5717276b0cee3ee4e46eb706bc7f1d3029ddfc47
[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 /////////////////////////
11 // VARIANT SPECIFICATIONS
12
13 // Some variants have specific options, like the number of pawns in Monster,
14 // or the board size for Pandemonium.
15 // Users can generally select a randomness level from 0 to 2.
16 static get Options() {
17 return {
18 // NOTE: some options are required for FEN generation, some aren't.
19 select: [{
20 label: "Randomness",
21 variable: "randomness",
22 defaut: 0,
23 options: [
24 { label: "Deterministic", value: 0 },
25 { label: "Symmetric random", value: 1 },
26 { label: "Asymmetric random", value: 2 }
27 ]
28 }],
29 check: [{
30 label: "Capture king?",
31 defaut: false,
32 variable: "taking"
33 }],
34 // Game modifiers (using "elementary variants"). Default: false
35 styles: [
36 "atomic",
37 "balance", //takes precedence over doublemove & progressive
38 "cannibal",
39 "capture",
40 "crazyhouse",
41 "cylinder", //ok with all
42 "dark",
43 "doublemove",
44 "madrasi",
45 "progressive", //(natural) priority over doublemove
46 "recycle",
47 "rifle",
48 "teleport",
49 "zen"
50 ]
51 };
52 }
53
54 // Pawns specifications
55 get pawnSpecs() {
56 return {
57 directions: { 'w': -1, 'b': 1 },
58 initShift: { w: 1, b: 1 },
59 twoSquares: true,
60 threeSquares: false,
61 canCapture: true,
62 captureBackward: false,
63 bidirectional: false,
64 promotions: ['r', 'n', 'b', 'q']
65 };
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") return null; //click on reserves
96 if (
97 this.options["teleport"] && this.subTurnTeleport == 2 &&
98 this.board[x][y] == ""
99 ) {
100 return new Move({
101 start: {x: this.captured.x, y: this.captured.y},
102 appear: [
103 new PiPo({
104 x: x,
105 y: y,
106 c: this.captured.c, //this.turn,
107 p: this.captured.p
108 })
109 ],
110 vanish: []
111 });
112 }
113 return null;
114 }
115
116 ////////////////////
117 // COORDINATES UTILS
118
119 // 3 --> d (column number to letter)
120 static CoordToColumn(colnum) {
121 return String.fromCharCode(97 + colnum);
122 }
123
124 // d --> 3 (column letter to number)
125 static ColumnToCoord(columnStr) {
126 return columnStr.charCodeAt(0) - 97;
127 }
128
129 // 7 (numeric) --> 1 (str) [from black viewpoint].
130 static CoordToRow(rownum) {
131 return rownum;
132 }
133
134 // NOTE: wrong row index (1 should be 7 ...etc). But OK for the usage.
135 static RowToCoord(rownumStr) {
136 // NOTE: 30 is way more than enough (allow up to 29 rows on one character)
137 return parseInt(rownumStr, 30);
138 }
139
140 // a2 --> {x:2,y:0} (this is in fact a6)
141 static SquareToCoords(sq) {
142 return {
143 x: C.RowToCoord(sq[1]),
144 // NOTE: column is always one char => max 26 columns
145 y: C.ColumnToCoord(sq[0])
146 };
147 }
148
149 // {x:0,y:4} --> e0 (should be e8)
150 static CoordsToSquare(coords) {
151 return C.CoordToColumn(coords.y) + C.CoordToRow(coords.x);
152 }
153
154 coordsToId([x, y]) {
155 if (typeof x == "number")
156 return `${this.containerId}|sq-${x.toString(30)}-${y.toString(30)}`;
157 // Reserve :
158 return `${this.containerId}|rsq-${x}-${y}`;
159 }
160
161 idToCoords(targetId) {
162 if (!targetId) return null; //outside page, maybe...
163 const idParts = targetId.split('|'); //prefix|sq-2-3 (start at 0 => 3,4)
164 if (
165 idParts.length < 2 ||
166 idParts[0] != this.containerId ||
167 !idParts[1].match(/sq-[0-9a-zA-Z]-[0-9a-zA-Z]/)
168 ) {
169 return null;
170 }
171 const squares = idParts[1].split('-');
172 if (squares[0] == "sq")
173 return [ parseInt(squares[1], 30), parseInt(squares[2], 30) ];
174 // squares[0] == "rsq" : reserve, 'c' + 'p' (letters)
175 return [squares[1], squares[2]];
176 }
177
178 /////////////
179 // FEN UTILS
180
181 // Turn "wb" into "B" (for FEN)
182 board2fen(b) {
183 return b[0] == "w" ? b[1].toUpperCase() : b[1];
184 }
185
186 // Turn "p" into "bp" (for board)
187 fen2board(f) {
188 return f.charCodeAt(0) <= 90 ? "w" + f.toLowerCase() : "b" + f;
189 }
190
191 // Setup the initial random-or-not (asymmetric-or-not) position
192 genRandInitFen(seed) {
193 Random.setSeed(seed);
194
195 let fen, flags = "0707";
196 if (!this.options.randomness)
197 // Deterministic:
198 fen = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0";
199
200 else {
201 // Randomize
202 let pieces = { w: new Array(8), b: new Array(8) };
203 flags = "";
204 // Shuffle pieces on first (and last rank if randomness == 2)
205 for (let c of ["w", "b"]) {
206 if (c == 'b' && this.options.randomness == 1) {
207 pieces['b'] = pieces['w'];
208 flags += flags;
209 break;
210 }
211
212 let positions = ArrayFun.range(8);
213
214 // Get random squares for bishops
215 let randIndex = 2 * Random.randInt(4);
216 const bishop1Pos = positions[randIndex];
217 // The second bishop must be on a square of different color
218 let randIndex_tmp = 2 * Random.randInt(4) + 1;
219 const bishop2Pos = positions[randIndex_tmp];
220 // Remove chosen squares
221 positions.splice(Math.max(randIndex, randIndex_tmp), 1);
222 positions.splice(Math.min(randIndex, randIndex_tmp), 1);
223
224 // Get random squares for knights
225 randIndex = Random.randInt(6);
226 const knight1Pos = positions[randIndex];
227 positions.splice(randIndex, 1);
228 randIndex = Random.randInt(5);
229 const knight2Pos = positions[randIndex];
230 positions.splice(randIndex, 1);
231
232 // Get random square for queen
233 randIndex = Random.randInt(4);
234 const queenPos = positions[randIndex];
235 positions.splice(randIndex, 1);
236
237 // Rooks and king positions are now fixed,
238 // because of the ordering rook-king-rook
239 const rook1Pos = positions[0];
240 const kingPos = positions[1];
241 const rook2Pos = positions[2];
242
243 // Finally put the shuffled pieces in the board array
244 pieces[c][rook1Pos] = "r";
245 pieces[c][knight1Pos] = "n";
246 pieces[c][bishop1Pos] = "b";
247 pieces[c][queenPos] = "q";
248 pieces[c][kingPos] = "k";
249 pieces[c][bishop2Pos] = "b";
250 pieces[c][knight2Pos] = "n";
251 pieces[c][rook2Pos] = "r";
252 flags += rook1Pos.toString() + rook2Pos.toString();
253 }
254 fen = (
255 pieces["b"].join("") +
256 "/pppppppp/8/8/8/8/PPPPPPPP/" +
257 pieces["w"].join("").toUpperCase() +
258 " w 0"
259 );
260 }
261 // Add turn + flags + enpassant (+ reserve)
262 let parts = [];
263 if (this.hasFlags) parts.push(`"flags":"${flags}"`);
264 if (this.hasEnpassant) parts.push('"enpassant":"-"');
265 if (this.hasReserve) parts.push('"reserve":"000000000000"');
266 if (this.options["crazyhouse"]) parts.push('"ispawn":"-"');
267 if (parts.length >= 1) fen += " {" + parts.join(",") + "}";
268 return fen;
269 }
270
271 // "Parse" FEN: just return untransformed string data
272 parseFen(fen) {
273 const fenParts = fen.split(" ");
274 let res = {
275 position: fenParts[0],
276 turn: fenParts[1],
277 movesCount: fenParts[2]
278 };
279 if (fenParts.length > 3) res = Object.assign(res, JSON.parse(fenParts[3]));
280 return res;
281 }
282
283 // Return current fen (game state)
284 getFen() {
285 let fen = (
286 this.getBaseFen() + " " +
287 this.getTurnFen() + " " +
288 this.movesCount
289 );
290 let parts = [];
291 if (this.hasFlags) parts.push(`"flags":"${this.getFlagsFen()}"`);
292 if (this.hasEnpassant)
293 parts.push(`"enpassant":"${this.getEnpassantFen()}"`);
294 if (this.hasReserve) parts.push(`"reserve":"${this.getReserveFen()}"`);
295 if (this.options["crazyhouse"])
296 parts.push(`"ispawn":"${this.getIspawnFen()}"`);
297 if (parts.length >= 1) fen += " {" + parts.join(",") + "}";
298 return fen;
299 }
300
301 // Position part of the FEN string
302 getBaseFen() {
303 const format = (count) => {
304 // if more than 9 consecutive free spaces, break the integer,
305 // otherwise FEN parsing will fail.
