X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=base_rules.js;h=beac0bb020a361c7742d4f4d17a270380d7c57cd;hb=f31de5e46015a93dca20765da61670035ce8f491;hp=8ad0894e2972c074d8474844e15d52511fefc7d8;hpb=3b641716d7e86d9f1b39d1e046ce197e6b5a8075;p=xogo.git diff --git a/base_rules.js b/base_rules.js index 8ad0894..beac0bb 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 { @@ -96,6 +111,11 @@ export default class ChessRules { return !!this.options["dark"]; } + // Some variants use only click information + get clickOnly() { + return false; + } + // Some variants use click infos: doClick(coords) { if (typeof coords.x != "number") @@ -110,7 +130,7 @@ export default class ChessRules { new PiPo({ x: coords.x, y: coords.y, - c: this.captured.c, //this.turn, + c: this.captured.c, p: this.captured.p }) ], @@ -177,8 +197,19 @@ 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: @@ -186,7 +217,6 @@ 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) @@ -196,9 +226,7 @@ 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]; @@ -208,7 +236,6 @@ 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]; @@ -216,18 +243,15 @@ 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"; @@ -246,19 +270,7 @@ export default class ChessRules { " w 0" ); } - // Add turn + flags + enpassant (+ reserve) - let parts = []; - if (this.hasFlags) - parts.push(`"flags":"${flags}"`); - if (this.hasEnpassant) - parts.push('"enpassant":"-"'); - if (this.hasReserve) - parts.push('"reserve":"000000000000"'); - if (this.options["crazyhouse"]) - parts.push('"ispawn":"-"'); - if (parts.length >= 1) - fen += " {" + parts.join(",") + "}"; - return fen; + return { fen: fen, o: {flags: flags} }; } // "Parse" FEN: just return untransformed string data @@ -276,23 +288,28 @@ export default class ChessRules { // Return current fen (game state) getFen() { - let fen = ( - this.getPosition() + " " + - this.getTurnFen() + " " + - this.movesCount + const parts = this.getPartFen({}); + return ( + this.getBaseFen() + + (Object.keys(parts).length > 0 ? (" " + JSON.stringify(parts)) : "") ); - let parts = []; + } + + getBaseFen() { + return this.getPosition() + " " + this.turn + " " + this.movesCount; + } + + getPartFen(o) { + let parts = {}; if (this.hasFlags) - parts.push(`"flags":"${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) { @@ -333,10 +350,6 @@ export default class ChessRules { return position; } - getTurnFen() { - return this.turn; - } - // Flags part of the FEN string getFlagsFen() { return ["w", "b"].map(c => { @@ -347,17 +360,22 @@ 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 "-"; @@ -385,21 +403,27 @@ 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); - const fenParsed = this.parseFen(o.fen); - this.board = this.getBoard(fenParsed.position); + this.re_initFromFen(o.fen); + 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); - - // Graphical (can use variables defined above) - this.containerId = o.element; - this.graphicalInit(); } // Turn position fen into double array ["wb","wp","bk",...] @@ -429,11 +453,10 @@ 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); - this.subTurn = 1; //may be unused if (this.options["teleport"]) { this.subTurnTeleport = 1; this.captured = null; @@ -443,48 +466,14 @@ 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() { - 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): - for (let x=0; x { - this.enlightened[m.end.x][m.end.y] = true; - }); - } - } - } - if (this.epSquare) - this.enlightEnpassant(); - } - - // 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.getY(this.epSquare.y - step[1]); - if ( - this.onBoard(x, y) && - this.getColor(x, y) == this.playerColor && - this.getPieceType(x, y) == "p" - ) { - this.enlightened[x][this.epSquare.y] = true; - break; - } - } - } - - // ordering as in pieces() p,r,n,b,q,k (+ count in base 30 if needed) + // ordering as in pieces() p,r,n,b,q,k initReserves(reserveStr) { - const counts = reserveStr.split("").map(c => parseInt(c, 30)); + const counts = reserveStr.split("").map(c => parseInt(c, 36)); this.reserve = { w: {}, b: {} }; const pieceName = ['p', 