X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=base_rules.js;h=efeb07887f0a4e1a72a2bc7e927e5fa641fc18c2;hb=c9ab034035a3cac65e4ac9f48a946ecef5ed111e;hp=6f11aa13225133ef932a12b573d5b8f092ee554a;hpb=fd31883bca850ffe4b854d8cc52d7457a61b9010;p=xogo.git diff --git a/base_rules.js b/base_rules.js index 6f11aa1..efeb078 100644 --- a/base_rules.js +++ b/base_rules.js @@ -4,8 +4,13 @@ import PiPo from "/utils/PiPo.js"; import Move from "/utils/Move.js"; // 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 { + static get Aliases() { + return {'C': ChessRules}; + } + ///////////////////////// // VARIANT SPECIFICATIONS @@ -14,22 +19,28 @@ export default class ChessRules { // Users can generally select a randomness level from 0 to 2. static get Options() { return { - // NOTE: some options are required for FEN generation, some aren't. select: [{ label: "Randomness", variable: "randomness", defaut: 0, options: [ - { label: "Deterministic", value: 0 }, - { label: "Symmetric random", value: 1 }, - { label: "Asymmetric random", value: 2 } + {label: "Deterministic", value: 0}, + {label: "Symmetric random", value: 1}, + {label: "Asymmetric random", value: 2} ] }], - check: [{ - label: "Capture king?", - defaut: false, - variable: "taking" - }], + check: [ + { + label: "Capture king", + defaut: false, + variable: "taking" + }, + { + label: "Falling pawn", + defaut: false, + variable: "pawnfall" + } + ], // Game modifiers (using "elementary variants"). Default: false styles: [ "atomic", @@ -50,18 +61,8 @@ export default class ChessRules { }; } - // Pawns specifications - get pawnSpecs() { - return { - directions: { 'w': -1, 'b': 1 }, - initShift: { w: 1, b: 1 }, - twoSquares: true, - threeSquares: false, - canCapture: true, - captureBackward: false, - bidirectional: false, - promotions: ['r', 'n', 'b', 'q'] - }; + get pawnPromotions() { + return ['q', 'r', 'n', 'b']; } // Some variants don't have flags: @@ -91,9 +92,10 @@ export default class ChessRules { // Some variants use click infos: doClick([x, y]) { - if (typeof x != "number") return null; //click on reserves + if (typeof x != "number") + return null; //click on reserves if ( - this.options["teleport"] && this.subTurn == 2 && + this.options["teleport"] && this.subTurnTeleport == 2 && this.board[x][y] == "" ) { return new Move({ @@ -139,17 +141,15 @@ export default class ChessRules { // a2 --> {x:2,y:0} (this is in fact a6) static SquareToCoords(sq) { return { - x: ChessRules.RowToCoord(sq[1]), + x: C.RowToCoord(sq[1]), // NOTE: column is always one char => max 26 columns - y: ChessRules.ColumnToCoord(sq[0]) + y: C.ColumnToCoord(sq[0]) }; } // {x:0,y:4} --> e0 (should be e8) static CoordsToSquare(coords) { - return ( - ChessRules.CoordToColumn(coords.y) + ChessRules.CoordToRow(coords.x) - ); + return C.CoordToColumn(coords.y) + C.CoordToRow(coords.x); } coordsToId([x, y]) { @@ -160,7 +160,8 @@ export default class ChessRules { } idToCoords(targetId) { - if (!targetId) return null; //outside page, maybe... + if (!targetId) + return null; //outside page, maybe... const idParts = targetId.split('|'); //prefix|sq-2-3 (start at 0 => 3,4) if ( idParts.length < 2 || @@ -194,7 +195,7 @@ export default class ChessRules { Random.setSeed(seed); let fen, flags = "0707"; - if (this.options.randomness == 0 || !this.options.randomness) + if (!this.options.randomness) // Deterministic: fen = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0"; @@ -261,11 +262,16 @@ export default class ChessRules { } // Add turn + flags + enpassant (+ reserve) let parts = []; - if (this.hasFlags) parts.push(`"flags":"${flags}"`); - if (this.hasEnpassant) parts.push('"enpassant":"-"'); - if (this.hasReserve) parts.push('"reserve":"000000000000"'); - if (this.options["crazyhouse"]) parts.push('"ispawn":"-"'); - if (parts.length >= 1) fen += " {" + parts.join(",") + "}"; + if (this.hasFlags) + parts.push(`"flags":"${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; } @@ -277,7 +283,8 @@ export default class ChessRules { turn: fenParts[1], movesCount: fenParts[2] }; - if (fenParts.length > 3) res = Object.assign(res, JSON.parse(fenParts[3])); + if (fenParts.length > 3) + res = Object.assign(res, JSON.parse(fenParts[3])); return res; } @@ -289,13 +296,16 @@ export default class ChessRules { this.movesCount ); let parts = []; - if (this.hasFlags) parts.push(`"flags":"${this.getFlagsFen()}"`); + if (this.hasFlags) + parts.push(`"flags":"${this.getFlagsFen()}"`); if (this.hasEnpassant) parts.push(`"enpassant":"${this.getEnpassantFen()}"`); - if (this.hasReserve) parts.push(`"reserve":"${this.getReserveFen()}"`); + if (this.hasReserve) + parts.push(`"reserve":"${this.getReserveFen()}"`); if (this.options["crazyhouse"]) parts.push(`"ispawn":"${this.getIspawnFen()}"`); - if (parts.length >= 1) fen += " {" + parts.join(",") + "}"; + if (parts.length >= 1) + fen += " {" + parts.join(",") + "}"; return fen; } @@ -304,9 +314,11 @@ export default class ChessRules { const format = (count) => { // if more than 9 consecutive free spaces, break the integer, // otherwise FEN parsing will fail. - if (count <= 9) return count; + if (count <= 9) + return count; // Most boards of size < 18: - if (count <= 18) return "9" + (count - 9); + if (count <= 18) + return "9" + (count - 9); // Except Gomoku: return "99" + (count - 18); }; @@ -314,7 +326,8 @@ export default class ChessRules { for (let i = 0; i < this.size.y; i++) { let emptyCount = 0; for (let j = 0; j < this.size.x; j++) { - if (this.board[i][j] == "") emptyCount++; + if (this.board[i][j] == "") + emptyCount++; else { if (emptyCount > 0) { // Add empty squares in-between @@ -327,7 +340,8 @@ export default class ChessRules { if (emptyCount > 0) // "Flush remainder" position += format(emptyCount); - if (i < this.size.y - 1) position += "/"; //separate rows + if (i < this.size.y - 1) + position += "/"; //separate rows } return position; } @@ -345,8 +359,9 @@ export default class ChessRules { // Enpassant part of the FEN string getEnpassantFen() { - if (!this.epSquare) return "-"; //no en-passant - return ChessRules.CoordsToSquare(this.epSquare); + if (!this.epSquare) + return "-"; //no en-passant + return C.CoordsToSquare(this.epSquare); } getReserveFen() { @@ -357,8 +372,9 @@ export default class ChessRules { getIspawnFen() { const coords = Object.keys(this.ispawn); - if (coords.length == 0) return "-"; - return coords.map(ChessRules.CoordsToSquare).join(","); + if (coords.length == 0) + return "-"; + return coords.join(","); } // Set flags from fen (castle: white a,h then black a,h) @@ -372,14 +388,14 @@ export default class ChessRules { ////////////////// // INITIALIZATION - // Fen string fully describes the game state constructor(o) { this.options = o.options; this.playerColor = o.color; this.afterPlay = o.afterPlay; - // FEN-related: - if (!o.fen) o.fen = this.genRandInitFen(o.seed); + // 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; @@ -401,9 +417,11 @@ export default class ChessRules { const character = rows[i][indexInRow]; const num = parseInt(character, 10); // If num is a number, just shift j: - if (!isNaN(num)) j += num; + if (!isNaN(num)) + j += num; // Else: something at position i,j - else board[i][j++] = this.fen2board(character); + else + board[i][j++] = this.fen2board(character); } } return board; @@ -412,123 +430,108 @@ export