2b2ecfa3aa685fe18f8444d04899a7e5e81da389
[xogo.git] / base_rules.js
1 import { Random } from "/utils/alea.js";
2 import { ArrayFun } from "/utils/array.js";
3 import PiPo from "/utils/PiPo.js";
4 import Move from "/utils/Move.js";
5
6 // NOTE: x coords: top to bottom (white perspective); y: left to right
7 // NOTE: ChessRules is aliased as window.C, and variants as window.V
8 export default class ChessRules {
9
10 static get Aliases() {
11 return {'C': ChessRules};
12 }
13
14 /////////////////////////
15 // VARIANT SPECIFICATIONS
16
17 // Some variants have specific options, like the number of pawns in Monster,
18 // or the board size for Pandemonium.
19 // Users can generally select a randomness level from 0 to 2.
20 static get Options() {
21 return {
22 select: [{
23 label: "Randomness",
24 variable: "randomness",
25 defaut: 0,
26 options: [
27 {label: "Deterministic", value: 0},
28 {label: "Symmetric random", value: 1},
29 {label: "Asymmetric random", value: 2}
30 ]
31 }],
32 check: [
33 {
34 label: "Capture king",
35 defaut: false,
36 variable: "taking"
37 },
38 {
39 label: "Falling pawn",
40 defaut: false,
41 variable: "pawnfall"
42 }
43 ],
44 // Game modifiers (using "elementary variants"). Default: false
45 styles: [
46 "atomic",
47 "balance", //takes precedence over doublemove & progressive
48 "cannibal",
49 "capture",
50 "crazyhouse",
51 "cylinder", //ok with all
52 "dark",
53 "doublemove",
54 "madrasi",
55 "progressive", //(natural) priority over doublemove
56 "recycle",
57 "rifle",
58 "teleport",
59 "zen"
60 ]
61 };
62 }
63
64 get pawnPromotions() {
65 return ['q', 'r', 'n', 'b'];
66 }
67
68 // Some variants don't have flags:
69 get hasFlags() {
70 return true;
71 }
72 // Or castle
73 get hasCastle() {
74 return this.hasFlags;
75 }
76
77 // En-passant captures allowed?
78 get hasEnpassant() {
79 return true;
80 }
81
82 get hasReserve() {
83 return (
84 !!this.options["crazyhouse"] ||
85 (!!this.options["recycle"] && !this.options["teleport"])
86 );
87 }
88
89 get noAnimate() {
90 return !!this.options["dark"];
91 }
92
93 // Some variants use click infos:
94 doClick([x, y]) {
95 if (typeof x != "number")
96 return null; //click on reserves
97 if (
98 this.options["teleport"] && this.subTurnTeleport == 2 &&
99 this.board[x][y] == ""
100 ) {
101 return new Move({
102 start: {x: this.captured.x, y: this.captured.y},
103 appear: [
104 new PiPo({
105 x: x,
106 y: y,
107 c: this.captured.c, //this.turn,
108 p: this.captured.p
109 })
110 ],
111 vanish: []
112 });
113 }
114 return null;
115 }
116
117 ////////////////////
118 // COORDINATES UTILS
119
120 // 3 --> d (column number to letter)
121 static CoordToColumn(colnum) {
122 return String.fromCharCode(97 + colnum);
123 }
124
125 // d --> 3 (column letter to number)
126 static ColumnToCoord(columnStr) {
127 return columnStr.charCodeAt(0) - 97;
128 }
129
130 // 7 (numeric) --> 1 (str) [from black viewpoint].
131 static CoordToRow(rownum) {
132 return rownum;
133 }
134
135 // NOTE: wrong row index (1 should be 7 ...etc). But OK for the usage.
136 static RowToCoord(rownumStr) {
137 // NOTE: 30 is way more than enough (allow up to 29 rows on one character)
138 return parseInt(rownumStr, 30);
139 }
140
141 // a2 --> {x:2,y:0} (this is in fact a6)
142 static SquareToCoords(sq) {
143 return {
144 x: C.RowToCoord(sq[1]),
145 // NOTE: column is always one char => max 26 columns
146 y: C.ColumnToCoord(sq[0])
147 };
148 }
149
150 // {x:0,y:4} --> e0 (should be e8)
151 static CoordsToSquare(coords) {
152 return C.CoordToColumn(coords.y) + C.CoordToRow(coords.x);
153 }
154
155 coordsToId([x, y]) {
156 if (typeof x == "number")
157 return `${this.containerId}|sq-${x.toString(30)}-${y.toString(30)}`;
158 // Reserve :
159 return `${this.containerId}|rsq-${x}-${y}`;
160 }
161
162 idToCoords(targetId) {
163 if (!targetId)
164 return null; //outside page, maybe...
165 const idParts = targetId.split('|'); //prefix|sq-2-3 (start at 0 => 3,4)
166 if (
167 idParts.length < 2 ||
168 idParts[0] != this.containerId ||
169 !idParts[1].match(/sq-[0-9a-zA-Z]-[0-9a-zA-Z]/)
170 ) {
171 return null;
172 }
173 const squares = idParts[1].split('-');
174 if (squares[0] == "sq")
175 return [ parseInt(squares[1], 30), parseInt(squares[2], 30) ];
176 // squares[0] == "rsq" : reserve, 'c' + 'p' (letters)
177 return [squares[1], squares[2]];
178 }
179
180 /////////////
181 // FEN UTILS
182
183 // Turn "wb" into "B" (for FEN)
184 board2fen(b) {
185 return b[0] == "w" ? b[1].toUpperCase() : b[1];
186 }
187
188 // Turn "p" into "bp" (for board)
189 fen2board(f) {
190 return f.charCodeAt(0) <= 90 ? "w" + f.toLowerCase() : "b" + f;
191 }
192
193 // Setup the initial random-or-not (asymmetric-or-not) position
194 genRandInitFen(seed) {
195 Random.setSeed(seed);
196
197 let fen, flags = "0707";
198 if (!this.options.randomness)
199 // Deterministic:
200 fen = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0";
201
202 else {
203 // Randomize
204 let pieces = { w: new Array(8), b: new Array(8) };
205 flags = "";
206 // Shuffle pieces on first (and last rank if randomness == 2)
207 for (let c of ["w", "b"]) {
208 if (c == 'b' && this.options.randomness == 1) {
209 pieces['b'] = pieces['w'];
210 flags += flags;
211 break;
212 }
213
214 let positions = ArrayFun.range(8);
215
216 // Get random squares for bishops
217 let randIndex = 2 * Random.randInt(4);
218 const bishop1Pos = positions[randIndex];
219 // The second bishop must be on a square of different color
220 let randIndex_tmp = 2 * Random.randInt(4) + 1;
221 const bishop2Pos = positions[randIndex_tmp];
222 // Remove chosen squares
223 positions.splice(Math.max(randIndex, randIndex_tmp), 1);
224 positions.splice(Math.min(randIndex, randIndex_tmp), 1);
225
226 // Get random squares for knights
227 randIndex = Random.randInt(6);
228 const knight1Pos = positions[randIndex];
229 positions.splice(randIndex, 1);
230 randIndex = Random.randInt(5);
231 const knight2Pos = positions[randIndex];
232 positions.splice(randIndex, 1);
233
234 // Get random square for queen
235 randIndex = Random.randInt(4);
236 const queenPos = positions[randIndex];
237 positions.splice(randIndex, 1);
238
239 // Rooks and king positions are now fixed,
240 // because of the ordering rook-king-rook
241 const rook1Pos = positions[0];
242 const kingPos = positions[1];
243 const rook2Pos = positions[2];
244
245 // Finally put the shuffled pieces in the board array
246 pieces[c][rook1Pos] = "r";
247 pieces[c][knight1Pos] = "n";
248 pieces[c][bishop1Pos] = "b";
249 pieces[c][queenPos] = "q";
250 pieces[c][kingPos] = "k";
251 pieces[c][bishop2Pos] = "b";
252 pieces[c][knight2Pos] = "n";
253 pieces[c][rook2Pos] = "r";
254 flags += rook1Pos.toString() + rook2Pos.toString();
255 }
256 fen = (
257 pieces["b"].join("") +
258 "/pppppppp/8/8/8/8/PPPPPPPP/" +
259 pieces["w"].join("").toUpperCase() +
260 " w 0"
261 );
262 }
263 // Add turn + flags + enpassant (+ reserve)
264 let parts = [];
265 if (this.hasFlags)
266 parts.push(`"flags":"${flags}"`);
267 if (this.hasEnpassant)
268 parts.push('"enpassant":"-"');
269 if (this.hasReserve)
270 parts.push('"reserve":"000000000000"');
271 if (this.options["crazyhouse"])
272 parts.push('"ispawn":"-"');
273 if (parts.length >= 1)
274 fen += " {" + parts.join(",") + "}";
275 return fen;
276 }
277
278 // "Parse" FEN: just return untransformed string data
279 parseFen(fen) {
280 const fenParts = fen.split(" ");
281 let res = {
282 position: fenParts[0],
283 turn: fenParts[1],
284 movesCount: fenParts[2]
285 };
286 if (fenParts.length > 3)
287 res = Object.assign(res, JSON.parse(fenParts[3]));
288 return res;
289 }
290
291 // Return current fen (game state)
292 getFen() {
293 let fen = (
294 this.getBaseFen() + " " +
295 this.getTurnFen() + " " +
296 this.movesCount
297 );
298 let parts = [];
299 if (this.hasFlags)
300 parts.push(`"flags":"${this.getFlagsFen()}"`);
301 if (this.hasEnpassant)
302 parts.push(`"enpassant":"${this.getEnpassantFen()}"`);
303 if (this.hasReserve)
304 parts.push(`"reserve":"${this.getReserveFen()}"`);
305 if (this.options["crazyhouse"])
306 parts.push(`"ispawn":"${this.getIspawnFen()}"`);
307 if (parts.length >= 1)
308 fen += " {" + parts.join(",") + "}";
309 return fen;
310 }
311
312 // Position part of the FEN string
313 getBaseFen() {
314 const format = (count) => {
315 // if more than 9 consecutive free spaces, break the integer,
316 // otherwise FEN parsing will fail.
