df49f841d1bbce53205e4d09db153c594809f0af
[xogo.git] / base_rules.js
1 import { Random } from "/utils/alea.js";
2 import { ArrayFun } from "/utils/array.js";
3 import PiPo from "/utils/PiPo.js";
4 import Move from "/utils/Move.js";
5
6 // NOTE: x coords: top to bottom (white perspective); y: left to right
7 // NOTE: ChessRules is aliased as window.C, and variants as window.V
8 export default class ChessRules {
9
10 static get Aliases() {
11 return {'C': ChessRules};
12 }
13
14 /////////////////////////
15 // VARIANT SPECIFICATIONS
16
17 // Some variants have specific options, like the number of pawns in Monster,
18 // or the board size for Pandemonium.
19 // Users can generally select a randomness level from 0 to 2.
20 static get Options() {
21 return {
22 select: [{
23 label: "Randomness",
24 variable: "randomness",
25 defaut: 0,
26 options: [
27 {label: "Deterministic", value: 0},
28 {label: "Symmetric random", value: 1},
29 {label: "Asymmetric random", value: 2}
30 ]
31 }],
32 check: [
33 {
34 label: "Capture king",
35 defaut: false,
36 variable: "taking"
37 },
38 {
39 label: "Falling pawn",
40 defaut: false,
41 variable: "pawnfall"
42 }
43 ],
44 // Game modifiers (using "elementary variants"). Default: false
45 styles: [
46 "atomic",
47 "balance", //takes precedence over doublemove & progressive
48 "cannibal",
49 "capture",
50 "crazyhouse",
51 "cylinder", //ok with all
52 "dark",
53 "doublemove",
54 "madrasi",
55 "progressive", //(natural) priority over doublemove
56 "recycle",
57 "rifle",
58 "teleport",
59 "zen"
60 ]
61 };
62 }
63
64 get pawnPromotions() {
65 return ['q', 'r', 'n', 'b'];
66 }
67
68 // Some variants don't have flags:
69 get hasFlags() {
70 return true;
71 }
72 // Or castle
73 get hasCastle() {
74 return this.hasFlags;
75 }
76
77 // En-passant captures allowed?
78 get hasEnpassant() {
79 return true;
80 }
81
82 get hasReserve() {
83 return (
84 !!this.options["crazyhouse"] ||
85 (!!this.options["recycle"] && !this.options["teleport"])
86 );
87 }
88
89 get noAnimate() {
90 return !!this.options["dark"];
91 }
92
93 // Some variants use click infos:
94 doClick(coords) {
95 if (typeof coords.x != "number")
96 return null; //click on reserves
97 if (
98 this.options["teleport"] && this.subTurnTeleport == 2 &&
99 this.board[coords.x][coords.y] == ""
100 ) {
101 return new Move({
102 start: {x: this.captured.x, y: this.captured.y},
103 appear: [
104 new PiPo({
105 x: coords.x,
106 y: coords.y,
107 c: this.captured.c, //this.turn,
108 p: this.captured.p
109 })
110 ],
111 vanish: [],
112 drag: {c: this.captured.c, p: this.captured.p}
113 });
114 }
115 return null;
116 }
117
118 ////////////////////
119 // COORDINATES UTILS
120
121 // 3a --> {x:3, y:10}
122 static SquareToCoords(sq) {
123 return ArrayFun.toObject(["x", "y"],
124 [0, 1].map(i => parseInt(sq[i], 36)));
125 }
126
127 // {x:11, y:12} --> bc
128 static CoordsToSquare(cd) {
129 return Object.values(cd).map(c => c.toString(36)).join("");
130 }
131
132 coordsToId(cd) {
133 if (typeof cd.x == "number") {
134 return (
135 `${this.containerId}|sq-${cd.x.toString(36)}-${cd.y.toString(36)}`
136 );
137 }
138 // Reserve :
139 return `${this.containerId}|rsq-${cd.x}-${cd.y}`;
140 }
141
142 idToCoords(targetId) {
143 if (!targetId)
144 return null; //outside page, maybe...
145 const idParts = targetId.split('|'); //prefix|sq-2-3 (start at 0 => 3,4)
146 if (
147 idParts.length < 2 ||
148 idParts[0] != this.containerId ||
149 !idParts[1].match(/sq-[0-9a-zA-Z]-[0-9a-zA-Z]/)
150 ) {
151 return null;
152 }
153 const squares = idParts[1].split('-');
154 if (squares[0] == "sq")
155 return {x: parseInt(squares[1], 36), y: parseInt(squares[2], 36)};
156 // squares[0] == "rsq" : reserve, 'c' + 'p' (letters color & piece)
157 return {x: squares[1], y: squares[2]};
158 }
159
160 /////////////
161 // FEN UTILS
162
163 // Turn "wb" into "B" (for FEN)
164 board2fen(b) {
165 return (b[0] == "w" ? b[1].toUpperCase() : b[1]);
166 }
167
168 // Turn "p" into "bp" (for board)
169 fen2board(f) {
170 return (f.charCodeAt(0) <= 90 ? "w" + f.toLowerCase() : "b" + f);
171 }
172
173 // Setup the initial random-or-not (asymmetric-or-not) position
174 genRandInitFen(seed) {
175 Random.setSeed(seed);
176
177 let fen, flags = "0707";
178 if (!this.options.randomness)
179 // Deterministic:
180 fen = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0";
181
182 else {
183 // Randomize
184 let pieces = { w: new Array(8), b: new Array(8) };
185 flags = "";
186 // Shuffle pieces on first (and last rank if randomness == 2)
187 for (let c of ["w", "b"]) {
188 if (c == 'b' && this.options.randomness == 1) {
189 pieces['b'] = pieces['w'];
190 flags += flags;
191 break;
192 }
193
194 let positions = ArrayFun.range(8);
195
196 // Get random squares for bishops
197 let randIndex = 2 * Random.randInt(4);
198 const bishop1Pos = positions[randIndex];
199 // The second bishop must be on a square of different color
200 let randIndex_tmp = 2 * Random.randInt(4) + 1;
201 const bishop2Pos = positions[randIndex_tmp];
202 // Remove chosen squares
203 positions.splice(Math.max(randIndex, randIndex_tmp), 1);
204 positions.splice(Math.min(randIndex, randIndex_tmp), 1);
205
206 // Get random squares for knights
207 randIndex = Random.randInt(6);
208 const knight1Pos = positions[randIndex];
209 positions.splice(randIndex, 1);
210 randIndex = Random.randInt(5);
211 const knight2Pos = positions[randIndex];
212 positions.splice(randIndex, 1);
213
214 // Get random square for queen
215 randIndex = Random.randInt(4);
216 const queenPos = positions[randIndex];
217 positions.splice(randIndex, 1);
218
219 // Rooks and king positions are now fixed,
220 // because of the ordering rook-king-rook
221 const rook1Pos = positions[0];
222 const kingPos = positions[1];
223 const rook2Pos = positions[2];
224
225 // Finally put the shuffled pieces in the board array
226 pieces[c][rook1Pos] = "r";
227 pieces[c][knight1Pos] = "n";
228 pieces[c][bishop1Pos] = "b";
229 pieces[c][queenPos] = "q";
230 pieces[c][kingPos] = "k";
231 pieces[c][bishop2Pos] = "b";
232 pieces[c][knight2Pos] = "n";
233 pieces[c][rook2Pos] = "r";
234 flags += rook1Pos.toString() + rook2Pos.toString();
235 }
236 fen = (
237 pieces["b"].join("") +
238 "/pppppppp/8/8/8/8/PPPPPPPP/" +
239 pieces["w"].join("").toUpperCase() +
240 " w 0"
241 );
242 }
243 // Add turn + flags + enpassant (+ reserve)
244 let parts = [];
245 if (this.hasFlags)
246 parts.push(`"flags":"${flags}"`);
247 if (this.hasEnpassant)
248 parts.push('"enpassant":"-"');
249 if (this.hasReserve)
250 parts.push('"reserve":"000000000000"');
251 if (this.options["crazyhouse"])
252 parts.push('"ispawn":"-"');
253 if (parts.length >= 1)
254 fen += " {" + parts.join(",") + "}";
255 return fen;
256 }
257
258 // "Parse" FEN: just return untransformed string data
259 parseFen(fen) {
260 const fenParts = fen.split(" ");
261 let res = {
262 position: fenParts[0],
263 turn: fenParts[1],
264 movesCount: fenParts[2]
265 };
266 if (fenParts.length > 3)
267 res = Object.assign(res, JSON.parse(fenParts[3]));
268 return res;
269 }
270
271 // Return current fen (game state)
272 getFen() {
273 let fen = (
274 this.getPosition() + " " +
275 this.getTurnFen() + " " +
276 this.movesCount
277 );
278 let parts = [];
279 if (this.hasFlags)
280 parts.push(`"flags":"${this.getFlagsFen()}"`);
281 if (this.hasEnpassant)
282 parts.push(`"enpassant":"${this.getEnpassantFen()}"`);
283 if (this.hasReserve)
284 parts.push(`"reserve":"${this.getReserveFen()}"`);
285 if (this.options["crazyhouse"])
286 parts.push(`"ispawn":"${this.getIspawnFen()}"`);
287 if (parts.length >= 1)
288 fen += " {" + parts.join(",") + "}";
289 return fen;
290 }
291
292 // Position part of the FEN string
293 getPosition() {
294 const format = (count) => {
295 // if more than 9 consecutive free spaces, break the integer,
296 // otherwise FEN parsing will fail.