default class ChessRules { // Some additional variables from FEN (variant dependant) setOtherVariables(fenParsed) { // Set flags and enpassant: - if (this.hasFlags) this.setFlags(fenParsed.flags); + if (this.hasFlags) + this.setFlags(fenParsed.flags); if (this.hasEnpassant) this.epSquare = this.getEpSquare(fenParsed.enpassant); - if (this.hasReserve) this.initReserves(fenParsed.reserve); - if (this.options["crazyhouse"]) this.initIspawn(fenParsed.ispawn); + if (this.hasReserve) + this.initReserves(fenParsed.reserve); + if (this.options["crazyhouse"]) + this.initIspawn(fenParsed.ispawn); this.subTurn = 1; //may be unused - if (this.options["teleport"]) this.captured = null; + if (this.options["teleport"]) { + this.subTurnTeleport = 1; + this.captured = null; + } if (this.options["dark"]) { - this.enlightened = ArrayFun.init(this.size.x, this.size.y); // Setup enlightened: squares reachable by player side - this.updateEnlightened(false); + this.enlightened = ArrayFun.init(this.size.x, this.size.y, false); + this.updateEnlightened(); } } - updateEnlightened(withGraphics) { - let newEnlightened = ArrayFun.init(this.size.x, this.size.y, false); - const pawnShift = { w: -1, b: 1 }; + updateEnlightened() { + this.oldEnlightened = this.enlightened; + this.enlightened = ArrayFun.init(this.size.x, this.size.y, false); // Add pieces positions + all squares reachable by moves (includes Zen): - // (watch out special pawns case) for (let x=0; x { - const [i, j] = [x + step[0], this.computeY(y + step[1])]; - if (this.onBoard(i, j) && this.board[i][j] == "") - newEnlightened[i][j] = true; - }); - } + this.enlightened[x][y] = true; this.getPotentialMovesFrom([x, y]).forEach(m => { - newEnlightened[m.end.x][m.end.y] = true; + this.enlightened[m.end.x][m.end.y] = true; }); } } } - if (this.epSquare) this.enlightEnpassant(newEnlightened); - if (withGraphics) this.graphUpdateEnlightened(newEnlightened); - this.enlightened = newEnlightened; + if (this.epSquare) + this.enlightEnpassant(); } - // Include en-passant capturing square if any: - enlightEnpassant(newEnlightened) { - const steps = this.pieces(this.playerColor)[ChessRules.PAWN].attack; + // Include square of the en-passant capturing square: + enlightEnpassant() { + // NOTE: shortcut, pawn has only one attack type, doesn't depend on square + const steps = this.pieces(this.playerColor)["p"].attack[0].steps; for (let step of steps) { const x = this.epSquare.x - step[0], y = this.computeY(this.epSquare.y - step[1]); if ( this.onBoard(x, y) && this.getColor(x, y) == this.playerColor && - this.getPiece(x, y) == ChessRules.PAWN + this.getPieceType(x, y) == "p" ) { - newEnlightened[x][this.epSquare.y] = true; + this.enlightened[x][this.epSquare.y] = true; break; } } } - // Apply diff this.enlightened --> newEnlightened on board - graphUpdateEnlightened(newEnlightened) { - let container = document.getElementById(this.containerId); - const r = container.getBoundingClientRect(); + // Apply diff this.enlightened --> oldEnlightened on board + graphUpdateEnlightened() { + let chessboard = + document.getElementById(this.containerId).querySelector(".chessboard"); + const r = chessboard.getBoundingClientRect(); const pieceWidth = this.getPieceWidth(r.width); for (let x=0; x this.g_pieces[x][y].classList.add(cl)); - this.g_pieces[x][y].style.width = pieceWidth + "px"; - this.g_pieces[x][y].style.height = pieceWidth + "px"; - const [ip, jp] = this.getPixelPosition(x, y, r); - this.g_pieces[x][y].style.transform = - `translate(${ip}px,${jp}px)`; - container.appendChild(this.g_pieces[x][y]); - } + elt.classList.remove("in-shadow"); + if (this.g_pieces[x][y]) + this.g_pieces[x][y].classList.remove("hidden"); } } } } - // ordering p,r,n,b,q,k (most general + count in base 30 if needed) + // ordering as in pieces() p,r,n,b,q,k (+ count in base 30 if needed) initReserves(reserveStr) { const counts = reserveStr.split("").map(c => parseInt(c, 30)); this.reserve = { w: {}, b: {} }; - const pieceName = Object.keys(this.pieces()); - for (let i of ArrayFun.range(12)) { - if (i < 6) this.reserve['w'][pieceName[i]] = counts[i]; - else this.reserve['b'][pieceName[i-6]] = counts[i]; + const pieceName = ['p', 'r', 'n', 'b', 'q', 'k']; + const L = pieceName.length; + for (let i of ArrayFun.range(2 * L)) { + if (i < L) + this.reserve['w'][pieceName[i]] = counts[i]; + else + this.reserve['b'][pieceName[i-L]] = counts[i]; } } initIspawn(ispawnStr) { if (ispawnStr != "-") { - this.ispawn = ispawnStr.split(",").map(ChessRules.SquareToCoords) + this.ispawn = ispawnStr.split(",").map(C.SquareToCoords) .reduce((o, key) => ({ ...o, [key]: true}), {}); } - else this.ispawn = {}; + else + this.ispawn = {}; } getNbReservePieces(color) { @@ -563,17 +566,18 @@ export default class ChessRules { window.onresize = () => this.re_drawBoardElements(); this.re_drawBoardElements(); this.initMouseEvents(); - const container = document.getElementById(this.containerId); - new ResizeObserver(this.rescale).observe(container); + const chessboard = + document.getElementById(this.containerId).querySelector(".chessboard"); + new ResizeObserver(this.rescale).observe(chessboard); } re_drawBoardElements() { const board = this.getSvgChessboard(); - const oppCol = ChessRules.GetOppCol(this.playerColor); - let container = document.getElementById(this.containerId); - container.innerHTML = ""; - container.insertAdjacentHTML('beforeend', board); - let cb = container.querySelector("#" + this.containerId + "_SVG"); + const oppCol = C.GetOppCol(this.playerColor); + let chessboard = + document.getElementById(this.containerId).querySelector(".chessboard"); + chessboard.innerHTML = ""; + chessboard.insertAdjacentHTML('beforeend', board); const aspectRatio = this.size.y / this.size.x; // Compare window ratio width / height to aspectRatio: const windowRatio = window.innerWidth / window.innerHeight; @@ -596,13 +600,13 @@ export default class ChessRules { cbWidth = cbHeight * aspectRatio; } } - container.style.width = cbWidth + "px"; - container.style.height = cbHeight + "px"; + chessboard.style.width = cbWidth + "px"; + chessboard.style.height = cbHeight + "px"; // Center chessboard: const spaceLeft = (window.innerWidth - cbWidth) / 2, spaceTop = (window.innerHeight - cbHeight) / 2; - container.style.left = spaceLeft + "px"; - container.style.top = spaceTop + "px"; + chessboard.style.left = spaceLeft + "px"; + chessboard.style.top = spaceTop + "px"; // Give sizes instead of recomputing them, // because chessboard might not be drawn yet. this.setupPieces({ @@ -621,19 +625,18 @@ export default class ChessRules { + class="chessboard_SVG"> `; for (let i=0; i < sizeX; i++) { for (let j=0; j < sizeY; j++) { const ii = (flipped ? this.size.x - 1 - i : i); const jj = (flipped ? this.size.y - 1 - j : j); - let fillOpacity = '1'; - if (this.options["dark"] && !this.enlightened[ii][jj]) - fillOpacity = '0.5'; + let classes = this.getSquareColorClass(ii, jj); + if (this.enlightened && !this.enlightened[ii][jj]) + classes += " in-shadow"; // NOTE: x / y reversed because coordinates system is reversed. - // TODO: CSS "wood" style, rect --> style --> background-image ? - board += ` { if (this.r_pieces[c][p]) { this.r_pieces[c][p].remove(); @@ -702,19 +710,21 @@ export default class ChessRules { } }); let reservesDiv = document.getElementById("reserves_" + c); - if (reservesDiv) reservesDiv.remove(); + if (reservesDiv) + reservesDiv.remove(); } } - else this.r_pieces = { 'w': {}, 'b': {} }; - if (!r) { - const container = document.getElementById(this.containerId); - r = container.getBoundingClientRect(); - } - const epsilon = 1e-4; //fix display bug on Firefox at least + else + this.r_pieces = { 'w': {}, 'b': {} }; + let container = document.getElementById(this.containerId); + if (!r) + r = container.querySelector(".chessboard").getBoundingClientRect(); for (let c of colors) { - if (!this.reserve[c]) continue; + if (!this.reserve[c]) + continue; const nbR = this.getNbReservePieces(c); - if (nbR == 0) continue; + if (nbR == 0) + continue; const sqResSize = this.getReserveSquareSize(r.width, nbR); let ridx = 0; const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5); @@ -724,19 +734,21 @@ export default class ChessRules { rcontainer.classList.add("reserves"); rcontainer.style.left = i0 + "px"; rcontainer.style.top = j0 + "px"; - rcontainer.style.width = (nbR * sqResSize) + "px"; + // NOTE: +1 fix display bug on Firefox at least + rcontainer.style.width = (nbR * sqResSize + 1) + "px"; rcontainer.style.height = sqResSize + "px"; - document.getElementById("boardContainer").appendChild(rcontainer); + container.appendChild(rcontainer); for (let p of Object.keys(this.reserve[c])) { - if (this.reserve[c][p] == 0) continue; + if (this.reserve[c][p] == 0) + continue; let r_cell = document.createElement("div"); r_cell.id = this.coordsToId([c, p]); r_cell.classList.add("reserve-cell"); - r_cell.style.width = (sqResSize - epsilon) + "px"; - r_cell.style.height = (sqResSize - epsilon) + "px"; + r_cell.style.width = sqResSize + "px"; + r_cell.style.height = sqResSize + "px"; rcontainer.appendChild(r_cell); let piece = document.createElement("piece"); - const pieceSpec = this.pieces(c)[p]; + const pieceSpec = this.pieces()[p]; piece.classList.add(pieceSpec["class"]); piece.classList.add(c == 'w' ? "white" : "black"); piece.style.width = "100%"; @@ -757,10 +769,13 @@ export default class ChessRules { } updateReserve(color, piece, count) { + if (this.options["cannibal"] && C.CannibalKings[piece]) + piece = "k"; //capturing cannibal king: back to king form const oldCount = this.reserve[color][piece]; this.reserve[color][piece] = count; // Redrawing is much easier if count==0 - if ([oldCount, count].includes(0)) this.re_drawReserve([color]); + if ([oldCount, count].includes(0)) + this.re_drawReserve([color]); else { const numId = this.getReserveNumId(color, piece); document.getElementById(numId).textContent = count; @@ -769,30 +784,32 @@ export default class ChessRules { // After resize event: no need to destroy/recreate pieces rescale() { - let container = document.getElementById(this.containerId); - if (!container) return; //useful at initial loading - const r = container.getBoundingClientRect(); + const container = document.getElementById(this.containerId); + if (!container) + return; //useful at initial loading + let chessboard = container.querySelector(".chessboard"); + const r = chessboard.getBoundingClientRect(); const newRatio = r.width / r.height; const aspectRatio = this.size.y / this.size.x; let newWidth = r.width, newHeight = r.height; if (newRatio > aspectRatio) { newWidth = r.height * aspectRatio; - container.style.width = newWidth + "px"; + chessboard.style.width = newWidth + "px"; } else if (newRatio < aspectRatio) { newHeight = r.width / aspectRatio; - container.style.height = newHeight + "px"; + chessboard.style.height = newHeight + "px"; } const newX = (window.innerWidth - newWidth) / 2; - container.style.left = newX + "px"; + chessboard.style.left = newX + "px"; const newY = (window.innerHeight - newHeight) / 2; - container.style.top = newY + "px"; + chessboard.style.top = newY + "px"; 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.board[i][j] != "") { + if (this.g_pieces[i][j]) { // NOTE: could also use CSS transform "scale" this.g_pieces[i][j].style.width = pieceWidth + "px"; this.g_pieces[i][j].style.height = pieceWidth + "px"; @@ -801,15 +818,17 @@ export default class ChessRules { } } } - if (this.reserve) this.rescaleReserve(newR); + if (this.reserve) + this.rescaleReserve(newR); } rescaleReserve(r) { - const epsilon = 1e-4; for (let c of ['w','b']) { - if (!this.reserve[c]) continue; + if (!this.reserve[c]) + continue; const nbR = this.getNbReservePieces(c); - if (nbR == 0) continue; + if (nbR == 0) + continue; // Resize container first const sqResSize = this.getReserveSquareSize(r.width, nbR); const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5); @@ -817,25 +836,27 @@ export default class ChessRules { let rcontainer = document.getElementById("reserves_" + c); rcontainer.style.left = i0 + "px"; rcontainer.style.top = j0 + "px"; - rcontainer.style.width = (nbR * sqResSize) + "px"; + rcontainer.style.width = (nbR * sqResSize + 1) + "px"; rcontainer.style.height = sqResSize + "px"; // And then reserve cells: const rpieceWidth = this.getReserveSquareSize(r.width, nbR); Object.keys(this.reserve[c]).forEach(p => { - if (this.reserve[c][p] == 0) return; + if (this.reserve[c][p] == 0) + return; let r_cell = document.getElementById(this.coordsToId([c, p])); - r_cell.style.width = (sqResSize - epsilon) + "px"; - r_cell.style.height = (sqResSize - epsilon) + "px"; + r_cell.style.width = sqResSize + "px"; + r_cell.style.height = sqResSize + "px"; }); } } - // Return the absolute pixel coordinates given current position. + // Return the absolute pixel coordinates (on board) given current position. // Our coordinate system differs from CSS one (x <--> y). // We return here the CSS coordinates (more useful). getPixelPosition(i, j, r) { const sqSize = this.getSquareWidth(r.width); - if (i < 0 || j < 0) return [0, 0]; //piece vanishes + if (i < 0 || j < 0) + return [0, 0]; //piece vanishes const flipped = (this.playerColor == 'b'); const x = (flipped ? this.size.y - 1 - j : j) * sqSize; const y = (flipped ? this.size.x - 1 - i : i) * sqSize; @@ -843,10 +864,13 @@ export default class ChessRules { } initMouseEvents() { - let container = document.getElementById(this.containerId); + let chessboard = + document.getElementById(this.containerId).querySelector(".chessboard"); const getOffset = e => { - if (e.clientX) return {x: e.clientX, y: e.clientY}; //Mouse + if (e.clientX) + // Mouse + return {x: e.clientX, y: e.clientY}; let touchLocation = null; if (e.targetTouches && e.targetTouches.length >= 1) // Touch screen, dragstart @@ -855,15 +879,15 @@ export default class ChessRules { // Touch screen, dragend touchLocation = e.changedTouches[0]; if (touchLocation) - return {x: touchLocation.pageX, y: touchLocation.pageY}; - return [0, 0]; //Big trouble here =) + return {x: touchLocation.clientX, y: touchLocation.clientY}; + return [0, 0]; //shouldn't reach here =) } const centerOnCursor = (piece, e) => { const centerShift = sqSize / 2; const offset = getOffset(e); - piece.style.left = (offset.x - centerShift) + "px"; - piece.style.top = (offset.y - centerShift) + "px"; + piece.style.left = (offset.x - r.x - centerShift) + "px"; + piece.style.top = (offset.y - r.y - centerShift) + "px"; } let start = null, @@ -871,16 +895,22 @@ export default class ChessRules { startPiece, curPiece = null, sqSize; const mousedown = (e) => { - r = container.getBoundingClientRect(); + // Disable