6303060aa497bbaff63d594301c28c88f2512a67
[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.clientX, y: touchLocation.clientY};
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 else if (e.changedTouches && e.changedTouches.length >= 1)
913 // Attempt to prevent horizontal swipe...
914 e.preventDefault();
915 };
916
917 const mouseup = (e) => {
918 const newR = container.getBoundingClientRect();
919 if (newR.width != r.width || newR.height != r.height) {
920 this.rescale();
921 return;
922 }
923 if (!start) return;
924 const [x, y] = [start.x, start.y];
925 start = null;
926 e.preventDefault();
927 container.style.cursor = "pointer";
928 startPiece.style.opacity = "1";
929 const offset = getOffset(e);
930 const landingElt = document.elementFromPoint(offset.x, offset.y);
931 const sq = this.idToCoords(landingElt.id);
932 if (sq) {
933 const [i, j] = sq;
934 // NOTE: clearly suboptimal, but much easier, and not a big deal.
935 const potentialMoves = this.getPotentialMovesFrom([x, y])
936 .filter(m => m.end.x == i && m.end.y == j);
937 const moves = this.filterValid(potentialMoves);
938 if (moves.length >= 2) this.showChoices(moves, r);
939 else if (moves.length == 1) this.playPlusVisual(moves[0], r);
940 }
941 curPiece.remove();
942 };
943
944 if ('onmousedown' in window) {
945 document.addEventListener("mousedown", mousedown);
946 document.addEventListener("mousemove", mousemove);
947 document.addEventListener("mouseup", mouseup);
948 }
949 if ('ontouchstart' in window) {
950 // https://stackoverflow.com/a/42509310/12660887
951 document.addEventListener("touchstart", mousedown, {passive: false});
952 document.addEventListener("touchmove", mousemove, {passive: false});
953 document.addEventListener("touchend", mouseup, {passive: false});
954 }
955 // TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js
956 }
957
958 showChoices(moves, r) {
959 let container = document.getElementById(this.containerId);
960 let choices = document.createElement("div");
961 choices.id = "choices";
962 choices.style.width = r.width + "px";
963 choices.style.height = r.height + "px";
964 choices.style.left = r.x + "px";
965 choices.style.top = r.y + "px";
966 container.style.opacity = "0.5";
967 let boardContainer = document.getElementById("boardContainer");
968 boardContainer.appendChild(choices);
969 const squareWidth = this.getSquareWidth(r.width);
970 const firstUpLeft = (r.width - (moves.length * squareWidth)) / 2;
971 const firstUpTop = (r.height - squareWidth) / 2;
972 const color = moves[0].appear[0].c;
973 const callback = (m) => {
974 container.style.opacity = "1";
975 boardContainer.removeChild(choices);
976 this.playPlusVisual(m, r);
977 }
978 for (let i=0; i < moves.length; i++) {
979 let choice = document.createElement("div");
980 choice.classList.add("choice");
981 choice.style.width = squareWidth + "px";
982 choice.style.height = squareWidth + "px";
983 choice.style.left = (firstUpLeft + i * squareWidth) + "px";
984 choice.style.top = firstUpTop + "px";
985 choice.style.backgroundColor = "lightyellow";
986 choice.onclick = () => callback(moves[i]);
987 const piece = document.createElement("piece");
988 const pieceSpec = this.pieces(color)[moves[i].appear[0].p];
989 piece.classList.add(pieceSpec["class"]);
990 piece.classList.add(color == 'w' ? "white" : "black");
991 piece.style.width = "100%";
992 piece.style.height = "100%";
993 choice.appendChild(piece);
994 choices.appendChild(choice);
995 }
996 }
997
998 //////////////
999 // BASIC UTILS
1000
1001 get size() {
1002 return { "x": 8, "y": 8 };
1003 }
1004
1005 // Color of thing on square (i,j). 'undefined' if square is empty
1006 getColor(i, j) {
1007 return this.board[i][j].charAt(0);
1008 }
1009
1010 // Assume square i,j isn't empty
1011 getPiece(i, j) {
1012 return this.board[i][j].charAt(1);
1013 }
1014
1015 // Piece type on square (i,j)
1016 getPieceType(i, j) {
1017 const p = this.board[i][j].charAt(1);
1018 return C.CannibalKings[p] || p; //a cannibal king move as...
1019 }
1020
1021 // Get opponent color
1022 static GetOppCol(color) {
1023 return (color == "w" ? "b" : "w");
1024 }
1025
1026 // Can thing on square1 take thing on square2
1027 canTake([x1, y1], [x2, y2]) {
1028 return (
1029 (this.getColor(x1, y1) !== this.getColor(x2, y2)) ||
1030 (
1031 (this.options["recycle"] || this.options["teleport"]) &&
1032 this.getPieceType(x2, y2) != "k"
1033 )
1034 );
1035 }
1036
1037 // Is (x,y) on the chessboard?
