X-Git-Url: https://git.auder.net/?p=xogo.git;a=blobdiff_plain;f=base_rules.js;h=8ad0894e2972c074d8474844e15d52511fefc7d8;hp=5d91c7239ddae9c73cbec600049de902cc110d9e;hb=3b641716d7e86d9f1b39d1e046ce197e6b5a8075;hpb=57b8015b5c22ccfd419df11b9d0174484397c417 diff --git a/base_rules.js b/base_rules.js index 5d91c72..8ad0894 100644 --- a/base_rules.js +++ b/base_rules.js @@ -29,16 +29,18 @@ export default class ChessRules { {label: "Asymmetric random", value: 2} ] }], - check: [ + input: [ { label: "Capture king", - defaut: false, - variable: "taking" + variable: "taking", + type: "checkbox", + defaut: false }, { label: "Falling pawn", - defaut: false, - variable: "pawnfall" + variable: "pawnfall", + type: "checkbox", + defaut: false } ], // Game modifiers (using "elementary variants"). Default: false @@ -85,31 +87,37 @@ export default class ChessRules { (!!this.options["recycle"] && !this.options["teleport"]) ); } + // Some variants do not store reserve state (Align4, Chakart...) + get hasReserveFen() { + return this.hasReserve; + } get noAnimate() { return !!this.options["dark"]; } // Some variants use click infos: - doClick([x, y]) { - if (typeof x != "number") + doClick(coords) { + if (typeof coords.x != "number") return null; //click on reserves if ( this.options["teleport"] && this.subTurnTeleport == 2 && - this.board[x][y] == "" + this.board[coords.x][coords.y] == "" ) { - return new Move({ + let res = new Move({ start: {x: this.captured.x, y: this.captured.y}, appear: [ new PiPo({ - x: x, - y: y, + x: coords.x, + y: coords.y, c: this.captured.c, //this.turn, p: this.captured.p }) ], vanish: [] }); + res.drag = {c: this.captured.c, p: this.captured.p}; + return res; } return null; } @@ -117,46 +125,25 @@ export default class ChessRules { //////////////////// // COORDINATES UTILS - // 3 --> d (column number to letter) - static CoordToColumn(colnum) { - return String.fromCharCode(97 + colnum); - } - - // d --> 3 (column letter to number) - static ColumnToCoord(columnStr) { - return columnStr.charCodeAt(0) - 97; - } - - // 7 (numeric) --> 1 (str) [from black viewpoint]. - static CoordToRow(rownum) { - return rownum; - } - - // NOTE: wrong row index (1 should be 7 ...etc). But OK for the usage. - static RowToCoord(rownumStr) { - // NOTE: 30 is way more than enough (allow up to 29 rows on one character) - return parseInt(rownumStr, 30); - } - - // a2 --> {x:2,y:0} (this is in fact a6) + // 3a --> {x:3, y:10} static SquareToCoords(sq) { - return { - x: C.RowToCoord(sq[1]), - // NOTE: column is always one char => max 26 columns - y: C.ColumnToCoord(sq[0]) - }; + return ArrayFun.toObject(["x", "y"], + [0, 1].map(i => parseInt(sq[i], 36))); } - // {x:0,y:4} --> e0 (should be e8) - static CoordsToSquare(coords) { - return C.CoordToColumn(coords.y) + C.CoordToRow(coords.x); + // {x:11, y:12} --> bc + static CoordsToSquare(cd) { + return Object.values(cd).map(c => c.toString(36)).join(""); } - coordsToId([x, y]) { - if (typeof x == "number") - return `${this.containerId}|sq-${x.toString(30)}-${y.toString(30)}`; + coordsToId(cd) { + if (typeof cd.x == "number") { + return ( + `${this.containerId}|sq-${cd.x.toString(36)}-${cd.y.toString(36)}` + ); + } // Reserve : - return `${this.containerId}|rsq-${x}-${y}`; + return `${this.containerId}|rsq-${cd.x}-${cd.y}`; } idToCoords(targetId) { @@ -172,9 +159,9 @@ export default class ChessRules { } const squares = idParts[1].split('-'); if (squares[0] == "sq") - return [ parseInt(squares[1], 30), parseInt(squares[2], 30) ]; - // squares[0] == "rsq" : reserve, 'c' + 'p' (letters) - return [squares[1], squares[2]]; + return {x: parseInt(squares[1], 36), y: parseInt(squares[2], 36)}; + // squares[0] == "rsq" : reserve, 'c' + 'p' (letters color & piece) + return {x: squares[1], y: squares[2]}; } ///////////// @@ -182,18 +169,16 @@ export default class ChessRules { // Turn "wb" into "B" (for FEN) board2fen(b) { - return b[0] == "w" ? b[1].toUpperCase() : b[1]; + return (b[0] == "w" ? b[1].toUpperCase() : b[1]); } // Turn "p" into "bp" (for board) fen2board(f) { - return f.charCodeAt(0) <= 90 ? "w" + f.toLowerCase() : "b" + f; + return (f.charCodeAt(0) <= 90 ? "w" + f.toLowerCase() : "b" + f); } // Setup the initial random-or-not (asymmetric-or-not) position genRandInitFen(seed) { - Random.setSeed(seed); - let fen, flags = "0707"; if (!this.options.randomness) // Deterministic: @@ -201,7 +186,8 @@ export default class ChessRules { else { // Randomize - let pieces = { w: new Array(8), b: new Array(8) }; + 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"]) { @@ -291,7 +277,7 @@ export default class ChessRules { // Return current fen (game state) getFen() { let fen = ( - this.getBaseFen() + " " + + this.getPosition() + " " + this.getTurnFen() + " " + this.movesCount ); @@ -300,7 +286,7 @@ export default class ChessRules { parts.push(`"flags":"${this.getFlagsFen()}"`); if (this.hasEnpassant) parts.push(`"enpassant":"${this.getEnpassantFen()}"`); - if (this.hasReserve) + if (this.hasReserveFen) parts.push(`"reserve":"${this.getReserveFen()}"`); if (this.options["crazyhouse"]) parts.push(`"ispawn":"${this.getIspawnFen()}"`); @@ -309,19 +295,20 @@ export default class ChessRules { return fen; } + static FenEmptySquares(count) { + // if more than 9 consecutive free spaces, break the integer, + // otherwise FEN parsing will fail. + if (count <= 9) + return count; + // Most boards of size < 18: + if (count <= 18) + return "9" + (count - 9); + // Except Gomoku: + return "99" + (count - 18); + } + // Position part of the FEN string - getBaseFen() { - const format = (count) => { - // if more than 9 consecutive free spaces, break the integer, - // otherwise FEN parsing will fail. - if (count <= 9) - return count; - // Most boards of size < 18: - if (count <= 18) - return "9" + (count - 9); - // Except Gomoku: - return "99" + (count - 18); - }; + getPosition() { let position = ""; for (let i = 0; i < this.size.y; i++) { let emptyCount = 0; @@ -331,7 +318,7 @@ export default class ChessRules { else { if (emptyCount > 0) { // Add empty squares in-between - position += format(emptyCount); + position += C.FenEmptySquares(emptyCount); emptyCount = 0; } position += this.board2fen(this.board[i][j]); @@ -339,7 +326,7 @@ export default class ChessRules { } if (emptyCount > 0) // "Flush remainder" - position += format(emptyCount); + position += C.FenEmptySquares(emptyCount); if (i < this.size.y - 1) position += "/"; //separate rows } @@ -353,7 +340,7 @@ export default class ChessRules { // Flags part of the FEN string getFlagsFen() { return ["w", "b"].map(c => { - return this.castleFlags[c].map(x => x.toString(30)).join(""); + return this.castleFlags[c].map(x => x.toString(36)).join(""); }).join(""); } @@ -371,17 +358,17 @@ export default class ChessRules { } getIspawnFen() { - const coords = Object.keys(this.ispawn); - if (coords.length == 0) + const squares = Object.keys(this.ispawn); + if (squares.length == 0) return "-"; - return coords.join(","); + return squares.join(","); } // Set flags from fen (castle: white a,h then black a,h) setFlags(fenflags) { this.castleFlags = { - w: [0, 1].map(i => parseInt(fenflags.charAt(i), 30)), - b: [2, 3].map(i => parseInt(fenflags.charAt(i), 30)) + w: [0, 1].map(i => parseInt(fenflags.charAt(i), 36)), + b: [2, 3].map(i => parseInt(fenflags.charAt(i), 36)) }; } @@ -390,8 +377,16 @@ export default class ChessRules { constructor(o) { this.options = o.options; + // Fill missing options (always the case if random challenge) + (V.Options.select || []).concat(V.Options.input || []).forEach(opt => { + 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; this.playerColor = o.color; - this.afterPlay = o.afterPlay; + this.afterPlay = o.afterPlay; //trigger some actions after playing a move // Fen string fully describes the game state if (!o.fen) @@ -475,7 +470,7 @@ export default class ChessRules { const steps = this.pieces(this.playerColor)["p"].attack[0].steps; for (let step of steps) { const x = this.epSquare.x - step[0], - y = this.computeY(this.epSquare.y - step[1]); + y = this.getY(this.epSquare.y - step[1]); if ( this.onBoard(x, y) && this.getColor(x, y) == this.playerColor && @@ -487,30 +482,6 @@ export default class ChessRules { } } - // Apply diff this.enlightened --> oldEnlightened on board - graphUpdateEnlightened() { - let chessboard = - document.getElementById(this.containerId).querySelector(".chessboard"); - const r = chessboard.getBoundingClientRect(); - const pieceWidth = this.getPieceWidth(r.width); - for (let x=0; x parseInt(c, 30)); @@ -526,10 +497,8 @@ export default class ChessRules { } initIspawn(ispawnStr) { - if (ispawnStr != "-") { - this.ispawn = ispawnStr.split(",").map(C.SquareToCoords) - .reduce((o, key) => ({ ...o, [key]: true}), {}); - } + if (ispawnStr != "-") + this.ispawn = ArrayFun.toObject(ispawnStr.split(","), true); else this.ispawn = {}; } @@ -541,6 +510,14 @@ export default class ChessRules { ); } + getRankInReserve(c, p) { + const pieces = Object.keys(this.pieces()); + 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); + } + ////////////// // VISUAL PART @@ -548,12 +525,8 @@ export default class ChessRules { return (rwidth / this.size.y); } - getSquareWidth(rwidth) { - return this.getPieceWidth(rwidth); - } - getReserveSquareSize(rwidth, nbR) { - const sqSize = this.getSquareWidth(rwidth); + const sqSize = this.getPieceWidth(rwidth); return Math.min(sqSize, rwidth / nbR); } @@ -561,6 +534,22 @@ export default class ChessRules { return `${this.containerId}|rnum-${color}${piece}`; } + static AddClass_es(piece, class_es) { + if (!Array.isArray(class_es)) + class_es = [class_es]; + class_es.forEach(cl => { + piece.classList.add(cl); + }); + } + + static RemoveClass_es(piece, class_es) { + if (!Array.isArray(class_es)) + class_es = [class_es]; + class_es.forEach(cl => { + piece.classList.remove(cl); + }); + } + graphicalInit() { // NOTE: not window.onresize = this.re_drawBoardElts because scope (this) window.onresize = () => this.re_drawBoardElements(); @@ -568,7 +557,6 @@ export default class ChessRules { this.initMouseEvents(); const