zoom on smartphones: + if (e.touches && e.touches.length > 1) + e.preventDefault(); + r = chessboard.getBoundingClientRect(); sqSize = this.getSquareWidth(r.width); const square = this.idToCoords(e.target.id); if (square) { const [i, j] = square; const move = this.doClick([i, j]); - if (move) this.playPlusVisual(move); + if (move) + this.playPlusVisual(move); else { - if (typeof i != "number") startPiece = this.r_pieces[i][j]; - else if (this.g_pieces[i][j]) startPiece = this.g_pieces[i][j]; + if (typeof i != "number") + startPiece = this.r_pieces[i][j]; + else if (this.g_pieces[i][j]) + startPiece = this.g_pieces[i][j]; if (startPiece && this.canIplay(i, j)) { e.preventDefault(); start = { x: i, y: j }; @@ -890,9 +920,9 @@ export default class ChessRules { curPiece.style.width = sqSize + "px"; curPiece.style.height = sqSize + "px"; centerOnCursor(curPiece, e); - document.getElementById("boardContainer").appendChild(curPiece); + chessboard.appendChild(curPiece); startPiece.style.opacity = "0.4"; - container.style.cursor = "none"; + chessboard.style.cursor = "none"; } } } @@ -903,31 +933,37 @@ export default class ChessRules { e.preventDefault(); centerOnCursor(curPiece, e); } + else if (e.changedTouches && e.changedTouches.length >= 1) + // Attempt to prevent horizontal swipe... + e.preventDefault(); }; const mouseup = (e) => { - const newR = container.getBoundingClientRect(); + const newR = chessboard.getBoundingClientRect(); if (newR.width != r.width || newR.height != r.height) { this.rescale(); return; } - if (!start) return; + if (!start) + return; const [x, y] = [start.x, start.y]; start = null; e.preventDefault(); - container.style.cursor = "pointer"; + chessboard.style.cursor = "pointer"; startPiece.style.opacity = "1"; const offset = getOffset(e); const landingElt = document.elementFromPoint(offset.x, offset.y); - const sq = this.idToCoords(landingElt.id); + const sq = landingElt ? this.idToCoords(landingElt.id) : undefined; if (sq) { const [i, j] = sq; // NOTE: clearly suboptimal, but much easier, and not a big deal. const potentialMoves = this.getPotentialMovesFrom([x, y]) .filter(m => m.end.x == i && m.end.y == j); const moves = this.filterValid(potentialMoves); - if (moves.length >= 2) this.showChoices(moves, r); - else if (moves.length == 1) this.playPlusVisual(moves[0], r); + if (moves.length >= 2) + this.showChoices(moves, r); + else if (moves.length == 1) + this.playPlusVisual(moves[0], r); } curPiece.remove(); }; @@ -938,30 +974,32 @@ export default class ChessRules { document.addEventListener("mouseup", mouseup); } if ('ontouchstart' in window) { - document.addEventListener("touchstart", mousedown); - document.addEventListener("touchmove", mousemove); - document.addEventListener("touchend", mouseup); + // https://stackoverflow.com/a/42509310/12660887 + document.addEventListener("touchstart", mousedown, {passive: false}); + document.addEventListener("touchmove", mousemove, {passive: false}); + document.addEventListener("touchend", mouseup, {passive: false}); } + // TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js } showChoices(moves, r) { let container = document.getElementById(this.containerId); + let chessboard = container.querySelector(".chessboard"); let choices = document.createElement("div"); choices.id = "choices"; choices.style.width = r.width + "px"; choices.style.height = r.height + "px"; choices.style.left = r.x + "px"; choices.style.top = r.y + "px"; - container.style.opacity = "0.5"; - let boardContainer = document.getElementById("boardContainer"); - boardContainer.appendChild(choices); + chessboard.style.opacity = "0.5"; + container.appendChild(choices); const squareWidth = this.getSquareWidth(r.width); const firstUpLeft = (r.width - (moves.length * squareWidth)) / 2; const firstUpTop = (r.height - squareWidth) / 2; const color = moves[0].appear[0].c; const callback = (m) => { - container.style.opacity = "1"; - boardContainer.removeChild(choices); + chessboard.style.opacity = "1"; + container.removeChild(choices); this.playPlusVisual(m, r); } for (let i=0; i < moves.length; i++) { @@ -974,7 +1012,7 @@ export default class ChessRules { choice.style.backgroundColor = "lightyellow"; choice.onclick = () => callback(moves[i]); const piece = document.createElement("piece"); - const pieceSpec = this.pieces(color)[moves[i].appear[0].p]; + const pieceSpec = this.pieces()[moves[i].appear[0].p]; piece.classList.add(pieceSpec["class"]); piece.classList.add(color == 'w' ? "white" : "black"); piece.style.width = "100%"; @@ -988,7 +1026,7 @@ export default class ChessRules { // BASIC UTILS get size() { - return { "x": 8, "y": 8 }; + return {"x": 8, "y": 8}; } // Color of thing on square (i,j). 'undefined' if square is empty @@ -996,33 +1034,34 @@ export default class ChessRules { return this.board[i][j].charAt(0); } - // Piece type on square (i,j). 'undefined' if square is empty + // Assume square i,j isn't empty getPiece(i, j) { return this.board[i][j].charAt(1); } + // Piece type on square (i,j) + getPieceType(i, j) { + const p = this.board[i][j].charAt(1); + return C.CannibalKings[p] || p; //a cannibal king move as... + } + // Get opponent color static GetOppCol(color) { return (color == "w" ? "b" : "w"); } - // Can thing on square1 take thing on square2 + // Can thing on square1 capture (no return) thing on square2? canTake([x1, y1], [x2, y2]) { - return ( - ( - (this.options["recycle"] || this.options["teleport"]) && - this.getPiece(x2, y2) != ChessRules.KING - ) || - (this.getColor(x1, y1) !== this.getColor(x2, y2)) - ); + return (this.getColor(x1, y1) !== this.getColor(x2, y2)); } // Is (x,y) on the chessboard? onBoard(x, y) { - return x >= 0 && x < this.size.x && y >= 0 && y < this.size.y; + return (x >= 0 && x < this.size.x && + y >= 0 && y < this.size.y); } - // Used in interface: 'side' arg == player color + // Used in interface canIplay(x, y) { return ( this.playerColor == this.turn && @@ -1036,101 +1075,128 @@ export default class ChessRules { //////////////////////// // PIECES SPECIFICATIONS - pieces(color) { + pieces(color, x, y) { const pawnShift = (color == "w" ? -1 : 1); + const initRank = ((color == 'w' && x == 6) || (color == 'b' && x == 1)); return { 'p': { "class": "pawn", - steps: [[pawnShift, 0]], - range: 1, - attack: [[pawnShift, 1], [pawnShift, -1]] + moves: [ + { + steps: [[pawnShift, 0]], + range: (initRank ? 