317 if (count <= 9)
318 return count;
319 // Most boards of size < 18:
320 if (count <= 18)
321 return "9" + (count - 9);
322 // Except Gomoku:
323 return "99" + (count - 18);
324 };
325 let position = "";
326 for (let i = 0; i < this.size.y; i++) {
327 let emptyCount = 0;
328 for (let j = 0; j < this.size.x; j++) {
329 if (this.board[i][j] == "")
330 emptyCount++;
331 else {
332 if (emptyCount > 0) {
333 // Add empty squares in-between
334 position += format(emptyCount);
335 emptyCount = 0;
336 }
337 position += this.board2fen(this.board[i][j]);
338 }
339 }
340 if (emptyCount > 0)
341 // "Flush remainder"
342 position += format(emptyCount);
343 if (i < this.size.y - 1)
344 position += "/"; //separate rows
345 }
346 return position;
347 }
348
349 getTurnFen() {
350 return this.turn;
351 }
352
353 // Flags part of the FEN string
354 getFlagsFen() {
355 return ["w", "b"].map(c => {
356 return this.castleFlags[c].map(x => x.toString(30)).join("");
357 }).join("");
358 }
359
360 // Enpassant part of the FEN string
361 getEnpassantFen() {
362 if (!this.epSquare)
363 return "-"; //no en-passant
364 return C.CoordsToSquare(this.epSquare);
365 }
366
367 getReserveFen() {
368 return (
369 ["w","b"].map(c => Object.values(this.reserve[c]).join("")).join("")
370 );
371 }
372
373 getIspawnFen() {
374 const coords = Object.keys(this.ispawn);
375 if (coords.length == 0)
376 return "-";
377 return coords.join(",");
378 }
379
380 // Set flags from fen (castle: white a,h then black a,h)
381 setFlags(fenflags) {
382 this.castleFlags = {
383 w: [0, 1].map(i => parseInt(fenflags.charAt(i), 30)),
384 b: [2, 3].map(i => parseInt(fenflags.charAt(i), 30))
385 };
386 }
387
388 //////////////////
389 // INITIALIZATION
390
391 constructor(o) {
392 this.options = o.options;
393 this.playerColor = o.color;
394 this.afterPlay = o.afterPlay;
395
396 // Fen string fully describes the game state
397 if (!o.fen)
398 o.fen = this.genRandInitFen(o.seed);
399 const fenParsed = this.parseFen(o.fen);
400 this.board = this.getBoard(fenParsed.position);
401 this.turn = fenParsed.turn;
402 this.movesCount = parseInt(fenParsed.movesCount, 10);
403 this.setOtherVariables(fenParsed);
404
405 // Graphical (can use variables defined above)
406 this.containerId = o.element;
407 this.graphicalInit();
408 }
409
410 // Turn position fen into double array ["wb","wp","bk",...]
411 getBoard(position) {
412 const rows = position.split("/");
413 let board = ArrayFun.init(this.size.x, this.size.y, "");
414 for (let i = 0; i < rows.length; i++) {
415 let j = 0;
416 for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++) {
417 const character = rows[i][indexInRow];
418 const num = parseInt(character, 10);
419 // If num is a number, just shift j:
420 if (!isNaN(num))
421 j += num;
422 // Else: something at position i,j
423 else
424 board[i][j++] = this.fen2board(character);
425 }
426 }
427 return board;
428 }
429
430 // Some additional variables from FEN (variant dependant)
431 setOtherVariables(fenParsed) {
432 // Set flags and enpassant:
433 if (this.hasFlags)
434 this.setFlags(fenParsed.flags);
435 if (this.hasEnpassant)
436 this.epSquare = this.getEpSquare(fenParsed.enpassant);
437 if (this.hasReserve)
438 this.initReserves(fenParsed.reserve);
439 if (this.options["crazyhouse"])
440 this.initIspawn(fenParsed.ispawn);
441 this.subTurn = 1; //may be unused
442 if (this.options["teleport"]) {
443 this.subTurnTeleport = 1;
444 this.captured = null;
445 }
446 if (this.options["dark"]) {
447 // Setup enlightened: squares reachable by player side
448 this.enlightened = ArrayFun.init(this.size.x, this.size.y, false);
449 this.updateEnlightened();
450 }
451 }
452
453 updateEnlightened() {
454 this.oldEnlightened = this.enlightened;
455 this.enlightened = ArrayFun.init(this.size.x, this.size.y, false);
456 // Add pieces positions + all squares reachable by moves (includes Zen):
457 for (let x=0; x<this.size.x; x++) {
458 for (let y=0; y<this.size.y; y++) {
459 if (this.board[x][y] != "" && this.getColor(x, y) == this.playerColor)
460 {
461 this.enlightened[x][y] = true;
462 this.getPotentialMovesFrom([x, y]).forEach(m => {
463 this.enlightened[m.end.x][m.end.y] = true;
464 });
465 }
466 }
467 }
468 if (this.epSquare)
469 this.enlightEnpassant();
470 }
471
472 // Include square of the en-passant capturing square:
473 enlightEnpassant() {
474 // NOTE: shortcut, pawn has only one attack type, doesn't depend on square
475 const steps = this.pieces(this.playerColor)["p"].attack[0].steps;
476 for (let step of steps) {
477 const x = this.epSquare.x - step[0],
478 y = this.computeY(this.epSquare.y - step[1]);
479 if (
480 this.onBoard(x, y) &&
481 this.getColor(x, y) == this.playerColor &&
482 this.getPieceType(x, y) == "p"
483 ) {
484 this.enlightened[x][this.epSquare.y] = true;
485 break;
486 }
487 }
488 }
489
490 // Apply diff this.enlightened --> oldEnlightened on board
491 graphUpdateEnlightened() {
492 let chessboard =
493 document.getElementById(this.containerId).querySelector(".chessboard");
494 const r = chessboard.getBoundingClientRect();
495 const pieceWidth = this.getPieceWidth(r.width);
496 for (let x=0; x<this.size.x; x++) {
497 for (let y=0; y<this.size.y; y++) {
498 if (!this.enlightened[x][y] && this.oldEnlightened[x][y]) {
499 let elt = document.getElementById(this.coordsToId([x, y]));
500 elt.classList.add("in-shadow");
501 if (this.g_pieces[x][y])
502 this.g_pieces[x][y].classList.add("hidden");
503 }
504 else if (this.enlightened[x][y] && !this.oldEnlightened[x][y]) {
505 let elt = document.getElementById(this.coordsToId([x, y]));
506 elt.classList.remove("in-shadow");
507 if (this.g_pieces[x][y])
508 this.g_pieces[x][y].classList.remove("hidden");
509 }
510 }
511 }
512 }
513
514 // ordering as in pieces() p,r,n,b,q,k (+ count in base 30 if needed)
515 initReserves(reserveStr) {
516 const counts = reserveStr.split("").map(c => parseInt(c, 30));
517 this.reserve = { w: {}, b: {} };
518 const pieceName = ['p', 'r', 'n', 'b', 'q', 'k'];
519 const L = pieceName.length;
520 for (let i of ArrayFun.range(2 * L)) {
521 if (i < L)
522 this.reserve['w'][pieceName[i]] = counts[i];
523 else
524 this.reserve['b'][pieceName[i-L]] = counts[i];
525 }
526 }
527
528 initIspawn(ispawnStr) {
529 if (ispawnStr != "-") {
530 this.ispawn = ispawnStr.split(",").map(C.SquareToCoords)
531 .reduce((o, key) => ({ ...o, [key]: true}), {});
532 }
533 else
534 this.ispawn = {};
535 }
536
537 getNbReservePieces(color) {
538 return (
539 Object.values(this.reserve[color]).reduce(
540 (oldV,newV) => oldV + (newV > 0 ? 1 : 0), 0)
541 );
542 }
543
544 //////////////
545 // VISUAL PART
546
547 getPieceWidth(rwidth) {
548 return (rwidth / this.size.y);
549 }
550
551 getSquareWidth(rwidth) {
552 return this.getPieceWidth(rwidth);
553 }
554
555 getReserveSquareSize(rwidth, nbR) {
556 const sqSize = this.getSquareWidth(rwidth);
557 return Math.min(sqSize, rwidth / nbR);
558 }
559
560 getReserveNumId(color, piece) {
561 return `${this.containerId}|rnum-${color}${piece}`;
562 }
563
564 graphicalInit() {
565 // NOTE: not window.onresize = this.re_drawBoardElts because scope (this)
566 window.onresize = () => this.re_drawBoardElements();
567 this.re_drawBoardElements();
568 this.initMouseEvents();
569 const chessboard =
570 document.getElementById(this.containerId).querySelector(".chessboard");
571 new ResizeObserver(this.rescale).observe(chessboard);
572 }
573
574 re_drawBoardElements() {
575 const board = this.getSvgChessboard();
576 const oppCol = C.GetOppCol(this.playerColor);
577 let chessboard =
578 document.getElementById(this.containerId).querySelector(".chessboard");
579 chessboard.innerHTML = "";
580 chessboard.insertAdjacentHTML('beforeend', board);
581 const aspectRatio = this.size.y / this.size.x;
582 // Compare window ratio width / height to aspectRatio:
583 const windowRatio = window.innerWidth / window.innerHeight;
584 let cbWidth, cbHeight;
585 if (windowRatio <= aspectRatio) {
586 // Limiting dimension is width:
587 cbWidth = Math.min(window.innerWidth, 767);
588 cbHeight = cbWidth / aspectRatio;
589 }
590 else {
591 // Limiting dimension is height:
592 cbHeight = Math.min(window.innerHeight, 767);
593 cbWidth = cbHeight * aspectRatio;
594 }
595 if (this.reserve) {
596 const sqSize = cbWidth / this.size.y;
597 // NOTE: allocate space for reserves (up/down) even if they are empty
598 if ((window.innerHeight - cbHeight) / 2 < sqSize + 5) {
599 cbHeight = window.innerHeight - 2 * (sqSize + 5);
600 cbWidth = cbHeight * aspectRatio;
601 }
602 }
603 chessboard.style.width = cbWidth + "px";
604 chessboard.style.height = cbHeight + "px";
605 // Center chessboard:
606 const spaceLeft = (window.innerWidth - cbWidth) / 2,
607 spaceTop = (window.innerHeight - cbHeight) / 2;
608 chessboard.style.left = spaceLeft + "px";
609 chessboard.style.top = spaceTop + "px";
610 // Give sizes instead of recomputing them,
611 // because chessboard might not be drawn yet.