297 if (count <= 9)
298 return count;
299 // Most boards of size < 18:
300 if (count <= 18)
301 return "9" + (count - 9);
302 // Except Gomoku:
303 return "99" + (count - 18);
304 };
305 let position = "";
306 for (let i = 0; i < this.size.y; i++) {
307 let emptyCount = 0;
308 for (let j = 0; j < this.size.x; j++) {
309 if (this.board[i][j] == "")
310 emptyCount++;
311 else {
312 if (emptyCount > 0) {
313 // Add empty squares in-between
314 position += format(emptyCount);
315 emptyCount = 0;
316 }
317 position += this.board2fen(this.board[i][j]);
318 }
319 }
320 if (emptyCount > 0)
321 // "Flush remainder"
322 position += format(emptyCount);
323 if (i < this.size.y - 1)
324 position += "/"; //separate rows
325 }
326 return position;
327 }
328
329 getTurnFen() {
330 return this.turn;
331 }
332
333 // Flags part of the FEN string
334 getFlagsFen() {
335 return ["w", "b"].map(c => {
336 return this.castleFlags[c].map(x => x.toString(36)).join("");
337 }).join("");
338 }
339
340 // Enpassant part of the FEN string
341 getEnpassantFen() {
342 if (!this.epSquare)
343 return "-"; //no en-passant
344 return C.CoordsToSquare(this.epSquare);
345 }
346
347 getReserveFen() {
348 return (
349 ["w","b"].map(c => Object.values(this.reserve[c]).join("")).join("")
350 );
351 }
352
353 getIspawnFen() {
354 const squares = Object.keys(this.ispawn);
355 if (squares.length == 0)
356 return "-";
357 return squares.join(",");
358 }
359
360 // Set flags from fen (castle: white a,h then black a,h)
361 setFlags(fenflags) {
362 this.castleFlags = {
363 w: [0, 1].map(i => parseInt(fenflags.charAt(i), 36)),
364 b: [2, 3].map(i => parseInt(fenflags.charAt(i), 36))
365 };
366 }
367
368 //////////////////
369 // INITIALIZATION
370
371 constructor(o) {
372 this.options = o.options;
373 this.playerColor = o.color;
374 this.afterPlay = o.afterPlay; //trigger some actions after playing a move
375
376 // Fen string fully describes the game state
377 if (!o.fen)
378 o.fen = this.genRandInitFen(o.seed);
379 const fenParsed = this.parseFen(o.fen);
380 this.board = this.getBoard(fenParsed.position);
381 this.turn = fenParsed.turn;
382 this.movesCount = parseInt(fenParsed.movesCount, 10);
383 this.setOtherVariables(fenParsed);
384
385 // Graphical (can use variables defined above)
386 this.containerId = o.element;
387 this.graphicalInit();
388 }
389
390 // Turn position fen into double array ["wb","wp","bk",...]
391 getBoard(position) {
392 const rows = position.split("/");
393 let board = ArrayFun.init(this.size.x, this.size.y, "");
394 for (let i = 0; i < rows.length; i++) {
395 let j = 0;
396 for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++) {
397 const character = rows[i][indexInRow];
398 const num = parseInt(character, 10);
399 // If num is a number, just shift j:
400 if (!isNaN(num))
401 j += num;
402 // Else: something at position i,j
403 else
404 board[i][j++] = this.fen2board(character);
405 }
406 }
407 return board;
408 }
409
410 // Some additional variables from FEN (variant dependant)
411 setOtherVariables(fenParsed) {
412 // Set flags and enpassant:
413 if (this.hasFlags)
414 this.setFlags(fenParsed.flags);
415 if (this.hasEnpassant)
416 this.epSquare = this.getEpSquare(fenParsed.enpassant);
417 if (this.hasReserve)
418 this.initReserves(fenParsed.reserve);
419 if (this.options["crazyhouse"])
420 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 // Setup enlightened: squares reachable by player side
428 this.enlightened = ArrayFun.init(this.size.x, this.size.y, false);
429 this.updateEnlightened();
430 }
431 }
432
433 updateEnlightened() {
434 this.oldEnlightened = this.enlightened;
435 this.enlightened = ArrayFun.init(this.size.x, this.size.y, false);
436 // Add pieces positions + all squares reachable by moves (includes Zen):
437 for (let x=0; x<this.size.x; x++) {
438 for (let y=0; y<this.size.y; y++) {
439 if (this.board[x][y] != "" && this.getColor(x, y) == this.playerColor)
440 {
441 this.enlightened[x][y] = true;
442 this.getPotentialMovesFrom([x, y]).forEach(m => {
443 this.enlightened[m.end.x][m.end.y] = true;
444 });
445 }
446 }
447 }
448 if (this.epSquare)
449 this.enlightEnpassant();
450 }
451
452 // Include square of the en-passant capturing square:
453 enlightEnpassant() {
454 // NOTE: shortcut, pawn has only one attack type, doesn't depend on square
455 const steps = this.pieces(this.playerColor)["p"].attack[0].steps;
456 for (let step of steps) {
457 const x = this.epSquare.x - step[0],
458 y = this.computeY(this.epSquare.y - step[1]);
459 if (
460 this.onBoard(x, y) &&
461 this.getColor(x, y) == this.playerColor &&
462 this.getPieceType(x, y) == "p"
463 ) {
464 this.enlightened[x][this.epSquare.y] = true;
465 break;
466 }
467 }
468 }
469
470 // ordering as in pieces() p,r,n,b,q,k (+ count in base 30 if needed)
471 initReserves(reserveStr) {
472 const counts = reserveStr.split("").map(c => parseInt(c, 30));
473 this.reserve = { w: {}, b: {} };
474 const pieceName = ['p', 'r', 'n', 'b', 'q', 'k'];
475 const L = pieceName.length;
476 for (let i of ArrayFun.range(2 * L)) {
477 if (i < L)
478 this.reserve['w'][pieceName[i]] = counts[i];
479 else
480 this.reserve['b'][pieceName[i-L]] = counts[i];
481 }
482 }
483
484 initIspawn(ispawnStr) {
485 if (ispawnStr != "-")
486 this.ispawn = ArrayFun.toObject(ispawnStr.split(","), true);
487 else
488 this.ispawn = {};
489 }
490
491 getNbReservePieces(color) {
492 return (
493 Object.values(this.reserve[color]).reduce(
494 (oldV,newV) => oldV + (newV > 0 ? 1 : 0), 0)
495 );
496 }
497
498 getRankInReserve(c, p) {
499 const pieces = Object.keys(this.pieces());
500 const lastIndex = pieces.findIndex(pp => pp == p)
501 let toTest = pieces.slice(0, lastIndex);
502 return toTest.reduce(
503 (oldV,newV) => oldV + (this.reserve[c][newV] > 0 ? 1 : 0), 0);
504 }
505
506 //////////////
507 // VISUAL PART
508
509 getPieceWidth(rwidth) {
510 return (rwidth / this.size.y);
511 }
512
513 getReserveSquareSize(rwidth, nbR) {
514 const sqSize = this.getPieceWidth(rwidth);
515 return Math.min(sqSize, rwidth / nbR);
516 }
517
518 getReserveNumId(color, piece) {
519 return `${this.containerId}|rnum-${color}${piece}`;
520 }
521
522 graphicalInit() {
523 // NOTE: not window.onresize = this.re_drawBoardElts because scope (this)
524 window.onresize = () => this.re_drawBoardElements();
525 this.re_drawBoardElements();
526 this.initMouseEvents();
527 const chessboard =
528 document.getElementById(this.containerId).querySelector(".chessboard");
529 new ResizeObserver(this.rescale).observe(chessboard);
530 }
531
532 re_drawBoardElements() {
533 const board = this.getSvgChessboard();
534 const oppCol = C.GetOppCol(this.playerColor);
535 let chessboard =
536 document.getElementById(this.containerId).querySelector(".chessboard");
537 chessboard.innerHTML = "";
538 chessboard.insertAdjacentHTML('beforeend', board);
539 // Compare window ratio width / height to aspectRatio:
540 const windowRatio = window.innerWidth / window.innerHeight;
541 let cbWidth, cbHeight;
542 if (windowRatio <= this.size.ratio) {
543 // Limiting dimension is width:
544 cbWidth = Math.min(window.innerWidth, 767);
545 cbHeight = cbWidth / this.size.ratio;
546 }
547 else {
548 // Limiting dimension is height:
549 cbHeight = Math.min(window.innerHeight, 767);
550 cbWidth = cbHeight * this.size.ratio;
551 }
552 if (this.reserve) {
553 const sqSize = cbWidth / this.size.y;
554 // NOTE: allocate space for reserves (up/down) even if they are empty
555 // Cannot use getReserveSquareSize() here, but sqSize is an upper bound.
556 if ((window.innerHeight - cbHeight) / 2 < sqSize + 5) {
557 cbHeight = window.innerHeight - 2 * (sqSize + 5);
558 cbWidth = cbHeight * this.size.ratio;
559 }
560 }
561 chessboard.style.width = cbWidth + "px";
562 chessboard.style.height = cbHeight + "px";
563 // Center chessboard:
564 const spaceLeft = (window.innerWidth - cbWidth) / 2,
565 spaceTop = (window.innerHeight - cbHeight) / 2;
566 chessboard.style.left = spaceLeft + "px";
567 chessboard.style.top = spaceTop + "px";
568 // Give sizes instead of recomputing them,
569 // because chessboard might not be drawn yet.
570 this.setupPieces({
571 width: cbWidth,
572 height: cbHeight,
573 x: spaceLeft,
574 y: spaceTop
575 });
576 }
577
578 // Get SVG board (background, no pieces)
579 getSvgChessboard() {
580 const flipped = (this.playerColor == 'b');
581 let board = `
582 <svg
583 viewBox="0 0 80 80"
584 class="chessboard_SVG">
585 <g>`;
586 for (let i=0; i < this.size.x; i++) {
587 for (let j=0; j < this.size.y; j++) {
588 const ii = (flipped ? this.size.x - 1 - i : i);
589 const jj = (flipped ? this.size.y - 1 - j : j);
590 let classes = this.getSquareColorClass(ii, jj);
591 if (this.enlightened && !this.enlightened[ii][jj])
592 classes += " in-shadow";
593 // NOTE: x / y reversed because coordinates system is reversed.
