Various fixes, additions...
authorBenjamin Auder <benjamin.auder@somewhere>
Tue, 25 Dec 2018 08:14:11 +0000 (09:14 +0100)
committerBenjamin Auder <benjamin.auder@somewhere>
Tue, 25 Dec 2018 08:14:11 +0000 (09:14 +0100)
18 files changed:
public/images/pieces/Baroque/bm.svg [moved from public/images/pieces/Ultima/bm.svg with 100% similarity]
public/images/pieces/Baroque/wm.svg [moved from public/images/pieces/Ultima/wm.svg with 100% similarity]
public/javascripts/base_rules.js
public/javascripts/utils/printDiagram.js
public/javascripts/variants/Alice.js
public/javascripts/variants/Baroque.js [moved from public/javascripts/variants/Ultima.js with 100% similarity]
public/javascripts/variants/Berolina.js
public/javascripts/variants/Checkered.js
public/javascripts/variants/Losers.js [moved from public/javascripts/variants/Loser.js with 98% similarity]
public/javascripts/variants/Switching.js
public/javascripts/variants/Upsidedown.js
public/stylesheets/layout.sass
views/rules/Baroque/en.pug [moved from views/rules/Ultima/en.pug with 96% similarity]
views/rules/Baroque/fr.pug [moved from views/rules/Ultima/fr.pug with 96% similarity]
views/rules/Checkered/en.pug
views/rules/Checkered/fr.pug
views/rules/Losers/en.pug [moved from views/rules/Loser/en.pug with 100% similarity]
views/rules/Losers/fr.pug [moved from views/rules/Loser/fr.pug with 100% similarity]

index 0bf5114..8b8165a 100644 (file)
@@ -77,7 +77,7 @@ class ChessRules
                        if (fenParsed.enpassant != "-")
                        {
                                const ep = V.SquareToCoords(fenParsed.enpassant);
-                               if (ep.y < 0 || ep.y > V.size.y || isNaN(ep.x) || ep.x < 0 || ep.x > V.size.x)
+                               if (isNaN(ep.x) || !V.OnBoard(ep))
                                        return false;
                        }
                }
@@ -119,8 +119,14 @@ class ChessRules
                return !!flags.match(/^[01]{4,4}$/);
        }
 
-       // 3 --> d (column letter from number)
-       static GetColumn(colnum)
+       // 3 --> d (column number to letter)
+       static CoordToColumn(colnum)
+       {
+               return String.fromCharCode(97 + colnum);
+       }
+
+       // d --> 3 (column letter to number)
+       static ColumnToCoord(colnum)
        {
                return String.fromCharCode(97 + colnum);
        }
@@ -129,6 +135,8 @@ class ChessRules
        static SquareToCoords(sq)
        {
                return {
+                       // NOTE: column is always one char => max 26 columns
+                       // row is counted from black side => subtraction
                        x: V.size.x - parseInt(sq.substr(1)),
                        y: sq[0].charCodeAt() - 97
                };
@@ -137,7 +145,7 @@ class ChessRules
        // {x:0,y:4} --> e8
        static CoordsToSquare(coords)
        {
-               return V.GetColumn(coords.y) + (V.size.x - coords.x);
+               return V.CoordToColumn(coords.y) + (V.size.x - coords.x);
        }
 
        // Aggregates flags into one object
@@ -217,31 +225,32 @@ class ChessRules
 
                        // Get random squares for bishops
                        let randIndex = 2 * _.random(3);
-                       let bishop1Pos = positions[randIndex];
+                       const bishop1Pos = positions[randIndex];
                        // The second bishop must be on a square of different color
                        let randIndex_tmp = 2 * _.random(3) + 1;
-                       let bishop2Pos = positions[randIndex_tmp];
+                       const bishop2Pos = positions[randIndex_tmp];
                        // 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(5);
-                       let knight1Pos = positions[randIndex];
+                       const knight1Pos = positions[randIndex];
                        positions.splice(randIndex, 1);
                        randIndex = _.random(4);
-                       let knight2Pos = positions[randIndex];
+                       const knight2Pos = positions[randIndex];
                        positions.splice(randIndex, 1);
 
                        // Get random square for queen
                        randIndex = _.random(3);
-                       let queenPos = positions[randIndex];
+                       const queenPos = positions[randIndex];
                        positions.splice(randIndex, 1);
 