306 if (count <= 9) return count;
307 // Most boards of size < 18:
308 if (count <= 18) return "9" + (count - 9);
309 // Except Gomoku:
310 return "99" + (count - 18);
311 };
312 let position = "";
313 for (let i = 0; i < this.size.y; i++) {
314 let emptyCount = 0;
315 for (let j = 0; j < this.size.x; j++) {
316 if (this.board[i][j] == "") emptyCount++;
317 else {
318 if (emptyCount > 0) {
319 // Add empty squares in-between
320 position += format(emptyCount);
321 emptyCount = 0;
322 }
323 position += this.board2fen(this.board[i][j]);
324 }
325 }
326 if (emptyCount > 0)
327 // "Flush remainder"
328 position += format(emptyCount);
329 if (i < this.size.y - 1) position += "/"; //separate rows
330 }
331 return position;
332 }
333
334 getTurnFen() {
335 return this.turn;
336 }
337
338 // Flags part of the FEN string
339 getFlagsFen() {
340 return ["w", "b"].map(c => {
341 return this.castleFlags[c].map(x => x.toString(30)).join("");
342 }).join("");
343 }
344
345 // Enpassant part of the FEN string
346 getEnpassantFen() {
347 if (!this.epSquare) return "-"; //no en-passant
348 return C.CoordsToSquare(this.epSquare);
349 }
350
351 getReserveFen() {
352 return (
353 ["w","b"].map(c => Object.values(this.reserve[c]).join("")).join("")
354 );
355 }
356
357 getIspawnFen() {
358 const coords = Object.keys(this.ispawn);
359 if (coords.length == 0) return "-";
360 return coords.map(C.CoordsToSquare).join(",");
361 }
362
363 // Set flags from fen (castle: white a,h then black a,h)
364 setFlags(fenflags) {
365 this.castleFlags = {
366 w: [0, 1].map(i => parseInt(fenflags.charAt(i), 30)),
367 b: [2, 3].map(i => parseInt(fenflags.charAt(i), 30))
368 };
369 }
370
371 //////////////////
372 // INITIALIZATION
373
374 // Fen string fully describes the game state
375 constructor(o) {
376 window.C = ChessRules; //easier alias
377
378 this.options = o.options;
379 this.playerColor = o.color;
380 this.afterPlay = o.afterPlay;
381
382 // FEN-related:
383 if (!o.fen) o.fen = this.genRandInitFen(o.seed);
384 const fenParsed = this.parseFen(o.fen);
385 this.board = this.getBoard(fenParsed.position);
386 this.turn = fenParsed.turn;
387 this.movesCount = parseInt(fenParsed.movesCount, 10);
388 this.setOtherVariables(fenParsed);
389
390 // Graphical (can use variables defined above)
391 this.containerId = o.element;
392 this.graphicalInit();
393 }
394
395 // Turn position fen into double array ["wb","wp","bk",...]
396 getBoard(position) {
397 const rows = position.split("/");
398 let board = ArrayFun.init(this.size.x, this.size.y, "");
399 for (let i = 0; i < rows.length; i++) {
400 let j = 0;
401 for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++) {
402 const character = rows[i][indexInRow];
403 const num = parseInt(character, 10);
404 // If num is a number, just shift j:
405 if (!isNaN(num)) j += num;
406 // Else: something at position i,j
407 else board[i][j++] = this.fen2board(character);
408 }
409 }
410 return board;
411 }
412
413 // Some additional variables from FEN (variant dependant)
414 setOtherVariables(fenParsed) {
415 // Set flags and enpassant:
416 if (this.hasFlags) this.setFlags(fenParsed.flags);
417 if (this.hasEnpassant)
418 this.epSquare = this.getEpSquare(fenParsed.enpassant);
419 if (this.hasReserve) this.initReserves(fenParsed.reserve);
420 if (this.options["crazyhouse"]) this.initIspawn(fenParsed.ispawn);
421 this.subTurn = 1; //may be unused
422 if (this.options["teleport"]) {
423 this.subTurnTeleport = 1;
424 this.captured = null;
425 }
426 if (this.options["dark"]) {
427 this.enlightened = ArrayFun.init(this.size.x, this.size.y);
428 // Setup enlightened: squares reachable by player side
429 this.updateEnlightened(false);
430 }
431 }
432
433 updateEnlightened(withGraphics) {
434 let newEnlightened = ArrayFun.init(this.size.x, this.size.y, false);
435 const pawnShift = { w: -1, b: 1 };
436 // Add pieces positions + all squares reachable by moves (includes Zen):
437 // (watch out special pawns case)
438 for (let x=0; x<this.size.x; x++) {
439 for (let y=0; y<this.size.y; y++) {
440 if (this.board[x][y] != "" && this.getColor(x, y) == this.playerColor)
441 {
442 newEnlightened[x][y] = true;
443 if (this.getPiece(x, y) == "p") {
444 // Attacking squares wouldn't be highlighted if no captures:
445 this.pieces(this.playerColor)["p"].attack.forEach(step => {
446 const [i, j] = [x + step[0], this.computeY(y + step[1])];
447 if (this.onBoard(i, j) && this.board[i][j] == "")
448 newEnlightened[i][j] = true;
449 });
450 }
451 this.getPotentialMovesFrom([x, y]).forEach(m => {
452 newEnlightened[m.end.x][m.end.y] = true;
453 });
454 }
455 }
456 }
457 if (this.epSquare) this.enlightEnpassant(newEnlightened);
458 if (withGraphics) this.graphUpdateEnlightened(newEnlightened);
459 this.enlightened = newEnlightened;
460 }
461
462 // Include en-passant capturing square if any:
463 enlightEnpassant(newEnlightened) {
464 const steps = this.pieces(this.playerColor)["p"].attack;
465 for (let step of steps) {
466 const x = this.epSquare.x - step[0],
467 y = this.computeY(this.epSquare.y - step[1]);
468 if (
469 this.onBoard(x, y) &&
470 this.getColor(x, y) == this.playerColor &&
471 this.getPieceType(x, y) == "p"
472 ) {
473 newEnlightened[x][this.epSquare.y] = true;
474 break;
475 }
476 }
477 }
478
479 // Apply diff this.enlightened --> newEnlightened on board
480 graphUpdateEnlightened(newEnlightened) {
481 let container = document.getElementById(this.containerId);
482 const r = container.getBoundingClientRect();
483 const pieceWidth = this.getPieceWidth(r.width);
484 for (let x=0; x<this.size.x; x++) {
485 for (let y=0; y<this.size.y; y++) {
486 if (this.enlightened[x][y] && !newEnlightened[x][y]) {
487 let elt = document.getElementById(this.coordsToId([x, y]));
488 elt.classList.add("in-shadow");
489 if (this.g_pieces[x][y]) {
490 this.g_pieces[x][y].remove();
491 this.g_pieces[x][y] = null;
492 }
493 }
494 else if (!this.enlightened[x][y] && newEnlightened[x][y]) {
495 let elt = document.getElementById(this.coordsToId([x, y]));
496 elt.classList.remove("in-shadow");
497 if (this.board[x][y] != "") {
498 const color = this.getColor(x, y);
499 const piece = this.getPiece(x, y);
500 this.g_pieces[x][y] = document.createElement("piece");
501 let newClasses = [
502 this.pieces()[piece]["class"],
503 color == "w" ? "white" : "black"
504 ];
505 newClasses.forEach(cl => this.g_pieces[x][y].classList.add(cl));
506 this.g_pieces[x][y].style.width = pieceWidth + "px";
507 this.g_pieces[x][y].style.height = pieceWidth + "px";
508 const [ip, jp] = this.getPixelPosition(x, y, r);
509 this.g_pieces[x][y].style.transform =
510 `translate(${ip}px,${jp}px)`;
511 container.appendChild(this.g_pieces[x][y]);
512 }
513 }
514 }
515 }
516 }
517
518 // ordering p,r,n,b,q,k (most general + count in base 30 if needed)
519 initReserves(reserveStr) {
520 const counts = reserveStr.split("").map(c => parseInt(c, 30));
521 this.reserve = { w: {}, b: {} };
522 const pieceName = Object.keys(this.pieces());
523 for (let i of ArrayFun.range(12)) {
524 if (i < 6) this.reserve['w'][pieceName[i]] = counts[i];
525 else this.reserve['b'][pieceName[i-6]] = counts[i];
526 }
527 }
528
529 initIspawn(ispawnStr) {
530 if (ispawnStr != "-") {
531 this.ispawn = ispawnStr.split(",").map(C.SquareToCoords)
532 .reduce((o, key) => ({ ...o, [key]: true}), {});
533 }
534 else this.ispawn = {};
535 }
536
537 getNbReservePieces(color) {
538 return (
539 Object.values(this.reserve[color]).reduce(
540 (oldV,newV) => oldV + (newV > 0 ? 1 : 0), 0)
541 );
542 }
543
544 //////////////
545 // VISUAL PART
546
547 getPieceWidth(rwidth) {
548 return (rwidth / this.size.y);
549 }
550
551 getSquareWidth(rwidth) {
552 return this.getPieceWidth(rwidth);
553 }
554
555 getReserveSquareSize(rwidth, nbR) {
556 const sqSize = this.getSquareWidth(rwidth);
557 return Math.min(sqSize, rwidth / nbR);
558 }
559
560 getReserveNumId(color, piece) {
561 return `${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 container = document.getElementById(this.containerId);
570 new ResizeObserver(this.rescale).observe(container);
571 }
572
573 re_drawBoardElements() {
574 const board = this.getSvgChessboard();
575 const oppCol = C.GetOppCol(this.playerColor);
576 let container = document.getElementById(this.containerId);
577 container.innerHTML = "";
578 container.insertAdjacentHTML('beforeend', board);
579 let cb = container.querySelector("#" + this.containerId + "_SVG");
580 const aspectRatio = this.size.y / this.size.x;
581 // Compare window ratio width / height to aspectRatio:
582 const windowRatio = window.innerWidth / window.innerHeight;
583 let cbWidth, cbHeight;
584 if (windowRatio <= aspectRatio) {
585 // Limiting dimension is width:
586 cbWidth = Math.min(window.innerWidth, 767);
587 cbHeight = cbWidth / aspectRatio;
588 }
589 else {
590 // Limiting dimension is height:
591 cbHeight = Math.min(window.innerHeight, 767);
592 cbWidth = cbHeight * aspectRatio;
593 }
594 if (this.reserve) {
595 const sqSize = cbWidth / this.size.y;
596 // NOTE: allocate space for reserves (up/down) even if they are empty
597 if ((window.innerHeight - cbHeight) / 2 < sqSize + 5) {
598 cbHeight = window.innerHeight - 2 * (sqSize + 5);
599 cbWidth = cbHeight * aspectRatio;
600 }
601 }
602 container.style.width = cbWidth + "px";
603 container.style.height = cbHeight + "px";
604 // Center chessboard:
605 const spaceLeft = (window.innerWidth - cbWidth) / 2,
606 spaceTop = (window.innerHeight - cbHeight) / 2;
607 container.style.left = spaceLeft + "px";
608 container.style.top = spaceTop + "px";
609 // Give sizes instead of recomputing them,
610 // because chessboard might not be drawn yet.
