X-Git-Url: https://git.auder.net/?p=xogo.git;a=blobdiff_plain;f=base_rules.js;h=8ad0894e2972c074d8474844e15d52511fefc7d8;hp=eb01442da0132185abeeac5ed6b56c851c1707fe;hb=3b641716d7e86d9f1b39d1e046ce197e6b5a8075;hpb=21e8e7122487ae9417c5e7e72c25aa642b7a1226 diff --git a/base_rules.js b/base_rules.js index eb01442..8ad0894 100644 --- a/base_rules.js +++ b/base_rules.js @@ -4,8 +4,13 @@ import PiPo from "/utils/PiPo.js"; import Move from "/utils/Move.js"; // NOTE: x coords: top to bottom (white perspective); y: left to right +// NOTE: ChessRules is aliased as window.C, and variants as window.V export default class ChessRules { + static get Aliases() { + return {'C': ChessRules}; + } + ///////////////////////// // VARIANT SPECIFICATIONS @@ -14,22 +19,30 @@ export default class ChessRules { // Users can generally select a randomness level from 0 to 2. static get Options() { return { - // NOTE: some options are required for FEN generation, some aren't. select: [{ label: "Randomness", variable: "randomness", defaut: 0, options: [ - { label: "Deterministic", value: 0 }, - { label: "Symmetric random", value: 1 }, - { label: "Asymmetric random", value: 2 } + {label: "Deterministic", value: 0}, + {label: "Symmetric random", value: 1}, + {label: "Asymmetric random", value: 2} ] }], - check: [{ - label: "Capture king?", - defaut: false, - variable: "taking" - }], + input: [ + { + label: "Capture king", + variable: "taking", + type: "checkbox", + defaut: false + }, + { + label: "Falling pawn", + variable: "pawnfall", + type: "checkbox", + defaut: false + } + ], // Game modifiers (using "elementary variants"). Default: false styles: [ "atomic", @@ -50,18 +63,8 @@ export default class ChessRules { }; } - // Pawns specifications - get pawnSpecs() { - return { - directions: { 'w': -1, 'b': 1 }, - initShift: { w: 1, b: 1 }, - twoSquares: true, - threeSquares: false, - canCapture: true, - captureBackward: false, - bidirectional: false, - promotions: ['r', 'n', 'b', 'q'] - }; + get pawnPromotions() { + return ['q', 'r', 'n', 'b']; } // Some variants don't have flags: @@ -84,30 +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") return null; //click on reserves + doClick(coords) { + if (typeof coords.x != "number") + return null; //click on reserves if ( - this.options["teleport"] && this.subTurn == 2 && - this.board[x][y] == "" + this.options["teleport"] && this.subTurnTeleport == 2 && + 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; } @@ -115,52 +125,30 @@ 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: ChessRules.RowToCoord(sq[1]), - // NOTE: column is always one char => max 26 columns - y: ChessRules.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 ( - ChessRules.CoordToColumn(coords.y) + ChessRules.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) { - if (!targetId) return null; //outside page, maybe... + if (!targetId) + return null; //outside page, maybe... const idParts = targetId.split('|'); //prefix|sq-2-3 (start at 0 => 3,4) if ( idParts.length < 2 || @@ -171,9 +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]}; } ///////////// @@ -181,26 +169,25 @@ 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 == 0 || !this.options.randomness) + if (!this.options.randomness) // Deterministic: fen = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0"; 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"]) { @@ -261,11 +248,16 @@ export default class ChessRules { } // Add turn + flags + enpassant (+ reserve) let parts = []; - if (this.hasFlags) parts.push(`"flags":"${flags}"`); - if (this.hasEnpassant) parts.push('"enpassant":"-"'); - if (this.hasReserve) parts.push('"reserve":"000000000000"'); - if (this.options["crazyhouse"]) parts.push('"ispawn":"-"'); - if (parts.length >= 1) fen += " {" + parts.join(",") + "}"; + if (this.hasFlags) + parts.push(`"flags":"${flags}"`); + if (this.hasEnpassant) + parts.push('"enpassant":"-"'); + if (this.hasReserve) + parts.push('"reserve":"000000000000"'); + if (this.options["crazyhouse"]) + parts.push('"ispawn":"-"'); + if (parts.length >= 1) + fen += " {" + parts.join(",") + "}"; return fen; } @@ -277,48 +269,56 @@ export default class ChessRules { turn: fenParts[1], movesCount: fenParts[2] }; - if (fenParts.length > 3) res = Object.assign(res, JSON.parse(fenParts[3])); + if (fenParts.length > 3) + res = Object.assign(res, JSON.parse(fenParts[3])); return res; } // Return current fen (game state) getFen() { let fen = ( - this.getBaseFen() + " " + + this.getPosition() + " " + this.getTurnFen() + " " + this.movesCount ); let parts = []; - if (this.hasFlags) parts.push(`"flags":"${this.getFlagsFen()}"`); + if (this.hasFlags) + parts.push(`"flags":"${this.getFlagsFen()}"`); if (this.hasEnpassant) parts.push(`"enpassant":"${this.getEnpassantFen()}"`); - if (this.hasReserve) parts.push(`"reserve":"${this.getReserveFen()}"`); + if (this.hasReserveFen) + parts.push(`"reserve":"${this.getReserveFen()}"`); if (this.options["crazyhouse"]) parts.push(`"ispawn":"${this.getIspawnFen()}"`); - if (parts.length >= 1) fen += " {" + parts.join(",") + "}"; + if (parts.length >= 1) + fen += " {" + parts.join(",") + "}"; 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; for (let j = 0; j < this.size.x; j++) { - if (this.board[i][j] == "") emptyCount++; + if (this.board[i][j] == "") + emptyCount++; 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]); @@ -326,8 +326,9 @@ export default class ChessRules { } if (emptyCount > 0) // "Flush remainder" - position += format(emptyCount); - if (i < this.size.y - 1) position += "/"; //separate rows + position += C.FenEmptySquares(emptyCount); + if (i < this.size.y - 1) + position += "/"; //separate rows } return position; } @@ -339,14 +340,15 @@ 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(""); } // Enpassant part of the FEN string getEnpassantFen() { - if (!this.epSquare) return "-"; //no en-passant - return ChessRules.CoordsToSquare(this.epSquare); + if (!this.epSquare) + return "-"; //no en-passant + return C.CoordsToSquare(this.epSquare); } getReserveFen() { @@ -356,30 +358,39 @@ export default class ChessRules { } getIspawnFen() { - const coords = Object.keys(this.ispawn); - if (coords.length == 0) return "-"; - return coords.map(ChessRules.CoordsToSquare).join(","); + const squares = Object.keys(this.ispawn); + if (squares.length == 0) + return "-"; + 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)) }; } ////////////////// // INITIALIZATION - // Fen string fully describes the game state 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-related: - if (!o.fen) o.fen = this.genRandInitFen(o.seed); + // Fen string fully describes the game state + if (!o.fen) + o.fen = this.genRandInitFen(o.seed); const fenParsed = this.parseFen(o.fen); this.board = this.getBoard(fenParsed.position); this.turn = fenParsed.turn; @@ -401,9 +412,11 @@ export default class ChessRules { const character = rows[i][indexInRow]; const num = parseInt(character, 10); // If num is a number, just shift j: - if (!isNaN(num)) j += num; + if (!isNaN(num)) + j += num; // Else: something at position i,j - else board[i][j++] = this.fen2board(character); + else + board[i][j++] = this.fen2board(character); } } return board; @@ -412,123 +425,82 @@ export default class ChessRules { // Some additional variables from FEN (variant dependant) setOtherVariables(fenParsed) { // Set flags and enpassant: - if (this.hasFlags) this.setFlags(fenParsed.flags); + if (this.hasFlags) + this.setFlags(fenParsed.flags); if (this.hasEnpassant) this.epSquare = this.getEpSquare(fenParsed.enpassant); - if (this.hasReserve) this.initReserves(fenParsed.reserve); - if (this.options["crazyhouse"]) this.initIspawn(fenParsed.ispawn); + if (this.hasReserve) + this.initReserves(fenParsed.reserve); + if (this.options["crazyhouse"]) + this.initIspawn(fenParsed.ispawn); this.subTurn = 1; //may be unused - if (this.options["teleport"]) this.captured = null; + if (this.options["teleport"]) { + this.subTurnTeleport = 1; + this.captured = null; + } if (this.options["dark"]) { - this.enlightened = ArrayFun.init(this.size.x, this.size.y); // Setup enlightened: squares reachable by player side - this.updateEnlightened(false); + this.enlightened = ArrayFun.init(this.size.x, this.size.y, false); + this.updateEnlightened(); } } - updateEnlightened(withGraphics) { - let newEnlightened = ArrayFun.init(this.size.x, this.size.y, false); - const pawnShift = { w: -1, b: 1 }; + updateEnlightened() { + this.oldEnlightened = this.enlightened; + this.enlightened = ArrayFun.init(this.size.x, this.size.y, false); // Add pieces positions + all squares reachable by moves (includes Zen): - // (watch out special pawns case) for (let x=0; x { - const [i, j] = [x + step[0], this.computeY(y + step[1])]; - if (this.onBoard(i, j) && this.board[i][j] == "") - newEnlightened[i][j] = true; - }); - } + this.enlightened[x][y] = true; this.getPotentialMovesFrom([x, y]).forEach(m => { - newEnlightened[m.end.x][m.end.y] = true; + this.enlightened[m.end.x][m.end.y] = true; }); } } } - if (this.epSquare) this.enlightEnpassant(newEnlightened); - if (withGraphics) this.graphUpdateEnlightened(newEnlightened); - this.enlightened = newEnlightened; + if (this.epSquare) + this.enlightEnpassant(); } - // Include en-passant capturing square if any: - enlightEnpassant(newEnlightened) { - const steps = this.pieces(this.playerColor)[ChessRules.PAWN].attack; + // 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; 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 && - this.getPiece(x, y) == ChessRules.PAWN + this.getPieceType(x, y) == "p" ) { - newEnlightened[x][this.epSquare.y] = true; + this.enlightened[x][this.epSquare.y] = true; break; } } } - // Apply diff this.enlightened --> newEnlightened on board - graphUpdateEnlightened(newEnlightened) { - let container = document.getElementById(this.containerId); - const r = container.getBoundingClientRect(); - const pieceWidth = this.getPieceWidth(r.width); - for (let x=0; x this.g_pieces[x][y].classList.add(cl)); - this.g_pieces[x][y].style.width = pieceWidth + "px"; - this.g_pieces[x][y].style.height = pieceWidth + "px"; - const [ip, jp] = this.getPixelPosition(x, y, r); - this.g_pieces[x][y].style.transform = - `translate(${ip}px,${jp}px)`; - container.appendChild(this.g_pieces[x][y]); - } - } - } - } - } - - // ordering p,r,n,b,q,k (most general + count in base 30 if needed) + // ordering as in pieces() p,r,n,b,q,k (+ count in base 30 if needed) initReserves(reserveStr) { const counts = reserveStr.split("").map(c => parseInt(c, 30)); this.reserve = { w: {}, b: {} }; - const pieceName = Object.keys(this.pieces()); - for (let i of ArrayFun.range(12)) { - if (i < 6) this.reserve['w'][pieceName[i]] = counts[i]; - else this.reserve['b'][pieceName[i-6]] = counts[i]; + 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]; } } initIspawn(ispawnStr) { - if (ispawnStr != "-") { - this.ispawn = ispawnStr.split(",").map(ChessRules.SquareToCoords) - .reduce((o, key) => ({ ...o, [key]: true}), {}); - } - else this.ispawn = {}; + if (ispawnStr != "-") + this.ispawn = ArrayFun.toObject(ispawnStr.split(","), true); + else + this.ispawn = {}; } getNbReservePieces(color) { @@ -538,6 +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 @@ -545,12 +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); } @@ -558,51 +534,67 @@ 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(); this.re_drawBoardElements(); this.initMouseEvents(); - const container = document.getElementById(this.containerId); - new ResizeObserver(this.rescale).observe(container); + const chessboard = + document.getElementById(this.containerId).querySelector(".chessboard"); } re_drawBoardElements() { const board = this.getSvgChessboard(); - const oppCol = ChessRules.GetOppCol(this.playerColor); - let container = document.getElementById(this.containerId); - container.innerHTML = ""; - container.insertAdjacentHTML('beforeend', board); - let cb = container.querySelector("#" + this.containerId + "_SVG"); - const aspectRatio = this.size.y / this.size.x; + const oppCol = C.GetOppCol(this.playerColor); + let chessboard = + document.getElementById(this.containerId).querySelector(".chessboard"); + chessboard.innerHTML = ""; + chessboard.insertAdjacentHTML('beforeend', board); // 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; } } - container.style.width = cbWidth + "px"; - container.style.height = cbHeight + "px"; + chessboard.style.width = cbWidth + "px"; + chessboard.style.height = cbHeight + "px"; // Center chessboard: const spaceLeft = (window.innerWidth - cbWidth) / 2, spaceTop = (window.innerHeight - cbHeight) / 2; - container.style.left = spaceLeft + "px"; - container.style.top = spaceTop + "px"; + chessboard.style.left = spaceLeft + "px"; + chessboard.style.top = spaceTop + "px"; // Give sizes instead of recomputing them, // because chessboard might not be drawn yet. this.setupPieces({ @@ -615,39 +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 fillOpacity = '1'; - if (this.options["dark"] && !this.enlightened[ii][jj]) - fillOpacity = '0.5'; + 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. - // TODO: CSS "wood" style, rect --> style --> background-image ? - board += ``; + board += ` + `; } } - board += ""; + board += ""; return board; } - // Generally light square bottom-right; TODO: user-defined colors at least - getSquareColor(i, j) { - return ((i+j) % 2 == 0 ? "f0d9b5": "b58863"); + // Generally light square bottom-right + getSquareColorClass(x, y) { + return ((x+y) % 2 == 0 ? "light-square": "dark-square"); } setupPieces(r) { @@ -662,60 +652,64 @@ export default class ChessRules { } } } - else this.g_pieces = ArrayFun.init(this.size.x, this.size.y, null); - let container = document.getElementById(this.containerId); - if (!r) r = container.getBoundingClientRect(); + else + this.g_pieces = ArrayFun.init(this.size.x, this.size.y, null); + let chessboard = + document.getElementById(this.containerId).querySelector(".chessboard"); + if (!r) + r = chessboard.getBoundingClientRect(); const pieceWidth = this.getPieceWidth(r.width); for (let i=0; i < this.size.x; i++) { for (let j=0; j < this.size.y; j++) { - if ( - this.board[i][j] != "" && - (!this.options["dark"] || this.enlightened[i][j]) - ) { - const piece = this.getPiece(i, 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"); - 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,${jp}px)`; - container.appendChild(this.g_pieces[i][j]); + let [ip, jp] = this.getPixelPosition(i, j, r); + // Translate coordinates to use chessboard as reference: + this.g_pieces[i][j].style.transform = + `translate(${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) this.re_drawReserve(['w', 'b'], r); + 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': {} }; - if (!r) { - const container = document.getElementById(this.containerId); - r = container.getBoundingClientRect(); - } - const epsilon = 1e-4; //fix display bug on Firefox at least + else + this.r_pieces = { w: {}, b: {} }; + let container = document.getElementById(this.containerId); + if (!r) + r = container.querySelector(".chessboard").getBoundingClientRect(); for (let c of colors) { - if (!this.reserve[c]) continue; + let reservesDiv = document.getElementById("reserves_" + c); + if (reservesDiv) + reservesDiv.remove(); + if (!this.reserve[c]) + continue; const nbR = this.getNbReservePieces(c); - if (nbR == 0) continue; + if (nbR == 0) + continue; const sqResSize = this.getReserveSquareSize(r.width, nbR); let ridx = 0; const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5); @@ -725,21 +719,22 @@ export default class ChessRules { rcontainer.classList.add("reserves"); rcontainer.style.left = i0 + "px"; rcontainer.style.top = j0 + "px"; - rcontainer.style.width = (nbR * sqResSize) + "px"; + // NOTE: +1 fix display bug on Firefox at least + rcontainer.style.width = (nbR * sqResSize + 1) + "px"; rcontainer.style.height = sqResSize + "px"; - document.getElementById("boardContainer").appendChild(rcontainer); + container.appendChild(rcontainer); for (let p of Object.keys(this.reserve[c])) { - if (this.reserve[c][p] == 0) continue; + 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 - epsilon) + "px"; - r_cell.style.height = (sqResSize - epsilon) + "px"; + 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(c)[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; @@ -758,59 +753,95 @@ export default class ChessRules { } updateReserve(color, piece, count) { + if (this.options["cannibal"] && C.CannibalKings[piece]) + 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)) this.re_drawReserve([color]); + if ([oldCount, count].includes(0)) + this.re_drawReserve([color]); else { const numId = this.getReserveNumId(color, piece); document.getElementById(numId).textContent = count; } } - // After resize event: no need to destroy/recreate pieces - rescale() { - let container = document.getElementById(this.containerId); - if (!container) return; //useful at initial loading - const r = container.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; - container.style.width = newWidth + "px"; - } - else if (newRatio < aspectRatio) { - newHeight = r.width / aspectRatio; - container.style.height = newHeight + "px"; + // 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 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; - container.style.left = newX + "px"; + chessboard.style.left = newX + "px"; const newY = (window.innerHeight - newHeight) / 2; - container.style.top = newY + "px"; - const newR = { x: newX, y: newY, width: newWidth, height: newHeight }; + chessboard.style.top = newY + "px"; + 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.board[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) this.rescaleReserve(newR); + if (this.hasReserve) + this.rescaleReserve(newR); } rescaleReserve(r) { - const epsilon = 1e-4; for (let c of ['w','b']) { - if (!this.reserve[c]) continue; + if (!this.reserve[c]) + continue; const nbR = this.getNbReservePieces(c); - if (nbR == 0) continue; + if (nbR == 0) + continue; // Resize container first const sqResSize = this.getReserveSquareSize(r.width, nbR); const vShift = (c == this.playerColor ? r.height + 5 : -sqResSize - 5); @@ -818,15 +849,16 @@ export default class ChessRules { let rcontainer = document.getElementById("reserves_" + c); rcontainer.style.left = i0 + "px"; rcontainer.style.top = j0 + "px"; - rcontainer.style.width = (nbR * sqResSize) + "px"; + rcontainer.style.width = (nbR * sqResSize + 1) + "px"; rcontainer.style.height = sqResSize + "px"; // And then reserve cells: const rpieceWidth = this.getReserveSquareSize(r.width, nbR); Object.keys(this.reserve[c]).forEach(p => { - if (this.reserve[c][p] == 0) return; - let r_cell = document.getElementById(this.coordsToId([c, p])); - r_cell.style.width = (sqResSize - epsilon) + "px"; - r_cell.style.height = (sqResSize - epsilon) + "px"; + if (this.reserve[c][p] == 0) + return; + let r_cell = document.getElementById(this.coordsToId({x: c, y: p})); + r_cell.style.width = sqResSize + "px"; + r_cell.style.height = sqResSize + "px"; }); } } @@ -835,19 +867,33 @@ export default class ChessRules { // 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]; + if (i < 0 || j < 0) + return [0, 0]; //piece vanishes + 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 container = document.getElementById(this.containerId); + let chessboard = container.querySelector(".chessboard"); const getOffset = e => { - if (e.clientX) return {x: e.clientX, y: e.clientY}; //Mouse + if (e.clientX) + // Mouse + return {x: e.clientX, y: e.clientY}; let touchLocation = null; if (e.targetTouches && e.targetTouches.length >= 1) // Touch screen, dragstart @@ -856,12 +902,12 @@ export default class ChessRules { // Touch screen, dragend touchLocation = e.changedTouches[0]; if (touchLocation) - return {x: touchLocation.pageX, y: touchLocation.pageY}; - return [0, 0]; //Big trouble here =) + return {x: touchLocation.clientX, y: touchLocation.clientY}; + return {x: 0, y: 0}; //shouldn't reach here =) } const centerOnCursor = (piece, e) => { - const centerShift = sqSize / 2; + const centerShift = this.getPieceWidth(r.width) / 2; const offset = getOffset(e); piece.style.left = (offset.x - centerShift) + "px"; piece.style.top = (offset.y - centerShift) + "px"; @@ -870,30 +916,36 @@ export default class ChessRules { let start = null, r = null, startPiece, curPiece = null, - sqSize; + pieceWidth; const mousedown = (e) => { - r = container.