X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=base_rules.js;h=8eed3d35250e521b0a6cb78d4a85d67222c8341d;hb=d6d0a46e5c8c1d9176f4a9e9c44a4b5f2ed791e7;hp=a2e5f61f4f78b4fb524263406c612b5a7016e6ca;hpb=ca8a399316d2496c069ea9c6ccf2dc241aeb70ef;p=xogo.git diff --git a/base_rules.js b/base_rules.js index a2e5f61..8eed3d3 100644 --- a/base_rules.js +++ b/base_rules.js @@ -1,5 +1,5 @@ -import { Random } from "/utils/alea.js"; -import { ArrayFun } from "/utils/array.js"; +import {Random} from "/utils/alea.js"; +import {ArrayFun} from "/utils/array.js"; import PiPo from "/utils/PiPo.js"; import Move from "/utils/Move.js"; @@ -111,6 +111,16 @@ export default class ChessRules { return !!this.options["dark"]; } + // Some variants use only click information + get clickOnly() { + return false; + } + + // Some variants reveal moves only after both players played + get hideMoves() { + return false; + } + // Some variants use click infos: doClick(coords) { if (typeof coords.x != "number") @@ -192,8 +202,19 @@ export default class ChessRules { return (f.charCodeAt(0) <= 90 ? "w" + f.toLowerCase() : "b" + f); } - // Setup the initial random-or-not (asymmetric-or-not) position genRandInitFen(seed) { + Random.setSeed(seed); //may be unused + let baseFen = this.genRandInitBaseFen(); + baseFen.o = Object.assign({init: true}, baseFen.o); + const parts = this.getPartFen(baseFen.o); + return ( + baseFen.fen + + (Object.keys(parts).length > 0 ? (" " + JSON.stringify(parts)) : "") + ); + } + + // Setup the initial random-or-not (asymmetric-or-not) position + genRandInitBaseFen() { let fen, flags = "0707"; if (!this.options.randomness) // Deterministic: @@ -201,7 +222,6 @@ export default class ChessRules { else { // Randomize - Random.setSeed(seed); let pieces = {w: new Array(8), b: new Array(8)}; flags = ""; // Shuffle pieces on first (and last rank if randomness == 2) @@ -211,9 +231,7 @@ export default class ChessRules { flags += flags; break; } - let positions = ArrayFun.range(8); - // Get random squares for bishops let randIndex = 2 * Random.randInt(4); const bishop1Pos = positions[randIndex]; @@ -223,7 +241,6 @@ export default class ChessRules { // Remove chosen squares positions.splice(Math.max(randIndex, randIndex_tmp), 1); positions.splice(Math.min(randIndex, randIndex_tmp), 1); - // Get random squares for knights randIndex = Random.randInt(6); const knight1Pos = positions[randIndex]; @@ -231,18 +248,15 @@ export default class ChessRules { randIndex = Random.randInt(5); const knight2Pos = positions[randIndex]; positions.splice(randIndex, 1); - // Get random square for queen randIndex = Random.randInt(4); const queenPos = positions[randIndex]; positions.splice(randIndex, 1); - // Rooks and king positions are now fixed, // because of the ordering rook-king-rook const rook1Pos = positions[0]; const kingPos = positions[1]; const rook2Pos = positions[2]; - // Finally put the shuffled pieces in the board array pieces[c][rook1Pos] = "r"; pieces[c][knight1Pos] = "n"; @@ -261,19 +275,7 @@ export default class ChessRules { " w 0" ); } - // Add turn + flags + enpassant (+ reserve) - let parts = []; - if (this.hasFlags) - parts.push(`"flags":"${flags}"`); - if (this.hasEnpassant) - parts.push('"enpassant":"-"'); - if (this.hasReserveFen) - parts.push('"reserve":"000000000000"'); - if (this.options["crazyhouse"]) - parts.push('"ispawn":"-"'); - if (parts.length >= 1) - fen += " {" + parts.join(",") + "}"; - return fen; + return { fen: fen, o: {flags: flags} }; } // "Parse" FEN: just return untransformed string data @@ -291,23 +293,28 @@ export default class ChessRules { // Return current fen (game state) getFen() { - let fen = ( - this.getPosition() + " " + - this.getTurnFen() + " " + - this.movesCount + const parts = this.getPartFen({}); + return ( + this.getBaseFen() + + (Object.keys(parts).length > 0 ? (" " + JSON.stringify(parts)) : "") ); - let parts = []; + } + + getBaseFen() { + return this.getPosition() + " " + this.turn + " " + this.movesCount; + } + + getPartFen(o) { + let parts = {}; if (this.hasFlags) - parts.push(`"flags":"${this.getFlagsFen()}"`); + parts["flags"] = o.init ? o.flags : this.getFlagsFen(); if (this.hasEnpassant) - parts.push(`"enpassant":"${this.getEnpassantFen()}"`); + parts["enpassant"] = o.init ? "-" : this.getEnpassantFen(); if (this.hasReserveFen) - parts.push(`"reserve":"${this.getReserveFen()}"`); + parts["reserve"] = this.getReserveFen(o); if (this.options["crazyhouse"]) - parts.push(`"ispawn":"${this.getIspawnFen()}"`); - if (parts.length >= 1) - fen += " {" + parts.join(",") + "}"; - return fen; + parts["ispawn"] = this.getIspawnFen(o); + return parts; } static FenEmptySquares(count) { @@ -348,10 +355,6 @@ export default class ChessRules { return position; } - getTurnFen() { - return this.turn; - } - // Flags part of the FEN string getFlagsFen() { return ["w", "b"].map(c => { @@ -362,17 +365,22 @@ export default class ChessRules { // Enpassant part of the FEN string getEnpassantFen() { if (!this.epSquare) - return "-"; //no en-passant + return "-"; return C.CoordsToSquare(this.epSquare); } - getReserveFen() { + getReserveFen(o) { + if (o.init) + return "000000000000"; return ( ["w","b"].map(c => Object.values(this.reserve[c]).join("")).join("") ); } - getIspawnFen() { + getIspawnFen(o) { + if (o.init) + // NOTE: cannot merge because this.ispawn doesn't exist yet + return "-"; const squares = Object.keys(this.ispawn); if (squares.length == 0) return "-"; @@ -400,16 +408,18 @@ export default class ChessRules { if (o.genFenOnly) // This object will be used only for initial FEN generation return; + + // Some variables this.playerColor = o.color; this.afterPlay = o.afterPlay; //trigger some actions after playing a move + this.containerId = o.element; + this.isDiagram = o.diagram; + this.marks = o.marks; - // Fen string fully describes the game state + // Initializations if (!o.fen) o.fen = this.genRandInitFen(o.seed); this.re_initFromFen(o.fen); - - // Graphical (can use variables defined above) - this.containerId = o.element; this.graphicalInit(); } @@ -448,7 +458,7 @@ export default class ChessRules { this.setFlags(fenParsed.flags); if (this.hasEnpassant) this.epSquare = this.getEpSquare(fenParsed.enpassant); - if (this.hasReserve) + if (this.hasReserve && !this.isDiagram) this.initReserves(fenParsed.reserve); if (this.options["crazyhouse"]) this.initIspawn(fenParsed.ispawn); @@ -518,20 +528,16 @@ export default class ChessRules { (oldV,newV) => oldV + (this.reserve[c][newV] > 0 ? 1 : 0), 0); } - static AddClass_es(piece, class_es) { + static AddClass_es(elt, class_es) { if (!Array.isArray(class_es)) class_es = [class_es]; - class_es.forEach(cl => { - piece.classList.add(cl); - }); + class_es.forEach(cl => elt.classList.add(cl)); } - static RemoveClass_es(piece, class_es) { + static RemoveClass_es(elt, class_es) { if (!Array.isArray(class_es)) class_es = [class_es]; - class_es.forEach(cl => { - piece.classList.remove(cl); - }); + class_es.forEach(cl => elt.classList.remove(cl)); } // Generally light square bottom-right @@ -552,49 +558,52 @@ export default class ChessRules { // VISUAL METHODS graphicalInit() { - // NOTE: not window.onresize = this.re_drawBoardElts because scope (this) - window.onresize = () => this.re_drawBoardElements(); - this.re_drawBoardElements(); - this.initMouseEvents(); - const chessboard = - document.getElementById(this.containerId).querySelector(".chessboard"); + const g_init = () => { + this.re_drawBoardElements(); + if (!this.isDiagram && !this.mouseListeners && !this.touchListeners) + this.initMouseEvents(); + }; + let container = document.getElementById(this.containerId); + this.windowResizeObs = new ResizeObserver(g_init); + this.windowResizeObs.observe(container); } re_drawBoardElements() { const board = this.getSvgChessboard(); const oppCol = C.GetOppCol(this.playerColor); - let chessboard = - document.getElementById(this.containerId).querySelector(".chessboard"); + const container = document.getElementById(this.containerId); + const rc = container.getBoundingClientRect(); + let chessboard = container.querySelector(".chessboard"); chessboard.innerHTML = ""; chessboard.insertAdjacentHTML('beforeend', board); // Compare window ratio width / height to aspectRatio: - const windowRatio = window.innerWidth / window.innerHeight; + const