X-Git-Url: https://git.auder.net/?p=xogo.git;a=blobdiff_plain;f=base_rules.js;h=88197ea0bed834c970659b95068aa5bec6f0b1aa;hp=ea34a3d806d1c26b2a645d88c1a6bdf730f86f9f;hb=HEAD;hpb=65c770d1d8b4b1d6fe3beae9f0ada4bf8f8856cb diff --git a/base_rules.js b/base_rules.js index ea34a3d..3d8e463 100644 --- a/base_rules.js +++ b/base_rules.js @@ -1,5 +1,6 @@ -import { Random } from "/utils/alea.js"; -import { ArrayFun } from "/utils/array.js"; +import {Random} from "/utils/alea.js"; +import {ArrayFun} from "/utils/array.js"; +import {FenUtil} from "/utils/setupPieces.js"; import PiPo from "/utils/PiPo.js"; import Move from "/utils/Move.js"; @@ -96,6 +97,14 @@ export default class ChessRules { return true; } + // Allow to take (moving: not disappearing) own pieces? + get hasSelfCaptures() { + return ( + this.options["recycle"] || + (this.options["teleport"] && this.subTurnTeleport == 1) + ); + } + get hasReserve() { return ( !!this.options["crazyhouse"] || @@ -116,6 +125,16 @@ export default class ChessRules { return false; } + // Some variants reveal moves only after both players played + get hideMoves() { + return false; + } + + // Some variants do not flip board as black + get flippedBoard() { + return (this.playerColor == 'b'); + } + // Some variants use click infos: doClick(coords) { if (typeof coords.x != "number") @@ -156,6 +175,22 @@ export default class ChessRules { return Object.values(cd).map(c => c.toString(36)).join(""); } + // c10 --> 02 (assuming 10 rows) + static SquareFromUsual(sq) { + return ( + (this.size.x - parseInt(sq.substring(1), 10)).toString(36) + + (sq.charCodeAt(0) - 97).toString(36) + ); + } + + // 02 --> c10 + static UsualFromSquare(sq) { + return ( + String.fromCharCode(parseInt(sq.charAt(1), 36) + 97) + + (this.size.x - parseInt(sq.charAt(0), 36)).toString(10) + ); + } + coordsToId(cd) { if (typeof cd.x == "number") { return ( @@ -197,88 +232,33 @@ export default class ChessRules { return (f.charCodeAt(0) <= 90 ? "w" + f.toLowerCase() : "b" + f); } - // Setup the initial random-or-not (asymmetric-or-not) position genRandInitFen(seed) { - let fen, flags = "0707"; - if (!this.options.randomness) - // Deterministic: - fen = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0"; - - else { - // Randomize - Random.setSeed(seed); - let pieces = {w: new Array(8), b: new Array(8)}; - flags = ""; - // Shuffle pieces on first (and last rank if randomness == 2) - for (let c of ["w", "b"]) { - if (c == 'b' && this.options.randomness == 1) { - pieces['b'] = pieces['w']; - flags += flags; - break; - } + Random.setSeed(seed); //may be unused + let baseFen = this.genRandInitBaseFen(); + baseFen.o = Object.assign({init: true}, baseFen.o); + const parts = this.getPartFen(baseFen.o); + return ( + baseFen.fen + " w 0" + + (Object.keys(parts).length > 0 ? (" " + JSON.stringify(parts)) : "") + ); + } - let positions = ArrayFun.range(8); - - // Get random squares for bishops - let randIndex = 2 * Random.randInt(4); - const bishop1Pos = positions[randIndex]; - // The second bishop must be on a square of different color - let randIndex_tmp = 2 * Random.randInt(4) + 1; - const bishop2Pos = positions[randIndex_tmp]; - // Remove chosen squares - positions.splice(Math.max(randIndex, randIndex_tmp), 1); - positions.splice(Math.min(randIndex, randIndex_tmp), 1); - - // Get random squares for knights - randIndex = Random.randInt(6); - const knight1Pos = positions[randIndex]; - positions.splice(randIndex, 1); - randIndex = Random.randInt(5); - const knight2Pos = positions[randIndex]; - positions.splice(randIndex, 1); - - // Get random square for queen - randIndex = Random.randInt(4); - const queenPos = positions[randIndex]; - positions.splice(randIndex, 1); - - // Rooks and king positions are now fixed, - // because of the ordering rook-king-rook - const rook1Pos = positions[0]; - const kingPos = positions[1]; - const rook2Pos = positions[2]; - - // Finally put the shuffled pieces in the board array - pieces[c][rook1Pos] = "r"; - pieces[c][knight1Pos] = "n"; - pieces[c][bishop1Pos] = "b"; - pieces[c][queenPos] = "q"; - pieces[c][kingPos] = "k"; - pieces[c][bishop2Pos] = "b"; - pieces[c][knight2Pos] = "n"; - pieces[c][rook2Pos] = "r"; - flags += rook1Pos.toString() + rook2Pos.toString(); + // Setup the initial random-or-not (asymmetric-or-not) position + genRandInitBaseFen() { + const s = FenUtil.setupPieces( + ['r', 'n', 'b', 'q', 'k', 'b', 'n', 'r'], + { + randomness: this.options["randomness"], + between: [{p1: 'k', p2: 'r'}], + diffCol: ['b'], + flags: ['r'] } - fen = ( - pieces["b"].join("") + - "/pppppppp/8/8/8/8/PPPPPPPP/" + - pieces["w"].join("").toUpperCase() + - " w 0" - ); - } - // Add turn + flags + enpassant (+ reserve) - let parts = []; - if (this.hasFlags) - parts.push(`"flags":"${flags}"`); - if (this.hasEnpassant) - parts.push('"enpassant":"-"'); - if (this.hasReserveFen) - parts.push('"reserve":"000000000000"'); - if (this.options["crazyhouse"]) - parts.push('"ispawn":"-"'); - if (parts.length >= 1) - fen += " {" + parts.join(",") + "}"; - return fen; + ); + return { + fen: s.b.join("") + "/pppppppp/8/8/8/8/PPPPPPPP/" + + s.w.join("").toUpperCase(), + o: {flags: s.flags} + }; } // "Parse" FEN: just return untransformed string data @@ -296,23 +276,28 @@ export default class ChessRules { // Return current fen (game state) getFen() { - let fen = ( - this.getPosition() + " " + - this.getTurnFen() + " " + - this.movesCount + const parts = this.getPartFen({}); + return ( + this.getBaseFen() + + (Object.keys(parts).length > 0 ? (" " + JSON.stringify(parts)) : "") ); - let parts = []; + } + + getBaseFen() { + return this.getPosition() + " " + this.turn + " " + this.movesCount; + } + + getPartFen(o) { + let parts = {}; if (this.hasFlags) - parts.push(`"flags":"${this.getFlagsFen()}"`); + parts["flags"] = o.init ? o.flags : this.getFlagsFen(); if (this.hasEnpassant) - parts.push(`"enpassant":"${this.getEnpassantFen()}"`); + parts["enpassant"] = o.init ? "-" : this.getEnpassantFen(); if (this.hasReserveFen) - parts.push(`"reserve":"${this.getReserveFen()}"`); + parts["reserve"] = this.getReserveFen(o); if (this.options["crazyhouse"]) - parts.push(`"ispawn":"${this.getIspawnFen()}"`); - if (parts.length >= 1) - fen += " {" + parts.join(",") + "}"; - return fen; + parts["ispawn"] = this.getIspawnFen(o); + return parts; } static FenEmptySquares(count) { @@ -330,9 +315,9 @@ export default class ChessRules { // Position part of the FEN string getPosition() { let position = ""; - for (let i = 0; i < this.size.y; i++) { + for (let i = 0; i < this.size.x; i++) { let emptyCount = 0; - for (let j = 0; j < this.size.x; j++) { + for (let j = 0; j < this.size.y; j++) { if (this.board[i][j] == "") emptyCount++; else { @@ -347,19 +332,15 @@ export default class ChessRules { if (emptyCount > 0) // "Flush remainder" position += C.FenEmptySquares(emptyCount); - if (i < this.size.y - 1) + if (i < this.size.x - 1) position += "/"; //separate rows } return position; } - getTurnFen() { - return this.turn; - } - // Flags part of the FEN string getFlagsFen() { - return ["w", "b"].map(c => { + return ['w', 'b'].map(c => { return this.castleFlags[c].map(x => x.toString(36)).join(""); }).join(""); } @@ -367,17 +348,22 @@ export default class ChessRules { // Enpassant part of the FEN string getEnpassantFen() { if (!this.epSquare) - return "-"; //no en-passant + return "-"; return C.CoordsToSquare(this.epSquare); } - getReserveFen() { + getReserveFen(o) { + if (o.init) + return Array(2 * V.ReserveArray.length).fill('0').join(""); return ( - ["w","b"].map(c => Object.values(this.reserve[c]).join("")).join("") + ['w', 'b'].map(c => Object.values(this.reserve[c]).join("")).join("") ); } - getIspawnFen() { + getIspawnFen(o) { + if (o.init) + // NOTE: cannot merge because this.ispawn doesn't exist yet + return "-"; const squares = Object.keys(this.ispawn); if (squares.length == 0) return "-"; @@ -402,19 +388,18 @@ export default class ChessRules { if (this.options[opt.variable] === undefined) this.options[opt.variable] = opt.defaut; }); - if (o.genFenOnly) - // This object will be used only for initial FEN generation - return; + + // Some variables this.playerColor = o.color; this.afterPlay = o.afterPlay; //trigger some actions after playing a move + this.containerId = o.element; + this.isDiagram = o.diagram; + this.marks = o.marks; - // Fen string fully describes the game state + // Initializations if (!o.fen) o.fen = this.genRandInitFen(o.seed); this.re_initFromFen(o.fen); - - // Graphical (can use variables defined above) - this.containerId = o.element; this.graphicalInit(); } @@ -453,7 +438,7 @@ export default class ChessRules { this.setFlags(fenParsed.flags); if (this.hasEnpassant) this.epSquare = this.getEpSquare(fenParsed.enpassant); - if (this.hasReserve) + if (this.hasReserve && !this.isDiagram) this.initReserves(fenParsed.reserve); if (this.options["crazyhouse"]) this.initIspawn(fenParsed.ispawn); @@ -472,17 +457,17 @@ export default class ChessRules { } // ordering as in pieces() p,r,n,b,q,k + static get ReserveArray() { + return ['p', 'r', 'n', 'b', 'q', 'k']; + } + initReserves(reserveStr) { const counts = reserveStr.split("").map(c => parseInt(c, 36)); - this.reserve = { w: {}, b: {} }; - const pieceName = ['p', 'r', 'n', 'b', 'q', 'k']; - const L = pieceName.length; - for (let i of ArrayFun.range(2 * L)) { - if (i < L) - this.reserve['w'][pieceName[i]] = counts[i]; - else - this.reserve['b'][pieceName[i-L]] = counts[i]; - } + const L = V.ReserveArray.length; + this.reserve = { + w: ArrayFun.toObject(V.ReserveArray, counts.slice(0, L)), + b: ArrayFun.toObject(V.ReserveArray, counts.slice(L, 2 * L)) + }; } initIspawn(ispawnStr) { @@ -496,7 +481,7 @@ export default class ChessRules { // VISUAL UTILS getPieceWidth(rwidth) { - return (rwidth / this.size.y); + return (rwidth / Math.max(this.size.x, this.size.y)); } getReserveSquareSize(rwidth, nbR) { @@ -516,27 +501,23 @@ export default class ChessRules { } getRankInReserve(c, p) { - const pieces = Object.keys(this.pieces()); + const pieces = Object.keys(this.pieces(c, c, p)); const lastIndex = pieces.findIndex(pp => pp == p) let toTest = pieces.slice(0, lastIndex); return toTest.reduce( (oldV,newV) => oldV + (this.reserve[c][newV] > 0 ? 1 : 0), 0); } - static AddClass_es(piece, class_es) { + static AddClass_es(elt, class_es) { if (!Array.isArray(class_es)) class_es = [class_es]; - class_es.forEach(cl => { - piece.classList.add(cl); - }); + class_es.forEach(cl => elt.classList.add(cl)); } - static RemoveClass_es(piece, class_es) { + static RemoveClass_es(elt, class_es) { if (!Array.isArray(class_es)) class_es = [class_es]; - class_es.forEach(cl => { - piece.classList.remove(cl); - }); + class_es.forEach(cl => elt.classList.remove(cl)); } // Generally light square bottom-right @@ -557,28 +538,18 @@ export default class ChessRules { // VISUAL METHODS graphicalInit() { - // NOTE: not window.onresize = this.re_drawBoardElts because scope (this) - window.onresize = () => this.re_drawBoardElements(); const g_init = () => { this.re_drawBoardElements(); - this.initMouseEvents(); + if (!this.isDiagram && !this.mouseListeners && !this.touchListeners) + this.initMouseEvents(); }; let container = document.getElementById(this.containerId); - if (container.getBoundingClientRect().width == 0) { - // Element not ready yet - let ro = new ResizeObserver(() => { - ro.unobserve(container); - g_init(); - }); - ro.observe(container); - } - else - g_init(); + this.windowResizeObs = new