'r', 'n', 'b', 'q', 'k']; const L = pieceName.length; @@ -503,6 +492,22 @@ export default class ChessRules { this.ispawn = {}; } + //////////////// + // VISUAL UTILS + + getPieceWidth(rwidth) { + return (rwidth / this.size.y); + } + + getReserveSquareSize(rwidth, nbR) { + const sqSize = this.getPieceWidth(rwidth); + return Math.min(sqSize, rwidth / nbR); + } + + getReserveNumId(color, piece) { + return `${this.containerId}|rnum-${color}${piece}`; + } + getNbReservePieces(color) { return ( Object.values(this.reserve[color]).reduce( @@ -518,22 +523,6 @@ export default class ChessRules { (oldV,newV) => oldV + (this.reserve[c][newV] > 0 ? 1 : 0), 0); } - ////////////// - // VISUAL PART - - getPieceWidth(rwidth) { - return (rwidth / this.size.y); - } - - getReserveSquareSize(rwidth, nbR) { - const sqSize = this.getPieceWidth(rwidth); - return Math.min(sqSize, rwidth / nbR); - } - - getReserveNumId(color, piece) { - return `${this.containerId}|rnum-${color}${piece}`; - } - static AddClass_es(piece, class_es) { if (!Array.isArray(class_es)) class_es = [class_es]; @@ -550,49 +539,70 @@ export default class ChessRules { }); } + // Generally light square bottom-right + getSquareColorClass(x, y) { + return ((x+y) % 2 == 0 ? "light-square": "dark-square"); + } + + getMaxDistance(r) { + // Works for all rectangular boards: + return Math.sqrt(r.width ** 2 + r.height ** 2); + } + + getDomPiece(x, y) { + return (typeof x == "string" ? this.r_pieces : this.g_pieces)[x][y]; + } + + ////////////////// + // 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; - 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; + cbWidth = Math.min(rc.width, 767); + cbHeight = cbWidth / vRatio; } else { // Limiting dimension is height: - cbHeight = Math.min(window.innerHeight, 767); - cbWidth = cbHeight * this.size.ratio; + 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); - cbWidth = cbHeight * this.size.ratio; + 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, @@ -610,7 +620,7 @@ export default class ChessRules { const flipped = (this.playerColor == 'b'); let board = ` `; for (let i=0; i < this.size.x; i++) { for (let j=0; j < this.size.y; j++) { @@ -635,51 +645,63 @@ export default class ChessRules { return board; } - // Generally light square bottom-right - getSquareColorClass(x, y) { - return ((x+y) % 2 == 0 ? "light-square": "dark-square"); - } - 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,${jp - r.y}px)`; + chessboard.appendChild(this[arrName][i][j]); + }; + const conditionalReset = (arrName) => { + if (this[arrName]) { + // Refreshing: delete old pieces first. This isn't necessary, + // but simpler (this method isn't called many times) + for (let i=0; i addPiece(i, j, arrName, "mark")); + }; + if (this.marks) + conditionalReset("d_pieces"); + conditionalReset("g_pieces"); for (let i=0; i < this.size.x; i++) { for (let j=0; j < this.size.y; j++) { if (this.board[i][j] != "") { const color = this.getColor(i, j); const piece = this.getPiece(i, j); - this.g_pieces[i][j] = document.createElement("piece"); - C.AddClass_es(this.g_pieces[i][j], this.pieces()[piece]["class"]); + addPiece(i, j, "g_pieces", this.pieces(color, i, j)[piece]["class"]); this.g_pieces[i][j].classList.add(C.GetColorClass(color)); - this.g_pieces[i][j].style.width = pieceWidth + "px"; - this.g_pieces[i][j].style.height = pieceWidth + "px"; - let [ip, jp] = this.getPixelPosition(i, j, r); - // Translate coordinates to use chessboard as reference: - this.g_pieces[i][j].style.transform = - `translate(${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); } @@ -733,7 +755,7 @@ export default class ChessRules { r_cell.style.height = sqResSize + "px"; rcontainer.appendChild(r_cell); let piece = document.createElement("piece"); - C.AddClass_es(piece, this.pieces()[p]["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%"; @@ -766,51 +788,29 @@ export default class ChessRules { } } - // 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 window.innerWidth) { - newWidth = window.innerWidth; - newHeight = newWidth / this.size.ratio; + const vRatio = this.size.ratio || 