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]); - if (move) this.playPlusVisual(move); + // Disable zoom on smartphones: + if (e.touches && e.touches.length > 1) + e.preventDefault(); + r = chessboard.getBoundingClientRect(); + 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); - document.getElementById("boardContainer").appendChild(curPiece); + container.appendChild(curPiece); startPiece.style.opacity = "0.4"; - container.style.cursor = "none"; + chessboard.style.cursor = "none"; } } } @@ -904,31 +956,32 @@ export default class ChessRules { e.preventDefault(); centerOnCursor(curPiece, e); } + else if (e.changedTouches && e.changedTouches.length >= 1) + // Attempt to prevent horizontal swipe... + e.preventDefault(); }; const mouseup = (e) => { - const newR = container.getBoundingClientRect(); - if (newR.width != r.width || newR.height != r.height) { - this.rescale(); + if (!start) return; - } - if (!start) return; const [x, y] = [start.x, start.y]; start = null; e.preventDefault(); - container.style.cursor = "pointer"; + chessboard.style.cursor = "pointer"; startPiece.style.opacity = "1"; const offset = getOffset(e); const landingElt = document.elementFromPoint(offset.x, offset.y); - const sq = this.idToCoords(landingElt.id); - 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); - else if (moves.length == 1) this.playPlusVisual(moves[0], r); + if (moves.length >= 2) + this.showChoices(moves, r); + else if (moves.length == 1) + this.playPlusVisual(moves[0], r); } curPiece.remove(); }; @@ -937,32 +990,36 @@ 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) { - document.addEventListener("touchstart", mousedown); - document.addEventListener("touchmove", mousemove); - document.addEventListener("touchend", mouseup); + // https://stackoverflow.com/a/42509310/12660887 + document.addEventListener("touchstart", mousedown, {passive: false}); + document.addEventListener("touchmove", mousemove, {passive: false}); + document.addEventListener("touchend", mouseup, {passive: false}); } + // TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js } showChoices(moves, r) { let container = document.getElementById(this.containerId); + let chessboard = container.querySelector(".chessboard"); let choices = document.createElement("div"); choices.id = "choices"; choices.style.width = r.width + "px"; choices.style.height = r.height + "px"; choices.style.left = r.x + "px"; choices.style.top = r.y + "px"; - container.style.opacity = "0.5"; - let boardContainer = document.getElementById("boardContainer"); - boardContainer.appendChild(choices); - const squareWidth = this.getSquareWidth(r.width); + chessboard.style.opacity = "0.5"; + container.appendChild(choices); + 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; const callback = (m) => { - container.style.opacity = "1"; - boardContainer.removeChild(choices); + chessboard.style.opacity = "1"; + container.removeChild(choices); this.playPlusVisual(m, r); } for (let i=0; i < moves.length; i++) { @@ -975,9 +1032,9 @@ export default class ChessRules { choice.style.backgroundColor = "lightyellow"; choice.onclick = () => callback(moves[i]); const piece = document.createElement("piece"); - const pieceSpec = this.pieces(color)[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); @@ -989,149 +1046,188 @@ 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); } - // Piece type on square (i,j). 'undefined' if square is empty + 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.getPiece(i, j); + return C.CannibalKings[p] || p; //a cannibal king move as... + } + // Get opponent color static GetOppCol(color) { return (color == "w" ? "b" : "w"); } - // Can thing on square1 take thing on square2 + // Can thing on square1 capture (no return) thing on square2? canTake([x1, y1], [x2, y2]) { - return ( - ( - (this.options["recycle"] || this.options["teleport"]) && - this.getPiece(x2, y2) != ChessRules.KING - ) || - (this.getColor(x1, y1) !== this.getColor(x2, y2)) - ); + return (this.getColor(x1, y1) !== this.getColor(x2, y2)); } // Is (x,y) on the chessboard? onBoard(x, y) { - return x >= 0 && x < this.size.x && y >= 0 && y < this.size.y; + return (x >= 0 && x < this.size.x && + y >= 0 && y < this.size.y); } - // Used in interface: 'side' arg == player color + // 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); } //////////////////////// // PIECES SPECIFICATIONS - pieces(color) { + 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)); return { 'p': { "class": "pawn", - steps: [[pawnShift, 0]], - range: 1, - attack: [[pawnShift, 1], [pawnShift, -1]] + moves: [ + { + steps: [[pawnShift, 0]], + range: (initRank ? 2 : 1) + } + ], + attack: [ + { + steps: [[pawnShift, 1], [pawnShift, -1]], + range: 1 + } + ] }, // rook 'r': { "class": "rook", - steps: [[0, 1], [0, -1], [1, 0], [-1, 0]] + moves: [ + {steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]} + ] }, // knight 'n': { "class": "knight", - steps: [ - [1, 2], [1, -2], [-1, 2], [-1, -2], - [2, 1], [-2, 1], [2, -1], [-2, -1] - ], - range: 1 + moves: [ + { + steps: [ + [1, 2], [1, -2], [-1, 2], [-1, -2], + [2, 1], [-2, 1], [2, -1], [-2, -1] + ], + range: 1 + } + ] }, // bishop 'b': { "class": "bishop", - steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]] + moves: [ + {steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]} + ] }, // queen 'q': { "class": "queen", - steps: [ - [0, 1], [0, -1], [1, 0], [-1, 0], - [1, 1], [1, -1], [-1, 1], [-1, -1] + moves: [ + { + steps: [ + [0, 1], [0, -1], [1, 0], [-1, 0], + [1, 1], [1, -1], [-1, 1], [-1, -1] + ] + } ] }, // king 'k': { "class": "king", - steps: [ - [0, 1], [0, -1], [1, 0], [-1, 0], - [1, 1], [1, -1], [-1, 1], [-1, -1] - ], - range: 1 - } + moves: [ + { + steps: [ + [0, 1], [0, -1], [1, 0], [-1, 0], + [1, 1], [1, -1], [-1, 1], [-1, -1] + ], + range: 1 + } + ] + }, + // Cannibal kings: + '!': {"class": "king-pawn", moveas: "p"}, + '#': {"class": "king-rook", moveas: "r"}, + '$': {"class": "king-knight", moveas: "n"}, + '%': {"class": "king-bishop", moveas: "b"}, + '*': {"class": "king-queen", moveas: "q"} }; } - // Some pieces codes (for a clearer code) - static get PAWN() { - return "p"; - } - static get QUEEN() { - return "q"; - } - static get KING() { - return "k"; - } - //////////////////// // MOVES GENERATION // For Cylinder: get Y coordinate - computeY(y) { - if (!this.options["cylinder"]) return y; + getY(y) { + if (!this.options["cylinder"]) + return y; let res = y % this.size.y; - if (res < 0) res += this.size.y; + if (res < 0) + res += this.size.y; return res; } // Stop at the first capture found atLeastOneCapture(color) { color = color || this.turn; - const oppCol = ChessRules.GetOppCol(color); + const oppCol = C.GetOppCol(color); for (let i = 0; i < this.size.x; i++) { for (let j = 0; j < this.size.y; j++) { if (this.board[i][j] != "" && this.getColor(i, j) == color) { - const specs = this.pieces(color)[this.getPiece(i, j)]; - const steps = specs.attack || specs.steps; - outerLoop: for (let step of steps) { - let [ii, jj] = [i + step[0], this.computeY(j + step[1])]; - let stepCounter = 1; - while (this.onBoard(ii, jj) && this.board[ii][jj] == "") { - if (specs.range <= stepCounter++) continue outerLoop; - ii += step[0]; - jj = this.computeY(jj + step[1]); - } - if ( - this.onBoard(ii, jj) && - this.getColor(ii, jj) == oppCol && - this.filterValid( - [this.getBasicMove([i, j], [ii, jj])] - ).length >= 1 - ) { - return true; + const allSpecs = this.pieces(color, i, j) + let specs = allSpecs[this.getPieceType(i, j)]; + 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.