612 this.setupPieces({
613 width: cbWidth,
614 height: cbHeight,
615 x: spaceLeft,
616 y: spaceTop
617 });
618 }
619
620 // Get SVG board (background, no pieces)
621 getSvgChessboard() {
622 const [sizeX, sizeY] = [this.size.x, this.size.y];
623 const flipped = (this.playerColor == 'b');
624 let board = `
625 <svg
626 viewBox="0 0 80 80"
627 version="1.1"
628 class="chessboard_SVG">
629 <g>`;
630 for (let i=0; i < sizeX; i++) {
631 for (let j=0; j < sizeY; j++) {
632 const ii = (flipped ? this.size.x - 1 - i : i);
633 const jj = (flipped ? this.size.y - 1 - j : j);
634 let classes = this.getSquareColorClass(ii, jj);
635 if (this.enlightened && !this.enlightened[ii][jj])
636 classes += " in-shadow";
637 // NOTE: x / y reversed because coordinates system is reversed.
638 board += `<rect
639 class="${classes}"
640 id="${this.coordsToId([ii, jj])}"
641 width="10"
642 height="10"
643 x="${10*j}"
644 y="${10*i}" />`;
645 }
646 }
647 board += "</g></svg>";
648 return board;
649 }
650
651 // Generally light square bottom-right
652 getSquareColorClass(i, j) {
653 return ((i+j) % 2 == 0 ? "light-square": "dark-square");
654 }
655
656 setupPieces(r) {
657 if (this.g_pieces) {
658 // Refreshing: delete old pieces first
659 for (let i=0; i<this.size.x; i++) {
660 for (let j=0; j<this.size.y; j++) {
661 if (this.g_pieces[i][j]) {
662 this.g_pieces[i][j].remove();
663 this.g_pieces[i][j] = null;
664 }
665 }
666 }
667 }
668 else
669 this.g_pieces = ArrayFun.init(this.size.x, this.size.y, null);
670 let chessboard =
671 document.getElementById(this.containerId).querySelector(".chessboard");
672 if (!r)
673 r = chessboard.getBoundingClientRect();
674 const pieceWidth = this.getPieceWidth(r.width);
675 for (let i=0; i < this.size.x; i++) {
676 for (let j=0; j < this.size.y; j++) {
677 if (this.board[i][j] != "") {
678 const color = this.getColor(i, j);
679 const piece = this.getPiece(i, j);
680 this.g_pieces[i][j] = document.createElement("piece");
681 this.g_pieces[i][j].classList.add(this.pieces()[piece]["class"]);
682 this.g_pieces[i][j].classList.add(color == "w" ? "white" : "black");
683 this.g_pieces[i][j].style.width = pieceWidth + "px";
684 this.g_pieces[i][j].style.height = pieceWidth + "px";
685 const [ip, jp] = this.getPixelPosition(i, j, r);
686 this.g_pieces[i][j].style.transform = `translate(${ip}px,${jp}px)`;
687 if (this.enlightened && !this.enlightened[i][j])
688 this.g_pieces[i][j].classList.add("hidden");
689 chessboard.appendChild(this.g_pieces[i][j]);
690 }
691 }
692 }
693 if (this.reserve)
694 this.re_drawReserve(['w', 'b'], r);
695 }
696
697 // NOTE: assume !!this.reserve
698 re_drawReserve(colors, r) {
699 if (this.r_pieces) {
700 // Remove (old) reserve pieces
701 for (let c of colors) {
702 if (!this.reserve[c])
703 continue;
704 Object.keys(this.reserve[c]).forEach(p => {
705 if (this.r_pieces[c][p]) {
706 this.r_pieces[c][p].remove();
707 delete this.r_pieces[c][p];
708 const numId = this.getReserveNumId(c, p);
709 document.getElementById(numId).remove();
710 }
711 });
712 let reservesDiv = document.getElementById("reserves_" + c);
713 if (reservesDiv)
714 reservesDiv.remove();
715 }
716 }
717 else
718 this.r_pieces = { 'w': {}, 'b': {} };
719 let container = document.getElementById(this.containerId);
720 if (!r)
721 r = container.querySelector(".chessboard").getBoundingClientRect();
722 for (let c of colors) {
723 if (!this.reserve[c])
724 continue;
725 const nbR = this.getNbReservePieces(c);
726 if (nbR == 0)
727 continue;
728 const sqResSize = this.getReserveSquareSize(r.width, nbR);
729 let ridx = 0;
730 const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
731 const [i0, j0] = [r.x, r.y + vShift];
732 let rcontainer = document.createElement("div");
733 rcontainer.id = "reserves_" + c;
734 rcontainer.classList.add("reserves");
735 rcontainer.style.left = i0 + "px";
736 rcontainer.style.top = j0 + "px";
737 // NOTE: +1 fix display bug on Firefox at least
738 rcontainer.style.width = (nbR * sqResSize + 1) + "px";
739 rcontainer.style.height = sqResSize + "px";
740 container.appendChild(rcontainer);
741 for (let p of Object.keys(this.reserve[c])) {
742 if (this.reserve[c][p] == 0)
743 continue;
744 let r_cell = document.createElement("div");
745 r_cell.id = this.coordsToId([c, p]);
746 r_cell.classList.add("reserve-cell");
747 r_cell.style.width = sqResSize + "px";
748 r_cell.style.height = sqResSize + "px";
749 rcontainer.appendChild(r_cell);
750 let piece = document.createElement("piece");
751 const pieceSpec = this.pieces()[p];
752 piece.classList.add(pieceSpec["class"]);
753 piece.classList.add(c == 'w' ? "white" : "black");
754 piece.style.width = "100%";
755 piece.style.height = "100%";
756 this.r_pieces[c][p] = piece;
757 r_cell.appendChild(piece);
758 let number = document.createElement("div");
759 number.textContent = this.reserve[c][p];
760 number.classList.add("reserve-num");
761 number.id = this.getReserveNumId(c, p);
762 const fontSize = "1.3em";
763 number.style.fontSize = fontSize;
764 number.style.fontSize = fontSize;
765 r_cell.appendChild(number);
766 ridx++;
767 }
768 }
769 }
770
771 updateReserve(color, piece, count) {
772 if (this.options["cannibal"] && C.CannibalKings[piece])
773 piece = "k"; //capturing cannibal king: back to king form
774 const oldCount = this.reserve[color][piece];
775 this.reserve[color][piece] = count;
776 // Redrawing is much easier if count==0
777 if ([oldCount, count].includes(0))
778 this.re_drawReserve([color]);
779 else {
780 const numId = this.getReserveNumId(color, piece);
781 document.getElementById(numId).textContent = count;
782 }
783 }
784
785 // After resize event: no need to destroy/recreate pieces
786 rescale() {
787 const container = document.getElementById(this.containerId);
788 if (!container)
789 return; //useful at initial loading
790 let chessboard = container.querySelector(".chessboard");
791 const r = chessboard.getBoundingClientRect();
792 const newRatio = r.width / r.height;
793 const aspectRatio = this.size.y / this.size.x;
794 let newWidth = r.width,
795 newHeight = r.height;
796 if (newRatio > aspectRatio) {
797 newWidth = r.height * aspectRatio;
798 chessboard.style.width = newWidth + "px";
799 }
800 else if (newRatio < aspectRatio) {
801 newHeight = r.width / aspectRatio;
802 chessboard.style.height = newHeight + "px";
803 }
804 const newX = (window.innerWidth - newWidth) / 2;
805 chessboard.style.left = newX + "px";
806 const newY = (window.innerHeight - newHeight) / 2;
807 chessboard.style.top = newY + "px";
808 const newR = { x: newX, y: newY, width: newWidth, height: newHeight };
809 const pieceWidth = this.getPieceWidth(newWidth);
810 for (let i=0; i < this.size.x; i++) {
811 for (let j=0; j < this.size.y; j++) {
812 if (this.g_pieces[i][j]) {
813 // NOTE: could also use CSS transform "scale"
814 this.g_pieces[i][j].style.width = pieceWidth + "px";
815 this.g_pieces[i][j].style.height = pieceWidth + "px";
816 const [ip, jp] = this.getPixelPosition(i, j, newR);
817 this.g_pieces[i][j].style.transform = `translate(${ip}px,${jp}px)`;
818 }
819 }
820 }
821 if (this.reserve)
822 this.rescaleReserve(newR);
823 }
824
825 rescaleReserve(r) {
826 for (let c of ['w','b']) {
827 if (!this.reserve[c])
828 continue;
829 const nbR = this.getNbReservePieces(c);
830 if (nbR == 0)
831 continue;
832 // Resize container first
833 const sqResSize = this.getReserveSquareSize(r.width, nbR);
834 const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
835 const [i0, j0] = [r.x, r.y + vShift];
836 let rcontainer = document.getElementById("reserves_" + c);
837 rcontainer.style.left = i0 + "px";
838 rcontainer.style.top = j0 + "px";
839 rcontainer.style.width = (nbR * sqResSize + 1) + "px";
840 rcontainer.style.height = sqResSize + "px";
841 // And then reserve cells:
842 const rpieceWidth = this.getReserveSquareSize(r.width, nbR);
843 Object.keys(this.reserve[c]).forEach(p => {
844 if (this.reserve[c][p] == 0)
845 return;
846 let r_cell = document.getElementById(this.coordsToId([c, p]));
847 r_cell.style.width = sqResSize + "px";
848 r_cell.style.height = sqResSize + "px";
849 });
850 }
851 }
852
853 // Return the absolute pixel coordinates (on board) given current position.
854 // Our coordinate system differs from CSS one (x <--> y).
855 // We return here the CSS coordinates (more useful).