1038 onBoard(x, y) {
1039 return x >= 0 && x < this.size.x && y >= 0 && y < this.size.y;
1040 }
1041
1042 // Used in interface: 'side' arg == player color
1043 canIplay(x, y) {
1044 return (
1045 this.playerColor == this.turn &&
1046 (
1047 (typeof x == "number" && this.getColor(x, y) == this.turn) ||
1048 (typeof x == "string" && x == this.turn) //reserve
1049 )
1050 );
1051 }
1052
1053 ////////////////////////
1054 // PIECES SPECIFICATIONS
1055
1056 pieces(color) {
1057 const pawnShift = (color == "w" ? -1 : 1);
1058 return {
1059 'p': {
1060 "class": "pawn",
1061 steps: [[pawnShift, 0]],
1062 range: 1,
1063 attack: [[pawnShift, 1], [pawnShift, -1]]
1064 },
1065 // rook
1066 'r': {
1067 "class": "rook",
1068 steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]
1069 },
1070 // knight
1071 'n': {
1072 "class": "knight",
1073 steps: [
1074 [1, 2], [1, -2], [-1, 2], [-1, -2],
1075 [2, 1], [-2, 1], [2, -1], [-2, -1]
1076 ],
1077 range: 1
1078 },
1079 // bishop
1080 'b': {
1081 "class": "bishop",
1082 steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]
1083 },
1084 // queen
1085 'q': {
1086 "class": "queen",
1087 steps: [
1088 [0, 1], [0, -1], [1, 0], [-1, 0],
1089 [1, 1], [1, -1], [-1, 1], [-1, -1]
1090 ]
1091 },
1092 // king
1093 'k': {
1094 "class": "king",
1095 steps: [
1096 [0, 1], [0, -1], [1, 0], [-1, 0],
1097 [1, 1], [1, -1], [-1, 1], [-1, -1]
1098 ],
1099 range: 1
1100 },
1101 // Cannibal kings:
1102 's': { "class": "king-pawn" },
1103 'u': { "class": "king-rook" },
1104 'o': { "class": "king-knight" },
1105 'c': { "class": "king-bishop" },
1106 't': { "class": "king-queen" }
1107 };
1108 }
1109
1110 ////////////////////
1111 // MOVES GENERATION
1112
1113 // For Cylinder: get Y coordinate
1114 computeY(y) {
1115 if (!this.options["cylinder"]) return y;
1116 let res = y % this.size.y;
1117 if (res < 0) res += this.size.y;
1118 return res;
1119 }
1120
1121 // Stop at the first capture found
1122 atLeastOneCapture(color) {
1123 color = color || this.turn;
1124 const oppCol = C.GetOppCol(color);
1125 for (let i = 0; i < this.size.x; i++) {
1126 for (let j = 0; j < this.size.y; j++) {
1127 if (this.board[i][j] != "" && this.getColor(i, j) == color) {
1128 const specs = this.pieces(color)[this.getPieceType(i, j)];
1129 const steps = specs.attack || specs.steps;
1130 outerLoop: for (let step of steps) {
1131 let [ii, jj] = [i + step[0], this.computeY(j + step[1])];
1132 let stepCounter = 1;
1133 while (this.onBoard(ii, jj) && this.board[ii][jj] == "") {
1134 if (specs.range <= stepCounter++) continue outerLoop;
1135 ii += step[0];
1136 jj = this.computeY(jj + step[1]);
1137 }
1138 if (
1139 this.onBoard(ii, jj) &&
1140 this.getColor(ii, jj) == oppCol &&
1141 this.filterValid(
1142 [this.getBasicMove([i, j], [ii, jj])]
1143 ).length >= 1
1144 ) {
1145 return true;
1146 }
1147 }
1148 }
1149 }
1150 }
1151 return false;
1152 }
1153
1154 getDropMovesFrom([c, p]) {
1155 // NOTE: by design, this.reserve[c][p] >= 1 on user click
1156 // (but not necessarily otherwise)
1157 if (this.reserve[c][p] == 0) return [];
1158 let moves = [];
1159 for (let i=0; i<this.size.x; i++) {
1160 for (let j=0; j<this.size.y; j++) {
1161 // TODO: rather simplify this "if" and add post-condition: more general
1162 if (
1163 this.board[i][j] == "" &&
1164 (!this.options["dark"] || this.enlightened[i][j]) &&
1165 (
1166 p != "p" ||
1167 (c == 'w' && i < this.size.x - 1) ||
1168 (c == 'b' && i > 0)
1169 )
1170 ) {
1171 moves.push(
1172 new Move({
1173 start: {x: c, y: p},
1174 end: {x: i, y: j},
1175 appear: [new PiPo({x: i, y: j, c: c, p: p})],
1176 vanish: []
1177 })
1178 );
1179 }
1180 }
1181 }
1182 return moves;
1183 }
1184
1185 // All possible moves from selected square
1186 getPotentialMovesFrom(sq, color) {
1187 if (typeof sq[0] == "string") return this.getDropMovesFrom(sq);
1188 if (this.options["madrasi"] && this.isImmobilized(sq)) return [];
1189 const piece = this.getPieceType(sq[0], sq[1]);
1190 let moves;
1191 if (piece == "p") moves = this.getPotentialPawnMoves(sq);
1192 else moves = this.getPotentialMovesOf(piece, sq);
1193 if (
1194 piece == "k" &&
1195 this.hasCastle &&
1196 this.castleFlags[color || this.turn].some(v => v < this.size.y)
1197 ) {
1198 Array.prototype.push.apply(moves, this.getCastleMoves(sq));
1199 }
1200 return this.postProcessPotentialMoves(moves);
1201 }
1202
1203 postProcessPotentialMoves(moves) {
1204 if (moves.length == 0) return [];
1205 const color = this.getColor(moves[0].start.x, moves[0].start.y);
1206 const oppCol = C.GetOppCol(color);
1207
1208 if (this.options["capture"] && this.atLeastOneCapture()) {
1209 // Filter out non-capturing moves (not using m.vanish because of
1210 // self captures of Recycle and Teleport).
1211 moves = moves.filter(m => {
1212 return (
1213 this.board[m.end.x][m.end.y] != "" &&
1214 this.getColor(m.end.x, m.end.y) == oppCol
1215 );
1216 });
1217 }
1218
1219 if (this.options["atomic"]) {
1220 moves.forEach(m => {
1221 if (
1222 this.board[m.end.x][m.end.y] != "" &&
1223 this.getColor(m.end.x, m.end.y) == oppCol
1224 ) {
1225 // Explosion!