1; + if (newWidth > rc.width) { + newWidth = rc.width; + newHeight = newWidth / vRatio; } - if (newHeight > window.innerHeight) { - newHeight = window.innerHeight; - newWidth = newHeight * this.size.ratio; + 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); @@ -927,8 +927,8 @@ export default class ChessRules { if (cd) { const move = this.doClick(cd); if (move) - this.playPlusVisual(move); - else { + this.buildMoveStack(move, r); + else if (!this.clickOnly) { const [x, y] = Object.values(cd); if (typeof x != "number") startPiece = this.r_pieces[x][y]; @@ -981,32 +981,63 @@ export default class ChessRules { if (moves.length >= 2) this.showChoices(moves, r); else if (moves.length == 1) - this.playPlusVisual(moves[0], r); + this.buildMoveStack(moves[0], r); } 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"); 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"; @@ -1020,7 +1051,7 @@ export default class ChessRules { const callback = (m) => { chessboard.style.opacity = "1"; container.removeChild(choices); - this.playPlusVisual(m, r); + this.buildMoveStack(m, r); } for (let i=0; i < moves.length; i++) { let choice = document.createElement("div"); @@ -1033,7 +1064,8 @@ export default class ChessRules { choice.onclick = () => callback(moves[i]); const piece = document.createElement("piece"); const cdisp = moves[i].choice || moves[i].appear[0].p; - C.AddClass_es(piece, this.pieces()[cdisp]["class"]); + 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%"; @@ -1042,43 +1074,116 @@ export default class ChessRules { } } - ////////////// - // BASIC UTILS - - get size() { - return { - x: 8, - y: 8, - ratio: 1 //for rectangular board = y / x - }; - } + //////////////// + // DARK METHODS - // 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); + 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): + for (let x=0; x { + this.enlightened[m.end.x][m.end.y] = true; + }); + } + } + } + if (this.epSquare) + this.enlightEnpassant(); } - static GetColorClass(c) { - if (c == 'w') - return "white"; - if (c == 'b') - return "black"; - return "other-color"; //unidentified color + // 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.getY(this.epSquare.y - step[1]); + if ( + this.onBoard(x, y) && + this.getColor(x, y) == this.playerColor && + this.getPieceType(x, y) == "p" + ) { + this.enlightened[x][this.epSquare.y] = true; + break; + } + } } - // Assume square i,j isn't empty - getPiece(i, j) { - if (typeof j == "string") - return j; //reserves - return this.board[i][j].charAt(1); - } + // 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= 0 && x < this.size.x && @@ -1125,14 +1225,12 @@ export default class ChessRules { } ] }, - // rook 'r': { "class": "rook", moves: [ {steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]} ] }, - // knight 'n': { "class": "knight", moves: [ @@ -1145,14 +1243,12 @@ export default class ChessRules { } ] }, - // bishop 'b': { "class": "bishop", moves: [ {steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]} ] }, - // queen 'q': { "class": "queen", moves: [ @@ -1164,7 +1260,6 @@ export default class ChessRules { } ] }, - // king 'k': { "class": "king", moves: [ @@ -1186,8 +1281,31 @@ export default class ChessRules { }; } - //////////////////// - // MOVES GENERATION + // NOTE: using special symbols to not interfere with variants' pieces codes + static get CannibalKings() { + return { + "!": "p", + "#": "r", + "$": "n", + "%": "b", + "*": "q", + "k": "k" + }; + } + + static get CannibalKingCode() { + return { + "p": "!", + "r": "#", + "n": "$", + "b": "%", + "q": "*", + "k": "k" + }; + } + + ////////////////////////// + // MOVES GENERATION UTILS // For Cylinder: get Y coordinate getY(y) { @@ -1199,36 +1317,116 @@ export default class ChessRules { return res; } + getSegments(curSeg, segStart, segEnd) { + if (curSeg.length == 0) + return undefined; + let segments = JSON.parse(JSON.stringify(curSeg)); //not altering + segments.push([[segStart[0], segStart[1]], [segEnd[0], segEnd[1]]]); + return segments; + } + + getStepSpec(color, x, y, piece) { + return this.pieces(color, x, y)[piece || this.getPieceType(x, y)]; + } + + // Can thing on square1 capture thing on square2? + canTake([x1, y1], [x2, y2]) { + return this.getColor(x1, y1) !