Add a temporary patch for so far unexplained bug
[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 // NOTE: some options are required for FEN generation, some aren't.
23 select: [{
24 label: "Randomness",
25 variable: "randomness",
26 defaut: 0,
27 options: [
28 {label: "Deterministic", value: 0},
29 {label: "Symmetric random", value: 1},
30 {label: "Asymmetric random", value: 2}
31 ]
32 }],
33 check: [
34 {
35 label: "Capture king",
36 defaut: false,
37 variable: "taking"
38 },
39 {
40 label: "Falling pawn",
41 defaut: false,
42 variable: "pawnfall"
43 }
44 ],
45 // Game modifiers (using "elementary variants"). Default: false
46 styles: [
47 "atomic",
48 "balance", //takes precedence over doublemove & progressive
49 "cannibal",
50 "capture",
51 "crazyhouse",
52 "cylinder", //ok with all
53 "dark",
54 "doublemove",
55 "madrasi",
56 "progressive", //(natural) priority over doublemove
57 "recycle",
58 "rifle",
59 "teleport",
60 "zen"
61 ]
62 };
63 }
64
65 // Pawns specifications
66 get pawnSpecs() {
67 return {
68 directions: {w: -1, b: 1},
69 initShift: {w: 1, b: 1},
70 twoSquares: true,
71 threeSquares: false,
72 canCapture: true,
73 captureBackward: false,
74 bidirectional: false,
75 promotions: ['r', 'n', 'b', 'q']
76 };
77 }
78
79 // Some variants don't have flags:
80 get hasFlags() {
81 return true;
82 }
83 // Or castle
84 get hasCastle() {
85 return this.hasFlags;
86 }
87
88 // En-passant captures allowed?
89 get hasEnpassant() {
90 return true;
91 }
92
93 get hasReserve() {
94 return (
95 !!this.options["crazyhouse"] ||
96 (!!this.options["recycle"] && !this.options["teleport"])
97 );
98 }
99
100 get noAnimate() {
101 return !!this.options["dark"];
102 }
103
104 // Some variants use click infos:
105 doClick([x, y]) {
106 if (typeof x != "number")
107 return null; //click on reserves
108 if (
109 this.options["teleport"] && this.subTurnTeleport == 2 &&
110 this.board[x][y] == ""
111 ) {
112 return new Move({
113 start: {x: this.captured.x, y: this.captured.y},
114 appear: [
115 new PiPo({
116 x: x,
117 y: y,
118 c: this.captured.c, //this.turn,
119 p: this.captured.p
120 })
121 ],
122 vanish: []
123 });
124 }
125 return null;
126 }
127
128 ////////////////////
129 // COORDINATES UTILS
130
131 // 3 --> d (column number to letter)
132 static CoordToColumn(colnum) {
133 return String.fromCharCode(97 + colnum);
134 }
135
136 // d --> 3 (column letter to number)
137 static ColumnToCoord(columnStr) {
138 return columnStr.charCodeAt(0) - 97;
139 }
140
141 // 7 (numeric) --> 1 (str) [from black viewpoint].
142 static CoordToRow(rownum) {
143 return rownum;
144 }
145
146 // NOTE: wrong row index (1 should be 7 ...etc). But OK for the usage.
147 static RowToCoord(rownumStr) {
148 // NOTE: 30 is way more than enough (allow up to 29 rows on one character)
149 return parseInt(rownumStr, 30);
150 }
151
152 // a2 --> {x:2,y:0} (this is in fact a6)
153 static SquareToCoords(sq) {
154 return {
155 x: C.RowToCoord(sq[1]),
156 // NOTE: column is always one char => max 26 columns
157 y: C.ColumnToCoord(sq[0])
158 };
159 }
160
161 // {x:0,y:4} --> e0 (should be e8)
162 static CoordsToSquare(coords) {
163 return C.CoordToColumn(coords.y) + C.CoordToRow(coords.x);
164 }
165
166 coordsToId([x, y]) {
167 if (typeof x == "number")
168 return `${this.containerId}|sq-${x.toString(30)}-${y.toString(30)}`;
169 // Reserve :
170 return `${this.containerId}|rsq-${x}-${y}`;
171 }
172
173 idToCoords(targetId) {
174 if (!targetId)
175 return null; //outside page, maybe...
176 const idParts = targetId.split('|'); //prefix|sq-2-3 (start at 0 => 3,4)
177 if (
178 idParts.length < 2 ||
179 idParts[0] != this.containerId ||
180 !idParts[1].match(/sq-[0-9a-zA-Z]-[0-9a-zA-Z]/)
181 ) {
182 return null;
183 }
184 const squares = idParts[1].split('-');
185 if (squares[0] == "sq")
186 return [ parseInt(squares[1], 30), parseInt(squares[2], 30) ];
187 // squares[0] == "rsq" : reserve, 'c' + 'p' (letters)
188 return [squares[1], squares[2]];
189 }
190
191 /////////////
192 // FEN UTILS
193
194 // Turn "wb" into "B" (for FEN)
195 board2fen(b) {
196 return b[0] == "w" ? b[1].toUpperCase() : b[1];
197 }
198
199 // Turn "p" into "bp" (for board)
200 fen2board(f) {
201 return f.charCodeAt(0) <= 90 ? "w" + f.toLowerCase() : "b" + f;
202 }
203
204 // Setup the initial random-or-not (asymmetric-or-not) position
205 genRandInitFen(seed) {
206 Random.setSeed(seed);
207
208 let fen, flags = "0707";
209 if (!this.options.randomness)
210 // Deterministic:
211 fen = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0";
212
213 else {
214 // Randomize
215 let pieces = { w: new Array(8), b: new Array(8) };
216 flags = "";
217 // Shuffle pieces on first (and last rank if randomness == 2)
218 for (let c of ["w", "b"]) {
219 if (c == 'b' && this.options.randomness == 1) {
220 pieces['b'] = pieces['w'];
221 flags += flags;
222 break;
223 }
224
225 let positions = ArrayFun.range(8);
226
227 // Get random squares for bishops
228 let randIndex = 2 * Random.randInt(4);
229 const bishop1Pos = positions[randIndex];
230 // The second bishop must be on a square of different color
231 let randIndex_tmp = 2 * Random.randInt(4) + 1;
232 const bishop2Pos = positions[randIndex_tmp];
233 // Remove chosen squares
234 positions.splice(Math.max(randIndex, randIndex_tmp), 1);
235 positions.splice(Math.min(randIndex, randIndex_tmp), 1);
236
237 // Get random squares for knights
238 randIndex = Random.randInt(6);
239 const knight1Pos = positions[randIndex];
240 positions.splice(randIndex, 1);
241 randIndex = Random.randInt(5);
242 const knight2Pos = positions[randIndex];
243 positions.splice(randIndex, 1);
244
245 // Get random square for queen
246 randIndex = Random.randInt(4);
247 const queenPos = positions[randIndex];
248 positions.splice(randIndex, 1);
249
250 // Rooks and king positions are now fixed,
251 // because of the ordering rook-king-rook
252 const rook1Pos = positions[0];
253 const kingPos = positions[1];
254 const rook2Pos = positions[2];
255
256 // Finally put the shuffled pieces in the board array
257 pieces[c][rook1Pos] = "r";
258 pieces[c][knight1Pos] = "n";
259 pieces[c][bishop1Pos] = "b";
260 pieces[c][queenPos] = "q";
261 pieces[c][kingPos] = "k";
262 pieces[c][bishop2Pos] = "b";
263 pieces[c][knight2Pos] = "n";
264 pieces[c][rook2Pos] = "r";
265 flags += rook1Pos.toString() + rook2Pos.toString();
266 }
267 fen = (
268 pieces["b"].join("") +
269 "/pppppppp/8/8/8/8/PPPPPPPP/" +
270 pieces["w"].join("").toUpperCase() +
271 " w 0"
272 );
273 }
274 // Add turn + flags + enpassant (+ reserve)
275 let parts = [];
276 if (this.hasFlags)
277 parts.push(`"flags":"${flags}"`);
278 if (this.hasEnpassant)
279 parts.push('"enpassant":"-"');
280 if (this.hasReserve)
281 parts.push('"reserve":"000000000000"');
282 if (this.options["crazyhouse"])
283 parts.push('"ispawn":"-"');
284 if (parts.length >= 1)
285 fen += " {" + parts.join(",") + "}";
286 return fen;
287 }
288
289 // "Parse" FEN: just return untransformed string data
290 parseFen(fen) {
291 const fenParts = fen.split(" ");
292 let res = {
293 position: fenParts[0],
294 turn: fenParts[1],
295 movesCount: fenParts[2]
296 };
297 if (fenParts.length > 3)
298 res = Object.assign(res, JSON.parse(fenParts[3]));
299 return res;
300 }
301
302 // Return current fen (game state)
303 getFen() {
304 let fen = (
305 this.getBaseFen() + " " +
306 this.getTurnFen() + " " +
307 this.movesCount
308 );
309 let parts = [];
310 if (this.hasFlags)
311 parts.push(`"flags":"${this.getFlagsFen()}"`);
312 if (this.hasEnpassant)
313 parts.push(`"enpassant":"${this.getEnpassantFen()}"`);
314 if (this.hasReserve)
315 parts.push(`"reserve":"${this.getReserveFen()}"`);
316 if (this.options["crazyhouse"])
317 parts.push(`"ispawn":"${this.getIspawnFen()}"`);
318 if (parts.length >= 1)
319 fen += " {" + parts.join(",") + "}";
320 return fen;
321 }
322
323 // Position part of the FEN string
324 getBaseFen() {
325 const format = (count) => {
326 // if more than 9 consecutive free spaces, break the integer,
327 // otherwise FEN parsing will fail.