windowRatio = rc.width / rc.height; let cbWidth, cbHeight; const vRatio = this.size.ratio || 1; if (windowRatio <= vRatio) { // Limiting dimension is width: - cbWidth = Math.min(window.innerWidth, 767); + cbWidth = Math.min(rc.width, 767); cbHeight = cbWidth / vRatio; } else { // Limiting dimension is height: - cbHeight = Math.min(window.innerHeight, 767); + cbHeight = Math.min(rc.height, 767); cbWidth = cbHeight * vRatio; } - if (this.hasReserve) { + if (this.hasReserve && !this.isDiagram) { 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); + if ((rc.height - cbHeight) / 2 < sqSize + 5) { + cbHeight = rc.height - 2 * (sqSize + 5); cbWidth = cbHeight * vRatio; } } chessboard.style.width = cbWidth + "px"; chessboard.style.height = cbHeight + "px"; // Center chessboard: - const spaceLeft = (window.innerWidth - cbWidth) / 2, - spaceTop = (window.innerHeight - cbHeight) / 2; + const spaceLeft = (rc.width - cbWidth) / 2, + spaceTop = (rc.height - cbHeight) / 2; chessboard.style.left = spaceLeft + "px"; chessboard.style.top = spaceTop + "px"; // Give sizes instead of recomputing them, @@ -616,6 +625,8 @@ export default class ChessRules { class="chessboard_SVG">`; for (let i=0; i < this.size.x; i++) { for (let j=0; j < this.size.y; j++) { + if (!this.onBoard(i, j)) + continue; const ii = (flipped ? this.size.x - 1 - i : i); const jj = (flipped ? this.size.y - 1 - j : j); let classes = this.getSquareColorClass(ii, jj); @@ -638,46 +649,62 @@ export default class ChessRules { } setupPieces(r) { - if (this.g_pieces) { - // Refreshing: delete old pieces first - for (let i=0; i { + this[arrName][i][j] = document.createElement("piece"); + C.AddClass_es(this[arrName][i][j], classes); + this[arrName][i][j].style.width = pieceWidth + "px"; + this[arrName][i][j].style.height = pieceWidth + "px"; + let [ip, jp] = this.getPixelPosition(i, j, r); + // Translate coordinates to use chessboard as reference: + this[arrName][i][j].style.transform = + `translate(${ip - r.x}px,${jp - r.y}px)`; + chessboard.appendChild(this[arrName][i][j]); + }; + const conditionalReset = (arrName) => { + if (this[arrName]) { + // Refreshing: delete old pieces first. This isn't necessary, + // but simpler (this method isn't called many times) + for (let i=0; i addPiece(i, j, arrName, "mark")); + }; + if (this.marks) + conditionalReset("d_pieces"); + conditionalReset("g_pieces"); for (let i=0; i < this.size.x; i++) { for (let j=0; j < this.size.y; j++) { if (this.board[i][j] != "") { const color = this.getColor(i, j); const piece = this.getPiece(i, j); - this.g_pieces[i][j] = document.createElement("piece"); - C.AddClass_es(this.g_pieces[i][j], - this.pieces(color, i, j)[piece]["class"]); + addPiece(i, j, "g_pieces", this.pieces(color, i, j)[piece]["class"]); this.g_pieces[i][j].classList.add(C.GetColorClass(color)); - this.g_pieces[i][j].style.width = pieceWidth + "px"; - this.g_pieces[i][j].style.height = pieceWidth + "px"; - let [ip, jp] = this.getPixelPosition(i, j, r); - // Translate coordinates to use chessboard as reference: - this.g_pieces[i][j].style.transform = - `translate(${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.marks && this.d_pieces[i][j]) { + let classes = ["mark"]; + if (this.board[i][j] != "") + classes.push("transparent"); + addPiece(i, j, "d_pieces", classes); } } } - if (this.hasReserve) + if (this.hasReserve && !this.isDiagram) this.re_drawReserve(['w', 'b'], r); } @@ -766,26 +793,27 @@ export default class ChessRules { // Resize board: no need to destroy/recreate pieces rescale(mode) { - let chessboard = - document.getElementById(this.containerId).querySelector(".chessboard"); - const r = chessboard.getBoundingClientRect(); + const container = document.getElementById(this.containerId); + let chessboard = container.querySelector(".chessboard"); + const rc = container.getBoundingClientRect(), + r = chessboard.getBoundingClientRect(); 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; + if (newWidth > rc.width) { + newWidth = rc.width; newHeight = newWidth / vRatio; } - if (newHeight > window.innerHeight) { - newHeight = window.innerHeight; + if (newHeight > rc.height) { + newHeight = rc.height; newWidth = newHeight * vRatio; } chessboard.style.width = newWidth + "px"; chessboard.style.height = newHeight + "px"; - const newX = (window.innerWidth - newWidth) / 2; + const newX = (rc.width - newWidth) / 2; chessboard.style.left = newX + "px"; - const newY = (window.innerHeight - newHeight) / 2; + const newY = (rc.height - newHeight) / 2; chessboard.style.top = newY + "px"; const newR = {x: newX, y: newY, width: newWidth, height: newHeight}; const pieceWidth = this.getPieceWidth(newWidth); @@ -903,7 +931,7 @@ export default class ChessRules { const move = this.doClick(cd); if (move) this.buildMoveStack(move, r); - else { + else if (!this.clickOnly) { const [x, y] = Object.values(cd); if (typeof x != "number") startPiece = this.r_pieces[x][y]; @@ -961,22 +989,51 @@ export default class ChessRules { curPiece.remove(); }; + const resize = (e) => this.rescale(e.deltaY < 0 ? "up" : "down"); + if ('onmousedown' in window) { - document.addEventListener("mousedown", mousedown); - document.addEventListener("mousemove", mousemove); - document.addEventListener("mouseup", mouseup); - document.addEventListener("wheel", - (e) => this.rescale(e.deltaY < 0 ? "up" : "down")); + this.mouseListeners = [ + {type: "mousedown", listener: mousedown}, + {type: "mousemove", listener: mousemove}, + {type: "mouseup", listener: mouseup}, + {type: "wheel", listener: resize} + ]; + this.mouseListeners.forEach(ml => { + document.addEventListener(ml.type, ml.listener); + }); } if ('ontouchstart' in window) { - // https://stackoverflow.com/a/42509310/12660887 - document.addEventListener("touchstart", mousedown, {passive: false}); - document.addEventListener("touchmove", mousemove, {passive: false}); - document.addEventListener("touchend", mouseup, {passive: false}); + this.touchListeners = [ + {type: "touchstart", listener: mousedown}, + {type: "touchmove", listener: mousemove}, + {type: "touchend", listener: mouseup} + ]; + this.touchListeners.forEach(tl => { + // https://stackoverflow.com/a/42509310/12660887 + document.addEventListener(tl.type, tl.listener, {passive: false}); + }); } // TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js } + removeListeners() { + let container = document.getElementById(this.containerId); + this.windowResizeObs.unobserve(container); + if (this.isDiagram) + return; //no listeners in this case + if ('onmousedown' in window) { + this.mouseListeners.forEach(ml => { + document.removeEventListener(ml.type, ml.listener); + }); + } + if ('ontouchstart' in window) { + this.touchListeners.forEach(tl => { + // https://stackoverflow.com/a/42509310/12660887 + document.removeEventListener(tl.type, tl.listener); + }); + } + } + showChoices(moves, r) { let container = document.getElementById(this.containerId); let chessboard = container.querySelector(".chessboard"); @@ -1020,6 +1077,21 @@ export default class ChessRules { } } + displayMessage(elt, msg, classe_s, timeout) { + if (elt) + // Fixed element, e.g. for Dice Chess + elt.innerHTML = msg; + else { + // Temporary div (Chakart, Apocalypse...) + let divMsg = document.createElement("div"); + C.AddClass_es(divMsg, classe_s); + divMsg.innerHTML = msg; + let container = document.getElementById(this.containerId); + container.appendChild(divMsg); + setTimeout(() => container.removeChild(divMsg), timeout); + } + } + //////////////// // DARK METHODS @@ -1118,10 +1190,18 @@ export default class ChessRules { } // Piece type on square (i,j) - getPieceType(i, j, p) { + getPieceType(x, y, p) { if (!p) - p = this.getPiece(i, j); - return C.CannibalKings[p] || p; //a cannibal king move as... + p = this.getPiece(x, y); + return this.pieces()[p].moveas || p; + } + + isKing(x, y, p) { + if (!p) + p = this.getPiece(x, y); + if (!this.options["cannibal"]) + return p == 'k'; + return !!C.CannibalKings[p]; } // Get opponent color @@ -1263,12 +1343,8 @@ export default class ChessRules { return segments; } - getStepSpec(color, x, y) { - const allSpecs = this.pieces(color, x, y); - let stepSpec = allSpecs[piece]; - if (stepSpec.moveas) - stepSpec = allSpecs[stepSpec.moveas]; - return stepSpec; + getStepSpec(color, x, y, piece) { + return this.pieces(color, x, y)[piece || this.getPieceType(x, y)]; } // Can thing on square1 capture thing on square2? @@ -1300,8 +1376,8 @@ export default class ChessRules { return false; const color = this.getColor(x, y); const oppCol = C.GetOppCol(color); - const piece = this.getPieceType(x, y); //ok not cannibal king - const stepSpec = this.getStepSpec(color, x, y); + const piece = this.getPieceType(x, y); + const stepSpec = this.getStepSpec(color, x, y, piece); const attacks = stepSpec.attack || stepSpec.moves; for (let a of attacks) { outerLoop: for (let step of a.steps) { @@ -1328,18 +1404,45 @@ export default class ChessRules { // Stop at the first capture found atLeastOneCapture(color) { const oppCol = C.GetOppCol(color); - const allowed = ([x, y]) => { - this.getColor(x, y) == oppCol && - this.filterValid([this.getBasicMove([i, j], [x, y])]).length >= 1 + const allowed = (sq1, sq2) => { + return ( + // NOTE: canTake is reversed for Zen. + // Generally ok because of the symmetry. TODO? + this.canTake(sq1, sq2) && + this.filterValid( + [this.getBasicMove(sq1, sq2)]).length >= 1 + ); }; for (let i=0; i impossible (!Number.isFinite(rx) && !Number.isNaN(rx)) || - (!Number.isFinite(ry) && !Number.isNaN(ry)) + (!Number.isFinite(ry) && !Number.isNaN(ry)) || + // Negative number of step (impossible) + (rx < 0 || ry < 0) || + // Not the same number of steps in both directions: + (!Number.isNaN(rx) && !Number.isNaN(ry) && Math.abs(rx - ry) > epsilon) ) { continue; } let distance = (Number.isNaN(rx) ? ry : rx); - // TODO: 1e-7 here is totally arbitrary - if (Math.abs(distance - Math.round(distance)) > 1e-7) + if (Math.abs(distance - Math.round(distance)) > epsilon) continue; distance = Math.round(distance); //in case of (numerical...) - if (range >= distance) + if (!range || range >= distance) return true; } return false; @@ -1384,7 +1492,7 @@ export default class ChessRules { let moves = []; for (let i=0; i v < this.size.y) ) { Array.prototype.push.apply(moves, this.getCastleMoves([x, y])); @@ -1433,26 +1541,22 @@ export default class ChessRules { const color = this.getColor(moves[0].start.x, moves[0].start.y); const oppCol = C.GetOppCol(color); - if (this.options["capture"] && this.atLeastOneCapture()) + if (this.options["capture"] && this.atLeastOneCapture(color)) moves = this.capturePostProcess(moves, oppCol); if (this.options["atomic"]) - this.atomicPostProcess(moves, color, oppCol); + moves = this.atomicPostProcess(moves, color, oppCol); if ( moves.length > 0 && this.getPieceType(moves[0].start.x, moves[0].start.y) == "p" ) { - this.pawnPostProcess(moves, color, oppCol); + moves = this.pawnPostProcess(moves, color, oppCol); } - if ( - this.options["cannibal"] && - this.options["rifle"] - ) { + if (this.options["cannibal"] && this.options["rifle"]) // In this case a rifle-capture from last rank may promote a pawn - this.riflePromotePostProcess(moves, color); - } + moves = this.riflePromotePostProcess(moves, color); return moves; } @@ -1524,6 +1628,7 @@ export default class ChessRules { m.next = mNext; } }); + return moves; } pawnPostProcess(moves, color, oppCol) { @@ -1543,7 +1648,7 @@ export default class ChessRules { m.appear.shift(); return; } - let finalPieces = ["p"]; + let finalPieces; if ( this.options["cannibal"] && this.board[x2][y2] != "" && @@ -1557,16 +1662,13 @@ export default class ChessRules { if (initPiece == "!") //cannibal king-pawn m.appear[0].p = C.CannibalKingCode[finalPieces[0]]; for (let i=1; i { + ([i1, j1], [i2, j2]) => { return ( - (!this.options["zen"] || this.getPieceType(i, j) == 'k') && - this.canTake([x, y], [i, j]) + (!this.options["zen"] || this.isKing(i2, j2)) && + this.canTake([i1, j1], [i2, j2]) ); } ); @@ -1614,17 +1717,18 @@ export default class ChessRules { const noSpecials = this.findDestSquares( [x, y], { - moveOnly: specialAttack || this.options["zen"], - segments: this.options["cylinder"] - }, - ([i, j]) => this.board[i][j] == "" || this.canTake([x, y], [i, j]) + moveOnly: !!stepSpec.attack || this.options["zen"], + segments: this.options["cylinder"], + stepSpec: stepSpec + } ); Array.prototype.push.apply(squares, noSpecials); if (this.options["zen"]) { let zenCaptures = this.findCapturesOn( [x, y], - {}, - ([i, j]) => this.getPieceType(i, j) != 'k' + {}, //byCol: default is ok + ([i1, j1], [i2, j2]) => + !this.isKing(i1, j1) && this.canTake([i2, j2], [i1, j1]) ); // Technical step: segments (if any) are reversed if (this.options["cylinder"]) { @@ -1642,10 +1746,11 @@ export default class ChessRules { [x, y], { attackOnly: true, - segments: this.options["cylinder"] + segments: this.options["cylinder"], + stepSpec: stepSpec }, - ([i, j]) => - this.getColor(i, j) == color && this.getPieceType(i, j) != 'k' + ([i1, j1], [i2, j2]) => + this.getColor(i2, j2) == color && !this.isKing(i2, j2) ); Array.prototype.push.apply(squares, selfCaptures); } @@ -1659,7 +1764,7 @@ export default class ChessRules { findDestSquares([x, y], o, allowed) { if (!allowed) - allowed = () => true; + allowed = (sq1, sq2) => this.canTake(sq1, sq2); const apparentPiece = this.getPiece(x, y); //how it looks let res = []; // Next 3 for Cylinder mode: (unused if !o.segments) @@ -1685,15 +1790,11 @@ export default class ChessRules { this.onBoard(i, j) && ((i == x && j == y) || this.canStepOver(i, j, apparentPiece)) ) { - if (!explored[i + "." + j] && (i != x || j != y)) - { + if (!explored[i + "." + j] && (i != x || j != y)) { explored[i + "." + j] = true; if ( - allowed([i, j]) && - ( - !o.captureTarget || - (o.captureTarget[0] == i && o.captureTarget[1] == j) - ) + !o.captureTarget || + (o.captureTarget[0] == i && o.captureTarget[1] == j) ) { if (o.one && !o.attackOnly) return true; @@ -1719,7 +1820,7 @@ export default class ChessRules { const pieceIJ = this.getPieceType(i, j); if (!explored[i + "." + j]) { explored[i + "." + j] = true; - if (allowed([i, j])) { + if (allowed([x, y], [i, j])) { if (o.one && !o.moveOnly) return true; if (!o.moveOnly) @@ -1734,23 +1835,26 @@ export default class ChessRules { } } } + return undefined; //default, but let's explicit it }; if (o.captureTarget) - exploreSteps(o.captureSteps) + return exploreSteps(o.captureSteps) else { - const stepSpec = this.getStepSpec(this.getColor(x, y), x, y); + const stepSpec = + o.stepSpec || this.getStepSpec(this.getColor(x, y), x, y); + let outOne = false; if (!o.attackOnly || !stepSpec.attack) - exploreSteps(stepSpec.moves); - if (!o.moveOnly && !!stepSpec.attack) - exploreSteps(stepSpec.attack); + outOne = exploreSteps(stepSpec.moves); + if (!outOne && !o.moveOnly && !!stepSpec.attack) { + o.attackOnly = true; //ok because o is always a temporary object + outOne = exploreSteps(stepSpec.attack); + } + return (o.one ? outOne : res); } - return o.captureTarget ? null : (o.one ? false : res); } // Search for enemy (or not) pieces attacking [x, y] findCapturesOn([x, y], o, allowed) { - if (!allowed) - allowed = () => true; if (!o.byCol) o.byCol = [C.GetOppCol(this.getColor(x, y) || this.turn)]; let res = []; @@ -1774,27 +1878,28 @@ export default class ChessRules { if (!this.compatibleStep([i, j], [x, y], s, a.range)) continue; // Finally verify that nothing stand in-between - const newSquare = this.findDestSquares( + const out = this.findDestSquares( [i, j], { captureTarget: [x, y], captureSteps: [{steps: [s], range: a.range}], - segments: this.options["cylinder"], - attackOnly: true + segments: o.segments, + attackOnly: true, + one: false //one and captureTarget are mutually exclusive }, - ([ii, jj]) => this.canTake([ii, jj], [x, y]) + allowed ); - if (newSquare) { + if (out) { if (o.one) return true; - res.push(newSquare); + res.push(out); } } } } } } - return (one ? false : res); + return (o.one ? false : res); } // Build a regular move from its initial and destination squares. @@ -1841,9 +1946,9 @@ export default class ChessRules { }) ); if (this.options["cannibal"] && destColor != initColor) { - const lastIdx = mv.vanish.length - 1; + const lastIdx = mv.vanish.length - 1; //think "Rifle+Cannibal" let trPiece = mv.vanish[lastIdx].p; - if (this.getPieceType(sx, sy) == 'k') + if (this.isKing(sx, sy)) trPiece = C.CannibalKingCode[trPiece]; if (mv.appear.length >= 1) mv.appear[0].p = trPiece; @@ -2040,39 +2145,56 @@ export default class ChessRules { // Is piece (or square) at given position attacked by "oppCol" ? underAttack([x, y], oppCol) { - const king = this.getPieceType(x, y) == 'k'; + // An empty square is considered as king, + // since it's used only in getCastleMoves (TODO?) + const king = this.board[x][y] == "" || this.isKing(x, y); return ( ( (!this.options["zen"] || king) && - this.findCapturesOn([x, y], - {byCol: [oppCol], segments: this.options["cylinder"], one: true}, - ([i, j]) => this.canTake([i, j], [x, y])) + this.findCapturesOn( + [x, y], + { + byCol: [oppCol], + segments: this.options["cylinder"], + one: true + } + ) ) || ( - (this.options["zen"] && !king) && - this.findDestSquares([x, y], - {attackOnly: true, segments: this.options["cylinder"], one: true}, - ([i, j]) => this.canTake([i, j], [x, y])) + (!!this.options["zen"] && !king) && + this.findDestSquares( + [x, y], + { + attackOnly: true, + segments: this.options["cylinder"], + one: true + }, + ([i1, j1], [i2, j2]) => this.getColor(i2, j2) == oppCol + ) ) ); } - underCheck([x, y], oppCol) { + // Argument is (very generally) an array of squares (= arrays) + underCheck(square_s, oppCol) { if (this.options["taking"] || this.options["dark"]) return false; - return this.underAttack([x, y], oppCol); + if (!Array.isArray(square_s[0])) + square_s = [square_s]; + return square_s.some(sq => this.underAttack(sq, oppCol)); } - // Stop at first king found (TODO: multi-kings) + // Scan board for king(s) searchKingPos(color) { + let res = []; for (let i=0; i < this.size.x; i++) { for (let j=0; j < this.size.y; j++) { - if (this.getColor(i, j) == color && this.getPieceType(i, j) == 'k') - return [i, j]; + if (this.getColor(i, j) == color && this.isKing(i, j)) + res.push([i, j]); } } - return [-1, -1]; //king not found + return res; } // 'color' arg because some variants (e.g. Refusal) check opponent moves @@ -2080,28 +2202,32 @@ export default class ChessRules { if (!color) color = this.turn; const oppCol = C.GetOppCol(color); - const kingPos = this.searchKingPos(color); + let kingPos = this.searchKingPos(color); let filtered = {}; //avoid re-checking similar moves (promotions...) return moves.filter(m => { const key = m.start.x + m.start.y + '.' + m.end.x + m.end.y; if (!filtered[key]) { this.playOnBoard(m); - let square = kingPos, + let newKingPP = null, + sqIdx = 0, res = true; //a priori valid - if (m.vanish.some(v => { - return this.getPieceType(0, 0, v.p) == 'k' && v.c == color; - })) { + const oldKingPP = + m.vanish.find(v => this.isKing(0, 0, v.p) && v.c == color); + if (oldKingPP) { // Search king in appear array: - const newKingIdx = - m.appear.findIndex(a => { - return this.getPieceType(0, 0, a.p) == 'k' && a.c == color; - }); - if (newKingIdx >= 0) - square = [m.appear[newKingIdx].x, m.appear[newKingIdx].y]; + newKingPP = + m.appear.find(a => this.isKing(0, 0, a.p) && a.c == color); + if (newKingPP) { + sqIdx = kingPos.findIndex(kp => + kp[0] == oldKingPP.x && kp[1] == oldKingPP.y); + kingPos[sqIdx] = [newKingPP.x, newKingPP.y]; + } else - res = false; + res = false; //king vanished } - res &&= !this.underCheck(square, oppCol); + res &&= !this.underCheck(kingPos, oppCol); + if (oldKingPP && newKingPP) + kingPos[sqIdx] = [oldKingPP.x, oldKingPP.y]; this.undoOnBoard(m); filtered[key] = res; return res; @@ -2131,12 +2257,8 @@ export default class ChessRules { updateCastleFlags(move) { // Update castling flags if start or arrive from/at rook/king locations move.appear.concat(move.vanish).forEach(psq => { - if ( - this.board[psq.x][psq.y] != "" && - this.getPieceType(psq.x, psq.y) == "k" - ) { + if (this.isKing(0, 0, psq.p)) this.castleFlags[psq.c] = [this.size.y, this.size.y]; - } // NOTE: not "else if" because king can capture enemy rook... let c = ""; if (psq.x == 0) @@ -2239,7 +2361,7 @@ export default class ChessRules { this.captured = null; } if (this.isLastMove(move)) { - this.turn = oppCol; + this.turn = C.GetOppCol(color); this.movesCount++; this.subTurn = 1; } @@ -2251,14 +2373,14 @@ export default class ChessRules { if (move.next) return false; const color = this.turn; - const oppCol = C.GetOppCol(color); - const oppKingPos = this.searchKingPos(oppCol); - if (oppKingPos[0] < 0 || this.underCheck(oppKingPos, color)) + const