611 this.setupPieces({
612 width: cbWidth,
613 height: cbHeight,
614 x: spaceLeft,
615 y: spaceTop
616 });
617 }
618
619 // Get SVG board (background, no pieces)
620 getSvgChessboard() {
621 const [sizeX, sizeY] = [this.size.x, this.size.y];
622 const flipped = (this.playerColor == 'b');
623 let board = `
624 <svg
625 viewBox="0 0 80 80"
626 version="1.1"
627 id="${this.containerId}_SVG">
628 <g>`;
629 for (let i=0; i < sizeX; i++) {
630 for (let j=0; j < sizeY; j++) {
631 const ii = (flipped ? this.size.x - 1 - i : i);
632 const jj = (flipped ? this.size.y - 1 - j : j);
633 let classes = this.getSquareColorClass(ii, jj);
634 if (this.enlightened && !this.enlightened[ii][jj])
635 classes += " in-shadow";
636 // NOTE: x / y reversed because coordinates system is reversed.
637 board += `<rect
638 class="${classes}"
639 id="${this.coordsToId([ii, jj])}"
640 width="10"
641 height="10"
642 x="${10*j}"
643 y="${10*i}" />`;
644 }
645 }
646 board += "</g></svg>";
647 return board;
648 }
649
650 // Generally light square bottom-right
651 getSquareColorClass(i, j) {
652 return ((i+j) % 2 == 0 ? "light-square": "dark-square");
653 }
654
655 setupPieces(r) {
656 if (this.g_pieces) {
657 // Refreshing: delete old pieces first
658 for (let i=0; i<this.size.x; i++) {
659 for (let j=0; j<this.size.y; j++) {
660 if (this.g_pieces[i][j]) {
661 this.g_pieces[i][j].remove();
662 this.g_pieces[i][j] = null;
663 }
664 }
665 }
666 }
667 else this.g_pieces = ArrayFun.init(this.size.x, this.size.y, null);
668 let container = document.getElementById(this.containerId);
669 if (!r) r = container.getBoundingClientRect();
670 const pieceWidth = this.getPieceWidth(r.width);
671 for (let i=0; i < this.size.x; i++) {
672 for (let j=0; j < this.size.y; j++) {
673 if (
674 this.board[i][j] != "" &&
675 (!this.options["dark"] || this.enlightened[i][j])
676 ) {
677 const color = this.getColor(i, j);
678 const piece = this.getPiece(i, j);
679 this.g_pieces[i][j] = document.createElement("piece");
680 this.g_pieces[i][j].classList.add(this.pieces()[piece]["class"]);
681 this.g_pieces[i][j].classList.add(color == "w" ? "white" : "black");
682 this.g_pieces[i][j].style.width = pieceWidth + "px";
683 this.g_pieces[i][j].style.height = pieceWidth + "px";
684 const [ip, jp] = this.getPixelPosition(i, j, r);
685 this.g_pieces[i][j].style.transform = `translate(${ip}px,${jp}px)`;
686 container.appendChild(this.g_pieces[i][j]);
687 }
688 }
689 }
690 if (this.reserve) this.re_drawReserve(['w', 'b'], r);
691 }
692
693 // NOTE: assume !!this.reserve
694 re_drawReserve(colors, r) {
695 if (this.r_pieces) {
696 // Remove (old) reserve pieces
697 for (let c of colors) {
698 if (!this.reserve[c]) continue;
699 Object.keys(this.reserve[c]).forEach(p => {
700 if (this.r_pieces[c][p]) {
701 this.r_pieces[c][p].remove();
702 delete this.r_pieces[c][p];
703 const numId = this.getReserveNumId(c, p);
704 document.getElementById(numId).remove();
705 }
706 });
707 let reservesDiv = document.getElementById("reserves_" + c);
708 if (reservesDiv) reservesDiv.remove();
709 }
710 }
711 else this.r_pieces = { 'w': {}, 'b': {} };
712 if (!r) {
713 const container = document.getElementById(this.containerId);
714 r = container.getBoundingClientRect();
715 }
716 for (let c of colors) {
717 if (!this.reserve[c]) continue;
718 const nbR = this.getNbReservePieces(c);
719 if (nbR == 0) continue;
720 const sqResSize = this.getReserveSquareSize(r.width, nbR);
721 let ridx = 0;
722 const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
723 const [i0, j0] = [r.x, r.y + vShift];
724 let rcontainer = document.createElement("div");
725 rcontainer.id = "reserves_" + c;
726 rcontainer.classList.add("reserves");
727 rcontainer.style.left = i0 + "px";
728 rcontainer.style.top = j0 + "px";
729 // NOTE: +1 fix display bug on Firefox at least
730 rcontainer.style.width = (nbR * sqResSize + 1) + "px";
731 rcontainer.style.height = sqResSize + "px";
732 document.getElementById("boardContainer").appendChild(rcontainer);
733 for (let p of Object.keys(this.reserve[c])) {
734 if (this.reserve[c][p] == 0) continue;
735 let r_cell = document.createElement("div");
736 r_cell.id = this.coordsToId([c, p]);
737 r_cell.classList.add("reserve-cell");
738 r_cell.style.width = sqResSize + "px";
739 r_cell.style.height = sqResSize + "px";
740 rcontainer.appendChild(r_cell);
741 let piece = document.createElement("piece");
742 const pieceSpec = this.pieces(c)[p];
743 piece.classList.add(pieceSpec["class"]);
744 piece.classList.add(c == 'w' ? "white" : "black");
745 piece.style.width = "100%";
746 piece.style.height = "100%";
747 this.r_pieces[c][p] = piece;
748 r_cell.appendChild(piece);
749 let number = document.createElement("div");
750 number.textContent = this.reserve[c][p];
751 number.classList.add("reserve-num");
752 number.id = this.getReserveNumId(c, p);
753 const fontSize = "1.3em";
754 number.style.fontSize = fontSize;
755 number.style.fontSize = fontSize;
756 r_cell.appendChild(number);
757 ridx++;
758 }
759 }
760 }
761
762 updateReserve(color, piece, count) {
763 if (this.options["cannibal"] && C.CannibalKings[piece])
764 piece = "k"; //capturing cannibal king: back to king form
765 const oldCount = this.reserve[color][piece];
766 this.reserve[color][piece] = count;
767 // Redrawing is much easier if count==0
768 if ([oldCount, count].includes(0)) this.re_drawReserve([color]);
769 else {
770 const numId = this.getReserveNumId(color, piece);
771 document.getElementById(numId).textContent = count;
772 }
773 }
774
775 // After resize event: no need to destroy/recreate pieces
776 rescale() {
777 let container = document.getElementById(this.containerId);
778 if (!container) return; //useful at initial loading
779 const r = container.getBoundingClientRect();
780 const newRatio = r.width / r.height;
781 const aspectRatio = this.size.y / this.size.x;
782 let newWidth = r.width,
783 newHeight = r.height;
784 if (newRatio > aspectRatio) {
785 newWidth = r.height * aspectRatio;
786 container.style.width = newWidth + "px";
787 }
788 else if (newRatio < aspectRatio) {
789 newHeight = r.width / aspectRatio;
790 container.style.height = newHeight + "px";
791 }
792 const newX = (window.innerWidth - newWidth) / 2;
793 container.style.left = newX + "px";
794 const newY = (window.innerHeight - newHeight) / 2;
795 container.style.top = newY + "px";
796 const newR = { x: newX, y: newY, width: newWidth, height: newHeight };
797 const pieceWidth = this.getPieceWidth(newWidth);
798 for (let i=0; i < this.size.x; i++) {
799 for (let j=0; j < this.size.y; j++) {
800 if (this.board[i][j] != "") {
801 // NOTE: could also use CSS transform "scale"
802 this.g_pieces[i][j].style.width = pieceWidth + "px";
803 this.g_pieces[i][j].style.height = pieceWidth + "px";
804 const [ip, jp] = this.getPixelPosition(i, j, newR);
805 this.g_pieces[i][j].style.transform = `translate(${ip}px,${jp}px)`;
806 }
807 }
808 }
809 if (this.reserve) this.rescaleReserve(newR);
810 }
811
812 rescaleReserve(r) {
813 for (let c of ['w','b']) {
814 if (!this.reserve[c]) continue;
815 const nbR = this.getNbReservePieces(c);
816 if (nbR == 0) continue;
817 // Resize container first
818 const sqResSize = this.getReserveSquareSize(r.width, nbR);
819 const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
820 const [i0, j0] = [r.x, r.y + vShift];
821 let rcontainer = document.getElementById("reserves_" + c);
822 rcontainer.style.left = i0 + "px";
823 rcontainer.style.top = j0 + "px";
824 rcontainer.style.width = (nbR * sqResSize + 1) + "px";
825 rcontainer.style.height = sqResSize + "px";
826 // And then reserve cells:
827 const rpieceWidth = this.getReserveSquareSize(r.width, nbR);
828 Object.keys(this.reserve[c]).forEach(p => {
829 if (this.reserve[c][p] == 0) return;
830 let r_cell = document.getElementById(this.coordsToId([c, p]));
831 r_cell.style.width = sqResSize + "px";
832 r_cell.style.height = sqResSize + "px";
833 });
834 }
835 }
836
837 // Return the absolute pixel coordinates given current position.
838 // Our coordinate system differs from CSS one (x <--> y).
839 // We return here the CSS coordinates (more useful).