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.getY(jj + step[1]); + } + if ( + this.onBoard(ii, jj) && + this.getColor(ii, jj) == oppCol && + this.filterValid( + [this.getBasicMove([i, j], [ii, jj])] + ).length >= 1 + ) { + return true; + } } } } @@ -1142,17 +1238,17 @@ export default class ChessRules { getDropMovesFrom([c, p]) { // NOTE: by design, this.reserve[c][p] >= 1 on user click - // (but not necessarily otherwise) - if (!this.reserve[c][p] || this.reserve[c][p] == 0) return []; + // (but not necessarily otherwise: atLeastOneMove() etc) + if (this.reserve[c][p] == 0) + return []; let moves = []; for (let i=0; i 0) ) @@ -1172,15 +1268,24 @@ export default class ChessRules { } // All possible moves from selected square - getPotentialMovesFrom(sq) { - if (typeof sq[0] == "string") return this.getDropMovesFrom(sq); - if (this.options["madrasi"] && this.isImmobilized(sq)) return []; - const piece = this.getPiece(sq[0], sq[1]); - let moves; - if (piece == ChessRules.PAWN) moves = this.getPotentialPawnMoves(sq); - else moves = this.getPotentialMovesOf(piece, sq); + getPotentialMovesFrom(sq, color) { + if (this.subTurnTeleport == 2) + return []; + if (typeof sq[0] == "string") + return this.getDropMovesFrom(sq); + if (this.isImmobilized(sq)) + return []; + const piece = this.getPieceType(sq[0], sq[1]); + let moves = this.getPotentialMovesOf(piece, sq); if ( - piece == ChessRules.KING && + piece == "p" && + this.hasEnpassant && + this.epSquare + ) { + Array.prototype.push.apply(moves, this.getEnpassantCaptures(sq)); + } + if ( + piece == "k" && this.hasCastle && this.castleFlags[color || this.turn].some(v => v < this.size.y) ) { @@ -1190,175 +1295,381 @@ export default class ChessRules { } postProcessPotentialMoves(moves) { - if (moves.length == 0) return []; + if (moves.length == 0) + return []; const color = this.getColor(moves[0].start.x, moves[0].start.y); - const oppCol = ChessRules.GetOppCol(color); + const oppCol = C.GetOppCol(color); - if (this.options["capture"] && this.atLeastOneCapture()) { - // Filter out non-capturing moves (not using m.vanish because of - // self captures of Recycle and Teleport). - moves = moves.filter(m => { - return ( - this.board[m.end.x][m.end.y] != "" && - this.getColor(m.end.x, m.end.y) == oppCol - ); - }); + if (this.options["capture"] && this.atLeastOneCapture()) + moves = this.capturePostProcess(moves, oppCol); + + if (this.options["atomic"]) + this.atomicPostProcess(moves, oppCol); + + if ( + moves.length > 0 && + this.getPieceType(moves[0].start.x, moves[0].start.y) == "p" + ) { + this.pawnPostProcess(moves, color, oppCol); } - if (this.options["atomic"]) { - moves.forEach(m => { - if ( - this.board[m.end.x][m.end.y] != "" && - this.getColor(m.end.x, m.end.y) == oppCol - ) { - // Explosion! - let steps = [ - [-1, -1], - [-1, 0], - [-1, 1], - [0, -1], - [0, 1], - [1, -1], - [1, 0], - [1, 1] - ]; - for (let step of steps) { - let x = m.end.x + step[0]; - let y = this.computeY(m.end.y + step[1]); - if ( - this.onBoard(x, y) && - this.board[x][y] != "" && - this.getPiece(x, y) != ChessRules.PAWN - ) { - m.vanish.push( - new PiPo({ - p: this.getPiece(x, y), - c: this.getColor(x, y), - x: x, - y: y - }) - ); - } - } - if (!this.options["rifle"]) m.appear.pop(); //nothin appears - } - }); + if ( + this.options["cannibal"] && + this.options["rifle"] + ) { + // In this case a rifle-capture from last rank may promote a pawn + this.riflePromotePostProcess(moves, color); } + return moves; } + capturePostProcess(moves, oppCol) { + // 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 + ); + }); + } + + atomicPostProcess(moves, oppCol) { + moves.forEach(m => { + if ( + this.board[m.end.x][m.end.y] != "" && + this.getColor(m.end.x, m.end.y) == oppCol + ) { + // Explosion! + let steps = [ + [-1, -1], + [-1, 0], + [-1, 1], + [0, -1], + [0, 1], + [1, -1], + [1, 0], + [1, 1] + ]; + for (let step of steps) { + let x = m.end.x + step[0]; + let y = this.getY(m.end.y + step[1]); + if ( + this.onBoard(x, y) && + this.board[x][y] != "" && + this.getPieceType(x, y) != "p" + ) { + m.vanish.push( + new PiPo({ + p: this.getPiece(x, y), + c: this.getColor(x, y), + x: x, + y: y + }) + ); + } + } + if (!this.options["rifle"]) + m.appear.pop(); //nothing appears + } + }); + } + + pawnPostProcess(moves, color, oppCol) { + let moreMoves = []; + const lastRank = (color == "w" ? 0 : this.size.x - 1); + const initPiece = this.getPiece(moves[0].start.x, moves[0].start.y); + moves.forEach(m => { + const [x1, y1] = [m.start.x, m.start.y]; + const [x2, y2] = [m.end.x, m.end.y]; + const promotionOk = ( + x2 == lastRank && + (!this.options["rifle"] || this.board[x2][y2] == "") + ); + if (!promotionOk) + return; //nothing to do + 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 { + if ( + m.start.x == lastRank && + m.appear.length >= 1 && + m.appear[0].p == "p" && + m.appear[0].x == m.start.x && + m.appear[0].y == m.start.y + ) { + 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]]]); } - if ( - this.onBoard(i, j) && - ( - !this.options["zen"] || - this.getPiece(i, j) == ChessRules.KING || - this.getColor(i, j) == color //OK for Recycle and Teleport - ) && - this.canTake([x, y], [i, j]) && - !explored[i + "." + j] - ) { - explored[i + "." + j] = true; - moves.push(this.getBasicMove([x, y], [i, j])); + moves.push(newMove); + }; + + const findAddMoves = (type, stepArray) => { + for (let s of stepArray) { + outerLoop: for (let step of s.steps) { + 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; + addMove([x, y], [i, j]); + } + if (s.range <= stepCounter++) + continue outerLoop; + const oldIJ = [i, j]; + i += step[0]; + 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; + const pieceIJ = this.getPieceType(i, j); + if ( + type != "moveonly" && + !explored[i + "." + j] && + ( + !this.options["zen"] || + pieceIJ == "k" + ) && + ( + this.canTake([x, y], [i, j]) || + ( + (this.options["recycle"] || this.options["teleport"]) && + pieceIJ != "k" + ) + ) + ) { + explored[i + "." + j] = true; + addMove([x, y], [i, j]); + } + } } + }; + + const specialAttack = !!stepSpec.attack; + 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], {zen: true})); } - if (this.options["zen"]) - Array.prototype.push.apply(moves, this.getZenCaptures(x, y)); return moves; } - getZenCaptures(x, y) { + // 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 oppCol = ChessRules.GetOppCol(color); - const pieces = this.pieces(oppCol); - Object.keys(pieces).forEach(p => { - if (p == ChessRules.KING) return; //king isn't captured this way - const steps = pieces[p].attack || pieces[p].steps; - const range = pieces[p].range; - steps.forEach(s => { - // From x,y: revert step - let [i, j] = [x - s[0], this.computeY(y - s[1])]; - let stepCounter = 1; - while (this.onBoard(i, j) && this.board[i][j] == "") { - if (range <= stepCounter++) return; - i -= s[0]; - j = this.computeY(j - s[1]); - } + if (!args.oppCol) + args.oppCol = C.GetOppCol(this.getColor(x, y) || this.turn); + for (let i=0; i 1e-7) + return false; + distance = Math.round(distance); //in case of (numerical...) + if (range < distance) + return false; + return true; + } + // Build a regular move from its initial and destination squares. // tr: transformation getBasicMove([sx, sy], [ex, ey], tr) { const initColor = this.getColor(sx, sy); - const initPiece = this.board[sx][sy].charAt(1); + const initPiece = this.getPiece(sx, sy); const destColor = (this.board[ex][ey] != "" ? this.getColor(ex, ey) : ""); let mv = new Move({ appear: [], vanish: [], - start: {x:sx, y:sy}, - end: {x:ex, y:ey} + start: {x: sx, y: sy}, + end: {x: ex, y: ey} }); if ( !this.options["rifle"] || @@ -1388,23 +1699,23 @@ export default class ChessRules { x: ex, y: ey, c: this.getColor(ex, ey), - p: this.board[ex][ey].charAt(1) + p: this.getPiece(ex, ey) }) ); - if (this.options["rifle"]) - // Rifle captures are tricky in combination with Atomic etc, - // so it's useful to mark the move : - mv.capture = true; if (this.options["cannibal"] && destColor != initColor) { const lastIdx = mv.vanish.length - 1; - if (mv.appear.length >= 1) mv.appear[0].p = mv.vanish[lastIdx].p; + let trPiece = mv.vanish[lastIdx].p; + if (this.isKing(this.getPiece(sx, sy))) + trPiece = C.CannibalKingCode[trPiece]; + if (mv.appear.length >= 1) + mv.appear[0].p = trPiece; else if (this.options["rifle"]) { mv.appear.unshift( new PiPo({ x: sx, y: sy, c: initColor, - p: mv.vanish[lastIdx].p + p: trPiece }) ); mv.vanish.unshift( @@ -1425,8 +1736,9 @@ export default class ChessRules { getEpSquare(moveOrSquare) { if (typeof moveOrSquare === "string") { const square = moveOrSquare; - if (square == "-") return undefined; - return ChessRules.SquareToCoords(square); + if (square == "-") + return undefined; + return C.SquareToCoords(square); } // Argument is a move: const move = moveOrSquare; @@ -1436,8 +1748,8 @@ export default class ChessRules { s.y == e.y && Math.abs(s.x - e.x) == 2 && // Next conditions for variants like Atomic or Rifle, Recycle... - (move.appear.length > 0 && move.appear[0].p == ChessRules.PAWN) && - (move.vanish.length > 0 && move.vanish[0].p == ChessRules.PAWN) + (move.appear.length > 0 && move.appear[0].p == "p") && + (move.vanish.length > 0 && move.vanish[0].p == "p") ) { return { x: (s.x + e.x) / 2, @@ -1448,14 +1760,15 @@ export default class ChessRules { } // Special case of en-passant captures: treated separately - getEnpassantCaptures([x, y], shiftX) { + getEnpassantCaptures([x, y]) { const color = this.getColor(x, y); - const oppCol = ChessRules.GetOppCol(color); + const shiftX = (color == 'w' ? -1 : 1); + const oppCol = C.GetOppCol(color); let enpassantMove = null; if ( !!this.epSquare && this.epSquare.x == x + shiftX && - Math.abs(this.computeY(this.epSquare.y - y)) == 1 && + Math.abs(this.getY(this.epSquare.y - y)) == 1 && this.getColor(x, this.epSquare.y) == oppCol //Doublemove guard... ) { const [epx, epy] = [this.epSquare.x, this.epSquare.y]; @@ -1468,149 +1781,29 @@ export default class ChessRules { return !!enpassantMove ? [enpassantMove] : []; } - // Consider all potential promotions: - addPawnMoves([x1, y1], [x2, y2], moves, promotions) { - let finalPieces = [ChessRules.PAWN]; - const color = this.getColor(x1, y1); - const lastRank = (color == "w" ? 0 : this.size.x - 1); - if (x2 == lastRank && (!this.options["rifle"] || this.board[x2][y2] == "")) - { - // promotions arg: special override for Hiddenqueen variant - if (promotions) finalPieces = promotions; - else if (this.pawnSpecs.promotions) - finalPieces = this.pawnSpecs.promotions; - } - for (let piece of finalPieces) { - const tr = (piece != ChessRules.PAWN ? { c: color, p: piece } : null); - moves.push(this.getBasicMove([x1, y1], [x2, y2], tr)); - } - } - - // What are the pawn moves from square x,y ? - getPotentialPawnMoves([x, y], promotions) { - const color = this.getColor(x, y); //this.turn doesn't work for Dark mode - const [sizeX, sizeY] = [this.size.x, this.size.y]; - const pawnShiftX = this.pawnSpecs.directions[color]; - const firstRank = (color == "w" ? sizeX - 1 : 0); - const forward = (color == 'w' ? -1 : 1); - - // Pawn movements in shiftX direction: - const getPawnMoves = (shiftX) => { - let moves = []; - // NOTE: next condition is generally true (no pawn on last rank) - if (x + shiftX >= 0 && x + shiftX < sizeX) { - if (this.board[x + shiftX][y] == "") { - // One square forward (or backward) - this.addPawnMoves([x, y], [x + shiftX, y], moves, promotions); - // Next condition because pawns on 1st rank can generally jump - if ( - this.pawnSpecs.twoSquares && - ( - ( - color == 'w' && - x >= this.size.x - 1 - this.pawnSpecs.initShift['w'] - ) - || - (color == 'b' && x <= this.pawnSpecs.initShift['b']) - ) - ) { - if ( - shiftX == forward && - this.board[x + 2 * shiftX][y] == "" - ) { - // Two squares jump - moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y])); - if ( - this.pawnSpecs.threeSquares && - this.board[x + 3 * shiftX, y] == "" - ) { - // Three squares jump - moves.push(this.getBasicMove([x, y], [x + 3 * shiftX, y])); - } - } - } - } - // Captures - if (this.pawnSpecs.canCapture) { - for (let shiftY of [-1, 1]) { - const yCoord = this.computeY(y + shiftY); - if (yCoord >= 0 && yCoord < sizeY) { - if ( - this.board[x + shiftX][yCoord] != "" && - this.canTake([x, y], [x + shiftX, yCoord]) && - ( - !this.options["zen"] || - this.getPiece(x + shiftX, yCoord) == ChessRules.KING - ) - ) { - this.addPawnMoves( - [x, y], [x + shiftX, yCoord], - moves, promotions - ); - } - if ( - this.pawnSpecs.captureBackward && shiftX == forward && - x - shiftX >= 0 && x - shiftX < this.size.x && - this.board[x - shiftX][yCoord] != "" && - this.canTake([x, y], [x - shiftX, yCoord]) && - ( - !this.options["zen"] || - this.getPiece(x + shiftX, yCoord) == ChessRules.KING - ) - ) { - this.addPawnMoves( - [x, y], [x - shiftX, yCoord], - moves, promotions - ); - } - } - } - } - } - return moves; - } - - let pMoves = getPawnMoves(pawnShiftX); - if (this.pawnSpecs.bidirectional) - pMoves = pMoves.concat(getPawnMoves(-pawnShiftX)); - - if (this.hasEnpassant) { - // NOTE: backward en-passant captures are not considered - // because no rules define them (for now). - Array.prototype.push.apply( - pMoves, - this.getEnpassantCaptures([x, y], pawnShiftX) - ); - } - - if (this.options["zen"]) - Array.prototype.push.apply(pMoves, this.getZenCaptures(x, y)); - - return pMoves; - } - // "castleInCheck" arg to let some variants castle under check getCastleMoves([x, y], finalSquares, castleInCheck, castleWith) { const c = this.getColor(x, y); // Castling ? - const oppCol = ChessRules.GetOppCol(c); + const oppCol = C.GetOppCol(c); let moves = []; // King, then rook: finalSquares = finalSquares || [ [2, 3], [this.size.y - 2, this.size.y - 3] ]; - const castlingKing = this.board[x][y].charAt(1); + const castlingKing = this.getPiece(x, y); castlingCheck: for ( let castleSide = 0; castleSide < 2; castleSide++ //large, then small ) { - if (this.castleFlags[c][castleSide] >= this.size.y) continue; + if (this.castleFlags[c][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 castlingPiece = this.board[x][rookPos].charAt(1); + const castlingPiece = this.getPiece(x, rookPos); if ( this.board[x][rookPos] == "" || this.getColor(x, rookPos) != c || @@ -1639,7 +1832,8 @@ export default class ChessRules { // Nothing on the path to the rook? step = (castleSide == 0 ? -1 : 1); for (i = y + step; i != rookPos; i += step) { - if (this.board[x][i] != "") continue castlingCheck; + if (this.board[x][i] != "") + continue castlingCheck; } // Nothing on final squares, except maybe king and castling rook? @@ -1680,8 +1874,8 @@ export default class ChessRules { ], end: Math.abs(y - rookPos) <= 2 - ? { x: x, y: rookPos } - : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } + ? {x: x, y: rookPos} + : {x: x, y: y + 2 * (castleSide == 0 ? -1 : 1)} }) ); } @@ -1692,68 +1886,38 @@ export default class ChessRules { //////////////////// // MOVES VALIDATION - // Is (king at) given position under check by "color" ? - underCheck([x, y], color) { - if (this.taking || this.options["dark"]) return false; - color = color || ChessRules.GetOppCol(this.getColor(x, y)); - const pieces = this.pieces(color); - return Object.keys(pieces).some(p => { - return this.isAttackedBy([x, y], p, color, pieces[p]); - }); - } - - isAttackedBy([x, y], piece, color, stepSpec) { - const steps = stepSpec.attack || stepSpec.steps; - const range = stepSpec.range; - let explored = {}; //for Cylinder mode - outerLoop: for (let step of steps) { - let rx = x - step[0], - ry = this.computeY(y - step[1]); - let stepCounter = 1; - while ( - this.onBoard(rx, ry) && - this.board[rx][ry] == "" && - !explored[rx + "." + ry] - ) { - explored[rx + "." + ry] = true; - if (range <= stepCounter++) continue outerLoop; - rx -= step[0]; - ry = this.computeY(ry - step[1]); - } - if ( - this.onBoard(rx, ry) && - this.board[rx][ry] != "" && - this.getPiece(rx, ry) == piece && - this.getColor(rx, ry) == color && - (!this.options["madrasi"] || !this.isImmobilized([rx, ry])) - ) { - return true; - } - } - return false; + // Is (king at) given position under check by "oppCol" ? + underCheck([x, y], oppCol) { + if (this.options["taking"] || this.options["dark"]) + return false; + return ( + this.findCapturesOn([x, y], {oppCol: oppCol, one: true}).length >= 1 + ); } // Stop at first king found (TODO: multi-kings) searchKingPos(color) { for (let i=0; i < this.size.x; i++) { for (let j=0; j < this.size.y; j++) { - if (this.board[i][j] == color + 'k') return [i, j]; + if (this.getColor(i, j) == color && this.isKing(this.getPiece(i, j))) + return [i, j]; } } return [-1, -1]; //king not found } filterValid(moves) { - if (moves.length == 0) return []; + if (moves.length == 0) + return []; const color = this.turn; - const oppCol = ChessRules.GetOppCol(color); + const oppCol = C.GetOppCol(color); if (this.options["balance"] && [1, 3].includes(this.movesCount)) { // Forbid moves either giving check or exploding opponent's king: const oppKingPos = this.searchKingPos(oppCol); moves = moves.filter(m => { if ( - m.vanish.some(v => v.c == oppCol && v.p == ChessRules.KING) && - m.appear.every(a => a.c != oppCol || a.p != ChessRUles.KING) + m.vanish.some(v => v.c == oppCol && v.p == "k") && + m.appear.every(a => a.c != oppCol || a.p != "k") ) return false; this.playOnBoard(m); @@ -1762,7 +1926,8 @@ export default class ChessRules { return res; }); } - if (this.taking || this.options["dark"]) return moves; + if (this.options["taking"] || this.options["dark"]) + return moves; const kingPos = this.searchKingPos(color); let filtered = {}; //avoid re-checking similar moves (promotions...) return moves.filter(m => { @@ -1771,13 +1936,18 @@ export default class ChessRules { this.playOnBoard(m); let square = kingPos, res = true; //a priori valid - if (m.vanish.some(v => v.p == ChessRules.KING && v.c == color)) { + if (m.vanish.some(v => { + return C.CannibalKings[v.p] && v.c == color; + })) { // Search king in appear array: const newKingIdx = - m.appear.findIndex(a => a.p == ChessRules.KING && a.c == color); + m.appear.findIndex(a => { + return C.CannibalKings[a.p] && a.c == color; + }); if (newKingIdx >= 0) square = [m.appear[newKingIdx].x, m.appear[newKingIdx].y]; - else res = false; + else + res = false; } res &&= !this.underCheck(square, oppCol); this.undoOnBoard(m); @@ -1803,13 +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) { @@ -1817,95 +1991,115 @@ export default class ChessRules { move.appear.concat(move.vanish).forEach(psq => { if ( this.board[psq.x][psq.y] != "" && - this.getPiece(psq.x, psq.y) == ChessRules.KING + this.getPieceType(psq.x, psq.y) == "k" ) { this.