856 getPixelPosition(i, j, r) {
857 const sqSize = this.getSquareWidth(r.width);
858 if (i < 0 || j < 0)
859 return [0, 0]; //piece vanishes
860 const flipped = (this.playerColor == 'b');
861 const x = (flipped ? this.size.y - 1 - j : j) * sqSize;
862 const y = (flipped ? this.size.x - 1 - i : i) * sqSize;
863 return [x, y];
864 }
865
866 initMouseEvents() {
867 let chessboard =
868 document.getElementById(this.containerId).querySelector(".chessboard");
869
870 const getOffset = e => {
871 if (e.clientX)
872 // Mouse
873 return {x: e.clientX, y: e.clientY};
874 let touchLocation = null;
875 if (e.targetTouches && e.targetTouches.length >= 1)
876 // Touch screen, dragstart
877 touchLocation = e.targetTouches[0];
878 else if (e.changedTouches && e.changedTouches.length >= 1)
879 // Touch screen, dragend
880 touchLocation = e.changedTouches[0];
881 if (touchLocation)
882 return {x: touchLocation.clientX, y: touchLocation.clientY};
883 return {x: 0, y: 0}; //shouldn't reach here =)
884 }
885
886 const centerOnCursor = (piece, e) => {
887 const centerShift = sqSize / 2;
888 const offset = getOffset(e);
889 piece.style.left = (offset.x - r.x - centerShift) + "px";
890 piece.style.top = (offset.y - r.y - centerShift) + "px";
891 }
892
893 let start = null,
894 r = null,
895 startPiece, curPiece = null,
896 sqSize;
897 const mousedown = (e) => {
898 // Disable zoom on smartphones:
899 if (e.touches && e.touches.length > 1)
900 e.preventDefault();
901 r = chessboard.getBoundingClientRect();
902 sqSize = this.getSquareWidth(r.width);
903 const square = this.idToCoords(e.target.id);
904 if (square) {
905 const [i, j] = square;
906 const move = this.doClick([i, j]);
907 if (move)
908 this.playPlusVisual(move);
909 else {
910 if (typeof i != "number")
911 startPiece = this.r_pieces[i][j];
912 else if (this.g_pieces[i][j])
913 startPiece = this.g_pieces[i][j];
914 if (startPiece && this.canIplay(i, j)) {
915 e.preventDefault();
916 start = { x: i, y: j };
917 curPiece = startPiece.cloneNode();
918 curPiece.style.transform = "none";
919 curPiece.style.zIndex = 5;
920 curPiece.style.width = sqSize + "px";
921 curPiece.style.height = sqSize + "px";
922 centerOnCursor(curPiece, e);
923 chessboard.appendChild(curPiece);
924 startPiece.style.opacity = "0.4";
925 chessboard.style.cursor = "none";
926 }
927 }
928 }
929 };
930
931 const mousemove = (e) => {
932 if (start) {
933 e.preventDefault();
934 centerOnCursor(curPiece, e);
935 }
936 else if (e.changedTouches && e.changedTouches.length >= 1)
937 // Attempt to prevent horizontal swipe...
938 e.preventDefault();
939 };
940
941 const mouseup = (e) => {
942 const newR = chessboard.getBoundingClientRect();
943 if (newR.width != r.width || newR.height != r.height) {
944 this.rescale();
945 return;
946 }
947 if (!start)
948 return;
949 const [x, y] = [start.x, start.y];
950 start = null;
951 e.preventDefault();
952 chessboard.style.cursor = "pointer";
953 startPiece.style.opacity = "1";
954 const offset = getOffset(e);
955 const landingElt = document.elementFromPoint(offset.x, offset.y);
956 const sq = landingElt ? this.idToCoords(landingElt.id) : undefined;
957 if (sq) {
958 const [i, j] = sq;
959 // NOTE: clearly suboptimal, but much easier, and not a big deal.
960 const potentialMoves = this.getPotentialMovesFrom([x, y])
961 .filter(m => m.end.x == i && m.end.y == j);
962 const moves = this.filterValid(potentialMoves);
963 if (moves.length >= 2)
964 this.showChoices(moves, r);
965 else if (moves.length == 1)
966 this.playPlusVisual(moves[0], r);
967 }
968 curPiece.remove();
969 };
970
971 if ('onmousedown' in window) {
972 document.addEventListener("mousedown", mousedown);
973 document.addEventListener("mousemove", mousemove);
974 document.addEventListener("mouseup", mouseup);
975 }
976 if ('ontouchstart' in window) {
977 // https://stackoverflow.com/a/42509310/12660887
978 document.addEventListener("touchstart", mousedown, {passive: false});
979 document.addEventListener("touchmove", mousemove, {passive: false});
980 document.addEventListener("touchend", mouseup, {passive: false});
981 }
982 // TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js
983 }
984
985 showChoices(moves, r) {
986 let container = document.getElementById(this.containerId);
987 let chessboard = container.querySelector(".chessboard");
988 let choices = document.createElement("div");
989 choices.id = "choices";
990 choices.style.width = r.width + "px";
991 choices.style.height = r.height + "px";
992 choices.style.left = r.x + "px";
993 choices.style.top = r.y + "px";
994 chessboard.style.opacity = "0.5";
995 container.appendChild(choices);
996 const squareWidth = this.getSquareWidth(r.width);
997 const firstUpLeft = (r.width - (moves.length * squareWidth)) / 2;
998 const firstUpTop = (r.height - squareWidth) / 2;
999 const color = moves[0].appear[0].c;
1000 const callback = (m) => {
1001 chessboard.style.opacity = "1";
1002 container.removeChild(choices);
1003 this.playPlusVisual(m, r);
1004 }
1005 for (let i=0; i < moves.length; i++) {
1006 let choice = document.createElement("div");
1007 choice.classList.add("choice");
1008 choice.style.width = squareWidth + "px";
1009 choice.style.height = squareWidth + "px";
1010 choice.style.left = (firstUpLeft + i * squareWidth) + "px";
1011 choice.style.top = firstUpTop + "px";
1012 choice.style.backgroundColor = "lightyellow";
1013 choice.onclick = () => callback(moves[i]);
1014 const piece = document.createElement("piece");
1015 const pieceSpec = this.pieces()[moves[i].appear[0].p];
1016 piece.classList.add(pieceSpec["class"]);
1017 piece.classList.add(color == 'w' ? "white" : "black");
1018 piece.style.width = "100%";
1019 piece.style.height = "100%";
1020 choice.appendChild(piece);
1021 choices.appendChild(choice);
1022 }
1023 }
1024
1025 //////////////
1026 // BASIC UTILS
1027
1028 get size() {
1029 return {"x": 8, "y": 8};
1030 }
1031
1032 // Color of thing on square (i,j). 'undefined' if square is empty
1033 getColor(i, j) {
1034 return this.board[i][j].charAt(0);
1035 }
1036
1037 // Assume square i,j isn't empty
1038 getPiece(i, j) {
1039 return this.board[i][j].charAt(1);
1040 }
1041
1042 // Piece type on square (i,j)
1043 getPieceType(i, j) {
1044 const p = this.board[i][j].charAt(1);
1045 return C.CannibalKings[p] || p; //a cannibal king move as...
1046 }
1047
1048 // Get opponent color
1049 static GetOppCol(color) {
1050 return (color == "w" ? "b" : "w");
1051 }
1052
1053 // Can thing on square1 capture (no return) thing on square2?
1054 canTake([x1, y1], [x2, y2]) {
1055 return (this.getColor(x1, y1) !== this.getColor(x2, y2));
1056 }
1057
1058 // Is (x,y) on the chessboard?