-                       // Rooks and king positions are now fixed, because of the ordering rook-king-rook
-                       let rook1Pos = positions[0];
-                       let kingPos = positions[1];
-                       let rook2Pos = positions[2];
+                       // 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';
@@ -528,7 +537,8 @@ class ChessRules
                }
        }
 
-       // Build a regular move from its initial and destination squares; tr: transformation
+       // Build a regular move from its initial and destination squares.
+       // tr: transformation
        getBasicMove([sx,sy], [ex,ey], tr)
        {
                let mv = new Move({
@@ -565,7 +575,8 @@ class ChessRules
                return mv;
        }
 
-       // Generic method to find possible moves of non-pawn pieces ("sliding or jumping")
+       // Generic method to find possible moves of non-pawn pieces:
+       // "sliding or jumping"
        getSlideNJumpMoves([x,y], steps, oneStep)
        {
                const color = this.getColor(x,y);
@@ -680,7 +691,8 @@ class ChessRules
        // What are the queen moves from square x,y ?
        getPotentialQueenMoves(sq)
        {
-               return this.getSlideNJumpMoves(sq, V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
+               return this.getSlideNJumpMoves(sq,
+                       V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
        }
 
        // What are the king moves from square x,y ?
@@ -710,13 +722,15 @@ class ChessRules
                                continue;
                        // If this code is reached, rooks and king are on initial position
 
-                       // Nothing on the path of the king (and no checks; OK also if y==finalSquare)?
+                       // Nothing on the path of the king ?
+                       // (And no checks; OK also if y==finalSquare)
                        let step = finalSquares[castleSide][0] < y ? -1 : 1;
                        for (i=y; i!=finalSquares[castleSide][0]; i+=step)
                        {
                                if (this.isAttacked([x,i], [oppCol]) || (this.board[x][i] != V.EMPTY &&
                                        // NOTE: next check is enough, because of chessboard constraints
-                                       (this.getColor(x,i) != c || ![V.KING,V.ROOK].includes(this.getPiece(x,i)))))
+                                       (this.getColor(x,i) != c
+                                               || ![V.KING,V.ROOK].includes(this.getPiece(x,i)))))
                                {
                                        continue castlingCheck;
                                }
@@ -782,7 +796,8 @@ class ChessRules
                });
        }
 
-       // Search for all valid moves considering current turn (for engine and game end)
+       // Search for all valid moves considering current turn
+       // (for engine and game end)
        getAllValidMoves()
        {
                const color = this.turn;
@@ -792,13 +807,14 @@ class ChessRules
                {
                        for (let j=0; j<V.size.y; j++)
                        {
-                               // Next condition "!= oppCol" = harmless hack to work with checkered variant
+                               // Next condition "!= oppCol" to work with checkered variant
                                if (this.board[i][j] != V.EMPTY && this.getColor(i,j) != oppCol)
-                                       Array.prototype.push.apply(potentialMoves, this.getPotentialMovesFrom([i,j]));
+                               {
+                                       Array.prototype.push.apply(potentialMoves,
+                                               this.getPotentialMovesFrom([i,j]));
+                               }
                        }
                }
-               // NOTE: prefer lazy undercheck tests, letting the king being taken?
-               // No: if happen on last 1/2 move, could lead to forbidden moves, wrong evals
                return this.filterValid(potentialMoves);
        }
 
@@ -828,7 +844,7 @@ class ChessRules
                return false;
        }
 
-       // Check if pieces of color in array 'colors' are attacking (king) on square x,y
+       // Check if pieces of color in 'colors' are attacking (king) on square x,y
        isAttacked(sq, colors)
        {
                return (this.isAttackedByPawn(sq, colors)
@@ -984,7 +1000,6 @@ class ChessRules
        play(move, ingame)
        {
                // DEBUG:
-//             console.log("DO");
 //             if (!this.states) this.states = [];
 //             if (!ingame) this.states.push(this.getFen());
 
@@ -1019,7 +1034,6 @@ class ChessRules
                this.unupdateVariables(move);
 