594 board += `<rect
595 class="${classes}"
596 id="${this.coordsToId({x: ii, y: jj})}"
597 width="10"
598 height="10"
599 x="${10*j}"
600 y="${10*i}" />`;
601 }
602 }
603 board += "</g></svg>";
604 return board;
605 }
606
607 // Generally light square bottom-right
608 getSquareColorClass(x, y) {
609 return ((x+y) % 2 == 0 ? "light-square": "dark-square");
610 }
611
612 setupPieces(r) {
613 if (this.g_pieces) {
614 // Refreshing: delete old pieces first
615 for (let i=0; i<this.size.x; i++) {
616 for (let j=0; j<this.size.y; j++) {
617 if (this.g_pieces[i][j]) {
618 this.g_pieces[i][j].remove();
619 this.g_pieces[i][j] = null;
620 }
621 }
622 }
623 }
624 else
625 this.g_pieces = ArrayFun.init(this.size.x, this.size.y, null);
626 let chessboard =
627 document.getElementById(this.containerId).querySelector(".chessboard");
628 if (!r)
629 r = chessboard.getBoundingClientRect();
630 const pieceWidth = this.getPieceWidth(r.width);
631 for (let i=0; i < this.size.x; i++) {
632 for (let j=0; j < this.size.y; j++) {
633 if (this.board[i][j] != "") {
634 const color = this.getColor(i, j);
635 const piece = this.getPiece(i, j);
636 this.g_pieces[i][j] = document.createElement("piece");
637 this.g_pieces[i][j].classList.add(this.pieces()[piece]["class"]);
638 this.g_pieces[i][j].classList.add(C.GetColorClass(color));
639 this.g_pieces[i][j].style.width = pieceWidth + "px";
640 this.g_pieces[i][j].style.height = pieceWidth + "px";
641 let [ip, jp] = this.getPixelPosition(i, j, r);
642 // Translate coordinates to use chessboard as reference:
643 this.g_pieces[i][j].style.transform =
644 `translate(${ip - r.x}px,${jp - r.y}px)`;
645 if (this.enlightened && !this.enlightened[i][j])
646 this.g_pieces[i][j].classList.add("hidden");
647 chessboard.appendChild(this.g_pieces[i][j]);
648 }
649 }
650 }
651 if (this.reserve)
652 this.re_drawReserve(['w', 'b'], r);
653 }
654
655 // NOTE: assume !!this.reserve
656 re_drawReserve(colors, r) {
657 if (this.r_pieces) {
658 // Remove (old) reserve pieces
659 for (let c of colors) {
660 if (!this.reserve[c])
661 continue;
662 Object.keys(this.reserve[c]).forEach(p => {
663 if (this.r_pieces[c][p]) {
664 this.r_pieces[c][p].remove();
665 delete this.r_pieces[c][p];
666 const numId = this.getReserveNumId(c, p);
667 document.getElementById(numId).remove();
668 }
669 });
670 let reservesDiv = document.getElementById("reserves_" + c);
671 if (reservesDiv)
672 reservesDiv.remove();
673 }
674 }
675 else
676 this.r_pieces = { w: {}, b: {} };
677 let container = document.getElementById(this.containerId);
678 if (!r)
679 r = container.querySelector(".chessboard").getBoundingClientRect();
680 for (let c of colors) {
681 if (!this.reserve[c])
682 continue;
683 const nbR = this.getNbReservePieces(c);
684 if (nbR == 0)
685 continue;
686 const sqResSize = this.getReserveSquareSize(r.width, nbR);
687 let ridx = 0;
688 const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
689 const [i0, j0] = [r.x, r.y + vShift];
690 let rcontainer = document.createElement("div");
691 rcontainer.id = "reserves_" + c;
692 rcontainer.classList.add("reserves");
693 rcontainer.style.left = i0 + "px";
694 rcontainer.style.top = j0 + "px";
695 // NOTE: +1 fix display bug on Firefox at least
696 rcontainer.style.width = (nbR * sqResSize + 1) + "px";
697 rcontainer.style.height = sqResSize + "px";
698 container.appendChild(rcontainer);
699 for (let p of Object.keys(this.reserve[c])) {
700 if (this.reserve[c][p] == 0)
701 continue;
702 let r_cell = document.createElement("div");
703 r_cell.id = this.coordsToId({x: c, y: p});
704 r_cell.classList.add("reserve-cell");
705 r_cell.style.width = sqResSize + "px";
706 r_cell.style.height = sqResSize + "px";
707 rcontainer.appendChild(r_cell);
708 let piece = document.createElement("piece");
709 const pieceSpec = this.pieces()[p];
710 piece.classList.add(pieceSpec["class"]);
711 piece.classList.add(C.GetColorClass(c));
712 piece.style.width = "100%";
713 piece.style.height = "100%";
714 this.r_pieces[c][p] = piece;
715 r_cell.appendChild(piece);
716 let number = document.createElement("div");
717 number.textContent = this.reserve[c][p];
718 number.classList.add("reserve-num");
719 number.id = this.getReserveNumId(c, p);
720 const fontSize = "1.3em";
721 number.style.fontSize = fontSize;
722 number.style.fontSize = fontSize;
723 r_cell.appendChild(number);
724 ridx++;
725 }
726 }
727 }
728
729 updateReserve(color, piece, count) {
730 if (this.options["cannibal"] && C.CannibalKings[piece])
731 piece = "k"; //capturing cannibal king: back to king form
732 const oldCount = this.reserve[color][piece];
733 this.reserve[color][piece] = count;
734 // Redrawing is much easier if count==0
735 if ([oldCount, count].includes(0))
736 this.re_drawReserve([color]);
737 else {
738 const numId = this.getReserveNumId(color, piece);
739 document.getElementById(numId).textContent = count;
740 }
741 }
742
743 // Apply diff this.enlightened --> oldEnlightened on board
744 graphUpdateEnlightened() {
745 let chessboard =
746 document.getElementById(this.containerId).querySelector(".chessboard");
747 const r = chessboard.getBoundingClientRect();
748 const pieceWidth = this.getPieceWidth(r.width);
749 for (let x=0; x<this.size.x; x++) {
750 for (let y=0; y<this.size.y; y++) {
751 if (!this.enlightened[x][y] && this.oldEnlightened[x][y]) {
752 let elt = document.getElementById(this.coordsToId({x: x, y: y}));
753 elt.classList.add("in-shadow");
754 if (this.g_pieces[x][y])
755 this.g_pieces[x][y].classList.add("hidden");
756 }
757 else if (this.enlightened[x][y] && !this.oldEnlightened[x][y]) {
758 let elt = document.getElementById(this.coordsToId({x: x, y: y}));
759 elt.classList.remove("in-shadow");
760 if (this.g_pieces[x][y])
761 this.g_pieces[x][y].classList.remove("hidden");
762 }
763 }
764 }
765 }
766
767 // After resize event: no need to destroy/recreate pieces
768 rescale() {
769 const container = document.getElementById(this.containerId);
770 if (!container)
771 return; //useful at initial loading
772 let chessboard = container.querySelector(".chessboard");
773 const r = chessboard.getBoundingClientRect();
774 const newRatio = r.width / r.height;
775 let newWidth = r.width,
776 newHeight = r.height;
777 if (newRatio > this.size.ratio) {
778 newWidth = r.height * this.size.ratio;
779 chessboard.style.width = newWidth + "px";
780 }
781 else if (newRatio < this.size.ratio) {
782 newHeight = r.width / this.size.ratio;
783 chessboard.style.height = newHeight + "px";
784 }
785 const newX = (window.innerWidth - newWidth) / 2;
786 chessboard.style.left = newX + "px";
787 const newY = (window.innerHeight - newHeight) / 2;
788 chessboard.style.top = newY + "px";
789 const newR = {x: newX, y: newY, width: newWidth, height: newHeight};
790 const pieceWidth = this.getPieceWidth(newWidth);
791 for (let i=0; i < this.size.x; i++) {
792 for (let j=0; j < this.size.y; j++) {
793 if (this.g_pieces[i][j]) {
794 // NOTE: could also use CSS transform "scale"
795 this.g_pieces[i][j].style.width = pieceWidth + "px";
796 this.g_pieces[i][j].style.height = pieceWidth + "px";
797 const [ip, jp] = this.getPixelPosition(i, j, newR);
798 // Translate coordinates to use chessboard as reference:
799 this.g_pieces[i][j].style.transform =
800 `translate(${ip - newX}px,${jp - newY}px)`;
801 }
802 }
803 }
804 if (this.reserve)
805 this.rescaleReserve(newR);
806 }
807
808 rescaleReserve(r) {
809 for (let c of ['w','b']) {
810 if (!this.reserve[c])
811 continue;
812 const nbR = this.getNbReservePieces(c);
813 if (nbR == 0)
814 continue;
815 // Resize container first
816 const sqResSize = this.getReserveSquareSize(r.width, nbR);
817 const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
818 const [i0, j0] = [r.x, r.y + vShift];
819 let rcontainer = document.getElementById("reserves_" + c);
820 rcontainer.style.left = i0 + "px";
821 rcontainer.style.top = j0 + "px";
822 rcontainer.style.width = (nbR * sqResSize + 1) + "px";
823 rcontainer.style.height = sqResSize + "px";
824 // And then reserve cells:
825 const rpieceWidth = this.getReserveSquareSize(r.width, nbR);
826 Object.keys(this.reserve[c]).forEach(p => {
827 if (this.reserve[c][p] == 0)
828 return;
829 let r_cell = document.getElementById(this.coordsToId({x: c, y: p}));
830 r_cell.style.width = sqResSize + "px";
831 r_cell.style.height = sqResSize + "px";
832 });
833 }
834 }
835
836 // Return the absolute pixel coordinates given current position.
837 // Our coordinate system differs from CSS one (x <--> y).
838 // We return here the CSS coordinates (more useful).