1059 onBoard(x, y) {
1060 return (x >= 0 && x < this.size.x &&
1061 y >= 0 && y < this.size.y);
1062 }
1063
1064 // Used in interface
1065 canIplay(x, y) {
1066 return (
1067 this.playerColor == this.turn &&
1068 (
1069 (typeof x == "number" && this.getColor(x, y) == this.turn) ||
1070 (typeof x == "string" && x == this.turn) //reserve
1071 )
1072 );
1073 }
1074
1075 ////////////////////////
1076 // PIECES SPECIFICATIONS
1077
1078 pieces(color, x, y) {
1079 const pawnShift = (color == "w" ? -1 : 1);
1080 const initRank = ((color == 'w' && x == 6) || (color == 'b' && x == 1));
1081 return {
1082 'p': {
1083 "class": "pawn",
1084 moves: [
1085 {
1086 steps: [[pawnShift, 0]],
1087 range: (initRank ? 2 : 1)
1088 }
1089 ],
1090 attack: [
1091 {
1092 steps: [[pawnShift, 1], [pawnShift, -1]],
1093 range: 1
1094 }
1095 ]
1096 },
1097 // rook
1098 'r': {
1099 "class": "rook",
1100 moves: [
1101 {steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]}
1102 ]
1103 },
1104 // knight
1105 'n': {
1106 "class": "knight",
1107 moves: [
1108 {
1109 steps: [
1110 [1, 2], [1, -2], [-1, 2], [-1, -2],
1111 [2, 1], [-2, 1], [2, -1], [-2, -1]
1112 ],
1113 range: 1
1114 }
1115 ]
1116 },
1117 // bishop
1118 'b': {
1119 "class": "bishop",
1120 moves: [
1121 {steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]}
1122 ]
1123 },
1124 // queen
1125 'q': {
1126 "class": "queen",
1127 moves: [
1128 {
1129 steps: [
1130 [0, 1], [0, -1], [1, 0], [-1, 0],
1131 [1, 1], [1, -1], [-1, 1], [-1, -1]
1132 ]
1133 }
1134 ]
1135 },
1136 // king
1137 'k': {
1138 "class": "king",
1139 moves: [
1140 {
1141 steps: [
1142 [0, 1], [0, -1], [1, 0], [-1, 0],
1143 [1, 1], [1, -1], [-1, 1], [-1, -1]
1144 ],
1145 range: 1
1146 }
1147 ]
1148 },
1149 // Cannibal kings:
1150 '!': {"class": "king-pawn", moveas: "p"},
1151 '#': {"class": "king-rook", moveas: "r"},
1152 '$': {"class": "king-knight", moveas: "n"},
1153 '%': {"class": "king-bishop", moveas: "b"},
1154 '*': {"class": "king-queen", moveas: "q"}
1155 };
1156 }
1157
1158 ////////////////////
1159 // MOVES GENERATION
1160
1161 // For Cylinder: get Y coordinate
1162 computeY(y) {
1163 if (!this.options["cylinder"])
1164 return y;
1165 let res = y % this.size.y;
1166 if (res < 0)
1167 res += this.size.y;
1168 return res;
1169 }
1170
1171 // Stop at the first capture found
1172 atLeastOneCapture(color) {
1173 color = color || this.turn;
1174 const oppCol = C.GetOppCol(color);
1175 for (let i = 0; i < this.size.x; i++) {
1176 for (let j = 0; j < this.size.y; j++) {
1177 if (this.board[i][j] != "" && this.getColor(i, j) == color) {
1178 const allSpecs = this.pieces(color, i, j)
1179 let specs = allSpecs[this.getPieceType(i, j)];
1180 const attacks = specs.attack || specs.moves;
1181 for (let a of attacks) {
1182 outerLoop: for (let step of a.steps) {
1183 let [ii, jj] = [i + step[0], this.computeY(j + step[1])];
1184 let stepCounter = 1;
1185 while (this.onBoard(ii, jj) && this.board[ii][jj] == "") {
1186 if (a.range <= stepCounter++)
1187 continue outerLoop;
1188 ii += step[0];
1189 jj = this.computeY(jj + step[1]);
1190 }
1191 if (
1192 this.onBoard(ii, jj) &&
1193 this.getColor(ii, jj) == oppCol &&
1194 this.filterValid(
1195 [this.getBasicMove([i, j], [ii, jj])]
1196 ).length >= 1
1197 ) {
1198 return true;
1199 }
1200 }
1201 }
1202 }
1203 }
1204 }
1205 return false;
1206 }
1207
1208 getDropMovesFrom([c, p]) {
1209 // NOTE: by design, this.reserve[c][p] >= 1 on user click
1210 // (but not necessarily otherwise)
1211 if (this.reserve[c][p] == 0)
1212 return [];
1213 let moves = [];
1214 for (let i=0; i<this.size.x; i++) {
1215 for (let j=0; j<this.size.y; j++) {
1216 if (
1217 this.board[i][j] == "" &&
1218 (!this.enlightened || this.enlightened[i][j]) &&
1219 (
1220 p != "p" ||
1221 (c == 'w' && i < this.size.x - 1) ||
1222 (c == 'b' && i > 0)
1223 )
1224 ) {
1225 moves.push(
1226 new Move({
1227 start: {x: c, y: p},
1228 end: {x: i, y: j},
1229 appear: [new PiPo({x: i, y: j, c: c, p: p})],
1230 vanish: []
1231 })
1232 );
1233 }
1234 }
1235 }
1236 return moves;
1237 }
1238
1239 // All possible moves from selected square
1240 getPotentialMovesFrom(sq, color) {
1241 if (this.subTurnTeleport == 2)
1242 return [];
1243 if (typeof sq[0] == "string")
1244 return this.getDropMovesFrom(sq);
1245 if (this.isImmobilized(sq))
1246 return [];
1247 const piece = this.getPieceType(sq[0], sq[1]);
1248 let moves = this.getPotentialMovesOf(piece, sq);
1249 if (
1250 piece == "p" &&
1251 this.hasEnpassant &&
1252 this.epSquare
1253 ) {
1254 Array.prototype.push.apply(moves, this.getEnpassantCaptures(sq));
1255 }
1256 if (
1257 piece == "k" &&
1258 this.hasCastle &&
1259 this.castleFlags[color || this.turn].some(v => v < this.size.y)
1260 ) {
1261 Array.prototype.push.apply(moves, this.getCastleMoves(sq));
1262 }
1263 return this.postProcessPotentialMoves(moves);
1264 }
1265
1266 postProcessPotentialMoves(moves) {
1267 if (moves.length == 0)
1268 return [];
1269 const color = this.getColor(moves[0].start.x, moves[0].start.y);
1270 const oppCol = C.GetOppCol(color);
1271
1272 if (this.options["capture"] && this.atLeastOneCapture())
1273 moves = this.capturePostProcess(moves, oppCol);
1274
1275 if (this.options["atomic"])
1276 this.atomicPostProcess(moves, oppCol);
1277
1278 if (
1279 moves.length > 0 &&
1280 this.getPieceType(moves[0].start.x, moves[0].start.y) == "p"
1281 ) {
1282 this.pawnPostProcess(moves, color, oppCol);
1283 }
1284
1285 if (
1286 this.options["cannibal"] &&
1287 this.options["rifle"]
1288 ) {
1289 // In this case a rifle-capture from last rank may promote a pawn
1290 this.riflePromotePostProcess(moves);
1291 }
1292
1293 return moves;
1294 }
1295
1296 capturePostProcess(moves, oppCol) {
1297 // Filter out non-capturing moves (not using m.vanish because of
1298 // self captures of Recycle and Teleport).
1299 return moves.filter(m => {
1300 return (
1301 this.board[m.end.x][m.end.y] != "" &&
1302 this.getColor(m.end.x, m.end.y) == oppCol
1303 );
1304 });
1305 }
1306
1307 atomicPostProcess(moves, oppCol) {
1308 moves.forEach(m => {
1309 if (
1310 this.board[m.end.x][m.end.y] != "" &&
1311 this.getColor(m.end.x, m.end.y) == oppCol
1312 ) {
1313 // Explosion!
1314 let steps = [
1315 [-1, -1],
1316 [-1, 0],
1317 [-1, 1],
1318 [0, -1],
1319 [0, 1],
1320 [1, -1],
1321 [1, 0],
1322 [1, 1]
1323 ];
1324 for (let step of steps) {
1325 let x = m.end.x + step[0];
1326 let y = this.computeY(m.end.y + step[1]);
1327 if (
1328 this.onBoard(x, y) &&
1329 this.board[x][y] != "" &&
1330 this.getPieceType(x, y) != "p"
1331 ) {
1332 m.vanish.push(
1333 new PiPo({
1334 p: this.getPiece(x, y),
1335 c: this.getColor(x, y),
1336 x: x,
1337 y: y
1338 })
1339 );
1340 }
1341 }
1342 if (!this.options["rifle"])
1343 m.appear.pop(); //nothin appears
1344 }
1345 });
1346 }
1347
1348 pawnPostProcess(moves, color, oppCol) {
1349 let moreMoves = [];
1350 const lastRank = (color == "w" ? 0 : this.size.x - 1);
1351 const initPiece = this.getPiece(moves[0].start.x, moves[0].start.y);
1352 moves.forEach(m => {
1353 let finalPieces = ["p"];
1354 const [x1, y1] = [m.start.x, m.start.y];
1355 const [x2, y2] = [m.end.x, m.end.y];
1356 const promotionOk = (
1357 x2 == lastRank &&
1358 (!this.options["rifle"] || this.board[x2][y2] == "")
1359 );
1360 if (!promotionOk)
1361 return; //nothing to do
1362 if (!this.options["pawnfall"]) {
1363 if (
1364 this.options["cannibal"] &&
1365 this.board[x2][y2] != "" &&
1366 this.getColor(x2, y2) == oppCol
1367 ) {
1368 finalPieces = [this.getPieceType(x2, y2)];
1369 }
1370 else
1371 finalPieces = this.pawnPromotions;
1372 }
1373 m.appear[0].p = finalPieces[0];
1374 if (initPiece == "!") //cannibal king-pawn
1375 m.appear[0].p = C.CannibalKingCode[finalPieces[0]];
1376 for (let i=1; i<finalPieces.length; i++) {
1377 const piece = finalPieces[i];
1378 let tr = null;
1379 if (!this.options["pawnfall"]) {
1380 tr = {
1381 c: color,
1382 p: (initPiece != "!" ? piece : C.CannibalKingCode[piece])
1383 };
1384 }
1385 let newMove = this.getBasicMove([x1, y1], [x2, y2], tr);
1386 if (this.options["pawnfall"]) {
1387 newMove.appear.shift();
1388 newMove.pawnfall = true; //required in prePlay()
1389 }
1390 moreMoves.push(newMove);
1391 }
1392 });
1393 Array.prototype.push.apply(moves, moreMoves);
1394 }
1395
1396 riflePromotePostProcess(moves) {
1397 const lastRank = (color == "w" ? 0 : this.size.x - 1);
1398 let newMoves = [];
1399 moves.forEach(m => {
1400 if (
1401 m.start.x == lastRank &&
1402 m.appear.length >= 1 &&
1403 m.appear[0].p == "p" &&
1404 m.appear[0].x == m.start.x &&
1405 m.appear[0].y == m.start.y
1406 ) {
1407 const promotionPiece0 = this.pawnSpecs.promotions[0];
1408 m.appear[0].p = this.pawnPromotions[0];
1409 for (let i=1; i<this.pawnPromotions.length; i++) {
1410 let newMv = JSON.parse(JSON.stringify(m));