                // DEBUG:
-//             console.log("UNDO "+this.getNotation(move));
 //             if (this.getFen() != this.states[this.states.length-1])
 //                     debugger;
 //             this.states.pop();
@@ -1127,12 +1141,14 @@ class ChessRules
                // Rank moves using a min-max at depth 2
                for (let i=0; i<moves1.length; i++)
                {
-                       moves1[i].eval = (color=="w" ? -1 : 1) * maxeval; //very low, I'm checkmated
+                       // Initial self evaluation is very low: "I'm checkmated"
+                       moves1[i].eval = (color=="w" ? -1 : 1) * maxeval;
                        this.play(moves1[i]);
                        let eval2 = undefined;
                        if (this.atLeastOneMove())
                        {
-                               eval2 = (color=="w" ? 1 : -1) * maxeval; //initialized with checkmate value
+                               // Initial enemy evaluation is very low too, for him
+                               eval2 = (color=="w" ? 1 : -1) * maxeval;
                                // Second half-move:
                                let moves2 = this.getAllValidMoves("computer");
                                for (let j=0; j<moves2.length; j++)
@@ -1147,8 +1163,11 @@ class ChessRules
                                                const score = this.checkGameEnd();
                                                evalPos = (score=="1/2" ? 0 : (score=="1-0" ? 1 : -1) * maxeval);
                                        }
-                                       if ((color == "w" && evalPos < eval2) || (color=="b" && evalPos > eval2))
+                                       if ((color == "w" && evalPos < eval2)
+                                               || (color=="b" && evalPos > eval2))
+                                       {
                                                eval2 = evalPos;
+                                       }
                                        this.undo(moves2[j]);
                                }
                        }
@@ -1187,7 +1206,8 @@ class ChessRules
                                        this.alphabeta(V.SEARCH_DEPTH-1, -maxeval, maxeval);
                                this.undo(moves1[i]);
                        }
-                       moves1.sort( (a,b) => { return (color=="w" ? 1 : -1) * (b.eval - a.eval); });
+                       moves1.sort( (a,b) => {
+                               return (color=="w" ? 1 : -1) * (b.eval - a.eval); });
                }
                else
                        return currentBest;
@@ -1284,12 +1304,12 @@ class ChessRules
                        if (move.vanish.length > move.appear.length)
                        {
                                // Capture
-                               const startColumn = String.fromCharCode(97 + move.start.y);
+                               const startColumn = V.CoordToColumn(move.start.y);
                                notation = startColumn + "x" + finalSquare;
                        }
                        else //no capture
                                notation = finalSquare;
-                       if (move.appear.length > 0 && piece != move.appear[0].p) //promotion
+                       if (move.appear.length > 0 && move.appear[0].p != V.PAWN) //promotion
                                notation += "=" + move.appear[0].p.toUpperCase();
                        return notation;
                }
index ef75049..61c726e 100644 (file)
@@ -15,9 +15,8 @@ function getDiagram(args)
                for (let i=0; i<squares.length; i++)
                {
                        const res = /^([a-z]+)([0-9]+)$/i.exec(squares[i]);
-                       const x = sizeX - parseInt(res[2]); //white at bottom, so counting is reversed
-                       const y = res[1].charCodeAt(0)-97; //always one char: max 26, big enough
-                       markArray[x][y] = true;
+                       const coords = V.SquareToCoords(res);
+                       markArray[coords.x][coords.y] = true;
                }
        }
        let boardDiv = "";
index 2be714f..2788e21 100644 (file)
@@ -324,7 +324,7 @@ class AliceRules extends ChessRules
                const captureMark = (move.vanish.length > move.appear.length ? "x" : "");
                let pawnMark = "";
                if (["p","s"].includes(piece) && captureMark.length == 1)
-                       pawnMark = V.GetColumn(move.start.y); //start column
+                       pawnMark = V.CoordToColumn(move.start.y); //start column
 