839 getPixelPosition(i, j, r) {
840 if (i < 0 || j < 0)
841 return [0, 0]; //piece vanishes
842 let x, y;
843 if (typeof i == "string") {
844 // Reserves: need to know the rank of piece
845 const nbR = this.getNbReservePieces(i);
846 const rsqSize = this.getReserveSquareSize(r.width, nbR);
847 x = this.getRankInReserve(i, j) * rsqSize;
848 y = (this.playerColor == i ? y = r.height + 5 : - 5 - rsqSize);
849 }
850 else {
851 const sqSize = r.width / this.size.y;
852 const flipped = (this.playerColor == 'b');
853 x = (flipped ? this.size.y - 1 - j : j) * sqSize;
854 y = (flipped ? this.size.x - 1 - i : i) * sqSize;
855 }
856 return [r.x + x, r.y + y];
857 }
858
859 initMouseEvents() {
860 let container = document.getElementById(this.containerId);
861 let chessboard = container.querySelector(".chessboard");
862
863 const getOffset = e => {
864 if (e.clientX)
865 // Mouse
866 return {x: e.clientX, y: e.clientY};
867 let touchLocation = null;
868 if (e.targetTouches && e.targetTouches.length >= 1)
869 // Touch screen, dragstart
870 touchLocation = e.targetTouches[0];
871 else if (e.changedTouches && e.changedTouches.length >= 1)
872 // Touch screen, dragend
873 touchLocation = e.changedTouches[0];
874 if (touchLocation)
875 return {x: touchLocation.clientX, y: touchLocation.clientY};
876 return {x: 0, y: 0}; //shouldn't reach here =)
877 }
878
879 const centerOnCursor = (piece, e) => {
880 const centerShift = this.getPieceWidth(r.width) / 2;
881 const offset = getOffset(e);
882 piece.style.left = (offset.x - centerShift) + "px";
883 piece.style.top = (offset.y - centerShift) + "px";
884 }
885
886 let start = null,
887 r = null,
888 startPiece, curPiece = null,
889 pieceWidth;
890 const mousedown = (e) => {
891 // Disable zoom on smartphones:
892 if (e.touches && e.touches.length > 1)
893 e.preventDefault();
894 r = chessboard.getBoundingClientRect();
895 pieceWidth = this.getPieceWidth(r.width);
896 const cd = this.idToCoords(e.target.id);
897 if (cd) {
898 const move = this.doClick(cd);
899 if (move)
900 this.playPlusVisual(move);
901 else {
902 const [x, y] = Object.values(cd);
903 if (typeof x != "number")
904 startPiece = this.r_pieces[x][y];
905 else
906 startPiece = this.g_pieces[x][y];
907 if (startPiece && this.canIplay(x, y)) {
908 e.preventDefault();
909 start = cd;
910 curPiece = startPiece.cloneNode();
911 curPiece.style.transform = "none";
912 curPiece.style.zIndex = 5;
913 curPiece.style.width = pieceWidth + "px";
914 curPiece.style.height = pieceWidth + "px";
915 centerOnCursor(curPiece, e);
916 container.appendChild(curPiece);
917 startPiece.style.opacity = "0.4";
918 chessboard.style.cursor = "none";
919 }
920 }
921 }
922 };
923
924 const mousemove = (e) => {
925 if (start) {
926 e.preventDefault();
927 centerOnCursor(curPiece, e);
928 }
929 else if (e.changedTouches && e.changedTouches.length >= 1)
930 // Attempt to prevent horizontal swipe...
931 e.preventDefault();
932 };
933
934 const mouseup = (e) => {
935 const newR = chessboard.getBoundingClientRect();
936 if (newR.width != r.width || newR.height != r.height) {
937 this.rescale();
938 return;
939 }
940 if (!start)
941 return;
942 const [x, y] = [start.x, start.y];
943 start = null;
944 e.preventDefault();
945 chessboard.style.cursor = "pointer";
946 startPiece.style.opacity = "1";
947 const offset = getOffset(e);
948 const landingElt = document.elementFromPoint(offset.x, offset.y);
949 const cd =
950 (landingElt ? this.idToCoords(landingElt.id) : undefined);
951 if (cd) {
952 // NOTE: clearly suboptimal, but much easier, and not a big deal.
953 const potentialMoves = this.getPotentialMovesFrom([x, y])
954 .filter(m => m.end.x == cd.x && m.end.y == cd.y);
955 const moves = this.filterValid(potentialMoves);
956 if (moves.length >= 2)
957 this.showChoices(moves, r);
958 else if (moves.length == 1)
959 this.playPlusVisual(moves[0], r);
960 }
961 curPiece.remove();
962 };
963
964 if ('onmousedown' in window) {
965 document.addEventListener("mousedown", mousedown);
966 document.addEventListener("mousemove", mousemove);
967 document.addEventListener("mouseup", mouseup);
968 }
969 if ('ontouchstart' in window) {
970 // https://stackoverflow.com/a/42509310/12660887
971 document.addEventListener("touchstart", mousedown, {passive: false});
972 document.addEventListener("touchmove", mousemove, {passive: false});
973 document.addEventListener("touchend", mouseup, {passive: false});
974 }
975 // TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js
976 }
977
978 showChoices(moves, r) {
979 let container = document.getElementById(this.containerId);
980 let chessboard = container.querySelector(".chessboard");
981 let choices = document.createElement("div");
982 choices.id = "choices";
983 choices.style.width = r.width + "px";
984 choices.style.height = r.height + "px";
985 choices.style.left = r.x + "px";
986 choices.style.top = r.y + "px";
987 chessboard.style.opacity = "0.5";
988 container.appendChild(choices);
989 const squareWidth = r.width / this.size.y;
990 const firstUpLeft = (r.width - (moves.length * squareWidth)) / 2;
991 const firstUpTop = (r.height - squareWidth) / 2;
992 const color = moves[0].appear[0].c;
993 const callback = (m) => {
994 chessboard.style.opacity = "1";
995 container.removeChild(choices);
996 this.playPlusVisual(m, r);
997 }
998 for (let i=0; i < moves.length; i++) {
999 let choice = document.createElement("div");
1000 choice.classList.add("choice");
1001 choice.style.width = squareWidth + "px";
1002 choice.style.height = squareWidth + "px";
1003 choice.style.left = (firstUpLeft + i * squareWidth) + "px";
1004 choice.style.top = firstUpTop + "px";
1005 choice.style.backgroundColor = "lightyellow";
1006 choice.onclick = () => callback(moves[i]);
1007 const piece = document.createElement("piece");
1008 const pieceSpec = this.pieces()[moves[i].appear[0].p];
1009 piece.classList.add(pieceSpec["class"]);
1010 piece.classList.add(C.GetColorClass(color));
1011 piece.style.width = "100%";
1012 piece.style.height = "100%";
1013 choice.appendChild(piece);
1014 choices.appendChild(choice);
1015 }
1016 }
1017
1018 //////////////
1019 // BASIC UTILS
1020
1021 get size() {
1022 return {
1023 x: 8,
1024 y: 8,
1025 ratio: 1 //for rectangular board = y / x
1026 };
1027 }
1028
1029 // Color of thing on square (i,j). 'undefined' if square is empty
1030 getColor(i, j) {
1031 if (typeof i == "string")
1032 return i; //reserves
1033 return this.board[i][j].charAt(0);
1034 }
1035
1036 static GetColorClass(c) {
1037 return (c == 'w' ? "white" : "black");
1038 }
1039
1040 // Assume square i,j isn't empty
1041 getPiece(i, j) {
1042 if (typeof j == "string")
1043 return j; //reserves
1044 return this.board[i][j].charAt(1);
1045 }
1046
1047 // Piece type on square (i,j)
1048 getPieceType(i, j) {
1049 const p = this.getPiece(i, j);
1050 return C.CannibalKings[p] || p; //a cannibal king move as...
1051 }
1052
1053 // Get opponent color
1054 static GetOppCol(color) {
1055 return (color == "w" ? "b" : "w");
1056 }
1057
1058 // Can thing on square1 capture (no return) thing on square2?
1059 canTake([x1, y1], [x2, y2]) {
1060 return (this.getColor(x1, y1) !== this.getColor(x2, y2));
1061 }
1062
1063 // Is (x,y) on the chessboard?
1064 onBoard(x, y) {
1065 return (x >= 0 && x < this.size.x &&
1066 y >= 0 && y < this.size.y);
1067 }
1068
1069 // Am I allowed to move thing at square x,y ?