oppKingPos = this.searchKingPos(C.GetOppCol(color)); + if (oppKingPos.length == 0 || this.underCheck(oppKingPos, color)) return true; return ( ( !this.options["balance"] || - ![1, 3].includes(this.movesCount) + ![1, 2].includes(this.movesCount) || + this.subTurn == 2 ) && ( @@ -2276,7 +2398,6 @@ export default class ChessRules { // "Stop at the first move found" atLeastOneMove(color) { - color = color || this.turn; for (let i = 0; i < this.size.x; i++) { for (let j = 0; j < this.size.y; j++) { if (this.board[i][j] != "" && this.getColor(i, j) == color) { @@ -2299,20 +2420,27 @@ export default class ChessRules { } // What is the score ? (Interesting if game is over) - getCurrentScore(move) { + getCurrentScore(move_s) { + const move = move_s[move_s.length - 1]; + // Shortcut in case the score was computed before: + if (move.result) + return move.result; const color = this.turn; const oppCol = C.GetOppCol(color); - const kingPos = [this.searchKingPos(color), this.searchKingPos(oppCol)]; - if (kingPos[0][0] < 0 && kingPos[1][0] < 0) + const kingPos = { + [color]: this.searchKingPos(color), + [oppCol]: this.searchKingPos(oppCol) + }; + if (kingPos[color].length == 0 && kingPos[oppCol].length == 0) return "1/2"; - if (kingPos[0][0] < 0) + if (kingPos[color].length == 0) return (color == "w" ? "0-1" : "1-0"); - if (kingPos[1][0] < 0) + if (kingPos[oppCol].length == 0) return (color == "w" ? "1-0" : "0-1"); - if (this.atLeastOneMove()) + if (this.atLeastOneMove(color)) return "*"; // No valid move: stalemate or checkmate? - if (!this.underCheck(kingPos[0], color)) + if (!this.underCheck(kingPos[color], oppCol)) return "1/2"; // OK, checkmate return (color == "w" ? "0-1" : "1-0"); @@ -2353,7 +2481,7 @@ export default class ChessRules { this.computeNextMove(move); this.play(move); const newTurn = this.turn; - if (this.moveStack.length == 1) + if (this.moveStack.length == 1 && !this.hideMoves) this.playVisual(move, r); if (move.next) { this.gameState = { @@ -2475,42 +2603,74 @@ export default class ChessRules { this.animateFading(arr, () => targetObj.increment()); } } + targetObj.target += + this.tryAnimateCastle(move, () => targetObj.increment()); targetObj.target += this.customAnimate(move, segments, () => targetObj.increment()); if (targetObj.target == 0) callback(); } + tryAnimateCastle(move, cb) { + if ( + this.hasCastle && + move.vanish.length == 2 && + move.appear.length == 2 && + this.isKing(0, 0, move.vanish[0].p) && + this.isKing(0, 0, move.appear[0].p) + ) { + const start = {x: move.vanish[1].x, y: move.vanish[1].y}, + end = {x: move.appear[1].x, y: move.appear[1].y}; + const segments = [ [[start.x, start.y], [end.x, end.y]] ]; + this.animateMoving(start, end, null, segments, cb); + return 1; + } + return 0; + } + // 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(); - const animateRec = i => { - this.animate(moves[i], () => { - this.play(moves[i]); - this.playVisual(moves[i], r); - if (i < moves.length - 1) - setTimeout(() => animateRec(i+1), 300); - else - callback(); - }); - }; - animateRec(0); + launchAnimation(moves, container, callback) { + if (this.hideMoves) { + moves.forEach(m => this.play(m)); + callback(); + return; + } + const r = container.querySelector(".chessboard").getBoundingClientRect(); + const animateRec = i => { + this.animate(moves[i], () => { + this.play(moves[i]); + this.playVisual(moves[i], r); + if (i < moves.length - 1) + setTimeout(() => animateRec(i+1), 300); + else + callback(); + }); }; + animateRec(0); + } + + playReceivedMove(moves, callback) { // Delay if user wasn't focused: const checkDisplayThenAnimate = (delay) => { if (container.style.display == "none") { alert("New move! Let's go back to game..."); document.getElementById("gameInfos").style.display = "none"; container.style.display = "block"; - setTimeout(launchAnimation, 700); + setTimeout( + () => this.launchAnimation(moves, container, callback), + 700 + ); + } + else { + setTimeout( + () => this.launchAnimation(moves, container, callback), + delay || 0 + ); } - else - setTimeout(launchAnimation, delay || 0); }; let container = document.getElementById(this.containerId); if (document.hidden) {