEnpassant) parts.push(`"enpassant":"${this.getEnpassantFen()}"`); - if (this.hasReserve) + if (this.hasReserveFen) parts.push(`"reserve":"${this.getReserveFen()}"`); if (this.options["crazyhouse"]) parts.push(`"ispawn":"${this.getIspawnFen()}"`); @@ -289,19 +314,20 @@ export default class ChessRules { 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 getPosition() { - 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); - }; let position = ""; for (let i = 0; i < this.size.y; i++) { let emptyCount = 0; @@ -311,7 +337,7 @@ export default class ChessRules { 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]); @@ -319,7 +345,7 @@ export default class ChessRules { } if (emptyCount > 0) // "Flush remainder" - position += format(emptyCount); + position += C.FenEmptySquares(emptyCount); if (i < this.size.y - 1) position += "/"; //separate rows } @@ -370,23 +396,35 @@ export default class ChessRules { 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; + }); + if (o.genFenOnly) + // This object will be used only for initial FEN generation + return; this.playerColor = o.color; this.afterPlay = o.afterPlay; //trigger some actions after playing a move // Fen string fully describes the game state if (!o.fen) o.fen = this.genRandInitFen(o.seed); - const fenParsed = this.parseFen(o.fen); - this.board = this.getBoard(fenParsed.position); - this.turn = fenParsed.turn; - this.movesCount = parseInt(fenParsed.movesCount, 10); - this.setOtherVariables(fenParsed); + this.re_initFromFen(o.fen); // Graphical (can use variables defined above) this.containerId = o.element; this.graphicalInit(); } + re_initFromFen(fen, oldBoard) { + const fenParsed = this.parseFen(fen); + this.board = oldBoard || this.getBoard(fenParsed.position); + this.turn = fenParsed.turn; + this.movesCount = parseInt(fenParsed.movesCount, 10); + this.setOtherVariables(fenParsed); + } + // Turn position fen into double array ["wb","wp","bk",...] getBoard(position) { const rows = position.split("/"); @@ -418,7 +456,6 @@ export default class ChessRules { this.initReserves(fenParsed.reserve); if (this.options["crazyhouse"]) this.initIspawn(fenParsed.ispawn); - this.subTurn = 1; //may be unused if (this.options["teleport"]) { this.subTurnTeleport = 1; this.captured = null; @@ -428,6 +465,9 @@ export default class ChessRules { this.enlightened = ArrayFun.init(this.size.x, this.size.y, false); this.updateEnlightened(); } + this.subTurn = 1; //may be unused + if (!this.moveStack) //avoid resetting (unwanted) + this.moveStack = []; } updateEnlightened() { @@ -455,7 +495,7 @@ export default class ChessRules { 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 && @@ -519,6 +559,22 @@ export default class ChessRules { return `${this.containerId}|rnum-${color}${piece}`; } + static AddClass_es(piece, class_es) { + if (!Array.isArray(class_es)) + class_es = [class_es]; + class_es.forEach(cl => { + piece.classList.add(cl); + }); + } + + static RemoveClass_es(piece, class_es) { + if (!Array.isArray(class_es)) + class_es = [class_es]; + class_es.forEach(cl => { + piece.classList.remove(cl); + }); + } + graphicalInit() { // NOTE: not window.onresize = this.re_drawBoardElts because scope (this) window.onresize = () => this.re_drawBoardElements(); @@ -526,7 +582,6 @@ export default class ChessRules { this.initMouseEvents(); const chessboard = document.getElementById(this.containerId).querySelector(".chessboard"); - new ResizeObserver(this.rescale).observe(chessboard); } re_drawBoardElements() { @@ -539,23 +594,24 @@ export default class ChessRules { // Compare window ratio width / height to aspectRatio: const windowRatio = window.innerWidth / window.innerHeight; let cbWidth, cbHeight; - if (windowRatio <= this.size.ratio) { + const vRatio = this.size.ratio || 1; + if (windowRatio <= vRatio) { // Limiting dimension is width: cbWidth = Math.min(window.innerWidth, 767); - cbHeight = cbWidth / this.size.ratio; + cbHeight = cbWidth / vRatio; } else { // Limiting dimension is height: cbHeight = Math.min(window.innerHeight, 767); - cbWidth = cbHeight * this.size.ratio; + cbWidth = cbHeight * vRatio; } - 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 * this.size.ratio; + cbWidth = cbHeight * vRatio; } } chessboard.style.width = cbWidth + "px"; @@ -580,9 +636,8 @@ export default class ChessRules { const flipped = (this.playerColor == 'b'); let board = ` - `; + viewBox="0 0 ${10*this.size.y} ${10*this.size.x}" + class="chessboard_SVG">`; for (let i=0; i < this.size.x; i++) { for (let j=0; j < this.size.y; j++) { const ii = (flipped ? this.size.x - 1 - i : i); @@ -591,16 +646,18 @@ export default class ChessRules { if (this.enlightened && !this.enlightened[ii][jj]) classes += " in-shadow"; // NOTE: x / y reversed because coordinates system is reversed. - board += ``; + board += ` + `; } } - board += ""; + board += ""; return board; } @@ -634,49 +691,47 @@ export default class ChessRules { const color = this.getColor(i, j); const piece = this.getPiece(i, j); this.g_pieces[i][j] = document.createElement("piece"); - this.g_pieces[i][j].classList.add(this.pieces()[piece]["class"]); + C.AddClass_es(this.g_pieces[i][j], + this.pieces(color, i, j)[piece]["class"]); this.g_pieces[i][j].classList.add(C.GetColorClass(color)); this.g_pieces[i][j].style.width = pieceWidth + "px"; this.g_pieces[i][j].style.height = pieceWidth + "px"; - const [ip, jp] = this.getPixelPosition(i, j, r); - this.g_pieces[i][j].style.transform = `translate(${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); } - // NOTE: assume !!this.reserve + // NOTE: assume this.reserve != null re_drawReserve(colors, r) { if (this.r_pieces) { // Remove (old) reserve pieces for (let c of colors) { - if (!this.reserve[c]) - continue; - Object.keys(this.reserve[c]).forEach(p => { - if (this.r_pieces[c][p]) { - this.r_pieces[c][p].remove(); - delete this.r_pieces[c][p]; - const numId = this.getReserveNumId(c, p); - document.getElementById(numId).remove(); - } + Object.keys(this.r_pieces[c]).forEach(p => { + this.r_pieces[c][p].remove(); + delete this.r_pieces[c][p]; + const numId = this.getReserveNumId(c, p); + document.getElementById(numId).remove(); }); - let reservesDiv = document.getElementById("reserves_" + c); - if (reservesDiv) - reservesDiv.remove(); } } else - this.r_pieces = { 'w': {}, 'b': {} }; - let chessboard = - document.getElementById(this.containerId).querySelector(".chessboard"); + this.r_pieces = { w: {}, b: {} }; + let container = document.getElementById(this.containerId); if (!r) - r = chessboard.getBoundingClientRect(); + r = container.querySelector(".chessboard").getBoundingClientRect(); for (let c of colors) { + let reservesDiv = document.getElementById("reserves_" + c); + if (reservesDiv) + reservesDiv.remove(); if (!this.reserve[c]) continue; const nbR = this.getNbReservePieces(c); @@ -694,7 +749,7 @@ export default class ChessRules { // NOTE: +1 fix display bug on Firefox at least rcontainer.style.width = (nbR * sqResSize + 1) + "px"; rcontainer.style.height = sqResSize + "px"; - chessboard.appendChild(rcontainer); + container.appendChild(rcontainer); for (let p of Object.keys(this.reserve[c])) { if (this.reserve[c][p] == 0) continue; @@ -705,8 +760,7 @@ export default class ChessRules { r_cell.style.height = sqResSize + "px"; rcontainer.appendChild(r_cell); let piece = document.createElement("piece"); - const pieceSpec = this.pieces()[p]; - piece.classList.add(pieceSpec["class"]); + C.AddClass_es(piece, this.pieces(c, c, p)[p]["class"]); piece.classList.add(C.GetColorClass(c)); piece.style.width = "100%"; piece.style.height = "100%"; @@ -748,13 +802,13 @@ export default class ChessRules { for (let x=0; x this.size.ratio) { - newWidth = r.height * this.size.ratio; - chessboard.style.width = newWidth + "px"; + const multFact = (mode == "up" ? 