== this.getColor(x2, y2); + } + + canStepOver(i, j, p) { + // In some variants, objects on boards don't stop movement (Chakart) + return this.board[i][j] == ""; + } + + canDrop([c, p], [i, j]) { + return ( + this.board[i][j] == "" && + (!this.enlightened || this.enlightened[i][j]) && + ( + p != "p" || + (c == 'w' && i < this.size.x - 1) || + (c == 'b' && i > 0) + ) + ); + } + + // 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.getStepSpec(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.getY(j + step[1]); + } + if ( + this.onBoard(i, j) && + this.getColor(i, j) == oppCol && + this.getPieceType(i, j) == piece + ) { + return true; + } + } + } + return false; + } + // Stop at the first capture found atLeastOneCapture(color) { - color = color || this.turn; const oppCol = C.GetOppCol(color); - 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 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.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.getY(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 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)) || + // 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); + if (Math.abs(distance - Math.round(distance)) > epsilon) + continue; + distance = Math.round(distance); //in case of (numerical...) + if (!range || range >= distance) + return true; + } + return false; + } + + //////////////////// + // MOVES GENERATION + getDropMovesFrom([c, p]) { // NOTE: by design, this.reserve[c][p] >= 1 on user click // (but not necessarily otherwise: atLeastOneMove() etc) @@ -1244,23 +1474,22 @@ export default class ChessRules { let moves = []; for (let i=0; i 0) - ) - ) { - moves.push( - new Move({ - start: {x: c, y: p}, - end: {x: i, y: j}, - appear: [new PiPo({x: i, y: j, c: c, p: p})], - vanish: [] - }) - ); + if (this.canDrop([c, p], [i, j])) { + let mv = new Move({ + start: {x: c, y: p}, + end: {x: i, y: j}, + appear: [new PiPo({x: i, y: j, c: c, p: p})], + vanish: [] + }); + if (this.board[i][j] != "") { + mv.vanish.push(new PiPo({ + x: i, + y: j, + c: this.getColor(i, j), + p: this.getPiece(i, j) + })); + } + moves.push(mv); } } } @@ -1268,28 +1497,22 @@ export default class ChessRules { } // All possible moves from selected square - getPotentialMovesFrom(sq, color) { + getPotentialMovesFrom([x, y], color) { if (this.subTurnTeleport == 2) return []; - if (typeof sq[0] == "string") - return this.getDropMovesFrom(sq); - if (this.isImmobilized(sq)) + if (typeof x == "string") + return this.getDropMovesFrom([x, y]); + if (this.isImmobilized([x, y])) return []; - const piece = this.getPieceType(sq[0], sq[1]); - let moves = this.getPotentialMovesOf(piece, sq); - if ( - piece == "p" && - this.hasEnpassant && - this.epSquare - ) { - Array.prototype.push.apply(moves, this.getEnpassantCaptures(sq)); - } + const piece = this.getPieceType(x, y); + let moves = this.getPotentialMovesOf(piece, [x, y]); + if (piece == "p" && this.hasEnpassant && this.epSquare) + Array.prototype.push.apply(moves, this.getEnpassantCaptures([x, y])); if ( - piece == "k" && - this.hasCastle && + this.isKing(0, 0, piece) && this.hasCastle && this.castleFlags[color || this.turn].some(v => v < this.size.y) ) { - Array.prototype.push.apply(moves, this.getCastleMoves(sq)); + Array.prototype.push.apply(moves, this.getCastleMoves([x, y])); } return this.postProcessPotentialMoves(moves); } @@ -1300,11 +1523,11 @@ 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, oppCol); + this.atomicPostProcess(moves, color, oppCol); if ( moves.length > 0 && @@ -1313,13 +1536,9 @@ export default class ChessRules { 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); - } return moves; } @@ -1335,7 +1554,7 @@ export default class ChessRules { }); } - atomicPostProcess(moves, oppCol) { + atomicPostProcess(moves, color, oppCol) { moves.forEach(m => { if ( this.board[m.end.x][m.end.y] != "" && @@ -1352,15 +1571,22 @@ export default class ChessRules { [1, 0], [1, 1] ]; + let mNext = new Move({ + start: m.end, + end: m.end, + appear: [], + vanish: [] + }); for (let step of steps) { let x = m.end.x + step[0]; let y = this.getY(m.end.y + step[1]); if ( this.onBoard(x, y) && this.board[x][y] != "" && + (x != m.start.x || y != m.start.y) && this.getPieceType(x, y) != "p" ) { - m.vanish.push( + mNext.vanish.push( new PiPo({ p: this.getPiece(x, y), c: this.getColor(x, y), @@ -1370,8 +1596,18 @@ export default class ChessRules { ); } } - if (!this.options["rifle"]) - m.appear.pop(); //nothing appears + if (!this.options["rifle"]) { + // The moving piece also vanish + mNext.vanish.unshift( + new PiPo({ + x: m.end.x, + y: m.end.y, + c: color, + p: this.getPiece(m.start.x, m.start.y) + }) + ); + } + m.next = mNext; } }); } @@ -1441,114 +1677,123 @@ export default class ChessRules { Array.prototype.push.apply(moves, newMoves); } - // NOTE: using special symbols to not interfere with variants' pieces codes - static get CannibalKings() { - return { - "!": "p", - "#": "r", - "$": "n", - "%": "b", - "*": "q", - "k": "k" - }; - } - - static get CannibalKingCode() { - return { - "p": "!", - "r": "#", - "n": "$", - "b": "%", - "q": "*", - "k": "k" - }; - } - - isKing(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; + // Generic method to find possible moves of "sliding or jumping" pieces + getPotentialMovesOf(piece, [x, y]) { 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 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.getY(j + step[1]); - } - if ( - this.onBoard(i, j) && - this.getColor(i, j) == oppCol && - this.getPieceType(i, j) == piece - ) { - return true; + const stepSpec = this.getStepSpec(color, x, y, piece); + let squares = []; + if (stepSpec.attack) { + squares = this.findDestSquares( + [x, y], + { + attackOnly: true, + segments: this.options["cylinder"], + stepSpec: stepSpec + }, + ([i1, j1], [i2, j2]) => { + return ( + (!this.options["zen"] || this.isKing(i2, j2)) && + this.canTake([i1, j1], [i2, j2]) + ); } + ); + } + const noSpecials = this.findDestSquares( + [x, y], + { + 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], + {}, //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"]) { + zenCaptures.forEach(z => { + z.segments = z.segments.reverse().map(s => s.reverse()) + }); + } + Array.prototype.push.apply(squares, zenCaptures); } - return false; - } - - canStepOver(i, j) { - // In some variants, objects on boards don't stop movement (Chakart) - return this.board[i][j] == ""; + if ( + this.options["recycle"] || + (this.options["teleport"] && this.subTurnTeleport == 1) + ) { + const selfCaptures = this.findDestSquares( + [x, y], + { + attackOnly: true, + segments: this.options["cylinder"], + stepSpec: stepSpec + }, + ([i1, j1], [i2, j2]) => + this.getColor(i2, j2) == color && !this.isKing(i2, j2) + ); + Array.prototype.push.apply(squares, selfCaptures); + } + return squares.map(s => { + let mv = this.getBasicMove([x, y], s.sq); + if (this.options["cylinder"] && s.segments.length >= 2) + mv.segments = s.segments; + return mv; + }); } - // 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]; - let moves = []; - // Next 3 for Cylinder mode: + findDestSquares([x, y], o, allowed) { + if (!allowed) + 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) 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 addSquare = ([i, j]) => { + let elt = {sq: [i, j]}; + if (o.segments) + elt.segments = this.getSegments(segments, segStart, end); + res.push(elt); }; - - const findAddMoves = (type, stepArray) => { + const exploreSteps = (stepArray) => { for (let s of stepArray) { outerLoop: for (let step of s.steps) { - segments = []; - segStart = [x, y]; + if (o.segments) { + segments = []; + segStart = [x, y]; + } let [i, j] = [x, y]; let stepCounter = 0; while ( this.onBoard(i, j) && - (this.canStepOver(i, j) || (i == x && j == y)) + ((i == x && j == y) || this.canStepOver(i, j, apparentPiece)) ) { - if ( - type != "attack" && - !explored[i + "." + j] && - (i != x || j != y) - ) { + if (!explored[i + "." + j] && (i != x || j != y)) { explored[i + "." + j] = true; - addMove([x, y], [i, j]); + if ( + !o.captureTarget || + (o.captureTarget[0] == i && o.captureTarget[1] == j) + ) { + if (o.one && !o.attackOnly) + return true; + if (!o.attackOnly) + addSquare(!o.captureTarget ? [i, j] : [x, y]); + if (o.captureTarget) + return res[0]; + } } if (s.range <= stepCounter++) continue outerLoop; const oldIJ = [i, j]; i += step[0]; j = this.getY(j + step[1]); - if (Math.abs(j - oldIJ[1]) > 1) { + if (o.segments && Math.abs(j - oldIJ[1]) > 1) { // Boundary between segments (cylinder mode) segments.push([[segStart[0], segStart[1]], oldIJ]); segStart = [i, j]; @@ -1557,106 +1802,88 @@ export default class ChessRules { 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" - ) - ) - ) { + if (!explored[i + "." + j]) { explored[i + "." + j] = true; - addMove([x, y], [i, j]); + if (allowed([x, y], [i, j])) { + if (o.one && !o.moveOnly) + return true; + if (!o.moveOnly) + addSquare(!o.captureTarget ? [i, j] : [x, y]); + if ( + o.captureTarget && + o.captureTarget[0] == i && o.captureTarget[1] == j + ) { + return res[0]; + } + } } } } + return undefined; //default, but let's explicit it }; - - 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.findCapturesOn([x, y], {zen: true})); + if (o.captureTarget) + return exploreSteps(o.captureSteps) + else { + const stepSpec = + o.stepSpec || this.getStepSpec(this.getColor(x, y), x, y); + let outOne = false; + if (!o.attackOnly || !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 moves; } // Search for enemy (or not) pieces attacking [x, y] - findCapturesOn([x, y], args) { - let moves = []; - if (!args.oppCol) - args.oppCol = C.GetOppCol(this.getColor(x, y) || this.turn); + findCapturesOn([x, y], o, allowed) { + if (!o.byCol) + o.byCol = [C.GetOppCol(this.getColor(x, y) || this.turn)]; + let res = []; for (let i=0; i 1e-7) - return false; - distance = Math.round(distance); //in case of (numerical...) - if (range < distance) - return false; - return true; + return (o.one ? false : res); } // Build a regular move from its initial and destination squares. @@ -1703,9 +1930,9 @@ 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.isKing(this.getPiece(sx, sy))) + if (this.isKing(sx, sy)) trPiece = C.CannibalKingCode[trPiece]; if (mv.appear.length >= 1) mv.appear[0].p = trPiece; @@ -1748,8 +1975,15 @@ export default class ChessRules { s.y == e.y && Math.abs(s.x - e.x) == 2 && // Next conditions for variants like Atomic or Rifle, Recycle... - (move.appear.length > 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, @@ -1764,25 +1998,26 @@ export default class ChessRules { const color = this.getColor(x, y); const shiftX = (color == 'w' ? -1 : 1); const oppCol = C.GetOppCol(color); - let enpassantMove = null; if ( - !!this.epSquare && + this.epSquare && this.epSquare.x == x + shiftX && Math.abs(this.getY(this.epSquare.y - y)) == 1 && - this.getColor(x, this.epSquare.y) == oppCol //Doublemove guard... + // Doublemove (and Progressive?) guards: + this.board[this.epSquare.x][this.epSquare.y] == "" && + this.getColor(x, this.epSquare.y) == oppCol ) { const [epx, epy] = [this.epSquare.x, this.epSquare.y]; - this.board[epx][epy] = oppCol + "p"; - enpassantMove = this.getBasicMove([x, y], [epx, epy]); + this.board[epx][epy] = oppCol + 'p'; + let enpassantMove = this.getBasicMove([x, y], [epx, epy]); this.board[epx][epy] = ""; const lastIdx = enpassantMove.vanish.length - 1; //think Rifle enpassantMove.vanish[lastIdx].x = x; + return [enpassantMove]; } - return !!enpassantMove ? [enpassantMove] : []; + return []; } - // "castleInCheck" arg to let some variants castle under check - getCastleMoves([x, y], finalSquares, castleInCheck, castleWith) { + getCastleMoves([x, y], finalSquares, castleWith) { const c = this.getColor(x, y); // Castling ? @@ -1807,7 +2042,7 @@ export default class ChessRules { if ( this.board[x][rookPos] == "" || this.getColor(x, rookPos) != c || - (!!castleWith && !castleWith.includes(castlingPiece)) + (castleWith && !castleWith.includes(castlingPiece)) ) { // Rook is not here, or changed color (see Benedict) continue; @@ -1818,7 +2053,13 @@ export default class ChessRules { let i = y; do { if ( - (!castleInCheck && this.underCheck([x, i], oppCol)) || + // NOTE: next weird test because underCheck() verification + // will be executed in filterValid() later. + ( + i != finalSquares[castleSide][0] && + this.underCheck([x, i], oppCol) + ) + || ( this.board[x][i] != "" && // NOTE: next check is enough, because of chessboard constraints @@ -1850,7 +2091,7 @@ export default class ChessRules { } } - // If this code is reached, castle is valid + // If this code is reached, castle is potentially valid moves.push( new Move({ appear: [ @@ -1886,70 +2127,91 @@ export default class ChessRules { //////////////////// // MOVES VALIDATION - // Is (king at) given position under check by "oppCol" ? - underCheck([x, y], oppCol) { - if (this.options["taking"] || this.options["dark"]) - return false; + // Is piece (or square) at given position attacked by "oppCol" ? + underAttack([x, y], oppCol) { + // 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.findCapturesOn([x, y], {oppCol: oppCol, one: true}).length >= 1 + ( + (!this.options["zen"] || king) && + 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 + }, + ([i1, j1], [i2, j2]) => this.getColor(i2, j2) == oppCol + ) + ) ); } - // Stop at first king found (TODO: multi-kings) + // Argument is (very generally) an array of squares (= arrays) + underCheck(square_s, oppCol) { + if (this.options["taking"] || this.options["dark"]) + return false; + if (!Array.isArray(square_s[0])) + square_s = [square_s]; + return square_s.some(sq => this.underAttack(sq, oppCol)); + } + + // 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.isKing(this.getPiece(i, j))) - 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; } - filterValid(moves) { - if (moves.length == 0) - return []; - const color = this.turn; + // 'color' arg because some variants (e.g. Refusal) check opponent moves + filterValid(moves, color) { + 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: - const oppKingPos = this.searchKingPos(oppCol); - moves = moves.filter(m => { - if ( - m.vanish.some(v => v.c == oppCol && v.p == "k") && - m.appear.every(a => a.c != oppCol || a.p != "k") - ) - return false; - this.playOnBoard(m); - const res = !this.underCheck(oppKingPos, color); - this.undoOnBoard(m); - return res; - }); - } - if (this.options["taking"] || this.options["dark"]) - return moves; - 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 C.CannibalKings[v.p] && 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 C.CannibalKings[a.p] && 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; @@ -1961,16 +2223,6 @@ export default class ChessRules { ///////////////// // MOVES PLAYING - // Aggregate flags into one object - aggregateFlags() { - return this.castleFlags; - } - - // Reverse operation - disaggregateFlags(flags) { - this.castleFlags = flags; - } - // Apply a move on board playOnBoard(move) { for (let psq of move.vanish) @@ -1989,12 +2241,8 @@ 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) @@ -2013,8 +2261,8 @@ export default class ChessRules { 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)}) + Object.values(this.castleFlags).some(cvals => + cvals.some(val => val < this.size.y)) ) { this.updateCastleFlags(move); } @@ -2030,7 +2278,7 @@ export default class ChessRules { const destSquare = C.CoordsToSquare(move.end); if ( this.ispawn[initSquare] || - (move.vanish[0].p == "p" && move.appear[0].p != "p") + (move.vanish[0].p == 'p' && move.appear[0].p != 'p') ) { this.ispawn[destSquare] = true; } @@ -2038,7 +2286,7 @@ export default class ChessRules { this.ispawn[destSquare] && this.getColor(move.end.x, move.end.y) != move.vanish[0].c ) { - move.vanish[1].p = "p"; + move.vanish[1].p = 'p'; delete this.ispawn[destSquare]; } } @@ -2080,14 +2328,13 @@ export default class ChessRules { postPlay(move) { const color = this.turn; - const oppCol = C.GetOppCol(color); if (this.options["dark"]) this.updateEnlightened(); if (this.options["teleport"]) { if ( this.subTurnTeleport == 1 && move.vanish.length > move.appear.length && - move.vanish[move.vanish.length - 1].c == color + move.vanish[1].c == color ) { const v = move.vanish[move.vanish.length - 1]; this.captured = {x: v.x, y: v.y, c: v.c, p: v.p}; @@ -2097,40 +2344,44 @@ 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["taking"] || - !this.underCheck(oppKingPos, color) - ) - ) { - this.subTurn++; - return; - } - } - this.turn = oppCol; + if (this.isLastMove(move)) { + this.turn = C.GetOppCol(color); + this.movesCount++; + this.subTurn = 1; } - this.movesCount++; - this.subTurn = 1; + else if (!move.next) + this.subTurn++; + } + + isLastMove(move) { + if (move.next) + return false; + const color = this.turn; + const oppKingPos = this.searchKingPos(C.GetOppCol(color)); + if (oppKingPos.length == 0 || this.underCheck(oppKingPos, color)) + return true; + return ( + ( + !this.options["balance"] || + ![1, 2].includes(this.movesCount) || + this.subTurn == 2 + ) + && + ( + !this.options["doublemove"] || + this.movesCount == 0 || + this.subTurn == 2 + ) + && + ( + !this.options["progressive"] || + this.subTurn == this.movesCount + 1 + ) + ); } // "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) { @@ -2156,17 +2407,20 @@ export default class ChessRules { getCurrentScore(move) { 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"); @@ -2184,7 +2438,8 @@ export default class ChessRules { const pieceWidth = this.getPieceWidth(r.width); move.appear.forEach(a => { this.g_pieces[a.x][a.y] = document.createElement("piece"); - C.AddClass_es(this.g_pieces[a.x][a.y], this.pieces()[a.p]["class"]); + 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"; @@ -2200,56 +2455,72 @@ export default class ChessRules { this.graphUpdateEnlightened(); } - playPlusVisual(move, r) { + // TODO: send stack receive stack, or allow incremental? (good/bad points) + buildMoveStack(move, r) { + this.moveStack.push(move); + this.computeNextMove(move); this.play(move); - this.playVisual(move, r); - this.afterPlay(move); //user method - } - - getMaxDistance(rwidth) { - // Works for all rectangular boards: - return Math.sqrt(rwidth ** 2 + (rwidth / this.size.ratio) ** 2); + const newTurn = this.turn; + if (this.moveStack.length == 1) + this.playVisual(move, r); + if (move.next) { + this.gameState = { + fen: this.getFen(), + board: JSON.parse(JSON.stringify(this.board)) //easier + }; + this.buildMoveStack(move.next, r); + } + else { + if (this.moveStack.length == 1) { + // Usual case (one normal move) + 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 = [] + }); + } + } } - getDomPiece(x, y) { - return (typeof x == "string" ? this.r_pieces : this.g_pieces)[x][y]; - } + // Implemented in variants using (automatic) moveStack + computeNextMove(move) {} - animate(move, callback) { - if (this.noAnimate || move.noAnimate) { - callback(); - return; - } - let initPiece = this.getDomPiece(move.start.x, move.start.y); - // NOTE: cloning generally not required, but light enough, and simpler + 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 move.start.x == "string") { + 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"; } - const maxDist = this.getMaxDistance(r.width); - const pieces = this.pieces(); - if (move.drag) { - const startCode = this.getPiece(move.start.x, move.start.y); + 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[move.drag.p]["class"]); - const apparentColor = this.getColor(move.start.x, move.start.y); - if (apparentColor != move.drag.c) { + 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)); } } container.appendChild(movingPiece); const animateSegment = (index, cb) => { // NOTE: move.drag could be generalized per-segment (usage?) - const [i1, j1] = move.segments[index][0]; - const [i2, j2] = move.segments[index][1]; + const [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"; @@ -2265,24 +2536,64 @@ export default class ChessRules { 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 { movingPiece.remove(); initPiece.style.opacity = "1"; - callback(); + 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) + // Ignore disappearing pieces hidden by some appearing ones: + .filter(v => move.appear.every(a => a.x != v.x || a.y != v.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();