328 if (count <= 9)
329 return count;
330 // Most boards of size < 18:
331 if (count <= 18)
332 return "9" + (count - 9);
333 // Except Gomoku:
334 return "99" + (count - 18);
335 };
336 let position = "";
337 for (let i = 0; i < this.size.y; i++) {
338 let emptyCount = 0;
339 for (let j = 0; j < this.size.x; j++) {
340 if (this.board[i][j] == "")
341 emptyCount++;
342 else {
343 if (emptyCount > 0) {
344 // Add empty squares in-between
345 position += format(emptyCount);
346 emptyCount = 0;
347 }
348 position += this.board2fen(this.board[i][j]);
349 }
350 }
351 if (emptyCount > 0)
352 // "Flush remainder"
353 position += format(emptyCount);
354 if (i < this.size.y - 1)
355 position += "/"; //separate rows
356 }
357 return position;
358 }
359
360 getTurnFen() {
361 return this.turn;
362 }
363
364 // Flags part of the FEN string
365 getFlagsFen() {
366 return ["w", "b"].map(c => {
367 return this.castleFlags[c].map(x => x.toString(30)).join("");
368 }).join("");
369 }
370
371 // Enpassant part of the FEN string
372 getEnpassantFen() {
373 if (!this.epSquare)
374 return "-"; //no en-passant
375 return C.CoordsToSquare(this.epSquare);
376 }
377
378 getReserveFen() {
379 return (
380 ["w","b"].map(c => Object.values(this.reserve[c]).join("")).join("")
381 );
382 }
383
384 getIspawnFen() {
385 const coords = Object.keys(this.ispawn);
386 if (coords.length == 0)
387 return "-";
388 return coords.join(",");
389 }
390
391 // Set flags from fen (castle: white a,h then black a,h)
392 setFlags(fenflags) {
393 this.castleFlags = {
394 w: [0, 1].map(i => parseInt(fenflags.charAt(i), 30)),
395 b: [2, 3].map(i => parseInt(fenflags.charAt(i), 30))
396 };
397 }
398
399 //////////////////
400 // INITIALIZATION
401
402 // Fen string fully describes the game state
403 constructor(o) {
404 this.options = o.options;
405 this.playerColor = o.color;
406 this.afterPlay = o.afterPlay;
407
408 // FEN-related:
409 if (!o.fen)
410 o.fen = this.genRandInitFen(o.seed);
411 const fenParsed = this.parseFen(o.fen);
412 this.board = this.getBoard(fenParsed.position);
413 this.turn = fenParsed.turn;
414 this.movesCount = parseInt(fenParsed.movesCount, 10);
415 this.setOtherVariables(fenParsed);
416
417 // Graphical (can use variables defined above)
418 this.containerId = o.element;
419 this.graphicalInit();
420 }
421
422 // Turn position fen into double array ["wb","wp","bk",...]
423 getBoard(position) {
424 const rows = position.split("/");
425 let board = ArrayFun.init(this.size.x, this.size.y, "");
426 for (let i = 0; i < rows.length; i++) {
427 let j = 0;
428 for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++) {
429 const character = rows[i][indexInRow];
430 const num = parseInt(character, 10);
431 // If num is a number, just shift j:
432 if (!isNaN(num))
433 j += num;
434 // Else: something at position i,j
435 else
436 board[i][j++] = this.fen2board(character);
437 }
438 }
439 return board;
440 }
441
442 // Some additional variables from FEN (variant dependant)
443 setOtherVariables(fenParsed) {
444 // Set flags and enpassant:
445 if (this.hasFlags)
446 this.setFlags(fenParsed.flags);
447 if (this.hasEnpassant)
448 this.epSquare = this.getEpSquare(fenParsed.enpassant);
449 if (this.hasReserve)
450 this.initReserves(fenParsed.reserve);
451 if (this.options["crazyhouse"])
452 this.initIspawn(fenParsed.ispawn);
453 this.subTurn = 1; //may be unused
454 if (this.options["teleport"]) {
455 this.subTurnTeleport = 1;
456 this.captured = null;
457 }
458 if (this.options["dark"]) {
459 this.enlightened = ArrayFun.init(this.size.x, this.size.y);
460 // Setup enlightened: squares reachable by player side
461 this.updateEnlightened(false);
462 }
463 }
464
465 updateEnlightened(withGraphics) {
466 let newEnlightened = ArrayFun.init(this.size.x, this.size.y, false);
467 const pawnShift = { w: -1, b: 1 };
468 // Add pieces positions + all squares reachable by moves (includes Zen):
469 // (watch out special pawns case)
470 for (let x=0; x<this.size.x; x++) {
471 for (let y=0; y<this.size.y; y++) {
472 if (this.board[x][y] != "" && this.getColor(x, y) == this.playerColor)
473 {
474 newEnlightened[x][y] = true;
475 if (this.getPiece(x, y) == "p") {
476 // Attacking squares wouldn't be highlighted if no captures:
477 this.pieces(this.playerColor)["p"].attack.forEach(step => {
478 const [i, j] = [x + step[0], this.computeY(y + step[1])];
479 if (this.onBoard(i, j) && this.board[i][j] == "")
480 newEnlightened[i][j] = true;
481 });
482 }
483 this.getPotentialMovesFrom([x, y]).forEach(m => {
484 newEnlightened[m.end.x][m.end.y] = true;
485 });
486 }
487 }
488 }
489 if (this.epSquare)
490 this.enlightEnpassant(newEnlightened);
491 if (withGraphics)
492 this.graphUpdateEnlightened(newEnlightened);
493 this.enlightened = newEnlightened;
494 }
495
496 // Include en-passant capturing square if any:
497 enlightEnpassant(newEnlightened) {
498 const steps = this.pieces(this.playerColor)["p"].attack;
499 for (let step of steps) {
500 const x = this.epSquare.x - step[0],
501 y = this.computeY(this.epSquare.y - step[1]);
502 if (
503 this.onBoard(x, y) &&
504 this.getColor(x, y) == this.playerColor &&
505 this.getPieceType(x, y) == "p"
506 ) {
507 newEnlightened[x][this.epSquare.y] = true;
508 break;
509 }
510 }
511 }
512
513 // Apply diff this.enlightened --> newEnlightened on board
514 graphUpdateEnlightened(newEnlightened) {
515 let chessboard =
516 document.getElementById(this.containerId).querySelector(".chessboard");
517 const r = chessboard.getBoundingClientRect();
518 const pieceWidth = this.getPieceWidth(r.width);
519 for (let x=0; x<this.size.x; x++) {
520 for (let y=0; y<this.size.y; y++) {
521 if (this.enlightened[x][y] && !newEnlightened[x][y]) {
522 let elt = document.getElementById(this.coordsToId([x, y]));
523 elt.classList.add("in-shadow");
524 if (this.g_pieces[x][y]) {
525 this.g_pieces[x][y].remove();
526 this.g_pieces[x][y] = null;
527 }
528 }
529 else if (!this.enlightened[x][y] && newEnlightened[x][y]) {
530 let elt = document.getElementById(this.coordsToId([x, y]));
531 elt.classList.remove("in-shadow");
532 if (this.board[x][y] != "") {
533 const color = this.getColor(x, y);
534 const piece = this.getPiece(x, y);
535 this.g_pieces[x][y] = document.createElement("piece");
536 let newClasses = [
537 this.pieces()[piece]["class"],
538 color == "w" ? "white" : "black"
539 ];
540 newClasses.forEach(cl => this.g_pieces[x][y].classList.add(cl));
541 this.g_pieces[x][y].style.width = pieceWidth + "px";
542 this.g_pieces[x][y].style.height = pieceWidth + "px";
543 const [ip, jp] = this.getPixelPosition(x, y, r);
544 this.g_pieces[x][y].style.transform =
545 `translate(${ip}px,${jp}px)`;
546 chessboard.appendChild(this.g_pieces[x][y]);
547 }
548 }
549 }
550 }
551 }
552
553 // ordering p,r,n,b,q,k (most general + count in base 30 if needed)
554 initReserves(reserveStr) {
555 const counts = reserveStr.split("").map(c => parseInt(c, 30));
556 this.reserve = { w: {}, b: {} };
557 const pieceName = Object.keys(this.pieces());
558 for (let i of ArrayFun.range(12)) {
559 if (i < 6)
560 this.reserve['w'][pieceName[i]] = counts[i];
561 else
562 this.reserve['b'][pieceName[i-6]] = counts[i];
563 }
564 }
565
566 initIspawn(ispawnStr) {
567 if (ispawnStr != "-") {
568 this.ispawn = ispawnStr.split(",").map(C.SquareToCoords)
569 .reduce((o, key) => ({ ...o, [key]: true}), {});
570 }
571 else
572 this.ispawn = {};
573 }
574
575 getNbReservePieces(color) {
576 return (
577 Object.values(this.reserve[color]).reduce(
578 (oldV,newV) => oldV + (newV > 0 ? 1 : 0), 0)
579 );
580 }
581
582 //////////////
583 // VISUAL PART
584
585 getPieceWidth(rwidth) {
586 return (rwidth / this.size.y);
587 }
588
589 getSquareWidth(rwidth) {
590 return this.getPieceWidth(rwidth);
591 }
592
593 getReserveSquareSize(rwidth, nbR) {
594 const sqSize = this.getSquareWidth(rwidth);
595 return Math.min(sqSize, rwidth / nbR);
596 }
597
598 getReserveNumId(color, piece) {
599 return `${this.containerId}|rnum-${color}${piece}`;
600 }
601
602 graphicalInit() {
603 // NOTE: not window.onresize = this.re_drawBoardElts because scope (this)
604 window.onresize = () => this.re_drawBoardElements();
605 this.re_drawBoardElements();
606 this.initMouseEvents();
607 const chessboard =
608 document.getElementById(this.containerId).querySelector(".chessboard");
609 new ResizeObserver(this.rescale).observe(chessboard);
610 }
611
612 re_drawBoardElements() {
613 const board = this.getSvgChessboard();
614 const oppCol = C.GetOppCol(this.playerColor);
615 let chessboard =
616 document.getElementById(this.containerId).querySelector(".chessboard");
617 chessboard.innerHTML = "";
618 chessboard.insertAdjacentHTML('beforeend', board);
619 const aspectRatio = this.size.y / this.size.x;
620 // Compare window ratio width / height to aspectRatio:
621 const windowRatio = window.innerWidth / window.innerHeight;
622 let cbWidth, cbHeight;
623 if (windowRatio <= aspectRatio) {
624 // Limiting dimension is width:
625 cbWidth = Math.min(window.innerWidth, 767);
626 cbHeight = cbWidth / aspectRatio;
627 }
628 else {
629 // Limiting dimension is height:
630 cbHeight = Math.min(window.innerHeight, 767);
631 cbWidth = cbHeight * aspectRatio;
632 }
633 if (this.reserve) {
634 const sqSize = cbWidth / this.size.y;
635 // NOTE: allocate space for reserves (up/down) even if they are empty
636 if ((window.innerHeight - cbHeight) / 2 < sqSize + 5) {
637 cbHeight = window.innerHeight - 2 * (sqSize + 5);
638 cbWidth = cbHeight * aspectRatio;
639 }
640 }
641 chessboard.style.width = cbWidth + "px";
642 chessboard.style.height = cbHeight + "px";
643 // Center chessboard:
644 const spaceLeft = (window.innerWidth - cbWidth) / 2,
645 spaceTop = (window.innerHeight - cbHeight) / 2;
646 chessboard.style.left = spaceLeft + "px";
647 chessboard.style.top = spaceTop + "px";
648 // Give sizes instead of recomputing them,
649 // because chessboard might not be drawn yet.