ResizeObserver(g_init); + this.windowResizeObs.observe(container); } re_drawBoardElements() { const board = this.getSvgChessboard(); - const oppCol = C.GetOppCol(this.playerColor); const container = document.getElementById(this.containerId); const rc = container.getBoundingClientRect(); let chessboard = container.querySelector(".chessboard"); @@ -598,7 +569,7 @@ export default class ChessRules { cbHeight = Math.min(rc.height, 767); cbWidth = cbHeight * vRatio; } - if (this.hasReserve) { + if (this.hasReserve && !this.isDiagram) { const sqSize = cbWidth / this.size.y; // NOTE: allocate space for reserves (up/down) even if they are empty // Cannot use getReserveSquareSize() here, but sqSize is an upper bound. @@ -616,7 +587,7 @@ export default class ChessRules { chessboard.style.top = spaceTop + "px"; // Give sizes instead of recomputing them, // because chessboard might not be drawn yet. - this.setupPieces({ + this.setupVisualPieces({ width: cbWidth, height: cbHeight, x: spaceLeft, @@ -626,13 +597,22 @@ export default class ChessRules { // Get SVG board (background, no pieces) getSvgChessboard() { - const flipped = (this.playerColor == 'b'); let board = ` `; + board += this.getBaseSvgChessboard(); + board += ""; + return board; + } + + getBaseSvgChessboard() { + let board = ""; + const flipped = this.flippedBoard; for (let i=0; i < this.size.x; i++) { for (let j=0; j < this.size.y; j++) { + if (!this.onBoard(i, j)) + continue; const ii = (flipped ? this.size.x - 1 - i : i); const jj = (flipped ? this.size.y - 1 - j : j); let classes = this.getSquareColorClass(ii, jj); @@ -650,51 +630,70 @@ export default class ChessRules { />`; } } - board += ""; return board; } - setupPieces(r) { - if (this.g_pieces) { - // Refreshing: delete old pieces first - for (let i=0; i { + this[arrName][i][j] = document.createElement("piece"); + C.AddClass_es(this[arrName][i][j], classes); + this[arrName][i][j].style.width = pieceWidth + "px"; + this[arrName][i][j].style.height = pieceWidth + "px"; + let [ip, jp] = this.getPixelPosition(i, j, r); + // Translate coordinates to use chessboard as reference: + this[arrName][i][j].style.transform = + `translate(${ip - r.x}px,${jp - r.y}px)`; + chessboard.appendChild(this[arrName][i][j]); + }; + const conditionalReset = (arrName) => { + if (this[arrName]) { + // Refreshing: delete old pieces first. This isn't necessary, + // but simpler (this method isn't called many times) + for (let i=0; i { + const formattedSquare = C.SquareFromUsual(m); + const mCoords = C.SquareToCoords(formattedSquare); + addPiece(mCoords.x, mCoords.y, arrName, "mark"); + }); + }; + if (this.marks) + conditionalReset("d_pieces"); + conditionalReset("g_pieces"); for (let i=0; i < this.size.x; i++) { for (let j=0; j < this.size.y; j++) { if (this.board[i][j] != "") { const color = this.getColor(i, j); const piece = this.getPiece(i, j); - this.g_pieces[i][j] = document.createElement("piece"); - C.AddClass_es(this.g_pieces[i][j], - this.pieces(color, i, j)[piece]["class"]); - this.g_pieces[i][j].classList.add(C.GetColorClass(color)); - this.g_pieces[i][j].style.width = pieceWidth + "px"; - this.g_pieces[i][j].style.height = pieceWidth + "px"; - let [ip, jp] = this.getPixelPosition(i, j, r); - // Translate coordinates to use chessboard as reference: - this.g_pieces[i][j].style.transform = - `translate(${ip - r.x}px,${jp - r.y}px)`; + addPiece(i, j, "g_pieces", this.pieces(color, i, j)[piece]["class"]); + this.g_pieces[i][j].classList.add(V.GetColorClass(color)); if (this.enlightened && !this.enlightened[i][j]) this.g_pieces[i][j].classList.add("hidden"); - chessboard.appendChild(this.g_pieces[i][j]); + } + if (this.marks && this.d_pieces[i][j]) { + let classes = ["mark"]; + if (this.board[i][j] != "") + classes.push("transparent"); + addPiece(i, j, "d_pieces", classes); } } } - if (this.hasReserve) + if (this.hasReserve && !this.isDiagram) this.re_drawReserve(['w', 'b'], r); } @@ -749,7 +748,7 @@ export default class ChessRules { rcontainer.appendChild(r_cell); let piece = document.createElement("piece"); C.AddClass_es(piece, this.pieces(c, c, p)[p]["class"]); - piece.classList.add(C.GetColorClass(c)); + piece.classList.add(V.GetColorClass(c)); piece.style.width = "100%"; piece.style.height = "100%"; this.r_pieces[c][p] = piece; @@ -772,8 +771,8 @@ export default class ChessRules { piece = "k"; //capturing cannibal king: back to king form const oldCount = this.reserve[color][piece]; this.reserve[color][piece] = count; - // Redrawing is much easier if count==0 - if ([oldCount, count].includes(0)) + // Redrawing is much easier if count==0 (or undefined) + if ([oldCount, count].some(item => !item)) this.re_drawReserve([color]); else { const numId = this.getReserveNumId(color, piece); @@ -871,9 +870,10 @@ export default class ChessRules { y = (this.playerColor == i ? y = r.height + 5 : - 5 - rsqSize); } else { - const sqSize = r.width / this.size.y; - const flipped = (this.playerColor == 'b'); - x = (flipped ? this.size.y - 1 - j : j) * sqSize; + const sqSize = r.width / Math.max(this.size.x, this.size.y); + const flipped = this.flippedBoard; + x = (flipped ? this.size.y - 1 - j : j) * sqSize + + Math.abs(this.size.x - this.size.y) * sqSize / 2; y = (flipped ? this.size.x - 1 - i : i) * sqSize; } return [r.x + x, r.y + y]; @@ -1006,7 +1006,10 @@ export default class ChessRules { // TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js } + // NOTE: not called if isDiagram removeListeners() { + let container = document.getElementById(this.containerId); + this.windowResizeObs.unobserve(container); if ('onmousedown' in window) { this.mouseListeners.forEach(ml => { document.removeEventListener(ml.type, ml.listener); @@ -1055,7 +1058,7 @@ export default class ChessRules { const cdisp = moves[i].choice || moves[i].appear[0].p; C.AddClass_es(piece, this.pieces(color, moves[i].end.x, moves[i].end.y)[cdisp]["class"]); - piece.classList.add(C.GetColorClass(color)); + piece.classList.add(V.GetColorClass(color)); piece.style.width = "100%"; piece.style.height = "100%"; choice.appendChild(piece); @@ -1063,6 +1066,21 @@ export default class ChessRules { } } + displayMessage(elt, msg, classe_s, timeout) { + if (elt) + // Fixed element, e.g. for Dice Chess + elt.innerHTML = msg; + else { + // Temporary div (Chakart, Apocalypse...) + let divMsg = document.createElement("div"); + C.AddClass_es(divMsg, classe_s); + divMsg.innerHTML = msg; + let container = document.getElementById(this.containerId); + container.appendChild(divMsg); + setTimeout(() => container.removeChild(divMsg), timeout); + } + } + //////////////// // DARK METHODS @@ -1088,9 +1106,10 @@ export default class ChessRules { // Include square of the en-passant capturing square: enlightEnpassant() { // NOTE: shortcut, pawn has only one attack type, doesn't depend on square - const steps = this.pieces(this.playerColor)["p"].attack[0].steps; + // TODO: (0, 0) is wrong, would need to place an attacker here... + const steps = this.pieces(this.playerColor, 0, 0)["p"].attack[0].steps; for (let step of steps) { - const x = this.epSquare.x - step[0], + const x = this.epSquare.x - step[0], //NOTE: epSquare.x not on edge y = this.getY(this.epSquare.y - step[1]); if ( this.onBoard(x, y) && @@ -1164,7 +1183,7 @@ export default class ChessRules { getPieceType(x, y, p) { if (!p) p = this.getPiece(x, y); - return this.pieces()[p].moveas || p; + return this.pieces(this.getColor(x, y), x, y)[p].moveas || p; } isKing(x, y, p) { @@ -1175,8 +1194,12 @@ export default class ChessRules { return !!C.CannibalKings[p]; } - // Get opponent color - static GetOppCol(color) { + static GetOppTurn(color) { + return (color == 'w' ? 'b' : 'w'); + } + + // Get opponent color(s): may differ from turn (e.g. Checkered) + getOppCols(color) { return (color == "w" ? "b" : "w"); } @@ -1194,17 +1217,22 @@ export default class ChessRules { //////////////////////// // PIECES SPECIFICATIONS + getPawnShift(color) { + return (color == "w" ? -1 : 1); + } + isPawnInitRank(x, color) { + return (color == 'w' && x >= 6) || (color == 'b' && x <= 1); + } + pieces(color, x, y) { - const pawnShift = (color == "w" ? -1 : 1); - // NOTE: jump 2 squares from first rank (pawns can be here sometimes) - const initRank = ((color == 'w' && x >= 6) || (color == 'b' && x <= 1)); + const pawnShift = this.getPawnShift(color || 'w'); return { 'p': { "class": "pawn", moves: [ { steps: [[pawnShift, 0]], - range: (initRank ? 2 : 1) + range: (this.isPawnInitRank(x, color) ? 2 : 1) } ], attack: [ @@ -1216,13 +1244,13 @@ export default class ChessRules { }, 'r': { "class": "rook", - moves: [ + both: [ {steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]} ] }, 'n': { "class": "knight", - moves: [ + both: [ { steps: [ [1, 2], [1, -2], [-1, 2], [-1, -2], @@ -1234,13 +1262,13 @@ export default class ChessRules { }, 'b': { "class": "bishop", - moves: [ + both: [ {steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]} ] }, 'q': { "class": "queen", - moves: [ + both: [ { steps: [ [0, 1], [0, -1], [1, 0], [-1, 0], @@ -1251,7 +1279,7 @@ export default class ChessRules { }, 'k': { "class": "king", - moves: [ + both: [ { steps: [ [0, 1], [0, -1], [1, 0], [-1, 0], @@ -1305,6 +1333,17 @@ export default class ChessRules { res += this.size.y; return res; } + // Circular? + getX(x) { + return x; //generally, no + } + + increment([x, y], step) { + return [ + this.getX(x + step[0]), + this.getY(y + step[1]) + ]; + } getSegments(curSeg, segStart, segEnd) { if (curSeg.length == 0) @@ -1315,7 +1354,20 @@ export default class ChessRules { } getStepSpec(color, x, y, piece) { - return this.pieces(color, x, y)[piece || this.getPieceType(x, y)]; + let pieceType = piece; + let allSpecs = this.pieces(color, x, y); + if (!piece) + pieceType = this.getPieceType(x, y); + else if (allSpecs[piece].moveas) + pieceType = allSpecs[piece].moveas; + let res = allSpecs[pieceType]; + if (!res["both"]) + res.both = []; + if (!res["moves"]) + res.moves = []; + if (!res["attack"]) + res.attack = []; + return res; } // Can thing on square1 capture thing on square2? @@ -1323,6 +1375,11 @@ export default class ChessRules { return this.getColor(x1, y1) !== this.getColor(x2, y2); } + // Teleport & Recycle. Assumption: color(x1,y1) == color(x2,y2) + canSelfTake([x1, y1], [x2, y2]) { + return !this.isKing(x2, y2); + } + canStepOver(i, j, p) { // In some variants, objects on boards don't stop movement (Chakart) return this.board[i][j] == ""; @@ -1346,23 +1403,22 @@ export default class ChessRules { if (!this.options["madrasi"]) return false; const color = this.getColor(x, y); - const oppCol = C.GetOppCol(color); + const oppCols = this.getOppCols(color); const piece = this.getPieceType(x, y); const stepSpec = this.getStepSpec(color, x, y, piece); - const attacks = stepSpec.attack || stepSpec.moves; + const attacks = stepSpec.both.concat(stepSpec.attack); for (let a of attacks) { outerLoop: for (let step of a.steps) { - let [i, j] = [x + step[0], y + step[1]]; - let stepCounter = 1; + let [i, j] = this.increment([x, y], step); + let stepCounter = 0; while (this.onBoard(i, j) && this.board[i][j] == "") { if (a.range <= stepCounter++) continue outerLoop; - i += step[0]; - j = this.getY(j + step[1]); + [i, j] = this.increment([i, j], step); } if ( this.onBoard(i, j) && - this.getColor(i, j) == oppCol && + oppCols.includes(this.getColor(i, j)) && this.getPieceType(i, j) == piece ) { return true; @@ -1374,7 +1430,6 @@ export default class ChessRules { // Stop at the first capture found atLeastOneCapture(color) { - const oppCol = C.GetOppCol(color); const allowed = (sq1, sq2) => { return ( // NOTE: canTake is reversed for Zen. @@ -1395,7 +1450,6 @@ export default class ChessRules { { attackOnly: true, one: true, - segments: this.options["cylinder"] }, allowed ) @@ -1406,10 +1460,7 @@ export default class ChessRules { this.options["zen"] && this.findCapturesOn( [i, j], - { - one: true, - segments: this.options["cylinder"] - }, + {one: true}, allowed ) ) @@ -1463,7 +1514,7 @@ export default class ChessRules { let moves = []; for (let i=0; i v < this.size.y) - ) { + if (this.isKing(0, 0, piece) && this.hasCastle) Array.prototype.push.apply(moves, this.getCastleMoves([x, y])); - } return this.postProcessPotentialMoves(moves); } @@ -1510,44 +1558,44 @@ export default class ChessRules { if (moves.length == 0) return []; const color = this.getColor(moves[0].start.x, moves[0].start.y); - const oppCol = C.GetOppCol(color); + const oppCols = this.getOppCols(color); if (this.options["capture"] && this.atLeastOneCapture(color)) - moves = this.capturePostProcess(moves, oppCol); + moves = this.capturePostProcess(moves, oppCols); if (this.options["atomic"]) - this.atomicPostProcess(moves, color, oppCol); + moves = this.atomicPostProcess(moves, color, oppCols); if ( moves.length > 0 && this.getPieceType(moves[0].start.x, moves[0].start.y) == "p" ) { - this.pawnPostProcess(moves, color, oppCol); + moves = this.pawnPostProcess(moves, color, oppCols); } if (this.options["cannibal"] && this.options["rifle"]) // In this case a rifle-capture from last rank may promote a pawn - this.riflePromotePostProcess(moves, color); + moves = this.riflePromotePostProcess(moves, color); return moves; } - capturePostProcess(moves, oppCol) { + capturePostProcess(moves, oppCols) { // Filter out non-capturing moves (not using m.vanish because of // self captures of Recycle and Teleport). return moves.filter(m => { return ( this.board[m.end.x][m.end.y] != "" && - this.getColor(m.end.x, m.end.y) == oppCol + oppCols.includes(this.getColor(m.end.x, m.end.y)) ); }); } - atomicPostProcess(moves, color, oppCol) { + atomicPostProcess(moves, color, oppCols) { moves.forEach(m => { if ( this.board[m.end.x][m.end.y] != "" && - this.getColor(m.end.x, m.end.y) == oppCol + oppCols.includes(this.getColor(m.end.x, m.end.y)) ) { // Explosion! let steps = [ @@ -1567,8 +1615,7 @@ export default class ChessRules { vanish: [] }); for (let step of steps) { - let x = m.end.x + step[0]; - let y = this.getY(m.end.y + step[1]); + let [x, y] = this.increment([m.end.x, m.end.y], step); if ( this.onBoard(x, y) && this.board[x][y] != "" && @@ -1599,9 +1646,10 @@ export default class ChessRules { m.next = mNext; } }); + return moves; } - pawnPostProcess(moves, color, oppCol) { + pawnPostProcess(moves, color, oppCols) { let moreMoves = []; const lastRank = (color == "w" ? 0 : this.size.x - 1); const initPiece = this.getPiece(moves[0].start.x, moves[0].start.y); @@ -1618,11 +1666,11 @@ export default class ChessRules { m.appear.shift(); return; } - let finalPieces = ["p"]; + let finalPieces; if ( this.options["cannibal"] && this.board[x2][y2] != "" && - this.getColor(x2, y2) == oppCol + oppCols.includes(this.getColor(x2, y2)) ) { finalPieces = [this.getPieceType(x2, y2)]; } @@ -1632,16 +1680,13 @@ export default class ChessRules { if (initPiece == "!") //cannibal king-pawn m.appear[0].p = C.CannibalKingCode[finalPieces[0]]; for (let i=1; i { @@ -1691,7 +1735,6 @@ export default class ChessRules { [x, y], { moveOnly: !!stepSpec.attack || this.options["zen"], - segments: this.options["cylinder"], stepSpec: stepSpec } ); @@ -1704,32 +1747,31 @@ export default class ChessRules { !this.isKing(i1, j1) && this.canTake([i2, j2], [i1, j1]) ); // Technical step: segments (if any) are reversed - if (this.options["cylinder"]) { - zenCaptures.forEach(z => { + zenCaptures.forEach(z => { + if (!!z.segments) z.segments = z.segments.reverse().map(s => s.reverse()) - }); - } + }); Array.prototype.push.apply(squares, zenCaptures); } - if ( - this.options["recycle"] || - (this.options["teleport"] && this.subTurnTeleport == 1) - ) { + if (this.hasSelfCaptures) { const selfCaptures = this.findDestSquares( [x, y], { attackOnly: true, - segments: this.options["cylinder"], stepSpec: stepSpec }, - ([i1, j1], [i2, j2]) => - this.getColor(i2, j2) == color && !this.isKing(i2, j2) + ([i1, j1], [i2, j2]) => { + return ( + this.getColor(i2, j2) == color && + this.canSelfTake([i1, j1], [i2, j2]) + ); + } ); Array.prototype.push.apply(squares, selfCaptures); } return squares.map(s => { let mv = this.getBasicMove([x, y], s.sq); - if (this.options["cylinder"] && s.segments.length >= 2) + if (!!s.segments) mv.segments = s.segments; return mv; }); @@ -1740,23 +1782,21 @@ export default class ChessRules { allowed = (sq1, sq2) => this.canTake(sq1, sq2); const apparentPiece = this.getPiece(x, y); //how it looks let res = []; - // Next 3 for Cylinder mode: (unused if !o.segments) + // Next 3 for Cylinder mode or circular (useless otherwise) let explored = {}; let segments = []; let segStart = []; const addSquare = ([i, j]) => { let elt = {sq: [i, j]}; - if (o.segments) - elt.segments = this.getSegments(segments, segStart, end); + if (segments.length >= 1) + elt.segments = this.getSegments(segments, segStart, [i, j]); res.push(elt); }; - const exploreSteps = (stepArray) => { + const exploreSteps = (stepArray, mode) => { for (let s of stepArray) { outerLoop: for (let step of s.steps) { - if (o.segments) { - segments = []; - segStart = [x, y]; - } + segments = []; + segStart = [x, y]; let [i, j] = [x, y]; let stepCounter = 0; while ( @@ -1769,9 +1809,9 @@ export default class ChessRules { !o.captureTarget || (o.captureTarget[0] == i && o.captureTarget[1] == j) ) { - if (o.one && !o.attackOnly) + if (o.one && mode != "attack") return true; - if (!o.attackOnly) + if (mode != "attack") addSquare(!o.captureTarget ? [i, j] : [x, y]); if (o.captureTarget) return res[0]; @@ -1780,10 +1820,12 @@ export default class ChessRules { if (s.range <= stepCounter++) continue outerLoop; const oldIJ = [i, j]; - i += step[0]; - j = this.getY(j + step[1]); - if (o.segments && Math.abs(j - oldIJ[1]) > 1) { - // Boundary between segments (cylinder mode) + [i, j] = this.increment([i, j], step); + if ( + Math.abs(i - oldIJ[0]) != Math.abs(step[0]) || + Math.abs(j - oldIJ[1]) != Math.abs(step[1]) + ) { + // Boundary between segments (cylinder or circular mode) segments.push([[segStart[0], segStart[1]], oldIJ]); segStart = [i, j]; } @@ -1794,9 +1836,9 @@ export default class ChessRules { if (!explored[i + "." + j]) { explored[i + "." + j] = true; if (allowed([x, y], [i, j])) { - if (o.one && !o.moveOnly) + if (o.one && mode != "moves") return true; - if (!o.moveOnly) + if (mode != "moves") addSquare(!o.captureTarget ? [i, j] : [x, y]); if ( o.captureTarget && @@ -1811,17 +1853,15 @@ export default class ChessRules { return undefined; //default, but let's explicit it }; if (o.captureTarget) - return exploreSteps(o.captureSteps) + return exploreSteps(o.captureSteps, "attack"); else { const stepSpec = o.stepSpec || this.getStepSpec(this.getColor(x, y), x, y); let outOne = false; - if (!o.attackOnly || !stepSpec.attack) - outOne = exploreSteps(stepSpec.moves); - if (!outOne && !o.moveOnly && !!stepSpec.attack) { - o.attackOnly = true; //ok because o is always a temporary object - outOne = exploreSteps(stepSpec.attack); - } + if (!o.attackOnly) + outOne = exploreSteps(stepSpec.both.concat(stepSpec.moves), "moves"); + if (!outOne && !o.moveOnly) + outOne = exploreSteps(stepSpec.both.concat(stepSpec.attack), "attack"); return (o.one ? outOne : res); } } @@ -1829,7 +1869,7 @@ export default class ChessRules { // Search for enemy (or not) pieces attacking [x, y] findCapturesOn([x, y], o, allowed) { if (!o.byCol) - o.byCol = [C.GetOppCol(this.getColor(x, y) || this.turn)]; + o.byCol = this.getOppCols(this.getColor(x, y) || this.turn); let res = []; for (let i=0; i= this.size.y) + if (castleFlags[castleSide] >= this.size.y) continue; // If this code is reached, rook and king are on initial position // NOTE: in some variants this is not a rook - const rookPos = this.castleFlags[c][castleSide]; + const rookPos = castleFlags[castleSide]; const castlingPiece = this.getPiece(x, rookPos); if ( this.board[x][rookPos] == "" || @@ -2046,7 +2084,7 @@ export default class ChessRules { // will be executed in filterValid() later. ( i != finalSquares[castleSide][0] && - this.underCheck([x, i], oppCol) + this.underCheck([[x, i]], oppCols) ) || ( @@ -2116,8 +2154,8 @@ export default class ChessRules { //////////////////// // MOVES VALIDATION - // Is piece (or square) at given position attacked by "oppCol" ? - underAttack([x, y], oppCol) { + // Is piece (or square) at given position attacked by "oppCol(s)" ? + underAttack([x, y], oppCols) { // An empty square is considered as king, // since it's used only in getCastleMoves (TODO?) const king = this.board[x][y] == "" || this.isKing(x, y); @@ -2127,8 +2165,7 @@ export default class ChessRules { this.findCapturesOn( [x, y], { - byCol: [oppCol], - segments: this.options["cylinder"], + byCol: oppCols, one: true } ) @@ -2140,60 +2177,75 @@ export default class ChessRules { [x, y], { attackOnly: true, - segments: this.options["cylinder"], one: true }, - ([i1, j1], [i2, j2]) => this.getColor(i2, j2) == oppCol + ([i1, j1], [i2, j2]) => oppCols.includes(this.getColor(i2, j2)) ) ) ); } - underCheck([x, y], oppCol) { + // Argument is (very generally) an array of squares (= arrays) + underCheck(square_s, oppCols) { if (this.options["taking"] || this.options["dark"]) return false; - return this.underAttack([x, y], oppCol); + return square_s.some(sq => this.underAttack(sq, oppCols)); } - // Stop at first king found (TODO: multi-kings) + // Scan board for king(s) searchKingPos(color) { + let res = []; for (let i=0; i < this.size.x; i++) { for (let j=0; j < this.size.y; j++) { if (this.getColor(i, j) == color && this.isKing(i, j)) - return [i, j]; + res.push([i, j]); } } - return [-1, -1]; //king not found + return res; + } + + // cb: callback returning a boolean (false if king missing) + trackKingWrap(move, kingPos, cb) { + if (move.appear.length == 0 && move.vanish.length == 0) + return true; + const color = + (move.vanish.length > 0 ? move.vanish[0].c : move.appear[0].c); + let newKingPP = null, + sqIdx = 0, + res = true; //a priori valid + const oldKingPP = + move.vanish.find(v => this.isKing(0, 0, v.p) && v.c == color); + if (oldKingPP) { + // Search king in appear array: + newKingPP = + move.appear.find(a => this.isKing(0, 0, a.p) && a.c == color); + if (newKingPP) { + sqIdx = kingPos.findIndex(kp => + kp[0] == oldKingPP.x && kp[1] == oldKingPP.y); + kingPos[sqIdx] = [newKingPP.x, newKingPP.y]; + } + else + res = false; //king vanished + } + res &&= cb(kingPos); + if (oldKingPP && newKingPP) + kingPos[sqIdx] = [oldKingPP.x, oldKingPP.y]; + return res; } // 'color' arg because some variants (e.g. Refusal) check opponent moves filterValid(moves, color) { if (!color) color = this.turn; - const oppCol = C.GetOppCol(color); - const kingPos = this.searchKingPos(color); - let filtered = {}; //avoid re-checking similar moves (promotions...) + const oppCols = this.getOppCols(color); + let kingPos = this.searchKingPos(color); return moves.filter(m => { - const key = m.start.x + m.start.y + '.' + m.end.x + m.end.y; - if (!filtered[key]) { - this.playOnBoard(m); - let square = kingPos, - res = true; //a priori valid - if (m.vanish.some(v => this.isKing(0, 0, v.p) && v.c == color)) { - // Search king in appear array: - const