chessboard = document.getElementById(this.containerId).querySelector(".chessboard"); - new ResizeObserver(this.rescale).observe(chessboard); } re_drawBoardElements() { @@ -578,26 +566,26 @@ export default class ChessRules { document.getElementById(this.containerId).querySelector(".chessboard"); chessboard.innerHTML = ""; chessboard.insertAdjacentHTML('beforeend', board); - const aspectRatio = this.size.y / this.size.x; // Compare window ratio width / height to aspectRatio: const windowRatio = window.innerWidth / window.innerHeight; let cbWidth, cbHeight; - if (windowRatio <= aspectRatio) { + if (windowRatio <= this.size.ratio) { // Limiting dimension is width: cbWidth = Math.min(window.innerWidth, 767); - cbHeight = cbWidth / aspectRatio; + cbHeight = cbWidth / this.size.ratio; } else { // Limiting dimension is height: cbHeight = Math.min(window.innerHeight, 767); - cbWidth = cbHeight * aspectRatio; + cbWidth = cbHeight * this.size.ratio; } - if (this.reserve) { + if (this.hasReserve) { 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. if ((window.innerHeight - cbHeight) / 2 < sqSize + 5) { cbHeight = window.innerHeight - 2 * (sqSize + 5); - cbWidth = cbHeight * aspectRatio; + cbWidth = cbHeight * this.size.ratio; } } chessboard.style.width = cbWidth + "px"; @@ -619,38 +607,37 @@ export default class ChessRules { // Get SVG board (background, no pieces) getSvgChessboard() { - const [sizeX, sizeY] = [this.size.x, this.size.y]; const flipped = (this.playerColor == 'b'); let board = ` - `; - for (let i=0; i < sizeX; i++) { - for (let j=0; j < sizeY; j++) { + class="chessboard_SVG">`; + for (let i=0; i < this.size.x; i++) { + for (let j=0; j < this.size.y; j++) { const ii = (flipped ? this.size.x - 1 - i : i); const jj = (flipped ? this.size.y - 1 - j : j); let classes = this.getSquareColorClass(ii, jj); if (this.enlightened && !this.enlightened[ii][jj]) classes += " in-shadow"; // NOTE: x / y reversed because coordinates system is reversed. - board += ``; + board += ` + `; } } - board += ""; + board += ""; return board; } // Generally light square bottom-right - getSquareColorClass(i, j) { - return ((i+j) % 2 == 0 ? "light-square": "dark-square"); + getSquareColorClass(x, y) { + return ((x+y) % 2 == 0 ? "light-square": "dark-square"); } setupPieces(r) { @@ -678,48 +665,46 @@ export default class ChessRules { const color = this.getColor(i, j); const piece = this.getPiece(i, j); this.g_pieces[i][j] = document.createElement("piece"); - this.g_pieces[i][j].classList.add(this.pieces()[piece]["class"]); - this.g_pieces[i][j].classList.add(color == "w" ? "white" : "black"); + C.AddClass_es(this.g_pieces[i][j], this.pieces()[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"; - const [ip, jp] = this.getPixelPosition(i, j, r); - this.g_pieces[i][j].style.transform = `translate(${ip}px,${jp}px)`; + let [ip, jp] = this.getPixelPosition(i, j, r); + // Translate coordinates to use chessboard as reference: + this.g_pieces[i][j].style.transform = + `translate(${ip - r.x}px,${jp - r.y}px)`; if (this.enlightened && !this.enlightened[i][j]) this.g_pieces[i][j].classList.add("hidden"); chessboard.appendChild(this.g_pieces[i][j]); } } } - if (this.reserve) + if (this.hasReserve) this.re_drawReserve(['w', 'b'], r); } - // NOTE: assume !!this.reserve + // NOTE: assume this.reserve != null re_drawReserve(colors, r) { if (this.r_pieces) { // Remove (old) reserve pieces for (let c of colors) { - if (!this.reserve[c]) - continue; - Object.keys(this.reserve[c]).forEach(p => { - if (this.r_pieces[c][p]) { - this.r_pieces[c][p].remove(); - delete this.r_pieces[c][p]; - const numId = this.getReserveNumId(c, p); - document.getElementById(numId).remove(); - } + Object.keys(this.r_pieces[c]).forEach(p => { + this.r_pieces[c][p].remove(); + delete this.r_pieces[c][p]; + const numId = this.getReserveNumId(c, p); + document.getElementById(numId).remove(); }); - let reservesDiv = document.getElementById("reserves_" + c); - if (reservesDiv) - reservesDiv.remove(); } } else - this.r_pieces = { 'w': {}, 'b': {} }; + this.r_pieces = { w: {}, b: {} }; let container = document.getElementById(this.containerId); if (!r) r = container.querySelector(".chessboard").getBoundingClientRect(); for (let c of colors) { + let reservesDiv = document.getElementById("reserves_" + c); + if (reservesDiv) + reservesDiv.remove(); if (!this.reserve[c]) continue; const nbR = this.getNbReservePieces(c); @@ -742,15 +727,14 @@ export default class ChessRules { if (this.reserve[c][p] == 0) continue; let r_cell = document.createElement("div"); - r_cell.id = this.coordsToId([c, p]); + r_cell.id = this.coordsToId({x: c, y: p}); r_cell.classList.add("reserve-cell"); r_cell.style.width = sqResSize + "px"; r_cell.style.height = sqResSize + "px"; rcontainer.appendChild(r_cell); let piece = document.createElement("piece"); - const pieceSpec = this.pieces()[p]; - piece.classList.add(pieceSpec["class"]); - piece.classList.add(c == 'w' ? "white" : "black"); + C.AddClass_es(piece, this.pieces()[p]["class"]); + piece.classList.add(C.GetColorClass(c)); piece.style.width = "100%"; piece.style.height = "100%"; this.r_pieces[c][p] = piece; @@ -782,43 +766,72 @@ export default class ChessRules { } } - // After resize event: no need to destroy/recreate pieces - rescale() { - const container = document.getElementById(this.containerId); - if (!container) - return; //useful at initial loading - let chessboard = container.querySelector(".chessboard"); + // Apply diff this.enlightened --> oldEnlightened on board + graphUpdateEnlightened() { + let chessboard = + document.getElementById(this.containerId).querySelector(".chessboard"); const r = chessboard.getBoundingClientRect(); - const newRatio = r.width / r.height; - const aspectRatio = this.size.y / this.size.x; - let newWidth = r.width, - newHeight = r.height; - if (newRatio > aspectRatio) { - newWidth = r.height * aspectRatio; - chessboard.style.width = newWidth + "px"; - } - else if (newRatio < aspectRatio) { - newHeight = r.width / aspectRatio; - chessboard.style.height = newHeight + "px"; + const pieceWidth = this.getPieceWidth(r.width); + for (let x=0; x window.innerWidth) { + newWidth = window.innerWidth; + newHeight = newWidth / this.size.ratio; + } + if (newHeight > window.innerHeight) { + newHeight = window.innerHeight; + newWidth = newHeight * this.size.ratio; } + chessboard.style.width = newWidth + "px"; + chessboard.style.height = newHeight + "px"; const newX = (window.innerWidth - newWidth) / 2; chessboard.style.left = newX + "px"; const newY = (window.innerHeight - newHeight) / 2; chessboard.style.top = newY + "px"; - const newR = { x: newX, y: newY, width: newWidth, height: newHeight }; + const newR = {x: newX, y: newY, width: newWidth, height: newHeight}; const pieceWidth = this.getPieceWidth(newWidth); - for (let i=0; i < this.size.x; i++) { - for (let j=0; j < this.size.y; j++) { - if (this.g_pieces[i][j]) { - // NOTE: could also use CSS transform "scale" - this.g_pieces[i][j].style.width = pieceWidth + "px"; - this.g_pieces[i][j].style.height = pieceWidth + "px"; - const [ip, jp] = this.getPixelPosition(i, j, newR); - this.g_pieces[i][j].style.transform = `translate(${ip}px,${jp}px)`; + // NOTE: next "if" for variants which use squares filling + // instead of "physical", moving pieces + if (this.g_pieces) { + for (let i=0; i < this.size.x; i++) { + for (let j=0; j < this.size.y; j++) { + if (this.g_pieces[i][j]) { + // NOTE: could also use CSS transform "scale" + this.g_pieces[i][j].style.width = pieceWidth + "px"; + this.g_pieces[i][j].style.height = pieceWidth + "px"; + const [ip, jp] = this.getPixelPosition(i, j, newR); + // Translate coordinates to use chessboard as reference: + this.g_pieces[i][j].style.transform = + `translate(${ip - newX}px,${jp - newY}px)`; + } } } } - if (this.reserve) + if (this.hasReserve) this.rescaleReserve(newR); } @@ -843,29 +856,39 @@ export default class ChessRules { Object.keys(this.reserve[c]).forEach(p => { if (this.reserve[c][p] == 0) return; - let r_cell = document.getElementById(this.coordsToId([c, p])); + let r_cell = document.getElementById(this.coordsToId({x: c, y: p})); r_cell.style.width = sqResSize + "px"; r_cell.style.height = sqResSize + "px"; }); } } - // Return the absolute pixel coordinates (on board) given current position. + // Return the absolute pixel coordinates given current position. // Our coordinate system differs from CSS one (x <--> y). // We return here the CSS coordinates (more useful). getPixelPosition(i, j, r) { - const sqSize = this.getSquareWidth(r.width); if (i < 0 || j < 0) return [0, 0]; //piece vanishes - const flipped = (this.playerColor == 'b'); - const x = (flipped ? this.size.y - 1 - j : j) * sqSize; - const y = (flipped ? this.size.x - 1 - i : i) * sqSize; - return [x, y]; + let x, y; + if (typeof i == "string") { + // Reserves: need to know the rank of piece + const nbR = this.getNbReservePieces(i); + const rsqSize = this.getReserveSquareSize(r.width, nbR); + x = this.getRankInReserve(i, j) * rsqSize; + 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; + y = (flipped ? this.size.x - 1 - i : i) * sqSize; + } + return [r.x + x, r.y + y]; } initMouseEvents() { - let chessboard = - document.getElementById(this.containerId).querySelector(".chessboard"); + let container = document.getElementById(this.containerId); + let chessboard = container.querySelector(".chessboard"); const getOffset = e => { if (e.clientX) @@ -884,43 +907,43 @@ export default class ChessRules { } const centerOnCursor = (piece, e) => { - const centerShift = sqSize / 2; + const centerShift = this.getPieceWidth(r.width) / 2; const offset = getOffset(e); - piece.style.left = (offset.x - r.x - centerShift) + "px"; - piece.style.top = (offset.y - r.y - centerShift) + "px"; + piece.style.left = (offset.x - centerShift) + "px"; + piece.style.top = (offset.y - centerShift) + "px"; } let start = null, r = null, startPiece, curPiece = null, - sqSize; + pieceWidth; const mousedown = (e) => { // Disable zoom on smartphones: if (e.touches && e.touches.length > 