840 getPixelPosition(i, j, r) {
841 const sqSize = this.getSquareWidth(r.width);
842 if (i < 0 || j < 0) return [0, 0]; //piece vanishes
843 const flipped = (this.playerColor == 'b');
844 const x = (flipped ? this.size.y - 1 - j : j) * sqSize;
845 const y = (flipped ? this.size.x - 1 - i : i) * sqSize;
846 return [x, y];
847 }
848
849 initMouseEvents() {
850 let container = document.getElementById(this.containerId);
851
852 const getOffset = e => {
853 if (e.clientX) return {x: e.clientX, y: e.clientY}; //Mouse
854 let touchLocation = null;
855 if (e.targetTouches && e.targetTouches.length >= 1)
856 // Touch screen, dragstart
857 touchLocation = e.targetTouches[0];
858 else if (e.changedTouches && e.changedTouches.length >= 1)
859 // Touch screen, dragend
860 touchLocation = e.changedTouches[0];
861 if (touchLocation)
862 return {x: touchLocation.pageX, y: touchLocation.pageY};
863 return [0, 0]; //Big trouble here =)
864 }
865
866 const centerOnCursor = (piece, e) => {
867 const centerShift = sqSize / 2;
868 const offset = getOffset(e);
869 piece.style.left = (offset.x - centerShift) + "px";
870 piece.style.top = (offset.y - centerShift) + "px";
871 }
872
873 let start = null,
874 r = null,
875 startPiece, curPiece = null,
876 sqSize;
877 const mousedown = (e) => {
878 // Disable zoom on smartphones:
879 if (e.touches && e.touches.length > 1) e.preventDefault();
880 r = container.getBoundingClientRect();
881 sqSize = this.getSquareWidth(r.width);
882 const square = this.idToCoords(e.target.id);
883 if (square) {
884 const [i, j] = square;
885 const move = this.doClick([i, j]);
886 if (move) this.playPlusVisual(move);
887 else {
888 if (typeof i != "number") startPiece = this.r_pieces[i][j];
889 else if (this.g_pieces[i][j]) startPiece = this.g_pieces[i][j];
890 if (startPiece && this.canIplay(i, j)) {
891 e.preventDefault();
892 start = { x: i, y: j };
893 curPiece = startPiece.cloneNode();
894 curPiece.style.transform = "none";
895 curPiece.style.zIndex = 5;
896 curPiece.style.width = sqSize + "px";
897 curPiece.style.height = sqSize + "px";
898 centerOnCursor(curPiece, e);
899 document.getElementById("boardContainer").appendChild(curPiece);
900 startPiece.style.opacity = "0.4";
901 container.style.cursor = "none";
902 }
903 }
904 }
905 };
906
907 const mousemove = (e) => {
908 if (start) {
909 e.preventDefault();
910 centerOnCursor(curPiece, e);
911 }
912 };
913
914 const mouseup = (e) => {
915 const newR = container.getBoundingClientRect();
916 if (newR.width != r.width || newR.height != r.height) {
917 this.rescale();
918 return;
919 }
920 if (!start) return;
921 const [x, y] = [start.x, start.y];
922 start = null;
923 e.preventDefault();
924 container.style.cursor = "pointer";
925 startPiece.style.opacity = "1";
926 const offset = getOffset(e);
927 const landingElt = document.elementFromPoint(offset.x, offset.y);
928 const sq = this.idToCoords(landingElt.id);
929 if (sq) {
930 const [i, j] = sq;
931 // NOTE: clearly suboptimal, but much easier, and not a big deal.
932 const potentialMoves = this.getPotentialMovesFrom([x, y])
933 .filter(m => m.end.x == i && m.end.y == j);
934 const moves = this.filterValid(potentialMoves);
935 if (moves.length >= 2) this.showChoices(moves, r);
936 else if (moves.length == 1) this.playPlusVisual(moves[0], r);
937 }
938 curPiece.remove();
939 };
940
941 if ('onmousedown' in window) {
942 document.addEventListener("mousedown", mousedown);
943 document.addEventListener("mousemove", mousemove);
944 document.addEventListener("mouseup", mouseup);
945 }
946 if ('ontouchstart' in window) {
947 // https://stackoverflow.com/a/42509310/12660887
948 document.addEventListener("touchstart", mousedown, {passive: false});
949 document.addEventListener("touchmove", mousemove, {passive: false});
950 document.addEventListener("touchend", mouseup, {passive: false});
951 }
952 }
953
954 showChoices(moves, r) {
955 let container = document.getElementById(this.containerId);
956 let choices = document.createElement("div");
957 choices.id = "choices";
958 choices.style.width = r.width + "px";
959 choices.style.height = r.height + "px";
960 choices.style.left = r.x + "px";
961 choices.style.top = r.y + "px";
962 container.style.opacity = "0.5";
963 let boardContainer = document.getElementById("boardContainer");
964 boardContainer.appendChild(choices);
965 const squareWidth = this.getSquareWidth(r.width);
966 const firstUpLeft = (r.width - (moves.length * squareWidth)) / 2;
967 const firstUpTop = (r.height - squareWidth) / 2;
968 const color = moves[0].appear[0].c;
969 const callback = (m) => {
970 container.style.opacity = "1";
971 boardContainer.removeChild(choices);
972 this.playPlusVisual(m, r);
973 }
974 for (let i=0; i < moves.length; i++) {
975 let choice = document.createElement("div");
976 choice.classList.add("choice");
977 choice.style.width = squareWidth + "px";
978 choice.style.height = squareWidth + "px";
979 choice.style.left = (firstUpLeft + i * squareWidth) + "px";
980 choice.style.top = firstUpTop + "px";
981 choice.style.backgroundColor = "lightyellow";
982 choice.onclick = () => callback(moves[i]);
983 const piece = document.createElement("piece");
984 const pieceSpec = this.pieces(color)[moves[i].appear[0].p];
985 piece.classList.add(pieceSpec["class"]);
986 piece.classList.add(color == 'w' ? "white" : "black");
987 piece.style.width = "100%";
988 piece.style.height = "100%";
989 choice.appendChild(piece);
990 choices.appendChild(choice);
991 }
992 }
993
994 //////////////
995 // BASIC UTILS
996
997 get size() {
998 return { "x": 8, "y": 8 };
999 }
1000
1001 // Color of thing on square (i,j). 'undefined' if square is empty
1002 getColor(i, j) {
1003 return this.board[i][j].charAt(0);
1004 }
1005
1006 // Assume square i,j isn't empty
1007 getPiece(i, j) {
1008 return this.board[i][j].charAt(1);
1009 }
1010
1011 // Piece type on square (i,j)
1012 getPieceType(i, j) {
1013 const p = this.board[i][j].charAt(1);
1014 return C.CannibalKings[p] || p; //a cannibal king move as...
1015 }
1016
1017 // Get opponent color
1018 static GetOppCol(color) {
1019 return (color == "w" ? "b" : "w");
1020 }
1021
1022 // Can thing on square1 take thing on square2
1023 canTake([x1, y1], [x2, y2]) {
1024 return (
1025 (this.getColor(x1, y1) !== this.getColor(x2, y2)) ||
1026 (
1027 (this.options["recycle"] || this.options["teleport"]) &&
1028 this.getPieceType(x2, y2) != "k"
1029 )
1030 );
1031 }
1032
1033 // Is (x,y) on the chessboard?
1034 onBoard(x, y) {
1035 return x >= 0 && x < this.size.x && y >= 0 && y < this.size.y;
1036 }
1037
1038 // Used in interface: 'side' arg == player color
1039 canIplay(x, y) {
1040 return (
1041 this.playerColor == this.turn &&
1042 (
1043 (typeof x == "number" && this.getColor(x, y) == this.turn) ||
1044 (typeof x == "string" && x == this.turn) //reserve
1045 )
1046 );
1047 }
1048
1049 ////////////////////////
1050 // PIECES SPECIFICATIONS
1051
1052 pieces(color) {
1053 const pawnShift = (color == "w" ? -1 : 1);
1054 return {
1055 'p': {
1056 "class": "pawn",
1057 steps: [[pawnShift, 0]],
1058 range: 1,
1059 attack: [[pawnShift, 1], [pawnShift, -1]]
1060 },
1061 // rook
1062 'r': {
1063 "class": "rook",
1064 steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]
1065 },
1066 // knight
1067 'n': {
1068 "class": "knight",
1069 steps: [
1070 [1, 2], [1, -2], [-1, 2], [-1, -2],
1071 [2, 1], [-2, 1], [2, -1], [-2, -1]
1072 ],
1073 range: 1
1074 },
1075 // bishop
1076 'b': {
1077 "class": "bishop",
1078 steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]
1079 },
1080 // queen
1081 'q': {
1082 "class": "queen",
1083 steps: [
1084 [0, 1], [0, -1], [1, 0], [-1, 0],
1085 [1, 1], [1, -1], [-1, 1], [-1, -1]
1086 ]
1087 },
1088 // king
1089 'k': {
1090 "class": "king",
1091 steps: [
1092 [0, 1], [0, -1], [1, 0], [-1, 0],
1093 [1, 1], [1, -1], [-1, 1], [-1, -1]
1094 ],
1095 range: 1
1096 },
1097 // Cannibal kings:
1098 's': { "class": "king-pawn" },
1099 'u': { "class": "king-rook" },
1100 'o': { "class": "king-knight" },
1101 'c': { "class": "king-bishop" },
1102 't': { "class": "king-queen" }
1103 };
1104 }
1105
1106 ////////////////////
1107 // MOVES GENERATION
1108
1109 // For Cylinder: get Y coordinate
1110 computeY(y) {
1111 if (!this.options["cylinder"]) return y;
1112 let res = y % this.size.y;
1113 if (res < 0) res += this.size.y;
1114 return res;
1115 }
1116
1117 // Stop at the first capture found
1118 atLeastOneCapture(color) {
1119 color = color || this.turn;
1120 const oppCol = C.GetOppCol(color);
1121 for (let i = 0; i < this.size.x; i++) {
1122 for (let j = 0; j < this.size.y; j++) {
1123 if (this.board[i][j] != "" && this.getColor(i, j) == color) {
1124 const specs = this.pieces(color)[this.getPieceType(i, j)];
1125 const steps = specs.attack || specs.steps;
1126 outerLoop: for (let step of steps) {
1127 let [ii, jj] = [i + step[0], this.computeY(j + step[1])];
1128 let stepCounter = 1;
1129 while (this.onBoard(ii, jj) && this.board[ii][jj] == "") {
1130 if (specs.range <= stepCounter++) continue outerLoop;
1131 ii += step[0];
1132 jj = this.computeY(jj + step[1]);
1133 }
1134 if (
1135 this.onBoard(ii, jj) &&
1136 this.getColor(ii, jj) == oppCol &&
1137 this.filterValid(
1138 [this.getBasicMove([i, j], [ii, jj])]
1139 ).length >= 1
1140 ) {
1141 return true;
1142 }
1143 }
1144 }
1145 }
1146 }
1147 return false;
1148 }
1149
1150 getDropMovesFrom([c, p]) {
1151 // NOTE: by design, this.reserve[c][p] >= 1 on user click
1152 // (but not necessarily otherwise)
1153 if (this.reserve[c][p] == 0) return [];
1154 let moves = [];
1155 for (let i=0; i<this.size.x; i++) {
1156 for (let j=0; j<this.size.y; j++) {
1157 // TODO: rather simplify this "if" and add post-condition: more general
1158 if (
1159 this.board[i][j] == "" &&
1160 (!this.options["dark"] || this.enlightened[i][j]) &&
1161 (
1162 p != "p" ||
1163 (c == 'w' && i < this.size.x - 1) ||
1164 (c == 'b' && i > 0)
1165 )
1166 ) {
1167 moves.push(
1168 new Move({
1169 start: {x: c, y: p},
1170 end: {x: i, y: j},
1171 appear: [new PiPo({x: i, y: j, c: c, p: p})],
1172 vanish: []
1173 })
1174 );
1175 }
1176 }
1177 }
1178 return moves;
1179 }
1180
1181 // All possible moves from selected square
1182 getPotentialMovesFrom(sq, color) {
1183 if (typeof sq[0] == "string") return this.getDropMovesFrom(sq);
1184 if (this.options["madrasi"] && this.isImmobilized(sq)) return [];
1185 const piece = this.getPieceType(sq[0], sq[1]);
1186 let moves;
1187 if (piece == "p") moves = this.getPotentialPawnMoves(sq);
1188 else moves = this.getPotentialMovesOf(piece, sq);
1189 if (
1190 piece == "k" &&
1191 this.hasCastle &&
1192 this.castleFlags[color || this.turn].some(v => v < this.size.y)
1193 ) {
1194 Array.prototype.push.apply(moves, this.getCastleMoves(sq));
1195 }
1196 return this.postProcessPotentialMoves(moves);
1197 }
1198
1199 postProcessPotentialMoves(moves) {
1200 if (moves.length == 0) return [];
1201 const color = this.getColor(moves[0].start.x, moves[0].start.y);
1202 const oppCol = C.GetOppCol(color);
1203
1204 if (this.options["capture"] && this.atLeastOneCapture()) {
1205 // Filter out non-capturing moves (not using m.vanish because of
1206 // self captures of Recycle and Teleport).