1411 newMv.appear[0].p = this.pawnSpecs.promotions[i];
1412 newMoves.push(newMv);
1413 }
1414 }
1415 });
1416 Array.prototype.push.apply(moves, newMoves);
1417 }
1418
1419 // NOTE: using special symbols to not interfere with variants' pieces codes
1420 static get CannibalKings() {
1421 return {
1422 "!": "p",
1423 "#": "r",
1424 "$": "n",
1425 "%": "b",
1426 "*": "q"
1427 };
1428 }
1429
1430 static get CannibalKingCode() {
1431 return {
1432 "p": "!",
1433 "r": "#",
1434 "n": "$",
1435 "b": "%",
1436 "q": "*",
1437 "k": "k"
1438 };
1439 }
1440
1441 isKing(symbol) {
1442 return (
1443 symbol == 'k' ||
1444 (this.options["cannibal"] && C.CannibalKings[symbol])
1445 );
1446 }
1447
1448 // For Madrasi:
1449 // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
1450 isImmobilized([x, y]) {
1451 if (!this.options["madrasi"])
1452 return false;
1453 const color = this.getColor(x, y);
1454 const oppCol = C.GetOppCol(color);
1455 const piece = this.getPieceType(x, y); //ok not cannibal king
1456 const stepSpec = this.pieces(color, x, y)[piece];
1457 const attacks = stepSpec.attack || stepSpec.moves;
1458 for (let a of attacks) {
1459 outerLoop: for (let step of a.steps) {
1460 let [i, j] = [x + step[0], y + step[1]];
1461 let stepCounter = 1;
1462 while (this.onBoard(i, j) && this.board[i][j] == "") {
1463 if (a.range <= stepCounter++)
1464 continue outerLoop;
1465 i += step[0];
1466 j = this.computeY(j + step[1]);
1467 }
1468 if (
1469 this.onBoard(i, j) &&
1470 this.getColor(i, j) == oppCol &&
1471 this.getPieceType(i, j) == piece
1472 ) {
1473 return true;
1474 }
1475 }
1476 }
1477 return false;
1478 }
1479
1480 // Generic method to find possible moves of "sliding or jumping" pieces
1481 getPotentialMovesOf(piece, [x, y]) {
1482 const color = this.getColor(x, y);
1483 const stepSpec = this.pieces(color, x, y)[piece];
1484 let moves = [];
1485 let explored = {}; //for Cylinder mode
1486
1487 const findAddMoves = (type, stepArray) => {
1488 for (let s of stepArray) {
1489 outerLoop: for (let step of s.steps) {
1490 let [i, j] = [x + step[0], this.computeY(y + step[1])];
1491 let stepCounter = 1;
1492 while (this.onBoard(i, j) && this.board[i][j] == "") {
1493 if (type != "attack" && !explored[i + "." + j]) {
1494 explored[i + "." + j] = true;
1495 moves.push(this.getBasicMove([x, y], [i, j]));
1496 }
1497 if (s.range <= stepCounter++)
1498 continue outerLoop;
1499 i += step[0];
1500 j = this.computeY(j + step[1]);
1501 }
1502 if (!this.onBoard(i, j))
1503 continue;
1504 const pieceIJ = this.getPieceType(i, j);
1505 if (
1506 type != "moveonly" &&
1507 !explored[i + "." + j] &&
1508 (
1509 !this.options["zen"] ||
1510 pieceIJ == "k"
1511 ) &&
1512 (
1513 this.canTake([x, y], [i, j]) ||
1514 (
1515 (this.options["recycle"] || this.options["teleport"]) &&
1516 pieceIJ != "k"
1517 )
1518 )
1519 ) {
1520 explored[i + "." + j] = true;
1521 moves.push(this.getBasicMove([x, y], [i, j]));
1522 }
1523 }
1524 }
1525 };
1526
1527 const specialAttack = !!stepSpec.attack;
1528 if (specialAttack)
1529 findAddMoves("attack", stepSpec.attack);
1530 findAddMoves(specialAttack ? "moveonly" : "all", stepSpec.moves);
1531 if (this.options["zen"])
1532 Array.prototype.push.apply(moves, this.findCapturesOn([x, y], true));
1533 return moves;
1534 }
1535
1536 findCapturesOn([x, y], zen) {
1537 let moves = [];
1538 // Find reverse captures (opponent takes)
1539 const color = this.getColor(x, y);
1540 const pieceType = this.getPieceType(x, y);
1541 const oppCol = C.GetOppCol(color);
1542 for (let i=0; i<this.size.x; i++) {
1543 for (let j=0; j<this.size.y; j++) {
1544 if (
1545 this.board[i][j] != "" &&
1546 this.canTake([i, j], [x, y]) &&
1547 !this.isImmobilized([i, j])
1548 ) {
1549 const piece = this.getPieceType(i, j);
1550 if (zen && C.CannibalKingCode[piece])
1551 continue; //king not captured in this way
1552 const stepSpec = this.pieces(oppCol, i, j)[piece];
1553 const attacks = stepSpec.attack || stepSpec.moves;
1554 for (let a of attacks) {
1555 for (let s of a.steps) {
1556 // Quick check: if step isn't compatible, don't even try
1557 if (!C.CompatibleStep([i, j], [x, y], s, a.range))
1558 continue;
1559 // Finally verify that nothing stand in-between
1560 let [ii, jj] = [i + s[0], this.computeY(j + s[1])];
1561 let stepCounter = 1;
1562 while (this.onBoard(ii, jj) && this.board[ii][jj] == "") {
1563 ii += s[0];
1564 jj = this.computeY(jj + s[1]);
1565 }
1566 if (ii == x && jj == y) {
1567 moves.push(this.getBasicMove([x, y], [i, j]));
1568 if (!zen)
1569 return moves; //test for underCheck
1570 }
1571 }
1572 }
1573 }
1574 }
1575 }
1576 return moves;
1577 }
1578
1579 static CompatibleStep([x1, y1], [x2, y2], step, range) {
1580 const rx = (x2 - x1) / step[0],
1581 ry = (y2 - y1) / step[1];
1582 if (
1583 (!Number.isFinite(rx) && !Number.isNaN(rx)) ||
1584 (!Number.isFinite(ry) && !Number.isNaN(ry))
1585 ) {
1586 return false;
1587 }
1588 let distance = (Number.isNaN(rx) ? ry : rx);
1589 // TODO: 1e-7 here is totally arbitrary
1590 if (Math.abs(distance - Math.round(distance)) > 1e-7)
1591 return false;
1592 distance = Math.round(distance); //in case of (numerical...)
1593 if (range < distance)
1594 return false;
1595 return true;
1596 }
1597
1598 // Build a regular move from its initial and destination squares.
1599 // tr: transformation
1600 getBasicMove([sx, sy], [ex, ey], tr) {
1601 const initColor = this.getColor(sx, sy);
1602 const initPiece = this.getPiece(sx, sy);
1603 const destColor = (this.board[ex][ey] != "" ? this.getColor(ex, ey) : "");
1604 let mv = new Move({
1605 appear: [],
1606 vanish: [],
1607 start: {x:sx, y:sy},
1608 end: {x:ex, y:ey}
1609 });
1610 if (
1611 !this.options["rifle"] ||
1612 this.board[ex][ey] == "" ||
1613 destColor == initColor //Recycle, Teleport
1614 ) {
1615 mv.appear = [
1616 new PiPo({
1617 x: ex,
1618 y: ey,
1619 c: !!tr ? tr.c : initColor,
1620 p: !!tr ? tr.p : initPiece
1621 })
1622 ];
1623 mv.vanish = [
1624 new PiPo({
1625 x: sx,
1626 y: sy,
1627 c: initColor,
1628 p: initPiece
1629 })
1630 ];
1631 }
1632 if (this.board[ex][ey] != "") {
1633 mv.vanish.push(
1634 new PiPo({
1635 x: ex,
1636 y: ey,
1637 c: this.getColor(ex, ey),
1638 p: this.getPiece(ex, ey)
1639 })
1640 );
1641 if (this.options["rifle"])
1642 // Rifle captures are tricky in combination with Atomic etc,
1643 // so it's useful to mark the move :
1644 mv.capture = true;
1645 if (this.options["cannibal"] && destColor != initColor) {
1646 const lastIdx = mv.vanish.length - 1;
1647 let trPiece = mv.vanish[lastIdx].p;
1648 if (this.isKing(this.getPiece(sx, sy)))
1649 trPiece = C.CannibalKingCode[trPiece];
1650 if (mv.appear.length >= 1)
1651 mv.appear[0].p = trPiece;
1652 else if (this.options["rifle"]) {
1653 mv.appear.unshift(
1654 new PiPo({
1655 x: sx,
1656 y: sy,
1657 c: initColor,
1658 p: trPiece
1659 })
1660 );
1661 mv.vanish.unshift(
1662 new PiPo({
1663 x: sx,
1664 y: sy,
1665 c: initColor,
1666 p: initPiece
1667 })
1668 );
1669 }
1670 }
1671 }
1672 return mv;
1673 }
1674
1675 // En-passant square, if any
1676 getEpSquare(moveOrSquare) {
1677 if (typeof moveOrSquare === "string") {
1678 const square = moveOrSquare;
1679 if (square == "-")
1680 return undefined;
1681 return C.SquareToCoords(square);
1682 }
1683 // Argument is a move:
1684 const move = moveOrSquare;
1685 const s = move.start,
1686 e = move.end;
1687 if (
1688 s.y == e.y &&
1689 Math.abs(s.x - e.x) == 2 &&
1690 // Next conditions for variants like Atomic or Rifle, Recycle...
1691 (move.appear.length > 0 && move.appear[0].p == "p") &&
1692 (move.vanish.length > 0 && move.vanish[0].p == "p")
1693 ) {
1694 return {
1695 x: (s.x + e.x) / 2,
1696 y: s.y
1697 };
1698 }
1699 return undefined; //default
1700 }
1701
1702 // Special case of en-passant captures: treated separately
1703 getEnpassantCaptures([x, y]) {
1704 const color = this.getColor(x, y);
1705 const shiftX = (color == 'w' ? -1 : 1);
1706 const oppCol = C.GetOppCol(color);
1707 let enpassantMove = null;
1708 if (
1709 !!this.epSquare &&
1710 this.epSquare.x == x + shiftX &&
1711 Math.abs(this.computeY(this.epSquare.y - y)) == 1 &&
1712 this.getColor(x, this.epSquare.y) == oppCol //Doublemove guard...
1713 ) {
1714 const [epx, epy] = [this.epSquare.x, this.epSquare.y];
1715 this.board[epx][epy] = oppCol + "p";
1716 enpassantMove = this.getBasicMove([x, y], [epx, epy]);
1717 this.board[epx][epy] = "";
1718 const lastIdx = enpassantMove.vanish.length - 1; //think Rifle
1719 enpassantMove.vanish[lastIdx].x = x;
1720 }
1721 return !!enpassantMove ? [enpassantMove] : [];
1722 }
1723
1724 // "castleInCheck" arg to let some variants castle under check
1725 getCastleMoves([x, y], finalSquares, castleInCheck, castleWith) {
1726 const c = this.getColor(x, y);
1727
1728 // Castling ?