1226 let steps = [
1227 [-1, -1],
1228 [-1, 0],
1229 [-1, 1],
1230 [0, -1],
1231 [0, 1],
1232 [1, -1],
1233 [1, 0],
1234 [1, 1]
1235 ];
1236 for (let step of steps) {
1237 let x = m.end.x + step[0];
1238 let y = this.computeY(m.end.y + step[1]);
1239 if (
1240 this.onBoard(x, y) &&
1241 this.board[x][y] != "" &&
1242 this.getPieceType(x, y) != "p"
1243 ) {
1244 m.vanish.push(
1245 new PiPo({
1246 p: this.getPiece(x, y),
1247 c: this.getColor(x, y),
1248 x: x,
1249 y: y
1250 })
1251 );
1252 }
1253 }
1254 if (!this.options["rifle"]) m.appear.pop(); //nothin appears
1255 }
1256 });
1257 }
1258
1259 if (
1260 this.options["cannibal"] &&
1261 this.options["rifle"] &&
1262 this.pawnSpecs.promotions
1263 ) {
1264 // In this case a rifle-capture from last rank may promote a pawn
1265 const lastRank = (color == "w" ? 0 : this.size.x - 1);
1266 let newMoves = [];
1267 moves.forEach(m => {
1268 if (
1269 m.start.x == lastRank &&
1270 m.appear.length >= 1 &&
1271 m.appear[0].p == "p" &&
1272 m.appear[0].x == m.start.x &&
1273 m.appear[0].y == m.start.y
1274 ) {
1275 const promotionPiece0 = this.pawnSpecs.promotions[0];
1276 m.appear[0].p = this.pawnSpecs.promotions[0];
1277 for (let i=1; i<this.pawnSpecs.promotions.length; i++) {
1278 let newMv = JSON.parse(JSON.stringify(m));
1279 newMv.appear[0].p = this.pawnSpecs.promotions[i];
1280 newMoves.push(newMv);
1281 }
1282 }
1283 });
1284 Array.prototype.push.apply(moves, newMoves);
1285 }
1286
1287 return moves;
1288 }
1289
1290 static get CannibalKings() {
1291 return {
1292 "s": "p",
1293 "u": "r",
1294 "o": "n",
1295 "c": "b",
1296 "t": "q"
1297 };
1298 }
1299
1300 static get CannibalKingCode() {
1301 return {
1302 "p": "s",
1303 "r": "u",
1304 "n": "o",
1305 "b": "c",
1306 "q": "t",
1307 "k": "k"
1308 };
1309 }
1310
1311 isKing(symbol) {
1312 return (
1313 symbol == 'k' ||
1314 (this.options["cannibal"] && C.CannibalKings[symbol])
1315 );
1316 }
1317
1318 // For Madrasi:
1319 // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
1320 isImmobilized([x, y]) {
1321 const color = this.getColor(x, y);
1322 const oppCol = C.GetOppCol(color);
1323 const piece = this.getPieceType(x, y);
1324 const stepSpec = this.pieces(color)[piece];
1325 let [steps, range] = [stepSpec.attack || stepSpec.steps, stepSpec.range];
1326 outerLoop: for (let step of steps) {
1327 let [i, j] = [x + step[0], y + step[1]];
1328 let stepCounter = 1;
1329 while (this.onBoard(i, j) && this.board[i][j] == "") {
1330 if (range <= stepCounter++) continue outerLoop;
1331 i += step[0];
1332 j = this.computeY(j + step[1]);
1333 }
1334 if (
1335 this.onBoard(i, j) &&
1336 this.getColor(i, j) == oppCol &&
1337 this.getPieceType(i, j) == piece
1338 ) {
1339 return true;
1340 }
1341 }
1342 return false;
1343 }
1344
1345 // Generic method to find possible moves of "sliding or jumping" pieces
1346 getPotentialMovesOf(piece, [x, y]) {
1347 const color = this.getColor(x, y);
1348 const stepSpec = this.pieces(color)[piece];
1349 let [steps, range] = [stepSpec.steps, stepSpec.range];
1350 let moves = [];
1351 let explored = {}; //for Cylinder mode
1352 outerLoop: for (let step of steps) {
1353 let [i, j] = [x + step[0], this.computeY(y + step[1])];
1354 let stepCounter = 1;
1355 while (
1356 this.onBoard(i, j) &&
1357 this.board[i][j] == "" &&
1358 !explored[i + "." + j]
1359 ) {
1360 explored[i + "." + j] = true;
1361 moves.push(this.getBasicMove([x, y], [i, j]));
1362 if (range <= stepCounter++) continue outerLoop;
1363 i += step[0];
1364 j = this.computeY(j + step[1]);
1365 }
1366 if (
1367 this.onBoard(i, j) &&
1368 (
1369 !this.options["zen"] ||
1370 this.getPieceType(i, j) == "k" ||
1371 this.getColor(i, j) == color //OK for Recycle and Teleport
1372 ) &&
1373 this.canTake([x, y], [i, j]) &&
1374 !explored[i + "." + j]
1375 ) {
1376 explored[i + "." + j] = true;
1377 moves.push(this.getBasicMove([x, y], [i, j]));
1378 }
1379 }
1380 if (this.options["zen"])
1381 Array.prototype.push.apply(moves, this.getZenCaptures(x, y));
1382 return moves;
1383 }
1384
1385 getZenCaptures(x, y) {
1386 let moves = [];
1387 // Find reverse captures (opponent takes)
1388 const color = this.getColor(x, y);
1389 const pieceType = this.getPieceType(x, y);
1390 const oppCol = C.GetOppCol(color);
1391 const pieces = this.pieces(oppCol);
1392 Object.keys(pieces).forEach(p => {
1393 if (
1394 p == "k" ||
1395 (this.options["cannibal"] && C.CannibalKings[p])
1396 ) {
1397 return; //king isn't captured this way
1398 }
1399 const steps = pieces[p].attack || pieces[p].steps;
1400 if (!steps) return; //cannibal king for example (TODO...)
1401 const range = pieces[p].range;
1402 steps.forEach(s => {
1403 // From x,y: revert step
1404 let [i, j] = [x - s[0], this.computeY(y - s[1])];
1405 let stepCounter = 1;
1406 while (this.onBoard(i, j) && this.board[i][j] == "") {
1407 if (range <= stepCounter++) return;
1408 i -= s[0];
1409 j = this.computeY(j - s[1]);
1410 }
1411 if (
1412 this.onBoard(i, j) &&
1413 this.getPieceType(i, j) == p &&
1414 this.getColor(i, j) == oppCol && //condition for Recycle & Teleport
1415 this.canTake([i, j], [x, y])
1416 ) {
1417 if (pieceType != "p") moves.push(this.getBasicMove([x, y], [i, j]));
1418 else this.addPawnMoves([x, y], [i, j], moves);
1419 }
1420 });
1421 });
1422 return moves;
1423 }
1424
1425 // Build a regular move from its initial and destination squares.