1207 moves = moves.filter(m => {
1208 return (
1209 this.board[m.end.x][m.end.y] != "" &&
1210 this.getColor(m.end.x, m.end.y) == oppCol
1211 );
1212 });
1213 }
1214
1215 if (this.options["atomic"]) {
1216 moves.forEach(m => {
1217 if (
1218 this.board[m.end.x][m.end.y] != "" &&
1219 this.getColor(m.end.x, m.end.y) == oppCol
1220 ) {
1221 // Explosion!
1222 let steps = [
1223 [-1, -1],
1224 [-1, 0],
1225 [-1, 1],
1226 [0, -1],
1227 [0, 1],
1228 [1, -1],
1229 [1, 0],
1230 [1, 1]
1231 ];
1232 for (let step of steps) {
1233 let x = m.end.x + step[0];
1234 let y = this.computeY(m.end.y + step[1]);
1235 if (
1236 this.onBoard(x, y) &&
1237 this.board[x][y] != "" &&
1238 this.getPieceType(x, y) != "p"
1239 ) {
1240 m.vanish.push(
1241 new PiPo({
1242 p: this.getPiece(x, y),
1243 c: this.getColor(x, y),
1244 x: x,
1245 y: y
1246 })
1247 );
1248 }
1249 }
1250 if (!this.options["rifle"]) m.appear.pop(); //nothin appears
1251 }
1252 });
1253 }
1254
1255 if (
1256 this.options["cannibal"] &&
1257 this.options["rifle"] &&
1258 this.pawnSpecs.promotions
1259 ) {
1260 // In this case a rifle-capture from last rank may promote a pawn
1261 const lastRank = (color == "w" ? 0 : this.size.x - 1);
1262 let newMoves = [];
1263 moves.forEach(m => {
1264 if (
1265 m.start.x == lastRank &&
1266 m.appear.length >= 1 &&
1267 m.appear[0].p == "p" &&
1268 m.appear[0].x == m.start.x &&
1269 m.appear[0].y == m.start.y
1270 ) {
1271 const promotionPiece0 = this.pawnSpecs.promotions[0];
1272 m.appear[0].p = this.pawnSpecs.promotions[0];
1273 for (let i=1; i<this.pawnSpecs.promotions.length; i++) {
1274 let newMv = JSON.parse(JSON.stringify(m));
1275 newMv.appear[0].p = this.pawnSpecs.promotions[i];
1276 newMoves.push(newMv);
1277 }
1278 }
1279 });
1280 Array.prototype.push.apply(moves, newMoves);
1281 }
1282
1283 return moves;
1284 }
1285
1286 static get CannibalKings() {
1287 return {
1288 "s": "p",
1289 "u": "r",
1290 "o": "n",
1291 "c": "b",
1292 "t": "q"
1293 };
1294 }
1295
1296 static get CannibalKingCode() {
1297 return {
1298 "p": "s",
1299 "r": "u",
1300 "n": "o",
1301 "b": "c",
1302 "q": "t",
1303 "k": "k"
1304 };
1305 }
1306
1307 isKing(symbol) {
1308 return (
1309 symbol == 'k' ||
1310 (this.options["cannibal"] && C.CannibalKings[symbol])
1311 );
1312 }
1313
1314 // For Madrasi:
1315 // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
1316 isImmobilized([x, y]) {
1317 const color = this.getColor(x, y);
1318 const oppCol = C.GetOppCol(color);
1319 const piece = this.getPieceType(x, y);
1320 const stepSpec = this.pieces(color)[piece];
1321 let [steps, range] = [stepSpec.attack || stepSpec.steps, stepSpec.range];
1322 outerLoop: for (let step of steps) {
1323 let [i, j] = [x + step[0], y + step[1]];
1324 let stepCounter = 1;
1325 while (this.onBoard(i, j) && this.board[i][j] == "") {
1326 if (range <= stepCounter++) continue outerLoop;
1327 i += step[0];
1328 j = this.computeY(j + step[1]);
1329 }
1330 if (
1331 this.onBoard(i, j) &&
1332 this.getColor(i, j) == oppCol &&
1333 this.getPieceType(i, j) == piece
1334 ) {
1335 return true;
1336 }
1337 }
1338 return false;
1339 }
1340
1341 // Generic method to find possible moves of "sliding or jumping" pieces
1342 getPotentialMovesOf(piece, [x, y]) {
1343 const color = this.getColor(x, y);
1344 const stepSpec = this.pieces(color)[piece];
1345 let [steps, range] = [stepSpec.steps, stepSpec.range];
1346 let moves = [];
1347 let explored = {}; //for Cylinder mode
1348 outerLoop: for (let step of steps) {
1349 let [i, j] = [x + step[0], this.computeY(y + step[1])];
1350 let stepCounter = 1;
1351 while (
1352 this.onBoard(i, j) &&
1353 this.board[i][j] == "" &&
1354 !explored[i + "." + j]
1355 ) {
1356 explored[i + "." + j] = true;
1357 moves.push(this.getBasicMove([x, y], [i, j]));
1358 if (range <= stepCounter++) continue outerLoop;
1359 i += step[0];
1360 j = this.computeY(j + step[1]);
1361 }
1362 if (
1363 this.onBoard(i, j) &&
1364 (
1365 !this.options["zen"] ||
1366 this.getPieceType(i, j) == "k" ||
1367 this.getColor(i, j) == color //OK for Recycle and Teleport
1368 ) &&
1369 this.canTake([x, y], [i, j]) &&
1370 !explored[i + "." + j]
1371 ) {
1372 explored[i + "." + j] = true;
1373 moves.push(this.getBasicMove([x, y], [i, j]));
1374 }
1375 }
1376 if (this.options["zen"])
1377 Array.prototype.push.apply(moves, this.getZenCaptures(x, y));
1378 return moves;
1379 }
1380
1381 getZenCaptures(x, y) {
1382 let moves = [];
1383 // Find reverse captures (opponent takes)
1384 const color = this.getColor(x, y);
1385 const pieceType = this.getPieceType(x, y);
1386 const oppCol = C.GetOppCol(color);
1387 const pieces = this.pieces(oppCol);
1388 Object.keys(pieces).forEach(p => {
1389 if (
1390 p == "k" ||
1391 (this.options["cannibal"] && C.CannibalKings[p])
1392 ) {
1393 return; //king isn't captured this way
1394 }
1395 const steps = pieces[p].attack || pieces[p].steps;
1396 if (!steps) return; //cannibal king for example (TODO...)
1397 const range = pieces[p].range;
1398 steps.forEach(s => {
1399 // From x,y: revert step
1400 let [i, j] = [x - s[0], this.computeY(y - s[1])];
1401 let stepCounter = 1;
1402 while (this.onBoard(i, j) && this.board[i][j] == "") {
1403 if (range <= stepCounter++) return;
1404 i -= s[0];
1405 j = this.computeY(j - s[1]);
1406 }
1407 if (
1408 this.onBoard(i, j) &&
1409 this.getPieceType(i, j) == p &&
1410 this.getColor(i, j) == oppCol && //condition for Recycle & Teleport
1411 this.canTake([i, j], [x, y])
1412 ) {
1413 if (pieceType != "p") moves.push(this.getBasicMove([x, y], [i, j]));
1414 else this.addPawnMoves([x, y], [i, j], moves);
1415 }
1416 });
1417 });
1418 return moves;
1419 }
1420
1421 // Build a regular move from its initial and destination squares.