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) c = 'b'; - else if (psq.x == this.size.x - 1) c = 'w'; - if (c != '') { + let c = ""; + if (psq.x == 0) + c = "b"; + else if (psq.x == this.size.x - 1) + c = "w"; + if (c != "") { const fidx = this.castleFlags[c].findIndex(f => f == psq.y); - if (fidx >= 0) this.castleFlags[c][fidx] = this.size.y; + if (fidx >= 0) + this.castleFlags[c][fidx] = this.size.y; } }); } prePlay(move) { if ( - typeof move.start.x == "number" && - (!this.options["teleport"] || this.subTurn == 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 = ChessRules.CoordsToSquare(move.start); - if ( - this.options["crazyhouse"] && - (!this.options["rifle"] || !move.capture) - ) { - if (this.ispawn[initSquare]) { - delete this.ispawn[initSquare]; - this.ispawn[ChessRules.CoordsToSquare(move.end)] = true; + 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] || + (move.vanish[0].p == "p" && move.appear[0].p != "p") + ) { + this.ispawn[destSquare] = true; } else if ( - move.vanish[0].p == ChessRules.PAWN && - move.appear[0].p != ChessRules.PAWN + this.ispawn[destSquare] && + this.getColor(move.end.x, move.end.y) != move.vanish[0].c ) { - this.ispawn[ChessRules.CoordsToSquare(move.end)] = true; + move.vanish[1].p = "p"; + delete this.ispawn[destSquare]; } } } const minSize = Math.min(move.appear.length, move.vanish.length); - if (this.hasReserve) { + 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 move.appear.length && move.vanish[move.vanish.length - 1].c == color ) { const v = move.vanish[move.vanish.length - 1]; this.captured = {x: v.x, y: v.y, c: v.c, p: v.p}; - this.subTurn = 2; + this.subTurnTeleport = 2; return; } + this.subTurnTeleport = 1; this.captured = null; } if (this.options["balance"]) { - if (![1, 3].includes(this.movesCount)) this.turn = oppCol; + if (![1, 3].includes(this.movesCount)) + this.turn = oppCol; } else { if ( @@ -1917,7 +2111,13 @@ export default class ChessRules { (this.options["progressive"] && this.subTurn <= this.movesCount) ) { const oppKingPos = this.searchKingPos(oppCol); - if (oppKingPos[0] >= 0 && !this.underCheck(oppKingPos, color)) { + if ( + oppKingPos[0] >= 0 && + ( + this.options["taking"] || + !this.underCheck(oppKingPos, color) + ) + ) { this.subTurn++; return; } @@ -1934,16 +2134,19 @@ export default class ChessRules { for (let i = 0; i < this.size.x; i++) { for (let j = 0; j < this.size.y; j++) { if (this.board[i][j] != "" && this.getColor(i, j) == color) { - // TODO?: do not search all possible moves here + // 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]); - if (moves.some(m => this.filterValid([m]).length >= 1)) return true; + if (moves.some(m => this.filterValid([m]).length >= 1)) + return true; } } } if (this.hasReserve && this.reserve[color]) { for (let p of Object.keys(this.reserve[color])) { const moves = this.getDropMovesFrom([color, p]); - if (moves.some(m => this.filterValid([m]).length >= 1)) return true; + if (moves.some(m => this.filterValid([m]).length >= 1)) + return true; } } return false; @@ -1952,152 +2155,169 @@ export default class ChessRules { // What is the score ? (Interesting if game is over) getCurrentScore(move) { const color = this.turn; - const oppCol = ChessRules.GetOppCol(color); + const oppCol = C.GetOppCol(color); const kingPos = [this.searchKingPos(color), this.searchKingPos(oppCol)]; - if (kingPos[0][0] < 0 && kingPos[1][0] < 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()) return "*"; + if (kingPos[0][0] < 0 && kingPos[1][0] < 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()) + return "*"; // No valid move: stalemate or checkmate? - if (!this.underCheck(kingPos, color)) return "1/2"; + if (!this.underCheck(kingPos[0], color)) + return "1/2"; // OK, checkmate return (color == "w" ? "0-1" : "1-0"); } - // NOTE: quite suboptimal for eg. Benedict (TODO?) playVisual(move, r) { move.vanish.forEach(v => { - if (!this.enlightened || this.enlightened[v.x][v.y]) { - this.g_pieces[v.x][v.y].remove(); - this.g_pieces[v.x][v.y] = null; - } + this.g_pieces[v.x][v.y].remove(); + this.g_pieces[v.x][v.y] = null; }); - let container = document.getElementById(this.containerId); - if (!r) r = container.getBoundingClientRect(); + let chessboard = + document.getElementById(this.containerId).querySelector(".chessboard"); + if (!r) + r = chessboard.getBoundingClientRect(); const pieceWidth = this.getPieceWidth(r.width); move.appear.forEach(a => { - if (this.enlightened && !this.enlightened[a.x][a.y]) return; 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)`; - container.appendChild(this.g_pieces[a.x][a.y]); + // 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]); }); + if (this.options["dark"]) + this.graphUpdateEnlightened(); } playPlusVisual(move, r) { - this.playVisual(move, r); this.play(move); + this.playVisual(move, r); 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]; - let container = document.getElementById(this.containerId); - const clonePiece = ( - !dropMove && - this.options["rifle"] || - (this.options["teleport"] && this.subTurn == 2) - ); - if (clonePiece) { - startPiece = startPiece.cloneNode(); - if (this.options["rifle"]) startArray[i1][j1].style.opacity = "0"; - if (this.options["teleport"] && this.subTurn == 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 + 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"; + } + 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)); } - container.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, ${arr[1]}px)`; + setTimeout(cb, duration * 1000); + }, 50); + }; + if (!move.segments) { + move.segments = [ + [[move.start.x, move.start.y], [move.end.x, move.end.y]] ]; } - else startCoords = [i1, j1]; - const r = container.getBoundingClientRect(); - const arrival = this.getPixelPosition(i2, j2, r); //TODO: arrival on drop? - let rs = [0, 0]; - if (dropMove) rs = this.getReserveShift(i1, j1, r); - const distance = - Math.sqrt((startCoords[0] - i2) ** 2 + (startCoords[1] - j2) ** 2); - const maxDist = Math.sqrt((this.size.x - 1)** 2 + (this.size.y - 1) ** 2); - const multFact = (distance - 1) / (maxDist - 1); //1 == minDist - const duration = 0.2 + multFact * 0.3; - startPiece.style.transform = - `translate(${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(); - } + 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) { const launchAnimation = () => { - const r = - document.getElementById(this.containerId).getBoundingClientRect(); + const r = container.querySelector(".chessboard").getBoundingClientRect(); const animateRec = i => { this.animate(moves[i], () => { - this.playVisual(moves[i], r); this.play(moves[i]); - if (i < moves.length - 1) setTimeout(() => animateRec(i+1), 300); - else callback(); + this.playVisual(moves[i], r); + if (i < moves.length - 1) + setTimeout(() => animateRec(i+1), 300); + else + callback(); }); }; animateRec(0); }; - const checkDisplayThenAnimate = () => { - if (boardContainer.style.display == "none") { + // 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"; - boardContainer.style.display = "block"; + container.style.display = "block"; setTimeout(launchAnimation, 700); } - else launchAnimation(); //focused user! + else + setTimeout(launchAnimation, delay || 0); }; - let boardContainer = document.getElementById("boardContainer"); - if (!document.hasFocus()) { - window.onfocus = () => { - window.onfocus = undefined; - checkDisplayThenAnimate(); + let container = document.getElementById(this.containerId); + if (document.hidden) { + document.onvisibilitychange = () => { + document.onvisibilitychange = undefined; + checkDisplayThenAnimate(700); }; } - else checkDisplayThenAnimate(); + else + checkDisplayThenAnimate(); } };