650 this.setupPieces({
651 width: cbWidth,
652 height: cbHeight,
653 x: spaceLeft,
654 y: spaceTop
655 });
656 }
657
658 // Get SVG board (background, no pieces)
659 getSvgChessboard() {
660 const [sizeX, sizeY] = [this.size.x, this.size.y];
661 const flipped = (this.playerColor == 'b');
662 let board = `
663 <svg
664 viewBox="0 0 80 80"
665 version="1.1"
666 class="chessboard_SVG">
667 <g>`;
668 for (let i=0; i < sizeX; i++) {
669 for (let j=0; j < sizeY; j++) {
670 const ii = (flipped ? this.size.x - 1 - i : i);
671 const jj = (flipped ? this.size.y - 1 - j : j);
672 let classes = this.getSquareColorClass(ii, jj);
673 if (this.enlightened && !this.enlightened[ii][jj])
674 classes += " in-shadow";
675 // NOTE: x / y reversed because coordinates system is reversed.
676 board += `<rect
677 class="${classes}"
678 id="${this.coordsToId([ii, jj])}"
679 width="10"
680 height="10"
681 x="${10*j}"
682 y="${10*i}" />`;
683 }
684 }
685 board += "</g></svg>";
686 return board;
687 }
688
689 // Generally light square bottom-right
690 getSquareColorClass(i, j) {
691 return ((i+j) % 2 == 0 ? "light-square": "dark-square");
692 }
693
694 setupPieces(r) {
695 if (this.g_pieces) {
696 // Refreshing: delete old pieces first
697 for (let i=0; i<this.size.x; i++) {
698 for (let j=0; j<this.size.y; j++) {
699 if (this.g_pieces[i][j]) {
700 this.g_pieces[i][j].remove();
701 this.g_pieces[i][j] = null;
702 }
703 }
704 }
705 }
706 else
707 this.g_pieces = ArrayFun.init(this.size.x, this.size.y, null);
708 let chessboard =
709 document.getElementById(this.containerId).querySelector(".chessboard");
710 if (!r)
711 r = chessboard.getBoundingClientRect();
712 const pieceWidth = this.getPieceWidth(r.width);
713 for (let i=0; i < this.size.x; i++) {
714 for (let j=0; j < this.size.y; j++) {
715 if (
716 this.board[i][j] != "" &&
717 (!this.options["dark"] || this.enlightened[i][j])
718 ) {
719 const color = this.getColor(i, j);
720 const piece = this.getPiece(i, j);
721 this.g_pieces[i][j] = document.createElement("piece");
722 this.g_pieces[i][j].classList.add(this.pieces()[piece]["class"]);
723 this.g_pieces[i][j].classList.add(color == "w" ? "white" : "black");
724 this.g_pieces[i][j].style.width = pieceWidth + "px";
725 this.g_pieces[i][j].style.height = pieceWidth + "px";
726 const [ip, jp] = this.getPixelPosition(i, j, r);
727 this.g_pieces[i][j].style.transform = `translate(${ip}px,${jp}px)`;
728 chessboard.appendChild(this.g_pieces[i][j]);
729 }
730 }
731 }
732 if (this.reserve)
733 this.re_drawReserve(['w', 'b'], r);
734 }
735
736 // NOTE: assume !!this.reserve
737 re_drawReserve(colors, r) {
738 if (this.r_pieces) {
739 // Remove (old) reserve pieces
740 for (let c of colors) {
741 if (!this.reserve[c])
742 continue;
743 Object.keys(this.reserve[c]).forEach(p => {
744 if (this.r_pieces[c][p]) {
745 this.r_pieces[c][p].remove();
746 delete this.r_pieces[c][p];
747 const numId = this.getReserveNumId(c, p);
748 document.getElementById(numId).remove();
749 }
750 });
751 let reservesDiv = document.getElementById("reserves_" + c);
752 if (reservesDiv)
753 reservesDiv.remove();
754 }
755 }
756 else
757 this.r_pieces = { 'w': {}, 'b': {} };
758 let container = document.getElementById(this.containerId);
759 if (!r)
760 r = container.querySelector(".chessboard").getBoundingClientRect();
761 for (let c of colors) {
762 if (!this.reserve[c])
763 continue;
764 const nbR = this.getNbReservePieces(c);
765 if (nbR == 0)
766 continue;
767 const sqResSize = this.getReserveSquareSize(r.width, nbR);
768 let ridx = 0;
769 const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
770 const [i0, j0] = [r.x, r.y + vShift];
771 let rcontainer = document.createElement("div");
772 rcontainer.id = "reserves_" + c;
773 rcontainer.classList.add("reserves");
774 rcontainer.style.left = i0 + "px";
775 rcontainer.style.top = j0 + "px";
776 // NOTE: +1 fix display bug on Firefox at least
777 rcontainer.style.width = (nbR * sqResSize + 1) + "px";
778 rcontainer.style.height = sqResSize + "px";
779 container.appendChild(rcontainer);
780 for (let p of Object.keys(this.reserve[c])) {
781 if (this.reserve[c][p] == 0)
782 continue;
783 let r_cell = document.createElement("div");
784 r_cell.id = this.coordsToId([c, p]);
785 r_cell.classList.add("reserve-cell");
786 r_cell.style.width = sqResSize + "px";
787 r_cell.style.height = sqResSize + "px";
788 rcontainer.appendChild(r_cell);
789 let piece = document.createElement("piece");
790 const pieceSpec = this.pieces(c)[p];
791 piece.classList.add(pieceSpec["class"]);
792 piece.classList.add(c == 'w' ? "white" : "black");
793 piece.style.width = "100%";
794 piece.style.height = "100%";
795 this.r_pieces[c][p] = piece;
796 r_cell.appendChild(piece);
797 let number = document.createElement("div");
798 number.textContent = this.reserve[c][p];
799 number.classList.add("reserve-num");
800 number.id = this.getReserveNumId(c, p);
801 const fontSize = "1.3em";
802 number.style.fontSize = fontSize;
803 number.style.fontSize = fontSize;
804 r_cell.appendChild(number);
805 ridx++;
806 }
807 }
808 }
809
810 updateReserve(color, piece, count) {
811 if (this.options["cannibal"] && C.CannibalKings[piece])
812 piece = "k"; //capturing cannibal king: back to king form
813 const oldCount = this.reserve[color][piece];
814 this.reserve[color][piece] = count;
815 // Redrawing is much easier if count==0
816 if ([oldCount, count].includes(0))
817 this.re_drawReserve([color]);
818 else {
819 const numId = this.getReserveNumId(color, piece);
820 document.getElementById(numId).textContent = count;
821 }
822 }
823
824 // After resize event: no need to destroy/recreate pieces
825 rescale() {
826 const container = document.getElementById(this.containerId);
827 if (!container)
828 return; //useful at initial loading
829 let chessboard = container.querySelector(".chessboard");
830 const r = chessboard.getBoundingClientRect();
831 const newRatio = r.width / r.height;
832 const aspectRatio = this.size.y / this.size.x;
833 let newWidth = r.width,
834 newHeight = r.height;
835 if (newRatio > aspectRatio) {
836 newWidth = r.height * aspectRatio;
837 chessboard.style.width = newWidth + "px";
838 }
839 else if (newRatio < aspectRatio) {
840 newHeight = r.width / aspectRatio;
841 chessboard.style.height = newHeight + "px";
842 }
843 const newX = (window.innerWidth - newWidth) / 2;
844 chessboard.style.left = newX + "px";
845 const newY = (window.innerHeight - newHeight) / 2;
846 chessboard.style.top = newY + "px";
847 const newR = { x: newX, y: newY, width: newWidth, height: newHeight };
848 const pieceWidth = this.getPieceWidth(newWidth);
849 for (let i=0; i < this.size.x; i++) {
850 for (let j=0; j < this.size.y; j++) {
851 if (this.board[i][j] != "") {
852 // NOTE: could also use CSS transform "scale"
853 this.g_pieces[i][j].style.width = pieceWidth + "px";
854 this.g_pieces[i][j].style.height = pieceWidth + "px";
855 const [ip, jp] = this.getPixelPosition(i, j, newR);
856 this.g_pieces[i][j].style.transform = `translate(${ip}px,${jp}px)`;
857 }
858 }
859 }
860 if (this.reserve)
861 this.rescaleReserve(newR);
862 }
863
864 rescaleReserve(r) {
865 for (let c of ['w','b']) {
866 if (!this.reserve[c])
867 continue;
868 const nbR = this.getNbReservePieces(c);
869 if (nbR == 0)
870 continue;
871 // Resize container first
872 const sqResSize = this.getReserveSquareSize(r.width, nbR);
873 const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5);
874 const [i0, j0] = [r.x, r.y + vShift];
875 let rcontainer = document.getElementById("reserves_" + c);
876 rcontainer.style.left = i0 + "px";
877 rcontainer.style.top = j0 + "px";
878 rcontainer.style.width = (nbR * sqResSize + 1) + "px";
879 rcontainer.style.height = sqResSize + "px";
880 // And then reserve cells:
881 const rpieceWidth = this.getReserveSquareSize(r.width, nbR);
882 Object.keys(this.reserve[c]).forEach(p => {
883 if (this.reserve[c][p] == 0)
884 return;
885 let r_cell = document.getElementById(this.coordsToId([c, p]));
886 r_cell.style.width = sqResSize + "px";
887 r_cell.style.height = sqResSize + "px";
888 });
889 }
890 }
891
892 // Return the absolute pixel coordinates (on board) given current position.
893 // Our coordinate system differs from CSS one (x <--> y).
894 // We return here the CSS coordinates (more useful).