1422 // tr: transformation
1423 getBasicMove([sx, sy], [ex, ey], tr) {
1424 const initColor = this.getColor(sx, sy);
1425 const initPiece = this.getPiece(sx, sy);
1426 const destColor = (this.board[ex][ey] != "" ? this.getColor(ex, ey) : "");
1427 let mv = new Move({
1428 appear: [],
1429 vanish: [],
1430 start: {x:sx, y:sy},
1431 end: {x:ex, y:ey}
1432 });
1433 if (
1434 !this.options["rifle"] ||
1435 this.board[ex][ey] == "" ||
1436 destColor == initColor //Recycle, Teleport
1437 ) {
1438 mv.appear = [
1439 new PiPo({
1440 x: ex,
1441 y: ey,
1442 c: !!tr ? tr.c : initColor,
1443 p: !!tr ? tr.p : initPiece
1444 })
1445 ];
1446 mv.vanish = [
1447 new PiPo({
1448 x: sx,
1449 y: sy,
1450 c: initColor,
1451 p: initPiece
1452 })
1453 ];
1454 }
1455 if (this.board[ex][ey] != "") {
1456 mv.vanish.push(
1457 new PiPo({
1458 x: ex,
1459 y: ey,
1460 c: this.getColor(ex, ey),
1461 p: this.getPiece(ex, ey)
1462 })
1463 );
1464 if (this.options["rifle"])
1465 // Rifle captures are tricky in combination with Atomic etc,
1466 // so it's useful to mark the move :
1467 mv.capture = true;
1468 if (this.options["cannibal"] && destColor != initColor) {
1469 const lastIdx = mv.vanish.length - 1;
1470 let trPiece = mv.vanish[lastIdx].p;
1471 if (this.isKing(this.getPiece(sx, sy)))
1472 trPiece = C.CannibalKingCode[trPiece];
1473 if (mv.appear.length >= 1) mv.appear[0].p = trPiece;
1474 else if (this.options["rifle"]) {
1475 mv.appear.unshift(
1476 new PiPo({
1477 x: sx,
1478 y: sy,
1479 c: initColor,
1480 p: trPiece
1481 })
1482 );
1483 mv.vanish.unshift(
1484 new PiPo({
1485 x: sx,
1486 y: sy,
1487 c: initColor,
1488 p: initPiece
1489 })
1490 );
1491 }
1492 }
1493 }
1494 return mv;
1495 }
1496
1497 // En-passant square, if any
1498 getEpSquare(moveOrSquare) {
1499 if (typeof moveOrSquare === "string") {
1500 const square = moveOrSquare;
1501 if (square == "-") return undefined;
1502 return C.SquareToCoords(square);
1503 }
1504 // Argument is a move:
1505 const move = moveOrSquare;
1506 const s = move.start,
1507 e = move.end;
1508 if (
1509 s.y == e.y &&
1510 Math.abs(s.x - e.x) == 2 &&
1511 // Next conditions for variants like Atomic or Rifle, Recycle...
1512 (move.appear.length > 0 && move.appear[0].p == "p") &&
1513 (move.vanish.length > 0 && move.vanish[0].p == "p")
1514 ) {
1515 return {
1516 x: (s.x + e.x) / 2,
1517 y: s.y
1518 };
1519 }
1520 return undefined; //default
1521 }
1522
1523 // Special case of en-passant captures: treated separately
1524 getEnpassantCaptures([x, y], shiftX) {
1525 const color = this.getColor(x, y);
1526 const oppCol = C.GetOppCol(color);
1527 let enpassantMove = null;
1528 if (
1529 !!this.epSquare &&
1530 this.epSquare.x == x + shiftX &&
1531 Math.abs(this.computeY(this.epSquare.y - y)) == 1 &&
1532 this.getColor(x, this.epSquare.y) == oppCol //Doublemove guard...
1533 ) {
1534 const [epx, epy] = [this.epSquare.x, this.epSquare.y];
1535 this.board[epx][epy] = oppCol + "p";
1536 enpassantMove = this.getBasicMove([x, y], [epx, epy]);
1537 this.board[epx][epy] = "";
1538 const lastIdx = enpassantMove.vanish.length - 1; //think Rifle
1539 enpassantMove.vanish[lastIdx].x = x;
1540 }
1541 return !!enpassantMove ? [enpassantMove] : [];
1542 }
1543
1544 // Consider all potential promotions:
1545 addPawnMoves([x1, y1], [x2, y2], moves, promotions) {
1546 let finalPieces = ["p"];
1547 const color = this.getColor(x1, y1);
1548 const oppCol = C.GetOppCol(color);
1549 const lastRank = (color == "w" ? 0 : this.size.x - 1);
1550 if (x2 == lastRank && (!this.options["rifle"] || this.board[x2][y2] == ""))
1551 {
1552 // promotions arg: special override for Hiddenqueen variant
1553 if (
1554 this.options["cannibal"] &&
1555 this.board[x2][y2] != "" &&
1556 this.getColor(x2, y2) == oppCol
1557 ) {
1558 finalPieces = [this.getPieceType(x2, y2)];
1559 }
1560 else if (promotions) finalPieces = promotions;
1561 else if (this.pawnSpecs.promotions)
1562 finalPieces = this.pawnSpecs.promotions;
1563 }
1564 for (let piece of finalPieces) {
1565 const tr = (piece != "p" ? { c: color, p: piece } : null);
1566 moves.push(this.getBasicMove([x1, y1], [x2, y2], tr));
1567 }
1568 }
1569
1570 // What are the pawn moves from square x,y ?
1571 getPotentialPawnMoves([x, y], promotions) {
1572 const color = this.getColor(x, y); //this.turn doesn't work for Dark mode
1573 const [sizeX, sizeY] = [this.size.x, this.size.y];
1574 const pawnShiftX = this.pawnSpecs.directions[color];
1575 const firstRank = (color == "w" ? sizeX - 1 : 0);
1576 const forward = (color == 'w' ? -1 : 1);
1577
1578 // Pawn movements in shiftX direction:
1579 const getPawnMoves = (shiftX) => {
1580 let moves = [];
1581 // NOTE: next condition is generally true (no pawn on last rank)
1582 if (x + shiftX >= 0 && x + shiftX < sizeX) {
1583 if (this.board[x + shiftX][y] == "") {
1584 // One square forward (or backward)
1585 this.addPawnMoves([x, y], [x + shiftX, y], moves, promotions);
1586 // Next condition because pawns on 1st rank can generally jump
1587 if (
1588 this.pawnSpecs.twoSquares &&
1589 (
1590 (
1591 color == 'w' &&
1592 x >= this.size.x - 1 - this.pawnSpecs.initShift['w']
1593 )
1594 ||
1595 (color == 'b' && x <= this.pawnSpecs.initShift['b'])
1596 )
1597 ) {
1598 if (
1599 shiftX == forward &&
1600 this.board[x + 2 * shiftX][y] == ""
1601 ) {
1602 // Two squares jump
1603 moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
1604 if (
1605 this.pawnSpecs.threeSquares &&
1606 this.board[x + 3 * shiftX, y] == ""
1607 ) {
1608 // Three squares jump
1609 moves.push(this.getBasicMove([x, y], [x + 3 * shiftX, y]));
1610 }
1611 }
1612 }
1613 }
1614 // Captures
1615 if (this.pawnSpecs.canCapture) {
1616 for (let shiftY of [-1, 1]) {
1617 const yCoord = this.computeY(y + shiftY);
1618 if (yCoord >= 0 && yCoord < sizeY) {
1619 if (
1620 this.board[x + shiftX][yCoord] != "" &&
1621 this.canTake([x, y], [x + shiftX, yCoord]) &&
1622 (
1623 !this.options["zen"] ||
1624 this.getPieceType(x + shiftX, yCoord) == "k"
1625 )
1626 ) {
1627 this.addPawnMoves(
1628 [x, y], [x + shiftX, yCoord],
1629 moves, promotions
1630 );
1631 }
1632 if (
1633 this.pawnSpecs.captureBackward && shiftX == forward &&
1634 x - shiftX >= 0 && x - shiftX < this.size.x &&
1635 this.board[x - shiftX][yCoord] != "" &&
1636 this.canTake([x, y], [x - shiftX, yCoord]) &&
1637 (
1638 !this.options["zen"] ||
1639 this.getPieceType(x + shiftX, yCoord) == "k"
1640 )
1641 ) {
1642 this.addPawnMoves(
1643 [x, y], [x - shiftX, yCoord],
1644 moves, promotions
1645 );
1646 }
1647 }
1648 }
1649 }
1650 }
1651 return moves;
1652 }
1653
1654 let pMoves = getPawnMoves(pawnShiftX);
1655 if (this.pawnSpecs.bidirectional)
1656 pMoves = pMoves.concat(getPawnMoves(-pawnShiftX));
1657
1658 if (this.hasEnpassant) {
1659 // NOTE: backward en-passant captures are not considered
1660 // because no rules define them (for now).
1661 Array.prototype.push.apply(
1662 pMoves,
1663 this.getEnpassantCaptures([x, y], pawnShiftX)
1664 );
1665 }
1666
1667 if (this.options["zen"])
1668 Array.prototype.push.apply(pMoves, this.getZenCaptures(x, y));
1669
1670 return pMoves;
1671 }
1672
1673 // "castleInCheck" arg to let some variants castle under check
1674 getCastleMoves([x, y], finalSquares, castleInCheck, castleWith) {
1675 const c = this.getColor(x, y);
1676
1677 // Castling ?