1.05 : 0.95); + let [newWidth, newHeight] = [multFact * r.width, multFact * r.height]; + // Stay in window: + const vRatio = this.size.ratio || 1; + if (newWidth > window.innerWidth) { + newWidth = window.innerWidth; + newHeight = newWidth / vRatio; } - else if (newRatio < this.size.ratio) { - newHeight = r.width / this.size.ratio; - chessboard.style.height = newHeight + "px"; + if (newHeight > window.innerHeight) { + newHeight = window.innerHeight; + newWidth = newHeight * vRatio; } + 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); } @@ -830,7 +891,7 @@ export default class ChessRules { } } - // 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) { @@ -850,12 +911,12 @@ export default class ChessRules { x = (flipped ? this.size.y - 1 - j : j) * sqSize; y = (flipped ? this.size.x - 1 - i : i) * sqSize; } - return [x, y]; + 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) @@ -876,8 +937,8 @@ export default class ChessRules { const centerOnCursor = (piece, e) => { 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, @@ -910,7 +971,7 @@ export default class ChessRules { 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"; } @@ -929,11 +990,6 @@ export default class ChessRules { }; 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]; @@ -962,6 +1018,8 @@ export default class ChessRules { 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 @@ -977,6 +1035,8 @@ export default class ChessRules { let chessboard = container.querySelector(".chessboard"); let choices = document.createElement("div"); choices.id = "choices"; + if (!r) + r = chessboard.getBoundingClientRect(); choices.style.width = r.width + "px"; choices.style.height = r.height + "px"; choices.style.left = r.x + "px"; @@ -1002,8 +1062,9 @@ export default class ChessRules { choice.style.backgroundColor = "lightyellow"; choice.onclick = () => callback(moves[i]); const piece = document.createElement("piece"); - const pieceSpec = this.pieces()[moves[i].appear[0].p]; - piece.classList.add(pieceSpec["class"]); + const cdisp = moves[i].choice || moves[i].appear[0].p; + C.AddClass_es(piece, + this.pieces(color, moves[i].end.x, moves[i].end.y)[cdisp]["class"]); piece.classList.add(C.GetColorClass(color)); piece.style.width = "100%"; piece.style.height = "100%"; @@ -1019,7 +1080,7 @@ export default class ChessRules { return { x: 8, y: 8, - ratio: 1 //for rectangular board = y / x + ratio: 1 //for rectangular board = y / x (optional, 1 = default) }; } @@ -1031,7 +1092,11 @@ export default class ChessRules { } static GetColorClass(c) { - return (c == 'w' ? "white" : "black"); + if (c == 'w') + return "white"; + if (c == 'b') + return "black"; + return "other-color"; //unidentified color } // Assume square i,j isn't empty @@ -1042,8 +1107,9 @@ export default class ChessRules { } // Piece type on square (i,j) - getPieceType(i, j) { - const p = (typeof i == "string" ? j : this.board[i][j].charAt(1)); + getPieceType(i, j, p) { + if (!p) + p = this.getPiece(i, j); return C.CannibalKings[p] || p; //a cannibal king move as... } @@ -1052,7 +1118,7 @@ export default class ChessRules { return (color == "w" ? "b" : "w"); } - // Can thing on square1 capture (no return) thing on square2? + // Can thing on square1 capture (enemy) thing on square2? canTake([x1, y1], [x2, y2]) { return (this.getColor(x1, y1) !