1070 canIplay(x, y) {
1071 return (this.playerColor == this.turn && this.getColor(x, y) == this.turn);
1072 }
1073
1074 ////////////////////////
1075 // PIECES SPECIFICATIONS
1076
1077 pieces(color, x, y) {
1078 const pawnShift = (color == "w" ? -1 : 1);
1079 // NOTE: jump 2 squares from first rank (pawns can be here sometimes)
1080 const initRank = ((color == 'w' && x >= 6) || (color == 'b' && x <= 1));
1081 return {
1082 'p': {
1083 "class": "pawn",
1084 moves: [
1085 {
1086 steps: [[pawnShift, 0]],
1087 range: (initRank ? 2 : 1)
1088 }
1089 ],
1090 attack: [
1091 {
1092 steps: [[pawnShift, 1], [pawnShift, -1]],
1093 range: 1
1094 }
1095 ]
1096 },
1097 // rook
1098 'r': {
1099 "class": "rook",
1100 moves: [
1101 {steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]}
1102 ]
1103 },
1104 // knight
1105 'n': {
1106 "class": "knight",
1107 moves: [
1108 {
1109 steps: [
1110 [1, 2], [1, -2], [-1, 2], [-1, -2],
1111 [2, 1], [-2, 1], [2, -1], [-2, -1]
1112 ],
1113 range: 1
1114 }
1115 ]
1116 },
1117 // bishop
1118 'b': {
1119 "class": "bishop",
1120 moves: [
1121 {steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]}
1122 ]
1123 },
1124 // queen
1125 'q': {
1126 "class": "queen",
1127 moves: [
1128 {
1129 steps: [
1130 [0, 1], [0, -1], [1, 0], [-1, 0],
1131 [1, 1], [1, -1], [-1, 1], [-1, -1]
1132 ]
1133 }
1134 ]
1135 },
1136 // king
1137 'k': {
1138 "class": "king",
1139 moves: [
1140 {
1141 steps: [
1142 [0, 1], [0, -1], [1, 0], [-1, 0],
1143 [1, 1], [1, -1], [-1, 1], [-1, -1]
1144 ],
1145 range: 1
1146 }
1147 ]
1148 },
1149 // Cannibal kings:
1150 '!': {"class": "king-pawn", moveas: "p"},
1151 '#': {"class": "king-rook", moveas: "r"},
1152 '$': {"class": "king-knight", moveas: "n"},
1153 '%': {"class": "king-bishop", moveas: "b"},
1154 '*': {"class": "king-queen", moveas: "q"}
1155 };
1156 }
1157
1158 ////////////////////
1159 // MOVES GENERATION
1160
1161 // For Cylinder: get Y coordinate
1162 computeY(y) {
1163 if (!this.options["cylinder"])
1164 return y;
1165 let res = y % this.size.y;
1166 if (res < 0)
1167 res += this.size.y;
1168 return res;
1169 }
1170
1171 // Stop at the first capture found
1172 atLeastOneCapture(color) {
1173 color = color || this.turn;
1174 const oppCol = C.GetOppCol(color);
1175 for (let i = 0; i < this.size.x; i++) {
1176 for (let j = 0; j < this.size.y; j++) {
1177 if (this.board[i][j] != "" && this.getColor(i, j) == color) {
1178 const allSpecs = this.pieces(color, i, j)
1179 let specs = allSpecs[this.getPieceType(i, j)];
1180 const attacks = specs.attack || specs.moves;
1181 for (let a of attacks) {
1182 outerLoop: for (let step of a.steps) {
1183 let [ii, jj] = [i + step[0], this.computeY(j + step[1])];
1184 let stepCounter = 1;
1185 while (this.onBoard(ii, jj) && this.board[ii][jj] == "") {
1186 if (a.range <= stepCounter++)
1187 continue outerLoop;
1188 ii += step[0];
1189 jj = this.computeY(jj + step[1]);
1190 }
1191 if (
1192 this.onBoard(ii, jj) &&
1193 this.getColor(ii, jj) == oppCol &&
1194 this.filterValid(
1195 [this.getBasicMove([i, j], [ii, jj])]
1196 ).length >= 1
1197 ) {
1198 return true;
1199 }
1200 }
1201 }
1202 }
1203 }
1204 }
1205 return false;
1206 }
1207
1208 getDropMovesFrom([c, p]) {
1209 // NOTE: by design, this.reserve[c][p] >= 1 on user click
1210 // (but not necessarily otherwise)
1211 if (this.reserve[c][p] == 0)
1212 return [];
1213 let moves = [];
1214 for (let i=0; i<this.size.x; i++) {
1215 for (let j=0; j<this.size.y; j++) {
1216 if (
1217 this.board[i][j] == "" &&
1218 (!this.enlightened || this.enlightened[i][j]) &&
1219 (
1220 p != "p" ||
1221 (c == 'w' && i < this.size.x - 1) ||
1222 (c == 'b' && i > 0)
1223 )
1224 ) {
1225 moves.push(
1226 new Move({
1227 start: {x: c, y: p},
1228 end: {x: i, y: j},
1229 appear: [new PiPo({x: i, y: j, c: c, p: p})],
1230 vanish: []
1231 })
1232 );
1233 }
1234 }
1235 }
1236 return moves;
1237 }
1238
1239 // All possible moves from selected square
1240 getPotentialMovesFrom(sq, color) {
1241 if (this.subTurnTeleport == 2)
1242 return [];
1243 if (typeof sq[0] == "string")
1244 return this.getDropMovesFrom(sq);
1245 if (this.isImmobilized(sq))
1246 return [];
1247 const piece = this.getPieceType(sq[0], sq[1]);
1248 let moves = this.getPotentialMovesOf(piece, sq);
1249 if (
1250 piece == "p" &&
1251 this.hasEnpassant &&
1252 this.epSquare
1253 ) {
1254 Array.prototype.push.apply(moves, this.getEnpassantCaptures(sq));
1255 }
1256 if (
1257 piece == "k" &&
1258 this.hasCastle &&
1259 this.castleFlags[color || this.turn].some(v => v < this.size.y)
1260 ) {
1261 Array.prototype.push.apply(moves, this.getCastleMoves(sq));
1262 }
1263 return this.postProcessPotentialMoves(moves);
1264 }
1265
1266 postProcessPotentialMoves(moves) {
1267 if (moves.length == 0)
1268 return [];
1269 const color = this.getColor(moves[0].start.x, moves[0].start.y);
1270 const oppCol = C.GetOppCol(color);
1271
1272 if (this.options["capture"] && this.atLeastOneCapture())
1273 moves = this.capturePostProcess(moves, oppCol);
1274
1275 if (this.options["atomic"])
1276 this.atomicPostProcess(moves, oppCol);
1277
1278 if (
1279 moves.length > 0 &&
1280 this.getPieceType(moves[0].start.x, moves[0].start.y) == "p"
1281 ) {
1282 this.pawnPostProcess(moves, color, oppCol);
1283 }
1284
1285 if (
1286 this.options["cannibal"] &&
1287 this.options["rifle"]
1288 ) {
1289 // In this case a rifle-capture from last rank may promote a pawn
1290 this.riflePromotePostProcess(moves, color);
1291 }
1292
1293 return moves;
1294 }
1295
1296 capturePostProcess(moves, oppCol) {
1297 // Filter out non-capturing moves (not using m.vanish because of
1298 // self captures of Recycle and Teleport).
1299 return moves.filter(m => {
1300 return (
1301 this.board[m.end.x][m.end.y] != "" &&
1302 this.getColor(m.end.x, m.end.y) == oppCol
1303 );
1304 });
1305 }
1306
1307 atomicPostProcess(moves, oppCol) {
1308 moves.forEach(m => {
1309 if (
1310 this.board[m.end.x][m.end.y] != "" &&
1311 this.getColor(m.end.x, m.end.y) == oppCol
1312 ) {
1313 // Explosion!
1314 let steps = [
1315 [-1, -1],
1316 [-1, 0],
1317 [-1, 1],
1318 [0, -1],
1319 [0, 1],
1320 [1, -1],
1321 [1, 0],
1322 [1, 1]
1323 ];
1324 for (let step of steps) {
1325 let x = m.end.x + step[0];
1326 let y = this.computeY(m.end.y + step[1]);
1327 if (
1328 this.onBoard(x, y) &&
1329 this.board[x][y] != "" &&
1330 this.getPieceType(x, y) != "p"
1331 ) {
1332 m.vanish.push(
1333 new PiPo({
1334 p: this.getPiece(x, y),
1335 c: this.getColor(x, y),
1336 x: x,
1337 y: y
1338 })
1339 );
1340 }
1341 }
1342 if (!this.options["rifle"])
1343 m.appear.pop(); //nothing appears
1344 }
1345 });
1346 }
1347
1348 pawnPostProcess(moves, color, oppCol) {
1349 let moreMoves = [];
1350 const lastRank = (color == "w" ? 0 : this.size.x - 1);
1351 const initPiece = this.getPiece(moves[0].start.x, moves[0].start.y);
1352 moves.forEach(m => {
1353 const [x1, y1] = [m.start.x, m.start.y];
1354 const [x2, y2] = [m.end.x, m.end.y];
1355 const promotionOk = (
1356 x2 == lastRank &&
1357 (!this.options["rifle"] || this.board[x2][y2] == "")
1358 );
1359 if (!promotionOk)
1360 return; //nothing to do
1361 if (this.options["pawnfall"]) {
1362 m.appear.shift();
1363 return;
1364 }
1365 let finalPieces = ["p"];
1366 if (
1367 this.options["cannibal"] &&
1368 this.board[x2][y2] != "" &&
1369 this.getColor(x2, y2) == oppCol
1370 ) {
1371 finalPieces = [this.getPieceType(x2, y2)];
1372 }
1373 else
1374 finalPieces = this.pawnPromotions;
1375 m.appear[0].p = finalPieces[0];
1376 if (initPiece == "!") //cannibal king-pawn
1377 m.appear[0].p = C.CannibalKingCode[finalPieces[0]];
1378 for (let i=1; i<finalPieces.length; i++) {
1379 const piece = finalPieces[i];
1380 const tr = {
1381 c: color,
1382 p: (initPiece != "!" ? piece : C.CannibalKingCode[piece])
1383 };
1384 let newMove = this.getBasicMove([x1, y1], [x2, y2], tr);
1385 moreMoves.push(newMove);
1386 }
1387 });
1388 Array.prototype.push.apply(moves, moreMoves);
1389 }
1390
1391 riflePromotePostProcess(moves, color) {
1392 const lastRank = (color == "w" ? 0 : this.size.x - 1);
1393 let newMoves = [];
1394 moves.forEach(m => {
1395 if (
1396 m.start.x == lastRank &&
1397 m.appear.length >= 1 &&
1398 m.appear[0].p == "p" &&
1399 m.appear[0].x == m.start.x &&
1400 m.appear[0].y == m.start.y
1401 ) {
1402 m.appear[0].p = this.pawnPromotions[0];
1403 for (let i=1; i<this.pawnPromotions.length; i++) {
1404 let newMv = JSON.parse(JSON.stringify(m));
1405 newMv.appear[0].p = this.pawnSpecs.promotions[i];