1729 const oppCol = C.GetOppCol(c);
1730 let moves = [];
1731 // King, then rook:
1732 finalSquares =
1733 finalSquares || [ [2, 3], [this.size.y - 2, this.size.y - 3] ];
1734 const castlingKing = this.getPiece(x, y);
1735 castlingCheck: for (
1736 let castleSide = 0;
1737 castleSide < 2;
1738 castleSide++ //large, then small
1739 ) {
1740 if (this.castleFlags[c][castleSide] >= this.size.y)
1741 continue;
1742 // If this code is reached, rook and king are on initial position
1743
1744 // NOTE: in some variants this is not a rook
1745 const rookPos = this.castleFlags[c][castleSide];
1746 const castlingPiece = this.getPiece(x, rookPos);
1747 if (
1748 this.board[x][rookPos] == "" ||
1749 this.getColor(x, rookPos) != c ||
1750 (!!castleWith && !castleWith.includes(castlingPiece))
1751 ) {
1752 // Rook is not here, or changed color (see Benedict)
1753 continue;
1754 }
1755 // Nothing on the path of the king ? (and no checks)
1756 const finDist = finalSquares[castleSide][0] - y;
1757 let step = finDist / Math.max(1, Math.abs(finDist));
1758 let i = y;
1759 do {
1760 if (
1761 (!castleInCheck && this.underCheck([x, i], oppCol)) ||
1762 (
1763 this.board[x][i] != "" &&
1764 // NOTE: next check is enough, because of chessboard constraints
1765 (this.getColor(x, i) != c || ![rookPos, y].includes(i))
1766 )
1767 ) {
1768 continue castlingCheck;
1769 }
1770 i += step;
1771 } while (i != finalSquares[castleSide][0]);
1772 // Nothing on the path to the rook?
1773 step = (castleSide == 0 ? -1 : 1);
1774 for (i = y + step; i != rookPos; i += step) {
1775 if (this.board[x][i] != "")
1776 continue castlingCheck;
1777 }
1778
1779 // Nothing on final squares, except maybe king and castling rook?
1780 for (i = 0; i < 2; i++) {
1781 if (
1782 finalSquares[castleSide][i] != rookPos &&
1783 this.board[x][finalSquares[castleSide][i]] != "" &&
1784 (
1785 finalSquares[castleSide][i] != y ||
1786 this.getColor(x, finalSquares[castleSide][i]) != c
1787 )
1788 ) {
1789 continue castlingCheck;
1790 }
1791 }
1792
1793 // If this code is reached, castle is valid
1794 moves.push(
1795 new Move({
1796 appear: [
1797 new PiPo({
1798 x: x,
1799 y: finalSquares[castleSide][0],
1800 p: castlingKing,
1801 c: c
1802 }),
1803 new PiPo({
1804 x: x,
1805 y: finalSquares[castleSide][1],
1806 p: castlingPiece,
1807 c: c
1808 })
1809 ],
1810 vanish: [
1811 // King might be initially disguised (Titan...)
1812 new PiPo({ x: x, y: y, p: castlingKing, c: c }),
1813 new PiPo({ x: x, y: rookPos, p: castlingPiece, c: c })
1814 ],
1815 end:
1816 Math.abs(y - rookPos) <= 2
1817 ? {x: x, y: rookPos}
1818 : {x: x, y: y + 2 * (castleSide == 0 ? -1 : 1)}
1819 })
1820 );
1821 }
1822
1823 return moves;
1824 }
1825
1826 ////////////////////
1827 // MOVES VALIDATION
1828
1829 // Is (king at) given position under check by "color" ?
1830 underCheck([x, y], color) {
1831 if (this.options["taking"] || this.options["dark"])
1832 return false;
1833 return (this.findCapturesOn([x, y]).length >= 1);
1834 }
1835
1836 // Stop at first king found (TODO: multi-kings)
1837 searchKingPos(color) {
1838 for (let i=0; i < this.size.x; i++) {
1839 for (let j=0; j < this.size.y; j++) {
1840 if (this.getColor(i, j) == color && this.isKing(this.getPiece(i, j)))
1841 return [i, j];
1842 }
1843 }
1844 return [-1, -1]; //king not found
1845 }
1846
1847 filterValid(moves) {
1848 if (moves.length == 0)
1849 return [];
1850 const color = this.turn;
1851 const oppCol = C.GetOppCol(color);
1852 if (this.options["balance"] && [1, 3].includes(this.movesCount)) {
1853 // Forbid moves either giving check or exploding opponent's king:
1854 const oppKingPos = this.searchKingPos(oppCol);
1855 moves = moves.filter(m => {
1856 if (
1857 m.vanish.some(v => v.c == oppCol && v.p == "k") &&
1858 m.appear.every(a => a.c != oppCol || a.p != "k")
1859 )
1860 return false;
1861 this.playOnBoard(m);
1862 const res = !this.underCheck(oppKingPos, color);
1863 this.undoOnBoard(m);
1864 return res;
1865 });
1866 }
1867 if (this.options["taking"] || this.options["dark"])
1868 return moves;
1869 const kingPos = this.searchKingPos(color);
1870 let filtered = {}; //avoid re-checking similar moves (promotions...)
1871 return moves.filter(m => {
1872 const key = m.start.x + m.start.y + '.' + m.end.x + m.end.y;
1873 if (!filtered[key]) {
1874 this.playOnBoard(m);
1875 let square = kingPos,
1876 res = true; //a priori valid
1877 if (m.vanish.some(v => {
1878 return (v.p == "k" || C.CannibalKings[v.p]) && v.c == color;
1879 })) {
1880 // Search king in appear array:
1881 const newKingIdx =
1882 m.appear.findIndex(a => {
1883 return (a.p == "k" || C.CannibalKings[a.p]) && a.c == color;
1884 });
1885 if (newKingIdx >= 0)
1886 square = [m.appear[newKingIdx].x, m.appear[newKingIdx].y];
1887 else
1888 res = false;
1889 }
1890 res &&= !this.underCheck(square, oppCol);
1891 this.undoOnBoard(m);
1892 filtered[key] = res;
1893 return res;
1894 }
1895 return filtered[key];
1896 });
1897 }
1898
1899 /////////////////
1900 // MOVES PLAYING
1901
1902 // Aggregate flags into one object
1903 aggregateFlags() {
1904 return this.castleFlags;
1905 }
1906
1907 // Reverse operation
1908 disaggregateFlags(flags) {
1909 this.castleFlags = flags;
1910 }
1911
1912 // Apply a move on board
1913 playOnBoard(move) {
1914 for (let psq of move.vanish) this.board[psq.x][psq.y] = "";
1915 for (let psq of move.appear) this.board[psq.x][psq.y] = psq.c + psq.p;
1916 }
1917 // Un-apply the played move
1918 undoOnBoard(move) {
1919 for (let psq of move.appear) this.board[psq.x][psq.y] = "";
1920 for (let psq of move.vanish) this.board[psq.x][psq.y] = psq.c + psq.p;
1921 }
1922
1923 updateCastleFlags(move) {
1924 // Update castling flags if start or arrive from/at rook/king locations
1925 move.appear.concat(move.vanish).forEach(psq => {
1926 if (
1927 this.board[psq.x][psq.y] != "" &&
1928 this.getPieceType(psq.x, psq.y) == "k"
1929 ) {
1930 this.castleFlags[psq.c] = [this.size.y, this.size.y];
1931 }
1932 // NOTE: not "else if" because king can capture enemy rook...
1933 let c = "";
1934 if (psq.x == 0)
1935 c = "b";
1936 else if (psq.x == this.size.x - 1)
1937 c = "w";
1938 if (c != "") {
1939 const fidx = this.castleFlags[c].findIndex(f => f == psq.y);
1940 if (fidx >= 0)
1941 this.castleFlags[c][fidx] = this.size.y;
1942 }
1943 });
1944 }
1945
1946 prePlay(move) {
1947 if (
1948 typeof move.start.x == "number" &&
1949 (!this.options["teleport"] || this.subTurnTeleport == 1)
1950 ) {
1951 // OK, not a drop move
1952 if (
1953 this.hasCastle &&
1954 // If flags already off, no need to re-check:
1955 Object.keys(this.castleFlags).some(c => {
1956 return this.castleFlags[c].some(val => val < this.size.y)})
1957 ) {
1958 this.updateCastleFlags(move);
1959 }
1960 const initSquare = C.CoordsToSquare(move.start);
1961 if (
1962 this.options["crazyhouse"] &&
1963 (!this.options["rifle"] || !move.capture)
1964 ) {
1965 const destSquare = C.CoordsToSquare(move.end);
1966 if (this.ispawn[initSquare]) {
1967 delete this.ispawn[initSquare];
1968 this.ispawn[destSquare] = true;
1969 }
1970 else if (
1971 move.vanish[0].p == "p" &&
1972 move.appear[0].p != "p"
1973 ) {
1974 this.ispawn[destSquare] = true;
1975 }
1976 else if (
1977 this.ispawn[destSquare] &&
1978 this.getColor(move.end.x, move.end.y) != move.vanish[0].c
1979 ) {
1980 move.vanish[1].p = "p";
1981 delete this.ispawn[destSquare];
1982 }
1983 }
1984 }
1985 const minSize = Math.min(move.appear.length, move.vanish.length);
1986 if (this.hasReserve && !move.pawnfall) {
1987 const color = this.turn;
1988 for (let i=minSize; i<move.appear.length; i++) {
1989 // Something appears = dropped on board (some exceptions, Chakart...)