== this.getColor(x2, y2)); } @@ -1073,7 +1139,8 @@ export default class ChessRules { 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", @@ -1155,7 +1222,7 @@ export default class ChessRules { // MOVES GENERATION // For Cylinder: get Y coordinate - computeY(y) { + getY(y) { if (!this.options["cylinder"]) return y; let res = y % this.size.y; @@ -1173,16 +1240,18 @@ export default class ChessRules { if (this.board[i][j] != "" && this.getColor(i, j) == color) { const allSpecs = this.pieces(color, i, j) let specs = allSpecs[this.getPieceType(i, j)]; + if (specs.moveas) + specs = allSpecs[specs.moveas]; 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) && @@ -1203,7 +1272,7 @@ export default class ChessRules { 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 = []; @@ -1283,7 +1352,7 @@ export default class ChessRules { this.options["rifle"] ) { // In this case a rifle-capture from last rank may promote a pawn - this.riflePromotePostProcess(moves); + this.riflePromotePostProcess(moves, color); } return moves; @@ -1319,7 +1388,7 @@ export default class ChessRules { ]; for (let step of steps) { let x = m.end.x + step[0]; - let y = this.computeY(m.end.y + step[1]); + let y = this.getY(m.end.y + step[1]); if ( this.onBoard(x, y) && this.board[x][y] != "" && @@ -1384,7 +1453,7 @@ export default class ChessRules { Array.prototype.push.apply(moves, moreMoves); } - riflePromotePostProcess(moves) { + riflePromotePostProcess(moves, color) { const lastRank = (color == "w" ? 0 : this.size.x - 1); let newMoves = []; moves.forEach(m => { @@ -1413,7 +1482,8 @@ export default class ChessRules { "#": "r", "$": "n", "%": "b", - "*": "q" + "*": "q", + "k": "k" }; } @@ -1429,10 +1499,7 @@ export default class ChessRules { } isKing(symbol) { - return ( - symbol == 'k' || - (this.options["cannibal"] && C.CannibalKings[symbol]) - ); + return !!C.CannibalKings[symbol]; } // For Madrasi: @@ -1443,7 +1510,10 @@ export default class ChessRules { 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)[piece]; + const allSpecs = this.pieces(color, x, y); + let stepSpec = allSpecs[piece]; + if (stepSpec.moveas) + stepSpec = allSpecs[stepSpec.moveas]; const attacks = stepSpec.attack || stepSpec.moves; for (let a of attacks) { outerLoop: for (let step of a.steps) { @@ -1453,7 +1523,7 @@ export default class ChessRules { 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) && @@ -1467,28 +1537,63 @@ export default class ChessRules { return false; } + canStepOver(i, j, p) { + // In some variants, objects on boards don't stop movement (Chakart) + return this.board[i][j] == ""; + } + // 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, x, y)[piece]; + const apparentPiece = this.getPiece(x, y); //how it looks + const allSpecs = this.pieces(color, x, y); + let stepSpec = allSpecs[piece]; + if (stepSpec.moveas) + stepSpec = allSpecs[stepSpec.moveas]; 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) { - // 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]) { + segments = []; + segStart = [x, y]; + let [i, j] = [x, y]; + let stepCounter = 0; + while ( + this.onBoard(i, j) && + ((i == x && j == y) || this.canStepOver(i, j, apparentPiece)) + ) { + 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; @@ -1509,7 +1614,7 @@ export default class ChessRules { ) ) { explored[i + "." + j] = true; - moves.push(this.getBasicMove([x, y], [i, j])); + addMove([x, y], [i, j]); } } } @@ -1519,28 +1624,35 @@ export default class ChessRules { 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 0 && move.appear[0].p == "p") && - (move.vanish.length > 0 && move.vanish[0].p == "p") + ( + move.appear.length > 0 && + this.getPieceType(0, 0, move.appear[0].p) == "p" + ) + && + ( + move.vanish.length > 0 && + this.getPieceType(0, 0, move.vanish[0].p) == "p" + ) ) { return { x: (s.x + e.x) / 2, @@ -1695,7 +1822,7 @@ export default class ChessRules { 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]; @@ -1813,11 +1940,13 @@ export default class ChessRules { //////////////////// // 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) @@ -1831,10 +1960,12 @@ export default class ChessRules { return [-1, -1]; //king not found } - filterValid(moves) { + // Some variants (e.g. Refusal) may need to check opponent moves too + filterValid(moves, color) { if (moves.length == 0) return []; - const color = this.turn; + if (!color) + color = this.turn; const oppCol = C.GetOppCol(color); if (this.options["balance"] && [1, 