1406 newMoves.push(newMv);
1407 }
1408 }
1409 });
1410 Array.prototype.push.apply(moves, newMoves);
1411 }
1412
1413 // NOTE: using special symbols to not interfere with variants' pieces codes
1414 static get CannibalKings() {
1415 return {
1416 "!": "p",
1417 "#": "r",
1418 "$": "n",
1419 "%": "b",
1420 "*": "q",
1421 "k": "k"
1422 };
1423 }
1424
1425 static get CannibalKingCode() {
1426 return {
1427 "p": "!",
1428 "r": "#",
1429 "n": "$",
1430 "b": "%",
1431 "q": "*",
1432 "k": "k"
1433 };
1434 }
1435
1436 isKing(symbol) {
1437 return !!C.CannibalKings[symbol];
1438 }
1439
1440 // For Madrasi:
1441 // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
1442 isImmobilized([x, y]) {
1443 if (!this.options["madrasi"])
1444 return false;
1445 const color = this.getColor(x, y);
1446 const oppCol = C.GetOppCol(color);
1447 const piece = this.getPieceType(x, y); //ok not cannibal king
1448 const stepSpec = this.pieces(color, x, y)[piece];
1449 const attacks = stepSpec.attack || stepSpec.moves;
1450 for (let a of attacks) {
1451 outerLoop: for (let step of a.steps) {
1452 let [i, j] = [x + step[0], y + step[1]];
1453 let stepCounter = 1;
1454 while (this.onBoard(i, j) && this.board[i][j] == "") {
1455 if (a.range <= stepCounter++)
1456 continue outerLoop;
1457 i += step[0];
1458 j = this.computeY(j + step[1]);
1459 }
1460 if (
1461 this.onBoard(i, j) &&
1462 this.getColor(i, j) == oppCol &&
1463 this.getPieceType(i, j) == piece
1464 ) {
1465 return true;
1466 }
1467 }
1468 }
1469 return false;
1470 }
1471
1472 // Generic method to find possible moves of "sliding or jumping" pieces
1473 getPotentialMovesOf(piece, [x, y]) {
1474 const color = this.getColor(x, y);
1475 const stepSpec = this.pieces(color, x, y)[piece];
1476 let moves = [];
1477 let explored = {}; //for Cylinder mode
1478
1479 const findAddMoves = (type, stepArray) => {
1480 for (let s of stepArray) {
1481 // TODO: if jump in y (computeY, Cylinder), move.segments
1482 outerLoop: for (let step of s.steps) {
1483 let [i, j] = [x + step[0], this.computeY(y + step[1])];
1484 let stepCounter = 1;
1485 while (this.onBoard(i, j) && this.board[i][j] == "") {
1486 if (type != "attack" && !explored[i + "." + j]) {
1487 explored[i + "." + j] = true;
1488 moves.push(this.getBasicMove([x, y], [i, j]));
1489 }
1490 if (s.range <= stepCounter++)
1491 continue outerLoop;
1492 i += step[0];
1493 j = this.computeY(j + step[1]);
1494 }
1495 if (!this.onBoard(i, j))
1496 continue;
1497 const pieceIJ = this.getPieceType(i, j);
1498 if (
1499 type != "moveonly" &&
1500 !explored[i + "." + j] &&
1501 (
1502 !this.options["zen"] ||
1503 pieceIJ == "k"
1504 ) &&
1505 (
1506 this.canTake([x, y], [i, j]) ||
1507 (
1508 (this.options["recycle"] || this.options["teleport"]) &&
1509 pieceIJ != "k"
1510 )
1511 )
1512 ) {
1513 explored[i + "." + j] = true;
1514 moves.push(this.getBasicMove([x, y], [i, j]));
1515 }
1516 }
1517 }
1518 };
1519
1520 const specialAttack = !!stepSpec.attack;
1521 if (specialAttack)
1522 findAddMoves("attack", stepSpec.attack);
1523 findAddMoves(specialAttack ? "moveonly" : "all", stepSpec.moves);
1524 if (this.options["zen"])
1525 Array.prototype.push.apply(moves, this.findCapturesOn([x, y], true));
1526 return moves;
1527 }
1528
1529 findCapturesOn([x, y], zen) {
1530 let moves = [];
1531 // Find reverse captures (opponent takes)
1532 const color = this.getColor(x, y);
1533 const oppCol = C.GetOppCol(color);
1534 for (let i=0; i<this.size.x; i++) {
1535 for (let j=0; j<this.size.y; j++) {
1536 if (
1537 this.board[i][j] != "" &&
1538 this.canTake([i, j], [x, y]) &&
1539 !this.isImmobilized([i, j])
1540 ) {
1541 if (zen && this.isKing(this.getPiece(i, j)))
1542 continue; //king not captured in this way
1543 const stepSpec = this.pieces(oppCol, i, j)[this.getPieceType(i, j)];
1544 const attacks = stepSpec.attack || stepSpec.moves;
1545 for (let a of attacks) {
1546 for (let s of a.steps) {
1547 // Quick check: if step isn't compatible, don't even try
1548 if (!C.CompatibleStep([i, j], [x, y], s, a.range))
1549 continue;
1550 // Finally verify that nothing stand in-between
1551 let [ii, jj] = [i + s[0], this.computeY(j + s[1])];
1552 let stepCounter = 1;
1553 while (this.onBoard(ii, jj) && this.board[ii][jj] == "") {
1554 ii += s[0];
1555 jj = this.computeY(jj + s[1]);
1556 }
1557 if (ii == x && jj == y) {
1558 moves.push(this.getBasicMove([x, y], [i, j]));
1559 if (!zen)
1560 return moves; //test for underCheck
1561 }
1562 }
1563 }
1564 }
1565 }
1566 }
1567 return moves;
1568 }
1569
1570 static CompatibleStep([x1, y1], [x2, y2], step, range) {
1571 const rx = (x2 - x1) / step[0],
1572 ry = (y2 - y1) / step[1];
1573 if (
1574 (!Number.isFinite(rx) && !Number.isNaN(rx)) ||
1575 (!Number.isFinite(ry) && !Number.isNaN(ry))
1576 ) {
1577 return false;
1578 }
1579 let distance = (Number.isNaN(rx) ? ry : rx);
1580 // TODO: 1e-7 here is totally arbitrary
1581 if (Math.abs(distance - Math.round(distance)) > 1e-7)
1582 return false;
1583 distance = Math.round(distance); //in case of (numerical...)
1584 if (range < distance)
1585 return false;
1586 return true;
1587 }
1588
1589 // Build a regular move from its initial and destination squares.
1590 // tr: transformation
1591 getBasicMove([sx, sy], [ex, ey], tr) {
1592 const initColor = this.getColor(sx, sy);
1593 const initPiece = this.getPiece(sx, sy);
1594 const destColor = (this.board[ex][ey] != "" ? this.getColor(ex, ey) : "");
1595 let mv = new Move({
1596 appear: [],
1597 vanish: [],
1598 start: {x: sx, y: sy},
1599 end: {x: ex, y: ey}
1600 });
1601 if (
1602 !this.options["rifle"] ||
1603 this.board[ex][ey] == "" ||
1604 destColor == initColor //Recycle, Teleport
1605 ) {
1606 mv.appear = [
1607 new PiPo({
1608 x: ex,
1609 y: ey,
1610 c: !!tr ? tr.c : initColor,
1611 p: !!tr ? tr.p : initPiece
1612 })
1613 ];
1614 mv.vanish = [
1615 new PiPo({
1616 x: sx,
1617 y: sy,
1618 c: initColor,
1619 p: initPiece
1620 })
1621 ];
1622 }
1623 if (this.board[ex][ey] != "") {
1624 mv.vanish.push(
1625 new PiPo({
1626 x: ex,
1627 y: ey,
1628 c: this.getColor(ex, ey),
1629 p: this.getPiece(ex, ey)
1630 })
1631 );
1632 if (this.options["cannibal"] && destColor != initColor) {
1633 const lastIdx = mv.vanish.length - 1;
1634 let trPiece = mv.vanish[lastIdx].p;
1635 if (this.isKing(this.getPiece(sx, sy)))
1636 trPiece = C.CannibalKingCode[trPiece];
1637 if (mv.appear.length >= 1)
1638 mv.appear[0].p = trPiece;
1639 else if (this.options["rifle"]) {
1640 mv.appear.unshift(
1641 new PiPo({
1642 x: sx,
1643 y: sy,
1644 c: initColor,
1645 p: trPiece
1646 })
1647 );
1648 mv.vanish.unshift(
1649 new PiPo({
1650 x: sx,
1651 y: sy,
1652 c: initColor,
1653 p: initPiece
1654 })
1655 );
1656 }
1657 }
1658 }
1659 return mv;
1660 }
1661
1662 // En-passant square, if any
1663 getEpSquare(moveOrSquare) {
1664 if (typeof moveOrSquare === "string") {
1665 const square = moveOrSquare;
1666 if (square == "-")
1667 return undefined;
1668 return C.SquareToCoords(square);
1669 }
1670 // Argument is a move:
1671 const move = moveOrSquare;
1672 const s = move.start,
1673 e = move.end;
1674 if (
1675 s.y == e.y &&
1676 Math.abs(s.x - e.x) == 2 &&
1677 // Next conditions for variants like Atomic or Rifle, Recycle...
1678 (move.appear.length > 0 && move.appear[0].p == "p") &&
1679 (move.vanish.length > 0 && move.vanish[0].p == "p")
1680 ) {
1681 return {
1682 x: (s.x + e.x) / 2,
1683 y: s.y
1684 };
1685 }
1686 return undefined; //default
1687 }
1688
1689 // Special case of en-passant captures: treated separately
1690 getEnpassantCaptures([x, y]) {
1691 const color = this.getColor(x, y);
1692 const shiftX = (color == 'w' ? -1 : 1);
1693 const oppCol = C.GetOppCol(color);
1694 let enpassantMove = null;
1695 if (
1696 !!this.epSquare &&
1697 this.epSquare.x == x + shiftX &&
1698 Math.abs(this.computeY(this.epSquare.y - y)) == 1 &&
1699 this.getColor(x, this.epSquare.y) == oppCol //Doublemove guard...
1700 ) {
1701 const [epx, epy] = [this.epSquare.x, this.epSquare.y];
1702 this.board[epx][epy] = oppCol + "p";
1703 enpassantMove = this.getBasicMove([x, y], [epx, epy]);
1704 this.board[epx][epy] = "";
1705 const lastIdx = enpassantMove.vanish.length - 1; //think Rifle
1706 enpassantMove.vanish[lastIdx].x = x;
1707 }
1708 return !!enpassantMove ? [enpassantMove] : [];
1709 }
1710
1711 // "castleInCheck" arg to let some variants castle under check
1712 getCastleMoves([x, y], finalSquares, castleInCheck, castleWith) {
1713 const c = this.getColor(x, y);
1714
1715 // Castling ?