newKingIdx = - m.appear.findIndex(a => this.isKing(0, 0, a.p) && a.c == color); - if (newKingIdx >= 0) - square = [m.appear[newKingIdx].x, m.appear[newKingIdx].y]; - else - res = false; - } - res &&= !this.underCheck(square, oppCol); - this.undoOnBoard(m); - filtered[key] = res; - return res; - } - return filtered[key]; + this.playOnBoard(m); + const res = this.trackKingWrap(m, kingPos, (kp) => { + return !this.underCheck(kp, oppCols); + }); + this.undoOnBoard(m); + return res; }); } @@ -2215,11 +2267,20 @@ export default class ChessRules { this.board[psq.x][psq.y] = psq.c + psq.p; } - updateCastleFlags(move) { + // NOTE: arg "castleFlags" for Coregal or Twokings + updateCastleFlags(move, castleFlags, king) { + castleFlags = castleFlags || this.castleFlags; + // If flags already off, no need to re-check: + if ( + Object.values(castleFlags).every(cvals => + cvals.every(val => val >= this.size.y)) + ) { + return; + } // Update castling flags if start or arrive from/at rook/king locations move.appear.concat(move.vanish).forEach(psq => { - if (this.isKing(0, 0, psq.p)) - this.castleFlags[psq.c] = [this.size.y, this.size.y]; + if ((king && psq.p == king) || (!king && this.isKing(0, 0, psq.p))) + castleFlags[psq.c] = [this.size.y, this.size.y]; // NOTE: not "else if" because king can capture enemy rook... let c = ""; if (psq.x == 0) @@ -2227,28 +2288,17 @@ export default class ChessRules { else if (psq.x == this.size.x - 1) c = "w"; if (c != "") { - const fidx = this.castleFlags[c].findIndex(f => f == psq.y); + const fidx = castleFlags[c].findIndex(f => f == psq.y); if (fidx >= 0) - this.castleFlags[c][fidx] = this.size.y; + castleFlags[c][fidx] = this.size.y; } }); } prePlay(move) { - if ( - this.hasCastle && - // If flags already off, no need to re-check: - Object.values(this.castleFlags).some(cvals => - cvals.some(val => val < this.size.y)) - ) { + if (this.hasCastle) this.updateCastleFlags(move); - } if (this.options["crazyhouse"]) { - move.vanish.forEach(v => { - const square = C.CoordsToSquare({x: v.x, y: v.y}); - if (this.ispawn[square]) - delete this.ispawn[square]; - }); if (move.appear.length > 0 && move.vanish.length > 0) { // Assumption: something is moving const initSquare = C.CoordsToSquare(move.start); @@ -2267,6 +2317,11 @@ export default class ChessRules { delete this.ispawn[destSquare]; } } + move.vanish.forEach(v => { + const square = C.CoordsToSquare({x: v.x, y: v.y}); + if (this.ispawn[square]) + delete this.ispawn[square]; + }); } const minSize = Math.min(move.appear.length, move.vanish.length); if ( @@ -2304,16 +2359,16 @@ export default class ChessRules { } postPlay(move) { - const color = this.turn; if (this.options["dark"]) this.updateEnlightened(); if (this.options["teleport"]) { if ( this.subTurnTeleport == 1 && - move.vanish.length > move.appear.length && - move.vanish[1].c == color + move.vanish.length == 2 && + move.appear.length == 1 && + move.vanish[1].c == this.turn ) { - const v = move.vanish[move.vanish.length - 1]; + const v = move.vanish[1]; this.captured = {x: v.x, y: v.y, c: v.c, p: v.p}; this.subTurnTeleport = 2; return; @@ -2321,8 +2376,12 @@ export default class ChessRules { this.subTurnTeleport = 1; this.captured = null; } + this.tryChangeTurn(move); + } + + tryChangeTurn(move) { if (this.isLastMove(move)) { - this.turn = C.GetOppCol(color); + this.turn = C.GetOppTurn(this.turn); this.movesCount++; this.subTurn = 1; } @@ -2334,8 +2393,8 @@ export default class ChessRules { if (move.next) return false; const color = this.turn; - const oppKingPos = this.searchKingPos(C.GetOppCol(color)); - if (oppKingPos[0] < 0 || this.underCheck(oppKingPos, color)) + const oppKingPos = this.searchKingPos(C.GetOppTurn(color)); + if (oppKingPos.length == 0 || this.underCheck(oppKingPos, [color])) return true; return ( ( @@ -2364,7 +2423,7 @@ export default class ChessRules { if (this.board[i][j] != "" && this.getColor(i, j) == color) { // NOTE: in fact searching for all potential moves from i,j. // I don't believe this is an issue, for now at least. - const moves = this.getPotentialMovesFrom([i, j]); + const moves = this.getPotentialMovesFrom([i, j], color); if (moves.some(m => this.filterValid([m]).length >= 1)) return true; } @@ -2381,28 +2440,35 @@ export default class ChessRules { } // What is the score ? (Interesting if game is over) - getCurrentScore(move) { - const color = this.turn; - const oppCol = C.GetOppCol(color); - const kingPos = [this.searchKingPos(color), this.searchKingPos(oppCol)]; - if (kingPos[0][0] < 0 && kingPos[1][0] < 0) + getCurrentScore(move_s) { + const move = move_s[move_s.length - 1]; + // Shortcut in case the score was computed before: + if (move.result) + return move.result; + const oppTurn = C.GetOppTurn(this.turn); + const kingPos = { + w: this.searchKingPos('w'), + b: this.searchKingPos('b') + }; + if (kingPos[this.turn].length == 0 && kingPos[oppTurn].length == 0) return "1/2"; - if (kingPos[0][0] < 0) - return (color == "w" ? "0-1" : "1-0"); - if (kingPos[1][0] < 0) - return (color == "w" ? "1-0" : "0-1"); - if (this.atLeastOneMove(color)) + if (kingPos[this.turn].length == 0) + return (this.turn == "w" ? "0-1" : "1-0"); + if (kingPos[oppTurn].length == 0) + return (this.turn == "w" ? "1-0" : "0-1"); + if (this.atLeastOneMove(this.turn)) return "*"; // No valid move: stalemate or checkmate? - if (!this.underCheck(kingPos[0], oppCol)) + if (!this.underCheck(kingPos[this.turn], this.getOppCols(this.turn))) return "1/2"; // OK, checkmate - return (color == "w" ? "0-1" : "1-0"); + return (this.turn == "w" ? "0-1" : "1-0"); } playVisual(move, r) { move.vanish.forEach(v => { - this.g_pieces[v.x][v.y].remove(); + if (this.g_pieces[v.x][v.y]) //can be null (e.g. Apocalypse) + this.g_pieces[v.x][v.y].remove(); this.g_pieces[v.x][v.y] = null; }); let