1990 const piece = move.appear[i].p;
1991 this.updateReserve(color, piece, this.reserve[color][piece] - 1);
1992 }
1993 for (let i=minSize; i<move.vanish.length; i++) {
1994 // Something vanish: add to reserve except if recycle & opponent
1995 const piece = move.vanish[i].p;
1996 if (this.options["crazyhouse"] || move.vanish[i].c == color)
1997 this.updateReserve(color, piece, this.reserve[color][piece] + 1);
1998 }
1999 }
2000 }
2001
2002 play(move) {
2003 this.prePlay(move);
2004 if (this.hasEnpassant)
2005 this.epSquare = this.getEpSquare(move);
2006 this.playOnBoard(move);
2007 this.postPlay(move);
2008 }
2009
2010 postPlay(move) {
2011 const color = this.turn;
2012 const oppCol = C.GetOppCol(color);
2013 if (this.options["dark"])
2014 this.updateEnlightened();
2015 if (this.options["teleport"]) {
2016 if (
2017 this.subTurnTeleport == 1 &&
2018 move.vanish.length > move.appear.length &&
2019 move.vanish[move.vanish.length - 1].c == color
2020 ) {
2021 const v = move.vanish[move.vanish.length - 1];
2022 this.captured = {x: v.x, y: v.y, c: v.c, p: v.p};
2023 this.subTurnTeleport = 2;
2024 return;
2025 }
2026 this.subTurnTeleport = 1;
2027 this.captured = null;
2028 }
2029 if (this.options["balance"]) {
2030 if (![1, 3].includes(this.movesCount))
2031 this.turn = oppCol;
2032 }
2033 else {
2034 if (
2035 (
2036 this.options["doublemove"] &&
2037 this.movesCount >= 1 &&
2038 this.subTurn == 1
2039 ) ||
2040 (this.options["progressive"] && this.subTurn <= this.movesCount)
2041 ) {
2042 const oppKingPos = this.searchKingPos(oppCol);
2043 if (
2044 oppKingPos[0] >= 0 &&
2045 (
2046 this.options["taking"] ||
2047 !this.underCheck(oppKingPos, color)
2048 )
2049 ) {
2050 this.subTurn++;
2051 return;
2052 }
2053 }
2054 this.turn = oppCol;
2055 }
2056 this.movesCount++;
2057 this.subTurn = 1;
2058 }
2059
2060 // "Stop at the first move found"
2061 atLeastOneMove(color) {
2062 color = color || this.turn;
2063 for (let i = 0; i < this.size.x; i++) {
2064 for (let j = 0; j < this.size.y; j++) {
2065 if (this.board[i][j] != "" && this.getColor(i, j) == color) {
2066 // NOTE: in fact searching for all potential moves from i,j.
2067 // I don't believe this is an issue, for now at least.
2068 const moves = this.getPotentialMovesFrom([i, j]);
2069 if (moves.some(m => this.filterValid([m]).length >= 1))
2070 return true;
2071 }
2072 }
2073 }
2074 if (this.hasReserve && this.reserve[color]) {
2075 for (let p of Object.keys(this.reserve[color])) {
2076 const moves = this.getDropMovesFrom([color, p]);
2077 if (moves.some(m => this.filterValid([m]).length >= 1))
2078 return true;
2079 }
2080 }
2081 return false;
2082 }
2083
2084 // What is the score ? (Interesting if game is over)
2085 getCurrentScore(move) {
2086 const color = this.turn;
2087 const oppCol = C.GetOppCol(color);
2088 const kingPos = [this.searchKingPos(color), this.searchKingPos(oppCol)];
2089 if (kingPos[0][0] < 0 && kingPos[1][0] < 0)
2090 return "1/2";
2091 if (kingPos[0][0] < 0)
2092 return (color == "w" ? "0-1" : "1-0");
2093 if (kingPos[1][0] < 0)
2094 return (color == "w" ? "1-0" : "0-1");
2095 if (this.atLeastOneMove())
2096 return "*";
2097 // No valid move: stalemate or checkmate?
2098 if (!this.underCheck(kingPos[0], color))
2099 return "1/2";
2100 // OK, checkmate
2101 return (color == "w" ? "0-1" : "1-0");
2102 }
2103
2104 // NOTE: quite suboptimal for eg. Benedict (not a big deal I think)
2105 playVisual(move, r) {
2106 move.vanish.forEach(v => {
2107 // TODO: next "if" shouldn't be required
2108 if (this.g_pieces[v.x][v.y])
2109 this.g_pieces[v.x][v.y].remove();
2110 this.g_pieces[v.x][v.y] = null;
2111 });
2112 let chessboard =
2113 document.getElementById(this.containerId).querySelector(".chessboard");
2114 if (!r)
2115 r = chessboard.getBoundingClientRect();
2116 const pieceWidth = this.getPieceWidth(r.width);
2117 move.appear.forEach(a => {
2118 this.g_pieces[a.x][a.y] = document.createElement("piece");
2119 this.g_pieces[a.x][a.y].classList.add(this.pieces()[a.p]["class"]);
2120 this.g_pieces[a.x][a.y].classList.add(a.c == "w" ? "white" : "black");
2121 this.g_pieces[a.x][a.y].style.width = pieceWidth + "px";
2122 this.g_pieces[a.x][a.y].style.height = pieceWidth + "px";
2123 const [ip, jp] = this.getPixelPosition(a.x, a.y, r);
2124 this.g_pieces[a.x][a.y].style.transform = `translate(${ip}px,${jp}px)`;
2125 if (this.enlightened && !this.enlightened[a.x][a.y])
2126 this.g_pieces[a.x][a.y].classList.add("hidden");
2127 chessboard.appendChild(this.g_pieces[a.x][a.y]);
2128 });
2129 if (this.options["dark"])
2130 this.graphUpdateEnlightened();
2131 }
2132
2133 playPlusVisual(move, r) {
2134 this.play(move);
2135 this.playVisual(move, r);
2136 this.afterPlay(move); //user method
2137 }
2138
2139 // Assumes reserve on top (usage case otherwise? TODO?)
2140 getReserveShift(c, p, r) {
2141 let nbR = 0,
2142 ridx = 0;
2143 for (let pi of Object.keys(this.reserve[c])) {
2144 if (this.reserve[c][pi] == 0)
2145 continue;
2146 if (pi == p)
2147 ridx = nbR;
2148 nbR++;
2149 }
2150 const rsqSize = this.getReserveSquareSize(r.width, nbR);
2151 return [-ridx * rsqSize, rsqSize]; //slightly inaccurate... TODO?
2152 }
2153
2154 animate(move, callback) {
2155 if (this.noAnimate) {
2156 callback();
2157 return;
2158 }
2159 const [i1, j1] = [move.start.x, move.start.y];
2160 const dropMove = (typeof i1 == "string");
2161 const startArray = (dropMove ? this.r_pieces : this.g_pieces);
2162 let startPiece = startArray[i1][j1];
2163 // TODO: next "if" shouldn't be required
2164 if (!startPiece) {
2165 callback();
2166 return;
2167 }
2168 let chessboard =
2169 document.getElementById(this.containerId).querySelector(".chessboard");
2170 const clonePiece = (
2171 !dropMove &&
2172 this.options["rifle"] ||
2173 (this.options["teleport"] && this.subTurnTeleport == 2)
2174 );
2175 if (clonePiece) {
2176 startPiece = startPiece.cloneNode();
2177 if (this.options["rifle"])
2178 startArray[i1][j1].style.opacity = "0";
2179 if (this.options["teleport"] && this.subTurnTeleport == 2) {
2180 const pieces = this.pieces();
2181 const startCode = (dropMove ? j1 : this.getPiece(i1, j1));
2182 startPiece.classList.remove(pieces[startCode]["class"]);
2183 startPiece.classList.add(pieces[this.captured.p]["class"]);
2184 // Color: OK
2185 }
2186 chessboard.appendChild(startPiece);
2187 }
2188 const [i2, j2] = [move.end.x, move.end.y];
2189 let startCoords;
2190 if (dropMove) {
2191 startCoords = [
2192 i1 == this.playerColor ? this.size.x : 0,
2193 this.size.y / 2 //not trying to be accurate here... (TODO?)
2194 ];
2195 }
2196 else
2197 startCoords = [i1, j1];
2198 const r = chessboard.getBoundingClientRect();
2199 const arrival = this.getPixelPosition(i2, j2, r); //TODO: arrival on drop?
2200 let rs = [0, 0];
2201 if (dropMove)
2202 rs = this.getReserveShift(i1, j1, r);
2203 const distance =
2204 Math.sqrt((startCoords[0] - i2) ** 2 + (startCoords[1] - j2) ** 2);
2205 const maxDist = Math.sqrt((this.size.x - 1)** 2 + (this.size.y - 1) ** 2);
2206 const multFact = (distance - 1) / (maxDist - 1); //1 == minDist
2207 const duration = 0.2 + multFact * 0.3;
2208 const initTransform = startPiece.style.transform;
2209 startPiece.style.transform =
2210 `translate(${arrival[0] + rs[0]}px, ${arrival[1] + rs[1]}px)`;
2211 startPiece.style.transitionDuration = duration + "s";
2212 setTimeout(
2213 () => {
2214 if (clonePiece) {
2215 if (this.options["rifle"])
2216 startArray[i1][j1].style.opacity = "1";
2217 startPiece.remove();
2218 }
2219 else {
2220 startPiece.style.transform = initTransform;
2221 startPiece.style.transitionDuration = "0s";
2222 }
2223 callback();
2224 },
2225 duration * 1000
2226 );
2227 }
2228
2229 playReceivedMove(moves, callback) {
2230 const launchAnimation = () => {
2231 const r = container.querySelector(".chessboard").getBoundingClientRect();
2232 const animateRec = i => {
2233 this.animate(moves[i], () => {
2234 this.play(moves[i]);
2235 this.playVisual(moves[i], r);
2236 if (i < moves.length - 1)
2237 setTimeout(() => animateRec(i+1), 300);
2238 else
2239 callback();
2240 });
2241 };
2242 animateRec(0);
2243 };
2244 // Delay if user wasn't focused:
2245 const checkDisplayThenAnimate = (delay) => {
2246 if (container.style.display == "none") {
2247 alert("New move! Let's go back to game...");
2248 document.getElementById("gameInfos").style.display = "none";
2249 container.style.display = "block";
2250 setTimeout(launchAnimation, 700);
2251 }
2252 else
2253 setTimeout(launchAnimation, delay || 0);
2254 };
2255 let container = document.getElementById(this.containerId);
2256 if (document.hidden) {
2257 document.onvisibilitychange = () => {
2258 document.onvisibilitychange = undefined;
2259 checkDisplayThenAnimate(700);
2260 };
2261 }
2262 else
2263 checkDisplayThenAnimate();
2264 }
2265
2266 };