1426 // tr: transformation
1427 getBasicMove([sx, sy], [ex, ey], tr) {
1428 const initColor = this.getColor(sx, sy);
1429 const initPiece = this.getPiece(sx, sy);
1430 const destColor = (this.board[ex][ey] != "" ? this.getColor(ex, ey) : "");
1431 let mv = new Move({
1432 appear: [],
1433 vanish: [],
1434 start: {x:sx, y:sy},
1435 end: {x:ex, y:ey}
1436 });
1437 if (
1438 !this.options["rifle"] ||
1439 this.board[ex][ey] == "" ||
1440 destColor == initColor //Recycle, Teleport
1441 ) {
1442 mv.appear = [
1443 new PiPo({
1444 x: ex,
1445 y: ey,
1446 c: !!tr ? tr.c : initColor,
1447 p: !!tr ? tr.p : initPiece
1448 })
1449 ];
1450 mv.vanish = [
1451 new PiPo({
1452 x: sx,
1453 y: sy,
1454 c: initColor,
1455 p: initPiece
1456 })
1457 ];
1458 }
1459 if (this.board[ex][ey] != "") {
1460 mv.vanish.push(
1461 new PiPo({
1462 x: ex,
1463 y: ey,
1464 c: this.getColor(ex, ey),
1465 p: this.getPiece(ex, ey)
1466 })
1467 );
1468 if (this.options["rifle"])
1469 // Rifle captures are tricky in combination with Atomic etc,
1470 // so it's useful to mark the move :
1471 mv.capture = true;
1472 if (this.options["cannibal"] && destColor != initColor) {
1473 const lastIdx = mv.vanish.length - 1;
1474 let trPiece = mv.vanish[lastIdx].p;
1475 if (this.isKing(this.getPiece(sx, sy)))
1476 trPiece = C.CannibalKingCode[trPiece];
1477 if (mv.appear.length >= 1) mv.appear[0].p = trPiece;
1478 else if (this.options["rifle"]) {
1479 mv.appear.unshift(
1480 new PiPo({
1481 x: sx,
1482 y: sy,
1483 c: initColor,
1484 p: trPiece
1485 })
1486 );
1487 mv.vanish.unshift(
1488 new PiPo({
1489 x: sx,
1490 y: sy,
1491 c: initColor,
1492 p: initPiece
1493 })
1494 );
1495 }
1496 }
1497 }
1498 return mv;
1499 }
1500
1501 // En-passant square, if any
1502 getEpSquare(moveOrSquare) {
1503 if (typeof moveOrSquare === "string") {
1504 const square = moveOrSquare;
1505 if (square == "-") return undefined;
1506 return C.SquareToCoords(square);
1507 }
1508 // Argument is a move:
1509 const move = moveOrSquare;
1510 const s = move.start,
1511 e = move.end;
1512 if (
1513 s.y == e.y &&
1514 Math.abs(s.x - e.x) == 2 &&
1515 // Next conditions for variants like Atomic or Rifle, Recycle...
1516 (move.appear.length > 0 && move.appear[0].p == "p") &&
1517 (move.vanish.length > 0 && move.vanish[0].p == "p")
1518 ) {
1519 return {
1520 x: (s.x + e.x) / 2,
1521 y: s.y
1522 };
1523 }
1524 return undefined; //default
1525 }
1526
1527 // Special case of en-passant captures: treated separately
1528 getEnpassantCaptures([x, y], shiftX) {
1529 const color = this.getColor(x, y);
1530 const oppCol = C.GetOppCol(color);
1531 let enpassantMove = null;
1532 if (
1533 !!this.epSquare &&
1534 this.epSquare.x == x + shiftX &&
1535 Math.abs(this.computeY(this.epSquare.y - y)) == 1 &&
1536 this.getColor(x, this.epSquare.y) == oppCol //Doublemove guard...
1537 ) {
1538 const [epx, epy] = [this.epSquare.x, this.epSquare.y];
1539 this.board[epx][epy] = oppCol + "p";
1540 enpassantMove = this.getBasicMove([x, y], [epx, epy]);
1541 this.board[epx][epy] = "";
1542 const lastIdx = enpassantMove.vanish.length - 1; //think Rifle
1543 enpassantMove.vanish[lastIdx].x = x;
1544 }
1545 return !!enpassantMove ? [enpassantMove] : [];
1546 }
1547
1548 // Consider all potential promotions:
1549 addPawnMoves([x1, y1], [x2, y2], moves, promotions) {
1550 let finalPieces = ["p"];
1551 const color = this.getColor(x1, y1);
1552 const oppCol = C.GetOppCol(color);
1553 const lastRank = (color == "w" ? 0 : this.size.x - 1);
1554 if (x2 == lastRank && (!this.options["rifle"] || this.board[x2][y2] == ""))
1555 {
1556 // promotions arg: special override for Hiddenqueen variant
1557 if (
1558 this.options["cannibal"] &&
1559 this.board[x2][y2] != "" &&
1560 this.getColor(x2, y2) == oppCol
1561 ) {
1562 finalPieces = [this.getPieceType(x2, y2)];
1563 }
1564 else if (promotions) finalPieces = promotions;
1565 else if (this.pawnSpecs.promotions)
1566 finalPieces = this.pawnSpecs.promotions;
1567 }
1568 for (let piece of finalPieces) {
1569 const tr = (piece != "p" ? { c: color, p: piece } : null);
1570 moves.push(this.getBasicMove([x1, y1], [x2, y2], tr));
1571 }
1572 }
1573
1574 // What are the pawn moves from square x,y ?