1716 const oppCol = C.GetOppCol(c);
1717 let moves = [];
1718 // King, then rook:
1719 finalSquares =
1720 finalSquares || [ [2, 3], [this.size.y - 2, this.size.y - 3] ];
1721 const castlingKing = this.getPiece(x, y);
1722 castlingCheck: for (
1723 let castleSide = 0;
1724 castleSide < 2;
1725 castleSide++ //large, then small
1726 ) {
1727 if (this.castleFlags[c][castleSide] >= this.size.y)
1728 continue;
1729 // If this code is reached, rook and king are on initial position
1730
1731 // NOTE: in some variants this is not a rook
1732 const rookPos = this.castleFlags[c][castleSide];
1733 const castlingPiece = this.getPiece(x, rookPos);
1734 if (
1735 this.board[x][rookPos] == "" ||
1736 this.getColor(x, rookPos) != c ||
1737 (!!castleWith && !castleWith.includes(castlingPiece))
1738 ) {
1739 // Rook is not here, or changed color (see Benedict)
1740 continue;
1741 }
1742 // Nothing on the path of the king ? (and no checks)
1743 const finDist = finalSquares[castleSide][0] - y;
1744 let step = finDist / Math.max(1, Math.abs(finDist));
1745 let i = y;
1746 do {
1747 if (
1748 (!castleInCheck && this.underCheck([x, i], oppCol)) ||
1749 (
1750 this.board[x][i] != "" &&
1751 // NOTE: next check is enough, because of chessboard constraints
1752 (this.getColor(x, i) != c || ![rookPos, y].includes(i))
1753 )
1754 ) {
1755 continue castlingCheck;
1756 }
1757 i += step;
1758 } while (i != finalSquares[castleSide][0]);
1759 // Nothing on the path to the rook?
1760 step = (castleSide == 0 ? -1 : 1);
1761 for (i = y + step; i != rookPos; i += step) {
1762 if (this.board[x][i] != "")
1763 continue castlingCheck;
1764 }
1765
1766 // Nothing on final squares, except maybe king and castling rook?
1767 for (i = 0; i < 2; i++) {
1768 if (
1769 finalSquares[castleSide][i] != rookPos &&
1770 this.board[x][finalSquares[castleSide][i]] != "" &&
1771 (
1772 finalSquares[castleSide][i] != y ||
1773 this.getColor(x, finalSquares[castleSide][i]) != c
1774 )
1775 ) {
1776 continue castlingCheck;
1777 }
1778 }
1779
1780 // If this code is reached, castle is valid
1781 moves.push(
1782 new Move({
1783 appear: [
1784 new PiPo({
1785 x: x,
1786 y: finalSquares[castleSide][0],
1787 p: castlingKing,
1788 c: c
1789 }),
1790 new PiPo({
1791 x: x,
1792 y: finalSquares[castleSide][1],
1793 p: castlingPiece,
1794 c: c
1795 })
1796 ],
1797 vanish: [
1798 // King might be initially disguised (Titan...)
1799 new PiPo({ x: x, y: y, p: castlingKing, c: c }),
1800 new PiPo({ x: x, y: rookPos, p: castlingPiece, c: c })
1801 ],
1802 end:
1803 Math.abs(y - rookPos) <= 2
1804 ? {x: x, y: rookPos}
1805 : {x: x, y: y + 2 * (castleSide == 0 ? -1 : 1)}
1806 })
1807 );
1808 }
1809
1810 return moves;
1811 }
1812
1813 ////////////////////
1814 // MOVES VALIDATION
1815
1816 // Is (king at) given position under check by "color" ?
1817 underCheck([x, y], color) {
1818 if (this.options["taking"] || this.options["dark"])
1819 return false;
1820 return (this.findCapturesOn([x, y]).length >= 1);
1821 }
1822
1823 // Stop at first king found (TODO: multi-kings)
1824 searchKingPos(color) {
1825 for (let i=0; i < this.size.x; i++) {
1826 for (let j=0; j < this.size.y; j++) {
1827 if (this.getColor(i, j) == color && this.isKing(this.getPiece(i, j)))
1828 return [i, j];
1829 }
1830 }
1831 return [-1, -1]; //king not found
1832 }
1833
1834 filterValid(moves) {
1835 if (moves.length == 0)
1836 return [];
1837 const color = this.turn;
1838 const oppCol = C.GetOppCol(color);
1839 if (this.options["balance"] && [1, 3].includes(this.movesCount)) {
1840 // Forbid moves either giving check or exploding opponent's king:
1841 const oppKingPos = this.searchKingPos(oppCol);
1842 moves = moves.filter(m => {
1843 if (
1844 m.vanish.some(v => v.c == oppCol && v.p == "k") &&
1845 m.appear.every(a => a.c != oppCol || a.p != "k")
1846 )
1847 return false;
1848 this.playOnBoard(m);
1849 const res = !this.underCheck(oppKingPos, color);
1850 this.undoOnBoard(m);
1851 return res;
1852 });
1853 }
1854 if (this.options["taking"] || this.options["dark"])
1855 return moves;
1856 const kingPos = this.searchKingPos(color);
1857 let filtered = {}; //avoid re-checking similar moves (promotions...)
1858 return moves.filter(m => {
1859 const key = m.start.x + m.start.y + '.' + m.end.x + m.end.y;
1860 if (!filtered[key]) {
1861 this.playOnBoard(m);
1862 let square = kingPos,
1863 res = true; //a priori valid
1864 if (m.vanish.some(v => {
1865 return C.CannibalKings[v.p] && v.c == color;
1866 })) {
1867 // Search king in appear array:
1868 const newKingIdx =
1869 m.appear.findIndex(a => {
1870 return C.CannibalKings[a.p] && a.c == color;
1871 });
1872 if (newKingIdx >= 0)
1873 square = [m.appear[newKingIdx].x, m.appear[newKingIdx].y];
1874 else
1875 res = false;
1876 }
1877 res &&= !this.underCheck(square, oppCol);
1878 this.undoOnBoard(m);
1879 filtered[key] = res;
1880 return res;
1881 }
1882 return filtered[key];
1883 });
1884 }
1885
1886 /////////////////
1887 // MOVES PLAYING
1888
1889 // Aggregate flags into one object
1890 aggregateFlags() {
1891 return this.castleFlags;
1892 }
1893
1894 // Reverse operation
1895 disaggregateFlags(flags) {
1896 this.castleFlags = flags;
1897 }
1898
1899 // Apply a move on board
1900 playOnBoard(move) {
1901 for (let psq of move.vanish)
1902 this.board[psq.x][psq.y] = "";
1903 for (let psq of move.appear)
1904 this.board[psq.x][psq.y] = psq.c + psq.p;
1905 }
1906 // Un-apply the played move
1907 undoOnBoard(move) {
1908 for (let psq of move.appear)
1909 this.board[psq.x][psq.y] = "";
1910 for (let psq of move.vanish)
1911 this.board[psq.x][psq.y] = psq.c + psq.p;
1912 }
1913
1914 updateCastleFlags(move) {
1915 // Update castling flags if start or arrive from/at rook/king locations
1916 move.appear.concat(move.vanish).forEach(psq => {
1917 if (
1918 this.board[psq.x][psq.y] != "" &&
1919 this.getPieceType(psq.x, psq.y) == "k"
1920 ) {
1921 this.castleFlags[psq.c] = [this.size.y, this.size.y];
1922 }
1923 // NOTE: not "else if" because king can capture enemy rook...
1924 let c = "";
1925 if (psq.x == 0)
1926 c = "b";
1927 else if (psq.x == this.size.x - 1)
1928 c = "w";
1929 if (c != "") {
1930 const fidx = this.castleFlags[c].findIndex(f => f == psq.y);
1931 if (fidx >= 0)
1932 this.castleFlags[c][fidx] = this.size.y;
1933 }
1934 });
1935 }
1936
1937 prePlay(move) {
1938 if (
1939 this.hasCastle &&
1940 // If flags already off, no need to re-check:
1941 Object.keys(this.castleFlags).some(c => {
1942 return this.castleFlags[c].some(val => val < this.size.y)})
1943 ) {
1944 this.updateCastleFlags(move);
1945 }
1946 if (this.options["crazyhouse"]) {
1947 move.vanish.forEach(v => {
1948 const square = C.CoordsToSquare({x: v.x, y: v.y});
1949 if (this.ispawn[square])
1950 delete this.ispawn[square];
1951 });
1952 if (move.appear.length > 0 && move.vanish.length > 0) {
1953 // Assumption: something is moving
1954 const initSquare = C.CoordsToSquare(move.start);
1955 const destSquare = C.CoordsToSquare(move.end);
1956 if (
1957 this.ispawn[initSquare] ||
1958 (move.vanish[0].p == "p" && move.appear[0].p != "p")
1959 ) {
1960 this.ispawn[destSquare] = true;
1961 }
1962 else if (
1963 this.ispawn[destSquare] &&
1964 this.getColor(move.end.x, move.end.y) != move.vanish[0].c
1965 ) {
1966 move.vanish[1].p = "p";
1967 delete this.ispawn[destSquare];
1968 }
1969 }
1970 }
1971 const minSize = Math.min(move.appear.length, move.vanish.length);
1972 if (
1973 this.hasReserve &&
1974 // Warning; atomic pawn removal isn't a capture
1975 (!this.options["atomic"] || !this.rempawn || this.movesCount >= 1)
1976 ) {
1977 const color = this.turn;
1978 for (let i=minSize; i<move.appear.length; i++) {
1979 // Something appears = dropped on board (some exceptions, Chakart...)