                // Piece or pawn movement
                let notation = piece.toUpperCase() + pawnMark + captureMark + finalSquare;
index dc9e257..be72e2d 100644 (file)
@@ -10,17 +10,26 @@ class BerolinaRules extends ChessRules
                        const square = moveOrSquare;
                        if (square == "-")
                                return undefined;
-                       return V.SquareToCoords(square);
+                       // Enemy pawn initial column must be given too:
+                       let res = [];
+                       const epParts = square.split(",");
+                       res.push(V.SquareToCoords(epParts[0]));
+                       res.push(V.ColumnToCoord(epParts[1]));
+                       return res;
                }
                // Argument is a move:
                const move = moveOrSquare;
                const [sx,ex,sy] = [move.start.x,move.end.x,move.start.y];
                if (this.getPiece(sx,sy) == V.PAWN && Math.abs(sx - ex) == 2)
                {
-                       return {
-                               x: (ex + sx)/2,
-                               y: (move.end.y + sy)/2
-                       };
+                       return
+                       [
+                               {
+                                       x: (ex + sx)/2,
+                                       y: (move.end.y + sy)/2
+                               },
+                               move.end.y
+                       ];
                }
                return undefined; //default
        }
@@ -47,7 +56,10 @@ class BerolinaRules extends ChessRules
                                if (this.board[x+shiftX][y+shiftY] == V.EMPTY)
                                {
                                        for (let piece of finalPieces)
-                                               moves.push(this.getBasicMove([x,y], [x+shiftX,y+shiftY], {c:color,p:piece}));
+                                       {
+                                               moves.push(this.getBasicMove([x,y], [x+shiftX,y+shiftY],
+                                                       {c:color,p:piece}));
+                                       }
                                        if (x == startRank && y+2*shiftY>=0 && y+2*shiftY<sizeY
                                                && this.board[x+2*shiftX][y+2*shiftY] == V.EMPTY)
                                        {
@@ -68,14 +80,15 @@ class BerolinaRules extends ChessRules
                // En passant
                const Lep = this.epSquares.length;
                const epSquare = this.epSquares[Lep-1]; //always at least one element
-               if (!!epSquare && epSquare.x == x+shiftX && epSquare.y == y)
+               if (!!epSquare && epSquare[0].x == x+shiftX && epSquare[0].y == y
+                       && Math.abs(epSquare[1] - y) == 1)
                {
                        let enpassantMove = this.getBasicMove([x,y], [x+shiftX,y]);
                        enpassantMove.vanish.push({
-                               x: epSquare.x,
-                               y: epSquare.y,
+                               x: x,
+                               y: epSquare[1],
                                p: 'p',
-                               c: this.getColor(epSquare.x,epSquare.y)
+                               c: this.getColor(x,epSquare[1])
                        });
                        moves.push(enpassantMove);
                }
@@ -90,12 +103,37 @@ class BerolinaRules extends ChessRules
                        let pawnShift = (c=="w" ? 1 : -1);
                        if (x+pawnShift>=0 && x+pawnShift<V.size.x)
                        {
-                               if (this.getPiece(x+pawnShift,y)==V.PAWN && this.getColor(x+pawnShift,y)==c)
+                               if (this.getPiece(x+pawnShift,y)==V.PAWN
+                                       && this.getColor(x+pawnShift,y)==c)
+                               {
                                        return true;
+                               }
                        }
                }
                return false;
        }
+
+       getNotation(move)
+       {
+               const piece = this.getPiece(move.start.x, move.start.y);
+               if (piece == V.PAWN)
+               {
+                       // Pawn move
+                       let notation = "";
+                       if (move.vanish.length == 2) //capture
+                               notation = finalSquare;
+                       else
+                       {
+                               // No capture
+                               const startColumn = V.CoordToColumn(move.start.y);
+                               notation = startColumn + "x" + finalSquare;
+                       }
+                       if (move.appear[0].p != V.PAWN) //promotion
+                               notation += "=" + move.appear[0].p.toUpperCase();
+                       return notation;
+               }
+               return super.getNotation(move); //all other pieces are orthodox
+       }
 }
 
 const VariantRules = BerolinaRules;
index eee21b8..4a9419a 100644 (file)
@@ -278,7 +278,7 @@ class CheckeredRules extends ChessRules
                        if (move.vanish.length > 1)
                        {
                                // Capture
-                               const startColumn = V.GetColumn(move.start.y);
+                               const startColumn = V.CoordToColumn(move.start.y);
                                notation = startColumn + "x" + finalSquare +
                                        "=" + move.appear[0].p.toUpperCase();
                        }
similarity index 98%
rename from public/javascripts/variants/Loser.js
rename to public/javascripts/variants/Losers.js
index dcc5c11..c9509c6 100644 (file)
@@ -1,4 +1,4 @@
-class LoserRules extends ChessRules
+class LosersRules extends ChessRules
 {
        static get HasFlags() { return false; }
 