2 : 1) + } + ], + attack: [ + { + steps: [[pawnShift, 1], [pawnShift, -1]], + range: 1 + } + ] }, // rook 'r': { "class": "rook", - steps: [[0, 1], [0, -1], [1, 0], [-1, 0]] + moves: [ + {steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]} + ] }, // knight 'n': { "class": "knight", - steps: [ - [1, 2], [1, -2], [-1, 2], [-1, -2], - [2, 1], [-2, 1], [2, -1], [-2, -1] - ], - range: 1 + moves: [ + { + steps: [ + [1, 2], [1, -2], [-1, 2], [-1, -2], + [2, 1], [-2, 1], [2, -1], [-2, -1] + ], + range: 1 + } + ] }, // bishop 'b': { "class": "bishop", - steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]] + moves: [ + {steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]} + ] }, // queen 'q': { "class": "queen", - steps: [ - [0, 1], [0, -1], [1, 0], [-1, 0], - [1, 1], [1, -1], [-1, 1], [-1, -1] + moves: [ + { + steps: [ + [0, 1], [0, -1], [1, 0], [-1, 0], + [1, 1], [1, -1], [-1, 1], [-1, -1] + ] + } ] }, // king 'k': { "class": "king", - steps: [ - [0, 1], [0, -1], [1, 0], [-1, 0], - [1, 1], [1, -1], [-1, 1], [-1, -1] - ], - range: 1 - } + moves: [ + { + steps: [ + [0, 1], [0, -1], [1, 0], [-1, 0], + [1, 1], [1, -1], [-1, 1], [-1, -1] + ], + range: 1 + } + ] + }, + // Cannibal kings: + '!': {"class": "king-pawn", moveas: "p"}, + '#': {"class": "king-rook", moveas: "r"}, + '$': {"class": "king-knight", moveas: "n"}, + '%': {"class": "king-bishop", moveas: "b"}, + '*': {"class": "king-queen", moveas: "q"} }; } - // Some pieces codes (for a clearer code) - static get PAWN() { - return "p"; - } - static get QUEEN() { - return "q"; - } - static get KING() { - return "k"; - } - //////////////////// // MOVES GENERATION // For Cylinder: get Y coordinate computeY(y) { - if (!this.options["cylinder"]) return y; + if (!this.options["cylinder"]) + return y; let res = y % this.size.y; - if (res < 0) res += this.size.y; + if (res < 0) + res += this.size.y; return res; } // Stop at the first capture found atLeastOneCapture(color) { color = color || this.turn; - const oppCol = ChessRules.GetOppCol(color); + 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 specs = this.pieces(color)[this.getPiece(i, j)]; - const steps = specs.attack || specs.steps; - outerLoop: for (let step of steps) { - let [ii, jj] = [i + step[0], this.computeY(j + step[1])]; - let stepCounter = 1; - while (this.onBoard(ii, jj) && this.board[ii][jj] == "") { - if (specs.range <= stepCounter++) continue outerLoop; - ii += step[0]; - jj = this.computeY(jj + step[1]); - } - if ( - this.onBoard(ii, jj) && - this.getColor(ii, jj) == oppCol && - this.filterValid( - [this.getBasicMove([i, j], [ii, jj])] - ).length >= 1 - ) { - return true; + const allSpecs = this.pieces(color, i, j) + let specs = allSpecs[this.getPieceType(i, j)]; + const attacks = specs.attack || specs.moves; + for (let a of attacks) { + outerLoop: for (let step of a.steps) { + let [ii, jj] = [i + step[0], this.computeY(j + step[1])]; + let stepCounter = 1; + while (this.onBoard(ii, jj) && this.board[ii][jj] == "") { + if (a.range <= stepCounter++) + continue outerLoop; + ii += step[0]; + jj = this.computeY(jj + step[1]); + } + if ( + this.onBoard(ii, jj) && + this.getColor(ii, jj) == oppCol && + this.filterValid( + [this.getBasicMove([i, j], [ii, jj])] + ).length >= 1 + ) { + return true; + } } } } @@ -1142,16 +1208,16 @@ export default class ChessRules { getDropMovesFrom([c, p]) { // NOTE: by design, this.reserve[c][p] >= 1 on user click // (but not necessarily otherwise) - if (!this.reserve[c][p] || this.reserve[c][p] == 0) return []; + if (this.reserve[c][p] == 0) + return []; let moves = []; for (let i=0; i 0) ) @@ -1171,15 +1237,22 @@ export default class ChessRules { } // All possible moves from selected square - getPotentialMovesFrom(sq) { - if (typeof sq[0] == "string") return this.getDropMovesFrom(sq); - if (this.options["madrasi"] && this.isImmobilized(sq)) return []; - const piece = this.getPiece(sq[0], sq[1]); - let moves; - if (piece == ChessRules.PAWN) moves = this.getPotentialPawnMoves(sq); - else moves = this.getPotentialMovesOf(piece, sq); + getPotentialMovesFrom(sq, color) { + if (typeof sq[0] == "string") + return this.getDropMovesFrom(sq); + if (this.options["madrasi"] && this.isImmobilized(sq)) + return []; + const piece = this.getPieceType(sq[0], sq[1]); + let moves = this.getPotentialMovesOf(piece, sq); if ( - piece == ChessRules.KING && + piece == "p" && + this.hasEnpassant && + this.epSquare + ) { + Array.prototype.push.apply(moves, this.getEnpassantCaptures(sq)); + } + if ( + piece == "k" && this.hasCastle && this.castleFlags[color || this.turn].some(v => v < this.size.y) ) { @@ -1189,9 +1262,10 @@ export default class ChessRules { } postProcessPotentialMoves(moves) { - if (moves.length == 0) return []; + if (moves.length == 0) + return []; const color = this.getColor(moves[0].start.x, moves[0].start.y); - const oppCol = ChessRules.GetOppCol(color); + const oppCol = C.GetOppCol(color); if (this.options["capture"] && this.atLeastOneCapture()) { // Filter out non-capturing moves (not using m.vanish because of @@ -1227,7 +1301,7 @@ export default class ChessRules { if ( this.onBoard(x, y) && this.board[x][y] != "" && - this.getPiece(x, y) != ChessRules.PAWN + this.getPieceType(x, y) != "p" ) { m.vanish.push( new PiPo({ @@ -1239,35 +1313,148 @@ export default class ChessRules { ); } } - if (!this.options["rifle"]) m.appear.pop(); //nothin appears + if (!this.options["rifle"]) + m.appear.pop(); //nothin appears + } + }); + } + + if ( + moves.length > 0 && + this.getPieceType(moves[0].start.x, moves[0].start.y) == "p" + ) { + let moreMoves = []; + const lastRank = (color == "w" ? 0 : this.size.x - 1); + const initPiece = this.getPiece(moves[0].start.x, moves[0].start.y); + moves.forEach(m => { + let finalPieces = ["p"]; + const [x1, y1] = [m.start.x, m.start.y]; + const [x2, y2] = [m.end.x, m.end.y]; + const promotionOk = ( + x2 == lastRank && + (!this.options["rifle"] || this.board[x2][y2] == "") + ); + if (!promotionOk) + return; //nothing to do + if (!this.options["pawnfall"]) { + if ( + this.options["cannibal"] && + this.board[x2][y2] != "" && + this.getColor(x2, y2) == oppCol + ) { + finalPieces = [this.getPieceType(x2, y2)]; + } + else + finalPieces = this.pawnPromotions; + } + m.appear[0].p = finalPieces[0]; + if (initPiece == "!") //cannibal king-pawn + m.appear[0].p = C.CannibalKingCode[finalPieces[0]]; + for (let i=1; i { + if ( + m.start.x == lastRank && + m.appear.length >= 1 && + m.appear[0].p == "p" && + m.appear[0].x == m.start.x && + m.appear[0].y == m.start.y + ) { + const promotionPiece0 = this.pawnSpecs.promotions[0]; + m.appear[0].p = this.pawnPromotions[0]; + for (let i=1; i { + for (let s of stepArray) { + outerLoop: for (let step of s.steps) { + let [i, j] = [x + step[0], this.computeY(y + step[1])]; + let stepCounter = 1; + while (this.onBoard(i, j) && this.board[i][j] == "") { + if (type != "attack" && !explored[i + "." + j]) { + explored[i + "." + j] = true; + moves.push(this.getBasicMove([x, y], [i, j])); + } + if (s.range <= stepCounter++) + continue outerLoop; + i += step[0]; + j = this.computeY(j + step[1]); + } + if (!this.onBoard(i, j)) + continue; + const pieceIJ = this.getPieceType(i, j); + if ( + type != "moveonly" && + !explored[i + "." + j] && + ( + !this.options["zen"] || + pieceIJ == "k" + ) && + ( + this.canTake([x, y], [i, j]) || + ( + (this.options["recycle"] || this.options["teleport"]) && + pieceIJ != "k" + ) + ) + ) { + explored[i + "." + j] = true; + moves.push(this.getBasicMove([x, y], [i, j])); + } + } } - } + }; + + const specialAttack = !!stepSpec.attack; + if (specialAttack) + findAddMoves("attack", stepSpec.attack); + findAddMoves(specialAttack ? "moveonly" : "all", stepSpec.moves); if (this.options["zen"]) - Array.prototype.push.apply(moves, this.getZenCaptures(x, y)); + Array.prototype.push.apply(moves, this.findCapturesOn([x, y], true)); return moves; } - getZenCaptures(x, y) { + findCapturesOn([x, y], zen) { let moves = []; // Find reverse captures (opponent takes) const color = this.getColor(x, y); - const oppCol = ChessRules.GetOppCol(color); - const pieces = this.pieces(oppCol); - Object.keys(pieces).forEach(p => { - if (p == ChessRules.KING) return; //king isn't captured this way - const steps = pieces[p].attack || pieces[p].steps; - const range = pieces[p].range; - steps.forEach(s => { - // From x,y: revert step - let [i, j] = [x - s[0], this.computeY(y - s[1])]; - let stepCounter = 1; - while (this.onBoard(i, j) && this.board[i][j] == "") { - if (range <= stepCounter++) return; - i -= s[0]; - j = this.computeY(j - s[1]); - } - if ( - this.onBoard(i, j) && - this.getPiece(i, j) == p && - this.getColor(i, j) == oppCol && //condition for Recycle & Teleport - this.canTake([i, j], [x, y]) - ) { - if (this.getPiece(x, y) != ChessRules.PAWN) - moves.push(this.getBasicMove([x, y], [i, j])); - else this.addPawnMoves([x, y], [i, j], moves); + const pieceType = this.getPieceType(x, y); + const oppCol = C.GetOppCol(color); + for (let i=0; i 1e-7) + continue; + distance = Math.round(distance); //in case of (numerical...) + if (a.range < distance) + continue; + // Finally verify that nothing stand in-between + let [ii, jj] = [i + s[0], this.computeY(j + s[1])]; + let stepCounter = 1; + while (this.onBoard(ii, jj) && this.board[ii][jj] == "") { + ii += s[0]; + jj = this.computeY(jj + s[1]); + } + if (ii == x && jj == y) { + moves.push(this.getBasicMove([x, y], [i, j])); + if (!zen) + return moves; //test for underCheck + } + } + } } - }); - }); + } + } return moves; } @@ -1351,7 +1572,7 @@ export default class ChessRules { // tr: transformation getBasicMove([sx, sy], [ex, ey], tr) { const initColor = this.getColor(sx, sy); - const initPiece = this.board[sx][sy].charAt(1); + const initPiece = this.getPiece(sx, sy); const destColor = (this.board[ex][ey] != "" ? this.getColor(ex, ey) : ""); let mv = new Move({ appear: [], @@ -1387,7 +1608,7 @@ export default class ChessRules { x: ex, y: ey, c: this.getColor(ex, ey), - p: this.board[ex][ey].charAt(1) + p: this.getPiece(ex, ey) }) ); if (this.options["rifle"]) @@ -1396,14 +1617,18 @@ export default class ChessRules { mv.capture = true; if (this.options["cannibal"] && destColor != initColor) { const lastIdx = mv.vanish.length - 1; - if (mv.appear.length >= 1) mv.appear[0].p = mv.vanish[lastIdx].p; + let trPiece = mv.vanish[lastIdx].p; + if (this.isKing(this.getPiece(sx, sy))) + trPiece = C.CannibalKingCode[trPiece]; + if (mv.appear.length >= 1) + mv.appear[0].p = trPiece; else if (this.options["rifle"]) { mv.appear.unshift( new PiPo({ x: sx, y: sy, c: initColor, - p: mv.vanish[lastIdx].p + p: trPiece }) ); mv.vanish.unshift( @@ -1424,8 +1649,9 @@ export default class ChessRules { getEpSquare(moveOrSquare) { if (typeof moveOrSquare === "string") { const square = moveOrSquare; - if (square == "-") return undefined; - return ChessRules.SquareToCoords(square); + if (square == "-") + return undefined; + return C.SquareToCoords(square); } // Argument is a move: const move = moveOrSquare; @@ -1435,8 +1661,8 @@ 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 == ChessRules.PAWN) && - (move.vanish.length > 0 && move.vanish[0].p == ChessRules.PAWN) + (move.appear.length > 0 && move.appear[0].p == "p") && + (move.vanish.length > 0 && move.vanish[0].p == "p") ) { return { x: (s.x + e.x) / 2, @@ -1447,9 +1673,10 @@ export default class ChessRules { } // Special case of en-passant captures: treated separately - getEnpassantCaptures([x, y], shiftX) { + getEnpassantCaptures([x, y]) { const color = this.getColor(x, y); - const oppCol = ChessRules.GetOppCol(color); + const shiftX = (color == 'w' ? -1 : 1); + const oppCol = C.GetOppCol(color); let enpassantMove = null; if ( !!this.epSquare && @@ -1467,149 +1694,29 @@ export default class ChessRules { return !!enpassantMove ? [enpassantMove] : []; } - // Consider all potential promotions: - addPawnMoves([x1, y1], [x2, y2], moves, promotions) { - let finalPieces = [ChessRules.PAWN]; - const color = this.getColor(x1, y1); - const lastRank = (color == "w" ? 0 : this.size.x - 1); - if (x2 == lastRank && (!this.options["rifle"] || this.board[x2][y2] == "")) - { - // promotions arg: special override for Hiddenqueen variant - if (promotions) finalPieces = promotions; - else if (this.pawnSpecs.promotions) - finalPieces = this.pawnSpecs.promotions; - } - for (let piece of finalPieces) { - const tr = (piece != ChessRules.PAWN ? { c: color, p: piece } : null); - moves.push(this.getBasicMove([x1, y1], [x2, y2], tr)); - } - } - - // What are the pawn moves from square x,y ? - getPotentialPawnMoves([x, y], promotions) { - const color = this.getColor(x, y); //this.turn doesn't work for Dark mode - const [sizeX, sizeY] = [this.size.x, this.size.y]; - const pawnShiftX = this.pawnSpecs.directions[color]; - const firstRank = (color == "w" ? sizeX - 1 : 0); - const forward = (color == 'w' ? -1 : 1); - - // Pawn movements in shiftX direction: - const getPawnMoves = (shiftX) => { - let moves = []; - // NOTE: next condition is generally true (no pawn on last rank) - if (x + shiftX >= 0 && x + shiftX < sizeX) { - if (this.board[x + shiftX][y] == "") { - // One square forward (or backward) - this.addPawnMoves([x, y], [x + shiftX, y], moves, promotions); - // Next condition because pawns on 1st rank can generally jump - if ( - this.pawnSpecs.twoSquares && - ( - ( - color == 'w' && - x >= this.size.x - 1 - this.pawnSpecs.initShift['w'] - ) - || - (color == 'b' && x <= this.pawnSpecs.initShift['b']) - ) - ) { - if ( - shiftX == forward && - this.board[x + 2 * shiftX][y] == "" - ) { - // Two squares jump - moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y])); - if ( - this.pawnSpecs.threeSquares && - this.board[x + 3 * shiftX, y] == "" - ) { - // Three squares jump - moves.push(this.getBasicMove([x, y], [x + 3 * shiftX, y])); - } - } - } - } - // Captures - if (this.pawnSpecs.canCapture) { - for (let shiftY of [-1, 1]) { - const yCoord = this.computeY(y + shiftY); - if (yCoord >= 0 && yCoord < sizeY) { - if ( - this.board[x + shiftX][yCoord] != "" && - this.canTake([x, y], [x + shiftX, yCoord]) && - ( - !this.options["zen"] || - this.getPiece(x + shiftX, yCoord) == ChessRules.KING - ) - ) { - this.addPawnMoves( - [x, y], [x + shiftX, yCoord], - moves, promotions - ); - } - if ( - this.pawnSpecs.captureBackward && shiftX == forward && - x - shiftX >= 0 && x - shiftX < this.size.x && - this.board[x - shiftX][yCoord] != "" && - this.canTake([x, y], [x - shiftX, yCoord]) && - ( - !this.options["zen"] || - this.getPiece(x + shiftX, yCoord) == ChessRules.KING - ) - ) { - this.addPawnMoves( - [x, y], [x - shiftX, yCoord], - moves, promotions - ); - } - } - } - } - } - return moves; - } - - let pMoves = getPawnMoves(pawnShiftX); - if (this.pawnSpecs.bidirectional) - pMoves = pMoves.concat(getPawnMoves(-pawnShiftX)); - - if (this.hasEnpassant) { - // NOTE: backward en-passant captures are not considered - // because no rules define them (for now). - Array.prototype.push.apply( - pMoves, - this.getEnpassantCaptures([x, y], pawnShiftX) - ); - } - - if (this.options["zen"]) - Array.prototype.push.apply(pMoves, this.getZenCaptures(x, y)); - - return pMoves; - } - // "castleInCheck" arg to let some variants castle under check getCastleMoves([x, y], finalSquares, castleInCheck, castleWith) { const c = this.getColor(x, y); // Castling ? - const oppCol = ChessRules.GetOppCol(c); + const oppCol = C.GetOppCol(c); let moves = []; // King, then rook: finalSquares = finalSquares || [ [2, 3], [this.size.y - 2, this.size.y - 3] ]; - const castlingKing = this.board[x][y].charAt(1); + const castlingKing = this.getPiece(x, y); castlingCheck: for ( let castleSide = 0; castleSide < 2; castleSide++ //large, then small ) { - if (this.castleFlags[c][castleSide] >= this.size.y) continue; + if (this.castleFlags[c][castleSide] >= this.size.y) + continue; // If this code is reached, rook and king are on initial position // NOTE: in some variants this is not a rook const rookPos = this.castleFlags[c][castleSide]; - const castlingPiece = this.board[x][rookPos].charAt(1); + const castlingPiece = this.getPiece(x, rookPos); if ( this.board[x][rookPos] == "" || this.getColor(x, rookPos) != c || @@ -1638,7 +1745,8 @@ export default class ChessRules { // Nothing on the path to the rook? step = (castleSide == 0 ? -1 : 1); for (i = y + step; i != rookPos; i += step) { - if (this.board[x][i] != "") continue castlingCheck; + if (this.board[x][i] != "") + continue castlingCheck; } // Nothing on final squares, except maybe king and castling rook? @@ -1679,8 +1787,8 @@ export default class ChessRules { ], end: Math.abs(y - rookPos) <= 2 - ? { x: x, y: rookPos } - : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } + ? {x: x, y: rookPos} + : {x: x, y: y + 2 * (castleSide == 0 ? -1 : 1)} }) ); } @@ -1693,66 +1801,34 @@ export default class ChessRules { // Is (king at) given position under check by "color" ? underCheck([x, y], color) { - if (this.taking || this.options["dark"]) return false; - color = color || ChessRules.GetOppCol(this.getColor(x, y)); - const pieces = this.pieces(color); - return Object.keys(pieces).some(p => { - return this.isAttackedBy([x, y], p, color, pieces[p]); - }); - } - - isAttackedBy([x, y], piece, color, stepSpec) { - const steps = stepSpec.attack || stepSpec.steps; - const range = stepSpec.range; - let explored = {}; //for Cylinder mode - outerLoop: for (let step of steps) { - let rx = x - step[0], - ry = this.computeY(y - step[1]); - let stepCounter = 1; - while ( - this.onBoard(rx, ry) && - this.board[rx][ry] == "" && - !explored[rx + "." + ry] - ) { - explored[rx + "." + ry] = true; - if (range <= stepCounter++) continue outerLoop; - rx -= step[0]; - ry = this.computeY(ry - step[1]); - } - if ( - this.onBoard(rx, ry) && - this.board[rx][ry] != "" && - this.getPiece(rx, ry) == piece && - this.getColor(rx, ry) == color && - (!this.options["madrasi"] || !this.isImmobilized([rx, ry])) - ) { - return true; - } - } - return false; + if (this.options["taking"] || this.options["dark"]) + return false; + return (this.findCapturesOn([x, y]).length >= 1); } // Stop at first king found (TODO: multi-kings) searchKingPos(color) { for (let i=0; i < this.size.x; i++) { for (let j=0; j < this.size.y; j++) { - if (this.board[i][j] == color + 'k') return [i, j]; + if (this.getColor(i, j) == color && this.isKing(this.getPiece(i, j))) + return [i, j]; } } return [-1, -1]; //king not found } filterValid(moves) { - if (moves.length == 0) return []; + if (moves.length == 0) + return []; const color = this.turn; - const oppCol = ChessRules.GetOppCol(color); + 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 == ChessRules.KING) && - m.appear.every(a => a.c != oppCol || a.p != ChessRUles.KING) + 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); @@ -1761,7 +1837,8 @@ export default class ChessRules { return res; }); } - if (this.taking || this.options["dark"]) return moves; + if (this.options["taking"] || this.options["dark"]) + return moves; const kingPos = this.searchKingPos(color); let filtered = {}; //avoid re-checking similar moves (promotions...) return moves.filter(m => { @@ -1770,13 +1847,18 @@ export default class ChessRules { this.playOnBoard(m); let square = kingPos, res = true; //a priori valid - if (m.vanish.some(v => v.p == ChessRules.KING && v.c == color)) { + if (m.vanish.some(v => { + return (v.p == "k" || C.CannibalKings[v.p]) && v.c == color; + })) { // Search king in appear array: const newKingIdx = - m.appear.findIndex(a => a.p == ChessRules.KING && a.c == color); + m.appear.findIndex(a => { + return (a.p == "k" || C.CannibalKings[a.p]) && a.c == color; + }); if (newKingIdx >= 0) square = [m.appear[newKingIdx].x, m.appear[newKingIdx].y]; - else res = false; + else + res = false; } res &&= !this.underCheck(square, oppCol); this.undoOnBoard(m); @@ -1816,17 +1898,20 @@ export default class ChessRules { move.appear.concat(move.vanish).forEach(psq => { if ( this.board[psq.x][psq.y] != "" && - this.getPiece(psq.x, psq.y) == ChessRules.KING + this.getPieceType(psq.x, psq.y) == "k" ) { 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) c = 'b'; - else if (psq.x == this.size.x - 1) c = 'w'; - if (c != '') { + let c = ""; + if (psq.x == 0) + c = "b"; + else if (psq.x == this.size.x - 1) + c = "w"; + if (c != "") { const fidx = this.castleFlags[c].findIndex(f => f == psq.y); - if (fidx >= 0) this.castleFlags[c][fidx] = this.size.y; + if (fidx >= 0) + this.castleFlags[c][fidx] = this.size.y; } }); } @@ -1834,7 +1919,7 @@ export default class ChessRules { prePlay(move) { if ( typeof move.start.x == "number" && - (!this.options["teleport"] || this.subTurn == 1) + (!this.options["teleport"] || this.subTurnTeleport == 1) ) { // OK, not a drop move if ( @@ -1845,25 +1930,33 @@ export default class ChessRules { ) { this.updateCastleFlags(move); } - const initSquare = ChessRules.CoordsToSquare(move.start); + const initSquare = C.CoordsToSquare(move.start); if ( this.options["crazyhouse"] && (!this.options["rifle"] || !move.capture) ) { + const destSquare = C.CoordsToSquare(move.end); if (this.ispawn[initSquare]) { delete this.ispawn[initSquare]; - this.ispawn[ChessRules.CoordsToSquare(move.end)] = true; + this.ispawn[destSquare] = true; + } + else if ( + move.vanish[0].p == "p" && + move.appear[0].p != "p" + ) { + this.ispawn[destSquare] = true; } else if ( - move.vanish[0].p == ChessRules.PAWN && - move.appear[0].p != ChessRules.PAWN + this.ispawn[destSquare] && + this.getColor(move.end.x, move.end.y) != move.vanish[0].c ) { - this.ispawn[ChessRules.CoordsToSquare(move.end)] = true; + move.vanish[1].p = "p"; + delete this.ispawn[destSquare]; } } } const minSize = Math.min(move.appear.length, move.vanish.length); - if (this.hasReserve) { + if (this.hasReserve && !move.pawnfall) { const color = this.turn; for (let i=minSize; i move.appear.length && move.vanish[move.vanish.length - 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}; - this.subTurn = 2; + this.subTurnTeleport = 2; return; } + this.subTurnTeleport = 1; this.captured = null; } if (this.options["balance"]) { - if (![1, 3].includes(this.movesCount)) this.turn = oppCol; + if (![1, 3].includes(this.movesCount)) + this.turn = oppCol; } else { if ( @@ -1916,7 +2013,13 @@ export default class ChessRules { (this.options["progressive"] && this.subTurn <= this.movesCount) ) { const oppKingPos = this.searchKingPos(oppCol); - if (oppKingPos[0] >= 0 && !this.underCheck(oppKingPos, color)) { + if ( + oppKingPos[0] >= 0 && + ( + this.options["taking"] || + !this.underCheck(oppKingPos, color) + ) + ) { this.subTurn++; return; } @@ -1933,16 +2036,19 @@ export default class ChessRules { 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) { - // TODO?: do not search all possible moves here + // NOTE: in fact searching for all potential moves from i,j. + // I don't believe this is an issue, for now at least. const moves = this.getPotentialMovesFrom([i, j]); - if (moves.some(m => this.filterValid([m]).length >= 1)) return true; + if (moves.some(m => this.filterValid([m]).length >= 1)) + return true; } } } if (this.hasReserve && this.reserve[color]) { for (let p of Object.keys(this.reserve[color])) { const moves = this.getDropMovesFrom([color, p]); - if (moves.some(m => this.filterValid([m]).length >= 1)) return true; + if (moves.some(m => this.filterValid([m]).length >= 1)) + return true; } } return false; @@ -1951,31 +2057,37 @@ export default class ChessRules { // What is the score ? (Interesting if game is over) getCurrentScore(move) { const color = this.turn; - const oppCol = ChessRules.GetOppCol(color); + const oppCol = C.GetOppCol(color); const kingPos = [this.searchKingPos(color), this.searchKingPos(oppCol)]; - if (kingPos[0][0] < 0 && kingPos[1][0] < 0) return "1/2"; - if (kingPos[0][0] < 0) return (color == "w" ? "0-1" : "1-0"); - if (kingPos[1][0] < 0) return (color == "w" ? "1-0" : "0-1"); - if (this.atLeastOneMove()) return "*"; + if (kingPos[0][0] < 0 && kingPos[1][0] < 0) + return "1/2"; + if (kingPos[0][0] < 0) + return (color == "w" ? "0-1" : "1-0"); + if (kingPos[1][0] < 0) + return (color == "w" ? "1-0" : "0-1"); + if (this.atLeastOneMove()) + return "*"; // No valid move: stalemate or checkmate? - if (!this.underCheck(kingPos, color)) return "1/2"; + if (!this.underCheck(kingPos[0], color)) + return "1/2"; // OK, checkmate return (color == "w" ? "0-1" : "1-0"); } - // NOTE: quite suboptimal for eg. Benedict (TODO?) + // NOTE: quite suboptimal for eg. Benedict (not a big deal I think) playVisual(move, r) { move.vanish.forEach(v => { - if (!this.enlightened || this.enlightened[v.x][v.y]) { + // TODO: next "if" shouldn't be required + if (this.g_pieces[v.x][v.y]) this.g_pieces[v.x][v.y].remove(); - this.g_pieces[v.x][v.y] = null; - } + this.g_pieces[v.x][v.y] = null; }); - let container = document.getElementById(this.containerId); - if (!r) r = container.getBoundingClientRect(); + let chessboard = + document.getElementById(this.containerId).querySelector(".chessboard"); + if (!r) + r = chessboard.getBoundingClientRect(); const pieceWidth = this.getPieceWidth(r.width); move.appear.forEach(a => { - if (this.enlightened && !this.enlightened[a.x][a.y]) return; this.g_pieces[a.x][a.y] = document.createElement("piece"); this.g_pieces[a.x][a.y].classList.add(this.pieces()[a.p]["class"]); this.g_pieces[a.x][a.y].classList.add(a.c == "w" ? "white" : "black"); @@ -1983,13 +2095,17 @@ export default class ChessRules { 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)`; - container.appendChild(this.g_pieces[a.x][a.y]); + if (this.enlightened && !this.enlightened[a.x][a.y]) + this.g_pieces[a.x][a.y].classList.add("hidden"); + chessboard.appendChild(this.g_pieces[a.x][a.y]); }); + if (this.options["dark"]) + this.graphUpdateEnlightened(); } playPlusVisual(move, r) { - this.playVisual(move, r); this.play(move); + this.playVisual(move, r); this.afterPlay(move); //user method } @@ -1998,12 +2114,14 @@ export default class ChessRules { let nbR = 0, ridx = 0; for (let pi of Object.keys(this.reserve[c])) { - if (this.reserve[c][pi] == 0) continue; - if (pi == p) ridx = nbR; + if (this.reserve[c][pi] == 0) + continue; + if (pi == p) + ridx = nbR; nbR++; } const rsqSize = this.getReserveSquareSize(r.width, nbR); - return [ridx * rsqSize, rsqSize]; //slightly inaccurate... TODO? + return [-ridx * rsqSize, rsqSize]; //slightly inaccurate... TODO? } animate(move, callback) { @@ -2015,23 +2133,30 @@ export default class ChessRules { const dropMove = (typeof i1 == "string"); const startArray = (dropMove ? this.r_pieces : this.g_pieces); let startPiece = startArray[i1][j1]; - let container = document.getElementById(this.containerId); + // TODO: next "if" shouldn't be required + if (!startPiece) { + callback(); + return; + } + let chessboard = + document.getElementById(this.containerId).querySelector(".chessboard"); const clonePiece = ( !dropMove && this.options["rifle"] || - (this.options["teleport"] && this.subTurn == 2) + (this.options["teleport"] && this.subTurnTeleport == 2) ); if (clonePiece) { startPiece = startPiece.cloneNode(); - if (this.options["rifle"]) startArray[i1][j1].style.opacity = "0"; - if (this.options["teleport"] && this.subTurn == 2) { + if (this.options["rifle"]) + startArray[i1][j1].style.opacity = "0"; + if (this.options["teleport"] && this.subTurnTeleport == 2) { const pieces = this.pieces(); const startCode = (dropMove ? j1 : this.getPiece(i1, j1)); startPiece.classList.remove(pieces[startCode]["class"]); startPiece.classList.add(pieces[this.captured.p]["class"]); // Color: OK } - container.appendChild(startPiece); + chessboard.appendChild(startPiece); } const [i2, j2] = [move.end.x, move.end.y]; let startCoords; @@ -2041,25 +2166,33 @@ export default class ChessRules { this.size.y / 2 //not trying to be accurate here... (TODO?) ]; } - else startCoords = [i1, j1]; - const r = container.getBoundingClientRect(); + else + startCoords = [i1, j1]; + const r = chessboard.getBoundingClientRect(); const arrival = this.getPixelPosition(i2, j2, r); //TODO: arrival on drop? let rs = [0, 0]; - if (dropMove) rs = this.getReserveShift(i1, j1, r); + if (dropMove) + rs = this.getReserveShift(i1, j1, r); const distance = Math.sqrt((startCoords[0] - i2) ** 2 + (startCoords[1] - j2) ** 2); const maxDist = Math.sqrt((this.size.x - 1)** 2 + (this.size.y - 1) ** 2); const multFact = (distance - 1) / (maxDist - 1); //1 == minDist const duration = 0.2 + multFact * 0.3; + const initTransform = startPiece.style.transform; startPiece.style.transform = `translate(${arrival[0] + rs[0]}px, ${arrival[1] + rs[1]}px)`; startPiece.style.transitionDuration = duration + "s"; setTimeout( () => { if (clonePiece) { - if (this.options["rifle"]) startArray[i1][j1].style.opacity = "1"; + if (this.options["rifle"]) + startArray[i1][j1].style.opacity = "1"; startPiece.remove(); } + else { + startPiece.style.transform = initTransform; + startPiece.style.transitionDuration = "0s"; + } callback(); }, duration * 1000 @@ -2067,24 +2200,40 @@ export default class ChessRules { } playReceivedMove(moves, callback) { - if (!document.hasFocus()) { - window.onfocus = () => { - window.onfocus = undefined; - setTimeout(() => this.playReceivedMove(moves, callback), 700); + const launchAnimation = () => { + const r = container.querySelector(".chessboard").getBoundingClientRect(); + const animateRec = i => { + this.animate(moves[i], () => { + this.playVisual(moves[i], r); + this.play(moves[i]); + if (i < moves.length - 1) + setTimeout(() => animateRec(i+1), 300); + else + callback(); + }); }; - return; - } - const r = - document.getElementById(this.containerId).getBoundingClientRect(); - const animateRec = i => { - this.animate(moves[i], () => { - this.playVisual(moves[i], r); - this.play(moves[i]); - if (i < moves.length - 1) setTimeout(() => animateRec(i+1), 300); - else callback(); - }); + animateRec(0); + }; + // 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); + } + else + setTimeout(launchAnimation, delay || 0); }; - animateRec(0); + let container = document.getElementById(this.containerId); + if (document.hidden) { + document.onvisibilitychange = () => { + document.onvisibilitychange = undefined; + checkDisplayThenAnimate(700); + }; + } + else + checkDisplayThenAnimate(); } };