895 getPixelPosition(i, j, r) {
896 const sqSize = this.getSquareWidth(r.width);
897 if (i < 0 || j < 0)
898 return [0, 0]; //piece vanishes
899 const flipped = (this.playerColor == 'b');
900 const x = (flipped ? this.size.y - 1 - j : j) * sqSize;
901 const y = (flipped ? this.size.x - 1 - i : i) * sqSize;
902 return [x, y];
903 }
904
905 initMouseEvents() {
906 let chessboard =
907 document.getElementById(this.containerId).querySelector(".chessboard");
908
909 const getOffset = e => {
910 if (e.clientX)
911 // Mouse
912 return {x: e.clientX, y: e.clientY};
913 let touchLocation = null;
914 if (e.targetTouches && e.targetTouches.length >= 1)
915 // Touch screen, dragstart
916 touchLocation = e.targetTouches[0];
917 else if (e.changedTouches && e.changedTouches.length >= 1)
918 // Touch screen, dragend
919 touchLocation = e.changedTouches[0];
920 if (touchLocation)
921 return {x: touchLocation.clientX, y: touchLocation.clientY};
922 return [0, 0]; //shouldn't reach here =)
923 }
924
925 const centerOnCursor = (piece, e) => {
926 const centerShift = sqSize / 2;
927 const offset = getOffset(e);
928 piece.style.left = (offset.x - r.x - centerShift) + "px";
929 piece.style.top = (offset.y - r.y - centerShift) + "px";
930 }
931
932 let start = null,
933 r = null,
934 startPiece, curPiece = null,
935 sqSize;
936 const mousedown = (e) => {
937 // Disable zoom on smartphones:
938 if (e.touches && e.touches.length > 1)
939 e.preventDefault();
940 r = chessboard.getBoundingClientRect();
941 sqSize = this.getSquareWidth(r.width);
942 const square = this.idToCoords(e.target.id);
943 if (square) {
944 const [i, j] = square;
945 const move = this.doClick([i, j]);
946 if (move)
947 this.playPlusVisual(move);
948 else {
949 if (typeof i != "number")
950 startPiece = this.r_pieces[i][j];
951 else if (this.g_pieces[i][j])
952 startPiece = this.g_pieces[i][j];
953 if (startPiece && this.canIplay(i, j)) {
954 e.preventDefault();
955 start = { x: i, y: j };
956 curPiece = startPiece.cloneNode();
957 curPiece.style.transform = "none";
958 curPiece.style.zIndex = 5;
959 curPiece.style.width = sqSize + "px";
960 curPiece.style.height = sqSize + "px";
961 centerOnCursor(curPiece, e);
962 chessboard.appendChild(curPiece);
963 startPiece.style.opacity = "0.4";
964 chessboard.style.cursor = "none";
965 }
966 }
967 }
968 };
969
970 const mousemove = (e) => {
971 if (start) {
972 e.preventDefault();
973 centerOnCursor(curPiece, e);
974 }
975 else if (e.changedTouches && e.changedTouches.length >= 1)
976 // Attempt to prevent horizontal swipe...
977 e.preventDefault();
978 };
979
980 const mouseup = (e) => {
981 const newR = chessboard.getBoundingClientRect();
982 if (newR.width != r.width || newR.height != r.height) {
983 this.rescale();
984 return;
985 }
986 if (!start)
987 return;
988 const [x, y] = [start.x, start.y];
989 start = null;
990 e.preventDefault();
991 chessboard.style.cursor = "pointer";
992 startPiece.style.opacity = "1";
993 const offset = getOffset(e);
994 const landingElt = document.elementFromPoint(offset.x, offset.y);
995 const sq = landingElt ? this.idToCoords(landingElt.id) : undefined;
996 if (sq) {
997 const [i, j] = sq;
998 // NOTE: clearly suboptimal, but much easier, and not a big deal.
999 const potentialMoves = this.getPotentialMovesFrom([x, y])
1000 .filter(m => m.end.x == i && m.end.y == j);
1001 const moves = this.filterValid(potentialMoves);
1002 if (moves.length >= 2)
1003 this.showChoices(moves, r);
1004 else if (moves.length == 1)
1005 this.playPlusVisual(moves[0], r);
1006 }
1007 curPiece.remove();
1008 };
1009
1010 if ('onmousedown' in window) {
1011 document.addEventListener("mousedown", mousedown);
1012 document.addEventListener("mousemove", mousemove);
1013 document.addEventListener("mouseup", mouseup);
1014 }
1015 if ('ontouchstart' in window) {
1016 // https://stackoverflow.com/a/42509310/12660887
1017 document.addEventListener("touchstart", mousedown, {passive: false});
1018 document.addEventListener("touchmove", mousemove, {passive: false});
1019 document.addEventListener("touchend", mouseup, {passive: false});
1020 }
1021 // TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js
1022 }
1023
1024 showChoices(moves, r) {
1025 let container = document.getElementById(this.containerId);
1026 let chessboard = container.querySelector(".chessboard");
1027 let choices = document.createElement("div");
1028 choices.id = "choices";
1029 choices.style.width = r.width + "px";
1030 choices.style.height = r.height + "px";
1031 choices.style.left = r.x + "px";
1032 choices.style.top = r.y + "px";
1033 chessboard.style.opacity = "0.5";
1034 container.appendChild(choices);
1035 const squareWidth = this.getSquareWidth(r.width);
1036 const firstUpLeft = (r.width - (moves.length * squareWidth)) / 2;
1037 const firstUpTop = (r.height - squareWidth) / 2;
1038 const color = moves[0].appear[0].c;
1039 const callback = (m) => {
1040 chessboard.style.opacity = "1";
1041 container.removeChild(choices);
1042 this.playPlusVisual(m, r);
1043 }
1044 for (let i=0; i < moves.length; i++) {
1045 let choice = document.createElement("div");
1046 choice.classList.add("choice");
1047 choice.style.width = squareWidth + "px";
1048 choice.style.height = squareWidth + "px";
1049 choice.style.left = (firstUpLeft + i * squareWidth) + "px";
1050 choice.style.top = firstUpTop + "px";
1051 choice.style.backgroundColor = "lightyellow";
1052 choice.onclick = () => callback(moves[i]);
1053 const piece = document.createElement("piece");
1054 const pieceSpec = this.pieces(color)[moves[i].appear[0].p];
1055 piece.classList.add(pieceSpec["class"]);
1056 piece.classList.add(color == 'w' ? "white" : "black");
1057 piece.style.width = "100%";
1058 piece.style.height = "100%";
1059 choice.appendChild(piece);
1060 choices.appendChild(choice);
1061 }
1062 }
1063
1064 //////////////
1065 // BASIC UTILS
1066
1067 get size() {
1068 return { "x": 8, "y": 8 };
1069 }
1070
1071 // Color of thing on square (i,j). 'undefined' if square is empty
1072 getColor(i, j) {
1073 return this.board[i][j].charAt(0);
1074 }
1075
1076 // Assume square i,j isn't empty
1077 getPiece(i, j) {
1078 return this.board[i][j].charAt(1);
1079 }
1080
1081 // Piece type on square (i,j)
1082 getPieceType(i, j) {
1083 const p = this.board[i][j].charAt(1);
1084 return C.CannibalKings[p] || p; //a cannibal king move as...
1085 }
1086
1087 // Get opponent color
1088 static GetOppCol(color) {
1089 return (color == "w" ? "b" : "w");
1090 }
1091
1092 // Can thing on square1 take thing on square2
1093 canTake([x1, y1], [x2, y2]) {
1094 return (
1095 (this.getColor(x1, y1) !== this.getColor(x2, y2)) ||
1096 (
1097 (this.options["recycle"] || this.options["teleport"]) &&
1098 this.getPieceType(x2, y2) != "k"
1099 )
1100 );
1101 }
1102
1103 // Is (x,y) on the chessboard?
1104 onBoard(x, y) {
1105 return x >= 0 && x < this.size.x && y >= 0 && y < this.size.y;
1106 }
1107
1108 // Used in interface: 'side' arg == player color
1109 canIplay(x, y) {
1110 return (
1111 this.playerColor == this.turn &&
1112 (
1113 (typeof x == "number" && this.getColor(x, y) == this.turn) ||
1114 (typeof x == "string" && x == this.turn) //reserve
1115 )
1116 );
1117 }
1118
1119 ////////////////////////
1120 // PIECES SPECIFICATIONS
1121
1122 pieces(color) {
1123 const pawnShift = (color == "w" ? -1 : 1);
1124 return {
1125 'p': {
1126 "class": "pawn",
1127 steps: [[pawnShift, 0]],
1128 range: 1,
1129 attack: [[pawnShift, 1], [pawnShift, -1]]
1130 },
1131 // rook
1132 'r': {
1133 "class": "rook",
1134 steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]
1135 },
1136 // knight
1137 'n': {
1138 "class": "knight",
1139 steps: [
1140 [1, 2], [1, -2], [-1, 2], [-1, -2],
1141 [2, 1], [-2, 1], [2, -1], [-2, -1]
1142 ],
1143 range: 1
1144 },
1145 // bishop
1146 'b': {
1147 "class": "bishop",
1148 steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]
1149 },
1150 // queen
1151 'q': {
1152 "class": "queen",
1153 steps: [
1154 [0, 1], [0, -1], [1, 0], [-1, 0],
1155 [1, 1], [1, -1], [-1, 1], [-1, -1]
1156 ]
1157 },
1158 // king
1159 'k': {
1160 "class": "king",
1161 steps: [
1162 [0, 1], [0, -1], [1, 0], [-1, 0],
1163 [1, 1], [1, -1], [-1, 1], [-1, -1]
1164 ],
1165 range: 1
1166 },
1167 // Cannibal kings:
1168 's': { "class": "king-pawn" },
1169 'u': { "class": "king-rook" },
1170 'o': { "class": "king-knight" },
1171 'c': { "class": "king-bishop" },
1172 't': { "class": "king-queen" }
1173 };
1174 }
1175
1176 ////////////////////
1177 // MOVES GENERATION
1178
1179 // For Cylinder: get Y coordinate
1180 computeY(y) {
1181 if (!this.options["cylinder"])
1182 return y;
1183 let res = y % this.size.y;
1184 if (res < 0)
1185 res += this.size.y;
1186 return res;
1187 }
1188
1189 // Stop at the first capture found
1190 atLeastOneCapture(color) {
1191 color = color || this.turn;
1192 const oppCol = C.GetOppCol(color);
1193 for (let i = 0; i < this.size.x; i++) {
1194 for (let j = 0; j < this.size.y; j++) {
1195 if (this.board[i][j] != "" && this.getColor(i, j) == color) {
1196 const specs = this.pieces(color)[this.getPieceType(i, j)];
1197 const steps = specs.attack || specs.steps;
1198 outerLoop: for (let step of steps) {
1199 let [ii, jj] = [i + step[0], this.computeY(j + step[1])];
1200 let stepCounter = 1;
1201 while (this.onBoard(ii, jj) && this.board[ii][jj] == "") {
1202 if (specs.range <= stepCounter++)
1203 continue outerLoop;
1204 ii += step[0];
1205 jj = this.computeY(jj + step[1]);
1206 }
1207 if (
1208 this.onBoard(ii, jj) &&
1209 this.getColor(ii, jj) == oppCol &&
1210 this.filterValid(
1211 [this.getBasicMove([i, j], [ii, jj])]
1212 ).length >= 1
1213 ) {
1214 return true;
1215 }
1216 }
1217 }
1218 }
1219 }
1220 return false;
1221 }
1222
1223 getDropMovesFrom([c, p]) {
1224 // NOTE: by design, this.reserve[c][p] >= 1 on user click
1225 // (but not necessarily otherwise)
1226 if (this.reserve[c][p] == 0)
1227 return [];
1228 let moves = [];
1229 for (let i=0; i<this.size.x; i++) {
1230 for (let j=0; j<this.size.y; j++) {
1231 // TODO: rather simplify this "if" and add post-condition: more general
1232 if (
1233 this.board[i][j] == "" &&
1234 (!this.options["dark"] || this.enlightened[i][j]) &&
1235 (
1236 p != "p" ||
1237 (c == 'w' && i < this.size.x - 1) ||
1238 (c == 'b' && i > 0)
1239 )
1240 ) {
1241 moves.push(
1242 new Move({
1243 start: {x: c, y: p},
1244 end: {x: i, y: j},
1245 appear: [new PiPo({x: i, y: j, c: c, p: p})],
1246 vanish: []
1247 })
1248 );
1249 }
1250 }
1251 }
1252 return moves;
1253 }
1254
1255 // All possible moves from selected square
1256 getPotentialMovesFrom(sq, color) {
1257 if (typeof sq[0] == "string")
1258 return this.getDropMovesFrom(sq);
1259 if (this.options["madrasi"] && this.isImmobilized(sq))
1260 return [];
1261 const piece = this.getPieceType(sq[0], sq[1]);
1262 let moves;
1263 if (piece == "p")
1264 moves = this.getPotentialPawnMoves(sq);
1265 else
1266 moves = this.getPotentialMovesOf(piece, sq);
1267 if (
1268 piece == "k" &&
1269 this.hasCastle &&
1270 this.castleFlags[color || this.turn].some(v => v < this.size.y)
1271 ) {
1272 Array.prototype.push.apply(moves, this.getCastleMoves(sq));
1273 }
1274 return this.postProcessPotentialMoves(moves);
1275 }
1276
1277 postProcessPotentialMoves(moves) {
1278 if (moves.length == 0)
1279 return [];
1280 const color = this.getColor(moves[0].start.x, moves[0].start.y);
1281 const oppCol = C.GetOppCol(color);
1282
1283 if (this.options["capture"] && this.atLeastOneCapture()) {
1284 // Filter out non-capturing moves (not using m.vanish because of
1285 // self captures of Recycle and Teleport).