1) e.preventDefault(); r = chessboard.getBoundingClientRect(); - sqSize = this.getSquareWidth(r.width); - const square = this.idToCoords(e.target.id); - if (square) { - const [i, j] = square; - const move = this.doClick([i, j]); + pieceWidth = this.getPieceWidth(r.width); + const cd = this.idToCoords(e.target.id); + if (cd) { + const move = this.doClick(cd); if (move) this.playPlusVisual(move); else { - if (typeof i != "number") - startPiece = this.r_pieces[i][j]; - else if (this.g_pieces[i][j]) - startPiece = this.g_pieces[i][j]; - if (startPiece && this.canIplay(i, j)) { + const [x, y] = Object.values(cd); + if (typeof x != "number") + startPiece = this.r_pieces[x][y]; + else + startPiece = this.g_pieces[x][y]; + if (startPiece && this.canIplay(x, y)) { e.preventDefault(); - start = { x: i, y: j }; + start = cd; curPiece = startPiece.cloneNode(); curPiece.style.transform = "none"; curPiece.style.zIndex = 5; - curPiece.style.width = sqSize + "px"; - curPiece.style.height = sqSize + "px"; + curPiece.style.width = pieceWidth + "px"; + curPiece.style.height = pieceWidth + "px"; centerOnCursor(curPiece, e); - chessboard.appendChild(curPiece); + container.appendChild(curPiece); startPiece.style.opacity = "0.4"; chessboard.style.cursor = "none"; } @@ -939,11 +962,6 @@ export default class ChessRules { }; const mouseup = (e) => { - const newR = chessboard.getBoundingClientRect(); - if (newR.width != r.width || newR.height != r.height) { - this.rescale(); - return; - } if (!start) return; const [x, y] = [start.x, start.y]; @@ -953,12 +971,12 @@ export default class ChessRules { startPiece.style.opacity = "1"; const offset = getOffset(e); const landingElt = document.elementFromPoint(offset.x, offset.y); - const sq = landingElt ? this.idToCoords(landingElt.id) : undefined; - if (sq) { - const [i, j] = sq; + const cd = + (landingElt ? this.idToCoords(landingElt.id) : undefined); + if (cd) { // NOTE: clearly suboptimal, but much easier, and not a big deal. const potentialMoves = this.getPotentialMovesFrom([x, y]) - .filter(m => m.end.x == i && m.end.y == j); + .filter(m => m.end.x == cd.x && m.end.y == cd.y); const moves = this.filterValid(potentialMoves); if (moves.length >= 2) this.showChoices(moves, r); @@ -972,6 +990,8 @@ export default class ChessRules { document.addEventListener("mousedown", mousedown); document.addEventListener("mousemove", mousemove); document.addEventListener("mouseup", mouseup); + document.addEventListener("wheel", + (e) => this.rescale(e.deltaY < 0 ? "up" : "down")); } if ('ontouchstart' in window) { // https://stackoverflow.com/a/42509310/12660887 @@ -993,7 +1013,7 @@ export default class ChessRules { choices.style.top = r.y + "px"; chessboard.style.opacity = "0.5"; container.appendChild(choices); - const squareWidth = this.getSquareWidth(r.width); + const squareWidth = r.width / this.size.y; const firstUpLeft = (r.width - (moves.length * squareWidth)) / 2; const firstUpTop = (r.height - squareWidth) / 2; const color = moves[0].appear[0].c; @@ -1012,9 +1032,9 @@ export default class ChessRules { choice.style.backgroundColor = "lightyellow"; choice.onclick = () => callback(moves[i]); const piece = document.createElement("piece"); - const pieceSpec = this.pieces()[moves[i].appear[0].p]; - piece.classList.add(pieceSpec["class"]); - piece.classList.add(color == 'w' ? "white" : "black"); + const cdisp = moves[i].choice || moves[i].appear[0].p; + C.AddClass_es(piece, this.pieces()[cdisp]["class"]); + piece.classList.add(C.GetColorClass(color)); piece.style.width = "100%"; piece.style.height = "100%"; choice.appendChild(piece); @@ -1026,22 +1046,38 @@ export default class ChessRules { // BASIC UTILS get size() { - return {"x": 8, "y": 8}; + return { + x: 8, + y: 8, + ratio: 1 //for rectangular board = y / x + }; } // Color of thing on square (i,j). 'undefined' if square is empty getColor(i, j) { + if (typeof i == "string") + return i; //reserves return this.board[i][j].charAt(0); } + static GetColorClass(c) { + if (c == 'w') + return "white"; + if (c == 'b') + return "black"; + return "other-color"; //unidentified color + } + // Assume square i,j isn't empty getPiece(i, j) { + if (typeof j == "string") + return j; //reserves return this.board[i][j].charAt(1); } // Piece type on square (i,j) getPieceType(i, j) { - const p = this.board[i][j].charAt(1); + const p = this.getPiece(i, j); return C.CannibalKings[p] || p; //a cannibal king move as... } @@ -1061,15 +1097,9 @@ export default class ChessRules { y >= 0 && y < this.size.y); } - // Used in interface + // Am I allowed to move thing at square x,y ? canIplay(x, y) { - return ( - this.playerColor == this.turn && - ( - (typeof x == "number" && this.getColor(x, y) == this.turn) || - (typeof x == "string" && x == this.turn) //reserve - ) - ); + return (this.playerColor == this.turn && this.getColor(x, y) == this.turn); } //////////////////////// @@ -1077,7 +1107,8 @@ export default class ChessRules { pieces(color, x, y) { const pawnShift = (color == "w" ? -1 : 1); - const initRank = ((color == 'w' && x == 