3].includes(this.movesCount)) { // Forbid moves either giving check or exploding opponent's king: @@ -1862,12 +1993,12 @@ export default class ChessRules { 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 this.isKing(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 this.isKing(a.p) && a.c == color; }); if (newKingIdx >= 0) square = [m.appear[newKingIdx].x, m.appear[newKingIdx].y]; @@ -1898,13 +2029,17 @@ export default class ChessRules { // 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) { @@ -2018,35 +2153,38 @@ export default class ChessRules { this.subTurnTeleport = 1; this.captured = null; } - if (this.options["balance"]) { - if (![1, 3].includes(this.movesCount)) - this.turn = oppCol; - } - else { + if ( + ( + this.options["doublemove"] && + this.movesCount >= 1 && + this.subTurn == 1 + ) || + (this.options["progressive"] && this.subTurn <= this.movesCount) + ) { + const oppKingPos = this.searchKingPos(oppCol); if ( + oppKingPos[0] >= 0 && ( - this.options["doublemove"] && - this.movesCount >= 1 && - this.subTurn == 1 - ) || - (this.options["progressive"] && this.subTurn <= this.movesCount) + this.options["taking"] || + !this.underCheck(oppKingPos, color) + ) ) { - const oppKingPos = this.searchKingPos(oppCol); - if ( - oppKingPos[0] >= 0 && - ( - this.options["taking"] || - !this.underCheck(oppKingPos, color) - ) - ) { - this.subTurn++; - return; - } + this.subTurn++; + return; } + } + if (this.isLastMove(move)) { this.turn = oppCol; + this.movesCount++; + this.subTurn = 1; } - this.movesCount++; - this.subTurn = 1; + } + + isLastMove(move) { + return ( + (this.options["balance"] && ![1, 3].includes(this.movesCount)) || + !move.next + ); } // "Stop at the first move found" @@ -2093,12 +2231,9 @@ export default class ChessRules { 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 = @@ -2108,12 +2243,15 @@ export default class ChessRules { const pieceWidth = this.getPieceWidth(r.width); move.appear.forEach(a => { 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"); + C.AddClass_es(this.g_pieces[a.x][a.y], + this.pieces(a.c, a.x, a.y)[a.p]["class"]); + this.g_pieces[a.x][a.y].classList.add(C.GetColorClass(a.c)); 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]); @@ -2123,85 +2261,162 @@ export default class ChessRules { } playPlusVisual(move, r) { + if (this.hasMoveStack) + this.buildMoveStack(move); + else { + this.play(move); + this.playVisual(move, r); + this.afterPlay(move, this.turn, {send: true, res: true}); //user method + } + } + + // TODO: send stack receive stack, or allow incremental? (good/bad points) + buildMoveStack(move) { + this.moveStack.push(move); + this.computeNextMove(move); this.play(move); - this.playVisual(move, r); - this.afterPlay(move); //user method + const newTurn = this.turn; + if (this.moveStack.length == 1) { + this.playVisual(move); + this.gameState = { + fen: this.getFen(), + board: JSON.parse(JSON.stringify(this.board)) //easier + }; + } + if (move.next) + this.buildMoveStack(move.next); + else { + // Send, animate + play until here + if (this.moveStack.length == 1) { + this.afterPlay(this.moveStack, newTurn, {send: true, res: true}); + this.moveStack = [] + } + else { + this.afterPlay(this.moveStack, newTurn, {send: true, res: false}); + this.re_initFromFen(this.gameState.fen, this.gameState.board); + this.playReceivedMove(this.moveStack.slice(1), () => { + this.afterPlay(this.moveStack, newTurn, {send: false, res: true}); + this.moveStack = [] + }); + } + } } - getMaxDistance(rwidth) { + // Implemented in variants using (automatic) moveStack + computeNextMove(move) {} + + getMaxDistance(r) { // Works for all rectangular boards: - return Math.sqrt(rwidth ** 2 + (rwidth / this.size.ratio) ** 2); + return Math.sqrt(r.width ** 2 + r.height ** 2); } getDomPiece(x, y) { return (typeof x == "string" ? this.r_pieces : this.g_pieces)[x][y]; } - animate(move, callback) { - if (this.noAnimate || move.noAnimate) { - callback(); - return; + animateMoving(start, end, drag, segments, cb) { + let initPiece = this.getDomPiece(start.x, start.y); + // NOTE: cloning often 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 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 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 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) { + const maxDist = this.getMaxDistance(r); + const apparentColor = this.getColor(start.x, start.y); + const pieces = this.pieces(apparentColor, start.x, start.y); + if (drag) { + const startCode = this.getPiece(start.x, start.y); + C.RemoveClass_es(movingPiece, pieces[startCode]["class"]); + C.AddClass_es(movingPiece, pieces[drag.p]["class"]); + if (apparentColor != drag.c) { movingPiece.classList.remove(C.GetColorClass(apparentColor)); - movingPiece.classList.add(C.GetColorClass(move.drag.c)); + movingPiece.classList.add(C.GetColorClass(drag.c)); } - chessboard.appendChild(movingPiece); } + container.appendChild(movingPiece); const animateSegment = (index, cb) => { - const [i1, j1] = move.segments[index][0]; - const [i2, j2] = move.segments[index][1]; + // NOTE: move.drag could be generalized per-segment (usage?) + const [i1, j1] = segments[index][0]; + const [i2, j2] = 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, ${dep[1]}px)`; const distance = Math.sqrt((arr[0] - dep[0]) ** 2 + (arr[1] - dep[1]) ** 2); const duration = 0.2 + (distance / maxDist) * 0.3; - movingPiece.style.transform = `translate(${arr[0]}px, ${arr[1]}px)`; - movingPiece.style.transitionDuration = duration + "s"; - setTimeout(cb, duration * 1000); + // TODO: unclear why we need this new delay below: + setTimeout(() => { + movingPiece.style.transitionDuration = duration + "s"; + // movingPiece is child of container: no need to adjust coordinates + movingPiece.style.transform = `translate(${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]] - ]; - } let index = 0; const animateSegmentCallback = () => { - if (index < move.segments.length) + if (index < segments.length) animateSegment(index++, animateSegmentCallback); else { - if (move.drag) - movingPiece.remove(); - else { - movingPiece.style.transform = initTransform; - movingPiece.style.transitionDuration = "0s"; - } - callback(); + movingPiece.remove(); + initPiece.style.opacity = "1"; + cb(); } }; animateSegmentCallback(); } + // Input array of objects with at least fields x,y (e.g. PiPo) + animateFading(arr, cb) { + const animLength = 350; //TODO: 350ms? More? Less? + arr.forEach(v => { + let fadingPiece = this.getDomPiece(v.x, v.y); + fadingPiece.style.transitionDuration = (animLength / 1000) + "s"; + fadingPiece.style.opacity = "0"; + }); + setTimeout(cb, animLength); + } + + animate(move, callback) { + if (this.noAnimate || move.noAnimate) { + callback(); + return; + } + let segments = move.segments; + if (!segments) + segments = [ [[move.start.x, move.start.y], [move.end.x, move.end.y]] ]; + let targetObj = new TargetObj(callback); + if (move.start.x != move.end.x || move.start.y != move.end.y) { + targetObj.target++; + this.animateMoving(move.start, move.end, move.drag, segments, + () => targetObj.increment()); + } + if (move.vanish.length > move.appear.length) { + const arr = move.vanish.slice(move.appear.length) + .filter(v => v.x != move.end.x || v.y != move.end.y); + if (arr.length > 0) { + targetObj.target++; + this.animateFading(arr, () => targetObj.increment()); + } + } + targetObj.target += + this.customAnimate(move, segments, () => targetObj.increment()); + if (targetObj.target == 0) + callback(); + } + + // Potential other animations (e.g. for Suction variant) + customAnimate(move, segments, cb) { + return 0; //nb of targets + } + playReceivedMove(moves, callback) { const launchAnimation = () => { const r = container.querySelector(".chessboard").getBoundingClientRect();