1678 const oppCol = C.GetOppCol(c);
1679 let moves = [];
1680 // King, then rook:
1681 finalSquares =
1682 finalSquares || [ [2, 3], [this.size.y - 2, this.size.y - 3] ];
1683 const castlingKing = this.getPiece(x, y);
1684 castlingCheck: for (
1685 let castleSide = 0;
1686 castleSide < 2;
1687 castleSide++ //large, then small
1688 ) {
1689 if (this.castleFlags[c][castleSide] >= this.size.y) continue;
1690 // If this code is reached, rook and king are on initial position
1691
1692 // NOTE: in some variants this is not a rook
1693 const rookPos = this.castleFlags[c][castleSide];
1694 const castlingPiece = this.getPiece(x, rookPos);
1695 if (
1696 this.board[x][rookPos] == "" ||
1697 this.getColor(x, rookPos) != c ||
1698 (!!castleWith && !castleWith.includes(castlingPiece))
1699 ) {
1700 // Rook is not here, or changed color (see Benedict)
1701 continue;
1702 }
1703 // Nothing on the path of the king ? (and no checks)
1704 const finDist = finalSquares[castleSide][0] - y;
1705 let step = finDist / Math.max(1, Math.abs(finDist));
1706 let i = y;
1707 do {
1708 if (
1709 (!castleInCheck && this.underCheck([x, i], oppCol)) ||
1710 (
1711 this.board[x][i] != "" &&
1712 // NOTE: next check is enough, because of chessboard constraints
1713 (this.getColor(x, i) != c || ![rookPos, y].includes(i))
1714 )
1715 ) {
1716 continue castlingCheck;
1717 }
1718 i += step;
1719 } while (i != finalSquares[castleSide][0]);
1720 // Nothing on the path to the rook?
1721 step = (castleSide == 0 ? -1 : 1);
1722 for (i = y + step; i != rookPos; i += step) {
1723 if (this.board[x][i] != "") continue castlingCheck;
1724 }
1725
1726 // Nothing on final squares, except maybe king and castling rook?
1727 for (i = 0; i < 2; i++) {
1728 if (
1729 finalSquares[castleSide][i] != rookPos &&
1730 this.board[x][finalSquares[castleSide][i]] != "" &&
1731 (
1732 finalSquares[castleSide][i] != y ||
1733 this.getColor(x, finalSquares[castleSide][i]) != c
1734 )
1735 ) {
1736 continue castlingCheck;
1737 }
1738 }
1739
1740 // If this code is reached, castle is valid
1741 moves.push(
1742 new Move({
1743 appear: [
1744 new PiPo({
1745 x: x,
1746 y: finalSquares[castleSide][0],
1747 p: castlingKing,
1748 c: c
1749 }),
1750 new PiPo({
1751 x: x,
1752 y: finalSquares[castleSide][1],
1753 p: castlingPiece,
1754 c: c
1755 })
1756 ],
1757 vanish: [
1758 // King might be initially disguised (Titan...)
1759 new PiPo({ x: x, y: y, p: castlingKing, c: c }),
1760 new PiPo({ x: x, y: rookPos, p: castlingPiece, c: c })
1761 ],
1762 end:
1763 Math.abs(y - rookPos) <= 2
1764 ? { x: x, y: rookPos }
1765 : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) }
1766 })
1767 );
1768 }
1769
1770 return moves;
1771 }
1772
1773 ////////////////////
1774 // MOVES VALIDATION
1775
1776 // Is (king at) given position under check by "color" ?
1777 underCheck([x, y], color) {
1778 if (this.taking || this.options["dark"]) return false;
1779 color = color || C.GetOppCol(this.getColor(x, y));
1780 const pieces = this.pieces(color);
1781 return Object.keys(pieces).some(p => {
1782 return this.isAttackedBy([x, y], p, color, pieces[p]);
1783 });
1784 }
1785
1786 isAttackedBy([x, y], piece, color, stepSpec) {
1787 const steps = stepSpec.attack || stepSpec.steps;
1788 if (!steps) return false; //cannibal king, for example
1789 const range = stepSpec.range;
1790 let explored = {}; //for Cylinder mode
1791 outerLoop: for (let step of steps) {
1792 let rx = x - step[0],
1793 ry = this.computeY(y - step[1]);
1794 let stepCounter = 1;
1795 while (
1796 this.onBoard(rx, ry) &&
1797 this.board[rx][ry] == "" &&
1798 !explored[rx + "." + ry]
1799 ) {
1800 explored[rx + "." + ry] = true;
1801 if (range <= stepCounter++) continue outerLoop;
1802 rx -= step[0];
1803 ry = this.computeY(ry - step[1]);
1804 }
1805 if (
1806 this.onBoard(rx, ry) &&
1807 this.board[rx][ry] != "" &&
1808 this.getPieceType(rx, ry) == piece &&
1809 this.getColor(rx, ry) == color &&
1810 (!this.options["madrasi"] || !this.isImmobilized([rx, ry]))
1811 ) {
1812 return true;
1813 }
1814 }
1815 return false;
1816 }
1817
1818 // Stop at first king found (TODO: multi-kings)
1819 searchKingPos(color) {
1820 for (let i=0; i < this.size.x; i++) {
1821 for (let j=0; j < this.size.y; j++) {
1822 if (this.getColor(i, j) == color && this.isKing(this.getPiece(i, j)))
1823 return [i, j];
1824 }
1825 }
1826 return [-1, -1]; //king not found
1827 }
1828
1829 filterValid(moves) {
1830 if (moves.length == 0) return [];
1831 const color = this.turn;
1832 const oppCol = C.GetOppCol(color);
1833 if (this.options["balance"] && [1, 3].includes(this.movesCount)) {
1834 // Forbid moves either giving check or exploding opponent's king:
1835 const oppKingPos = this.searchKingPos(oppCol);
1836 moves = moves.filter(m => {
1837 if (
1838 m.vanish.some(v => v.c == oppCol && v.p == "k") &&
1839 m.appear.every(a => a.c != oppCol || a.p != "k")
1840 )
1841 return false;
1842 this.playOnBoard(m);
1843 const res = !this.underCheck(oppKingPos, color);
1844 this.undoOnBoard(m);
1845 return res;
1846 });
1847 }
1848 if (this.taking || this.options["dark"]) return moves;
1849 const kingPos = this.searchKingPos(color);
1850 let filtered = {}; //avoid re-checking similar moves (promotions...)
1851 return moves.filter(m => {
1852 const key = m.start.x + m.start.y + '.' + m.end.x + m.end.y;
1853 if (!filtered[key]) {
1854 this.playOnBoard(m);
1855 let square = kingPos,
1856 res = true; //a priori valid
1857 if (m.vanish.some(v => {
1858 return (v.p == "k" || C.CannibalKings[v.p]) && v.c == color;
1859 })) {
1860 // Search king in appear array:
1861 const newKingIdx =
1862 m.appear.findIndex(a => {
1863 return (a.p == "k" || C.CannibalKings[a.p]) && a.c == color;
1864 });
1865 if (newKingIdx >= 0)
1866 square = [m.appear[newKingIdx].x, m.appear[newKingIdx].y];
1867 else res = false;
1868 }
1869 res &&= !this.underCheck(square, oppCol);
1870 this.undoOnBoard(m);
1871 filtered[key] = res;
1872 return res;
1873 }
1874 return filtered[key];
1875 });
1876 }
1877
1878 /////////////////
1879 // MOVES PLAYING
1880
1881 // Aggregate flags into one object
1882 aggregateFlags() {
1883 return this.castleFlags;
1884 }
1885
1886 // Reverse operation
1887 disaggregateFlags(flags) {
1888 this.castleFlags = flags;
1889 }
1890
1891 // Apply a move on board
1892 playOnBoard(move) {
1893 for (let psq of move.vanish) this.board[psq.x][psq.y] = "";
1894 for (let psq of move.appear) this.board[psq.x][psq.y] = psq.c + psq.p;
1895 }
1896 // Un-apply the played move
1897 undoOnBoard(move) {
1898 for (let psq of move.appear) this.board[psq.x][psq.y] = "";
1899 for (let psq of move.vanish) this.board[psq.x][psq.y] = psq.c + psq.p;
1900 }
1901
1902 updateCastleFlags(move) {
1903 // Update castling flags if start or arrive from/at rook/king locations
1904 move.appear.concat(move.vanish).forEach(psq => {
1905 if (
1906 this.board[psq.x][psq.y] != "" &&
1907 this.getPieceType(psq.x, psq.y) == "k"
1908 ) {
1909 this.castleFlags[psq.c] = [this.size.y, this.size.y];
1910 }
1911 // NOTE: not "else if" because king can capture enemy rook...
1912 let c = "";
1913 if (psq.x == 0) c = "b";
1914 else if (psq.x == this.size.x - 1) c = "w";
1915 if (c != "") {
1916 const fidx = this.castleFlags[c].findIndex(f => f == psq.y);
1917 if (fidx >= 0) this.castleFlags[c][fidx] = this.size.y;
1918 }
1919 });
1920 }
1921
1922 prePlay(move) {
1923 if (
1924 typeof move.start.x == "number" &&
1925 (!this.options["teleport"] || this.subTurnTeleport == 1)
1926 ) {
1927 // OK, not a drop move
1928 if (
1929 this.hasCastle &&
1930 // If flags already off, no need to re-check:
1931 Object.keys(this.castleFlags).some(c => {
1932 return this.castleFlags[c].some(val => val < this.size.y)})
1933 ) {
1934 this.updateCastleFlags(move);
1935 }
1936 const initSquare = C.CoordsToSquare(move.start);
1937 if (
1938 this.options["crazyhouse"] &&
1939 (!this.options["rifle"] || !move.capture)
1940 ) {
1941 if (this.ispawn[initSquare]) {
1942 delete this.ispawn[initSquare];
1943 this.ispawn[C.CoordsToSquare(move.end)] = true;
1944 }
1945 else if (
1946 move.vanish[0].p == "p" &&
1947 move.appear[0].p != "p"
1948 ) {
1949 this.ispawn[C.CoordsToSquare(move.end)] = true;
1950 }
1951 }
1952 }
1953 const minSize = Math.min(move.appear.length, move.vanish.length);
1954 if (this.hasReserve) {
1955 const color = this.turn;
1956 for (let i=minSize; i<move.appear.length; i++) {
1957 // Something appears = dropped on board (some exceptions, Chakart...)