1980 if (move.appear[i].c == color) {
1981 const piece = move.appear[i].p;
1982 this.updateReserve(color, piece, this.reserve[color][piece] - 1);
1983 }
1984 }
1985 for (let i=minSize; i<move.vanish.length; i++) {
1986 // Something vanish: add to reserve except if recycle & opponent
1987 if (
1988 this.options["crazyhouse"] ||
1989 (this.options["recycle"] && move.vanish[i].c == color)
1990 ) {
1991 const piece = move.vanish[i].p;
1992 this.updateReserve(color, piece, this.reserve[color][piece] + 1);
1993 }
1994 }
1995 }
1996 }
1997
1998 play(move) {
1999 this.prePlay(move);
2000 if (this.hasEnpassant)
2001 this.epSquare = this.getEpSquare(move);
2002 this.playOnBoard(move);
2003 this.postPlay(move);
2004 }
2005
2006 postPlay(move) {
2007 const color = this.turn;
2008 const oppCol = C.GetOppCol(color);
2009 if (this.options["dark"])
2010 this.updateEnlightened();
2011 if (this.options["teleport"]) {
2012 if (
2013 this.subTurnTeleport == 1 &&
2014 move.vanish.length > move.appear.length &&
2015 move.vanish[move.vanish.length - 1].c == color
2016 ) {
2017 const v = move.vanish[move.vanish.length - 1];
2018 this.captured = {x: v.x, y: v.y, c: v.c, p: v.p};
2019 this.subTurnTeleport = 2;
2020 return;
2021 }
2022 this.subTurnTeleport = 1;
2023 this.captured = null;
2024 }
2025 if (this.options["balance"]) {
2026 if (![1, 3].includes(this.movesCount))
2027 this.turn = oppCol;
2028 }
2029 else {
2030 if (
2031 (
2032 this.options["doublemove"] &&
2033 this.movesCount >= 1 &&
2034 this.subTurn == 1
2035 ) ||
2036 (this.options["progressive"] && this.subTurn <= this.movesCount)
2037 ) {
2038 const oppKingPos = this.searchKingPos(oppCol);
2039 if (
2040 oppKingPos[0] >= 0 &&
2041 (
2042 this.options["taking"] ||
2043 !this.underCheck(oppKingPos, color)
2044 )
2045 ) {
2046 this.subTurn++;
2047 return;
2048 }
2049 }
2050 this.turn = oppCol;
2051 }
2052 this.movesCount++;
2053 this.subTurn = 1;
2054 }
2055
2056 // "Stop at the first move found"
2057 atLeastOneMove(color) {
2058 color = color || this.turn;
2059 for (let i = 0; i < this.size.x; i++) {
2060 for (let j = 0; j < this.size.y; j++) {
2061 if (this.board[i][j] != "" && this.getColor(i, j) == color) {
2062 // NOTE: in fact searching for all potential moves from i,j.
2063 // I don't believe this is an issue, for now at least.
2064 const moves = this.getPotentialMovesFrom([i, j]);
2065 if (moves.some(m => this.filterValid([m]).length >= 1))
2066 return true;
2067 }
2068 }
2069 }
2070 if (this.hasReserve && this.reserve[color]) {
2071 for (let p of Object.keys(this.reserve[color])) {
2072 const moves = this.getDropMovesFrom([color, p]);
2073 if (moves.some(m => this.filterValid([m]).length >= 1))
2074 return true;
2075 }
2076 }
2077 return false;
2078 }
2079
2080 // What is the score ? (Interesting if game is over)
2081 getCurrentScore(move) {
2082 const color = this.turn;
2083 const oppCol = C.GetOppCol(color);
2084 const kingPos = [this.searchKingPos(color), this.searchKingPos(oppCol)];
2085 if (kingPos[0][0] < 0 && kingPos[1][0] < 0)
2086 return "1/2";
2087 if (kingPos[0][0] < 0)
2088 return (color == "w" ? "0-1" : "1-0");
2089 if (kingPos[1][0] < 0)
2090 return (color == "w" ? "1-0" : "0-1");
2091 if (this.atLeastOneMove())
2092 return "*";
2093 // No valid move: stalemate or checkmate?
2094 if (!this.underCheck(kingPos[0], color))
2095 return "1/2";
2096 // OK, checkmate
2097 return (color == "w" ? "0-1" : "1-0");
2098 }
2099
2100 playVisual(move, r) {
2101 move.vanish.forEach(v => {
2102 // TODO: next "if" shouldn't be required
2103 if (this.g_pieces[v.x][v.y])
2104 this.g_pieces[v.x][v.y].remove();
2105 this.g_pieces[v.x][v.y] = null;
2106 });
2107 let chessboard =
2108 document.getElementById(this.containerId).querySelector(".chessboard");
2109 if (!r)
2110 r = chessboard.getBoundingClientRect();
2111 const pieceWidth = this.getPieceWidth(r.width);
2112 move.appear.forEach(a => {
2113 this.g_pieces[a.x][a.y] = document.createElement("piece");
2114 this.g_pieces[a.x][a.y].classList.add(this.pieces()[a.p]["class"]);
2115 this.g_pieces[a.x][a.y].classList.add(a.c == "w" ? "white" : "black");
2116 this.g_pieces[a.x][a.y].style.width = pieceWidth + "px";
2117 this.g_pieces[a.x][a.y].style.height = pieceWidth + "px";
2118 const [ip, jp] = this.getPixelPosition(a.x, a.y, r);
2119 // Translate coordinates to use chessboard as reference:
2120 this.g_pieces[a.x][a.y].style.transform =
2121 `translate(${ip - r.x}px,${jp - r.y}px)`;
2122 if (this.enlightened && !this.enlightened[a.x][a.y])
2123 this.g_pieces[a.x][a.y].classList.add("hidden");
2124 chessboard.appendChild(this.g_pieces[a.x][a.y]);
2125 });
2126 if (this.options["dark"])
2127 this.graphUpdateEnlightened();
2128 }
2129
2130 playPlusVisual(move, r) {
2131 this.play(move);
2132 this.playVisual(move, r);
2133 this.afterPlay(move); //user method
2134 }
2135
2136 getMaxDistance(rwidth) {
2137 // Works for all rectangular boards:
2138 return Math.sqrt(rwidth ** 2 + (rwidth / this.size.ratio) ** 2);
2139 }
2140
2141 getDomPiece(x, y) {
2142 return (typeof x == "string" ? this.r_pieces : this.g_pieces)[x][y];
2143 }
2144
2145 animate(move, callback) {
2146 if (this.noAnimate || move.noAnimate) {
2147 callback();
2148 return;
2149 }
2150 let initPiece = this.getDomPiece(move.start.x, move.start.y);
2151 if (!initPiece) { //TODO this shouldn't be required
2152 callback();
2153 return;
2154 }
2155 // NOTE: cloning generally not required, but light enough, and simpler
2156 let movingPiece = initPiece.cloneNode();
2157 initPiece.style.opacity = "0";
2158 let container =
2159 document.getElementById(this.containerId)
2160 const r = container.querySelector(".chessboard").getBoundingClientRect();
2161 const maxDist = this.getMaxDistance(r.width);
2162 const pieces = this.pieces();
2163 if (move.drag) {
2164 const startCode = this.getPiece(move.start.x, move.start.y);
2165 movingPiece.classList.remove(pieces[startCode]["class"]);
2166 movingPiece.classList.add(pieces[move.drag.p]["class"]);
2167 const apparentColor = this.getColor(move.start.x, move.start.y);
2168 if (apparentColor != move.drag.c) {
2169 movingPiece.classList.remove(C.GetColorClass(apparentColor));
2170 movingPiece.classList.add(C.GetColorClass(move.drag.c));
2171 }
2172 }
2173 container.appendChild(movingPiece);
2174 const animateSegment = (index, cb) => {
2175 // NOTE: move.drag could be generalized per-segment (usage?)
2176 const [i1, j1] = move.segments[index][0];
2177 const [i2, j2] = move.segments[index][1];
2178 const dep = this.getPixelPosition(i1, j1, r);
2179 const arr = this.getPixelPosition(i2, j2, r);
2180 movingPiece.style.transitionDuration = "0s";
2181 movingPiece.style.transform = `translate(${dep[0]}px, ${dep[1]}px)`;
2182 const distance =
2183 Math.sqrt((arr[0] - dep[0]) ** 2 + (arr[1] - dep[1]) ** 2);
2184 const duration = 0.2 + (distance / maxDist) * 0.3;
2185 // TODO: unclear why we need this new delay below:
2186 setTimeout(() => {
2187 movingPiece.style.transitionDuration = duration + "s";
2188 // movingPiece is child of container: no need to adjust cordinates
2189 movingPiece.style.transform = `translate(${arr[0]}px, ${arr[1]}px)`;
2190 setTimeout(cb, duration * 1000);
2191 }, 50);
2192 };
2193 if (!move.segments) {
2194 move.segments = [
2195 [[move.start.x, move.start.y], [move.end.x, move.end.y]]
2196 ];
2197 }
2198 let index = 0;
2199 const animateSegmentCallback = () => {
2200 if (index < move.segments.length)
2201 animateSegment(index++, animateSegmentCallback);
2202 else {
2203 movingPiece.remove();
2204 initPiece.style.opacity = "1";
2205 callback();
2206 }
2207 };
2208 animateSegmentCallback();
2209 }
2210
2211 playReceivedMove(moves, callback) {
2212 const launchAnimation = () => {
2213 const r = container.querySelector(".chessboard").getBoundingClientRect();
2214 const animateRec = i => {
2215 this.animate(moves[i], () => {
2216 this.play(moves[i]);
2217 this.playVisual(moves[i], r);
2218 if (i < moves.length - 1)
2219 setTimeout(() => animateRec(i+1), 300);
2220 else
2221 callback();
2222 });
2223 };
2224 animateRec(0);
2225 };
2226 // Delay if user wasn't focused:
2227 const checkDisplayThenAnimate = (delay) => {
2228 if (container.style.display == "none") {
2229 alert("New move! Let's go back to game...");
2230 document.getElementById("gameInfos").style.display = "none";
2231 container.style.display = "block";
2232 setTimeout(launchAnimation, 700);
2233 }
2234 else
2235 setTimeout(launchAnimation, delay || 0);
2236 };
2237 let container = document.getElementById(this.containerId);
2238 if (document.hidden) {
2239 document.onvisibilitychange = () => {
2240 document.onvisibilitychange = undefined;
2241 checkDisplayThenAnimate(700);
2242 };
2243 }
2244 else
2245 checkDisplayThenAnimate();
2246 }
2247
2248 };