1575 getPotentialPawnMoves([x, y], promotions) {
1576 const color = this.getColor(x, y); //this.turn doesn't work for Dark mode
1577 const [sizeX, sizeY] = [this.size.x, this.size.y];
1578 const pawnShiftX = this.pawnSpecs.directions[color];
1579 const firstRank = (color == "w" ? sizeX - 1 : 0);
1580 const forward = (color == 'w' ? -1 : 1);
1581
1582 // Pawn movements in shiftX direction:
1583 const getPawnMoves = (shiftX) => {
1584 let moves = [];
1585 // NOTE: next condition is generally true (no pawn on last rank)
1586 if (x + shiftX >= 0 && x + shiftX < sizeX) {
1587 if (this.board[x + shiftX][y] == "") {
1588 // One square forward (or backward)
1589 this.addPawnMoves([x, y], [x + shiftX, y], moves, promotions);
1590 // Next condition because pawns on 1st rank can generally jump
1591 if (
1592 this.pawnSpecs.twoSquares &&
1593 (
1594 (
1595 color == 'w' &&
1596 x >= this.size.x - 1 - this.pawnSpecs.initShift['w']
1597 )
1598 ||
1599 (color == 'b' && x <= this.pawnSpecs.initShift['b'])
1600 )
1601 ) {
1602 if (
1603 shiftX == forward &&
1604 this.board[x + 2 * shiftX][y] == ""
1605 ) {
1606 // Two squares jump
1607 moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
1608 if (
1609 this.pawnSpecs.threeSquares &&
1610 this.board[x + 3 * shiftX, y] == ""
1611 ) {
1612 // Three squares jump
1613 moves.push(this.getBasicMove([x, y], [x + 3 * shiftX, y]));
1614 }
1615 }
1616 }
1617 }
1618 // Captures
1619 if (this.pawnSpecs.canCapture) {
1620 for (let shiftY of [-1, 1]) {
1621 const yCoord = this.computeY(y + shiftY);
1622 if (yCoord >= 0 && yCoord < sizeY) {
1623 if (
1624 this.board[x + shiftX][yCoord] != "" &&
1625 this.canTake([x, y], [x + shiftX, yCoord]) &&
1626 (
1627 !this.options["zen"] ||
1628 this.getPieceType(x + shiftX, yCoord) == "k"
1629 )
1630 ) {
1631 this.addPawnMoves(
1632 [x, y], [x + shiftX, yCoord],
1633 moves, promotions
1634 );
1635 }
1636 if (
1637 this.pawnSpecs.captureBackward && shiftX == forward &&
1638 x - shiftX >= 0 && x - shiftX < this.size.x &&
1639 this.board[x - shiftX][yCoord] != "" &&
1640 this.canTake([x, y], [x - shiftX, yCoord]) &&
1641 (
1642 !this.options["zen"] ||
1643 this.getPieceType(x + shiftX, yCoord) == "k"
1644 )
1645 ) {
1646 this.addPawnMoves(
1647 [x, y], [x - shiftX, yCoord],
1648 moves, promotions
1649 );
1650 }
1651 }
1652 }
1653 }
1654 }
1655 return moves;
1656 }
1657
1658 let pMoves = getPawnMoves(pawnShiftX);
1659 if (this.pawnSpecs.bidirectional)
1660 pMoves = pMoves.concat(getPawnMoves(-pawnShiftX));
1661
1662 if (this.hasEnpassant) {
1663 // NOTE: backward en-passant captures are not considered
1664 // because no rules define them (for now).
1665 Array.prototype.push.apply(
1666 pMoves,
1667 this.getEnpassantCaptures([x, y], pawnShiftX)
1668 );
1669 }
1670
1671 if (this.options["zen"])
1672 Array.prototype.push.apply(pMoves, this.getZenCaptures(x, y));
1673
1674 return pMoves;
1675 }
1676
1677 // "castleInCheck" arg to let some variants castle under check
1678 getCastleMoves([x, y], finalSquares, castleInCheck, castleWith) {
1679 const c = this.getColor(x, y);
1680
1681 // Castling ?
1682 const oppCol = C.GetOppCol(c);
1683 let moves = [];
1684 // King, then rook:
1685 finalSquares =
1686 finalSquares || [ [2, 3], [this.size.y - 2, this.size.y - 3] ];
1687 const castlingKing = this.getPiece(x, y);
1688 castlingCheck: for (
1689 let castleSide = 0;
1690 castleSide < 2;
1691 castleSide++ //large, then small
1692 ) {
1693 if (this.castleFlags[c][castleSide] >= this.size.y) continue;
1694 // If this code is reached, rook and king are on initial position
1695
1696 // NOTE: in some variants this is not a rook
1697 const rookPos = this.castleFlags[c][castleSide];
1698 const castlingPiece = this.getPiece(x, rookPos);
1699 if (
1700 this.board[x][rookPos] == "" ||
1701 this.getColor(x, rookPos) != c ||
1702 (!!castleWith && !castleWith.includes(castlingPiece))
1703 ) {
1704 // Rook is not here, or changed color (see Benedict)
1705 continue;
1706 }
1707 // Nothing on the path of the king ? (and no checks)
1708 const finDist = finalSquares[castleSide][0] - y;
1709 let step = finDist / Math.max(1, Math.abs(finDist));
1710 let i = y;
1711 do {
1712 if (
1713 (!castleInCheck && this.underCheck([x, i], oppCol)) ||
1714 (
1715 this.board[x][i] != "" &&
1716 // NOTE: next check is enough, because of chessboard constraints
1717 (this.getColor(x, i) != c || ![rookPos, y].includes(i))
1718 )
1719 ) {
1720 continue castlingCheck;
1721 }
1722 i += step;
1723 } while (i != finalSquares[castleSide][0]);
1724 // Nothing on the path to the rook?
1725 step = (castleSide == 0 ? -1 : 1);
1726 for (i = y + step; i != rookPos; i += step) {
1727 if (this.board[x][i] != "") continue castlingCheck;
1728 }
1729
1730 // Nothing on final squares, except maybe king and castling rook?
1731 for (i = 0; i < 2; i++) {
1732 if (
1733 finalSquares[castleSide][i] != rookPos &&
1734 this.board[x][finalSquares[castleSide][i]] != "" &&
1735 (
1736 finalSquares[castleSide][i] != y ||
1737 this.getColor(x, finalSquares[castleSide][i]) != c
1738 )
1739 ) {
1740 continue castlingCheck;
1741 }
1742 }
1743
1744 // If this code is reached, castle is valid
1745 moves.push(
1746 new Move({
1747 appear: [
1748 new PiPo({
1749 x: x,
1750 y: finalSquares[castleSide][0],
1751 p: castlingKing,
1752 c: c
1753 }),
1754 new PiPo({
1755 x: x,
1756 y: finalSquares[castleSide][1],
1757 p: castlingPiece,
1758 c: c
1759 })
1760 ],
1761 vanish: [
1762 // King might be initially disguised (Titan...)