1286 moves = moves.filter(m => {
1287 return (
1288 this.board[m.end.x][m.end.y] != "" &&
1289 this.getColor(m.end.x, m.end.y) == oppCol
1290 );
1291 });
1292 }
1293
1294 if (this.options["atomic"]) {
1295 moves.forEach(m => {
1296 if (
1297 this.board[m.end.x][m.end.y] != "" &&
1298 this.getColor(m.end.x, m.end.y) == oppCol
1299 ) {
1300 // Explosion!
1301 let steps = [
1302 [-1, -1],
1303 [-1, 0],
1304 [-1, 1],
1305 [0, -1],
1306 [0, 1],
1307 [1, -1],
1308 [1, 0],
1309 [1, 1]
1310 ];
1311 for (let step of steps) {
1312 let x = m.end.x + step[0];
1313 let y = this.computeY(m.end.y + step[1]);
1314 if (
1315 this.onBoard(x, y) &&
1316 this.board[x][y] != "" &&
1317 this.getPieceType(x, y) != "p"
1318 ) {
1319 m.vanish.push(
1320 new PiPo({
1321 p: this.getPiece(x, y),
1322 c: this.getColor(x, y),
1323 x: x,
1324 y: y
1325 })
1326 );
1327 }
1328 }
1329 if (!this.options["rifle"])
1330 m.appear.pop(); //nothin appears
1331 }
1332 });
1333 }
1334
1335 if (
1336 this.options["cannibal"] &&
1337 this.options["rifle"] &&
1338 this.pawnSpecs.promotions
1339 ) {
1340 // In this case a rifle-capture from last rank may promote a pawn
1341 const lastRank = (color == "w" ? 0 : this.size.x - 1);
1342 let newMoves = [];
1343 moves.forEach(m => {
1344 if (
1345 m.start.x == lastRank &&
1346 m.appear.length >= 1 &&
1347 m.appear[0].p == "p" &&
1348 m.appear[0].x == m.start.x &&
1349 m.appear[0].y == m.start.y
1350 ) {
1351 const promotionPiece0 = this.pawnSpecs.promotions[0];
1352 m.appear[0].p = this.pawnSpecs.promotions[0];
1353 for (let i=1; i<this.pawnSpecs.promotions.length; i++) {
1354 let newMv = JSON.parse(JSON.stringify(m));
1355 newMv.appear[0].p = this.pawnSpecs.promotions[i];
1356 newMoves.push(newMv);
1357 }
1358 }
1359 });
1360 Array.prototype.push.apply(moves, newMoves);
1361 }
1362
1363 return moves;
1364 }
1365
1366 static get CannibalKings() {
1367 return {
1368 "s": "p",
1369 "u": "r",
1370 "o": "n",
1371 "c": "b",
1372 "t": "q"
1373 };
1374 }
1375
1376 static get CannibalKingCode() {
1377 return {
1378 "p": "s",
1379 "r": "u",
1380 "n": "o",
1381 "b": "c",
1382 "q": "t",
1383 "k": "k"
1384 };
1385 }
1386
1387 isKing(symbol) {
1388 return (
1389 symbol == 'k' ||
1390 (this.options["cannibal"] && C.CannibalKings[symbol])
1391 );
1392 }
1393
1394 // For Madrasi:
1395 // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
1396 isImmobilized([x, y]) {
1397 const color = this.getColor(x, y);
1398 const oppCol = C.GetOppCol(color);
1399 const piece = this.getPieceType(x, y);
1400 const stepSpec = this.pieces(color)[piece];
1401 let [steps, range] = [stepSpec.attack || stepSpec.steps, stepSpec.range];
1402 outerLoop: for (let step of steps) {
1403 let [i, j] = [x + step[0], y + step[1]];
1404 let stepCounter = 1;
1405 while (this.onBoard(i, j) && this.board[i][j] == "") {
1406 if (range <= stepCounter++)
1407 continue outerLoop;
1408 i += step[0];
1409 j = this.computeY(j + step[1]);
1410 }
1411 if (
1412 this.onBoard(i, j) &&
1413 this.getColor(i, j) == oppCol &&
1414 this.getPieceType(i, j) == piece
1415 ) {
1416 return true;
1417 }
1418 }
1419 return false;
1420 }
1421
1422 // Generic method to find possible moves of "sliding or jumping" pieces
1423 getPotentialMovesOf(piece, [x, y]) {
1424 const color = this.getColor(x, y);
1425 const stepSpec = this.pieces(color)[piece];
1426 let [steps, range] = [stepSpec.steps, stepSpec.range];
1427 let moves = [];
1428 let explored = {}; //for Cylinder mode
1429 outerLoop: for (let step of steps) {
1430 let [i, j] = [x + step[0], this.computeY(y + step[1])];
1431 let stepCounter = 1;
1432 while (
1433 this.onBoard(i, j) &&
1434 this.board[i][j] == "" &&
1435 !explored[i + "." + j]
1436 ) {
1437 explored[i + "." + j] = true;
1438 moves.push(this.getBasicMove([x, y], [i, j]));
1439 if (range <= stepCounter++)
1440 continue outerLoop;
1441 i += step[0];
1442 j = this.computeY(j + step[1]);
1443 }
1444 if (
1445 this.onBoard(i, j) &&
1446 (
1447 !this.options["zen"] ||
1448 this.getPieceType(i, j) == "k" ||
1449 this.getColor(i, j) == color //OK for Recycle and Teleport
1450 ) &&
1451 this.canTake([x, y], [i, j]) &&
1452 !explored[i + "." + j]
1453 ) {
1454 explored[i + "." + j] = true;
1455 moves.push(this.getBasicMove([x, y], [i, j]));
1456 }
1457 }
1458 if (this.options["zen"])
1459 Array.prototype.push.apply(moves, this.getZenCaptures(x, y));
1460 return moves;
1461 }
1462
1463 getZenCaptures(x, y) {
1464 let moves = [];
1465 // Find reverse captures (opponent takes)
1466 const color = this.getColor(x, y);
1467 const pieceType = this.getPieceType(x, y);
1468 const oppCol = C.GetOppCol(color);
1469 const pieces = this.pieces(oppCol);
1470 Object.keys(pieces).forEach(p => {
1471 if (
1472 p == "k" ||
1473 (this.options["cannibal"] && C.CannibalKings[p])
1474 ) {
1475 return; //king isn't captured this way
1476 }
1477 const steps = pieces[p].attack || pieces[p].steps;
1478 if (!steps)
1479 return; //cannibal king for example (TODO...)
1480 const range = pieces[p].range;
1481 steps.forEach(s => {
1482 // From x,y: revert step
1483 let [i, j] = [x - s[0], this.computeY(y - s[1])];
1484 let stepCounter = 1;
1485 while (this.onBoard(i, j) && this.board[i][j] == "") {
1486 if (range <= stepCounter++)
1487 return;
1488 i -= s[0];
1489 j = this.computeY(j - s[1]);
1490 }
1491 if (
1492 this.onBoard(i, j) &&
1493 this.getPieceType(i, j) == p &&
1494 this.getColor(i, j) == oppCol && //condition for Recycle & Teleport
1495 this.canTake([i, j], [x, y])
1496 ) {
1497 if (pieceType != "p")
1498 moves.push(this.getBasicMove([x, y], [i, j]));
1499 else
1500 this.addPawnMoves([x, y], [i, j], moves);
1501 }
1502 });
1503 });
1504 return moves;
1505 }
1506
1507 // Build a regular move from its initial and destination squares.