6) || (color == 'b' && x == 1)); + // NOTE: jump 2 squares from first rank (pawns can be here sometimes) + const initRank = ((color == 'w' && x >= 6) || (color == 'b' && x <= 1)); return { 'p': { "class": "pawn", @@ -1159,7 +1190,7 @@ export default class ChessRules { // MOVES GENERATION // For Cylinder: get Y coordinate - computeY(y) { + getY(y) { if (!this.options["cylinder"]) return y; let res = y % this.size.y; @@ -1180,13 +1211,13 @@ export default class ChessRules { const attacks = specs.attack || specs.moves; for (let a of attacks) { outerLoop: for (let step of a.steps) { - let [ii, jj] = [i + step[0], this.computeY(j + step[1])]; + let [ii, jj] = [i + step[0], this.getY(j + step[1])]; let stepCounter = 1; while (this.onBoard(ii, jj) && this.board[ii][jj] == "") { if (a.range <= stepCounter++) continue outerLoop; ii += step[0]; - jj = this.computeY(jj + step[1]); + jj = this.getY(jj + step[1]); } if ( this.onBoard(ii, jj) && @@ -1207,7 +1238,7 @@ export default class ChessRules { getDropMovesFrom([c, p]) { // NOTE: by design, this.reserve[c][p] >= 1 on user click - // (but not necessarily otherwise) + // (but not necessarily otherwise: atLeastOneMove() etc) if (this.reserve[c][p] == 0) return []; let moves = []; @@ -1238,6 +1269,8 @@ export default class ChessRules { // All possible moves from selected square getPotentialMovesFrom(sq, color) { + if (this.subTurnTeleport == 2) + return []; if (typeof sq[0] == "string") return this.getDropMovesFrom(sq); if (this.isImmobilized(sq)) @@ -1285,7 +1318,7 @@ export default class ChessRules { this.options["rifle"] ) { // In this case a rifle-capture from last rank may promote a pawn - this.riflePromotePostProcess(moves); + this.riflePromotePostProcess(moves, color); } return moves; @@ -1321,7 +1354,7 @@ export default class ChessRules { ]; for (let step of steps) { let x = m.end.x + step[0]; - let y = this.computeY(m.end.y + step[1]); + let y = this.getY(m.end.y + step[1]); if ( this.onBoard(x, y) && this.board[x][y] != "" && @@ -1338,7 +1371,7 @@ export default class ChessRules { } } if (!this.options["rifle"]) - m.appear.pop(); //nothin appears + m.appear.pop(); //nothing appears } }); } @@ -1348,7 +1381,6 @@ export default class ChessRules { const lastRank = (color == "w" ? 0 : this.size.x - 1); const initPiece = this.getPiece(moves[0].start.x, moves[0].start.y); moves.forEach(m => { - let finalPieces = ["p"]; const [x1, y1] = [m.start.x, m.start.y]; const [x2, y2] = [m.end.x, m.end.y]; const promotionOk = ( @@ -1357,41 +1389,37 @@ export default class ChessRules { ); if (!promotionOk) return; //nothing to do - if (!this.options["pawnfall"]) { - if ( - this.options["cannibal"] && - this.board[x2][y2] != "" && - this.getColor(x2, y2) == oppCol - ) { - finalPieces = [this.getPieceType(x2, y2)]; - } - else - finalPieces = this.pawnPromotions; + if (this.options["pawnfall"]) { + m.appear.shift(); + return; } + let finalPieces = ["p"]; + if ( + this.options["cannibal"] && + this.board[x2][y2] != "" && + this.getColor(x2, y2) == oppCol + ) { + finalPieces = [this.getPieceType(x2, y2)]; + } + else + finalPieces = this.pawnPromotions; m.appear[0].p = finalPieces[0]; if (initPiece == "!") //cannibal king-pawn m.appear[0].p = C.CannibalKingCode[finalPieces[0]]; for (let i=1; i { @@ -1402,7 +1430,6 @@ export default class ChessRules { m.appear[0].x == m.start.x && m.appear[0].y == m.start.y ) { - const promotionPiece0 = this.pawnSpecs.promotions[0]; m.appear[0].p = this.pawnPromotions[0]; for (let i=1; i { + let newMove = this.getBasicMove(start, end); + if (segments.length > 0) { + newMove.segments = JSON.parse(JSON.stringify(segments)); + newMove.segments.push([[segStart[0], segStart[1]], [end[0], end[1]]]); + } + moves.push(newMove); + }; const findAddMoves = (type, stepArray) => { for (let s of stepArray) { outerLoop: for (let step of s.steps) { - let [i, j] = [x + step[0], this.computeY(y + step[1])]; - let stepCounter = 1; - while (this.onBoard(i, j) && this.board[i][j] == "") { - if (type != "attack" && !explored[i + "." + j]) { + segments = []; + segStart = [x, y]; + let [i, j] = [x, y]; + let stepCounter = 0; + while ( + this.onBoard(i, j) && + (this.canStepOver(i, j) || (i == x && j == y)) + ) { + if ( + type != "attack" && + !explored[i + "." + j] && + (i != x || j != y) + ) { explored[i + "." + j] = true; - moves.push(this.getBasicMove([x, y], [i, j])); + addMove([x, y], [i, j]); } if (s.range <= stepCounter++) continue outerLoop; + const oldIJ = [i, j]; i += step[0]; - j = this.computeY(j + step[1]); + j = this.getY(j + step[1]); + if (Math.abs(j - oldIJ[1]) > 1) { + // Boundary between segments (cylinder mode) + segments.push([[segStart[0], segStart[1]], oldIJ]); + segStart = [i, j]; + } } if (!this.onBoard(i, j)) continue; @@ -1516,7 +1573,7 @@ export default class ChessRules { ) ) { explored[i + "." + j] = true; - moves.push(this.getBasicMove([x, y], [i, j])); + addMove([x, y], [i, j]); } } } @@ -1526,28 +1583,29 @@ export default class ChessRules { if (specialAttack) findAddMoves("attack", stepSpec.attack); findAddMoves(specialAttack ? "moveonly" : "all", stepSpec.moves); - if (this.options["zen"]) - Array.prototype.push.apply(moves, this.findCapturesOn([x, y], true)); + if (this.options["zen"]) { + Array.prototype.push.apply(moves, + this.findCapturesOn([x, y], {zen: true})); + } return moves; } - findCapturesOn([x, y], zen) { + // Search for enemy (or not) pieces attacking [x, y] + findCapturesOn([x, y], args) { let moves = []; - // Find reverse captures (opponent takes) - const color = this.getColor(x, y); - const pieceType = this.getPieceType(x, y); - const oppCol = C.GetOppCol(color); + if (!args.oppCol) + args.oppCol = C.GetOppCol(this.getColor(x, y) || this.turn); for (let i=0; i= 1); + return ( + this.findCapturesOn([x, y], {oppCol: oppCol, one: true}).length >= 1 + ); } // Stop at first king found (TODO: multi-kings) @@ -1873,12 +1937,12 @@ export default class ChessRules { let square = kingPos, res = true; //a priori valid if (m.vanish.some(v => { - return (v.p == "k" || C.CannibalKings[v.p]) && v.c == color; + return C.CannibalKings[v.p] && v.c == color; })) { // Search king in appear array: const newKingIdx = m.appear.findIndex(a => { - return (a.p == "k" || C.CannibalKings[a.p]) && a.c == color; + return C.CannibalKings[a.p] && a.c == color; }); if (newKingIdx >= 0) square = [m.appear[newKingIdx].x, m.appear[newKingIdx].y]; @@ -1909,13 +1973,17 @@ export default class ChessRules { // Apply a move on board playOnBoard(move) { - for (let psq of move.vanish) this.board[psq.x][psq.y] = ""; - for (let psq of move.appear) this.board[psq.x][psq.y] = psq.c + psq.p; + for (let psq of move.vanish) + this.board[psq.x][psq.y] = ""; + for (let psq of move.appear) + this.board[psq.x][psq.y] = psq.c + psq.p; } // Un-apply the played move undoOnBoard(move) { - for (let psq of move.appear) this.board[psq.x][psq.y] = ""; - for (let psq of move.vanish) this.board[psq.x][psq.y] = psq.c + psq.p; + for (let psq of move.appear) + this.board[psq.x][psq.y] = ""; + for (let psq of move.vanish) + this.board[psq.x][psq.y] = psq.c + psq.p; } updateCastleFlags(move) { @@ -1943,31 +2011,26 @@ export default class ChessRules { prePlay(move) { if ( - typeof move.start.x == "number" && - (!this.options["teleport"] || this.subTurnTeleport == 1) + this.hasCastle && + // If flags already off, no need to re-check: + Object.keys(this.castleFlags).some(c => { + return this.castleFlags[c].some(val => val < this.size.y)}) ) { - // OK, not a drop move - if ( - this.hasCastle && - // If flags already off, no need to re-check: - Object.keys(this.castleFlags).some(c => { - return this.castleFlags[c].some(val => val < this.size.y)}) - ) { - this.updateCastleFlags(move); - } - const initSquare = C.CoordsToSquare(move.start); - if ( - this.options["crazyhouse"] && - (!this.options["rifle"] || !move.capture) - ) { + 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); const destSquare = C.CoordsToSquare(move.end); - if (this.ispawn[initSquare]) { - delete this.ispawn[initSquare]; - this.ispawn[destSquare] = true; - } - else if ( - move.vanish[0].p == "p" && - move.appear[0].p != "p" + if ( + this.ispawn[initSquare] || + (move.vanish[0].p == "p" && move.appear[0].p != "p") ) { this.ispawn[destSquare] = true; } @@ -1981,18 +2044,28 @@ export default class ChessRules { } } const minSize = Math.min(move.appear.length, move.vanish.length); - if (this.hasReserve && !move.pawnfall) { + if ( + this.hasReserve && + // Warning; atomic pawn removal isn't a capture + (!this.options["atomic"] || !this.rempawn || this.movesCount >= 1) + ) { const color = this.turn; for (let i=minSize; i { - // TODO: next "if" shouldn't be required - if (this.g_pieces[v.x][v.y]) - this.g_pieces[v.x][v.y].remove(); + this.g_pieces[v.x][v.y].remove(); this.g_pieces[v.x][v.y] = null; }); let chessboard = @@ -2114,12 +2184,14 @@ export default class ChessRules { const pieceWidth = this.getPieceWidth(r.width); move.appear.forEach(a => { this.g_pieces[a.x][a.y] = document.createElement("piece"); - this.g_pieces[a.x][a.y].classList.add(this.pieces()[a.p]["class"]); - this.g_pieces[a.x][a.y].classList.add(a.c == "w" ? "white" : "black"); + C.AddClass_es(this.g_pieces[a.x][a.y], this.pieces()[a.p]["class"]); + this.g_pieces[a.x][a.y].classList.add(C.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); - this.g_pieces[a.x][a.y].style.transform = `translate(${ip}px,${jp}px)`; + // Translate coordinates to use chessboard as reference: + this.g_pieces[a.x][a.y].style.transform = + `translate(${ip - r.x}px,${jp - r.y}px)`; if (this.enlightened && !this.enlightened[a.x][a.y]) this.g_pieces[a.x][a.y].classList.add("hidden"); chessboard.appendChild(this.g_pieces[a.x][a.y]); @@ -2134,94 +2206,81 @@ export default class ChessRules { this.afterPlay(move); //user method } - // Assumes reserve on top (usage case otherwise? TODO?) - getReserveShift(c, p, r) { - let nbR = 0, - ridx = 0; - for (let pi of Object.keys(this.reserve[c])) { - if (this.reserve[c][pi] == 0) - continue; - if (pi == p) - ridx = nbR; - nbR++; - } - const rsqSize = this.getReserveSquareSize(r.width, nbR); - return [-ridx * rsqSize, rsqSize]; //slightly inaccurate... TODO? + getMaxDistance(rwidth) { + // Works for all rectangular boards: + return Math.sqrt(rwidth ** 2 + (rwidth / this.size.ratio) ** 2); + } + + getDomPiece(x, y) { + return (typeof x == "string" ? this.r_pieces : this.g_pieces)[x][y]; } animate(move, callback) { - if (this.noAnimate) { + if (this.noAnimate || move.noAnimate) { callback(); return; } - const [i1, j1] = [move.start.x, move.start.y]; - const dropMove = (typeof i1 == "string"); - const startArray = (dropMove ? this.r_pieces : this.g_pieces); - let startPiece = startArray[i1][j1]; - // TODO: next "if" shouldn't be required - if (!startPiece) { - callback(); - return; + let initPiece = this.getDomPiece(move.start.x, move.start.y); + // NOTE: cloning generally not required, but light enough, and simpler + let movingPiece = initPiece.cloneNode(); + initPiece.style.opacity = "0"; + let container = + document.getElementById(this.containerId) + const r = container.querySelector(".chessboard").getBoundingClientRect(); + if (typeof move.start.x == "string") { + // Need to bound width/height (was 100% for reserve pieces) + const pieceWidth = this.getPieceWidth(r.width); + movingPiece.style.width = pieceWidth + "px"; + movingPiece.style.height = pieceWidth + "px"; } - let chessboard = - document.getElementById(this.containerId).querySelector(".chessboard"); - const clonePiece = ( - !dropMove && - this.options["rifle"] || - (this.options["teleport"] && this.subTurnTeleport == 2) - ); - if (clonePiece) { - startPiece = startPiece.cloneNode(); - if (this.options["rifle"]) - startArray[i1][j1].style.opacity = "0"; - if (this.options["teleport"] && this.subTurnTeleport == 2) { - const pieces = this.pieces(); - const startCode = (dropMove ? j1 : this.getPiece(i1, j1)); - startPiece.classList.remove(pieces[startCode]["class"]); - startPiece.classList.add(pieces[this.captured.p]["class"]); - // Color: OK + const maxDist = this.getMaxDistance(r.width); + const pieces = this.pieces(); + if (move.drag) { + const startCode = this.getPiece(move.start.x, move.start.y); + C.RemoveClass_es(movingPiece, pieces[startCode]["class"]); + C.AddClass_es(movingPiece, pieces[move.drag.p]["class"]); + const apparentColor = this.getColor(move.start.x, move.start.y); + if (apparentColor != move.drag.c) { + movingPiece.classList.remove(C.GetColorClass(apparentColor)); + movingPiece.classList.add(C.GetColorClass(move.drag.c)); } - chessboard.appendChild(startPiece); - } - const [i2, j2] = [move.end.x, move.end.y]; - let startCoords; - if (dropMove) { - startCoords = [ - i1 == this.playerColor ? this.size.x : 0, - this.size.y / 2 //not trying to be accurate here... (TODO?) + } + container.appendChild(movingPiece); + const animateSegment = (index, cb) => { + // NOTE: move.drag could be generalized per-segment (usage?) + const [i1, j1] = move.segments[index][0]; + const [i2, j2] = move.segments[index][1]; + const dep = this.getPixelPosition(i1, j1, r); + const arr = this.getPixelPosition(i2, j2, r); + movingPiece.style.transitionDuration = "0s"; + movingPiece.style.transform = `translate(${dep[0]}px, ${dep[1]}px)`; + const distance = + Math.sqrt((arr[0] - dep[0]) ** 2 + (arr[1] - dep[1]) ** 2); + const duration = 0.2 + (distance / maxDist) * 0.3; + // TODO: unclear why we need this new delay below: + setTimeout(() => { + movingPiece.style.transitionDuration = duration + "s"; + // movingPiece is child of container: no need to adjust coordinates + movingPiece.style.transform = `translate(${arr[0]}px, ${arr[1]}px)`; + setTimeout(cb, duration * 1000); + }, 50); + }; + if (!move.segments) { + move.segments = [ + [[move.start.x, move.start.y], [move.end.x, move.end.y]] ]; } - else - startCoords = [i1, j1]; - const r = chessboard.getBoundingClientRect(); - const arrival = this.getPixelPosition(i2, j2, r); //TODO: arrival on drop? - let rs = [0, 0]; - if (dropMove) - rs = this.getReserveShift(i1, j1, r); - const distance = - Math.sqrt((startCoords[0] - i2) ** 2 + (startCoords[1] - j2) ** 2); - const maxDist = Math.sqrt((this.size.x - 1)** 2 + (this.size.y - 1) ** 2); - const multFact = (distance - 1) / (maxDist - 1); //1 == minDist - const duration = 0.2 + multFact * 0.3; - const initTransform = startPiece.style.transform; - startPiece.style.transform = - `translate(${arrival[0] + rs[0]}px, ${arrival[1] + rs[1]}px)`; - startPiece.style.transitionDuration = duration + "s"; - setTimeout( - () => { - if (clonePiece) { - if (this.options["rifle"]) - startArray[i1][j1].style.opacity = "1"; - startPiece.remove(); - } - else { - startPiece.style.transform = initTransform; - startPiece.style.transitionDuration = "0s"; - } + let index = 0; + const animateSegmentCallback = () => { + if (index < move.segments.length) + animateSegment(index++, animateSegmentCallback); + else { + movingPiece.remove(); + initPiece.style.opacity = "1"; callback(); - }, - duration * 1000 - ); + } + }; + animateSegmentCallback(); } playReceivedMove(moves, callback) {