1763 new PiPo({ x: x, y: y, p: castlingKing, c: c }),
1764 new PiPo({ x: x, y: rookPos, p: castlingPiece, c: c })
1765 ],
1766 end:
1767 Math.abs(y - rookPos) <= 2
1768 ? { x: x, y: rookPos }
1769 : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) }
1770 })
1771 );
1772 }
1773
1774 return moves;
1775 }
1776
1777 ////////////////////
1778 // MOVES VALIDATION
1779
1780 // Is (king at) given position under check by "color" ?
1781 underCheck([x, y], color) {
1782 if (this.taking || this.options["dark"]) return false;
1783 color = color || C.GetOppCol(this.getColor(x, y));
1784 const pieces = this.pieces(color);
1785 return Object.keys(pieces).some(p => {
1786 return this.isAttackedBy([x, y], p, color, pieces[p]);
1787 });
1788 }
1789
1790 isAttackedBy([x, y], piece, color, stepSpec) {
1791 const steps = stepSpec.attack || stepSpec.steps;
1792 if (!steps) return false; //cannibal king, for example
1793 const range = stepSpec.range;
1794 let explored = {}; //for Cylinder mode
1795 outerLoop: for (let step of steps) {
1796 let rx = x - step[0],
1797 ry = this.computeY(y - step[1]);
1798 let stepCounter = 1;
1799 while (
1800 this.onBoard(rx, ry) &&
1801 this.board[rx][ry] == "" &&
1802 !explored[rx + "." + ry]
1803 ) {
1804 explored[rx + "." + ry] = true;
1805 if (range <= stepCounter++) continue outerLoop;
1806 rx -= step[0];
1807 ry = this.computeY(ry - step[1]);
1808 }
1809 if (
1810 this.onBoard(rx, ry) &&
1811 this.board[rx][ry] != "" &&
1812 this.getPieceType(rx, ry) == piece &&
1813 this.getColor(rx, ry) == color &&
1814 (!this.options["madrasi"] || !this.isImmobilized([rx, ry]))
1815 ) {
1816 return true;
1817 }
1818 }
1819 return false;
1820 }
1821
1822 // Stop at first king found (TODO: multi-kings)
1823 searchKingPos(color) {
1824 for (let i=0; i < this.size.x; i++) {
1825 for (let j=0; j < this.size.y; j++) {
1826 if (this.getColor(i, j) == color && this.isKing(this.getPiece(i, j)))
1827 return [i, j];
1828 }
1829 }
1830 return [-1, -1]; //king not found
1831 }
1832
1833 filterValid(moves) {
1834 if (moves.length == 0) return [];
1835 const color = this.turn;
1836 const oppCol = C.GetOppCol(color);
1837 if (this.options["balance"] && [1, 3].includes(this.movesCount)) {
1838 // Forbid moves either giving check or exploding opponent's king:
1839 const oppKingPos = this.searchKingPos(oppCol);
1840 moves = moves.filter(m => {
1841 if (
1842 m.vanish.some(v => v.c == oppCol && v.p == "k") &&
1843 m.appear.every(a => a.c != oppCol || a.p != "k")
1844 )
1845 return false;
1846 this.playOnBoard(m);
1847 const res = !this.underCheck(oppKingPos, color);
1848 this.undoOnBoard(m);
1849 return res;
1850 });
1851 }
1852 if (this.taking || this.options["dark"]) return moves;
1853 const kingPos = this.searchKingPos(color);
1854 let filtered = {}; //avoid re-checking similar moves (promotions...)
1855 return moves.filter(m => {
1856 const key = m.start.x + m.start.y + '.' + m.end.x + m.end.y;
1857 if (!filtered[key]) {
1858 this.playOnBoard(m);
1859 let square = kingPos,
1860 res = true; //a priori valid
1861 if (m.vanish.some(v => {
1862 return (v.p == "k" || C.CannibalKings[v.p]) && v.c == color;
1863 })) {
1864 // Search king in appear array:
1865 const newKingIdx =
1866 m.appear.findIndex(a => {
1867 return (a.p == "k" || C.CannibalKings[a.p]) && a.c == color;
1868 });
1869 if (newKingIdx >= 0)
1870 square = [m.appear[newKingIdx].x, m.appear[newKingIdx].y];
1871 else res = false;
1872 }
1873 res &&= !this.underCheck(square, oppCol);
1874 this.undoOnBoard(m);
1875 filtered[key] = res;
1876 return res;
1877 }
1878 return filtered[key];
1879 });
1880 }
1881
1882 /////////////////
1883 // MOVES PLAYING
1884
1885 // Aggregate flags into one object
1886 aggregateFlags() {
1887 return this.castleFlags;
1888 }
1889
1890 // Reverse operation
1891 disaggregateFlags(flags) {
1892 this.castleFlags = flags;
1893 }
1894
1895 // Apply a move on board
1896 playOnBoard(move) {
1897 for (let psq of move.vanish) this.board[psq.x][psq.y] = "";
1898 for (let psq of move.appear) this.board[psq.x][psq.y] = psq.c + psq.p;
1899 }
1900 // Un-apply the played move
1901 undoOnBoard(move) {
1902 for (let psq of move.appear) this.board[psq.x][psq.y] = "";
1903 for (let psq of move.vanish) this.board[psq.x][psq.y] = psq.c + psq.p;
1904 }
1905
1906 updateCastleFlags(move) {
1907 // Update castling flags if start or arrive from/at rook/king locations
1908 move.appear.concat(move.vanish).forEach(psq => {
1909 if (
1910 this.board[psq.x][psq.y] != "" &&
1911 this.getPieceType(psq.x, psq.y) == "k"
1912 ) {
1913 this.castleFlags[psq.c] = [this.size.y, this.size.y];
1914 }
1915 // NOTE: not "else if" because king can capture enemy rook...