1958 const piece = move.appear[i].p;
1959 this.updateReserve(color, piece, this.reserve[color][piece] - 1);
1960 }
1961 for (let i=minSize; i<move.vanish.length; i++) {
1962 // Something vanish: add to reserve except if recycle & opponent
1963 const piece = move.vanish[i].p;
1964 if (this.options["crazyhouse"] || move.vanish[i].c == color)
1965 this.updateReserve(color, piece, this.reserve[color][piece] + 1);
1966 }
1967 }
1968 }
1969
1970 play(move) {
1971 this.prePlay(move);
1972 if (this.hasEnpassant) this.epSquare = this.getEpSquare(move);
1973 this.playOnBoard(move);
1974 this.postPlay(move);
1975 }
1976
1977 postPlay(move) {
1978 const color = this.turn;
1979 const oppCol = C.GetOppCol(color);
1980 if (this.options["dark"]) this.updateEnlightened(true);
1981 if (this.options["teleport"]) {
1982 if (
1983 this.subTurnTeleport == 1 &&
1984 move.vanish.length > move.appear.length &&
1985 move.vanish[move.vanish.length - 1].c == color
1986 ) {
1987 const v = move.vanish[move.vanish.length - 1];
1988 this.captured = {x: v.x, y: v.y, c: v.c, p: v.p};
1989 this.subTurnTeleport = 2;
1990 return;
1991 }
1992 this.subTurnTeleport = 1;
1993 this.captured = null;
1994 }
1995 if (this.options["balance"]) {
1996 if (![1, 3].includes(this.movesCount)) this.turn = oppCol;
1997 }
1998 else {
1999 if (
2000 (
2001 this.options["doublemove"] &&
2002 this.movesCount >= 1 &&
2003 this.subTurn == 1
2004 ) ||
2005 (this.options["progressive"] && this.subTurn <= this.movesCount)
2006 ) {
2007 const oppKingPos = this.searchKingPos(oppCol);
2008 if (oppKingPos[0] >= 0 && !this.underCheck(oppKingPos, color)) {
2009 this.subTurn++;
2010 return;
2011 }
2012 }
2013 this.turn = oppCol;
2014 }
2015 this.movesCount++;
2016 this.subTurn = 1;
2017 }
2018
2019 // "Stop at the first move found"
2020 atLeastOneMove(color) {
2021 color = color || this.turn;
2022 for (let i = 0; i < this.size.x; i++) {
2023 for (let j = 0; j < this.size.y; j++) {
2024 if (this.board[i][j] != "" && this.getColor(i, j) == color) {
2025 // NOTE: in fact searching for all potential moves from i,j.
2026 // I don't believe this is an issue, for now at least.
2027 const moves = this.getPotentialMovesFrom([i, j]);
2028 if (moves.some(m => this.filterValid([m]).length >= 1)) return true;
2029 }
2030 }
2031 }
2032 if (this.hasReserve && this.reserve[color]) {
2033 for (let p of Object.keys(this.reserve[color])) {
2034 const moves = this.getDropMovesFrom([color, p]);
2035 if (moves.some(m => this.filterValid([m]).length >= 1)) return true;
2036 }
2037 }
2038 return false;
2039 }
2040
2041 // What is the score ? (Interesting if game is over)
2042 getCurrentScore(move) {
2043 const color = this.turn;
2044 const oppCol = C.GetOppCol(color);
2045 const kingPos = [this.searchKingPos(color), this.searchKingPos(oppCol)];
2046 if (kingPos[0][0] < 0 && kingPos[1][0] < 0) return "1/2";
2047 if (kingPos[0][0] < 0) return (color == "w" ? "0-1" : "1-0");
2048 if (kingPos[1][0] < 0) return (color == "w" ? "1-0" : "0-1");
2049 if (this.atLeastOneMove()) return "*";
2050 // No valid move: stalemate or checkmate?
2051 if (!this.underCheck(kingPos, color)) return "1/2";
2052 // OK, checkmate
2053 return (color == "w" ? "0-1" : "1-0");
2054 }
2055
2056 // NOTE: quite suboptimal for eg. Benedict (not a big deal I think)
2057 playVisual(move, r) {
2058 move.vanish.forEach(v => {
2059 if (!this.enlightened || this.enlightened[v.x][v.y]) {
2060 this.g_pieces[v.x][v.y].remove();
2061 this.g_pieces[v.x][v.y] = null;
2062 }
2063 });
2064 let container = document.getElementById(this.containerId);
2065 if (!r) r = container.getBoundingClientRect();
2066 const pieceWidth = this.getPieceWidth(r.width);
2067 move.appear.forEach(a => {
2068 if (this.enlightened && !this.enlightened[a.x][a.y]) return;
2069 this.g_pieces[a.x][a.y] = document.createElement("piece");
2070 this.g_pieces[a.x][a.y].classList.add(this.pieces()[a.p]["class"]);
2071 this.g_pieces[a.x][a.y].classList.add(a.c == "w" ? "white" : "black");
2072 this.g_pieces[a.x][a.y].style.width = pieceWidth + "px";
2073 this.g_pieces[a.x][a.y].style.height = pieceWidth + "px";
2074 const [ip, jp] = this.getPixelPosition(a.x, a.y, r);
2075 this.g_pieces[a.x][a.y].style.transform = `translate(${ip}px,${jp}px)`;
2076 container.appendChild(this.g_pieces[a.x][a.y]);
2077 });
2078 }
2079
2080 playPlusVisual(move, r) {
2081 this.playVisual(move, r);
2082 this.play(move);
2083 this.afterPlay(move); //user method
2084 }
2085
2086 // Assumes reserve on top (usage case otherwise? TODO?)
2087 getReserveShift(c, p, r) {
2088 let nbR = 0,
2089 ridx = 0;
2090 for (let pi of Object.keys(this.reserve[c])) {
2091 if (this.reserve[c][pi] == 0) continue;
2092 if (pi == p) ridx = nbR;
2093 nbR++;
2094 }
2095 const rsqSize = this.getReserveSquareSize(r.width, nbR);
2096 return [ridx * rsqSize, rsqSize]; //slightly inaccurate... TODO?
2097 }
2098
2099 animate(move, callback) {
2100 if (this.noAnimate) {
2101 callback();
2102 return;
2103 }
2104 const [i1, j1] = [move.start.x, move.start.y];
2105 const dropMove = (typeof i1 == "string");
2106 const startArray = (dropMove ? this.r_pieces : this.g_pieces);
2107 let startPiece = startArray[i1][j1];
2108 let container = document.getElementById(this.containerId);
2109 const clonePiece = (
2110 !dropMove &&
2111 this.options["rifle"] ||
2112 (this.options["teleport"] && this.subTurnTeleport == 2)
2113 );
2114 if (clonePiece) {
2115 startPiece = startPiece.cloneNode();
2116 if (this.options["rifle"]) startArray[i1][j1].style.opacity = "0";
2117 if (this.options["teleport"] && this.subTurnTeleport == 2) {
2118 const pieces = this.pieces();
2119 const startCode = (dropMove ? j1 : this.getPiece(i1, j1));
2120 startPiece.classList.remove(pieces[startCode]["class"]);
2121 startPiece.classList.add(pieces[this.captured.p]["class"]);
2122 // Color: OK
2123 }
2124 container.appendChild(startPiece);
2125 }
2126 const [i2, j2] = [move.end.x, move.end.y];
2127 let startCoords;
2128 if (dropMove) {
2129 startCoords = [
2130 i1 == this.playerColor ? this.size.x : 0,
2131 this.size.y / 2 //not trying to be accurate here... (TODO?)
2132 ];
2133 }
2134 else startCoords = [i1, j1];
2135 const r = container.getBoundingClientRect();
2136 const arrival = this.getPixelPosition(i2, j2, r); //TODO: arrival on drop?
2137 let rs = [0, 0];
2138 if (dropMove) rs = this.getReserveShift(i1, j1, r);
2139 const distance =
2140 Math.sqrt((startCoords[0] - i2) ** 2 + (startCoords[1] - j2) ** 2);
2141 const maxDist = Math.sqrt((this.size.x - 1)** 2 + (this.size.y - 1) ** 2);
2142 const multFact = (distance - 1) / (maxDist - 1); //1 == minDist
2143 const duration = 0.2 + multFact * 0.3;
2144 startPiece.style.transform =
2145 `translate(${arrival[0] + rs[0]}px, ${arrival[1] + rs[1]}px)`;
2146 startPiece.style.transitionDuration = duration + "s";
2147 setTimeout(
2148 () => {
2149 if (clonePiece) {
2150 if (this.options["rifle"]) startArray[i1][j1].style.opacity = "1";
2151 startPiece.remove();
2152 }
2153 callback();
2154 },
2155 duration * 1000
2156 );
2157 }
2158
2159 playReceivedMove(moves, callback) {
2160 const launchAnimation = () => {
2161 const r =
2162 document.getElementById(this.containerId).getBoundingClientRect();
2163 const animateRec = i => {
2164 this.animate(moves[i], () => {
2165 this.playVisual(moves[i], r);
2166 this.play(moves[i]);
2167 if (i < moves.length - 1) setTimeout(() => animateRec(i+1), 300);
2168 else callback();
2169 });
2170 };
2171 animateRec(0);
2172 };
2173 // Delay if user wasn't focused:
2174 const checkDisplayThenAnimate = (delay) => {
2175 if (boardContainer.style.display == "none") {
2176 alert("New move! Let's go back to game...");
2177 document.getElementById("gameInfos").style.display = "none";
2178 boardContainer.style.display = "block";
2179 setTimeout(launchAnimation, 700);
2180 }
2181 else setTimeout(launchAnimation, delay || 0);
2182 };
2183 let boardContainer = document.getElementById("boardContainer");
2184 if (document.hidden) {
2185 document.onvisibilitychange = () => {
2186 document.onvisibilitychange = undefined;
2187 checkDisplayThenAnimate(700);
2188 };
2189 }
2190 else checkDisplayThenAnimate();
2191 }
2192
2193 };