1508 // tr: transformation
1509 getBasicMove([sx, sy], [ex, ey], tr) {
1510 const initColor = this.getColor(sx, sy);
1511 const initPiece = this.getPiece(sx, sy);
1512 const destColor = (this.board[ex][ey] != "" ? this.getColor(ex, ey) : "");
1513 let mv = new Move({
1514 appear: [],
1515 vanish: [],
1516 start: {x:sx, y:sy},
1517 end: {x:ex, y:ey}
1518 });
1519 if (
1520 !this.options["rifle"] ||
1521 this.board[ex][ey] == "" ||
1522 destColor == initColor //Recycle, Teleport
1523 ) {
1524 mv.appear = [
1525 new PiPo({
1526 x: ex,
1527 y: ey,
1528 c: !!tr ? tr.c : initColor,
1529 p: !!tr ? tr.p : initPiece
1530 })
1531 ];
1532 mv.vanish = [
1533 new PiPo({
1534 x: sx,
1535 y: sy,
1536 c: initColor,
1537 p: initPiece
1538 })
1539 ];
1540 }
1541 if (this.board[ex][ey] != "") {
1542 mv.vanish.push(
1543 new PiPo({
1544 x: ex,
1545 y: ey,
1546 c: this.getColor(ex, ey),
1547 p: this.getPiece(ex, ey)
1548 })
1549 );
1550 if (this.options["rifle"])
1551 // Rifle captures are tricky in combination with Atomic etc,
1552 // so it's useful to mark the move :
1553 mv.capture = true;
1554 if (this.options["cannibal"] && destColor != initColor) {
1555 const lastIdx = mv.vanish.length - 1;
1556 let trPiece = mv.vanish[lastIdx].p;
1557 if (this.isKing(this.getPiece(sx, sy)))
1558 trPiece = C.CannibalKingCode[trPiece];
1559 if (mv.appear.length >= 1)
1560 mv.appear[0].p = trPiece;
1561 else if (this.options["rifle"]) {
1562 mv.appear.unshift(
1563 new PiPo({
1564 x: sx,
1565 y: sy,
1566 c: initColor,
1567 p: trPiece
1568 })
1569 );
1570 mv.vanish.unshift(
1571 new PiPo({
1572 x: sx,
1573 y: sy,
1574 c: initColor,
1575 p: initPiece
1576 })
1577 );
1578 }
1579 }
1580 }
1581 return mv;
1582 }
1583
1584 // En-passant square, if any
1585 getEpSquare(moveOrSquare) {
1586 if (typeof moveOrSquare === "string") {
1587 const square = moveOrSquare;
1588 if (square == "-")
1589 return undefined;
1590 return C.SquareToCoords(square);
1591 }
1592 // Argument is a move:
1593 const move = moveOrSquare;
1594 const s = move.start,
1595 e = move.end;
1596 if (
1597 s.y == e.y &&
1598 Math.abs(s.x - e.x) == 2 &&
1599 // Next conditions for variants like Atomic or Rifle, Recycle...
1600 (move.appear.length > 0 && move.appear[0].p == "p") &&
1601 (move.vanish.length > 0 && move.vanish[0].p == "p")
1602 ) {
1603 return {
1604 x: (s.x + e.x) / 2,
1605 y: s.y
1606 };
1607 }
1608 return undefined; //default
1609 }
1610
1611 // Special case of en-passant captures: treated separately
1612 getEnpassantCaptures([x, y], shiftX) {
1613 const color = this.getColor(x, y);
1614 const oppCol = C.GetOppCol(color);
1615 let enpassantMove = null;
1616 if (
1617 !!this.epSquare &&
1618 this.epSquare.x == x + shiftX &&
1619 Math.abs(this.computeY(this.epSquare.y - y)) == 1 &&
1620 this.getColor(x, this.epSquare.y) == oppCol //Doublemove guard...
1621 ) {
1622 const [epx, epy] = [this.epSquare.x, this.epSquare.y];
1623 this.board[epx][epy] = oppCol + "p";
1624 enpassantMove = this.getBasicMove([x, y], [epx, epy]);
1625 this.board[epx][epy] = "";
1626 const lastIdx = enpassantMove.vanish.length - 1; //think Rifle
1627 enpassantMove.vanish[lastIdx].x = x;
1628 }
1629 return !!enpassantMove ? [enpassantMove] : [];
1630 }
1631
1632 // Consider all potential promotions.
1633 // NOTE: "promotions" arg = special override for Hiddenqueen variant
1634 addPawnMoves([x1, y1], [x2, y2], moves, promotions) {
1635 let finalPieces = ["p"];
1636 const color = this.getColor(x1, y1);
1637 const oppCol = C.GetOppCol(color);
1638 const lastRank = (color == "w" ? 0 : this.size.x - 1);
1639 const promotionOk =
1640 x2 == lastRank && (!this.options["rifle"] || this.board[x2][y2] == "");
1641 if (promotionOk && !this.options["pawnfall"]) {
1642 if (
1643 this.options["cannibal"] &&
1644 this.board[x2][y2] != "" &&
1645 this.getColor(x2, y2) == oppCol
1646 ) {
1647 finalPieces = [this.getPieceType(x2, y2)];
1648 }
1649 else if (promotions)
1650 finalPieces = promotions;
1651 else if (this.pawnSpecs.promotions)
1652 finalPieces = this.pawnSpecs.promotions;
1653 }
1654 for (let piece of finalPieces) {
1655 const tr = !this.options["pawnfall"] && piece != "p"
1656 ? { c: color, p: piece }
1657 : null;
1658 let newMove = this.getBasicMove([x1, y1], [x2, y2], tr);
1659 if (promotionOk && this.options["pawnfall"]) {
1660 newMove.appear.shift();
1661 newMove.pawnfall = true; //required in prePlay()
1662 }
1663 moves.push(newMove);
1664 }
1665 }
1666
1667 // What are the pawn moves from square x,y ?
1668 getPotentialPawnMoves([x, y], promotions) {
1669 const color = this.getColor(x, y); //this.turn doesn't work for Dark mode
1670 const [sizeX, sizeY] = [this.size.x, this.size.y];
1671 const pawnShiftX = this.pawnSpecs.directions[color];
1672 const firstRank = (color == "w" ? sizeX - 1 : 0);
1673 const forward = (color == 'w' ? -1 : 1);
1674
1675 // Pawn movements in shiftX direction:
1676 const getPawnMoves = (shiftX) => {
1677 let moves = [];
1678 // NOTE: next condition is generally true (no pawn on last rank)
1679 if (x + shiftX >= 0 && x + shiftX < sizeX) {
1680 if (this.board[x + shiftX][y] == "") {
1681 // One square forward (or backward)
1682 this.addPawnMoves([x, y], [x + shiftX, y], moves, promotions);
1683 // Next condition because pawns on 1st rank can generally jump
1684 if (
1685 this.pawnSpecs.twoSquares &&
1686 (
1687 (
1688 color == 'w' &&
1689 x >= this.size.x - 1 - this.pawnSpecs.initShift['w']
1690 )
1691 ||
1692 (color == 'b' && x <= this.pawnSpecs.initShift['b'])
1693 )
1694 ) {
1695 if (
1696 shiftX == forward &&
1697 this.board[x + 2 * shiftX][y] == ""
1698 ) {
1699 // Two squares jump
1700 moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
1701 if (
1702 this.pawnSpecs.threeSquares &&
1703 this.board[x + 3 * shiftX, y] == ""
1704 ) {
1705 // Three squares jump
1706 moves.push(this.getBasicMove([x, y], [x + 3 * shiftX, y]));
1707 }
1708 }
1709 }
1710 }
1711 // Captures
1712 if (this.pawnSpecs.canCapture) {
1713 for (let shiftY of [-1, 1]) {
1714 const yCoord = this.computeY(y + shiftY);
1715 if (yCoord >= 0 && yCoord < sizeY) {
1716 if (
1717 this.board[x + shiftX][yCoord] != "" &&
1718 this.canTake([x, y], [x + shiftX, yCoord]) &&
1719 (
1720 !this.options["zen"] ||
1721 this.getPieceType(x + shiftX, yCoord) == "k"
1722 )
1723 ) {
1724 this.addPawnMoves(
1725 [x, y], [x + shiftX, yCoord],
1726 moves, promotions
1727 );
1728 }
1729 if (
1730 this.pawnSpecs.captureBackward && shiftX == forward &&
1731 x - shiftX >= 0 && x - shiftX < this.size.x &&
1732 this.board[x - shiftX][yCoord] != "" &&
1733 this.canTake([x, y], [x - shiftX, yCoord]) &&
1734 (
1735 !this.options["zen"] ||
1736 this.getPieceType(x + shiftX, yCoord) == "k"
1737 )
1738 ) {
1739 this.addPawnMoves(
1740 [x, y], [x - shiftX, yCoord],
1741 moves, promotions
1742 );
1743 }
1744 }
1745 }
1746 }
1747 }
1748 return moves;
1749 }
1750
1751 let pMoves = getPawnMoves(pawnShiftX);
1752 if (this.pawnSpecs.bidirectional)
1753 pMoves = pMoves.concat(getPawnMoves(-pawnShiftX));
1754
1755 if (this.hasEnpassant) {
1756 // NOTE: backward en-passant captures are not considered
1757 // because no rules define them (for now).
1758 Array.prototype.push.apply(
1759 pMoves,
1760 this.getEnpassantCaptures([x, y], pawnShiftX)
1761 );
1762 }
1763
1764 if (this.options["zen"])
1765 Array.prototype.push.apply(pMoves, this.getZenCaptures(x, y));
1766
1767 return pMoves;
1768 }
1769
1770 // "castleInCheck" arg to let some variants castle under check
1771 getCastleMoves([x, y], finalSquares, castleInCheck, castleWith) {
1772 const c = this.getColor(x, y);
1773
1774 // Castling ?