1916 let c = "";
1917 if (psq.x == 0) c = "b";
1918 else if (psq.x == this.size.x - 1) c = "w";
1919 if (c != "") {
1920 const fidx = this.castleFlags[c].findIndex(f => f == psq.y);
1921 if (fidx >= 0) this.castleFlags[c][fidx] = this.size.y;
1922 }
1923 });
1924 }
1925
1926 prePlay(move) {
1927 if (
1928 typeof move.start.x == "number" &&
1929 (!this.options["teleport"] || this.subTurnTeleport == 1)
1930 ) {
1931 // OK, not a drop move
1932 if (
1933 this.hasCastle &&
1934 // If flags already off, no need to re-check:
1935 Object.keys(this.castleFlags).some(c => {
1936 return this.castleFlags[c].some(val => val < this.size.y)})
1937 ) {
1938 this.updateCastleFlags(move);
1939 }
1940 const initSquare = C.CoordsToSquare(move.start);
1941 if (
1942 this.options["crazyhouse"] &&
1943 (!this.options["rifle"] || !move.capture)
1944 ) {
1945 if (this.ispawn[initSquare]) {
1946 delete this.ispawn[initSquare];
1947 this.ispawn[C.CoordsToSquare(move.end)] = true;
1948 }
1949 else if (
1950 move.vanish[0].p == "p" &&
1951 move.appear[0].p != "p"
1952 ) {
1953 this.ispawn[C.CoordsToSquare(move.end)] = true;
1954 }
1955 }
1956 }
1957 const minSize = Math.min(move.appear.length, move.vanish.length);
1958 if (this.hasReserve) {
1959 const color = this.turn;
1960 for (let i=minSize; i<move.appear.length; i++) {
1961 // Something appears = dropped on board (some exceptions, Chakart...)
1962 const piece = move.appear[i].p;
1963 this.updateReserve(color, piece, this.reserve[color][piece] - 1);
1964 }
1965 for (let i=minSize; i<move.vanish.length; i++) {
1966 // Something vanish: add to reserve except if recycle & opponent
1967 const piece = move.vanish[i].p;
1968 if (this.options["crazyhouse"] || move.vanish[i].c == color)
1969 this.updateReserve(color, piece, this.reserve[color][piece] + 1);
1970 }
1971 }
1972 }
1973
1974 play(move) {
1975 this.prePlay(move);
1976 if (this.hasEnpassant) this.epSquare = this.getEpSquare(move);
1977 this.playOnBoard(move);
1978 this.postPlay(move);
1979 }
1980
1981 postPlay(move) {
1982 const color = this.turn;
1983 const oppCol = C.GetOppCol(color);
1984 if (this.options["dark"]) this.updateEnlightened(true);
1985 if (this.options["teleport"]) {
1986 if (
1987 this.subTurnTeleport == 1 &&
1988 move.vanish.length > move.appear.length &&
1989 move.vanish[move.vanish.length - 1].c == color
1990 ) {
1991 const v = move.vanish[move.vanish.length - 1];
1992 this.captured = {x: v.x, y: v.y, c: v.c, p: v.p};
1993 this.subTurnTeleport = 2;
1994 return;
1995 }
1996 this.subTurnTeleport = 1;
1997 this.captured = null;
1998 }
1999 if (this.options["balance"]) {
2000 if (![1, 3].includes(this.movesCount)) this.turn = oppCol;
2001 }
2002 else {
2003 if (
2004 (
2005 this.options["doublemove"] &&
2006 this.movesCount >= 1 &&
2007 this.subTurn == 1
2008 ) ||
2009 (this.options["progressive"] && this.subTurn <= this.movesCount)
2010 ) {
2011 const oppKingPos = this.searchKingPos(oppCol);
2012 if (oppKingPos[0] >= 0 && !this.underCheck(oppKingPos, color)) {
2013 this.subTurn++;
2014 return;
2015 }
2016 }
2017 this.turn = oppCol;
2018 }
2019 this.movesCount++;
2020 this.subTurn = 1;
2021 }
2022
2023 // "Stop at the first move found"
2024 atLeastOneMove(color) {
2025 color = color || this.turn;
2026 for (let i = 0; i < this.size.x; i++) {
2027 for (let j = 0; j < this.size.y; j++) {
2028 if (this.board[i][j] != "" && this.getColor(i, j) == color) {
2029 // NOTE: in fact searching for all potential moves from i,j.
2030 // I don't believe this is an issue, for now at least.
2031 const moves = this.getPotentialMovesFrom([i, j]);
2032 if (moves.some(m => this.filterValid([m]).length >= 1)) return true;
2033 }
2034 }
2035 }
2036 if (this.hasReserve && this.reserve[color]) {
2037 for (let p of Object.keys(this.reserve[color])) {
2038 const moves = this.getDropMovesFrom([color, p]);
2039 if (moves.some(m => this.filterValid([m]).length >= 1)) return true;
2040 }
2041 }
2042 return false;
2043 }
2044
2045 // What is the score ? (Interesting if game is over)
2046 getCurrentScore(move) {
2047 const color = this.turn;
2048 const oppCol = C.GetOppCol(color);
2049 const kingPos = [this.searchKingPos(color), this.searchKingPos(oppCol)];
2050 if (kingPos[0][0] < 0 && kingPos[1][0] < 0) return "1/2";
2051 if (kingPos[0][0] < 0) return (color == "w" ? "0-1" : "1-0");
2052 if (kingPos[1][0] < 0) return (color == "w" ? "1-0" : "0-1");
2053 if (this.atLeastOneMove()) return "*";
2054 // No valid move: stalemate or checkmate?