@@ -184,4 +184,4 @@ class LoserRules extends ChessRules
        }
 }
 
-const VariantRules = LoserRules;
+const VariantRules = LosersRules;
index 53b14d5..67078f5 100644 (file)
@@ -130,11 +130,7 @@ class SwitchingRules extends ChessRules
                if (move.appear[0].p == V.KING && move.appear[1].p == V.ROOK)
                        return (move.end.y < move.start.y ? "0-0-0" : "0-0");
                // Switch:
-               const startSquare =
-                       String.fromCharCode(97 + move.start.y) + (V.size.x-move.start.x);
-               const finalSquare =
-                       String.fromCharCode(97 + move.end.y) + (V.size.x-move.end.x);
-               return "S" + startSquare + finalSquare;
+               return "S" + V.CoordsToSquare(move.start) + V.CoordsToSquare(move.end);
        }
 }
 
index f966899..1a81288 100644 (file)
@@ -2,13 +2,7 @@ class UpsidedownRules extends ChessRules
 {
        static HasFlags() { return false; }
 
-       // Forbid two knights moves in a row at moves 1 and 2
-       getPotentialKnightMoves(sq)
-       {
-               // But this will also affect FEN for problems, and...
-               // does it really solve the problem ?
-               //if (this.moves. ...)
-       }
+       static HasEnpassant() { return false; }
 
        getPotentialKingMoves(sq)
        {
@@ -24,27 +18,40 @@ class UpsidedownRules extends ChessRules
                {
                        let positions = _.range(8);
 
-                       let randIndex = 2 * _.random(3);
-                       let bishop1Pos = positions[randIndex];
-                       let randIndex_tmp = 2 * _.random(3) + 1;
-                       let bishop2Pos = positions[randIndex_tmp];
+                       let randIndex = _.random(7);
+                       const kingPos = positions[randIndex];
+                       positions.splice(randIndex, 1);
+
+                       // At least a knight must be next to the king:
+                       let knight1Pos = undefined;
+                       if (kingPos == 0)
+                               knight1Pos = 1;
+                       else if (kingPos == V.size.y-1)
+                               knight1Pos = V.size.y-2;
+                       else
+                               knight1Pos = kingPos + (Math.random() < 0.5 ? 1 : -1);
+                       // Search for knight1Pos index in positions and remove it
+                       const knight1Index = positions.indexOf(knight1Pos);
+                       positions.splice(knight1Index, 1);
+
+                       // King+knight1 are on two consecutive squares: one light, one dark
+                       randIndex = 2 * _.random(2);
+                       const bishop1Pos = positions[randIndex];
+                       let randIndex_tmp = 2 * _.random(2) + 1;
+                       const bishop2Pos = positions[randIndex_tmp];
                        positions.splice(Math.max(randIndex,randIndex_tmp), 1);
                        positions.splice(Math.min(randIndex,randIndex_tmp), 1);
 
-                       randIndex = _.random(5);
-                       let knight1Pos = positions[randIndex];
-                       positions.splice(randIndex, 1);
-                       randIndex = _.random(4);
-                       let knight2Pos = positions[randIndex];
+                       randIndex = _.random(3);
+                       const knight2Pos = positions[randIndex];
                        positions.splice(randIndex, 1);
 
-                       randIndex = _.random(3);
-                       let queenPos = positions[randIndex];
+                       randIndex = _.random(2);
+                       const queenPos = positions[randIndex];
                        positions.splice(randIndex, 1);
 
-                       let rook1Pos = positions[0];
-                       let kingPos = positions[1];
-                       let rook2Pos = positions[2];
+                       const rook1Pos = positions[0];
+                       const rook2Pos = positions[1];
 
                        pieces[c][rook1Pos] = 'r';
                        pieces[c][knight1Pos] = 'n';
index cb8f801..e70d3fe 100644 (file)
@@ -59,6 +59,9 @@ a
 .bigfont
   font-size: 1.2em
 
+.bold
+  font-weight: bold
+
 [type="checkbox"].modal+div .card
   max-width: 767px
   max-height: 100vh
similarity index 96%
rename from views/rules/Ultima/en.pug
rename to views/rules/Baroque/en.pug
index e2876fd..fb78164 100644 (file)
@@ -3,6 +3,13 @@ p.boxed
        | They generally move like an orthodox queen,
        | but capturing rules are complex.
 
+p
+       | Note: 'Baroque' is the initial name thought by the author,
+       | but 'Ultima' is also largely adopted.
+       a(href="https://www.chessvariants.com/people.dir/abbott.html")
+               | He prefers 'Baroque'
+       | , and I think me too.
+
 h3 Specifications
 
 ul
similarity index 96%
rename from views/rules/Ultima/fr.pug
rename to views/rules/Baroque/fr.pug
index 006df69..b49a66b 100644 (file)
@@ -2,6 +2,13 @@ p.boxed
        | La plupart des pièces sont connues mais se déplacent différemment ;
        | en général comme une dame orthodoxe, mais les captures sont complexes.
 