1775 const oppCol = C.GetOppCol(c);
1776 let moves = [];
1777 // King, then rook:
1778 finalSquares =
1779 finalSquares || [ [2, 3], [this.size.y - 2, this.size.y - 3] ];
1780 const castlingKing = this.getPiece(x, y);
1781 castlingCheck: for (
1782 let castleSide = 0;
1783 castleSide < 2;
1784 castleSide++ //large, then small
1785 ) {
1786 if (this.castleFlags[c][castleSide] >= this.size.y)
1787 continue;
1788 // If this code is reached, rook and king are on initial position
1789
1790 // NOTE: in some variants this is not a rook
1791 const rookPos = this.castleFlags[c][castleSide];
1792 const castlingPiece = this.getPiece(x, rookPos);
1793 if (
1794 this.board[x][rookPos] == "" ||
1795 this.getColor(x, rookPos) != c ||
1796 (!!castleWith && !castleWith.includes(castlingPiece))
1797 ) {
1798 // Rook is not here, or changed color (see Benedict)
1799 continue;
1800 }
1801 // Nothing on the path of the king ? (and no checks)
1802 const finDist = finalSquares[castleSide][0] - y;
1803 let step = finDist / Math.max(1, Math.abs(finDist));
1804 let i = y;
1805 do {
1806 if (
1807 (!castleInCheck && this.underCheck([x, i], oppCol)) ||
1808 (
1809 this.board[x][i] != "" &&
1810 // NOTE: next check is enough, because of chessboard constraints
1811 (this.getColor(x, i) != c || ![rookPos, y].includes(i))
1812 )
1813 ) {
1814 continue castlingCheck;
1815 }
1816 i += step;
1817 } while (i != finalSquares[castleSide][0]);
1818 // Nothing on the path to the rook?
1819 step = (castleSide == 0 ? -1 : 1);
1820 for (i = y + step; i != rookPos; i += step) {
1821 if (this.board[x][i] != "")
1822 continue castlingCheck;
1823 }
1824
1825 // Nothing on final squares, except maybe king and castling rook?
1826 for (i = 0; i < 2; i++) {
1827 if (
1828 finalSquares[castleSide][i] != rookPos &&
1829 this.board[x][finalSquares[castleSide][i]] != "" &&
1830 (
1831 finalSquares[castleSide][i] != y ||
1832 this.getColor(x, finalSquares[castleSide][i]) != c
1833 )
1834 ) {
1835 continue castlingCheck;
1836 }
1837 }
1838
1839 // If this code is reached, castle is valid
1840 moves.push(
1841 new Move({
1842 appear: [
1843 new PiPo({
1844 x: x,
1845 y: finalSquares[castleSide][0],
1846 p: castlingKing,
1847 c: c
1848 }),
1849 new PiPo({
1850 x: x,
1851 y: finalSquares[castleSide][1],
1852 p: castlingPiece,
1853 c: c
1854 })
1855 ],
1856 vanish: [
1857 // King might be initially disguised (Titan...)
1858 new PiPo({ x: x, y: y, p: castlingKing, c: c }),
1859 new PiPo({ x: x, y: rookPos, p: castlingPiece, c: c })
1860 ],
1861 end:
1862 Math.abs(y - rookPos) <= 2
1863 ? { x: x, y: rookPos }
1864 : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) }
1865 })
1866 );
1867 }
1868
1869 return moves;
1870 }
1871
1872 ////////////////////
1873 // MOVES VALIDATION
1874
1875 // Is (king at) given position under check by "color" ?
1876 underCheck([x, y], color) {
1877 if (this.options["taking"] || this.options["dark"])
1878 return false;
1879 color = color || C.GetOppCol(this.getColor(x, y));
1880 const pieces = this.pieces(color);
1881 return Object.keys(pieces).some(p => {
1882 return this.isAttackedBy([x, y], p, color, pieces[p]);
1883 });
1884 }
1885
1886 isAttackedBy([x, y], piece, color, stepSpec) {
1887 const steps = stepSpec.attack || stepSpec.steps;
1888 if (!steps)
1889 return false; //cannibal king, for example
1890 const range = stepSpec.range;
1891 let explored = {}; //for Cylinder mode
1892 outerLoop: for (let step of steps) {
1893 let rx = x - step[0],
1894 ry = this.computeY(y - step[1]);
1895 let stepCounter = 1;
1896 while (
1897 this.onBoard(rx, ry) &&
1898 this.board[rx][ry] == "" &&
1899 !explored[rx + "." + ry]
1900 ) {
1901 explored[rx + "." + ry] = true;
1902 if (range <= stepCounter++)
1903 continue outerLoop;
1904 rx -= step[0];
1905 ry = this.computeY(ry - step[1]);
1906 }
1907 if (
1908 this.onBoard(rx, ry) &&
1909 this.board[rx][ry] != "" &&
1910 this.getPieceType(rx, ry) == piece &&
1911 this.getColor(rx, ry) == color &&
1912 (!this.options["madrasi"] || !this.isImmobilized([rx, ry]))
1913 ) {
1914 return true;
1915 }
1916 }
1917 return false;
1918 }
1919
1920 // Stop at first king found (TODO: multi-kings)
1921 searchKingPos(color) {
1922 for (let i=0; i < this.size.x; i++) {
1923 for (let j=0; j < this.size.y; j++) {
1924 if (this.getColor(i, j) == color && this.isKing(this.getPiece(i, j)))
1925 return [i, j];
1926 }
1927 }
1928 return [-1, -1]; //king not found
1929 }
1930
1931 filterValid(moves) {
1932 if (moves.length == 0)
1933 return [];
1934 const color = this.turn;
1935 const oppCol = C.GetOppCol(color);
1936 if (this.options["balance"] && [1, 3].includes(this.movesCount)) {
1937 // Forbid moves either giving check or exploding opponent's king:
1938 const oppKingPos = this.searchKingPos(oppCol);
1939 moves = moves.filter(m => {
1940 if (
1941 m.vanish.some(v => v.c == oppCol && v.p == "k") &&
1942 m.appear.every(a => a.c != oppCol || a.p != "k")
1943 )
1944 return false;
1945 this.playOnBoard(m);
1946 const res = !this.underCheck(oppKingPos, color);
1947 this.undoOnBoard(m);
1948 return res;
1949 });
1950 }
1951 if (this.options["taking"] || this.options["dark"])
1952 return moves;
1953 const kingPos = this.searchKingPos(color);
1954 let filtered = {}; //avoid re-checking similar moves (promotions...)
1955 return moves.filter(m => {
1956 const key = m.start.x + m.start.y + '.' + m.end.x + m.end.y;
1957 if (!filtered[key]) {
1958 this.playOnBoard(m);
1959 let square = kingPos,
1960 res = true; //a priori valid
1961 if (m.vanish.some(v => {
1962 return (v.p == "k" || C.CannibalKings[v.p]) && v.c == color;
1963 })) {
1964 // Search king in appear array:
1965 const newKingIdx =
1966 m.appear.findIndex(a => {
1967 return (a.p == "k" || C.CannibalKings[a.p]) && a.c == color;
1968 });
1969 if (newKingIdx >= 0)
1970 square = [m.appear[newKingIdx].x, m.appear[newKingIdx].y];
1971 else
1972 res = false;
1973 }
1974 res &&= !this.underCheck(square, oppCol);
1975 this.undoOnBoard(m);
1976 filtered[key] = res;
1977 return res;
1978 }
1979 return filtered[key];
1980 });
1981 }
1982
1983 /////////////////
1984 // MOVES PLAYING
1985
1986 // Aggregate flags into one object
1987 aggregateFlags() {
1988 return this.castleFlags;
1989 }
1990
1991 // Reverse operation
1992 disaggregateFlags(flags) {
1993 this.castleFlags = flags;
1994 }
1995
1996 // Apply a move on board
1997 playOnBoard(move) {
1998 for (let psq of move.vanish) this.board[psq.x][psq.y] = "";
1999 for (let psq of move.appear) this.board[psq.x][psq.y] = psq.c + psq.p;
2000 }
2001 // Un-apply the played move
2002 undoOnBoard(move) {
2003 for (let psq of move.appear) this.board[psq.x][psq.y] = "";
2004 for (let psq of move.vanish) this.board[psq.x][psq.y] = psq.c + psq.p;
2005 }
2006
2007 updateCastleFlags(move) {
2008 // Update castling flags if start or arrive from/at rook/king locations
2009 move.appear.concat(move.vanish).forEach(psq => {
2010 if (
2011 this.board[psq.x][psq.y] != "" &&
2012 this.getPieceType(psq.x, psq.y) == "k"
2013 ) {
2014 this.castleFlags[psq.c] = [this.size.y, this.size.y];
2015 }
2016 // NOTE: not "else if" because king can capture enemy rook...
2017 let c = "";
2018 if (psq.x == 0)
2019 c = "b";
2020 else if (psq.x == this.size.x - 1)
2021 c = "w";
2022 if (c != "") {
2023 const fidx = this.castleFlags[c].findIndex(f => f == psq.y);
2024 if (fidx >= 0)
2025 this.castleFlags[c][fidx] = this.size.y;
2026 }
2027 });
2028 }
2029
2030 prePlay(move) {
2031 if (
2032 typeof move.start.x == "number" &&
2033 (!this.options["teleport"] || this.subTurnTeleport == 1)
2034 ) {
2035 // OK, not a drop move
2036 if (
2037 this.hasCastle &&
2038 // If flags already off, no need to re-check:
2039 Object.keys(this.castleFlags).some(c => {
2040 return this.castleFlags[c].some(val => val < this.size.y)})
2041 ) {
2042 this.updateCastleFlags(move);
2043 }
2044 const initSquare = C.CoordsToSquare(move.start);
2045 if (
2046 this.options["crazyhouse"] &&
2047 (!this.options["rifle"] || !move.capture)
2048 ) {
2049 const destSquare = C.CoordsToSquare(move.end);
2050 if (this.ispawn[initSquare]) {
2051 delete this.ispawn[initSquare];
2052 this.ispawn[destSquare] = true;
2053 }
2054 else if (
2055 move.vanish[0].p == "p" &&
2056 move.appear[0].p != "p"
2057 ) {
2058 this.ispawn[destSquare] = true;
2059 }
2060 else if (
2061 this.ispawn[destSquare] &&
2062 this.getColor(move.end.x, move.end.y) != move.vanish[0].c
2063 ) {
2064 move.vanish[1].p = "p";
2065 delete this.ispawn[destSquare];
2066 }
2067 }
2068 }
2069 const minSize = Math.min(move.appear.length, move.vanish.length);
2070 if (this.hasReserve && !move.pawnfall) {
2071 const color = this.turn;
2072 for (let i=minSize; i<move.appear.length; i++) {
2073 // Something appears = dropped on board (some exceptions, Chakart...)