2055 if (!this.underCheck(kingPos, color)) return "1/2";
2056 // OK, checkmate
2057 return (color == "w" ? "0-1" : "1-0");
2058 }
2059
2060 // NOTE: quite suboptimal for eg. Benedict (not a big deal I think)
2061 playVisual(move, r) {
2062 move.vanish.forEach(v => {
2063 if (!this.enlightened || this.enlightened[v.x][v.y]) {
2064 this.g_pieces[v.x][v.y].remove();
2065 this.g_pieces[v.x][v.y] = null;
2066 }
2067 });
2068 let container = document.getElementById(this.containerId);
2069 if (!r) r = container.getBoundingClientRect();
2070 const pieceWidth = this.getPieceWidth(r.width);
2071 move.appear.forEach(a => {
2072 if (this.enlightened && !this.enlightened[a.x][a.y]) return;
2073 this.g_pieces[a.x][a.y] = document.createElement("piece");
2074 this.g_pieces[a.x][a.y].classList.add(this.pieces()[a.p]["class"]);
2075 this.g_pieces[a.x][a.y].classList.add(a.c == "w" ? "white" : "black");
2076 this.g_pieces[a.x][a.y].style.width = pieceWidth + "px";
2077 this.g_pieces[a.x][a.y].style.height = pieceWidth + "px";
2078 const [ip, jp] = this.getPixelPosition(a.x, a.y, r);
2079 this.g_pieces[a.x][a.y].style.transform = `translate(${ip}px,${jp}px)`;
2080 container.appendChild(this.g_pieces[a.x][a.y]);
2081 });
2082 }
2083
2084 playPlusVisual(move, r) {
2085 this.playVisual(move, r);
2086 this.play(move);
2087 this.afterPlay(move); //user method
2088 }
2089
2090 // Assumes reserve on top (usage case otherwise? TODO?)
2091 getReserveShift(c, p, r) {
2092 let nbR = 0,
2093 ridx = 0;
2094 for (let pi of Object.keys(this.reserve[c])) {
2095 if (this.reserve[c][pi] == 0) continue;
2096 if (pi == p) ridx = nbR;
2097 nbR++;
2098 }
2099 const rsqSize = this.getReserveSquareSize(r.width, nbR);
2100 return [ridx * rsqSize, rsqSize]; //slightly inaccurate... TODO?
2101 }
2102
2103 animate(move, callback) {
2104 if (this.noAnimate) {
2105 callback();
2106 return;
2107 }
2108 const [i1, j1] = [move.start.x, move.start.y];
2109 const dropMove = (typeof i1 == "string");
2110 const startArray = (dropMove ? this.r_pieces : this.g_pieces);
2111 let startPiece = startArray[i1][j1];
2112 let container = document.getElementById(this.containerId);
2113 const clonePiece = (
2114 !dropMove &&
2115 this.options["rifle"] ||
2116 (this.options["teleport"] && this.subTurnTeleport == 2)
2117 );
2118 if (clonePiece) {
2119 startPiece = startPiece.cloneNode();
2120 if (this.options["rifle"]) startArray[i1][j1].style.opacity = "0";
2121 if (this.options["teleport"] && this.subTurnTeleport == 2) {
2122 const pieces = this.pieces();
2123 const startCode = (dropMove ? j1 : this.getPiece(i1, j1));
2124 startPiece.classList.remove(pieces[startCode]["class"]);
2125 startPiece.classList.add(pieces[this.captured.p]["class"]);
2126 // Color: OK
2127 }
2128 container.appendChild(startPiece);
2129 }
2130 const [i2, j2] = [move.end.x, move.end.y];
2131 let startCoords;
2132 if (dropMove) {
2133 startCoords = [
2134 i1 == this.playerColor ? this.size.x : 0,
2135 this.size.y / 2 //not trying to be accurate here... (TODO?)
2136 ];
2137 }
2138 else startCoords = [i1, j1];
2139 const r = container.getBoundingClientRect();
2140 const arrival = this.getPixelPosition(i2, j2, r); //TODO: arrival on drop?
2141 let rs = [0, 0];
2142 if (dropMove) rs = this.getReserveShift(i1, j1, r);
2143 const distance =
2144 Math.sqrt((startCoords[0] - i2) ** 2 + (startCoords[1] - j2) ** 2);
2145 const maxDist = Math.sqrt((this.size.x - 1)** 2 + (this.size.y - 1) ** 2);
2146 const multFact = (distance - 1) / (maxDist - 1); //1 == minDist
2147 const duration = 0.2 + multFact * 0.3;
2148 const initTransform = startPiece.style.transform;
2149 startPiece.style.transform =
2150 `translate(${arrival[0] + rs[0]}px, ${arrival[1] + rs[1]}px)`;
2151 startPiece.style.transitionDuration = duration + "s";
2152 setTimeout(
2153 () => {
2154 if (clonePiece) {
2155 if (this.options["rifle"]) startArray[i1][j1].style.opacity = "1";
2156 startPiece.remove();
2157 }
2158 else {
2159 startPiece.style.transform = initTransform;
2160 startPiece.style.transitionDuration = "0s";
2161 }
2162 callback();
2163 },
2164 duration * 1000
2165 );
2166 }
2167
2168 playReceivedMove(moves, callback) {
2169 const launchAnimation = () => {
2170 const r =
2171 document.getElementById(this.containerId).getBoundingClientRect();
2172 const animateRec = i => {
2173 this.animate(moves[i], () => {
2174 this.playVisual(moves[i], r);
2175 this.play(moves[i]);
2176 if (i < moves.length - 1) setTimeout(() => animateRec(i+1), 300);
2177 else callback();
2178 });
2179 };
2180 animateRec(0);
2181 };
2182 // Delay if user wasn't focused:
2183 const checkDisplayThenAnimate = (delay) => {
2184 if (boardContainer.style.display == "none") {
2185 alert("New move! Let's go back to game...");
2186 document.getElementById("gameInfos").style.display = "none";
2187 boardContainer.style.display = "block";
2188 setTimeout(launchAnimation, 700);
2189 }
2190 else setTimeout(launchAnimation, delay || 0);
2191 };
2192 let boardContainer = document.getElementById("boardContainer");
2193 if (document.hidden) {
2194 document.onvisibilitychange = () => {
2195 document.onvisibilitychange = undefined;
2196 checkDisplayThenAnimate(700);
2197 };
2198 }
2199 else checkDisplayThenAnimate();
2200 }
2201
2202 };