+p
+       | Note : le nom initialement choisit par l'auteur est 'Baroque',
+       | mais 'Ultima' est également largement utilisé.
+       a(href="https://www.chessvariants.com/people.dir/abbott.html")
+               | Il préfère 'Baroque'
+       | , et moi aussi je crois.
+
 h3 Caractéristiques
 
 ul
index ac78d65..9ce4f10 100644 (file)
@@ -11,6 +11,8 @@ figure.showPieces.center-align
        img(src="/images/tmp_checkered/no_ck.png")
        figcaption Checkered pieces, born after captures.
 
+p Note: the initial French name for this variant is "l'Échiqueté".
+
 h3 Specifications
 
 ul
@@ -65,6 +67,28 @@ ul
                Checkered pawns cannot capture en passant, because while the pawn was "passing"
                they were of the same color.
 
+p.bold.bigfont If you wanna play, you can stop reading here.
+
+h3 Stalemate or checkmate?
+
+p.
+       The following diagram seems to show a mating pattern, but the king if
+       "attacked" by a checkered pawn &ndash; which still belongs to white.
+       Therefore, it can be considered that it's not really a check because
+       white is unable to "give back the turn".
+       Without the black bishop on a7 it would be mate (without debate), because
+       the king could virtually go to g1 before being captured by the pawn-chamaleon.
+
+figure.diagram-container
+       .diagram
+               | fen:7k/b5pp/8/8/8/8/6ss/7K:
+       figcaption After 1...g2+(#?)
+
+p.
+       The interface considers that it's mate in both cases, following the idea
+       "it's checkmate if we cannot move, and the opponent on its turn could
+       take the king" (maybe after an impossible move).
+
 h2.stageDelimiter Stage 2
 
 p.warn This stage is not (and probably will never be) implemented.
index 6528248..ddc9a6f 100644 (file)
@@ -11,6 +11,11 @@ figure.showPieces.center-align
        img(src="/images/tmp_checkered/no_ck.png")
        figcaption Pièces échiquetées, nées suite aux captures.
 
+p.
+       Note : le (vrai) nom initial de cette variante est "l'Échiqueté".
+       "Checkered" en est la traduction anglaise, et ce dernier terme me paraît
+       plus lisible pour des non francophones.
+
 h3 Caractéristiques
 
 ul
@@ -67,6 +72,28 @@ ul
                Les pions échiquetés ne peuvent capturer en passant, puisque pendant que
                le pion adverse "passait" ils étaient dans le même camp.
 
+p.bold.bigfont Pour jouer, vous pouvez arrêter de lire ici.
+
+h3 Mat ou pat ?
+
+p.
+       La situation du diagramme suivant ressemble à un mat, mais le roi est
+       "attaqué" par un pion échiqueté : celui-ci appartient pour l'instant aux blancs.
+       On peut donc considérer qu'ils ne sont pas vraiment en échec
+       puisqu'incapables de "rendre le trait".
+       Sans le fou noir en a7 ce serait mat (indiscutable), car le roi pourrait
+       virtuellement aller en g1 avant de se faire capturer par le pion caméléon.
+
+figure.diagram-container
+       .diagram
+               | fen:7k/b5pp/8/8/8/8/6ss/7K:
+       figcaption Après 1...g2+(#?)
+
+p.
+       L'interface considère que c'est mat dans les deux cas, partant
+       du principe que "c'est mat si on ne peut pas bouger et que l'adversaire
+       au trait peut capturer le roi" (éventuellement après un coup interdit).
+
 h2.stageDelimiter Phase 2
 
 p.warn Cette étape n'est pas (et ne sera probablement jamais) implémentée ici.
@@ -102,5 +129,5 @@ ul
                Les règles de l'Échiqueté ont été déterminées par Patrick Bernier, puis
                développées avec l'aide de Benjamin Auder.
        li.
-               Merci également à Olive Martin, Christian Poisson, Bevis Martin, Laurent Nouhaud
-               et Frédéric Fradet.
+               Merci également à Olive Martin, Christian Poisson, Bevis Martin,
+               Laurent Nouhaud et Frédéric Fradet.