2074 const piece = move.appear[i].p;
2075 this.updateReserve(color, piece, this.reserve[color][piece] - 1);
2076 }
2077 for (let i=minSize; i<move.vanish.length; i++) {
2078 // Something vanish: add to reserve except if recycle & opponent
2079 const piece = move.vanish[i].p;
2080 if (this.options["crazyhouse"] || move.vanish[i].c == color)
2081 this.updateReserve(color, piece, this.reserve[color][piece] + 1);
2082 }
2083 }
2084 }
2085
2086 play(move) {
2087 this.prePlay(move);
2088 if (this.hasEnpassant)
2089 this.epSquare = this.getEpSquare(move);
2090 this.playOnBoard(move);
2091 this.postPlay(move);
2092 }
2093
2094 postPlay(move) {
2095 const color = this.turn;
2096 const oppCol = C.GetOppCol(color);
2097 if (this.options["dark"])
2098 this.updateEnlightened(true);
2099 if (this.options["teleport"]) {
2100 if (
2101 this.subTurnTeleport == 1 &&
2102 move.vanish.length > move.appear.length &&
2103 move.vanish[move.vanish.length - 1].c == color
2104 ) {
2105 const v = move.vanish[move.vanish.length - 1];
2106 this.captured = {x: v.x, y: v.y, c: v.c, p: v.p};
2107 this.subTurnTeleport = 2;
2108 return;
2109 }
2110 this.subTurnTeleport = 1;
2111 this.captured = null;
2112 }
2113 if (this.options["balance"]) {
2114 if (![1, 3].includes(this.movesCount))
2115 this.turn = oppCol;
2116 }
2117 else {
2118 if (
2119 (
2120 this.options["doublemove"] &&
2121 this.movesCount >= 1 &&
2122 this.subTurn == 1
2123 ) ||
2124 (this.options["progressive"] && this.subTurn <= this.movesCount)
2125 ) {
2126 const oppKingPos = this.searchKingPos(oppCol);
2127 if (
2128 oppKingPos[0] >= 0 &&
2129 (
2130 this.options["taking"] ||
2131 !this.underCheck(oppKingPos, color)
2132 )
2133 ) {
2134 this.subTurn++;
2135 return;
2136 }
2137 }
2138 this.turn = oppCol;
2139 }
2140 this.movesCount++;
2141 this.subTurn = 1;
2142 }
2143
2144 // "Stop at the first move found"
2145 atLeastOneMove(color) {
2146 color = color || this.turn;
2147 for (let i = 0; i < this.size.x; i++) {
2148 for (let j = 0; j < this.size.y; j++) {
2149 if (this.board[i][j] != "" && this.getColor(i, j) == color) {
2150 // NOTE: in fact searching for all potential moves from i,j.
2151 // I don't believe this is an issue, for now at least.
2152 const moves = this.getPotentialMovesFrom([i, j]);
2153 if (moves.some(m => this.filterValid([m]).length >= 1))
2154 return true;
2155 }
2156 }
2157 }
2158 if (this.hasReserve && this.reserve[color]) {
2159 for (let p of Object.keys(this.reserve[color])) {
2160 const moves = this.getDropMovesFrom([color, p]);
2161 if (moves.some(m => this.filterValid([m]).length >= 1))
2162 return true;
2163 }
2164 }
2165 return false;
2166 }
2167
2168 // What is the score ? (Interesting if game is over)
2169 getCurrentScore(move) {
2170 const color = this.turn;
2171 const oppCol = C.GetOppCol(color);
2172 const kingPos = [this.searchKingPos(color), this.searchKingPos(oppCol)];
2173 if (kingPos[0][0] < 0 && kingPos[1][0] < 0)
2174 return "1/2";
2175 if (kingPos[0][0] < 0)
2176 return (color == "w" ? "0-1" : "1-0");
2177 if (kingPos[1][0] < 0)
2178 return (color == "w" ? "1-0" : "0-1");
2179 if (this.atLeastOneMove())
2180 return "*";
2181 // No valid move: stalemate or checkmate?
2182 if (!this.underCheck(kingPos, color))
2183 return "1/2";
2184 // OK, checkmate
2185 return (color == "w" ? "0-1" : "1-0");
2186 }
2187
2188 // NOTE: quite suboptimal for eg. Benedict (not a big deal I think)
2189 playVisual(move, r) {
2190 move.vanish.forEach(v => {
2191 if (!this.enlightened || this.enlightened[v.x][v.y]) {
2192 // TODO: next "if" shouldn't be required
2193 if (this.g_pieces[v.x][v.y])
2194 this.g_pieces[v.x][v.y].remove();
2195 this.g_pieces[v.x][v.y] = null;
2196 }
2197 });
2198 let chessboard =
2199 document.getElementById(this.containerId).querySelector(".chessboard");
2200 if (!r)
2201 r = chessboard.getBoundingClientRect();
2202 const pieceWidth = this.getPieceWidth(r.width);
2203 move.appear.forEach(a => {
2204 if (this.enlightened && !this.enlightened[a.x][a.y])
2205 return;
2206 this.g_pieces[a.x][a.y] = document.createElement("piece");
2207 this.g_pieces[a.x][a.y].classList.add(this.pieces()[a.p]["class"]);
2208 this.g_pieces[a.x][a.y].classList.add(a.c == "w" ? "white" : "black");
2209 this.g_pieces[a.x][a.y].style.width = pieceWidth + "px";
2210 this.g_pieces[a.x][a.y].style.height = pieceWidth + "px";
2211 const [ip, jp] = this.getPixelPosition(a.x, a.y, r);
2212 this.g_pieces[a.x][a.y].style.transform = `translate(${ip}px,${jp}px)`;
2213 chessboard.appendChild(this.g_pieces[a.x][a.y]);
2214 });
2215 }
2216
2217 playPlusVisual(move, r) {
2218 this.playVisual(move, r);
2219 this.play(move);
2220 this.afterPlay(move); //user method
2221 }
2222
2223 // Assumes reserve on top (usage case otherwise? TODO?)
2224 getReserveShift(c, p, r) {
2225 let nbR = 0,
2226 ridx = 0;
2227 for (let pi of Object.keys(this.reserve[c])) {
2228 if (this.reserve[c][pi] == 0)
2229 continue;
2230 if (pi == p)
2231 ridx = nbR;
2232 nbR++;
2233 }
2234 const rsqSize = this.getReserveSquareSize(r.width, nbR);
2235 return [-ridx * rsqSize, rsqSize]; //slightly inaccurate... TODO?
2236 }
2237
2238 animate(move, callback) {
2239 if (this.noAnimate) {
2240 callback();
2241 return;
2242 }
2243 const [i1, j1] = [move.start.x, move.start.y];
2244 const dropMove = (typeof i1 == "string");
2245 const startArray = (dropMove ? this.r_pieces : this.g_pieces);
2246 let startPiece = startArray[i1][j1];
2247 // TODO: next "if" shouldn't be required
2248 if (!startPiece) {
2249 callback();
2250 return;
2251 }
2252 let chessboard =
2253 document.getElementById(this.containerId).querySelector(".chessboard");
2254 const clonePiece = (
2255 !dropMove &&
2256 this.options["rifle"] ||
2257 (this.options["teleport"] && this.subTurnTeleport == 2)
2258 );
2259 if (clonePiece) {
2260 startPiece = startPiece.cloneNode();
2261 if (this.options["rifle"])
2262 startArray[i1][j1].style.opacity = "0";
2263 if (this.options["teleport"] && this.subTurnTeleport == 2) {
2264 const pieces = this.pieces();
2265 const startCode = (dropMove ? j1 : this.getPiece(i1, j1));
2266 startPiece.classList.remove(pieces[startCode]["class"]);
2267 startPiece.classList.add(pieces[this.captured.p]["class"]);
2268 // Color: OK
2269 }
2270 chessboard.appendChild(startPiece);
2271 }
2272 const [i2, j2] = [move.end.x, move.end.y];
2273 let startCoords;
2274 if (dropMove) {
2275 startCoords = [
2276 i1 == this.playerColor ? this.size.x : 0,
2277 this.size.y / 2 //not trying to be accurate here... (TODO?)
2278 ];
2279 }
2280 else
2281 startCoords = [i1, j1];
2282 const r = chessboard.getBoundingClientRect();
2283 const arrival = this.getPixelPosition(i2, j2, r); //TODO: arrival on drop?
2284 let rs = [0, 0];
2285 if (dropMove)
2286 rs = this.getReserveShift(i1, j1, r);
2287 const distance =
2288 Math.sqrt((startCoords[0] - i2) ** 2 + (startCoords[1] - j2) ** 2);
2289 const maxDist = Math.sqrt((this.size.x - 1)** 2 + (this.size.y - 1) ** 2);
2290 const multFact = (distance - 1) / (maxDist - 1); //1 == minDist
2291 const duration = 0.2 + multFact * 0.3;
2292 const initTransform = startPiece.style.transform;
2293 startPiece.style.transform =
2294 `translate(${arrival[0] + rs[0]}px, ${arrival[1] + rs[1]}px)`;
2295 startPiece.style.transitionDuration = duration + "s";
2296 setTimeout(
2297 () => {
2298 if (clonePiece) {
2299 if (this.options["rifle"])
2300 startArray[i1][j1].style.opacity = "1";
2301 startPiece.remove();
2302 }
2303 else {
2304 startPiece.style.transform = initTransform;
2305 startPiece.style.transitionDuration = "0s";
2306 }
2307 callback();
2308 },
2309 duration * 1000
2310 );
2311 }
2312
2313 playReceivedMove(moves, callback) {
2314 const launchAnimation = () => {
2315 const r = container.querySelector(".chessboard").getBoundingClientRect();
2316 const animateRec = i => {
2317 this.animate(moves[i], () => {
2318 this.playVisual(moves[i], r);
2319 this.play(moves[i]);
2320 if (i < moves.length - 1)
2321 setTimeout(() => animateRec(i+1), 300);
2322 else
2323 callback();
2324 });
2325 };
2326 animateRec(0);
2327 };
2328 // Delay if user wasn't focused:
2329 const checkDisplayThenAnimate = (delay) => {
2330 if (container.style.display == "none") {
2331 alert("New move! Let's go back to game...");
2332 document.getElementById("gameInfos").style.display = "none";
2333 container.style.display = "block";
2334 setTimeout(launchAnimation, 700);
2335 }
2336 else
2337 setTimeout(launchAnimation, delay || 0);
2338 };
2339 let container = document.getElementById(this.containerId);
2340 if (document.hidden) {
2341 document.onvisibilitychange = () => {
2342 document.onvisibilitychange = undefined;
2343 checkDisplayThenAnimate(700);
2344 };
2345 }
2346 else
2347 checkDisplayThenAnimate();
2348 }
2349
2350 };