chessboard = @@ -2414,7 +2480,7 @@ export default class ChessRules { this.g_pieces[a.x][a.y] = document.createElement("piece"); C.AddClass_es(this.g_pieces[a.x][a.y], this.pieces(a.c, a.x, a.y)[a.p]["class"]); - this.g_pieces[a.x][a.y].classList.add(C.GetColorClass(a.c)); + this.g_pieces[a.x][a.y].classList.add(V.GetColorClass(a.c)); this.g_pieces[a.x][a.y].style.width = pieceWidth + "px"; this.g_pieces[a.x][a.y].style.height = pieceWidth + "px"; const [ip, jp] = this.getPixelPosition(a.x, a.y, r); @@ -2433,32 +2499,37 @@ export default class ChessRules { buildMoveStack(move, r) { this.moveStack.push(move); this.computeNextMove(move); - this.play(move); - const newTurn = this.turn; - if (this.moveStack.length == 1) - this.playVisual(move, r); - if (move.next) { - this.gameState = { - fen: this.getFen(), - board: JSON.parse(JSON.stringify(this.board)) //easier - }; - this.buildMoveStack(move.next, r); - } - else { - if (this.moveStack.length == 1) { - // Usual case (one normal move) - this.afterPlay(this.moveStack, newTurn, {send: true, res: true}); - this.moveStack = [] + const then = () => { + const newTurn = this.turn; + if (this.moveStack.length == 1 && !this.hideMoves) + this.playVisual(move, r); + if (move.next) { + this.gameState = { + fen: this.getFen(), + board: JSON.parse(JSON.stringify(this.board)) //easier + }; + this.buildMoveStack(move.next, r); } else { - this.afterPlay(this.moveStack, newTurn, {send: true, res: false}); - this.re_initFromFen(this.gameState.fen, this.gameState.board); - this.playReceivedMove(this.moveStack.slice(1), () => { - this.afterPlay(this.moveStack, newTurn, {send: false, res: true}); - this.moveStack = [] - }); + if (this.moveStack.length == 1) { + // Usual case (one normal move) + this.afterPlay(this.moveStack, newTurn, {send: true, res: true}); + this.moveStack = []; + } + else { + this.afterPlay(this.moveStack, newTurn, {send: true, res: false}); + this.re_initFromFen(this.gameState.fen, this.gameState.board); + this.playReceivedMove(this.moveStack.slice(1), () => { + this.afterPlay(this.moveStack, newTurn, {send: false, res: true}); + this.moveStack = []; + }); + } } - } + }; + // If hiding moves, then they are revealed in play() with callback + this.play(move, this.hideMoves ? then : null); + if (!this.hideMoves) + then(); } // Implemented in variants using (automatic) moveStack @@ -2466,6 +2537,10 @@ export default class ChessRules { animateMoving(start, end, drag, segments, cb) { let initPiece = this.getDomPiece(start.x, start.y); + if (!initPiece) { //TODO: shouldn't occur! + cb(); + return; + } // NOTE: cloning often not required, but light enough, and simpler let movingPiece = initPiece.cloneNode(); initPiece.style.opacity = "0"; @@ -2486,8 +2561,8 @@ export default class ChessRules { C.RemoveClass_es(movingPiece, pieces[startCode]["class"]); C.AddClass_es(movingPiece, pieces[drag.p]["class"]); if (apparentColor != drag.c) { - movingPiece.classList.remove(C.GetColorClass(apparentColor)); - movingPiece.classList.add(C.GetColorClass(drag.c)); + movingPiece.classList.remove(V.GetColorClass(apparentColor)); + movingPiece.classList.add(V.GetColorClass(drag.c)); } } container.appendChild(movingPiece); @@ -2557,46 +2632,80 @@ export default class ChessRules { this.animateFading(arr, () => targetObj.increment()); } } + targetObj.target += + this.tryAnimateCastle(move, () => targetObj.increment()); targetObj.target += this.customAnimate(move, segments, () => targetObj.increment()); if (targetObj.target == 0) callback(); } + tryAnimateCastle(move, cb) { + if ( + this.hasCastle && + move.vanish.length == 2 && + move.appear.length == 2 && + this.isKing(0, 0, move.vanish[0].p) && + this.isKing(0, 0, move.appear[0].p) + ) { + const start = {x: move.vanish[1].x, y: move.vanish[1].y}, + end = {x: move.appear[1].x, y: move.appear[1].y}; + const segments = [ [[start.x, start.y], [end.x, end.y]] ]; + this.animateMoving(start, end, null, segments, cb); + return 1; + } + return 0; + } + // Potential other animations (e.g. for Suction variant) customAnimate(move, segments, cb) { return 0; //nb of targets } - playReceivedMove(moves, callback) { - const launchAnimation = () => { - const r = container.querySelector(".chessboard").getBoundingClientRect(); - const animateRec = i => { - this.animate(moves[i], () => { - this.play(moves[i]); - this.playVisual(moves[i], r); - if (i < moves.length - 1) - setTimeout(() => animateRec(i+1), 300); - else - callback(); - }); - }; - animateRec(0); + launchAnimation(moves, container, callback) { + if (this.hideMoves) { + for (let i=0; i {}); + return; + } + const r = container.querySelector(".chessboard").getBoundingClientRect(); + const animateRec = i => { + this.animate(moves[i], () => { + this.play(moves[i]); + this.playVisual(moves[i], r); + if (i < moves.length - 1) + setTimeout(() => animateRec(i+1), 300); + else + callback(); + }); }; + animateRec(0); + } + + playReceivedMove(moves, callback) { // Delay if user wasn't focused: const checkDisplayThenAnimate = (delay) => { if (container.style.display == "none") { alert("New move! Let's go back to game..."); document.getElementById("gameInfos").style.display = "none"; container.style.display = "block"; - setTimeout(launchAnimation, 700); + setTimeout( + () => this.launchAnimation(moves, container, callback), + 700 + ); + } + else { + setTimeout( + () => this.launchAnimation(moves, container, callback), + delay || 0 + ); } - else - setTimeout(launchAnimation, delay || 0); }; let container = document.getElementById(this.containerId); if (document.hidden) { document.onvisibilitychange = () => { + // TODO here: page reload ?! (some issues if tab changed...) document.onvisibilitychange = undefined; checkDisplayThenAnimate(700); };